ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.14 by root, Mon Sep 4 11:07:59 2006 UTC vs.
Revision 1.82 by root, Mon Dec 25 11:25:49 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.14 2006/09/04 11:07:59 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
116int CAN_MERGE(object *ob1, object *ob2) { 196bool object::can_merge_slow (object *ob1, object *ob2)
117 197{
118 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
204 return 0;
120 205
121 if (ob1->speed != ob2->speed) return 0; 206 //TODO: this ain't working well, use nicer and correct overflow check
122 /* Note sure why the following is the case - either the object has to 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
123 * be animated or have a very low speed. Is this an attempted monster 208 * value could not be stored in a sint32 (which unfortunately sometimes is
124 * check? 209 * used to store nrof).
125 */ 210 */
126 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0;
213
214 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning.
219 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name
229 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id
240 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname
242 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
251 return 0;
252
253 /* This is really a spellbook check - really, we should
254 * check all objects in the inventory.
255 */
256 if (ob1->inv || ob2->inv)
257 {
258 /* if one object has inventory but the other doesn't, not equiv */
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
127 return 0; 260 return 0;
128 261
129 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 262 /* Now check to see if the two inventory objects could merge */
130 * value could not be stored in a sint32 (which unfortunately sometimes is 263 if (!object::can_merge (ob1->inv, ob2->inv))
131 * used to store nrof).
132 */
133 if (ob1->nrof+ob2->nrof >= 1UL<<31)
134 return 0; 264 return 0;
135 265
136 /* This is really a spellbook check - really, we should
137 * check all objects in the inventory.
138 */
139 if (ob1->inv || ob2->inv) {
140 /* if one object has inventory but the other doesn't, not equiv */
141 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
142
143 /* Now check to see if the two inventory objects could merge */
144 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
145
146 /* 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
147 * if it is valid. 267 * if it is valid.
148 */ 268 */
149 } 269 }
150 270
151 /* If the objects have been identified, set the BEEN_APPLIED flag.
152 * This is to the comparison of the flags below will be OK. We
153 * just can't ignore the been applied or identified flags, as they
154 * are not equal - just if it has been identified, the been_applied
155 * flags lose any meaning.
156 */
157 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
158 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
159
160 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
161 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
162
163
164 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
165 * being locked in inventory should prevent merging.
166 * 0x4 in flags3 is CLIENT_SENT
167 */
168 if ((ob1->arch != ob2->arch) ||
169 (ob1->flags[0] != ob2->flags[0]) ||
170 (ob1->flags[1] != ob2->flags[1]) ||
171 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
172 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
173 (ob1->name != ob2->name) ||
174 (ob1->title != ob2->title) ||
175 (ob1->msg != ob2->msg) ||
176 (ob1->weight != ob2->weight) ||
177 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
178 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
179 (ob1->attacktype != ob2->attacktype) ||
180 (ob1->magic != ob2->magic) ||
181 (ob1->slaying != ob2->slaying) ||
182 (ob1->skill != ob2->skill) ||
183 (ob1->value != ob2->value) ||
184 (ob1->animation_id != ob2->animation_id) ||
185 (ob1->client_type != ob2->client_type) ||
186 (ob1->materialname != ob2->materialname) ||
187 (ob1->lore != ob2->lore) ||
188 (ob1->subtype != ob2->subtype) ||
189 (ob1->move_type != ob2->move_type) ||
190 (ob1->move_block != ob2->move_block) ||
191 (ob1->move_allow != ob2->move_allow) ||
192 (ob1->move_on != ob2->move_on) ||
193 (ob1->move_off != ob2->move_off) ||
194 (ob1->move_slow != ob2->move_slow) ||
195 (ob1->move_slow_penalty != ob2->move_slow_penalty)
196 )
197 return 0;
198
199 /* Don't merge objects that are applied. With the new 'body' code, 271 /* Don't merge objects that are applied. With the new 'body' code,
200 * it is possible for most any character to have more than one of 272 * it is possible for most any character to have more than one of
201 * some items equipped, and we don't want those to merge. 273 * some items equipped, and we don't want those to merge.
202 */ 274 */
203 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
276 return 0;
277
278 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster
280 * check?
281 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
283 return 0;
284
285 switch (ob1->type)
286 {
287 case SCROLL:
288 if (ob1->level != ob2->level)
289 return 0;
290 break;
291 }
292
293 if (ob1->key_values != NULL || ob2->key_values != NULL)
294 {
295 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
297 /* One has fields, but the other one doesn't. */
204 return 0; 298 return 0;
205
206 switch (ob1->type) {
207 case SCROLL:
208 if (ob1->level != ob2->level) return 0;
209 break;
210
211 }
212 if (ob1->key_values != NULL || ob2->key_values != NULL) {
213 /* At least one of these has key_values. */
214 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
215 /* One has fields, but the other one doesn't. */
216 return 0;
217 } else if (!compare_ob_value_lists(ob1, ob2)) { 299 else if (!compare_ob_value_lists (ob1, ob2))
218 return 0; 300 return 0;
219 } 301 }
302
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self)
220 } 305 {
306 ob1->optimise ();
307 ob2->optimise ();
221 308
309 if (ob1->self || ob2->self)
310 return 0;
311 }
312
222 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
223 return 1; 314 return 1;
224} 315}
225 316
226/* 317/*
227 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
228 * 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
229 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
230 */ 321 */
231signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
232 signed long sum; 325 long sum;
233 object *inv; 326 object *inv;
327
234 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
235 if (inv->inv) 330 if (inv->inv)
236 sum_weight(inv); 331 sum_weight (inv);
237 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
238 } 333 }
334
239 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
240 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
241 if(op->carrying != sum) 338 if (op->carrying != sum)
242 op->carrying = sum; 339 op->carrying = sum;
340
243 return sum; 341 return sum;
244} 342}
245 343
246/** 344/**
247 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
248 */ 346 */
249 347
348object *
250object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
251 while (op->env != NULL) 351 while (op->env != NULL)
252 op = op->env; 352 op = op->env;
253 return op; 353 return op;
254}
255
256/*
257 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
258 * a better check. We basically keeping traversing up until we can't
259 * or find a player.
260 */
261
262object *is_player_inv (object *op) {
263 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
264 if (op->env==op)
265 op->env = NULL;
266 return op;
267} 354}
268 355
269/* 356/*
270 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
271 * Some error messages. 358 * Some error messages.
272 * 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.
273 */ 360 */
274 361
275void dump_object2(object *op) { 362char *
276errmsg[0] = 0;
277return;
278 //TODO//D#d#
279#if 0
280 char *cp;
281/* object *tmp;*/
282
283 if(op->arch!=NULL) {
284 strcat(errmsg,"arch ");
285 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
286 strcat(errmsg,"\n");
287 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
288 strcat(errmsg,cp);
289#if 0
290 /* Don't dump player diffs - they are too long, mostly meaningless, and
291 * will overflow the buffer.
292 * Changed so that we don't dump inventory either. This may
293 * also overflow the buffer.
294 */
295 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297 for (tmp=op->inv; tmp; tmp=tmp->below)
298 dump_object2(tmp);
299#endif
300 strcat(errmsg,"end\n");
301 } else {
302 strcat(errmsg,"Object ");
303 if (op->name==NULL) strcat(errmsg, "(null)");
304 else strcat(errmsg,op->name);
305 strcat(errmsg,"\n");
306#if 0
307 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
308 strcat(errmsg,cp);
309 for (tmp=op->inv; tmp; tmp=tmp->below)
310 dump_object2(tmp);
311#endif
312 strcat(errmsg,"end\n");
313 }
314#endif
315}
316
317/*
318 * Dumps an object. Returns output in the static global errmsg array.
319 */
320
321void dump_object(object *op) { 363dump_object (object *op)
322 if(op==NULL) { 364{
323 strcpy(errmsg,"[NULL pointer]"); 365 if (!op)
324 return; 366 return strdup ("[NULLOBJ]");
325 }
326 errmsg[0]='\0';
327 dump_object2(op);
328}
329 367
330void dump_all_objects(void) { 368 object_freezer freezer;
331 object *op; 369 save_object (freezer, op, 3);
332 for(op=objects;op!=NULL;op=op->next) { 370 return freezer.as_string ();
333 dump_object(op);
334 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
335 }
336} 371}
337 372
338/* 373/*
339 * 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
340 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
341 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
342 */ 377 */
343 378
379object *
344object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
345 object *tmp,*closest; 382 object *tmp, *closest;
346 int last_dist,i; 383 int last_dist, i;
384
347 if(op->more==NULL) 385 if (op->more == NULL)
348 return op; 386 return op;
349 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)
350 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
351 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
352 return closest; 390 return closest;
353} 391}
354 392
355/* 393/*
356 * 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.
357 */ 395 */
358 396
397object *
359object *find_object(tag_t i) { 398find_object (tag_t i)
360 object *op; 399{
361 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
362 if(op->count==i) 401 if (op->count == i)
363 break; 402 return op;
403
364 return op; 404 return 0;
365} 405}
366 406
367/* 407/*
368 * 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.
369 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
370 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
371 */ 411 */
372 412
413object *
373object *find_object_name(const char *str) { 414find_object_name (const char *str)
374 const char *name = shstr::find (str); 415{
416 shstr_cmp str_ (str);
375 object *op; 417 object *op;
418
376 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
377 if(&op->name == name) 420 if (op->name == str_)
378 break; 421 break;
379 422
380 return op; 423 return op;
381} 424}
382 425
426void
383void free_all_object_data () 427free_all_object_data ()
384{ 428{
385 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
386}
387
388/*
389 * Returns the object which this object marks as being the owner.
390 * A id-scheme is used to avoid pointing to objects which have been
391 * freed and are now reused. If this is detected, the owner is
392 * set to NULL, and NULL is returned.
393 * Changed 2004-02-12 - if the player is setting at the play again
394 * prompt, he is removed, and we don't want to treat him as an owner of
395 * anything, so check removed flag. I don't expect that this should break
396 * anything - once an object is removed, it is basically dead anyways.
397 */
398
399object *get_owner(object *op) {
400 if(op->owner==NULL)
401 return NULL;
402
403 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
404 op->owner->count==op->ownercount)
405 return op->owner;
406
407 op->owner=NULL;
408 op->ownercount=0;
409 return NULL;
410}
411
412void clear_owner(object *op)
413{
414 if (!op) return;
415
416 if (op->owner && op->ownercount == op->owner->count)
417 op->owner->refcount--;
418
419 op->owner = NULL;
420 op->ownercount = 0;
421} 430}
422 431
423/* 432/*
424 * 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
425 * skill and experience objects. 434 * skill and experience objects.
426 */ 435 */
427void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
428{ 438{
429 if(owner==NULL||op==NULL) 439 if (!owner)
430 return; 440 return;
431 441
432 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
433 /* 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
434 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
435 * 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
436 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
437 * 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.
438 */ 448 */
439 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
440 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
441 451
442 /* IF the owner still has an owner, we did not resolve to a final owner.
443 * so lets not add to that.
444 */
445 if (owner->owner) return;
446
447 op->owner=owner; 452 this->owner = owner;
448
449 op->ownercount=owner->count;
450 owner->refcount++;
451
452}
453
454/* Set the owner to clone's current owner and set the skill and experience
455 * objects to clone's objects (typically those objects that where the owner's
456 * current skill and experience objects at the time when clone's owner was
457 * set - not the owner's current skill and experience objects).
458 *
459 * Use this function if player created an object (e.g. fire bullet, swarm
460 * spell), and this object creates further objects whose kills should be
461 * accounted for the player's original skill, even if player has changed
462 * skills meanwhile.
463 */
464void copy_owner (object *op, object *clone)
465{
466 object *owner = get_owner (clone);
467 if (owner == NULL) {
468 /* players don't have owners - they own themselves. Update
469 * as appropriate.
470 */
471 if (clone->type == PLAYER) owner=clone;
472 else return;
473 }
474 set_owner(op, owner);
475
476} 453}
477 454
478/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
479 * refcounts and freeing the links. 456 * refcounts and freeing the links.
480 */ 457 */
458static void
481static void free_key_values(object * op) 459free_key_values (object *op)
482{ 460{
483 for (key_value *i = op->key_values; i != 0; ) 461 for (key_value *i = op->key_values; i != 0;)
484 { 462 {
485 key_value *next = i->next; 463 key_value *next = i->next;
486 delete i; 464 delete i;
465
487 i = next; 466 i = next;
488 } 467 }
489 468
490 op->key_values = 0; 469 op->key_values = 0;
491} 470}
492 471
493void object::clear ()
494{
495 attachable_base::clear ();
496
497 free_key_values (this);
498
499 name = 0;
500 name_pl = 0;
501 title = 0;
502 race = 0;
503 slaying = 0;
504 skill = 0;
505 msg = 0;
506 lore = 0;
507 custom_name = 0;
508 materialname = 0;
509
510 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
511
512 SET_FLAG (this, FLAG_REMOVED);
513}
514
515void object::clone (object *destination)
516{
517 *(object_copy *)destination = *(object_copy *)this;
518 *(object_pod *)destination = *(object_pod *)this;
519
520 if (self || cb)
521 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
522}
523
524/* 472/*
525 * clear_object() frees everything allocated by an object, and also
526 * clears all variables and flags to default settings.
527 */
528
529void clear_object (object *op)
530{
531 op->clear ();
532
533 op->contr = NULL;
534 op->below = NULL;
535 op->above = NULL;
536 op->inv = NULL;
537 op->container=NULL;
538 op->env=NULL;
539 op->more=NULL;
540 op->head=NULL;
541 op->map=NULL;
542 op->refcount=0;
543 op->active_next = NULL;
544 op->active_prev = NULL;
545 /* What is not cleared is next, prev, and count */
546
547 op->expmul = 1.0;
548 op->face = blank_face;
549 op->attacked_by_count = -1;
550
551 if (settings.casting_time)
552 op->casting_time = -1;
553}
554
555/*
556 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
557 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
558 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
559 * 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,
560 * 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
561 * will point at garbage. 478 * will point at garbage.
562 */ 479 */
563 480void
564void copy_object (object *op2, object *op) 481object::copy_to (object *dst)
565{ 482{
566 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
567 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
568 485
569 op2->clone (op); 486 *(object_copy *)dst = *this;
570 487
571 if (is_freed) SET_FLAG (op, FLAG_FREED); 488 if (is_freed)
572 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 489 SET_FLAG (dst, FLAG_FREED);
573 490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
574 if (op2->speed < 0) 494 if (speed < 0)
575 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
576 496
577 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
578 if (op2->key_values != NULL) 498 if (key_values)
579 { 499 {
580 key_value *tail = NULL; 500 key_value *tail = 0;
581 key_value *i; 501 key_value *i;
582 502
583 op->key_values = NULL; 503 dst->key_values = 0;
584 504
585 for (i = op2->key_values; i != NULL; i = i->next) 505 for (i = key_values; i; i = i->next)
586 { 506 {
587 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
588 508
589 new_link->next = NULL; 509 new_link->next = 0;
590 new_link->key = i->key; 510 new_link->key = i->key;
591 new_link->value = i->value; 511 new_link->value = i->value;
592 512
593 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
594 if (op->key_values == NULL) 514 if (!dst->key_values)
595 { 515 {
596 op->key_values = new_link; 516 dst->key_values = new_link;
597 tail = new_link; 517 tail = new_link;
598 } 518 }
599 else 519 else
600 { 520 {
601 tail->next = new_link; 521 tail->next = new_link;
602 tail = new_link; 522 tail = new_link;
603 } 523 }
604 } 524 }
605 } 525 }
606 526
607 update_ob_speed (op); 527 update_ob_speed (dst);
608} 528}
609 529
610/* 530object *
611 * get_object() grabs an object from the list of unused objects, makes 531object::clone ()
612 * sure it is initialised, and returns it.
