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Comparing deliantra/server/common/object.C (file contents):
Revision 1.15 by root, Mon Sep 4 13:55:54 2006 UTC vs.
Revision 1.83 by root, Mon Dec 25 14:43:22 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.15 2006/09/04 13:55:54 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 op->expmul = 1.0;
636 op->face = blank_face;
637 op->attacked_by_count = -1;
638
639 return op; 535 return neu;
640} 536}
641 537
642/* 538/*
643 * 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
644 * 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
645 * 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.
646 */ 542 */
647 543
544void
648void update_turn_face(object *op) { 545update_turn_face (object *op)
546{
649 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
650 return; 548 return;
651 SET_ANIMATION(op, op->direction); 549 SET_ANIMATION (op, op->direction);
652 update_object(op,UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
653} 551}
654 552
655/* 553/*
656 * 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
657 * 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.
658 * 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.
659 */ 557 */
660 558void
661void update_ob_speed(object *op) { 559update_ob_speed (object *op)
560{
662 extern int arch_init; 561 extern int arch_init;
663 562
664 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
665 * since they never really need to be updated. 564 * since they never really need to be updated.
666 */ 565 */
667 566
668 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 567 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
568 {
669 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);
670#ifdef MANY_CORES 570#ifdef MANY_CORES
671 abort(); 571 abort ();
672#else 572#else
673 op->speed = 0; 573 op->speed = 0;
674#endif 574#endif
675 } 575 }
576
676 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)
677 return; 584 return;
678 }
679 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
680 /* If already on active list, don't do anything */
681 if (op->active_next || op->active_prev || op==active_objects)
682 return;
683 585
684 /* process_events() expects us to insert the object at the beginning 586 /* process_events() expects us to insert the object at the beginning
685 * of the list. */ 587 * of the list. */
686 op->active_next = active_objects; 588 op->active_next = active_objects;
589
687 if (op->active_next!=NULL) 590 if (op->active_next != NULL)
688 op->active_next->active_prev = op; 591 op->active_next->active_prev = op;
592
689 active_objects = op; 593 active_objects = op;
594 }
595 else
690 } 596 {
691 else {
692 /* If not on the active list, nothing needs to be done */ 597 /* If not on the active list, nothing needs to be done */
693 if (!op->active_next && !op->active_prev && op!=active_objects) 598 if (!op->active_next && !op->active_prev && op != active_objects)
694 return; 599 return;
695 600
696 if (op->active_prev==NULL) { 601 if (op->active_prev == NULL)
602 {
697 active_objects = op->active_next; 603 active_objects = op->active_next;
604
698 if (op->active_next!=NULL) 605 if (op->active_next != NULL)
699 op->active_next->active_prev = NULL; 606 op->active_next->active_prev = NULL;
700 } 607 }
701 else { 608 else
609 {
702 op->active_prev->active_next = op->active_next; 610 op->active_prev->active_next = op->active_next;
611
703 if (op->active_next) 612 if (op->active_next)
704 op->active_next->active_prev = op->active_prev; 613 op->active_next->active_prev = op->active_prev;
705 } 614 }
615
706 op->active_next = NULL; 616 op->active_next = NULL;
707 op->active_prev = NULL; 617 op->active_prev = NULL;
708 } 618 }
709} 619}
710 620
711/* This function removes object 'op' from the list of active 621/* This function removes object 'op' from the list of active
712 * objects. 622 * objects.
714 * 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
715 * in play chewing up cpu time getting processed. 625 * in play chewing up cpu time getting processed.
716 * The reverse of this is to call update_ob_speed, which 626 * The reverse of this is to call update_ob_speed, which
717 * 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.
718 */ 628 */
629void
719void remove_from_active_list(object *op) 630remove_from_active_list (object *op)
720{ 631{
721 /* If not on the active list, nothing needs to be done */ 632 /* If not on the active list, nothing needs to be done */
722 if (!op->active_next && !op->active_prev && op!=active_objects) 633 if (!op->active_next && !op->active_prev && op != active_objects)
723 return; 634 return;
724 635
725 if (op->active_prev==NULL) { 636 if (op->active_prev == NULL)
637 {
726 active_objects = op->active_next; 638 active_objects = op->active_next;
727 if (op->active_next!=NULL) 639 if (op->active_next != NULL)
728 op->active_next->active_prev = NULL; 640 op->active_next->active_prev = NULL;
641 }
642 else
729 } 643 {
730 else {
731 op->active_prev->active_next = op->active_next; 644 op->active_prev->active_next = op->active_next;
732 if (op->active_next) 645 if (op->active_next)
733 op->active_next->active_prev = op->active_prev; 646 op->active_next->active_prev = op->active_prev;
734 } 647 }
735 op->active_next = NULL; 648 op->active_next = NULL;
736 op->active_prev = NULL; 649 op->active_prev = NULL;
737} 650}
738 651
739/* 652/*
740 * update_object() updates the array which represents the map. 653 * update_object() updates the the map.
741 * It takes into account invisible objects (and represent squares covered 654 * It takes into account invisible objects (and represent squares covered
742 * 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
743 * invisible object, etc...) 656 * invisible object, etc...)
744 * 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
745 * 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
746 * updating that window, though, since update_object() is called _often_) 659 * updating that window, though, since update_object() is called _often_)
747 * 660 *
748 * 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.
749 * For example, if the only thing that has changed is the face (due to
750 * an animation), we don't need to call update_position until that actually
751 * comes into view of a player. OTOH, many other things, like addition/removal
752 * of walls or living creatures may need us to update the flags now.
753 * current action are: 662 * current action are:
754 * UP_OBJ_INSERT: op was inserted 663 * UP_OBJ_INSERT: op was inserted
755 * UP_OBJ_REMOVE: op was removed 664 * UP_OBJ_REMOVE: op was removed
756 * 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
757 * 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.
758 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
759 */ 668 */
760 669void
761void update_object(object *op, int action) { 670update_object (object *op, int action)
762 int update_now=0, flags; 671{
763 MoveType move_on, move_off, move_block, move_slow; 672 MoveType move_on, move_off, move_block, move_slow;
764 673
765 if (op == NULL) { 674 if (op == NULL)
675 {
766 /* this should never happen */ 676 /* this should never happen */
767 LOG(llevDebug,"update_object() called for NULL object.\n"); 677 LOG (llevDebug, "update_object() called for NULL object.\n");
768 return; 678 return;
769 }
770 679 }
771 if(op->env!=NULL) { 680
681 if (op->env)
682 {
772 /* Animation is currently handled by client, so nothing 683 /* Animation is currently handled by client, so nothing
773 * to do in this case. 684 * to do in this case.
774 */ 685 */
775 return; 686 return;
776 } 687 }
777 688
778 /* 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
779 * going to get freed anyways. 690 * going to get freed anyways.
780 */ 691 */
781 if (!op->map || op->map->in_memory == MAP_SAVING) return; 692 if (!op->map || op->map->in_memory == MAP_SAVING)
782 693 return;
694
783 /* make sure the object is within map boundaries */ 695 /* make sure the object is within map boundaries */
784 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 696 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
785 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 697 {
786 LOG(llevError,"update_object() called for object out of map!\n"); 698 LOG (llevError, "update_object() called for object out of map!\n");
787#ifdef MANY_CORES 699#ifdef MANY_CORES
788 abort(); 700 abort ();
789#endif 701#endif
790 return; 702 return;
791 }
792 703 }
793 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
794 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
795 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
796 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
797 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
798 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
799 704
705 mapspace &m = op->ms ();
706
707 if (m.flags_ & P_NEED_UPDATE)
708 /* nop */;
800 if (action == UP_OBJ_INSERT) { 709 else if (action == UP_OBJ_INSERT)
710 {
711 // this is likely overkill, TODO: revisit (schmorp)
801 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
802 update_now=1;
803
804 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 713 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
805 update_now=1; 714 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
806 715 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
716 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
807 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 717 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
808 update_now=1; 718 || (m.move_on | op->move_on ) != m.move_on
809
810 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
811 update_now=1;
812
813 if ((move_on | op->move_on) != move_on) update_now=1;
814 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
815 /* 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
816 * to have move_allow right now. 722 * to have move_allow right now.
817 */ 723 */
818 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 724 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
819 update_now=1; 725 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
820 if ((move_slow | op->move_slow) != move_slow) update_now=1; 726 m.flags_ = P_NEED_UPDATE;
821 } 727 }
822 /* if the object is being removed, we can't make intelligent 728 /* if the object is being removed, we can't make intelligent
823 * decisions, because remove_ob can't really pass the object 729 * decisions, because remove_ob can't really pass the object
824 * that is being removed. 730 * that is being removed.
825 */ 731 */
826 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
827 update_now=1; 733 m.flags_ = P_NEED_UPDATE;
828 } else if (action == UP_OBJ_FACE) { 734 else if (action == UP_OBJ_FACE)
829 /* Nothing to do for that case */ 735 /* Nothing to do for that case */ ;
830 }
831 else { 736 else
832 LOG(llevError,"update_object called with invalid action: %d\n", action); 737 LOG (llevError, "update_object called with invalid action: %d\n", action);
833 }
834 738
835 if (update_now) {
836 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
837 update_position(op->map, op->x, op->y);
838 }
839
840 if(op->more!=NULL) 739 if (op->more)
841 update_object(op->more, action); 740 update_object (op->more, action);
842} 741}
843 742
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}
844 792
845/* 793/*
846 * free_object() frees everything allocated by an object, removes 794 * free_object() frees everything allocated by an object, removes
847 * 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
848 * free objects. The IS_FREED() flag is set in the object. 796 * free objects. The IS_FREED() flag is set in the object.
849 * The object must have been removed by remove_ob() first for 797 * The object must have been removed by remove_ob() first for
850 * this function to succeed. 798 * this function to succeed.
851 * 799 *
852 * 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
853 * inventory to the ground. 801 * inventory to the ground.
854 */ 802 */
855
856void 803void
857free_object (object * ob) 804object::do_destroy ()
858{ 805{
859 free_object2 (ob, 0); 806 attachable::do_destroy ();
860}
861 807
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 */
862void 865void
863free_object2 (object * ob, int free_inventory) 866object::destroy_inv (bool drop_to_ground)
864{ 867{
865 object *tmp, *op; 868 if (!inv)
866
867 if (!QUERY_FLAG (ob, FLAG_REMOVED))
868 {
869 LOG (llevDebug, "Free object called with non removed object\n");
870 dump_object (ob);
871#ifdef MANY_CORES
872 abort ();
873#endif
874 }
875
876 if (QUERY_FLAG (ob, FLAG_FRIENDLY))
877 {
878 LOG (llevMonster, "Warning: tried to free friendly object.\n");
879 remove_friendly_object (ob);
880 }
881
882 if (QUERY_FLAG (ob, FLAG_FREED))
883 {
884 dump_object (ob);
885 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
886 return; 869 return;
887 }
888 870
889 if (ob->more != NULL)
890 {
891 free_object2 (ob->more, free_inventory);
892 ob->more = NULL;
893 }
894
895 if (ob->inv)
896 {
897 /* Only if the space blocks everything do we not process - 871 /* Only if the space blocks everything do we not process -
898 * if some form of movemnt is allowed, let objects 872 * if some form of movement is allowed, let objects
899 * drop on that space. 873 * drop on that space.