613 * If there are no free objects, expand_objects() is called to get more.
614 */
615
616object *get_object ()
617{ 532{
618 object *op = new object; 533 object *neu = create ();
619 534 copy_to (neu);
620 op->count = ++ob_count;
621
622 op->active_next = 0;
623 op->active_prev = 0;
624
625 op->next = objects;
626 op->prev = 0;
627
628 if (objects)
629 objects->prev = op;
630
631 objects = op;
632
633 SET_FLAG (op, FLAG_REMOVED);
634
635 return op; 535 return neu;
636} 536}
637 537
638/* 538/*
639 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * If an object with the IS_TURNABLE() flag needs to be turned due
640 * to the closest player being on the other side, this function can 540 * to the closest player being on the other side, this function can
641 * be called to update the face variable, _and_ how it looks on the map. 541 * be called to update the face variable, _and_ how it looks on the map.
642 */ 542 */
643 543
544void
644void update_turn_face(object *op) { 545update_turn_face (object *op)
546{
645 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
646 return; 548 return;
647 SET_ANIMATION(op, op->direction); 549 SET_ANIMATION (op, op->direction);
648 update_object(op,UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
649} 551}
650 552
651/* 553/*
652 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
653 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
654 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
655 */ 557 */
656 558void
657void update_ob_speed(object *op) { 559update_ob_speed (object *op)
560{
658 extern int arch_init; 561 extern int arch_init;
659 562
660 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
661 * since they never really need to be updated. 564 * since they never really need to be updated.
662 */ 565 */
663 566
664 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 567 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
568 {
665 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 569 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
666#ifdef MANY_CORES 570#ifdef MANY_CORES
667 abort(); 571 abort ();
668#else 572#else
669 op->speed = 0; 573 op->speed = 0;
670#endif 574#endif
671 } 575 }
576
672 if (arch_init) { 577 if (arch_init)
578 return;
579
580 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
581 {
582 /* If already on active list, don't do anything */
583 if (op->active_next || op->active_prev || op == active_objects)
673 return; 584 return;
674 }
675 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
676 /* If already on active list, don't do anything */
677 if (op->active_next || op->active_prev || op==active_objects)
678 return;
679 585
680 /* process_events() expects us to insert the object at the beginning 586 /* process_events() expects us to insert the object at the beginning
681 * of the list. */ 587 * of the list. */
682 op->active_next = active_objects; 588 op->active_next = active_objects;
589
683 if (op->active_next!=NULL) 590 if (op->active_next != NULL)
684 op->active_next->active_prev = op; 591 op->active_next->active_prev = op;
592
685 active_objects = op; 593 active_objects = op;
594 }
595 else
686 } 596 {
687 else {
688 /* If not on the active list, nothing needs to be done */ 597 /* If not on the active list, nothing needs to be done */
689 if (!op->active_next && !op->active_prev && op!=active_objects) 598 if (!op->active_next && !op->active_prev && op != active_objects)
690 return; 599 return;
691 600
692 if (op->active_prev==NULL) { 601 if (op->active_prev == NULL)
602 {
693 active_objects = op->active_next; 603 active_objects = op->active_next;
604
694 if (op->active_next!=NULL) 605 if (op->active_next != NULL)
695 op->active_next->active_prev = NULL; 606 op->active_next->active_prev = NULL;
696 } 607 }
697 else { 608 else
609 {
698 op->active_prev->active_next = op->active_next; 610 op->active_prev->active_next = op->active_next;
611
699 if (op->active_next) 612 if (op->active_next)
700 op->active_next->active_prev = op->active_prev; 613 op->active_next->active_prev = op->active_prev;
701 } 614 }
615
702 op->active_next = NULL; 616 op->active_next = NULL;
703 op->active_prev = NULL; 617 op->active_prev = NULL;
704 } 618 }
705} 619}
706 620
707/* This function removes object 'op' from the list of active 621/* This function removes object 'op' from the list of active
708 * objects. 622 * objects.
710 * reference maps where you don't want an object that isn't 624 * reference maps where you don't want an object that isn't
711 * in play chewing up cpu time getting processed. 625 * in play chewing up cpu time getting processed.
712 * The reverse of this is to call update_ob_speed, which 626 * The reverse of this is to call update_ob_speed, which
713 * will do the right thing based on the speed of the object. 627 * will do the right thing based on the speed of the object.
714 */ 628 */
629void
715void remove_from_active_list(object *op) 630remove_from_active_list (object *op)
716{ 631{
717 /* If not on the active list, nothing needs to be done */ 632 /* If not on the active list, nothing needs to be done */
718 if (!op->active_next && !op->active_prev && op!=active_objects) 633 if (!op->active_next && !op->active_prev && op != active_objects)
719 return; 634 return;
720 635
721 if (op->active_prev==NULL) { 636 if (op->active_prev == NULL)
637 {
722 active_objects = op->active_next; 638 active_objects = op->active_next;
723 if (op->active_next!=NULL) 639 if (op->active_next != NULL)
724 op->active_next->active_prev = NULL; 640 op->active_next->active_prev = NULL;
641 }
642 else
725 } 643 {
726 else {
727 op->active_prev->active_next = op->active_next; 644 op->active_prev->active_next = op->active_next;
728 if (op->active_next) 645 if (op->active_next)
729 op->active_next->active_prev = op->active_prev; 646 op->active_next->active_prev = op->active_prev;
730 } 647 }
731 op->active_next = NULL; 648 op->active_next = NULL;
732 op->active_prev = NULL; 649 op->active_prev = NULL;
733} 650}
734 651
735/* 652/*
736 * update_object() updates the array which represents the map. 653 * update_object() updates the the map.
737 * It takes into account invisible objects (and represent squares covered 654 * It takes into account invisible objects (and represent squares covered
738 * by invisible objects by whatever is below them (unless it's another 655 * by invisible objects by whatever is below them (unless it's another
739 * invisible object, etc...) 656 * invisible object, etc...)
740 * If the object being updated is beneath a player, the look-window 657 * If the object being updated is beneath a player, the look-window
741 * of that player is updated (this might be a suboptimal way of 658 * of that player is updated (this might be a suboptimal way of
742 * updating that window, though, since update_object() is called _often_) 659 * updating that window, though, since update_object() is called _often_)
743 * 660 *
744 * action is a hint of what the caller believes need to be done. 661 * action is a hint of what the caller believes need to be done.
745 * For example, if the only thing that has changed is the face (due to
746 * an animation), we don't need to call update_position until that actually
747 * comes into view of a player. OTOH, many other things, like addition/removal
748 * of walls or living creatures may need us to update the flags now.
749 * current action are: 662 * current action are:
750 * UP_OBJ_INSERT: op was inserted 663 * UP_OBJ_INSERT: op was inserted
751 * UP_OBJ_REMOVE: op was removed 664 * UP_OBJ_REMOVE: op was removed
752 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 665 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
753 * as that is easier than trying to look at what may have changed. 666 * as that is easier than trying to look at what may have changed.
754 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
755 */ 668 */
756 669void
757void update_object(object *op, int action) { 670update_object (object *op, int action)
758 int update_now=0, flags; 671{
759 MoveType move_on, move_off, move_block, move_slow; 672 MoveType move_on, move_off, move_block, move_slow;
760 673
761 if (op == NULL) { 674 if (op == NULL)
675 {
762 /* this should never happen */ 676 /* this should never happen */
763 LOG(llevDebug,"update_object() called for NULL object.\n"); 677 LOG (llevDebug, "update_object() called for NULL object.\n");
764 return; 678 return;
765 }
766 679 }
767 if(op->env!=NULL) { 680
681 if (op->env)
682 {
768 /* Animation is currently handled by client, so nothing 683 /* Animation is currently handled by client, so nothing
769 * to do in this case. 684 * to do in this case.
770 */ 685 */
771 return; 686 return;
772 } 687 }
773 688
774 /* If the map is saving, don't do anything as everything is 689 /* If the map is saving, don't do anything as everything is
775 * going to get freed anyways. 690 * going to get freed anyways.
776 */ 691 */
777 if (!op->map || op->map->in_memory == MAP_SAVING) return; 692 if (!op->map || op->map->in_memory == MAP_SAVING)
778 693 return;
694
779 /* make sure the object is within map boundaries */ 695 /* make sure the object is within map boundaries */
780 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 696 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
781 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 697 {
782 LOG(llevError,"update_object() called for object out of map!\n"); 698 LOG (llevError, "update_object() called for object out of map!\n");
783#ifdef MANY_CORES 699#ifdef MANY_CORES
784 abort(); 700 abort ();
785#endif 701#endif
786 return; 702 return;
787 }
788 703 }
789 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
790 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
791 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
792 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
793 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
794 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
795 704
705 mapspace &m = op->ms ();
706
707 if (m.flags_ & P_NEED_UPDATE)
708 /* nop */;
796 if (action == UP_OBJ_INSERT) { 709 else if (action == UP_OBJ_INSERT)
710 {
711 // this is likely overkill, TODO: revisit (schmorp)
797 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
798 update_now=1;
799
800 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 713 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
801 update_now=1; 714 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
802 715 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
716 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
803 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 717 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
804 update_now=1; 718 || (m.move_on | op->move_on ) != m.move_on
805
806 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
807 update_now=1;
808
809 if ((move_on | op->move_on) != move_on) update_now=1;
810 if ((move_off | op->move_off) != move_off) update_now=1; 719 || (m.move_off | op->move_off ) != m.move_off
720 || (m.move_slow | op->move_slow) != m.move_slow
811 /* This isn't perfect, but I don't expect a lot of objects to 721 /* This isn't perfect, but I don't expect a lot of objects to
812 * to have move_allow right now. 722 * to have move_allow right now.
813 */ 723 */
814 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 724 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
815 update_now=1; 725 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
816 if ((move_slow | op->move_slow) != move_slow) update_now=1; 726 m.flags_ = P_NEED_UPDATE;
817 } 727 }
818 /* if the object is being removed, we can't make intelligent 728 /* if the object is being removed, we can't make intelligent
819 * decisions, because remove_ob can't really pass the object 729 * decisions, because remove_ob can't really pass the object
820 * that is being removed. 730 * that is being removed.
821 */ 731 */
822 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
823 update_now=1; 733 m.flags_ = P_NEED_UPDATE;
824 } else if (action == UP_OBJ_FACE) { 734 else if (action == UP_OBJ_FACE)
825 /* Nothing to do for that case */ 735 /* Nothing to do for that case */ ;
826 }
827 else { 736 else
828 LOG(llevError,"update_object called with invalid action: %d\n", action); 737 LOG (llevError, "update_object called with invalid action: %d\n", action);
829 }
830 738
831 if (update_now) {
832 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
833 update_position(op->map, op->x, op->y);
834 }
835
836 if(op->more!=NULL) 739 if (op->more)
837 update_object(op->more, action); 740 update_object (op->more, action);
838} 741}
839 742
743object::vector object::objects; // not yet used
744object *object::first;
745
746object::object ()
747{
748 SET_FLAG (this, FLAG_REMOVED);
749
750 expmul = 1.0;
751 face = blank_face;
752}
753
754object::~object ()
755{
756 free_key_values (this);
757}
758
759void object::link ()
760{
761 count = ++ob_count;
762 uuid = gen_uuid ();
763
764 prev = 0;
765 next = object::first;
766
767 if (object::first)
768 object::first->prev = this;
769
770 object::first = this;
771}
772
773void object::unlink ()
774{
775 if (this == object::first)
776 object::first = next;
777
778 /* Remove this object from the list of used objects */
779 if (prev) prev->next = next;
780 if (next) next->prev = prev;
781
782 prev = 0;
783 next = 0;
784}
785
786object *object::create ()
787{
788 object *op = new object;
789 op->link ();
790 return op;
791}
840 792
841/* 793/*
842 * free_object() frees everything allocated by an object, removes 794 * free_object() frees everything allocated by an object, removes
843 * it from the list of used objects, and puts it on the list of 795 * it from the list of used objects, and puts it on the list of
844 * free objects. The IS_FREED() flag is set in the object. 796 * free objects. The IS_FREED() flag is set in the object.
845 * The object must have been removed by remove_ob() first for 797 * The object must have been removed by remove_ob() first for
846 * this function to succeed. 798 * this function to succeed.
847 * 799 *
848 * If free_inventory is set, free inventory as well. Else drop items in 800 * If destroy_inventory is set, free inventory as well. Else drop items in
849 * inventory to the ground. 801 * inventory to the ground.
850 */ 802 */
851
852void 803void
853free_object (object * ob) 804object::do_destroy ()
854{ 805{
855 free_object2 (ob, 0); 806 attachable::do_destroy ();
856}
857 807
808 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this);
810
811 if (flag [FLAG_FRIENDLY])
812 remove_friendly_object (this);
813
814 if (!flag [FLAG_REMOVED])
815 remove ();
816
817 if (flag [FLAG_FREED])
818 return;
819
820 flag [FLAG_FREED] = 1;
821
822 // hack to ensure that freed objects still have a valid map
823 {
824 static maptile *freed_map; // freed objects are moved here to avoid crashes
825
826 if (!freed_map)
827 {
828 freed_map = new maptile;
829
830 freed_map->name = "/internal/freed_objects_map";
831 freed_map->width = 3;
832 freed_map->height = 3;
833
834 freed_map->allocate ();
835 }
836
837 map = freed_map;
838 x = 1;
839 y = 1;
840 }
841
842 more = 0;
843 head = 0;
844 inv = 0;
845
846 // clear those pointers that likely might have circular references to us
847 owner = 0;
848 enemy = 0;
849 attacked_by = 0;
850
851 // only relevant for players(?), but make sure of it anyways
852 contr = 0;
853
854 /* Remove object from the active list */
855 speed = 0;
856 update_ob_speed (this);
857
858 unlink ();
859}
860
861/*
862 * Remove and free all objects in the inventory of the given object.
863 * object.c ?
864 */
858void 865void
859free_object2 (object * ob, int free_inventory) 866object::destroy_inv (bool drop_to_ground)
860{ 867{
861 object *tmp, *op; 868 if (!inv)
862
863 if (!QUERY_FLAG (ob, FLAG_REMOVED))
864 {
865 LOG (llevDebug, "Free object called with non removed object\n");
866 dump_object (ob);
867#ifdef MANY_CORES
868 abort ();
869#endif
870 }
871
872 if (QUERY_FLAG (ob, FLAG_FRIENDLY))
873 {
874 LOG (llevMonster, "Warning: tried to free friendly object.\n");
875 remove_friendly_object (ob);
876 }
877
878 if (QUERY_FLAG (ob, FLAG_FREED))
879 {
880 dump_object (ob);
881 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
882 return; 869 return;
883 }
884 870
885 if (ob->more != NULL)
886 {
887 free_object2 (ob->more, free_inventory);
888 ob->more = NULL;
889 }
890
891 if (ob->inv)
892 {
893 /* Only if the space blocks everything do we not process - 871 /* Only if the space blocks everything do we not process -
894 * if some form of movemnt is allowed, let objects 872 * if some form of movement is allowed, let objects
895 * drop on that space. 873 * drop on that space.