900 */ 874 */
901 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)
902 || ob->map->in_memory != MAP_IN_MEMORY
903 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
904 {
905 op = ob->inv;
906
907 while (op != NULL)
908 { 876 {
909 tmp = op->below; 877 while (inv)
910 remove_ob (op); 878 {
911 free_object2 (op, free_inventory); 879 inv->destroy_inv (drop_to_ground);
912 op = tmp; 880 inv->destroy ();
913 } 881 }
914 }
915 else
916 { /* Put objects in inventory onto this space */
917 op = ob->inv;
918
919 while (op != NULL)
920 {
921 tmp = op->below;
922 remove_ob (op);
923
924 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
925 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
926 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
927 free_object (op);
928 else
929 {
930 op->x = ob->x;
931 op->y = ob->y;
932 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
933 }
934
935 op = tmp;
936 }
937 }
938 }
939
940 /* Remove object from the active list */
941 ob->speed = 0;
942 update_ob_speed (ob);
943
944 SET_FLAG (ob, FLAG_FREED);
945 ob->count = 0;
946
947 /* Remove this object from the list of used objects */
948 if (ob->prev == NULL)
949 {
950 objects = ob->next;
951
952 if (objects != NULL)
953 objects->prev = NULL;
954 } 882 }
955 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 }
956 { 903 }
957 ob->prev->next = ob->next; 904}
958 905
959 if (ob->next != NULL) 906void
960 ob->next->prev = ob->prev; 907object::destroy (bool destroy_inventory)
908{
909 if (destroyed ())
910 return;
911
912 if (more)
961 } 913 {
914 //TODO: non-head objects must not have inventory
915 more->destroy (destroy_inventory);
916 more = 0;
917 }
962 918
963 free_key_values (ob); 919 if (destroy_inventory)
920 destroy_inv (true);
964 921
965 /* Now link it with the free_objects list: */ 922 attachable::destroy ();
966 ob->prev = 0;
967 ob->next = 0;
968
969 delete ob;
970} 923}
971 924
972/* 925/*
973 * sub_weight() recursively (outwards) subtracts a number from the 926 * sub_weight() recursively (outwards) subtracts a number from the
974 * 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)).
975 */ 928 */
976 929void
977void sub_weight (object *op, signed long weight) { 930sub_weight (object *op, signed long weight)
931{
978 while (op != NULL) { 932 while (op != NULL)
933 {
979 if (op->type == CONTAINER) { 934 if (op->type == CONTAINER)
980 weight=(signed long)(weight*(100-op->stats.Str)/100); 935 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
981 } 936
982 op->carrying-=weight; 937 op->carrying -= weight;
983 op = op->env; 938 op = op->env;
984 } 939 }
985} 940}
986 941
987/* remove_ob(op): 942/* op->remove ():
988 * 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
989 * 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
990 * object will have no environment. If the object previously had an 945 * object will have no environment. If the object previously had an
991 * environment, the x and y coordinates will be updated to 946 * environment, the x and y coordinates will be updated to
992 * the previous environment. 947 * the previous environment.
993 * Beware: This function is called from the editor as well! 948 * Beware: This function is called from the editor as well!
994 */ 949 */
995 950void
996void remove_ob(object *op) { 951object::remove ()
952{
997 object *tmp,*last=NULL; 953 object *tmp, *last = 0;
998 object *otmp; 954 object *otmp;
999 tag_t tag;
1000 int check_walk_off;
1001 mapstruct *m;
1002 sint16 x,y;
1003
1004 955
1005 if(QUERY_FLAG(op,FLAG_REMOVED)) { 956 if (QUERY_FLAG (this, FLAG_REMOVED))
1006 dump_object(op); 957 return;
1007 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1008 958
1009 /* Changed it to always dump core in this case. As has been learned
1010 * in the past, trying to recover from errors almost always
1011 * make things worse, and this is a real error here - something
1012 * that should not happen.
1013 * Yes, if this was a mission critical app, trying to do something
1014 * to recover may make sense, but that is because failure of the app
1015 * may have other disastrous problems. Cf runs out of a script
1016 * so is easily enough restarted without any real problems.
1017 * MSW 2001-07-01
1018 */
1019 abort();
1020 }
1021 if(op->more!=NULL)
1022 remove_ob(op->more);
1023
1024 SET_FLAG(op, FLAG_REMOVED); 959 SET_FLAG (this, FLAG_REMOVED);
960 INVOKE_OBJECT (REMOVE, this);
1025 961
962 if (more)
963 more->remove ();
964
1026 /* 965 /*
1027 * In this case, the object to be removed is in someones 966 * In this case, the object to be removed is in someones
1028 * inventory. 967 * inventory.
1029 */ 968 */
1030 if(op->env!=NULL) { 969 if (env)
970 {
1031 if(op->nrof) 971 if (nrof)
1032 sub_weight(op->env, op->weight*op->nrof); 972 sub_weight (env, weight * nrof);
1033 else 973 else
1034 sub_weight(op->env, op->weight+op->carrying); 974 sub_weight (env, weight + carrying);
1035 975
1036 /* 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
1037 * made to players inventory. If set, avoiding the call 977 * made to players inventory. If set, avoiding the call
1038 * to save cpu time. 978 * to save cpu time.
1039 */ 979 */
1040 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1041 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 981 otmp->update_stats ();
1042 fix_player(otmp);
1043 982
1044 if(op->above!=NULL) 983 if (above != NULL)
1045 op->above->below=op->below; 984 above->below = below;
1046 else 985 else
1047 op->env->inv=op->below; 986 env->inv = below;
1048 987
1049 if(op->below!=NULL) 988 if (below != NULL)
1050 op->below->above=op->above; 989 below->above = above;
1051 990
1052 /* we set up values so that it could be inserted into 991 /* we set up values so that it could be inserted into
1053 * 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
1054 * 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
1055 */ 1020 */
1056 op->x=op->env->x,op->y=op->env->y; 1021 if (GET_MAP_OB (map, x, y) != this)
1057 op->map=op->env->map; 1022 {
1058 op->above=NULL,op->below=NULL; 1023 char *dump = dump_object (this);
1059 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)
1060 return; 1039 return;
1061 }
1062 1040
1063 /* If we get here, we are removing it from a map */ 1041 int check_walk_off = !flag [FLAG_NO_APPLY];
1064 if (op->map == NULL) return;
1065 1042
1066 x = op->x; 1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1067 y = op->y; 1044 {
1068 m = get_map_from_coord(op->map, &x, &y); 1045 /* No point updating the players look faces if he is the object
1069 1046 * being removed.
1070 if (!m) {
1071 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1072 op->map->path, op->x, op->y);
1073 /* in old days, we used to set x and y to 0 and continue.
1074 * it seems if we get into this case, something is probablye
1075 * screwed up and should be fixed.
1076 */ 1047 */
1077 abort();
1078 }
1079 if (op->map != m) {
1080 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1081 op->map->path, m->path, op->x, op->y, x, y);
1082 }
1083 1048
1084 /* Re did the following section of code - it looks like it had 1049 if (tmp->type == PLAYER && tmp != this)
1085 * lots of logic for things we no longer care about 1050 {
1086 */ 1051 /* If a container that the player is currently using somehow gets
1087 1052 * removed (most likely destroyed), update the player view
1088 /* link the object above us */ 1053 * appropriately.
1089 if (op->above)
1090 op->above->below=op->below;
1091 else
1092 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1093
1094 /* Relink the object below us, if there is one */
1095 if(op->below) {
1096 op->below->above=op->above;
1097 } else {
1098 /* Nothing below, which means we need to relink map object for this space
1099 * use translated coordinates in case some oddness with map tiling is
1100 * evident
1101 */ 1054 */
1102 if(GET_MAP_OB(m,x,y)!=op) { 1055 if (tmp->container == this)
1103 dump_object(op); 1056 {
1104 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;
1105 dump_object(GET_MAP_OB(m,x,y)); 1058 tmp->container = 0;
1106 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;
1107 } 1082 }
1108 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1109 }
1110 op->above=NULL;
1111 op->below=NULL;
1112 1083
1113 if (op->map->in_memory == MAP_SAVING)
1114 return;
1115
1116 tag = op->count;
1117 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1118 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1119 /* No point updating the players look faces if he is the object
1120 * being removed.
1121 */
1122
1123 if(tmp->type==PLAYER && tmp!=op) {
1124 /* If a container that the player is currently using somehow gets
1125 * removed (most likely destroyed), update the player view
1126 * appropriately.
1127 */
1128 if (tmp->container==op) {
1129 CLEAR_FLAG(op, FLAG_APPLIED);
1130 tmp->container=NULL;
1131 }
1132 tmp->contr->socket.update_look=1;
1133 }
1134 /* See if player moving off should effect something */
1135 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1136 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1137
1138 move_apply(tmp, op, NULL);
1139 if (was_destroyed (op, tag)) {
1140 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1141 "leaving object\n", &tmp->name, &tmp->arch->name);
1142 }
1143 }
1144
1145 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1146
1147 if(tmp->above == tmp)
1148 tmp->above = NULL;
1149 last=tmp;
1150 }
1151 /* last == NULL of there are no objects on this space */ 1084 /* last == NULL of there are no objects on this space */
1152 if (last==NULL) { 1085 if (!last)
1153 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1086 map->at (x, y).flags_ = P_NEED_UPDATE;
1154 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1155 * those out anyways, and if there are any flags set right now, they won't
1156 * be correct anyways.
1157 */
1158 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1159 update_position(op->map, op->x, op->y);
1160 }
1161 else 1087 else
1162 update_object(last, UP_OBJ_REMOVE); 1088 update_object (last, UP_OBJ_REMOVE);
1163 1089
1164 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1165 update_all_los(op->map, op->x, op->y); 1091 update_all_los (map, x, y);
1166 1092 }
1167} 1093}
1168 1094
1169/* 1095/*
1170 * merge_ob(op,top): 1096 * merge_ob(op,top):
1171 * 1097 *
1172 * This function goes through all objects below and including top, and 1098 * This function goes through all objects below and including top, and
1173 * merges op to the first matching object. 1099 * merges op to the first matching object.
1174 * If top is NULL, it is calculated. 1100 * If top is NULL, it is calculated.
1175 * 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
1176 */ 1102 */
1177 1103object *
1178object *merge_ob(object *op, object *top) { 1104merge_ob (object *op, object *top)
1105{
1179 if(!op->nrof) 1106 if (!op->nrof)
1180 return 0; 1107 return 0;
1181 if(top==NULL) 1108
1109 if (top)
1182 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1110 for (top = op; top && top->above; top = top->above)
1111 ;
1112
1183 for(;top!=NULL;top=top->below) { 1113 for (; top; top = top->below)
1114 {
1184 if(top==op) 1115 if (top == op)
1185 continue; 1116 continue;
1186 if (CAN_MERGE(op,top)) 1117
1187 { 1118 if (object::can_merge (op, top))
1119 {
1188 top->nrof+=op->nrof; 1120 top->nrof += op->nrof;
1121
1189/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1122/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1190 op->weight = 0; /* Don't want any adjustements now */ 1123 op->weight = 0; /* Don't want any adjustements now */
1191 remove_ob(op); 1124 op->destroy ();
1192 free_object(op);
1193 return top; 1125 return top;
1194 } 1126 }
1195 } 1127 }
1128
1196 return NULL; 1129 return 0;
1197} 1130}
1198 1131
1199/* 1132/*
1200 * 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
1201 * job preparing multi-part monsters 1134 * job preparing multi-part monsters
1202 */ 1135 */
1136object *
1203object *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{
1204 object* tmp; 1139 object *tmp;
1140
1205 if (op->head) 1141 if (op->head)
1206 op=op->head; 1142 op = op->head;
1143
1207 for (tmp=op;tmp;tmp=tmp->more){ 1144 for (tmp = op; tmp; tmp = tmp->more)
1145 {
1208 tmp->x=x+tmp->arch->clone.x; 1146 tmp->x = x + tmp->arch->clone.x;
1209 tmp->y=y+tmp->arch->clone.y; 1147 tmp->y = y + tmp->arch->clone.y;
1210 } 1148 }
1149
1211 return insert_ob_in_map (op, m, originator, flag); 1150 return insert_ob_in_map (op, m, originator, flag);
1212} 1151}
1213 1152
1214/* 1153/*
1215 * insert_ob_in_map (op, map, originator, flag): 1154 * insert_ob_in_map (op, map, originator, flag):
1216 * This function inserts the object in the two-way linked list 1155 * This function inserts the object in the two-way linked list
1229 * Return value: 1168 * Return value:
1230 * new object if 'op' was merged with other object 1169 * new object if 'op' was merged with other object
1231 * NULL if 'op' was destroyed 1170 * NULL if 'op' was destroyed
1232 * just 'op' otherwise 1171 * just 'op' otherwise
1233 */ 1172 */
1234 1173object *
1235object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1175{
1237 object *tmp, *top, *floor=NULL; 1176 object *tmp, *top, *floor = NULL;
1238 sint16 x,y; 1177 sint16 x, y;
1239 1178
1240 if (QUERY_FLAG (op, FLAG_FREED)) { 1179 if (QUERY_FLAG (op, FLAG_FREED))
1180 {
1241 LOG (llevError, "Trying to insert freed object!\n"); 1181 LOG (llevError, "Trying to insert freed object!\n");
1242 return NULL; 1182 return NULL;
1183 }
1184
1185 if (m == NULL)
1243 } 1186 {
1244 if(m==NULL) {
1245 dump_object(op); 1187 char *dump = dump_object (op);
1246 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);
1247 return op; 1190 return op;
1248 } 1191 }
1192
1249 if(out_of_map(m,op->x,op->y)) { 1193 if (out_of_map (m, op->x, op->y))
1194 {
1250 dump_object(op); 1195 char *dump = dump_object (op);
1251 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);
1252#ifdef MANY_CORES 1197#ifdef MANY_CORES
1253 /* 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
1254 * 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
1255 * improperly inserted. 1200 * improperly inserted.
1256 */ 1201 */
1257 abort(); 1202 abort ();
1258#endif 1203#endif
1204 free (dump);
1259 return op; 1205 return op;
1260 } 1206 }
1207
1261 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1208 if (!QUERY_FLAG (op, FLAG_REMOVED))
1209 {
1262 dump_object(op); 1210 char *dump = dump_object (op);
1263 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);
1264 return op; 1213 return op;
1214 }
1215
1216 if (op->more)
1265 } 1217 {
1266 if(op->more!=NULL) {
1267 /* The part may be on a different map. */ 1218 /* The part may be on a different map. */
1268 1219
1269 object *more = op->more; 1220 object *more = op->more;
1270 1221
1271 /* We really need the caller to normalize coordinates - if 1222 /* We really need the caller to normalize coordinates - if
1272 * 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
1273 * 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
1274 * is clear wrong do we normalize it. 1225 * is clear wrong do we normalize it.
1275 */ 1226 */
1276 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1227 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1277 more->map = get_map_from_coord(m, &more->x, &more->y); 1228 more->map = get_map_from_coord (m, &more->x, &more->y);
1278 } else if (!more->map) { 1229 else if (!more->map)
1230 {
1279 /* For backwards compatibility - when not dealing with tiled maps, 1231 /* For backwards compatibility - when not dealing with tiled maps,
1280 * more->map should always point to the parent. 1232 * more->map should always point to the parent.
1281 */ 1233 */
1282 more->map = m; 1234 more->map = m;
1283 } 1235 }
1284 1236
1285 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1237 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1238 {
1286 if ( ! op->head) 1239 if (!op->head)
1287 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
1288 return NULL; 1242 return 0;
1289 } 1243 }
1290 } 1244 }
1245
1291 CLEAR_FLAG(op,FLAG_REMOVED); 1246 CLEAR_FLAG (op, FLAG_REMOVED);
1292 1247
1293 /* Ideally, the caller figures this out. However, it complicates a lot 1248 /* Ideally, the caller figures this out. However, it complicates a lot
1294 * 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
1295 * need extra work 1250 * need extra work
1296 */ 1251 */
1297 op->map=get_map_from_coord(m, &op->x, &op->y); 1252 op->map = get_map_from_coord (m, &op->x, &op->y);
1298 x = op->x; 1253 x = op->x;
1299 y = op->y; 1254 y = op->y;
1300 1255
1301 /* this has to be done after we translate the coordinates. 1256 /* this has to be done after we translate the coordinates.
1302 */ 1257 */
1303 if(op->nrof && !(flag & INS_NO_MERGE)) { 1258 if (op->nrof && !(flag & INS_NO_MERGE))
1304 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)
1305 if (CAN_MERGE(op,tmp)) { 1260 if (object::can_merge (op, tmp))
1261 {
1306 op->nrof+=tmp->nrof; 1262 op->nrof += tmp->nrof;
1307 remove_ob(tmp); 1263 tmp->destroy ();
1308 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;
1309 } 1325 }
1310 }
1311 1326
1312 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 */
1313 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1328 top = last;
1314 if (!QUERY_FLAG(op, FLAG_ALIVE))
1315 CLEAR_FLAG(op, FLAG_NO_STEAL);
1316 1329
1317 if (flag & INS_BELOW_ORIGINATOR) { 1330 /* We let update_position deal with figuring out what the space
1318 if (originator->map != op->map || originator->x != op->x || 1331 * looks like instead of lots of conditions here.
1319 originator->y != op->y) { 1332 * makes things faster, and effectively the same result.
1320 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1333 */
1321 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;
1322 } 1376 }
1323 op->above = originator;
1324 op->below = originator->below;
1325 if (op->below) op->below->above = op;
1326 else SET_MAP_OB(op->map, op->x, op->y, op);
1327 /* since *below* originator, no need to update top */
1328 originator->below = op;
1329 } else { 1377 else
1330 /* If there are other objects, then */
1331 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1332 object *last=NULL;
1333 /*
1334 * If there are multiple objects on this space, we do some trickier handling.
1335 * We've already dealt with merging if appropriate.
1336 * Generally, we want to put the new object on top. But if
1337 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1338 * floor, we want to insert above that and no further.
1339 * Also, if there are spell objects on this space, we stop processing
1340 * once we get to them. This reduces the need to traverse over all of
1341 * them when adding another one - this saves quite a bit of cpu time
1342 * when lots of spells are cast in one area. Currently, it is presumed
1343 * that flying non pickable objects are spell objects.
1344 */
1345
1346 while (top != NULL) {
1347 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1348 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1349 if (QUERY_FLAG(top, FLAG_NO_PICK)
1350 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1351 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1352 {
1353 /* We insert above top, so we want this object below this */
1354 top=top->below;
1355 break;
1356 }
1357 last = top;
1358 top = top->above;
1359 }
1360 /* Don't want top to be NULL, so set it to the last valid object */
1361 top = last;
1362
1363 /* We let update_position deal with figuring out what the space
1364 * looks like instead of lots of conditions here.
1365 * makes things faster, and effectively the same result.
1366 */
1367
1368 /* Have object 'fall below' other objects that block view.
1369 * Unless those objects are exits, type 66
1370 * If INS_ON_TOP is used, don't do this processing
1371 * Need to find the object that in fact blocks view, otherwise
1372 * stacking is a bit odd.
1373 */
1374 if (!(flag & INS_ON_TOP) &&
1375 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1376 (op->face && !op->face->visibility)) {
1377 for (last=top; last != floor; last=last->below)
1378 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1379 /* Check to see if we found the object that blocks view,
1380 * and make sure we have a below pointer for it so that
1381 * we can get inserted below this one, which requires we
1382 * set top to the object below us.
1383 */
1384 if (last && last->below && last != floor) top=last->below;
1385 }
1386 } /* If objects on this space */
1387 if (flag & INS_MAP_LOAD)
1388 top = GET_MAP_TOP(op->map,op->x,op->y);
1389 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1390
1391 /* Top is the object that our object (op) is going to get inserted above.
1392 */
1393
1394 /* First object on this space */
1395 if (!top) {
1396 op->above = GET_MAP_OB(op->map, op->x, op->y);
1397 if (op->above) op->above->below = op;
1398 op->below = NULL;
1399 SET_MAP_OB(op->map, op->x, op->y, op);
1400 } else { /* get inserted into the stack above top */ 1378 { /* get inserted into the stack above top */
1401 op->above = top->above; 1379 op->above = top->above;
1380
1381 if (op->above)
1402 if (op->above) op->above->below = op; 1382 op->above->below = op;
1383
1403 op->below = top; 1384 op->below = top;
1404 top->above = op; 1385 top->above = op;
1405 } 1386 }
1387
1406 if (op->above==NULL) 1388 if (op->above == NULL)
1407 SET_MAP_TOP(op->map,op->x, op->y, op); 1389 op->ms ().top = op;
1408 } /* else not INS_BELOW_ORIGINATOR */ 1390 } /* else not INS_BELOW_ORIGINATOR */
1409 1391
1410 if(op->type==PLAYER) 1392 if (op->type == PLAYER)
1411 op->contr->do_los=1; 1393 op->contr->do_los = 1;
1412 1394
1413 /* 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
1414 * it, so save a few ticks and start from there. 1396 * it, so save a few ticks and start from there.