896 */ 874 */
897 if (free_inventory || ob->map == NULL 875 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
898 || ob->map->in_memory != MAP_IN_MEMORY
899 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
900 {
901 op = ob->inv;
902
903 while (op != NULL)
904 { 876 {
905 tmp = op->below; 877 while (inv)
906 remove_ob (op); 878 {
907 free_object2 (op, free_inventory); 879 inv->destroy_inv (drop_to_ground);
908 op = tmp; 880 inv->destroy ();
909 } 881 }
910 }
911 else
912 { /* Put objects in inventory onto this space */
913 op = ob->inv;
914
915 while (op != NULL)
916 {
917 tmp = op->below;
918 remove_ob (op);
919
920 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
921 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
922 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
923 free_object (op);
924 else
925 {
926 op->x = ob->x;
927 op->y = ob->y;
928 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
929 }
930
931 op = tmp;
932 }
933 }
934 }
935
936 /* Remove object from the active list */
937 ob->speed = 0;
938 update_ob_speed (ob);
939
940 SET_FLAG (ob, FLAG_FREED);
941 ob->count = 0;
942
943 /* Remove this object from the list of used objects */
944 if (ob->prev == NULL)
945 {
946 objects = ob->next;
947
948 if (objects != NULL)
949 objects->prev = NULL;
950 } 882 }
951 else 883 else
884 { /* Put objects in inventory onto this space */
885 while (inv)
886 {
887 object *op = inv;
888
889 if (op->flag [FLAG_STARTEQUIP]
890 || op->flag [FLAG_NO_DROP]
891 || op->type == RUNE
892 || op->type == TRAP
893 || op->flag [FLAG_IS_A_TEMPLATE])
894 op->destroy ();
895 else
896 {
897 op->remove ();
898 op->x = x;
899 op->y = y;
900 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
901 }
902 }
952 { 903 }
953 ob->prev->next = ob->next; 904}
954 905
955 if (ob->next != NULL) 906void
956 ob->next->prev = ob->prev; 907object::destroy (bool destroy_inventory)
908{
909 if (destroyed ())
910 return;
911
912 if (more)
957 } 913 {
914 //TODO: non-head objects must not have inventory
915 more->destroy (destroy_inventory);
916 more = 0;
917 }
958 918
959 free_key_values (ob); 919 if (destroy_inventory)
920 destroy_inv (true);
960 921
961 /* Now link it with the free_objects list: */ 922 attachable::destroy ();
962 ob->prev = 0;
963 ob->next = 0;
964
965 delete ob;
966} 923}
967 924
968/* 925/*
969 * sub_weight() recursively (outwards) subtracts a number from the 926 * sub_weight() recursively (outwards) subtracts a number from the
970 * weight of an object (and what is carried by it's environment(s)). 927 * weight of an object (and what is carried by it's environment(s)).
971 */ 928 */
972 929void
973void sub_weight (object *op, signed long weight) { 930sub_weight (object *op, signed long weight)
931{
974 while (op != NULL) { 932 while (op != NULL)
933 {
975 if (op->type == CONTAINER) { 934 if (op->type == CONTAINER)
976 weight=(signed long)(weight*(100-op->stats.Str)/100); 935 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
977 } 936
978 op->carrying-=weight; 937 op->carrying -= weight;
979 op = op->env; 938 op = op->env;
980 } 939 }
981} 940}
982 941
983/* remove_ob(op): 942/* op->remove ():
984 * This function removes the object op from the linked list of objects 943 * This function removes the object op from the linked list of objects
985 * which it is currently tied to. When this function is done, the 944 * which it is currently tied to. When this function is done, the
986 * object will have no environment. If the object previously had an 945 * object will have no environment. If the object previously had an
987 * environment, the x and y coordinates will be updated to 946 * environment, the x and y coordinates will be updated to
988 * the previous environment. 947 * the previous environment.
989 * Beware: This function is called from the editor as well! 948 * Beware: This function is called from the editor as well!
990 */ 949 */
991 950void
992void remove_ob(object *op) { 951object::remove ()
952{
993 object *tmp,*last=NULL; 953 object *tmp, *last = 0;
994 object *otmp; 954 object *otmp;
995 tag_t tag;
996 int check_walk_off;
997 mapstruct *m;
998 sint16 x,y;
999
1000 955
1001 if(QUERY_FLAG(op,FLAG_REMOVED)) { 956 if (QUERY_FLAG (this, FLAG_REMOVED))
1002 dump_object(op); 957 return;
1003 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1004 958
1005 /* Changed it to always dump core in this case. As has been learned
1006 * in the past, trying to recover from errors almost always
1007 * make things worse, and this is a real error here - something
1008 * that should not happen.
1009 * Yes, if this was a mission critical app, trying to do something
1010 * to recover may make sense, but that is because failure of the app
1011 * may have other disastrous problems. Cf runs out of a script
1012 * so is easily enough restarted without any real problems.
1013 * MSW 2001-07-01
1014 */
1015 abort();
1016 }
1017 if(op->more!=NULL)
1018 remove_ob(op->more);
1019
1020 SET_FLAG(op, FLAG_REMOVED); 959 SET_FLAG (this, FLAG_REMOVED);
960 INVOKE_OBJECT (REMOVE, this);
1021 961
962 if (more)
963 more->remove ();
964
1022 /* 965 /*
1023 * In this case, the object to be removed is in someones 966 * In this case, the object to be removed is in someones
1024 * inventory. 967 * inventory.
1025 */ 968 */
1026 if(op->env!=NULL) { 969 if (env)
970 {
1027 if(op->nrof) 971 if (nrof)
1028 sub_weight(op->env, op->weight*op->nrof); 972 sub_weight (env, weight * nrof);
1029 else 973 else
1030 sub_weight(op->env, op->weight+op->carrying); 974 sub_weight (env, weight + carrying);
1031 975
1032 /* NO_FIX_PLAYER is set when a great many changes are being 976 /* NO_FIX_PLAYER is set when a great many changes are being
1033 * made to players inventory. If set, avoiding the call 977 * made to players inventory. If set, avoiding the call
1034 * to save cpu time. 978 * to save cpu time.
1035 */ 979 */
1036 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1037 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 981 otmp->update_stats ();
1038 fix_player(otmp);
1039 982
1040 if(op->above!=NULL) 983 if (above != NULL)
1041 op->above->below=op->below; 984 above->below = below;
1042 else 985 else
1043 op->env->inv=op->below; 986 env->inv = below;
1044 987
1045 if(op->below!=NULL) 988 if (below != NULL)
1046 op->below->above=op->above; 989 below->above = above;
1047 990
1048 /* we set up values so that it could be inserted into 991 /* we set up values so that it could be inserted into
1049 * the map, but we don't actually do that - it is up 992 * the map, but we don't actually do that - it is up
1050 * to the caller to decide what we want to do. 993 * to the caller to decide what we want to do.
994 */
995 x = env->x, y = env->y;
996 map = env->map;
997 above = 0, below = 0;
998 env = 0;
999 }
1000 else if (map)
1001 {
1002 /* Re did the following section of code - it looks like it had
1003 * lots of logic for things we no longer care about
1004 */
1005
1006 /* link the object above us */
1007 if (above)
1008 above->below = below;
1009 else
1010 map->at (x, y).top = below; /* we were top, set new top */
1011
1012 /* Relink the object below us, if there is one */
1013 if (below)
1014 below->above = above;
1015 else
1016 {
1017 /* Nothing below, which means we need to relink map object for this space
1018 * use translated coordinates in case some oddness with map tiling is
1019 * evident
1051 */ 1020 */
1052 op->x=op->env->x,op->y=op->env->y; 1021 if (GET_MAP_OB (map, x, y) != this)
1053 op->map=op->env->map; 1022 {
1054 op->above=NULL,op->below=NULL; 1023 char *dump = dump_object (this);
1055 op->env=NULL; 1024 LOG (llevError,
1025 "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);
1026 free (dump);
1027 dump = dump_object (GET_MAP_OB (map, x, y));
1028 LOG (llevError, "%s\n", dump);
1029 free (dump);
1030 }
1031
1032 map->at (x, y).bottom = above; /* goes on above it. */
1033 }
1034
1035 above = 0;
1036 below = 0;
1037
1038 if (map->in_memory == MAP_SAVING)
1056 return; 1039 return;
1057 }
1058 1040
1059 /* If we get here, we are removing it from a map */ 1041 int check_walk_off = !flag [FLAG_NO_APPLY];
1060 if (op->map == NULL) return;
1061 1042
1062 x = op->x; 1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1063 y = op->y; 1044 {
1064 m = get_map_from_coord(op->map, &x, &y); 1045 /* No point updating the players look faces if he is the object
1065 1046 * being removed.
1066 if (!m) {
1067 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1068 op->map->path, op->x, op->y);
1069 /* in old days, we used to set x and y to 0 and continue.
1070 * it seems if we get into this case, something is probablye
1071 * screwed up and should be fixed.
1072 */ 1047 */
1073 abort();
1074 }
1075 if (op->map != m) {
1076 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1077 op->map->path, m->path, op->x, op->y, x, y);
1078 }
1079 1048
1080 /* Re did the following section of code - it looks like it had 1049 if (tmp->type == PLAYER && tmp != this)
1081 * lots of logic for things we no longer care about 1050 {
1082 */ 1051 /* If a container that the player is currently using somehow gets
1083 1052 * removed (most likely destroyed), update the player view
1084 /* link the object above us */ 1053 * appropriately.
1085 if (op->above)
1086 op->above->below=op->below;
1087 else
1088 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1089
1090 /* Relink the object below us, if there is one */
1091 if(op->below) {
1092 op->below->above=op->above;
1093 } else {
1094 /* Nothing below, which means we need to relink map object for this space
1095 * use translated coordinates in case some oddness with map tiling is
1096 * evident
1097 */ 1054 */
1098 if(GET_MAP_OB(m,x,y)!=op) { 1055 if (tmp->container == this)
1099 dump_object(op); 1056 {
1100 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); 1057 flag [FLAG_APPLIED] = 0;
1101 dump_object(GET_MAP_OB(m,x,y)); 1058 tmp->container = 0;
1102 LOG(llevError,"%s\n",errmsg); 1059 }
1060
1061 if (tmp->contr->ns)
1062 tmp->contr->ns->floorbox_update ();
1063 }
1064
1065 /* See if player moving off should effect something */
1066 if (check_walk_off
1067 && ((move_type & tmp->move_off)
1068 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1069 {
1070 move_apply (tmp, this, 0);
1071
1072 if (destroyed ())
1073 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1074 }
1075
1076 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1077
1078 if (tmp->above == tmp)
1079 tmp->above = 0;
1080
1081 last = tmp;
1103 } 1082 }
1104 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1105 }
1106 op->above=NULL;
1107 op->below=NULL;
1108 1083
1109 if (op->map->in_memory == MAP_SAVING)
1110 return;
1111
1112 tag = op->count;
1113 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1114 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1115 /* No point updating the players look faces if he is the object
1116 * being removed.
1117 */
1118
1119 if(tmp->type==PLAYER && tmp!=op) {
1120 /* If a container that the player is currently using somehow gets
1121 * removed (most likely destroyed), update the player view
1122 * appropriately.
1123 */
1124 if (tmp->container==op) {
1125 CLEAR_FLAG(op, FLAG_APPLIED);
1126 tmp->container=NULL;
1127 }
1128 tmp->contr->socket.update_look=1;
1129 }
1130 /* See if player moving off should effect something */
1131 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1132 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1133
1134 move_apply(tmp, op, NULL);
1135 if (was_destroyed (op, tag)) {
1136 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1137 "leaving object\n", &tmp->name, &tmp->arch->name);
1138 }
1139 }
1140
1141 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1142
1143 if(tmp->above == tmp)
1144 tmp->above = NULL;
1145 last=tmp;
1146 }
1147 /* last == NULL of there are no objects on this space */ 1084 /* last == NULL of there are no objects on this space */
1148 if (last==NULL) { 1085 if (!last)
1149 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1086 map->at (x, y).flags_ = P_NEED_UPDATE;
1150 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1151 * those out anyways, and if there are any flags set right now, they won't
1152 * be correct anyways.
1153 */
1154 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1155 update_position(op->map, op->x, op->y);
1156 }
1157 else 1087 else
1158 update_object(last, UP_OBJ_REMOVE); 1088 update_object (last, UP_OBJ_REMOVE);
1159 1089
1160 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1161 update_all_los(op->map, op->x, op->y); 1091 update_all_los (map, x, y);
1162 1092 }
1163} 1093}
1164 1094
1165/* 1095/*
1166 * merge_ob(op,top): 1096 * merge_ob(op,top):
1167 * 1097 *
1168 * This function goes through all objects below and including top, and 1098 * This function goes through all objects below and including top, and
1169 * merges op to the first matching object. 1099 * merges op to the first matching object.
1170 * If top is NULL, it is calculated. 1100 * If top is NULL, it is calculated.