1415 */ 1397 */
1416 if (!(flag & INS_MAP_LOAD)) 1398 if (!(flag & INS_MAP_LOAD))
1417 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 ())
1418 if (tmp->type == PLAYER) 1400 if (pl->contr->ns)
1419 tmp->contr->socket.update_look=1; 1401 pl->contr->ns->floorbox_update ();
1420 }
1421 1402
1422 /* If this object glows, it may affect lighting conditions that are 1403 /* If this object glows, it may affect lighting conditions that are
1423 * 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
1424 * 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
1425 * on the map will get recalculated. The players could very well 1406 * on the map will get recalculated. The players could very well
1426 * 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 -
1427 * this should get redone to only look for players within range, 1408 * this should get redone to only look for players within range,
1428 * 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
1429 * of effect may be sufficient. 1410 * of effect may be sufficient.
1430 */ 1411 */
1431 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1412 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1432 update_all_los(op->map, op->x, op->y); 1413 update_all_los (op->map, op->x, op->y);
1433 1414
1434
1435 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1415 /* updates flags (blocked, alive, no magic, etc) for this map space */
1436 update_object(op,UP_OBJ_INSERT); 1416 update_object (op, UP_OBJ_INSERT);
1437 1417
1418 INVOKE_OBJECT (INSERT, op);
1438 1419
1439 /* 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,
1440 * we want to have update_look set above before calling this. 1421 * we want to have floorbox_update called before calling this.
1441 * 1422 *
1442 * check_move_on() must be after this because code called from 1423 * check_move_on() must be after this because code called from
1443 * check_move_on() depends on correct map flags (so functions like 1424 * check_move_on() depends on correct map flags (so functions like
1444 * blocked() and wall() work properly), and these flags are updated by 1425 * blocked() and wall() work properly), and these flags are updated by
1445 * update_object(). 1426 * update_object().
1446 */ 1427 */
1447 1428
1448 /* 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 */
1449
1450 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1430 if (!(flag & INS_NO_WALK_ON) && !op->head)
1431 {
1451 if (check_move_on(op, originator)) 1432 if (check_move_on (op, originator))
1452 return NULL; 1433 return 0;
1453 1434
1454 /* 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
1455 * walk on's. 1436 * walk on's.
1456 */ 1437 */
1457 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1438 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1458 if (check_move_on (tmp, originator)) 1439 if (check_move_on (tmp, originator))
1459 return NULL; 1440 return 0;
1460 } 1441 }
1442
1461 return op; 1443 return op;
1462} 1444}
1463 1445
1464/* this function inserts an object in the map, but if it 1446/* this function inserts an object in the map, but if it
1465 * 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.
1466 * 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.
1467 */ 1449 */
1450void
1468void replace_insert_ob_in_map(const char *arch_string, object *op) { 1451replace_insert_ob_in_map (const char *arch_string, object *op)
1469 object *tmp; 1452{
1470 object *tmp1; 1453 object *tmp, *tmp1;
1471 1454
1472 /* first search for itself and remove any old instances */ 1455 /* first search for itself and remove any old instances */
1473 1456
1474 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)
1475 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1476 remove_ob(tmp); 1459 tmp->destroy ();
1477 free_object(tmp);
1478 }
1479 }
1480 1460
1481 tmp1=arch_to_object(find_archetype(arch_string)); 1461 tmp1 = arch_to_object (archetype::find (arch_string));
1482 1462
1483 1463 tmp1->x = op->x;
1484 tmp1->x = op->x; tmp1->y = op->y; 1464 tmp1->y = op->y;
1485 insert_ob_in_map(tmp1,op->map,op,0); 1465 insert_ob_in_map (tmp1, op->map, op, 0);
1486} 1466}
1487 1467
1488/* 1468/*
1489 * 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
1490 * is returned contains nr objects, and the remaining parts contains 1470 * is returned contains nr objects, and the remaining parts contains
1491 * 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).
1492 * On failure, NULL is returned, and the reason put into the 1472 * On failure, NULL is returned, and the reason put into the
1493 * global static errmsg array. 1473 * global static errmsg array.
1494 */ 1474 */
1495 1475
1476object *
1496object *get_split_ob(object *orig_ob, uint32 nr) { 1477get_split_ob (object *orig_ob, uint32 nr)
1478{
1497 object *newob; 1479 object *newob;
1498 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1499 1481
1500 if(orig_ob->nrof<nr) { 1482 if (orig_ob->nrof < nr)
1501 sprintf(errmsg,"There are only %d %ss.", 1483 {
1502 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);
1503 return NULL; 1485 return NULL;
1504 } 1486 }
1487
1505 newob = object_create_clone(orig_ob); 1488 newob = object_create_clone (orig_ob);
1489
1506 if((orig_ob->nrof-=nr)<1) { 1490 if ((orig_ob->nrof -= nr) < 1)
1507 if ( ! is_removed) 1491 orig_ob->destroy (1);
1508 remove_ob(orig_ob);
1509 free_object2(orig_ob, 1);
1510 }
1511 else if ( ! is_removed) { 1492 else if (!is_removed)
1493 {
1512 if(orig_ob->env!=NULL) 1494 if (orig_ob->env != NULL)
1513 sub_weight (orig_ob->env,orig_ob->weight*nr); 1495 sub_weight (orig_ob->env, orig_ob->weight * nr);
1514 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 {
1515 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.");
1516 LOG(llevDebug,
1517 "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");
1518 return NULL; 1500 return NULL;
1519 } 1501 }
1520 } 1502 }
1503
1521 newob->nrof=nr; 1504 newob->nrof = nr;
1522 1505
1523 return newob; 1506 return newob;
1524} 1507}
1525 1508
1526/* 1509/*
1527 * decrease_ob_nr(object, number) decreases a specified number from 1510 * decrease_ob_nr(object, number) decreases a specified number from
1528 * 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
1529 * is subsequently removed and freed. 1512 * is subsequently removed and freed.
1530 * 1513 *
1531 * 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
1532 */ 1515 */
1533 1516
1517object *
1534object *decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1535{ 1519{
1536 object *tmp; 1520 object *tmp;
1537 player *pl;
1538 1521
1539 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1540 return op; 1523 return op;
1541 1524
1542 if (i > op->nrof) 1525 if (i > op->nrof)
1543 i = op->nrof; 1526 i = op->nrof;
1544 1527
1545 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 }
1546 { 1564 }
1565 else
1566 {
1567 object *above = op->above;
1568
1569 if (i < op->nrof)
1547 op->nrof -= i; 1570 op->nrof -= i;
1548 } 1571 else
1549 else if (op->env != NULL)
1550 {
1551 /* is this object in the players inventory, or sub container
1552 * therein?
1553 */ 1572 {
1554 tmp = is_player_inv (op->env); 1573 op->remove ();
1555 /* nope. Is this a container the player has opened? 1574 op->nrof = 0;
1556 * If so, set tmp to that player.
1557 * IMO, searching through all the players will mostly
1558 * likely be quicker than following op->env to the map,
1559 * and then searching the map for a player.
1560 */
1561 if (!tmp) {
1562 for (pl=first_player; pl; pl=pl->next)
1563 if (pl->ob->container == op->env) break;
1564 if (pl) tmp=pl->ob;
1565 else tmp=NULL;
1566 } 1575 }
1567 1576
1568 if (i < op->nrof) {
1569 sub_weight (op->env, op->weight * i);
1570 op->nrof -= i;
1571 if (tmp) {
1572 esrv_send_item(tmp, op);
1573 }
1574 } else {
1575 remove_ob (op);
1576 op->nrof = 0;
1577 if (tmp) {
1578 esrv_del_item(tmp->contr, op->count);
1579 }
1580 }
1581 }
1582 else
1583 {
1584 object *above = op->above;
1585
1586 if (i < op->nrof) {
1587 op->nrof -= i;
1588 } else {
1589 remove_ob (op);
1590 op->nrof = 0;
1591 }
1592 /* Since we just removed op, op->above is null */ 1577 /* Since we just removed op, op->above is null */
1593 for (tmp = above; tmp != NULL; tmp = tmp->above) 1578 for (tmp = above; tmp; tmp = tmp->above)
1594 if (tmp->type == PLAYER) { 1579 if (tmp->type == PLAYER)
1580 {
1595 if (op->nrof) 1581 if (op->nrof)
1596 esrv_send_item(tmp, op); 1582 esrv_send_item (tmp, op);
1597 else 1583 else
1598 esrv_del_item(tmp->contr, op->count); 1584 esrv_del_item (tmp->contr, op->count);
1599 } 1585 }
1600 } 1586 }
1601 1587
1602 if (op->nrof) { 1588 if (op->nrof)
1603 return op; 1589 return op;
1604 } else { 1590 else
1605 free_object (op); 1591 {
1592 op->destroy ();
1606 return NULL; 1593 return 0;
1607 } 1594 }
1608} 1595}
1609 1596
1610/* 1597/*
1611 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1612 * and also updates how much the environment(s) is/are carrying. 1599 * and also updates how much the environment(s) is/are carrying.
1613 */ 1600 */
1614 1601
1602void
1615void add_weight (object *op, signed long weight) { 1603add_weight (object *op, signed long weight)
1604{
1616 while (op!=NULL) { 1605 while (op != NULL)
1606 {
1617 if (op->type == CONTAINER) { 1607 if (op->type == CONTAINER)
1618 weight=(signed long)(weight*(100-op->stats.Str)/100); 1608 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1619 } 1609
1620 op->carrying+=weight; 1610 op->carrying += weight;
1621 op=op->env; 1611 op = op->env;
1622 } 1612 }
1623} 1613}
1624 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
1625/* 1635/*
1626 * insert_ob_in_ob(op,environment): 1636 * env->insert (op)
1627 * This function inserts the object op in the linked list 1637 * This function inserts the object op in the linked list
1628 * inside the object environment. 1638 * inside the object environment.
1629 * 1639 *
1630 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1631 * the inventory at the last position or next to other objects of the same
1632 * type.
1633 * Frank: Now sorted by type, archetype and magic!
1634 *
1635 * 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
1636 * be != op, if items are merged. -Tero 1641 * be != op, if items are merged. -Tero
1637 */ 1642 */
1638 1643
1639object *insert_ob_in_ob(object *op,object *where) { 1644object *
1645object::insert (object *op)
1646{
1640 object *tmp, *otmp; 1647 object *tmp, *otmp;
1641 1648
1642 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1643 dump_object(op); 1650 op->remove ();
1644 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1651
1645 return op;
1646 }
1647 if(where==NULL) {
1648 dump_object(op);
1649 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1650 return op;
1651 }
1652 if (where->head) {
1653 LOG(llevDebug,
1654 "Warning: Tried to insert object wrong part of multipart object.\n");
1655 where = where->head;
1656 }
1657 if (op->more) { 1652 if (op->more)
1653 {
1658 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);
1659 &op->name, op->count);
1660 return op; 1655 return op;
1661 } 1656 }
1657
1662 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1663 CLEAR_FLAG(op, FLAG_REMOVED); 1659 CLEAR_FLAG (op, FLAG_REMOVED);
1664 if(op->nrof) { 1660 if (op->nrof)
1661 {
1665 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1662 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1666 if ( CAN_MERGE(tmp,op) ) { 1663 if (object::can_merge (tmp, op))
1664 {
1667 /* return the original object and remove inserted object 1665 /* return the original object and remove inserted object
1668 (client needs the original object) */ 1666 (client needs the original object) */
1669 tmp->nrof += op->nrof; 1667 tmp->nrof += op->nrof;
1670 /* Weight handling gets pretty funky. Since we are adding to 1668 /* Weight handling gets pretty funky. Since we are adding to
1671 * tmp->nrof, we need to increase the weight. 1669 * tmp->nrof, we need to increase the weight.
1672 */ 1670 */
1673 add_weight (where, op->weight*op->nrof); 1671 add_weight (this, op->weight * op->nrof);
1674 SET_FLAG(op, FLAG_REMOVED); 1672 SET_FLAG (op, FLAG_REMOVED);
1675 free_object(op); /* free the inserted object */ 1673 op->destroy (); /* free the inserted object */
1676 op = tmp; 1674 op = tmp;
1677 remove_ob (op); /* and fix old object's links */ 1675 op->remove (); /* and fix old object's links */
1678 CLEAR_FLAG(op, FLAG_REMOVED); 1676 CLEAR_FLAG (op, FLAG_REMOVED);
1679 break; 1677 break;
1680 } 1678 }
1681 1679
1682 /* I assume combined objects have no inventory 1680 /* I assume combined objects have no inventory
1683 * We add the weight - this object could have just been removed 1681 * We add the weight - this object could have just been removed
1684 * (if it was possible to merge). calling remove_ob will subtract 1682 * (if it was possible to merge). calling remove_ob will subtract
1685 * 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
1686 * the linking below 1684 * the linking below
1687 */ 1685 */
1688 add_weight (where, op->weight*op->nrof); 1686 add_weight (this, op->weight * op->nrof);
1687 }
1689 } else 1688 else
1690 add_weight (where, (op->weight+op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1691 1690
1692 otmp=is_player_inv(where); 1691 otmp = this->in_player ();
1693 if (otmp&&otmp->contr!=NULL) { 1692 if (otmp && otmp->contr)
1694 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1695 fix_player(otmp); 1694 otmp->update_stats ();
1696 }
1697 1695
1698 op->map=NULL; 1696 op->map = 0;
1699 op->env=where; 1697 op->env = this;
1700 op->above=NULL; 1698 op->above = 0;
1701 op->below=NULL; 1699 op->below = 0;
1702 op->x=0,op->y=0; 1700 op->x = 0, op->y = 0;
1703 1701
1704 /* 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 */
1705 if((op->glow_radius!=0)&&where->map) 1703 if ((op->glow_radius != 0) && map)
1706 { 1704 {
1707#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1708 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);
1709 op->name);
1710#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1711 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);
1712 } 1710 }
1713 1711
1714 /* 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.
1715 * It sure simplifies this function... 1713 * It sure simplifies this function...
1716 */ 1714 */
1717 if (where->inv==NULL) 1715 if (!inv)
1718 where->inv=op; 1716 inv = op;
1719 else { 1717 else
1718 {
1720 op->below = where->inv; 1719 op->below = inv;
1721 op->below->above = op; 1720 op->below->above = op;
1722 where->inv = op; 1721 inv = op;
1723 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1725
1724 return op; 1726 return op;
1725} 1727}
1726 1728
1727/* 1729/*
1728 * Checks if any objects has a move_type that matches objects 1730 * Checks if any objects has a move_type that matches objects
1743 * 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
1744 * 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
1745 * on top. 1747 * on top.
1746 */ 1748 */
1747 1749
1750int
1748int check_move_on (object *op, object *originator) 1751check_move_on (object *op, object *originator)
1749{ 1752{
1750 object *tmp; 1753 object *tmp;
1751 tag_t tag;
1752 mapstruct *m=op->map; 1754 maptile *m = op->map;
1753 int x=op->x, y=op->y; 1755 int x = op->x, y = op->y;
1756
1754 MoveType move_on, move_slow, move_block; 1757 MoveType move_on, move_slow, move_block;
1755 1758
1756 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1759 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1757 return 0; 1760 return 0;
1758 1761
1759 tag = op->count;
1760
1761 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);
1762 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);
1763 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);
1764 1765
1765 /* 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,
1766 * 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
1767 * 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
1768 * as walking. 1769 * as walking.
1769 */ 1770 */
1770 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))
1771 return 0; 1772 return 0;
1772 1773
1773 /* This is basically inverse logic of that below - basically, 1774 /* This is basically inverse logic of that below - basically,
1774 * 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,
1775 * 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
1776 * blocked. Logic on this seems confusing, but does seem correct. 1777 * blocked. Logic on this seems confusing, but does seem correct.
1777 */ 1778 */
1778 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)
1779 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1780 return 0;
1780 1781
1781 /* The objects have to be checked from top to bottom. 1782 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1783 * Hence, we first go to the top:
1783 */ 1784 */
1784 1785
1785 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)
1786 tmp->above!=NULL; tmp=tmp->above) { 1787 {
1787 /* Trim the search when we find the first other spell effect 1788 /* Trim the search when we find the first other spell effect
1788 * 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,
1789 * we don't need to check all of them. 1790 * we don't need to check all of them.
1790 */ 1791 */
1791 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)
1792 } 1797 {
1793 for(;tmp!=NULL; tmp=tmp->below) { 1798 if (tmp == op)
1794 if (tmp == op) continue; /* Can't apply yourself */ 1799 continue; /* Can't apply yourself */
1795 1800
1796 /* 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.
1797 * Second check makes sure that the movement types not being slowed 1802 * Second check makes sure that the movement types not being slowed
1798 * (~slow_move) is not blocked on this space - just because the 1803 * (~slow_move) is not blocked on this space - just because the
1799 * 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
1800 * 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.
1801 */ 1806 */
1802 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1807 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1808 {
1803 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1809 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1804 ((op->move_type & tmp->move_slow) &&
1805 (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 {
1806 1812
1807 float diff; 1813 float
1808
1809 diff = tmp->move_slow_penalty*FABS(op->speed); 1814 diff = tmp->move_slow_penalty * FABS (op->speed);
1815
1810 if (op->type == PLAYER) { 1816 if (op->type == PLAYER)
1811 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)) ||
1812 (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)))
1813 diff /= 4.0; 1819 diff /= 4.0;
1814 } 1820
1815 }
1816 op->speed_left -= diff; 1821 op->speed_left -= diff;
1817 } 1822 }
1818 } 1823 }
1819 1824
1820 /* Basically same logic as above, except now for actual apply. */ 1825 /* Basically same logic as above, except now for actual apply. */
1821 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1826 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1822 ((op->move_type & tmp->move_on) &&
1823 (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))
1824 1828 {
1825 move_apply(tmp, op, originator); 1829 move_apply (tmp, op, originator);
1830
1826 if (was_destroyed (op, tag)) 1831 if (op->destroyed ())
1827 return 1; 1832 return 1;
1828 1833
1829 /* what the person/creature stepped onto has moved the object 1834 /* what the person/creature stepped onto has moved the object
1830 * someplace new. Don't process any further - if we did, 1835 * someplace new. Don't process any further - if we did,
1831 * have a feeling strange problems would result. 1836 * have a feeling strange problems would result.
1832 */ 1837 */
1833 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;
1834 } 1840 }
1835 } 1841 }
1842
1836 return 0; 1843 return 0;
1837} 1844}
1838 1845
1839/* 1846/*
1840 * present_arch(arch, map, x, y) searches for any objects with 1847 * present_arch(arch, map, x, y) searches for any objects with
1841 * a matching archetype at the given map and coordinates. 1848 * a matching archetype at the given map and coordinates.
1842 * The first matching object is returned, or NULL if none. 1849 * The first matching object is returned, or NULL if none.
1843 */ 1850 */
1844 1851
1852object *
1845object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1853present_arch (const archetype *at, maptile *m, int x, int y)
1854{
1846 object *tmp; 1855 object *
1856 tmp;
1857
1847 if(m==NULL || out_of_map(m,x,y)) { 1858 if (m == NULL || out_of_map (m, x, y))
1859 {
1848 LOG(llevError,"Present_arch called outside map.\n"); 1860 LOG (llevError, "Present_arch called outside map.\n");
1849 return NULL; 1861 return NULL;
1850 } 1862 }
1851 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)
1852 if(tmp->arch == at) 1864 if (tmp->arch == at)
1853 return tmp; 1865 return tmp;
1854 return NULL; 1866 return NULL;
1855} 1867}
1856 1868
1857/* 1869/*
1858 * present(type, map, x, y) searches for any objects with 1870 * present(type, map, x, y) searches for any objects with
1859 * a matching type variable at the given map and coordinates. 1871 * a matching type variable at the given map and coordinates.
1860 * The first matching object is returned, or NULL if none. 1872 * The first matching object is returned, or NULL if none.
1861 */ 1873 */
1862 1874
1875object *
1863object *present(unsigned char type,mapstruct *m, int x,int y) { 1876present (unsigned char type, maptile *m, int x, int y)
1877{
1864 object *tmp; 1878 object *
1879 tmp;
1880
1865 if(out_of_map(m,x,y)) { 1881 if (out_of_map (m, x, y))
1882 {
1866 LOG(llevError,"Present called outside map.\n"); 1883 LOG (llevError, "Present called outside map.\n");
1867 return NULL; 1884 return NULL;
1868 } 1885 }
1869 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)
1870 if(tmp->type==type) 1887 if (tmp->type == type)
1871 return tmp; 1888 return tmp;
1872 return NULL; 1889 return NULL;
1873} 1890}
1874 1891
1875/* 1892/*
1876 * present_in_ob(type, object) searches for any objects with 1893 * present_in_ob(type, object) searches for any objects with
1877 * a matching type variable in the inventory of the given object. 1894 * a matching type variable in the inventory of the given object.