1171 * Returns pointer to object if it succeded in the merge, otherwise NULL 1101 * Returns pointer to object if it succeded in the merge, otherwise NULL
1172 */ 1102 */
1173 1103object *
1174object *merge_ob(object *op, object *top) { 1104merge_ob (object *op, object *top)
1105{
1175 if(!op->nrof) 1106 if (!op->nrof)
1176 return 0; 1107 return 0;
1177 if(top==NULL) 1108
1109 if (top)
1178 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1110 for (top = op; top && top->above; top = top->above)
1111 ;
1112
1179 for(;top!=NULL;top=top->below) { 1113 for (; top; top = top->below)
1114 {
1180 if(top==op) 1115 if (top == op)
1181 continue; 1116 continue;
1182 if (CAN_MERGE(op,top)) 1117
1183 { 1118 if (object::can_merge (op, top))
1119 {
1184 top->nrof+=op->nrof; 1120 top->nrof += op->nrof;
1121
1185/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1122/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1186 op->weight = 0; /* Don't want any adjustements now */ 1123 op->weight = 0; /* Don't want any adjustements now */
1187 remove_ob(op); 1124 op->destroy ();
1188 free_object(op);
1189 return top; 1125 return top;
1190 } 1126 }
1191 } 1127 }
1128
1192 return NULL; 1129 return 0;
1193} 1130}
1194 1131
1195/* 1132/*
1196 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1133 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1197 * job preparing multi-part monsters 1134 * job preparing multi-part monsters
1198 */ 1135 */
1136object *
1199object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1137insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1138{
1200 object* tmp; 1139 object *tmp;
1140
1201 if (op->head) 1141 if (op->head)
1202 op=op->head; 1142 op = op->head;
1143
1203 for (tmp=op;tmp;tmp=tmp->more){ 1144 for (tmp = op; tmp; tmp = tmp->more)
1145 {
1204 tmp->x=x+tmp->arch->clone.x; 1146 tmp->x = x + tmp->arch->clone.x;
1205 tmp->y=y+tmp->arch->clone.y; 1147 tmp->y = y + tmp->arch->clone.y;
1206 } 1148 }
1149
1207 return insert_ob_in_map (op, m, originator, flag); 1150 return insert_ob_in_map (op, m, originator, flag);
1208} 1151}
1209 1152
1210/* 1153/*
1211 * insert_ob_in_map (op, map, originator, flag): 1154 * insert_ob_in_map (op, map, originator, flag):
1212 * This function inserts the object in the two-way linked list 1155 * This function inserts the object in the two-way linked list
1225 * Return value: 1168 * Return value:
1226 * new object if 'op' was merged with other object 1169 * new object if 'op' was merged with other object
1227 * NULL if 'op' was destroyed 1170 * NULL if 'op' was destroyed
1228 * just 'op' otherwise 1171 * just 'op' otherwise
1229 */ 1172 */
1230 1173object *
1231object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1232{ 1175{
1233 object *tmp, *top, *floor=NULL; 1176 object *tmp, *top, *floor = NULL;
1234 sint16 x,y; 1177 sint16 x, y;
1235 1178
1236 if (QUERY_FLAG (op, FLAG_FREED)) { 1179 if (QUERY_FLAG (op, FLAG_FREED))
1180 {
1237 LOG (llevError, "Trying to insert freed object!\n"); 1181 LOG (llevError, "Trying to insert freed object!\n");
1238 return NULL; 1182 return NULL;
1183 }
1184
1185 if (m == NULL)
1239 } 1186 {
1240 if(m==NULL) {
1241 dump_object(op); 1187 char *dump = dump_object (op);
1242 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1188 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1189 free (dump);
1243 return op; 1190 return op;
1244 } 1191 }
1192
1245 if(out_of_map(m,op->x,op->y)) { 1193 if (out_of_map (m, op->x, op->y))
1194 {
1246 dump_object(op); 1195 char *dump = dump_object (op);
1247 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1196 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1248#ifdef MANY_CORES 1197#ifdef MANY_CORES
1249 /* Better to catch this here, as otherwise the next use of this object 1198 /* Better to catch this here, as otherwise the next use of this object
1250 * is likely to cause a crash. Better to find out where it is getting 1199 * is likely to cause a crash. Better to find out where it is getting
1251 * improperly inserted. 1200 * improperly inserted.
1252 */ 1201 */
1253 abort(); 1202 abort ();
1254#endif 1203#endif
1204 free (dump);
1255 return op; 1205 return op;
1256 } 1206 }
1207
1257 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1208 if (!QUERY_FLAG (op, FLAG_REMOVED))
1209 {
1258 dump_object(op); 1210 char *dump = dump_object (op);
1259 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1211 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1212 free (dump);
1260 return op; 1213 return op;
1214 }
1215
1216 if (op->more)
1261 } 1217 {
1262 if(op->more!=NULL) {
1263 /* The part may be on a different map. */ 1218 /* The part may be on a different map. */
1264 1219
1265 object *more = op->more; 1220 object *more = op->more;
1266 1221
1267 /* We really need the caller to normalize coordinates - if 1222 /* We really need the caller to normalize coordinates - if
1268 * we set the map, that doesn't work if the location is within 1223 * we set the map, that doesn't work if the location is within
1269 * a map and this is straddling an edge. So only if coordinate 1224 * a map and this is straddling an edge. So only if coordinate
1270 * is clear wrong do we normalize it. 1225 * is clear wrong do we normalize it.
1271 */ 1226 */
1272 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1227 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1273 more->map = get_map_from_coord(m, &more->x, &more->y); 1228 more->map = get_map_from_coord (m, &more->x, &more->y);
1274 } else if (!more->map) { 1229 else if (!more->map)
1230 {
1275 /* For backwards compatibility - when not dealing with tiled maps, 1231 /* For backwards compatibility - when not dealing with tiled maps,
1276 * more->map should always point to the parent. 1232 * more->map should always point to the parent.
1277 */ 1233 */
1278 more->map = m; 1234 more->map = m;
1279 } 1235 }
1280 1236
1281 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1237 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1238 {
1282 if ( ! op->head) 1239 if (!op->head)
1283 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1240 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1241
1284 return NULL; 1242 return 0;
1285 } 1243 }
1286 } 1244 }
1245
1287 CLEAR_FLAG(op,FLAG_REMOVED); 1246 CLEAR_FLAG (op, FLAG_REMOVED);
1288 1247
1289 /* Ideally, the caller figures this out. However, it complicates a lot 1248 /* Ideally, the caller figures this out. However, it complicates a lot
1290 * of areas of callers (eg, anything that uses find_free_spot would now 1249 * of areas of callers (eg, anything that uses find_free_spot would now
1291 * need extra work 1250 * need extra work
1292 */ 1251 */
1293 op->map=get_map_from_coord(m, &op->x, &op->y); 1252 op->map = get_map_from_coord (m, &op->x, &op->y);
1294 x = op->x; 1253 x = op->x;
1295 y = op->y; 1254 y = op->y;
1296 1255
1297 /* this has to be done after we translate the coordinates. 1256 /* this has to be done after we translate the coordinates.
1298 */ 1257 */
1299 if(op->nrof && !(flag & INS_NO_MERGE)) { 1258 if (op->nrof && !(flag & INS_NO_MERGE))
1300 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1259 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1301 if (CAN_MERGE(op,tmp)) { 1260 if (object::can_merge (op, tmp))
1261 {
1302 op->nrof+=tmp->nrof; 1262 op->nrof += tmp->nrof;
1303 remove_ob(tmp); 1263 tmp->destroy ();
1304 free_object(tmp); 1264 }
1265
1266 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1267 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1268
1269 if (!QUERY_FLAG (op, FLAG_ALIVE))
1270 CLEAR_FLAG (op, FLAG_NO_STEAL);
1271
1272 if (flag & INS_BELOW_ORIGINATOR)
1273 {
1274 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1275 {
1276 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1277 abort ();
1278 }
1279
1280 op->above = originator;
1281 op->below = originator->below;
1282
1283 if (op->below)
1284 op->below->above = op;
1285 else
1286 op->ms ().bottom = op;
1287
1288 /* since *below* originator, no need to update top */
1289 originator->below = op;
1290 }
1291 else
1292 {
1293 /* If there are other objects, then */
1294 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1295 {
1296 object *last = NULL;
1297
1298 /*
1299 * If there are multiple objects on this space, we do some trickier handling.
1300 * We've already dealt with merging if appropriate.
1301 * Generally, we want to put the new object on top. But if
1302 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1303 * floor, we want to insert above that and no further.
1304 * Also, if there are spell objects on this space, we stop processing
1305 * once we get to them. This reduces the need to traverse over all of
1306 * them when adding another one - this saves quite a bit of cpu time
1307 * when lots of spells are cast in one area. Currently, it is presumed
1308 * that flying non pickable objects are spell objects.
1309 */
1310
1311 while (top != NULL)
1312 {
1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1314 floor = top;
1315
1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1317 {
1318 /* We insert above top, so we want this object below this */
1319 top = top->below;
1320 break;
1321 }
1322
1323 last = top;
1324 top = top->above;
1305 } 1325 }
1306 }
1307 1326
1308 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1327 /* Don't want top to be NULL, so set it to the last valid object */
1309 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1328 top = last;
1310 if (!QUERY_FLAG(op, FLAG_ALIVE))
1311 CLEAR_FLAG(op, FLAG_NO_STEAL);
1312 1329
1313 if (flag & INS_BELOW_ORIGINATOR) { 1330 /* We let update_position deal with figuring out what the space
1314 if (originator->map != op->map || originator->x != op->x || 1331 * looks like instead of lots of conditions here.
1315 originator->y != op->y) { 1332 * makes things faster, and effectively the same result.
1316 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1333 */
1317 abort(); 1334
1335 /* Have object 'fall below' other objects that block view.
1336 * Unless those objects are exits, type 66
1337 * If INS_ON_TOP is used, don't do this processing
1338 * Need to find the object that in fact blocks view, otherwise
1339 * stacking is a bit odd.
1340 */
1341 if (!(flag & INS_ON_TOP) &&
1342 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1343 {
1344 for (last = top; last != floor; last = last->below)
1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1346 break;
1347 /* Check to see if we found the object that blocks view,
1348 * and make sure we have a below pointer for it so that
1349 * we can get inserted below this one, which requires we
1350 * set top to the object below us.
1351 */
1352 if (last && last->below && last != floor)
1353 top = last->below;
1354 }
1355 } /* If objects on this space */
1356
1357 if (flag & INS_MAP_LOAD)
1358 top = GET_MAP_TOP (op->map, op->x, op->y);
1359
1360 if (flag & INS_ABOVE_FLOOR_ONLY)
1361 top = floor;
1362
1363 /* Top is the object that our object (op) is going to get inserted above.
1364 */
1365
1366 /* First object on this space */
1367 if (!top)
1368 {
1369 op->above = GET_MAP_OB (op->map, op->x, op->y);
1370
1371 if (op->above)
1372 op->above->below = op;
1373
1374 op->below = NULL;
1375 op->ms ().bottom = op;
1318 } 1376 }
1319 op->above = originator;
1320 op->below = originator->below;
1321 if (op->below) op->below->above = op;
1322 else SET_MAP_OB(op->map, op->x, op->y, op);
1323 /* since *below* originator, no need to update top */
1324 originator->below = op;
1325 } else { 1377 else
1326 /* If there are other objects, then */
1327 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1328 object *last=NULL;
1329 /*
1330 * If there are multiple objects on this space, we do some trickier handling.
1331 * We've already dealt with merging if appropriate.
1332 * Generally, we want to put the new object on top. But if
1333 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1334 * floor, we want to insert above that and no further.
1335 * Also, if there are spell objects on this space, we stop processing
1336 * once we get to them. This reduces the need to traverse over all of
1337 * them when adding another one - this saves quite a bit of cpu time
1338 * when lots of spells are cast in one area. Currently, it is presumed
1339 * that flying non pickable objects are spell objects.
1340 */
1341
1342 while (top != NULL) {
1343 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1344 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1345 if (QUERY_FLAG(top, FLAG_NO_PICK)
1346 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1347 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1348 {
1349 /* We insert above top, so we want this object below this */
1350 top=top->below;
1351 break;
1352 }
1353 last = top;
1354 top = top->above;
1355 }
1356 /* Don't want top to be NULL, so set it to the last valid object */
1357 top = last;
1358
1359 /* We let update_position deal with figuring out what the space
1360 * looks like instead of lots of conditions here.
1361 * makes things faster, and effectively the same result.
1362 */
1363
1364 /* Have object 'fall below' other objects that block view.
1365 * Unless those objects are exits, type 66
1366 * If INS_ON_TOP is used, don't do this processing
1367 * Need to find the object that in fact blocks view, otherwise
1368 * stacking is a bit odd.
1369 */
1370 if (!(flag & INS_ON_TOP) &&
1371 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1372 (op->face && !op->face->visibility)) {
1373 for (last=top; last != floor; last=last->below)
1374 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1375 /* Check to see if we found the object that blocks view,
1376 * and make sure we have a below pointer for it so that
1377 * we can get inserted below this one, which requires we
1378 * set top to the object below us.
1379 */
1380 if (last && last->below && last != floor) top=last->below;
1381 }
1382 } /* If objects on this space */
1383 if (flag & INS_MAP_LOAD)
1384 top = GET_MAP_TOP(op->map,op->x,op->y);
1385 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1386
1387 /* Top is the object that our object (op) is going to get inserted above.
1388 */
1389
1390 /* First object on this space */
1391 if (!top) {
1392 op->above = GET_MAP_OB(op->map, op->x, op->y);
1393 if (op->above) op->above->below = op;
1394 op->below = NULL;
1395 SET_MAP_OB(op->map, op->x, op->y, op);
1396 } else { /* get inserted into the stack above top */ 1378 { /* get inserted into the stack above top */
1397 op->above = top->above; 1379 op->above = top->above;
1380
1381 if (op->above)
1398 if (op->above) op->above->below = op; 1382 op->above->below = op;
1383
1399 op->below = top; 1384 op->below = top;
1400 top->above = op; 1385 top->above = op;
1401 } 1386 }
1387
1402 if (op->above==NULL) 1388 if (op->above == NULL)
1403 SET_MAP_TOP(op->map,op->x, op->y, op); 1389 op->ms ().top = op;
1404 } /* else not INS_BELOW_ORIGINATOR */ 1390 } /* else not INS_BELOW_ORIGINATOR */
1405 1391
1406 if(op->type==PLAYER) 1392 if (op->type == PLAYER)
1407 op->contr->do_los=1; 1393 op->contr->do_los = 1;
1408 1394
1409 /* If we have a floor, we know the player, if any, will be above 1395 /* If we have a floor, we know the player, if any, will be above
1410 * it, so save a few ticks and start from there. 1396 * it, so save a few ticks and start from there.
1411 */ 1397 */
1412 if (!(flag & INS_MAP_LOAD)) 1398 if (!(flag & INS_MAP_LOAD))
1413 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1399 if (object *pl = op->ms ().player ())
1414 if (tmp->type == PLAYER) 1400 if (pl->contr->ns)
1415 tmp->contr->socket.update_look=1; 1401 pl->contr->ns->floorbox_update ();
1416 }
1417 1402
1418 /* If this object glows, it may affect lighting conditions that are 1403 /* If this object glows, it may affect lighting conditions that are
1419 * visible to others on this map. But update_all_los is really 1404 * visible to others on this map. But update_all_los is really
1420 * an inefficient way to do this, as it means los for all players 1405 * an inefficient way to do this, as it means los for all players
1421 * on the map will get recalculated. The players could very well 1406 * on the map will get recalculated. The players could very well
1422 * be far away from this change and not affected in any way - 1407 * be far away from this change and not affected in any way -
1423 * this should get redone to only look for players within range, 1408 * this should get redone to only look for players within range,
1424 * or just updating the P_NEED_UPDATE for spaces within this area 1409 * or just updating the P_NEED_UPDATE for spaces within this area
1425 * of effect may be sufficient. 1410 * of effect may be sufficient.
1426 */ 1411 */
1427 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1412 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1428 update_all_los(op->map, op->x, op->y); 1413 update_all_los (op->map, op->x, op->y);
1429 1414
1430
1431 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1415 /* updates flags (blocked, alive, no magic, etc) for this map space */
1432 update_object(op,UP_OBJ_INSERT); 1416 update_object (op, UP_OBJ_INSERT);
1433 1417
1418 INVOKE_OBJECT (INSERT, op);
1434 1419
1435 /* Don't know if moving this to the end will break anything. However, 1420 /* Don't know if moving this to the end will break anything. However,
1436 * we want to have update_look set above before calling this. 1421 * we want to have floorbox_update called before calling this.
1437 * 1422 *
1438 * check_move_on() must be after this because code called from 1423 * check_move_on() must be after this because code called from
1439 * check_move_on() depends on correct map flags (so functions like 1424 * check_move_on() depends on correct map flags (so functions like
1440 * blocked() and wall() work properly), and these flags are updated by 1425 * blocked() and wall() work properly), and these flags are updated by
1441 * update_object(). 1426 * update_object().