1878 * The first matching object is returned, or NULL if none. 1895 * The first matching object is returned, or NULL if none.
1879 */ 1896 */
1880 1897
1898object *
1881object *present_in_ob(unsigned char type, const object *op) { 1899present_in_ob (unsigned char type, const object *op)
1900{
1882 object *tmp; 1901 object *
1902 tmp;
1903
1883 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1904 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1884 if(tmp->type==type) 1905 if (tmp->type == type)
1885 return tmp; 1906 return tmp;
1886 return NULL; 1907 return NULL;
1887} 1908}
1888 1909
1889/* 1910/*
1898 * 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
1899 * 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
1900 * 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
1901 * to be unique. 1922 * to be unique.
1902 */ 1923 */
1903 1924object *
1904object *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{
1905 object *tmp; 1927 object *tmp;
1906 1928
1907 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1929 for (tmp = op->inv; tmp; tmp = tmp->below)
1908 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1930 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1909 return tmp; 1931 return tmp;
1910 } 1932
1911 return NULL; 1933 return 0;
1912} 1934}
1913 1935
1914/* 1936/*
1915 * present_arch_in_ob(archetype, object) searches for any objects with 1937 * present_arch_in_ob(archetype, object) searches for any objects with
1916 * a matching archetype in the inventory of the given object. 1938 * a matching archetype in the inventory of the given object.
1917 * The first matching object is returned, or NULL if none. 1939 * The first matching object is returned, or NULL if none.
1918 */ 1940 */
1919 1941object *
1920object *present_arch_in_ob(const archetype *at, const object *op) { 1942present_arch_in_ob (const archetype *at, const object *op)
1921 object *tmp; 1943{
1922 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1923 if( tmp->arch == at) 1945 if (tmp->arch == at)
1924 return tmp; 1946 return tmp;
1947
1925 return NULL; 1948 return NULL;
1926} 1949}
1927 1950
1928/* 1951/*
1929 * activate recursively a flag on an object inventory 1952 * activate recursively a flag on an object inventory
1930 */ 1953 */
1954void
1931void flag_inv(object*op, int flag){ 1955flag_inv (object *op, int flag)
1932 object *tmp; 1956{
1933 if(op->inv) 1957 if (op->inv)
1934 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1959 {
1935 SET_FLAG(tmp, flag); 1960 SET_FLAG (tmp, flag);
1936 flag_inv(tmp,flag); 1961 flag_inv (tmp, flag);
1937 } 1962 }
1963}
1964
1938}/* 1965/*
1939 * desactivate recursively a flag on an object inventory 1966 * deactivate recursively a flag on an object inventory
1940 */ 1967 */
1968void
1941void unflag_inv(object*op, int flag){ 1969unflag_inv (object *op, int flag)
1942 object *tmp; 1970{
1943 if(op->inv) 1971 if (op->inv)
1944 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1972 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1973 {
1945 CLEAR_FLAG(tmp, flag); 1974 CLEAR_FLAG (tmp, flag);
1946 unflag_inv(tmp,flag); 1975 unflag_inv (tmp, flag);
1947 } 1976 }
1948} 1977}
1949 1978
1950/* 1979/*
1951 * 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
1952 * all it's inventory (recursively). 1981 * all it's inventory (recursively).
1953 * 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
1954 * 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.
1955 */ 1984 */
1956 1985void
1957void set_cheat(object *op) { 1986set_cheat (object *op)
1987{
1958 SET_FLAG(op, FLAG_WAS_WIZ); 1988 SET_FLAG (op, FLAG_WAS_WIZ);
1959 flag_inv(op, FLAG_WAS_WIZ); 1989 flag_inv (op, FLAG_WAS_WIZ);
1960} 1990}
1961 1991
1962/* 1992/*
1963 * 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
1964 * 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
1978 * 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
1979 * 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
1980 * 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
1981 * customized, changed states, etc. 2011 * customized, changed states, etc.
1982 */ 2012 */
1983 2013int
1984int 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{
1985 int i,index=0, flag; 2016 int index = 0, flag;
1986 static int altern[SIZEOFFREE]; 2017 int altern[SIZEOFFREE];
1987 2018
1988 for(i=start;i<stop;i++) { 2019 for (int i = start; i < stop; i++)
2020 {
1989 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]);
1990 if(!flag) 2022 if (!flag)
1991 altern[index++]=i; 2023 altern [index++] = i;
1992 2024
1993 /* 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.
1994 * 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.
1995 * 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 -
1996 * 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
1997 * 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
1998 * to only the spaces immediately surrounding the target area, and 2030 * to only the spaces immediately surrounding the target area, and
1999 * won't look 2 spaces south of the target space. 2031 * won't look 2 spaces south of the target space.
2000 */ 2032 */
2001 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2033 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2002 stop=maxfree[i]; 2034 stop = maxfree[i];
2003 } 2035 }
2004 if(!index) return -1; 2036
2037 if (!index)
2038 return -1;
2039
2005 return altern[RANDOM()%index]; 2040 return altern[RANDOM () % index];
2006} 2041}
2007 2042
2008/* 2043/*
2009 * find_first_free_spot(archetype, mapstruct, x, y) works like 2044 * find_first_free_spot(archetype, maptile, x, y) works like
2010 * find_free_spot(), but it will search max number of squares. 2045 * find_free_spot(), but it will search max number of squares.
2011 * 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.
2012 * 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.
2013 */ 2048 */
2014 2049int
2015int 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)
2016 int i; 2051{
2017 for(i=0;i<SIZEOFFREE;i++) { 2052 for (int i = 0; i < SIZEOFFREE; i++)
2018 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]))
2019 return i; 2054 return i;
2020 } 2055
2021 return -1; 2056 return -1;
2022} 2057}
2023 2058
2024/* 2059/*
2025 * The function permute(arr, begin, end) randomly reorders the array 2060 * The function permute(arr, begin, end) randomly reorders the array
2026 * arr[begin..end-1]. 2061 * arr[begin..end-1].
2062 * now uses a fisher-yates shuffle, old permute was broken
2027 */ 2063 */
2064static void
2028static void permute(int *arr, int begin, int end) 2065permute (int *arr, int begin, int end)
2029{ 2066{
2030 int i, j, tmp, len; 2067 arr += begin;
2068 end -= begin;
2031 2069
2032 len = end-begin; 2070 while (--end)
2033 for(i = begin; i < end; i++) 2071 swap (arr [end], arr [RANDOM () % (end + 1)]);
2034 {
2035 j = begin+RANDOM()%len;
2036
2037 tmp = arr[i];
2038 arr[i] = arr[j];
2039 arr[j] = tmp;
2040 }
2041} 2072}
2042 2073
2043/* new function to make monster searching more efficient, and effective! 2074/* new function to make monster searching more efficient, and effective!
2044 * This basically returns a randomized array (in the passed pointer) of 2075 * This basically returns a randomized array (in the passed pointer) of
2045 * 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
2046 * 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
2047 * 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
2048 * 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.
2049 */ 2080 */
2081void
2050void get_search_arr(int *search_arr) 2082get_search_arr (int *search_arr)
2051{ 2083{
2052 int i; 2084 int i;
2053 2085
2054 for(i = 0; i < SIZEOFFREE; i++) 2086 for (i = 0; i < SIZEOFFREE; i++)
2055 {
2056 search_arr[i] = i; 2087 search_arr[i] = i;
2057 }
2058 2088
2059 permute(search_arr, 1, SIZEOFFREE1+1); 2089 permute (search_arr, 1, SIZEOFFREE1 + 1);
2060 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2090 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2061 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2091 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2062} 2092}
2063 2093
2064/* 2094/*
2065 * 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
2066 * given map at the given coordinates for live objects. 2096 * given map at the given coordinates for live objects.
2071 * Perhaps incorrectly, but I'm making the assumption that exclude 2101 * Perhaps incorrectly, but I'm making the assumption that exclude
2072 * 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
2073 * 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
2074 * there is capable of. 2104 * there is capable of.
2075 */ 2105 */
2076 2106int
2077int find_dir(mapstruct *m, int x, int y, object *exclude) { 2107find_dir (maptile *m, int x, int y, object *exclude)
2108{
2078 int i,max=SIZEOFFREE, mflags; 2109 int i, max = SIZEOFFREE, mflags;
2110
2079 sint16 nx, ny; 2111 sint16 nx, ny;
2080 object *tmp; 2112 object *tmp;
2081 mapstruct *mp; 2113 maptile *mp;
2114
2082 MoveType blocked, move_type; 2115 MoveType blocked, move_type;
2083 2116
2084 if (exclude && exclude->head) { 2117 if (exclude && exclude->head)
2118 {
2085 exclude = exclude->head; 2119 exclude = exclude->head;
2086 move_type = exclude->move_type; 2120 move_type = exclude->move_type;
2087 } else { 2121 }
2122 else
2123 {
2088 /* 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. */
2089 move_type=MOVE_ALL; 2125 move_type = MOVE_ALL;
2126 }
2127
2128 for (i = 1; i < max; i++)
2090 } 2129 {
2091
2092 for(i=1;i<max;i++) {
2093 mp = m; 2130 mp = m;
2094 nx = x + freearr_x[i]; 2131 nx = x + freearr_x[i];
2095 ny = y + freearr_y[i]; 2132 ny = y + freearr_y[i];
2096 2133
2097 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2134 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2135
2098 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)
2099 max = maxfree[i]; 2145 max = maxfree[i];
2100 } else {
2101 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2102
2103 if ((move_type & blocked) == move_type) {
2104 max=maxfree[i];
2105 } else if (mflags & P_IS_ALIVE) { 2146 else if (mflags & P_IS_ALIVE)
2106 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2147 {
2148 for (tmp = ms.bottom; tmp; tmp = tmp->above)
2107 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2149 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2108 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2150 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2109 break; 2151 break;
2110 } 2152
2111 }
2112 if(tmp) { 2153 if (tmp)
2113 return freedir[i]; 2154 return freedir[i];
2114 }
2115 } 2155 }
2116 } 2156 }
2117 } 2157 }
2158
2118 return 0; 2159 return 0;
2119} 2160}
2120 2161
2121/* 2162/*
2122 * distance(object 1, object 2) will return the square of the 2163 * distance(object 1, object 2) will return the square of the
2123 * distance between the two given objects. 2164 * distance between the two given objects.
2124 */ 2165 */
2125 2166int
2126int distance(const object *ob1, const object *ob2) { 2167distance (const object *ob1, const object *ob2)
2127 int i; 2168{
2128 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);
2129 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2130 return i;
2131} 2170}
2132 2171
2133/* 2172/*
2134 * 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
2135 * 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
2136 * object, needs to travel toward it. 2175 * object, needs to travel toward it.