1442 */ 1427 */
1443 1428
1444 /* if this is not the head or flag has been passed, don't check walk on status */ 1429 /* if this is not the head or flag has been passed, don't check walk on status */
1445
1446 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1430 if (!(flag & INS_NO_WALK_ON) && !op->head)
1431 {
1447 if (check_move_on(op, originator)) 1432 if (check_move_on (op, originator))
1448 return NULL; 1433 return 0;
1449 1434
1450 /* If we are a multi part object, lets work our way through the check 1435 /* If we are a multi part object, lets work our way through the check
1451 * walk on's. 1436 * walk on's.
1452 */ 1437 */
1453 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1438 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1454 if (check_move_on (tmp, originator)) 1439 if (check_move_on (tmp, originator))
1455 return NULL; 1440 return 0;
1456 } 1441 }
1442
1457 return op; 1443 return op;
1458} 1444}
1459 1445
1460/* this function inserts an object in the map, but if it 1446/* this function inserts an object in the map, but if it
1461 * finds an object of its own type, it'll remove that one first. 1447 * finds an object of its own type, it'll remove that one first.
1462 * op is the object to insert it under: supplies x and the map. 1448 * op is the object to insert it under: supplies x and the map.
1463 */ 1449 */
1450void
1464void replace_insert_ob_in_map(const char *arch_string, object *op) { 1451replace_insert_ob_in_map (const char *arch_string, object *op)
1465 object *tmp; 1452{
1466 object *tmp1; 1453 object *tmp, *tmp1;
1467 1454
1468 /* first search for itself and remove any old instances */ 1455 /* first search for itself and remove any old instances */
1469 1456
1470 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1457 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1471 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1472 remove_ob(tmp); 1459 tmp->destroy ();
1473 free_object(tmp);
1474 }
1475 }
1476 1460
1477 tmp1=arch_to_object(find_archetype(arch_string)); 1461 tmp1 = arch_to_object (archetype::find (arch_string));
1478 1462
1479 1463 tmp1->x = op->x;
1480 tmp1->x = op->x; tmp1->y = op->y; 1464 tmp1->y = op->y;
1481 insert_ob_in_map(tmp1,op->map,op,0); 1465 insert_ob_in_map (tmp1, op->map, op, 0);
1482} 1466}
1483 1467
1484/* 1468/*
1485 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1469 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1486 * is returned contains nr objects, and the remaining parts contains 1470 * is returned contains nr objects, and the remaining parts contains
1487 * the rest (or is removed and freed if that number is 0). 1471 * the rest (or is removed and freed if that number is 0).
1488 * On failure, NULL is returned, and the reason put into the 1472 * On failure, NULL is returned, and the reason put into the
1489 * global static errmsg array. 1473 * global static errmsg array.
1490 */ 1474 */
1491 1475
1476object *
1492object *get_split_ob(object *orig_ob, uint32 nr) { 1477get_split_ob (object *orig_ob, uint32 nr)
1478{
1493 object *newob; 1479 object *newob;
1494 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1495 1481
1496 if(orig_ob->nrof<nr) { 1482 if (orig_ob->nrof < nr)
1497 sprintf(errmsg,"There are only %d %ss.", 1483 {
1498 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1484 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1499 return NULL; 1485 return NULL;
1500 } 1486 }
1487
1501 newob = object_create_clone(orig_ob); 1488 newob = object_create_clone (orig_ob);
1489
1502 if((orig_ob->nrof-=nr)<1) { 1490 if ((orig_ob->nrof -= nr) < 1)
1503 if ( ! is_removed) 1491 orig_ob->destroy (1);
1504 remove_ob(orig_ob);
1505 free_object2(orig_ob, 1);
1506 }
1507 else if ( ! is_removed) { 1492 else if (!is_removed)
1493 {
1508 if(orig_ob->env!=NULL) 1494 if (orig_ob->env != NULL)
1509 sub_weight (orig_ob->env,orig_ob->weight*nr); 1495 sub_weight (orig_ob->env, orig_ob->weight * nr);
1510 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1496 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1497 {
1511 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1498 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1512 LOG(llevDebug,
1513 "Error, Tried to split object whose map is not in memory.\n"); 1499 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1514 return NULL; 1500 return NULL;
1515 } 1501 }
1516 } 1502 }
1503
1517 newob->nrof=nr; 1504 newob->nrof = nr;
1518 1505
1519 return newob; 1506 return newob;
1520} 1507}
1521 1508
1522/* 1509/*
1523 * decrease_ob_nr(object, number) decreases a specified number from 1510 * decrease_ob_nr(object, number) decreases a specified number from
1524 * the amount of an object. If the amount reaches 0, the object 1511 * the amount of an object. If the amount reaches 0, the object
1525 * is subsequently removed and freed. 1512 * is subsequently removed and freed.
1526 * 1513 *
1527 * Return value: 'op' if something is left, NULL if the amount reached 0 1514 * Return value: 'op' if something is left, NULL if the amount reached 0
1528 */ 1515 */
1529 1516
1517object *
1530object *decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1531{ 1519{
1532 object *tmp; 1520 object *tmp;
1533 player *pl;
1534 1521
1535 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1536 return op; 1523 return op;
1537 1524
1538 if (i > op->nrof) 1525 if (i > op->nrof)
1539 i = op->nrof; 1526 i = op->nrof;
1540 1527
1541 if (QUERY_FLAG (op, FLAG_REMOVED)) 1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1529 op->nrof -= i;
1530 else if (op->env)
1531 {
1532 /* is this object in the players inventory, or sub container
1533 * therein?
1534 */
1535 tmp = op->in_player ();
1536 /* nope. Is this a container the player has opened?
1537 * If so, set tmp to that player.
1538 * IMO, searching through all the players will mostly
1539 * likely be quicker than following op->env to the map,
1540 * and then searching the map for a player.
1541 */
1542 if (!tmp)
1543 for_all_players (pl)
1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1547 break;
1548 }
1549
1550 if (i < op->nrof)
1551 {
1552 sub_weight (op->env, op->weight * i);
1553 op->nrof -= i;
1554 if (tmp)
1555 esrv_send_item (tmp, op);
1556 }
1557 else
1558 {
1559 op->remove ();
1560 op->nrof = 0;
1561 if (tmp)
1562 esrv_del_item (tmp->contr, op->count);
1563 }
1542 { 1564 }
1565 else
1566 {
1567 object *above = op->above;
1568
1569 if (i < op->nrof)
1543 op->nrof -= i; 1570 op->nrof -= i;
1544 } 1571 else
1545 else if (op->env != NULL)
1546 {
1547 /* is this object in the players inventory, or sub container
1548 * therein?
1549 */ 1572 {
1550 tmp = is_player_inv (op->env); 1573 op->remove ();
1551 /* nope. Is this a container the player has opened? 1574 op->nrof = 0;
1552 * If so, set tmp to that player.
1553 * IMO, searching through all the players will mostly
1554 * likely be quicker than following op->env to the map,
1555 * and then searching the map for a player.
1556 */
1557 if (!tmp) {
1558 for (pl=first_player; pl; pl=pl->next)
1559 if (pl->ob->container == op->env) break;
1560 if (pl) tmp=pl->ob;
1561 else tmp=NULL;
1562 } 1575 }
1563 1576
1564 if (i < op->nrof) {
1565 sub_weight (op->env, op->weight * i);
1566 op->nrof -= i;
1567 if (tmp) {
1568 esrv_send_item(tmp, op);
1569 }
1570 } else {
1571 remove_ob (op);
1572 op->nrof = 0;
1573 if (tmp) {
1574 esrv_del_item(tmp->contr, op->count);
1575 }
1576 }
1577 }
1578 else
1579 {
1580 object *above = op->above;
1581
1582 if (i < op->nrof) {
1583 op->nrof -= i;
1584 } else {
1585 remove_ob (op);
1586 op->nrof = 0;
1587 }
1588 /* Since we just removed op, op->above is null */ 1577 /* Since we just removed op, op->above is null */
1589 for (tmp = above; tmp != NULL; tmp = tmp->above) 1578 for (tmp = above; tmp; tmp = tmp->above)
1590 if (tmp->type == PLAYER) { 1579 if (tmp->type == PLAYER)
1580 {
1591 if (op->nrof) 1581 if (op->nrof)
1592 esrv_send_item(tmp, op); 1582 esrv_send_item (tmp, op);
1593 else 1583 else
1594 esrv_del_item(tmp->contr, op->count); 1584 esrv_del_item (tmp->contr, op->count);
1595 } 1585 }
1596 } 1586 }
1597 1587
1598 if (op->nrof) { 1588 if (op->nrof)
1599 return op; 1589 return op;
1600 } else { 1590 else
1601 free_object (op); 1591 {
1592 op->destroy ();
1602 return NULL; 1593 return 0;
1603 } 1594 }
1604} 1595}
1605 1596
1606/* 1597/*
1607 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1608 * and also updates how much the environment(s) is/are carrying. 1599 * and also updates how much the environment(s) is/are carrying.
1609 */ 1600 */
1610 1601
1602void
1611void add_weight (object *op, signed long weight) { 1603add_weight (object *op, signed long weight)
1604{
1612 while (op!=NULL) { 1605 while (op != NULL)
1606 {
1613 if (op->type == CONTAINER) { 1607 if (op->type == CONTAINER)
1614 weight=(signed long)(weight*(100-op->stats.Str)/100); 1608 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1615 } 1609
1616 op->carrying+=weight; 1610 op->carrying += weight;
1617 op=op->env; 1611 op = op->env;
1618 } 1612 }
1619} 1613}
1620 1614
1615object *
1616insert_ob_in_ob (object *op, object *where)
1617{
1618 if (!where)
1619 {
1620 char *dump = dump_object (op);
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump);
1623 return op;
1624 }
1625
1626 if (where->head)
1627 {
1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head;
1630 }
1631
1632 return where->insert (op);
1633}
1634
1621/* 1635/*
1622 * insert_ob_in_ob(op,environment): 1636 * env->insert (op)
1623 * This function inserts the object op in the linked list 1637 * This function inserts the object op in the linked list
1624 * inside the object environment. 1638 * inside the object environment.
1625 * 1639 *
1626 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1627 * the inventory at the last position or next to other objects of the same
1628 * type.
1629 * Frank: Now sorted by type, archetype and magic!
1630 *
1631 * The function returns now pointer to inserted item, and return value can 1640 * The function returns now pointer to inserted item, and return value can
1632 * be != op, if items are merged. -Tero 1641 * be != op, if items are merged. -Tero
1633 */ 1642 */
1634 1643
1635object *insert_ob_in_ob(object *op,object *where) { 1644object *
1645object::insert (object *op)
1646{
1636 object *tmp, *otmp; 1647 object *tmp, *otmp;
1637 1648
1638 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1639 dump_object(op); 1650 op->remove ();
1640 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1651
1641 return op;
1642 }
1643 if(where==NULL) {
1644 dump_object(op);
1645 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1646 return op;
1647 }
1648 if (where->head) {
1649 LOG(llevDebug,
1650 "Warning: Tried to insert object wrong part of multipart object.\n");
1651 where = where->head;
1652 }
1653 if (op->more) { 1652 if (op->more)
1653 {
1654 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1654 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1655 &op->name, op->count);
1656 return op; 1655 return op;
1657 } 1656 }
1657
1658 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1659 CLEAR_FLAG(op, FLAG_REMOVED); 1659 CLEAR_FLAG (op, FLAG_REMOVED);
1660 if(op->nrof) { 1660 if (op->nrof)
1661 {
1661 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1662 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1662 if ( CAN_MERGE(tmp,op) ) { 1663 if (object::can_merge (tmp, op))
1664 {
1663 /* return the original object and remove inserted object 1665 /* return the original object and remove inserted object
1664 (client needs the original object) */ 1666 (client needs the original object) */
1665 tmp->nrof += op->nrof; 1667 tmp->nrof += op->nrof;
1666 /* Weight handling gets pretty funky. Since we are adding to 1668 /* Weight handling gets pretty funky. Since we are adding to
1667 * tmp->nrof, we need to increase the weight. 1669 * tmp->nrof, we need to increase the weight.
1668 */ 1670 */
1669 add_weight (where, op->weight*op->nrof); 1671 add_weight (this, op->weight * op->nrof);
1670 SET_FLAG(op, FLAG_REMOVED); 1672 SET_FLAG (op, FLAG_REMOVED);
1671 free_object(op); /* free the inserted object */ 1673 op->destroy (); /* free the inserted object */
1672 op = tmp; 1674 op = tmp;
1673 remove_ob (op); /* and fix old object's links */ 1675 op->remove (); /* and fix old object's links */
1674 CLEAR_FLAG(op, FLAG_REMOVED); 1676 CLEAR_FLAG (op, FLAG_REMOVED);
1675 break; 1677 break;
1676 } 1678 }
1677 1679
1678 /* I assume combined objects have no inventory 1680 /* I assume combined objects have no inventory
1679 * We add the weight - this object could have just been removed 1681 * We add the weight - this object could have just been removed
1680 * (if it was possible to merge). calling remove_ob will subtract 1682 * (if it was possible to merge). calling remove_ob will subtract
1681 * the weight, so we need to add it in again, since we actually do 1683 * the weight, so we need to add it in again, since we actually do
1682 * the linking below 1684 * the linking below
1683 */ 1685 */
1684 add_weight (where, op->weight*op->nrof); 1686 add_weight (this, op->weight * op->nrof);
1687 }
1685 } else 1688 else
1686 add_weight (where, (op->weight+op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1687 1690
1688 otmp=is_player_inv(where); 1691 otmp = this->in_player ();
1689 if (otmp&&otmp->contr!=NULL) { 1692 if (otmp && otmp->contr)
1690 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1691 fix_player(otmp); 1694 otmp->update_stats ();
1692 }
1693 1695
1694 op->map=NULL; 1696 op->map = 0;
1695 op->env=where; 1697 op->env = this;
1696 op->above=NULL; 1698 op->above = 0;
1697 op->below=NULL; 1699 op->below = 0;
1698 op->x=0,op->y=0; 1700 op->x = 0, op->y = 0;
1699 1701
1700 /* reset the light list and los of the players on the map */ 1702 /* reset the light list and los of the players on the map */
1701 if((op->glow_radius!=0)&&where->map) 1703 if ((op->glow_radius != 0) && map)
1702 { 1704 {
1703#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1704 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1705 op->name);
1706#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1707 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1708 if (MAP_DARKNESS (map))
1709 update_all_los (map, x, y);
1708 } 1710 }
1709 1711
1710 /* Client has no idea of ordering so lets not bother ordering it here. 1712 /* Client has no idea of ordering so lets not bother ordering it here.
1711 * It sure simplifies this function... 1713 * It sure simplifies this function...