2137 */ 2176 */
2138 2177int
2139int find_dir_2(int x, int y) { 2178find_dir_2 (int x, int y)
2179{
2140 int q; 2180 int q;
2141 2181
2142 if(y) 2182 if (y)
2143 q=x*100/y; 2183 q = x * 100 / y;
2144 else if (x) 2184 else if (x)
2145 q= -300*x; 2185 q = -300 * x;
2146 else 2186 else
2147 return 0; 2187 return 0;
2148 2188
2149 if(y>0) { 2189 if (y > 0)
2190 {
2150 if(q < -242) 2191 if (q < -242)
2151 return 3 ; 2192 return 3;
2152 if (q < -41) 2193 if (q < -41)
2153 return 2 ; 2194 return 2;
2154 if (q < 41) 2195 if (q < 41)
2155 return 1 ; 2196 return 1;
2156 if (q < 242) 2197 if (q < 242)
2157 return 8 ; 2198 return 8;
2158 return 7 ; 2199 return 7;
2159 } 2200 }
2160 2201
2161 if (q < -242) 2202 if (q < -242)
2162 return 7 ; 2203 return 7;
2163 if (q < -41) 2204 if (q < -41)
2164 return 6 ; 2205 return 6;
2165 if (q < 41) 2206 if (q < 41)
2166 return 5 ; 2207 return 5;
2167 if (q < 242) 2208 if (q < 242)
2168 return 4 ; 2209 return 4;
2169 2210
2170 return 3 ; 2211 return 3;
2171} 2212}
2172 2213
2173/* 2214/*
2174 * absdir(int): Returns a number between 1 and 8, which represent 2215 * absdir(int): Returns a number between 1 and 8, which represent
2175 * the "absolute" direction of a number (it actually takes care of 2216 * the "absolute" direction of a number (it actually takes care of
2176 * "overflow" in previous calculations of a direction). 2217 * "overflow" in previous calculations of a direction).
2177 */ 2218 */
2178 2219
2220int
2179int absdir(int d) { 2221absdir (int d)
2180 while(d<1) d+=8; 2222{
2181 while(d>8) d-=8; 2223 while (d < 1)
2224 d += 8;
2225
2226 while (d > 8)
2227 d -= 8;
2228
2182 return d; 2229 return d;
2183} 2230}
2184 2231
2185/* 2232/*
2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2233 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2187 * between two directions (which are expected to be absolute (see absdir()) 2234 * between two directions (which are expected to be absolute (see absdir())
2188 */ 2235 */
2189 2236
2237int
2190int dirdiff(int dir1, int dir2) { 2238dirdiff (int dir1, int dir2)
2239{
2191 int d; 2240 int d;
2241
2192 d = abs(dir1 - dir2); 2242 d = abs (dir1 - dir2);
2193 if(d>4) 2243 if (d > 4)
2194 d = 8 - d; 2244 d = 8 - d;
2245
2195 return d; 2246 return d;
2196} 2247}
2197 2248
2198/* peterm: 2249/* peterm:
2199 * 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.
2202 * 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
2203 * 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.
2204 * 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
2205 * functions. 2256 * functions.
2206 */ 2257 */
2207
2208int reduction_dir[SIZEOFFREE][3] = { 2258int reduction_dir[SIZEOFFREE][3] = {
2209 {0,0,0}, /* 0 */ 2259 {0, 0, 0}, /* 0 */
2210 {0,0,0}, /* 1 */ 2260 {0, 0, 0}, /* 1 */
2211 {0,0,0}, /* 2 */ 2261 {0, 0, 0}, /* 2 */
2212 {0,0,0}, /* 3 */ 2262 {0, 0, 0}, /* 3 */
2213 {0,0,0}, /* 4 */ 2263 {0, 0, 0}, /* 4 */
2214 {0,0,0}, /* 5 */ 2264 {0, 0, 0}, /* 5 */
2215 {0,0,0}, /* 6 */ 2265 {0, 0, 0}, /* 6 */
2216 {0,0,0}, /* 7 */ 2266 {0, 0, 0}, /* 7 */
2217 {0,0,0}, /* 8 */ 2267 {0, 0, 0}, /* 8 */
2218 {8,1,2}, /* 9 */ 2268 {8, 1, 2}, /* 9 */
2219 {1,2,-1}, /* 10 */ 2269 {1, 2, -1}, /* 10 */
2220 {2,10,12}, /* 11 */ 2270 {2, 10, 12}, /* 11 */
2221 {2,3,-1}, /* 12 */ 2271 {2, 3, -1}, /* 12 */
2222 {2,3,4}, /* 13 */ 2272 {2, 3, 4}, /* 13 */
2223 {3,4,-1}, /* 14 */ 2273 {3, 4, -1}, /* 14 */
2224 {4,14,16}, /* 15 */ 2274 {4, 14, 16}, /* 15 */
2225 {5,4,-1}, /* 16 */ 2275 {5, 4, -1}, /* 16 */
2226 {4,5,6}, /* 17 */ 2276 {4, 5, 6}, /* 17 */
2227 {6,5,-1}, /* 18 */ 2277 {6, 5, -1}, /* 18 */
2228 {6,20,18}, /* 19 */ 2278 {6, 20, 18}, /* 19 */
2229 {7,6,-1}, /* 20 */ 2279 {7, 6, -1}, /* 20 */
2230 {6,7,8}, /* 21 */ 2280 {6, 7, 8}, /* 21 */
2231 {7,8,-1}, /* 22 */ 2281 {7, 8, -1}, /* 22 */
2232 {8,22,24}, /* 23 */ 2282 {8, 22, 24}, /* 23 */
2233 {8,1,-1}, /* 24 */ 2283 {8, 1, -1}, /* 24 */
2234 {24,9,10}, /* 25 */ 2284 {24, 9, 10}, /* 25 */
2235 {9,10,-1}, /* 26 */ 2285 {9, 10, -1}, /* 26 */
2236 {10,11,-1}, /* 27 */ 2286 {10, 11, -1}, /* 27 */
2237 {27,11,29}, /* 28 */ 2287 {27, 11, 29}, /* 28 */
2238 {11,12,-1}, /* 29 */ 2288 {11, 12, -1}, /* 29 */
2239 {12,13,-1}, /* 30 */ 2289 {12, 13, -1}, /* 30 */
2240 {12,13,14}, /* 31 */ 2290 {12, 13, 14}, /* 31 */
2241 {13,14,-1}, /* 32 */ 2291 {13, 14, -1}, /* 32 */
2242 {14,15,-1}, /* 33 */ 2292 {14, 15, -1}, /* 33 */
2243 {33,15,35}, /* 34 */ 2293 {33, 15, 35}, /* 34 */
2244 {16,15,-1}, /* 35 */ 2294 {16, 15, -1}, /* 35 */
2245 {17,16,-1}, /* 36 */ 2295 {17, 16, -1}, /* 36 */
2246 {18,17,16}, /* 37 */ 2296 {18, 17, 16}, /* 37 */
2247 {18,17,-1}, /* 38 */ 2297 {18, 17, -1}, /* 38 */
2248 {18,19,-1}, /* 39 */ 2298 {18, 19, -1}, /* 39 */
2249 {41,19,39}, /* 40 */ 2299 {41, 19, 39}, /* 40 */
2250 {19,20,-1}, /* 41 */ 2300 {19, 20, -1}, /* 41 */
2251 {20,21,-1}, /* 42 */ 2301 {20, 21, -1}, /* 42 */
2252 {20,21,22}, /* 43 */ 2302 {20, 21, 22}, /* 43 */
2253 {21,22,-1}, /* 44 */ 2303 {21, 22, -1}, /* 44 */
2254 {23,22,-1}, /* 45 */ 2304 {23, 22, -1}, /* 45 */
2255 {45,47,23}, /* 46 */ 2305 {45, 47, 23}, /* 46 */
2256 {23,24,-1}, /* 47 */ 2306 {23, 24, -1}, /* 47 */
2257 {24,9,-1}}; /* 48 */ 2307 {24, 9, -1}
2308}; /* 48 */
2258 2309
2259/* Recursive routine to step back and see if we can 2310/* Recursive routine to step back and see if we can
2260 * find a path to that monster that we found. If not, 2311 * find a path to that monster that we found. If not,
2261 * we don't bother going toward it. Returns 1 if we 2312 * we don't bother going toward it. Returns 1 if we
2262 * can see a direct way to get it 2313 * can see a direct way to get it
2263 * Modified to be map tile aware -.MSW 2314 * Modified to be map tile aware -.MSW
2264 */ 2315 */
2265 2316int
2266
2267int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2317can_see_monsterP (maptile *m, int x, int y, int dir)
2318{
2268 sint16 dx, dy; 2319 sint16 dx, dy;
2269 int mflags; 2320 int mflags;
2270 2321
2322 if (dir < 0)
2271 if(dir<0) return 0; /* exit condition: invalid direction */ 2323 return 0; /* exit condition: invalid direction */
2272 2324
2273 dx = x + freearr_x[dir]; 2325 dx = x + freearr_x[dir];
2274 dy = y + freearr_y[dir]; 2326 dy = y + freearr_y[dir];
2275 2327
2276 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2328 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2277 2329
2278 /* This functional arguably was incorrect before - it was 2330 /* This functional arguably was incorrect before - it was
2279 * checking for P_WALL - that was basically seeing if 2331 * checking for P_WALL - that was basically seeing if
2280 * we could move to the monster - this is being more 2332 * we could move to the monster - this is being more
2281 * 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
2282 * 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
2283 * at least its move type. 2335 * at least its move type.
2284 */ 2336 */
2285 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2337 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2338 return 0;
2286 2339
2287 /* yes, can see. */ 2340 /* yes, can see. */
2288 if(dir < 9) return 1; 2341 if (dir < 9)
2342 return 1;
2343
2289 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2344 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2290 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2345 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2291 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2346 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2292} 2347}
2293 2348
2294
2295
2296/* 2349/*
2297 * 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
2298 * picked up by the picker. Returnes 1 if it can be 2351 * picked up by the picker. Returnes 1 if it can be
2299 * picked up, otherwise 0. 2352 * picked up, otherwise 0.
2300 * 2353 *
2302 * core dumps if they do. 2355 * core dumps if they do.