1712 */ 1714 */
1713 if (where->inv==NULL) 1715 if (!inv)
1714 where->inv=op; 1716 inv = op;
1715 else { 1717 else
1718 {
1716 op->below = where->inv; 1719 op->below = inv;
1717 op->below->above = op; 1720 op->below->above = op;
1718 where->inv = op; 1721 inv = op;
1719 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1725
1720 return op; 1726 return op;
1721} 1727}
1722 1728
1723/* 1729/*
1724 * Checks if any objects has a move_type that matches objects 1730 * Checks if any objects has a move_type that matches objects
1739 * MSW 2001-07-08: Check all objects on space, not just those below 1745 * MSW 2001-07-08: Check all objects on space, not just those below
1740 * object being inserted. insert_ob_in_map may not put new objects 1746 * object being inserted. insert_ob_in_map may not put new objects
1741 * on top. 1747 * on top.
1742 */ 1748 */
1743 1749
1750int
1744int check_move_on (object *op, object *originator) 1751check_move_on (object *op, object *originator)
1745{ 1752{
1746 object *tmp; 1753 object *tmp;
1747 tag_t tag;
1748 mapstruct *m=op->map; 1754 maptile *m = op->map;
1749 int x=op->x, y=op->y; 1755 int x = op->x, y = op->y;
1756
1750 MoveType move_on, move_slow, move_block; 1757 MoveType move_on, move_slow, move_block;
1751 1758
1752 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1759 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1753 return 0; 1760 return 0;
1754 1761
1755 tag = op->count;
1756
1757 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1762 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1758 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1763 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1759 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1764 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1760 1765
1761 /* if nothing on this space will slow op down or be applied, 1766 /* if nothing on this space will slow op down or be applied,
1762 * no need to do checking below. have to make sure move_type 1767 * no need to do checking below. have to make sure move_type
1763 * is set, as lots of objects don't have it set - we treat that 1768 * is set, as lots of objects don't have it set - we treat that
1764 * as walking. 1769 * as walking.
1765 */ 1770 */
1766 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1771 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1767 return 0; 1772 return 0;
1768 1773
1769 /* This is basically inverse logic of that below - basically, 1774 /* This is basically inverse logic of that below - basically,
1770 * if the object can avoid the move on or slow move, they do so, 1775 * if the object can avoid the move on or slow move, they do so,
1771 * but can't do it if the alternate movement they are using is 1776 * but can't do it if the alternate movement they are using is
1772 * blocked. Logic on this seems confusing, but does seem correct. 1777 * blocked. Logic on this seems confusing, but does seem correct.
1773 */ 1778 */
1774 if ((op->move_type & ~move_on & ~move_block) != 0 && 1779 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1775 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1780 return 0;
1776 1781
1777 /* The objects have to be checked from top to bottom. 1782 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1783 * Hence, we first go to the top:
1779 */ 1784 */
1780 1785
1781 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1786 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1782 tmp->above!=NULL; tmp=tmp->above) { 1787 {
1783 /* Trim the search when we find the first other spell effect 1788 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects, 1789 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them. 1790 * we don't need to check all of them.
1786 */ 1791 */
1787 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1792 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1793 break;
1794 }
1795
1796 for (; tmp; tmp = tmp->below)
1788 } 1797 {
1789 for(;tmp!=NULL; tmp=tmp->below) { 1798 if (tmp == op)
1790 if (tmp == op) continue; /* Can't apply yourself */ 1799 continue; /* Can't apply yourself */
1791 1800
1792 /* Check to see if one of the movement types should be slowed down. 1801 /* Check to see if one of the movement types should be slowed down.
1793 * Second check makes sure that the movement types not being slowed 1802 * Second check makes sure that the movement types not being slowed
1794 * (~slow_move) is not blocked on this space - just because the 1803 * (~slow_move) is not blocked on this space - just because the
1795 * space doesn't slow down swimming (for example), if you can't actually 1804 * space doesn't slow down swimming (for example), if you can't actually
1796 * swim on that space, can't use it to avoid the penalty. 1805 * swim on that space, can't use it to avoid the penalty.
1797 */ 1806 */
1798 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1807 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1808 {
1799 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1809 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1800 ((op->move_type & tmp->move_slow) &&
1801 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1810 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1811 {
1802 1812
1803 float diff; 1813 float
1804
1805 diff = tmp->move_slow_penalty*FABS(op->speed); 1814 diff = tmp->move_slow_penalty * FABS (op->speed);
1815
1806 if (op->type == PLAYER) { 1816 if (op->type == PLAYER)
1807 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1817 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1808 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1818 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1809 diff /= 4.0; 1819 diff /= 4.0;
1810 } 1820
1811 }
1812 op->speed_left -= diff; 1821 op->speed_left -= diff;
1813 } 1822 }
1814 } 1823 }
1815 1824
1816 /* Basically same logic as above, except now for actual apply. */ 1825 /* Basically same logic as above, except now for actual apply. */
1817 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1826 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1818 ((op->move_type & tmp->move_on) &&
1819 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1827 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1820 1828 {
1821 move_apply(tmp, op, originator); 1829 move_apply (tmp, op, originator);
1830
1822 if (was_destroyed (op, tag)) 1831 if (op->destroyed ())
1823 return 1; 1832 return 1;
1824 1833
1825 /* what the person/creature stepped onto has moved the object 1834 /* what the person/creature stepped onto has moved the object
1826 * someplace new. Don't process any further - if we did, 1835 * someplace new. Don't process any further - if we did,
1827 * have a feeling strange problems would result. 1836 * have a feeling strange problems would result.
1828 */ 1837 */
1829 if (op->map != m || op->x != x || op->y != y) return 0; 1838 if (op->map != m || op->x != x || op->y != y)
1839 return 0;
1830 } 1840 }
1831 } 1841 }
1842
1832 return 0; 1843 return 0;
1833} 1844}
1834 1845
1835/* 1846/*
1836 * present_arch(arch, map, x, y) searches for any objects with 1847 * present_arch(arch, map, x, y) searches for any objects with
1837 * a matching archetype at the given map and coordinates. 1848 * a matching archetype at the given map and coordinates.
1838 * The first matching object is returned, or NULL if none. 1849 * The first matching object is returned, or NULL if none.
1839 */ 1850 */
1840 1851
1852object *
1841object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1853present_arch (const archetype *at, maptile *m, int x, int y)
1854{
1842 object *tmp; 1855 object *
1856 tmp;
1857
1843 if(m==NULL || out_of_map(m,x,y)) { 1858 if (m == NULL || out_of_map (m, x, y))
1859 {
1844 LOG(llevError,"Present_arch called outside map.\n"); 1860 LOG (llevError, "Present_arch called outside map.\n");
1845 return NULL; 1861 return NULL;
1846 } 1862 }
1847 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1863 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1848 if(tmp->arch == at) 1864 if (tmp->arch == at)
1849 return tmp; 1865 return tmp;
1850 return NULL; 1866 return NULL;
1851} 1867}
1852 1868
1853/* 1869/*
1854 * present(type, map, x, y) searches for any objects with 1870 * present(type, map, x, y) searches for any objects with
1855 * a matching type variable at the given map and coordinates. 1871 * a matching type variable at the given map and coordinates.
1856 * The first matching object is returned, or NULL if none. 1872 * The first matching object is returned, or NULL if none.
1857 */ 1873 */
1858 1874
1875object *
1859object *present(unsigned char type,mapstruct *m, int x,int y) { 1876present (unsigned char type, maptile *m, int x, int y)
1877{
1860 object *tmp; 1878 object *
1879 tmp;
1880
1861 if(out_of_map(m,x,y)) { 1881 if (out_of_map (m, x, y))
1882 {
1862 LOG(llevError,"Present called outside map.\n"); 1883 LOG (llevError, "Present called outside map.\n");
1863 return NULL; 1884 return NULL;
1864 } 1885 }
1865 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1886 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1866 if(tmp->type==type) 1887 if (tmp->type == type)
1867 return tmp; 1888 return tmp;
1868 return NULL; 1889 return NULL;
1869} 1890}
1870 1891
1871/* 1892/*
1872 * present_in_ob(type, object) searches for any objects with 1893 * present_in_ob(type, object) searches for any objects with
1873 * a matching type variable in the inventory of the given object. 1894 * a matching type variable in the inventory of the given object.
1874 * The first matching object is returned, or NULL if none. 1895 * The first matching object is returned, or NULL if none.
1875 */ 1896 */
1876 1897
1898object *
1877object *present_in_ob(unsigned char type, const object *op) { 1899present_in_ob (unsigned char type, const object *op)
1900{
1878 object *tmp; 1901 object *
1902 tmp;
1903
1879 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1904 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1880 if(tmp->type==type) 1905 if (tmp->type == type)
1881 return tmp; 1906 return tmp;
1882 return NULL; 1907 return NULL;
1883} 1908}
1884 1909
1885/* 1910/*
1894 * str is the string to match against. Note that we match against 1919 * str is the string to match against. Note that we match against
1895 * the object name, not the archetype name. this is so that the 1920 * the object name, not the archetype name. this is so that the
1896 * spell code can use one object type (force), but change it's name 1921 * spell code can use one object type (force), but change it's name
1897 * to be unique. 1922 * to be unique.
1898 */ 1923 */
1899 1924object *
1900object *present_in_ob_by_name(int type, const char *str, const object *op) { 1925present_in_ob_by_name (int type, const char *str, const object *op)
1926{
1901 object *tmp; 1927 object *tmp;
1902 1928
1903 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1929 for (tmp = op->inv; tmp; tmp = tmp->below)
1904 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1930 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1905 return tmp; 1931 return tmp;
1906 } 1932
1907 return NULL; 1933 return 0;
1908} 1934}
1909 1935
1910/* 1936/*
1911 * present_arch_in_ob(archetype, object) searches for any objects with 1937 * present_arch_in_ob(archetype, object) searches for any objects with
1912 * a matching archetype in the inventory of the given object. 1938 * a matching archetype in the inventory of the given object.
1913 * The first matching object is returned, or NULL if none. 1939 * The first matching object is returned, or NULL if none.
1914 */ 1940 */
1915 1941object *
1916object *present_arch_in_ob(const archetype *at, const object *op) { 1942present_arch_in_ob (const archetype *at, const object *op)
1917 object *tmp; 1943{
1918 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1919 if( tmp->arch == at) 1945 if (tmp->arch == at)
1920 return tmp; 1946 return tmp;
1947
1921 return NULL; 1948 return NULL;
1922} 1949}
1923 1950
1924/* 1951/*
1925 * activate recursively a flag on an object inventory 1952 * activate recursively a flag on an object inventory
1926 */ 1953 */
1954void
1927void flag_inv(object*op, int flag){ 1955flag_inv (object *op, int flag)
1928 object *tmp; 1956{
1929 if(op->inv) 1957 if (op->inv)
1930 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1959 {
1931 SET_FLAG(tmp, flag); 1960 SET_FLAG (tmp, flag);
1932 flag_inv(tmp,flag); 1961 flag_inv (tmp, flag);
1933 } 1962 }
1963}
1964
1934}/* 1965/*
1935 * desactivate recursively a flag on an object inventory 1966 * deactivate recursively a flag on an object inventory
1936 */ 1967 */
1968void
1937void unflag_inv(object*op, int flag){ 1969unflag_inv (object *op, int flag)
1938 object *tmp; 1970{
1939 if(op->inv) 1971 if (op->inv)
1940 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1972 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1973 {
1941 CLEAR_FLAG(tmp, flag); 1974 CLEAR_FLAG (tmp, flag);
1942 unflag_inv(tmp,flag); 1975 unflag_inv (tmp, flag);
1943 } 1976 }
1944} 1977}
1945 1978
1946/* 1979/*
1947 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1980 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1948 * all it's inventory (recursively). 1981 * all it's inventory (recursively).
1949 * If checksums are used, a player will get set_cheat called for 1982 * If checksums are used, a player will get set_cheat called for
1950 * him/her-self and all object carried by a call to this function. 1983 * him/her-self and all object carried by a call to this function.
1951 */ 1984 */
1952 1985void
1953void set_cheat(object *op) { 1986set_cheat (object *op)
1987{
1954 SET_FLAG(op, FLAG_WAS_WIZ); 1988 SET_FLAG (op, FLAG_WAS_WIZ);
1955 flag_inv(op, FLAG_WAS_WIZ); 1989 flag_inv (op, FLAG_WAS_WIZ);
1956} 1990}
1957 1991
1958/* 1992/*
1959 * find_free_spot(object, map, x, y, start, stop) will search for 1993 * find_free_spot(object, map, x, y, start, stop) will search for
1960 * a spot at the given map and coordinates which will be able to contain 1994 * a spot at the given map and coordinates which will be able to contain
1974 * because arch_blocked (now ob_blocked) needs to know the movement type 2008 * because arch_blocked (now ob_blocked) needs to know the movement type
1975 * to know if the space in question will block the object. We can't use 2009 * to know if the space in question will block the object. We can't use
1976 * the archetype because that isn't correct if the monster has been 2010 * the archetype because that isn't correct if the monster has been
1977 * customized, changed states, etc. 2011 * customized, changed states, etc.
1978 */ 2012 */
1979 2013int
1980int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2014find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2015{
1981 int i,index=0, flag; 2016 int index = 0, flag;
1982 static int altern[SIZEOFFREE]; 2017 int altern[SIZEOFFREE];
1983 2018
1984 for(i=start;i<stop;i++) { 2019 for (int i = start; i < stop; i++)
2020 {
1985 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2021 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1986 if(!flag) 2022 if (!flag)
1987 altern[index++]=i; 2023 altern [index++] = i;
1988 2024
1989 /* Basically, if we find a wall on a space, we cut down the search size. 2025 /* Basically, if we find a wall on a space, we cut down the search size.
1990 * In this way, we won't return spaces that are on another side of a wall. 2026 * In this way, we won't return spaces that are on another side of a wall.
1991 * This mostly work, but it cuts down the search size in all directions - 2027 * This mostly work, but it cuts down the search size in all directions -
1992 * if the space being examined only has a wall to the north and empty 2028 * if the space being examined only has a wall to the north and empty
1993 * spaces in all the other directions, this will reduce the search space 2029 * spaces in all the other directions, this will reduce the search space
1994 * to only the spaces immediately surrounding the target area, and 2030 * to only the spaces immediately surrounding the target area, and
1995 * won't look 2 spaces south of the target space. 2031 * won't look 2 spaces south of the target space.
1996 */ 2032 */
1997 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2033 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
1998 stop=maxfree[i]; 2034 stop = maxfree[i];
1999 } 2035 }
2000 if(!index) return -1; 2036
2037 if (!index)
2038 return -1;
2039
2001 return altern[RANDOM()%index]; 2040 return altern[RANDOM () % index];
2002} 2041}
2003 2042
2004/* 2043/*
2005 * find_first_free_spot(archetype, mapstruct, x, y) works like 2044 * find_first_free_spot(archetype, maptile, x, y) works like
2006 * find_free_spot(), but it will search max number of squares. 2045 * find_free_spot(), but it will search max number of squares.
2007 * But it will return the first available spot, not a random choice. 2046 * But it will return the first available spot, not a random choice.
2008 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2047 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2009 */ 2048 */
2010 2049int
2011int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2050find_first_free_spot (const object *ob, maptile *m, int x, int y)
2012 int i; 2051{
2013 for(i=0;i<SIZEOFFREE;i++) { 2052 for (int i = 0; i < SIZEOFFREE; i++)
2014 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2053 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2015 return i; 2054 return i;
2016 } 2055
2017 return -1; 2056 return -1;
2018} 2057}
2019 2058
2020/* 2059/*
2021 * The function permute(arr, begin, end) randomly reorders the array 2060 * The function permute(arr, begin, end) randomly reorders the array
2022 * arr[begin..end-1]. 2061 * arr[begin..end-1].