2303 * 2356 *
2304 * 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)
2305 */ 2358 */
2306 2359
2360int
2307int can_pick(const object *who, const object *item) { 2361can_pick (const object *who, const object *item)
2362{
2308 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2363 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2309 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2364 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2310 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2365 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2311 (who->type==PLAYER||item->weight<who->weight/3));
2312} 2366}
2313
2314 2367
2315/* 2368/*
2316 * create clone from object to another 2369 * create clone from object to another
2317 */ 2370 */
2371object *
2318object *object_create_clone (object *asrc) { 2372object_create_clone (object *asrc)
2373{
2319 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2374 object *dst = 0, *tmp, *src, *part, *prev, *item;
2320 2375
2321 if(!asrc) return NULL; 2376 if (!asrc)
2377 return 0;
2378
2322 src = asrc; 2379 src = asrc;
2323 if(src->head) 2380 if (src->head)
2324 src = src->head; 2381 src = src->head;
2325 2382
2326 prev = NULL; 2383 prev = 0;
2327 for(part = src; part; part = part->more) { 2384 for (part = src; part; part = part->more)
2328 tmp = get_object(); 2385 {
2329 copy_object(part,tmp); 2386 tmp = part->clone ();
2330 tmp->x -= src->x; 2387 tmp->x -= src->x;
2331 tmp->y -= src->y; 2388 tmp->y -= src->y;
2389
2332 if(!part->head) { 2390 if (!part->head)
2391 {
2333 dst = tmp; 2392 dst = tmp;
2334 tmp->head = NULL;
2335 } else {
2336 tmp->head = dst; 2393 tmp->head = 0;
2337 } 2394 }
2395 else
2396 tmp->head = dst;
2397
2338 tmp->more = NULL; 2398 tmp->more = 0;
2399
2339 if(prev) 2400 if (prev)
2340 prev->more = tmp; 2401 prev->more = tmp;
2402
2341 prev = tmp; 2403 prev = tmp;
2342 } 2404 }
2343 /*** copy inventory ***/ 2405
2344 for(item = src->inv; item; item = item->below) { 2406 for (item = src->inv; item; item = item->below)
2345 (void) insert_ob_in_ob(object_create_clone(item),dst); 2407 insert_ob_in_ob (object_create_clone (item), dst);
2346 }
2347 2408
2348 return dst; 2409 return dst;
2349}
2350
2351/* return true if the object was destroyed, 0 otherwise */
2352int was_destroyed (const object *op, tag_t old_tag)
2353{
2354 /* checking for FLAG_FREED isn't necessary, but makes this function more
2355 * robust */
2356 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2357} 2410}
2358 2411
2359/* GROS - Creates an object using a string representing its content. */ 2412/* GROS - Creates an object using a string representing its content. */
2360/* 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 */
2361/* 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, */
2362/* 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. */
2363/* 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. */
2364/* Also remember that multiparts objects are not supported for now. */ 2417/* Also remember that multiparts objects are not supported for now. */
2365 2418object *
2366object* load_object_str(const char *obstr) 2419load_object_str (const char *obstr)
2367{ 2420{
2368 object *op; 2421 object *op;
2369 char filename[MAX_BUF]; 2422 char filename[MAX_BUF];
2423
2370 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2424 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2371 2425
2372 FILE *tempfile=fopen(filename,"w"); 2426 FILE *tempfile = fopen (filename, "w");
2427
2373 if (tempfile == NULL) 2428 if (tempfile == NULL)
2374 { 2429 {
2375 LOG(llevError,"Error - Unable to access load object temp file\n"); 2430 LOG (llevError, "Error - Unable to access load object temp file\n");
2376 return NULL; 2431 return NULL;
2377 }; 2432 }
2433
2378 fprintf(tempfile,obstr); 2434 fprintf (tempfile, obstr);
2379 fclose(tempfile); 2435 fclose (tempfile);
2380 2436
2381 op=get_object(); 2437 op = object::create ();
2382 2438
2383 object_thawer thawer (filename); 2439 object_thawer thawer (filename);
2384 2440
2385 if (thawer) 2441 if (thawer)
2386 load_object(thawer,op,0); 2442 load_object (thawer, op, 0);
2387 2443
2388 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2444 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2389 CLEAR_FLAG(op,FLAG_REMOVED); 2445 CLEAR_FLAG (op, FLAG_REMOVED);
2390 2446
2391 return op; 2447 return op;
2392} 2448}
2393 2449
2394/* This returns the first object in who's inventory that 2450/* This returns the first object in who's inventory that
2395 * has the same type and subtype match. 2451 * has the same type and subtype match.
2396 * returns NULL if no match. 2452 * returns NULL if no match.
2397 */ 2453 */
2454object *
2398object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2455find_obj_by_type_subtype (const object *who, int type, int subtype)
2399{ 2456{
2400 object *tmp;
2401
2402 for (tmp=who->inv; tmp; tmp=tmp->below) 2457 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2403 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2458 if (tmp->type == type && tmp->subtype == subtype)
2459 return tmp;
2404 2460
2405 return NULL; 2461 return 0;
2406} 2462}
2407 2463
2408/* 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,
2409 * otherwise return NULL. 2465 * otherwise return NULL.
2410 * 2466 *
2411 * 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
2412 * do the desired thing. 2468 * do the desired thing.
2413 */ 2469 */
2470key_value *
2414key_value * get_ob_key_link(const object * ob, const char * key) { 2471get_ob_key_link (const object *ob, const char *key)
2415 key_value * link; 2472{
2416
2417 for (link = ob->key_values; link != NULL; link = link->next) { 2473 for (key_value *link = ob->key_values; link; link = link->next)
2418 if (link->key == key) { 2474 if (link->key == key)
2419 return link; 2475 return link;
2420 } 2476
2421 } 2477 return 0;
2422 2478}
2423 return NULL;
2424}
2425 2479
2426/* 2480/*
2427 * 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.
2428 * 2482 *
2429 * The argument doesn't need to be a shared string. 2483 * The argument doesn't need to be a shared string.
2430 * 2484 *
2431 * The returned string is shared. 2485 * The returned string is shared.
2432 */ 2486 */
2487const char *
2433const char * get_ob_key_value(const object * op, const char * const key) { 2488get_ob_key_value (const object *op, const char *const key)
2489{
2434 key_value * link; 2490 key_value *link;
2435 const char * canonical_key; 2491 shstr_cmp canonical_key (key);
2492
2493 if (!canonical_key)
2436 2494 {
2437 canonical_key = shstr::find (key);
2438
2439 if (canonical_key == NULL) {
2440 /* 1. There being a field named key on any object 2495 /* 1. There being a field named key on any object
2441 * implies there'd be a shared string to find. 2496 * implies there'd be a shared string to find.
2442 * 2. Since there isn't, no object has this field. 2497 * 2. Since there isn't, no object has this field.
2443 * 3. Therefore, *this* object doesn't have this field. 2498 * 3. Therefore, *this* object doesn't have this field.
2444 */ 2499 */
2445 return NULL; 2500 return 0;
2446 } 2501 }
2447 2502
2448 /* This is copied from get_ob_key_link() above - 2503 /* This is copied from get_ob_key_link() above -
2449 * only 4 lines, and saves the function call overhead. 2504 * only 4 lines, and saves the function call overhead.
2450 */ 2505 */
2451 for (link = op->key_values; link != NULL; link = link->next) { 2506 for (link = op->key_values; link; link = link->next)
2452 if (link->key == canonical_key) { 2507 if (link->key == canonical_key)
2453 return link->value; 2508 return link->value;
2454 } 2509
2455 } 2510 return 0;
2456 return NULL;
2457} 2511}
2458 2512
2459 2513
2460/* 2514/*
2461 * Updates the canonical_key in op to value. 2515 * Updates the canonical_key in op to value.
2465 * 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
2466 * keys. 2520 * keys.
2467 * 2521 *
2468 * Returns TRUE on success. 2522 * Returns TRUE on success.
2469 */ 2523 */
2524int
2470int 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{
2471 key_value * field = NULL, *last=NULL; 2527 key_value *field = NULL, *last = NULL;
2472 2528
2473 for (field=op->key_values; field != NULL; field=field->next) { 2529 for (field = op->key_values; field != NULL; field = field->next)
2530 {
2474 if (field->key != canonical_key) { 2531 if (field->key != canonical_key)
2532 {
2475 last = field; 2533 last = field;
2476 continue; 2534 continue;
2477 } 2535 }
2478 2536
2479 if (value) 2537 if (value)
2480 field->value = value; 2538 field->value = value;
2481 else { 2539 else
2540 {
2482 /* Basically, if the archetype has this key set, 2541 /* Basically, if the archetype has this key set,
2483 * we need to store the null value so when we save 2542 * we need to store the null value so when we save
2484 * it, we save the empty value so that when we load, 2543 * it, we save the empty value so that when we load,
2485 * we get this value back again. 2544 * we get this value back again.
2486 */ 2545 */
2487 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2546 if (get_ob_key_link (&op->arch->clone, canonical_key))
2488 field->value = 0; 2547 field->value = 0;
2548 else
2549 {
2550 if (last)
2551 last->next = field->next;
2489 else 2552 else
2490 {
2491 if (last) last->next = field->next;
2492 else op->key_values = field->next; 2553 op->key_values = field->next;
2493 2554
2494 delete field; 2555 delete field;
2495 } 2556 }
2496 } 2557 }
2497 return TRUE; 2558 return TRUE;
2498 } 2559 }
2499 /* IF we get here, key doesn't exist */ 2560 /* IF we get here, key doesn't exist */
2500 2561
2501 /* No field, we'll have to add it. */ 2562 /* No field, we'll have to add it. */
2502 2563
2503 if (!add_key) { 2564 if (!add_key)
2504 return FALSE; 2565 return FALSE;
2505 } 2566
2506 /* There isn't any good reason to store a null 2567 /* There isn't any good reason to store a null
2507 * value in the key/value list. If the archetype has 2568 * value in the key/value list. If the archetype has
2508 * this key, then we should also have it, so shouldn't 2569 * this key, then we should also have it, so shouldn't
2509 * be here. If user wants to store empty strings, 2570 * be here. If user wants to store empty strings,
2510 * should pass in "" 2571 * should pass in ""
2511 */ 2572 */
2512 if (value == NULL) return TRUE; 2573 if (value == NULL)
2513
2514 field = new key_value;
2515
2516 field->key = canonical_key;
2517 field->value = value;
2518 /* Usual prepend-addition. */
2519 field->next = op->key_values;
2520 op->key_values = field;
2521
2522 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;
2523} 2585}
2524 2586
2525/* 2587/*
2526 * Updates the key in op to value. 2588 * Updates the key in op to value.
2527 * 2589 *
2529 * and not add new ones. 2591 * and not add new ones.
2530 * 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
2531 * 2593 *
2532 * Returns TRUE on success. 2594 * Returns TRUE on success.
2533 */ 2595 */
2596int
2534int 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)
2535{ 2598{
2536 shstr key_ (key); 2599 shstr key_ (key);
2600
2537 return set_ob_key_value_s (op, key_, value, add_key); 2601 return set_ob_key_value_s (op, key_, value, add_key);
2538} 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

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