2062 * now uses a fisher-yates shuffle, old permute was broken
2023 */ 2063 */
2064static void
2024static void permute(int *arr, int begin, int end) 2065permute (int *arr, int begin, int end)
2025{ 2066{
2026 int i, j, tmp, len; 2067 arr += begin;
2068 end -= begin;
2027 2069
2028 len = end-begin; 2070 while (--end)
2029 for(i = begin; i < end; i++) 2071 swap (arr [end], arr [RANDOM () % (end + 1)]);
2030 {
2031 j = begin+RANDOM()%len;
2032
2033 tmp = arr[i];
2034 arr[i] = arr[j];
2035 arr[j] = tmp;
2036 }
2037} 2072}
2038 2073
2039/* new function to make monster searching more efficient, and effective! 2074/* new function to make monster searching more efficient, and effective!
2040 * This basically returns a randomized array (in the passed pointer) of 2075 * This basically returns a randomized array (in the passed pointer) of
2041 * the spaces to find monsters. In this way, it won't always look for 2076 * the spaces to find monsters. In this way, it won't always look for
2042 * monsters to the north first. However, the size of the array passed 2077 * monsters to the north first. However, the size of the array passed
2043 * covers all the spaces, so within that size, all the spaces within 2078 * covers all the spaces, so within that size, all the spaces within
2044 * the 3x3 area will be searched, just not in a predictable order. 2079 * the 3x3 area will be searched, just not in a predictable order.
2045 */ 2080 */
2081void
2046void get_search_arr(int *search_arr) 2082get_search_arr (int *search_arr)
2047{ 2083{
2048 int i; 2084 int i;
2049 2085
2050 for(i = 0; i < SIZEOFFREE; i++) 2086 for (i = 0; i < SIZEOFFREE; i++)
2051 {
2052 search_arr[i] = i; 2087 search_arr[i] = i;
2053 }
2054 2088
2055 permute(search_arr, 1, SIZEOFFREE1+1); 2089 permute (search_arr, 1, SIZEOFFREE1 + 1);
2056 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2090 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2057 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2091 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2058} 2092}
2059 2093
2060/* 2094/*
2061 * find_dir(map, x, y, exclude) will search some close squares in the 2095 * find_dir(map, x, y, exclude) will search some close squares in the
2062 * given map at the given coordinates for live objects. 2096 * given map at the given coordinates for live objects.
2067 * Perhaps incorrectly, but I'm making the assumption that exclude 2101 * Perhaps incorrectly, but I'm making the assumption that exclude
2068 * is actually want is going to try and move there. We need this info 2102 * is actually want is going to try and move there. We need this info
2069 * because we have to know what movement the thing looking to move 2103 * because we have to know what movement the thing looking to move
2070 * there is capable of. 2104 * there is capable of.
2071 */ 2105 */
2072 2106int
2073int find_dir(mapstruct *m, int x, int y, object *exclude) { 2107find_dir (maptile *m, int x, int y, object *exclude)
2108{
2074 int i,max=SIZEOFFREE, mflags; 2109 int i, max = SIZEOFFREE, mflags;
2110
2075 sint16 nx, ny; 2111 sint16 nx, ny;
2076 object *tmp; 2112 object *tmp;
2077 mapstruct *mp; 2113 maptile *mp;
2114
2078 MoveType blocked, move_type; 2115 MoveType blocked, move_type;
2079 2116
2080 if (exclude && exclude->head) { 2117 if (exclude && exclude->head)
2118 {
2081 exclude = exclude->head; 2119 exclude = exclude->head;
2082 move_type = exclude->move_type; 2120 move_type = exclude->move_type;
2083 } else { 2121 }
2122 else
2123 {
2084 /* If we don't have anything, presume it can use all movement types. */ 2124 /* If we don't have anything, presume it can use all movement types. */
2085 move_type=MOVE_ALL; 2125 move_type = MOVE_ALL;
2126 }
2127
2128 for (i = 1; i < max; i++)
2086 } 2129 {
2087
2088 for(i=1;i<max;i++) {
2089 mp = m; 2130 mp = m;
2090 nx = x + freearr_x[i]; 2131 nx = x + freearr_x[i];
2091 ny = y + freearr_y[i]; 2132 ny = y + freearr_y[i];
2092 2133
2093 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2134 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2135
2094 if (mflags & P_OUT_OF_MAP) { 2136 if (mflags & P_OUT_OF_MAP)
2137 max = maxfree[i];
2138 else
2139 {
2140 mapspace &ms = mp->at (nx, ny);
2141
2142 blocked = ms.move_block;
2143
2144 if ((move_type & blocked) == move_type)
2095 max = maxfree[i]; 2145 max = maxfree[i];
2096 } else {
2097 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2098
2099 if ((move_type & blocked) == move_type) {
2100 max=maxfree[i];
2101 } else if (mflags & P_IS_ALIVE) { 2146 else if (mflags & P_IS_ALIVE)
2102 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2147 {
2148 for (tmp = ms.bottom; tmp; tmp = tmp->above)
2103 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2149 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2104 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2150 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2105 break; 2151 break;
2106 } 2152
2107 }
2108 if(tmp) { 2153 if (tmp)
2109 return freedir[i]; 2154 return freedir[i];
2110 }
2111 } 2155 }
2112 } 2156 }
2113 } 2157 }
2158
2114 return 0; 2159 return 0;
2115} 2160}
2116 2161
2117/* 2162/*
2118 * distance(object 1, object 2) will return the square of the 2163 * distance(object 1, object 2) will return the square of the
2119 * distance between the two given objects. 2164 * distance between the two given objects.
2120 */ 2165 */
2121 2166int
2122int distance(const object *ob1, const object *ob2) { 2167distance (const object *ob1, const object *ob2)
2123 int i; 2168{
2124 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2169 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2125 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2126 return i;
2127} 2170}
2128 2171
2129/* 2172/*
2130 * find_dir_2(delta-x,delta-y) will return a direction in which 2173 * find_dir_2(delta-x,delta-y) will return a direction in which
2131 * an object which has subtracted the x and y coordinates of another 2174 * an object which has subtracted the x and y coordinates of another
2132 * object, needs to travel toward it. 2175 * object, needs to travel toward it.
2133 */ 2176 */
2134 2177int
2135int find_dir_2(int x, int y) { 2178find_dir_2 (int x, int y)
2179{
2136 int q; 2180 int q;
2137 2181
2138 if(y) 2182 if (y)
2139 q=x*100/y; 2183 q = x * 100 / y;
2140 else if (x) 2184 else if (x)
2141 q= -300*x; 2185 q = -300 * x;
2142 else 2186 else
2143 return 0; 2187 return 0;
2144 2188
2145 if(y>0) { 2189 if (y > 0)
2190 {
2146 if(q < -242) 2191 if (q < -242)
2147 return 3 ; 2192 return 3;
2148 if (q < -41) 2193 if (q < -41)
2149 return 2 ; 2194 return 2;
2150 if (q < 41) 2195 if (q < 41)
2151 return 1 ; 2196 return 1;
2152 if (q < 242) 2197 if (q < 242)
2153 return 8 ; 2198 return 8;
2154 return 7 ; 2199 return 7;
2155 } 2200 }
2156 2201
2157 if (q < -242) 2202 if (q < -242)
2158 return 7 ; 2203 return 7;
2159 if (q < -41) 2204 if (q < -41)
2160 return 6 ; 2205 return 6;
2161 if (q < 41) 2206 if (q < 41)
2162 return 5 ; 2207 return 5;
2163 if (q < 242) 2208 if (q < 242)
2164 return 4 ; 2209 return 4;
2165 2210
2166 return 3 ; 2211 return 3;
2167} 2212}
2168 2213
2169/* 2214/*
2170 * absdir(int): Returns a number between 1 and 8, which represent 2215 * absdir(int): Returns a number between 1 and 8, which represent
2171 * the "absolute" direction of a number (it actually takes care of 2216 * the "absolute" direction of a number (it actually takes care of
2172 * "overflow" in previous calculations of a direction). 2217 * "overflow" in previous calculations of a direction).
2173 */ 2218 */
2174 2219
2220int
2175int absdir(int d) { 2221absdir (int d)
2176 while(d<1) d+=8; 2222{
2177 while(d>8) d-=8; 2223 while (d < 1)
2224 d += 8;
2225
2226 while (d > 8)
2227 d -= 8;
2228
2178 return d; 2229 return d;
2179} 2230}
2180 2231
2181/* 2232/*
2182 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2233 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2183 * between two directions (which are expected to be absolute (see absdir()) 2234 * between two directions (which are expected to be absolute (see absdir())
2184 */ 2235 */
2185 2236
2237int
2186int dirdiff(int dir1, int dir2) { 2238dirdiff (int dir1, int dir2)
2239{
2187 int d; 2240 int d;
2241
2188 d = abs(dir1 - dir2); 2242 d = abs (dir1 - dir2);
2189 if(d>4) 2243 if (d > 4)
2190 d = 8 - d; 2244 d = 8 - d;
2245
2191 return d; 2246 return d;
2192} 2247}
2193 2248
2194/* peterm: 2249/* peterm:
2195 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2250 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2198 * This basically means that if direction is 15, then it could either go 2253 * This basically means that if direction is 15, then it could either go
2199 * direction 4, 14, or 16 to get back to where we are. 2254 * direction 4, 14, or 16 to get back to where we are.
2200 * Moved from spell_util.c to object.c with the other related direction 2255 * Moved from spell_util.c to object.c with the other related direction
2201 * functions. 2256 * functions.
2202 */ 2257 */
2203
2204int reduction_dir[SIZEOFFREE][3] = { 2258int reduction_dir[SIZEOFFREE][3] = {
2205 {0,0,0}, /* 0 */ 2259 {0, 0, 0}, /* 0 */
2206 {0,0,0}, /* 1 */ 2260 {0, 0, 0}, /* 1 */
2207 {0,0,0}, /* 2 */ 2261 {0, 0, 0}, /* 2 */
2208 {0,0,0}, /* 3 */ 2262 {0, 0, 0}, /* 3 */
2209 {0,0,0}, /* 4 */ 2263 {0, 0, 0}, /* 4 */
2210 {0,0,0}, /* 5 */ 2264 {0, 0, 0}, /* 5 */
2211 {0,0,0}, /* 6 */ 2265 {0, 0, 0}, /* 6 */
2212 {0,0,0}, /* 7 */ 2266 {0, 0, 0}, /* 7 */
2213 {0,0,0}, /* 8 */ 2267 {0, 0, 0}, /* 8 */
2214 {8,1,2}, /* 9 */ 2268 {8, 1, 2}, /* 9 */
2215 {1,2,-1}, /* 10 */ 2269 {1, 2, -1}, /* 10 */
2216 {2,10,12}, /* 11 */ 2270 {2, 10, 12}, /* 11 */
2217 {2,3,-1}, /* 12 */ 2271 {2, 3, -1}, /* 12 */
2218 {2,3,4}, /* 13 */ 2272 {2, 3, 4}, /* 13 */
2219 {3,4,-1}, /* 14 */ 2273 {3, 4, -1}, /* 14 */
2220 {4,14,16}, /* 15 */ 2274 {4, 14, 16}, /* 15 */
2221 {5,4,-1}, /* 16 */ 2275 {5, 4, -1}, /* 16 */
2222 {4,5,6}, /* 17 */ 2276 {4, 5, 6}, /* 17 */
2223 {6,5,-1}, /* 18 */ 2277 {6, 5, -1}, /* 18 */
2224 {6,20,18}, /* 19 */ 2278 {6, 20, 18}, /* 19 */
2225 {7,6,-1}, /* 20 */ 2279 {7, 6, -1}, /* 20 */
2226 {6,7,8}, /* 21 */ 2280 {6, 7, 8}, /* 21 */
2227 {7,8,-1}, /* 22 */ 2281 {7, 8, -1}, /* 22 */
2228 {8,22,24}, /* 23 */ 2282 {8, 22, 24}, /* 23 */
2229 {8,1,-1}, /* 24 */ 2283 {8, 1, -1}, /* 24 */
2230 {24,9,10}, /* 25 */ 2284 {24, 9, 10}, /* 25 */
2231 {9,10,-1}, /* 26 */ 2285 {9, 10, -1}, /* 26 */
2232 {10,11,-1}, /* 27 */ 2286 {10, 11, -1}, /* 27 */
2233 {27,11,29}, /* 28 */ 2287 {27, 11, 29}, /* 28 */
2234 {11,12,-1}, /* 29 */ 2288 {11, 12, -1}, /* 29 */
2235 {12,13,-1}, /* 30 */ 2289 {12, 13, -1}, /* 30 */
2236 {12,13,14}, /* 31 */ 2290 {12, 13, 14}, /* 31 */
2237 {13,14,-1}, /* 32 */ 2291 {13, 14, -1}, /* 32 */
2238 {14,15,-1}, /* 33 */ 2292 {14, 15, -1}, /* 33 */
2239 {33,15,35}, /* 34 */ 2293 {33, 15, 35}, /* 34 */
2240 {16,15,-1}, /* 35 */ 2294 {16, 15, -1}, /* 35 */
2241 {17,16,-1}, /* 36 */ 2295 {17, 16, -1}, /* 36 */
2242 {18,17,16}, /* 37 */ 2296 {18, 17, 16}, /* 37 */
2243 {18,17,-1}, /* 38 */ 2297 {18, 17, -1}, /* 38 */
2244 {18,19,-1}, /* 39 */ 2298 {18, 19, -1}, /* 39 */
2245 {41,19,39}, /* 40 */ 2299 {41, 19, 39}, /* 40 */
2246 {19,20,-1}, /* 41 */ 2300 {19, 20, -1}, /* 41 */
2247 {20,21,-1}, /* 42 */ 2301 {20, 21, -1}, /* 42 */
2248 {20,21,22}, /* 43 */ 2302 {20, 21, 22}, /* 43 */
2249 {21,22,-1}, /* 44 */ 2303 {21, 22, -1}, /* 44 */
2250 {23,22,-1}, /* 45 */ 2304 {23, 22, -1}, /* 45 */
2251 {45,47,23}, /* 46 */ 2305 {45, 47, 23}, /* 46 */
2252 {23,24,-1}, /* 47 */ 2306 {23, 24, -1}, /* 47 */
2253 {24,9,-1}}; /* 48 */ 2307 {24, 9, -1}
2308}; /* 48 */
2254 2309
2255/* Recursive routine to step back and see if we can 2310/* Recursive routine to step back and see if we can
2256 * find a path to that monster that we found. If not, 2311 * find a path to that monster that we found. If not,
2257 * we don't bother going toward it. Returns 1 if we 2312 * we don't bother going toward it. Returns 1 if we
2258 * can see a direct way to get it 2313 * can see a direct way to get it
2259 * Modified to be map tile aware -.MSW 2314 * Modified to be map tile aware -.MSW
2260 */ 2315 */
2261 2316int
2262
2263int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2317can_see_monsterP (maptile *m, int x, int y, int dir)
2318{
2264 sint16 dx, dy; 2319 sint16 dx, dy;
2265 int mflags; 2320 int mflags;
2266 2321
2322 if (dir < 0)
2267 if(dir<0) return 0; /* exit condition: invalid direction */ 2323 return 0; /* exit condition: invalid direction */
2268 2324
2269 dx = x + freearr_x[dir]; 2325 dx = x + freearr_x[dir];
2270 dy = y + freearr_y[dir]; 2326 dy = y + freearr_y[dir];
2271 2327
2272 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2328 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2273 2329
2274 /* This functional arguably was incorrect before - it was 2330 /* This functional arguably was incorrect before - it was
2275 * checking for P_WALL - that was basically seeing if 2331 * checking for P_WALL - that was basically seeing if
2276 * we could move to the monster - this is being more 2332 * we could move to the monster - this is being more
2277 * literal on if we can see it. To know if we can actually 2333 * literal on if we can see it. To know if we can actually
2278 * move to the monster, we'd need the monster passed in or 2334 * move to the monster, we'd need the monster passed in or
2279 * at least its move type. 2335 * at least its move type.
2280 */ 2336 */
2281 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2337 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2338 return 0;
2282 2339
2283 /* yes, can see. */ 2340 /* yes, can see. */
2284 if(dir < 9) return 1; 2341 if (dir < 9)
2342 return 1;
2343
2285 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2344 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2286 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2345 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2287 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2346 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2288} 2347}
2289 2348
2290
2291
2292/* 2349/*
2293 * can_pick(picker, item): finds out if an object is possible to be 2350 * can_pick(picker, item): finds out if an object is possible to be
2294 * picked up by the picker. Returnes 1 if it can be 2351 * picked up by the picker. Returnes 1 if it can be
2295 * picked up, otherwise 0. 2352 * picked up, otherwise 0.
2296 * 2353 *
2298 * core dumps if they do. 2355 * core dumps if they do.
2299 * 2356 *
2300 * Add a check so we can't pick up invisible objects (0.93.8) 2357 * Add a check so we can't pick up invisible objects (0.93.8)
2301 */ 2358 */
2302 2359
2360int
2303int can_pick(const object *who, const object *item) { 2361can_pick (const object *who, const object *item)
2362{
2304 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2363 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2305 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2364 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2306 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2365 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2307 (who->type==PLAYER||item->weight<who->weight/3));
2308} 2366}
2309
2310 2367
2311/* 2368/*
2312 * create clone from object to another 2369 * create clone from object to another
2313 */ 2370 */
2371object *
2314object *object_create_clone (object *asrc) { 2372object_create_clone (object *asrc)
2373{
2315 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2374 object *dst = 0, *tmp, *src, *part, *prev, *item;
2316 2375
2317 if(!asrc) return NULL; 2376 if (!asrc)
2377 return 0;
2378
2318 src = asrc; 2379 src = asrc;
2319 if(src->head) 2380 if (src->head)
2320 src = src->head; 2381 src = src->head;
2321 2382
2322 prev = NULL; 2383 prev = 0;
2323 for(part = src; part; part = part->more) { 2384 for (part = src; part; part = part->more)
2324 tmp = get_object(); 2385 {
2325 copy_object(part,tmp); 2386 tmp = part->clone ();
2326 tmp->x -= src->x; 2387 tmp->x -= src->x;
2327 tmp->y -= src->y; 2388 tmp->y -= src->y;
2389
2328 if(!part->head) { 2390 if (!part->head)
2391 {
2329 dst = tmp; 2392 dst = tmp;
2330 tmp->head = NULL;
2331 } else {
2332 tmp->head = dst; 2393 tmp->head = 0;
2333 } 2394 }
2395 else
2396 tmp->head = dst;
2397
2334 tmp->more = NULL; 2398 tmp->more = 0;
2399
2335 if(prev) 2400 if (prev)
2336 prev->more = tmp; 2401 prev->more = tmp;
2402
2337 prev = tmp; 2403 prev = tmp;
2338 } 2404 }
2339 /*** copy inventory ***/ 2405
2340 for(item = src->inv; item; item = item->below) { 2406 for (item = src->inv; item; item = item->below)
2341 (void) insert_ob_in_ob(object_create_clone(item),dst); 2407 insert_ob_in_ob (object_create_clone (item), dst);
2342 }
2343 2408
2344 return dst; 2409 return dst;
2345}
2346
2347/* return true if the object was destroyed, 0 otherwise */
2348int was_destroyed (const object *op, tag_t old_tag)
2349{
2350 /* checking for FLAG_FREED isn't necessary, but makes this function more
2351 * robust */
2352 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2353} 2410}
2354 2411
2355/* GROS - Creates an object using a string representing its content. */ 2412/* GROS - Creates an object using a string representing its content. */
2356/* Basically, we save the content of the string to a temp file, then call */ 2413/* Basically, we save the content of the string to a temp file, then call */
2357/* load_object on it. I admit it is a highly inefficient way to make things, */ 2414/* load_object on it. I admit it is a highly inefficient way to make things, */
2358/* but it was simple to make and allows reusing the load_object function. */ 2415/* but it was simple to make and allows reusing the load_object function. */
2359/* Remember not to use load_object_str in a time-critical situation. */ 2416/* Remember not to use load_object_str in a time-critical situation. */
2360/* Also remember that multiparts objects are not supported for now. */ 2417/* Also remember that multiparts objects are not supported for now. */
2361 2418object *
2362object* load_object_str(const char *obstr) 2419load_object_str (const char *obstr)
2363{ 2420{
2364 object *op; 2421 object *op;
2365 char filename[MAX_BUF]; 2422 char filename[MAX_BUF];
2423
2366 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2424 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2367 2425
2368 FILE *tempfile=fopen(filename,"w"); 2426 FILE *tempfile = fopen (filename, "w");
2427
2369 if (tempfile == NULL) 2428 if (tempfile == NULL)
2370 { 2429 {
2371 LOG(llevError,"Error - Unable to access load object temp file\n"); 2430 LOG (llevError, "Error - Unable to access load object temp file\n");
2372 return NULL; 2431 return NULL;
2373 }; 2432 }
2433
2374 fprintf(tempfile,obstr); 2434 fprintf (tempfile, obstr);
2375 fclose(tempfile); 2435 fclose (tempfile);
2376 2436
2377 op=get_object(); 2437 op = object::create ();
2378 2438
2379 object_thawer thawer (filename); 2439 object_thawer thawer (filename);
2380 2440
2381 if (thawer) 2441 if (thawer)
2382 load_object(thawer,op,0); 2442 load_object (thawer, op, 0);
2383 2443
2384 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2444 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2385 CLEAR_FLAG(op,FLAG_REMOVED); 2445 CLEAR_FLAG (op, FLAG_REMOVED);
2386 2446
2387 return op; 2447 return op;
2388} 2448}
2389 2449
2390/* This returns the first object in who's inventory that 2450/* This returns the first object in who's inventory that
2391 * has the same type and subtype match. 2451 * has the same type and subtype match.
2392 * returns NULL if no match. 2452 * returns NULL if no match.
2393 */ 2453 */
2454object *
2394object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2455find_obj_by_type_subtype (const object *who, int type, int subtype)
2395{ 2456{
2396 object *tmp;
2397
2398 for (tmp=who->inv; tmp; tmp=tmp->below) 2457 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2399 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2458 if (tmp->type == type && tmp->subtype == subtype)
2459 return tmp;
2400 2460
2401 return NULL; 2461 return 0;
2402} 2462}
2403 2463
2404/* If ob has a field named key, return the link from the list, 2464/* If ob has a field named key, return the link from the list,
2405 * otherwise return NULL. 2465 * otherwise return NULL.
2406 * 2466 *
2407 * key must be a passed in shared string - otherwise, this won't 2467 * key must be a passed in shared string - otherwise, this won't
2408 * do the desired thing. 2468 * do the desired thing.
2409 */ 2469 */
2470key_value *
2410key_value * get_ob_key_link(const object * ob, const char * key) { 2471get_ob_key_link (const object *ob, const char *key)
2411 key_value * link; 2472{
2412
2413 for (link = ob->key_values; link != NULL; link = link->next) { 2473 for (key_value *link = ob->key_values; link; link = link->next)
2414 if (link->key == key) { 2474 if (link->key == key)
2415 return link; 2475 return link;
2416 } 2476
2417 } 2477 return 0;
2418 2478}
2419 return NULL;
2420}
2421 2479
2422/* 2480/*
2423 * Returns the value of op has an extra_field for key, or NULL. 2481 * Returns the value of op has an extra_field for key, or NULL.
2424 * 2482 *
2425 * The argument doesn't need to be a shared string. 2483 * The argument doesn't need to be a shared string.
2426 * 2484 *
2427 * The returned string is shared. 2485 * The returned string is shared.
2428 */ 2486 */
2487const char *
2429const char * get_ob_key_value(const object * op, const char * const key) { 2488get_ob_key_value (const object *op, const char *const key)
2489{
2430 key_value * link; 2490 key_value *link;
2431 const char * canonical_key; 2491 shstr_cmp canonical_key (key);
2492
2493 if (!canonical_key)
2432 2494 {
2433 canonical_key = shstr::find (key);
2434
2435 if (canonical_key == NULL) {
2436 /* 1. There being a field named key on any object 2495 /* 1. There being a field named key on any object
2437 * implies there'd be a shared string to find. 2496 * implies there'd be a shared string to find.
2438 * 2. Since there isn't, no object has this field. 2497 * 2. Since there isn't, no object has this field.
2439 * 3. Therefore, *this* object doesn't have this field. 2498 * 3. Therefore, *this* object doesn't have this field.
2440 */ 2499 */
2441 return NULL; 2500 return 0;
2442 } 2501 }
2443 2502
2444 /* This is copied from get_ob_key_link() above - 2503 /* This is copied from get_ob_key_link() above -
2445 * only 4 lines, and saves the function call overhead. 2504 * only 4 lines, and saves the function call overhead.
2446 */ 2505 */
2447 for (link = op->key_values; link != NULL; link = link->next) { 2506 for (link = op->key_values; link; link = link->next)
2448 if (link->key == canonical_key) { 2507 if (link->key == canonical_key)
2449 return link->value; 2508 return link->value;
2450 } 2509
2451 } 2510 return 0;
2452 return NULL;
2453} 2511}
2454 2512
2455 2513
2456/* 2514/*
2457 * Updates the canonical_key in op to value. 2515 * Updates the canonical_key in op to value.
2461 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2519 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2462 * keys. 2520 * keys.
2463 * 2521 *
2464 * Returns TRUE on success. 2522 * Returns TRUE on success.
2465 */ 2523 */
2524int
2466int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2525set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2526{
2467 key_value * field = NULL, *last=NULL; 2527 key_value *field = NULL, *last = NULL;
2468 2528
2469 for (field=op->key_values; field != NULL; field=field->next) { 2529 for (field = op->key_values; field != NULL; field = field->next)
2530 {
2470 if (field->key != canonical_key) { 2531 if (field->key != canonical_key)
2532 {
2471 last = field; 2533 last = field;
2472 continue; 2534 continue;
2473 } 2535 }
2474 2536
2475 if (value) 2537 if (value)
2476 field->value = value; 2538 field->value = value;
2477 else { 2539 else
2540 {
2478 /* Basically, if the archetype has this key set, 2541 /* Basically, if the archetype has this key set,
2479 * we need to store the null value so when we save 2542 * we need to store the null value so when we save
2480 * it, we save the empty value so that when we load, 2543 * it, we save the empty value so that when we load,
2481 * we get this value back again. 2544 * we get this value back again.
2482 */ 2545 */
2483 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2546 if (get_ob_key_link (&op->arch->clone, canonical_key))
2484 field->value = 0; 2547 field->value = 0;
2548 else
2549 {
2550 if (last)
2551 last->next = field->next;
2485 else 2552 else
2486 {
2487 if (last) last->next = field->next;
2488 else op->key_values = field->next; 2553 op->key_values = field->next;
2489 2554
2490 delete field; 2555 delete field;
2491 } 2556 }
2492 } 2557 }
2493 return TRUE; 2558 return TRUE;
2494 } 2559 }
2495 /* IF we get here, key doesn't exist */ 2560 /* IF we get here, key doesn't exist */
2496 2561
2497 /* No field, we'll have to add it. */ 2562 /* No field, we'll have to add it. */
2498 2563
2499 if (!add_key) { 2564 if (!add_key)
2500 return FALSE; 2565 return FALSE;
2501 } 2566
2502 /* There isn't any good reason to store a null 2567 /* There isn't any good reason to store a null
2503 * value in the key/value list. If the archetype has 2568 * value in the key/value list. If the archetype has
2504 * this key, then we should also have it, so shouldn't 2569 * this key, then we should also have it, so shouldn't
2505 * be here. If user wants to store empty strings, 2570 * be here. If user wants to store empty strings,
2506 * should pass in "" 2571 * should pass in ""
2507 */ 2572 */
2508 if (value == NULL) return TRUE; 2573 if (value == NULL)
2509
2510 field = new key_value;
2511
2512 field->key = canonical_key;
2513 field->value = value;
2514 /* Usual prepend-addition. */
2515 field->next = op->key_values;
2516 op->key_values = field;
2517
2518 return TRUE; 2574 return TRUE;
2575
2576 field = new key_value;
2577
2578 field->key = canonical_key;
2579 field->value = value;
2580 /* Usual prepend-addition. */
2581 field->next = op->key_values;
2582 op->key_values = field;
2583
2584 return TRUE;
2519} 2585}
2520 2586
2521/* 2587/*
2522 * Updates the key in op to value. 2588 * Updates the key in op to value.
2523 * 2589 *
2525 * and not add new ones. 2591 * and not add new ones.
2526 * In general, should be little reason FALSE is ever passed in for add_key 2592 * In general, should be little reason FALSE is ever passed in for add_key
2527 * 2593 *
2528 * Returns TRUE on success. 2594 * Returns TRUE on success.
2529 */ 2595 */
2596int
2530int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2597set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2531{ 2598{
2532 shstr key_ (key); 2599 shstr key_ (key);
2600
2533 return set_ob_key_value_s (op, key_, value, add_key); 2601 return set_ob_key_value_s (op, key_, value, add_key);
2534} 2602}
2603
2604object::depth_iterator::depth_iterator (object *container)
2605: iterator_base (container)
2606{
2607 while (item->inv)
2608 item = item->inv;
2609}
2610
2611void
2612object::depth_iterator::next ()
2613{
2614 if (item->below)
2615 {
2616 item = item->below;
2617
2618 while (item->inv)
2619 item = item->inv;
2620 }
2621 else
2622 item = item->env;
2623}
2624
2625// return a suitable string describing an objetc in enough detail to find it
2626const char *
2627object::debug_desc (char *info) const
2628{
2629 char info2[256 * 3];
2630 char *p = info;
2631
2632 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2633 count,
2634 &name,
2635 title ? " " : "",
2636 title ? (const char *)title : "");
2637
2638 if (env)
2639 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2640
2641 if (map)
2642 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2643
2644 return info;
2645}
2646
2647const char *
2648object::debug_desc () const
2649{
2650 static char info[256 * 3];
2651 return debug_desc (info);
2652}
2653

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines