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

Comparing deliantra/server/common/object.C (file contents):
Revision 1.12 by elmex, Sun Sep 3 14:33:47 2006 UTC vs.
Revision 1.84 by root, Mon Dec 25 14:54:44 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.12 2006/09/03 14:33:47 elmex 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>
42#ifdef MEMORY_DEBUG 34
43int nroffreeobjects = 0; 35#include <bitset>
36
44int nrofallocobjects = 0; 37int nrofallocobjects = 0;
45#undef OBJ_EXPAND 38static UUID uuid;
46#define OBJ_EXPAND 1 39const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 40
53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
56 42
57short 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,
58 {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,
59 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
60short freearr_y[SIZEOFFREE]= 45};
61 {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,
62 -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
63int maxfree[SIZEOFFREE]= 48};
64 {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,
65 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};
66int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
67 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,
68 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};
69 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}
70 133
71/* 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
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
73 key_value * wants_field; 138 key_value *wants_field;
74 139
75 /* 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
76 * 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
77 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
78 */ 143 */
79 144
80 /* For each field in wants, */ 145 /* For each field in wants, */
81 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 {
82 key_value * has_field; 148 key_value *has_field;
83 149
84 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
85 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)
86 154 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 155 /* No field with that name. */
89 return FALSE; 156 return FALSE;
90 } 157 }
91 158
92 /* Found the matching field. */ 159 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
94 /* 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. */
95 return FALSE; 163 return FALSE;
96 } 164 }
97 165
98 /* 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. */
99 }
100 167 }
168
101 /* 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. */
102 return TRUE; 170 return TRUE;
103} 171}
104 172
105/* 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
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
107 /* 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,
108 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
109 */ 179 */
110 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);
111} 181}
112 182
113/* 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
114 * they can be merged together. 184 * they can be merged together.
115 * 185 *
116 * 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
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
119 * 189 *
120 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
121 * 191 *
122 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
123 * check weight 193 * check weight
124 */ 194 */
125 195
126int CAN_MERGE(object *ob1, object *ob2) { 196bool object::can_merge_slow (object *ob1, object *ob2)
127 197{
128 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
129 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;
130 205
131 if (ob1->speed != ob2->speed) return 0; 206 //TODO: this ain't working well, use nicer and correct overflow check
132 /* 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
133 * 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
134 * check? 209 * used to store nrof).
135 */ 210 */
136 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))
137 return 0; 260 return 0;
138 261
139 /* 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 */
140 * value could not be stored in a sint32 (which unfortunately sometimes is 263 if (!object::can_merge (ob1->inv, ob2->inv))
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0; 264 return 0;
145 265
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* 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
157 * if it is valid. 267 * if it is valid.
158 */ 268 */
159 } 269 }
160 270
161 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning.
166 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */
178 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0;
208
209 /* 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,
210 * 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
211 * some items equipped, and we don't want those to merge. 273 * some items equipped, and we don't want those to merge.
212 */ 274 */
213 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. */
214 return 0; 298 return 0;
215
216 switch (ob1->type) {
217 case SCROLL:
218 if (ob1->level != ob2->level) return 0;
219 break;
220
221 }
222 if (ob1->key_values != NULL || ob2->key_values != NULL) {
223 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
225 /* One has fields, but the other one doesn't. */
226 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 299 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 300 return 0;
229 } 301 }
302
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self)
230 } 305 {
306 ob1->optimise ();
307 ob2->optimise ();
231 308
309 if (ob1->self || ob2->self)
310 return 0;
311 }
312
232 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
233 return 1; 314 return 1;
234} 315}
235 316
236/* 317/*
237 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
238 * 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
239 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
240 */ 321 */
241signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
242 signed long sum; 325 long sum;
243 object *inv; 326 object *inv;
327
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
245 if (inv->inv) 330 if (inv->inv)
246 sum_weight(inv); 331 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 333 }
334
249 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
251 if(op->carrying != sum) 338 if (op->carrying != sum)
252 op->carrying = sum; 339 op->carrying = sum;
340
253 return sum; 341 return sum;
254} 342}
255 343
256/** 344/**
257 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
258 */ 346 */
259 347
348object *
260object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
261 while (op->env != NULL) 351 while (op->env != NULL)
262 op = op->env; 352 op = op->env;
263 return op; 353 return op;
264}
265
266/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't
269 * or find a player.
270 */
271
272object *is_player_inv (object *op) {
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
274 if (op->env==op)
275 op->env = NULL;
276 return op;
277} 354}
278 355
279/* 356/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 358 * Some error messages.
282 * 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.
283 */ 360 */
284 361
285void dump_object2(object *op) { 362char *
286errmsg[0] = 0;
287return;
288 //TODO//D#d#
289#if 0
290 char *cp;
291/* object *tmp;*/
292
293 if(op->arch!=NULL) {
294 strcat(errmsg,"arch ");
295 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
296 strcat(errmsg,"\n");
297 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
298 strcat(errmsg,cp);
299#if 0
300 /* Don't dump player diffs - they are too long, mostly meaningless, and
301 * will overflow the buffer.
302 * Changed so that we don't dump inventory either. This may
303 * also overflow the buffer.
304 */
305 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307 for (tmp=op->inv; tmp; tmp=tmp->below)
308 dump_object2(tmp);
309#endif
310 strcat(errmsg,"end\n");
311 } else {
312 strcat(errmsg,"Object ");
313 if (op->name==NULL) strcat(errmsg, "(null)");
314 else strcat(errmsg,op->name);
315 strcat(errmsg,"\n");
316#if 0
317 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
318 strcat(errmsg,cp);
319 for (tmp=op->inv; tmp; tmp=tmp->below)
320 dump_object2(tmp);
321#endif
322 strcat(errmsg,"end\n");
323 }
324#endif
325}
326
327/*
328 * Dumps an object. Returns output in the static global errmsg array.
329 */
330
331void dump_object(object *op) { 363dump_object (object *op)
332 if(op==NULL) { 364{
333 strcpy(errmsg,"[NULL pointer]"); 365 if (!op)
334 return; 366 return strdup ("[NULLOBJ]");
335 }
336 errmsg[0]='\0';
337 dump_object2(op);
338}
339 367
340void dump_all_objects(void) { 368 object_freezer freezer;
341 object *op; 369 save_object (freezer, op, 3);
342 for(op=objects;op!=NULL;op=op->next) { 370 return freezer.as_string ();
343 dump_object(op);
344 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
345 }
346} 371}
347 372
348/* 373/*
349 * 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
350 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
351 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
352 */ 377 */
353 378
379object *
354object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
355 object *tmp,*closest; 382 object *tmp, *closest;
356 int last_dist,i; 383 int last_dist, i;
384
357 if(op->more==NULL) 385 if (op->more == NULL)
358 return op; 386 return op;
359 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)
360 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
361 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
362 return closest; 390 return closest;
363} 391}
364 392
365/* 393/*
366 * 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.
367 */ 395 */
368 396
397object *
369object *find_object(tag_t i) { 398find_object (tag_t i)
370 object *op; 399{
371 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
372 if(op->count==i) 401 if (op->count == i)
373 break; 402 return op;
403
374 return op; 404 return 0;
375} 405}
376 406
377/* 407/*
378 * 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.
379 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
380 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
381 */ 411 */
382 412
413object *
383object *find_object_name(const char *str) { 414find_object_name (const char *str)
384 const char *name = shstr::find (str); 415{
416 shstr_cmp str_ (str);
385 object *op; 417 object *op;
418
386 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
387 if(&op->name == name) 420 if (op->name == str_)
388 break; 421 break;
389 422
390 return op; 423 return op;
391} 424}
392 425
426void
393void free_all_object_data(void) { 427free_all_object_data ()
394#ifdef MEMORY_DEBUG
395 object *op, *next;
396
397 for (op=free_objects; op!=NULL; ) {
398 next=op->next;
399 free(op);
400 nrofallocobjects--;
401 nroffreeobjects--;
402 op=next;
403 }
404#endif
405 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
406 nrofallocobjects, nroffreeobjects,STARTMAX);
407}
408
409/*
410 * Returns the object which this object marks as being the owner.
411 * A id-scheme is used to avoid pointing to objects which have been
412 * freed and are now reused. If this is detected, the owner is
413 * set to NULL, and NULL is returned.
414 * Changed 2004-02-12 - if the player is setting at the play again
415 * prompt, he is removed, and we don't want to treat him as an owner of
416 * anything, so check removed flag. I don't expect that this should break
417 * anything - once an object is removed, it is basically dead anyways.
418 */
419
420object *get_owner(object *op) {
421 if(op->owner==NULL)
422 return NULL;
423
424 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
425 op->owner->count==op->ownercount)
426 return op->owner;
427
428 op->owner=NULL;
429 op->ownercount=0;
430 return NULL;
431}
432
433void clear_owner(object *op)
434{ 428{
435 if (!op) return; 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436
437 if (op->owner && op->ownercount == op->owner->count)
438 op->owner->refcount--;
439
440 op->owner = NULL;
441 op->ownercount = 0;
442} 430}
443
444
445 431
446/* 432/*
447 * 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
448 * skill and experience objects. 434 * skill and experience objects.
449 */ 435 */
450void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
451{ 438{
452 if(owner==NULL||op==NULL) 439 if (!owner)
453 return; 440 return;
454 441
455 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
456 /* 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
457 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
458 * 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
459 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
460 * 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.
461 */ 448 */
462 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
463 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
464 451
465 /* IF the owner still has an owner, we did not resolve to a final owner.
466 * so lets not add to that.
467 */
468 if (owner->owner) return;
469
470 op->owner=owner; 452 this->owner = owner;
471
472 op->ownercount=owner->count;
473 owner->refcount++;
474
475}
476
477/* Set the owner to clone's current owner and set the skill and experience
478 * objects to clone's objects (typically those objects that where the owner's
479 * current skill and experience objects at the time when clone's owner was
480 * set - not the owner's current skill and experience objects).
481 *
482 * Use this function if player created an object (e.g. fire bullet, swarm
483 * spell), and this object creates further objects whose kills should be
484 * accounted for the player's original skill, even if player has changed
485 * skills meanwhile.
486 */
487void copy_owner (object *op, object *clone)
488{
489 object *owner = get_owner (clone);
490 if (owner == NULL) {
491 /* players don't have owners - they own themselves. Update
492 * as appropriate.
493 */
494 if (clone->type == PLAYER) owner=clone;
495 else return;
496 }
497 set_owner(op, owner);
498
499}
500
501/*
502 * Resets vital variables in an object
503 */
504
505void reset_object(object *op) {
506
507 op->name = NULL;
508 op->name_pl = NULL;
509 op->title = NULL;
510 op->race = NULL;
511 op->slaying = NULL;
512 op->skill = NULL;
513 op->msg = NULL;
514 op->materialname = NULL;
515 op->lore = NULL;
516 clear_object(op);
517} 453}
518 454
519/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links. 456 * refcounts and freeing the links.
521 */ 457 */
458static void
522static void free_key_values(object * op) 459free_key_values (object *op)
523{ 460{
524 for (key_value *i = op->key_values; i != 0; ) 461 for (key_value *i = op->key_values; i != 0;)
525 { 462 {
526 key_value *next = i->next; 463 key_value *next = i->next;
527 delete i; 464 delete i;
465
528 i = next; 466 i = next;
529 } 467 }
530 468
531 op->key_values = 0; 469 op->key_values = 0;
532} 470}
533 471
534/* 472/*
535 * clear_object() frees everything allocated by an object, and also
536 * clears all variables and flags to default settings.
537 */
538
539void clear_object(object *op)
540{
541 op->clear ();
542
543 free_key_values (op);
544
545 /* the memset will clear all these values for us, but we need
546 * to reduce the refcount on them.
547 */
548 op->name = 0;
549 op->name_pl = 0;
550 op->title = 0;
551 op->race = 0;
552 op->slaying = 0;
553 op->skill = 0;
554 op->msg = 0;
555 op->lore = 0;
556 op->materialname = 0;
557
558 memset((void*)op, 0, sizeof (object_special));
559 /* Below here, we clear things that are not done by the memset,
560 * or set default values that are not zero.
561 */
562 /* This is more or less true */
563 SET_FLAG (op, FLAG_REMOVED);
564
565 op->contr = NULL;
566 op->below = NULL;
567 op->above = NULL;
568 op->inv = NULL;
569 op->container=NULL;
570 op->env=NULL;
571 op->more=NULL;
572 op->head=NULL;
573 op->map=NULL;
574 op->refcount=0;
575 op->active_next = NULL;
576 op->active_prev = NULL;
577 /* What is not cleared is next, prev, and count */
578
579 op->expmul=1.0;
580 op->face = blank_face;
581 op->attacked_by_count = (tag_t) -1;
582
583 if (settings.casting_time)
584 op->casting_time = -1;
585}
586
587/*
588 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
589 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
590 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
591 * 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,
592 * 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
593 * will point at garbage. 478 * will point at garbage.
594 */ 479 */
595 480void
596void copy_object(object *op2, object *op) 481object::copy_to (object *dst)
597{ 482{
598 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
599 485
600 op->clear (); 486 *(object_copy *)dst = *this;
601 487
602 free_key_values (op); 488 if (is_freed)
489 SET_FLAG (dst, FLAG_FREED);
603 490
604 *(object_special *)op = *(object_special *)op2; 491 if (is_removed)
605 op2->clone (op); 492 SET_FLAG (dst, FLAG_REMOVED);
606 493
607 if (is_freed) SET_FLAG(op,FLAG_FREED);
608 if (is_removed) SET_FLAG(op,FLAG_REMOVED);
609
610 if (op2->speed < 0) 494 if (speed < 0)
611 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
612 496
613 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
614 if (op2->key_values != NULL) { 498 if (key_values)
499 {
615 key_value *tail = NULL; 500 key_value *tail = 0;
616 key_value *i; 501 key_value *i;
617 502
618 op->key_values = NULL; 503 dst->key_values = 0;
619 504
620 for (i = op2->key_values; i != NULL; i = i->next) 505 for (i = key_values; i; i = i->next)
621 { 506 {
622 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
623 508
624 new_link->next = NULL; 509 new_link->next = 0;
625 new_link->key = i->key; 510 new_link->key = i->key;
626 new_link->value = i->value; 511 new_link->value = i->value;
627 512
628 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
629 if (op->key_values == NULL) 514 if (!dst->key_values)
630 { 515 {
631 op->key_values = new_link; 516 dst->key_values = new_link;
632 tail = new_link; 517 tail = new_link;
633 } 518 }
634 else 519 else
635 { 520 {
636 tail->next = new_link; 521 tail->next = new_link;
637 tail = new_link; 522 tail = new_link;
638 } 523 }
639 } 524 }
640 } 525 }
641 526
642 update_ob_speed (op); 527 update_ob_speed (dst);
643} 528}
644 529
645/*
646 * expand_objects() allocates more objects for the list of unused objects.
647 * It is called from get_object() if the unused list is empty.
648 */
649
650void expand_objects(void) {
651 int i;
652 object *obj;
653 obj = new object [OBJ_EXPAND];
654
655 free_objects=obj;
656 obj[0].prev=NULL;
657 obj[0].next= &obj[1],
658 SET_FLAG(&(obj[0]), FLAG_REMOVED);
659 SET_FLAG(&(obj[0]), FLAG_FREED);
660
661 for(i=1;i<OBJ_EXPAND-1;i++) {
662 obj[i].next= &obj[i+1],
663 obj[i].prev= &obj[i-1],
664 SET_FLAG(&(obj[i]), FLAG_REMOVED);
665 SET_FLAG(&(obj[i]), FLAG_FREED);
666 }
667 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
668 obj[OBJ_EXPAND-1].next=NULL,
669 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
670 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
671
672 nrofallocobjects += OBJ_EXPAND;
673 nroffreeobjects += OBJ_EXPAND;
674}
675
676/*
677 * get_object() grabs an object from the list of unused objects, makes
678 * sure it is initialised, and returns it.
679 * If there are no free objects, expand_objects() is called to get more.
680 */
681
682object *get_object(void)
683{
684 object *op; 530object *
685 531object::clone ()
686 if(free_objects==NULL) 532{
687 expand_objects(); 533 object *neu = create ();
688 534 copy_to (neu);
689 op = free_objects;
690
691 if (!QUERY_FLAG (op, FLAG_FREED))
692 LOG(llevError,"Fatal: Getting busy object.\n");
693
694 free_objects = op->next;
695
696 if (free_objects != NULL)
697 free_objects->prev = NULL;
698
699 op->count= ++ob_count;
700 op->name=NULL;
701 op->name_pl=NULL;
702 op->title=NULL;
703 op->race=NULL;
704 op->slaying=NULL;
705 op->skill = NULL;
706 op->lore=NULL;
707 op->msg=NULL;
708 op->materialname=NULL;
709 op->next=objects;
710 op->prev=NULL;
711 op->active_next = NULL;
712 op->active_prev = NULL;
713 if(objects!=NULL)
714 objects->prev=op;
715 objects=op;
716 clear_object(op);
717 SET_FLAG(op,FLAG_REMOVED);
718 nroffreeobjects--;
719 return op; 535 return neu;
720} 536}
721 537
722/* 538/*
723 * 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
724 * 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
725 * 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.
726 */ 542 */
727 543
544void
728void update_turn_face(object *op) { 545update_turn_face (object *op)
546{
729 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
730 return; 548 return;
731 SET_ANIMATION(op, op->direction); 549 SET_ANIMATION (op, op->direction);
732 update_object(op,UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
733} 551}
734 552
735/* 553/*
736 * 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
737 * 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.
738 * 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.
739 */ 557 */
740 558void
741void update_ob_speed(object *op) { 559update_ob_speed (object *op)
560{
742 extern int arch_init; 561 extern int arch_init;
743 562
744 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
745 * since they never really need to be updated. 564 * since they never really need to be updated.
746 */ 565 */
747 566
748 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 567 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
568 {
749 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);
750#ifdef MANY_CORES 570#ifdef MANY_CORES
751 abort(); 571 abort ();
752#else 572#else
753 op->speed = 0; 573 op->speed = 0;
754#endif 574#endif
755 } 575 }
576
756 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)
757 return; 584 return;
758 }
759 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
760 /* If already on active list, don't do anything */
761 if (op->active_next || op->active_prev || op==active_objects)
762 return;
763 585
764 /* process_events() expects us to insert the object at the beginning 586 /* process_events() expects us to insert the object at the beginning
765 * of the list. */ 587 * of the list. */
766 op->active_next = active_objects; 588 op->active_next = active_objects;
589
767 if (op->active_next!=NULL) 590 if (op->active_next != NULL)
768 op->active_next->active_prev = op; 591 op->active_next->active_prev = op;
592
769 active_objects = op; 593 active_objects = op;
594 }
595 else
770 } 596 {
771 else {
772 /* If not on the active list, nothing needs to be done */ 597 /* If not on the active list, nothing needs to be done */
773 if (!op->active_next && !op->active_prev && op!=active_objects) 598 if (!op->active_next && !op->active_prev && op != active_objects)
774 return; 599 return;
775 600
776 if (op->active_prev==NULL) { 601 if (op->active_prev == NULL)
602 {
777 active_objects = op->active_next; 603 active_objects = op->active_next;
604
778 if (op->active_next!=NULL) 605 if (op->active_next != NULL)
779 op->active_next->active_prev = NULL; 606 op->active_next->active_prev = NULL;
780 } 607 }
781 else { 608 else
609 {
782 op->active_prev->active_next = op->active_next; 610 op->active_prev->active_next = op->active_next;
611
783 if (op->active_next) 612 if (op->active_next)
784 op->active_next->active_prev = op->active_prev; 613 op->active_next->active_prev = op->active_prev;
785 } 614 }
615
786 op->active_next = NULL; 616 op->active_next = NULL;
787 op->active_prev = NULL; 617 op->active_prev = NULL;
788 } 618 }
789} 619}
790 620
791/* This function removes object 'op' from the list of active 621/* This function removes object 'op' from the list of active
792 * objects. 622 * objects.
794 * 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
795 * in play chewing up cpu time getting processed. 625 * in play chewing up cpu time getting processed.
796 * The reverse of this is to call update_ob_speed, which 626 * The reverse of this is to call update_ob_speed, which
797 * 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.
798 */ 628 */
629void
799void remove_from_active_list(object *op) 630remove_from_active_list (object *op)
800{ 631{
801 /* If not on the active list, nothing needs to be done */ 632 /* If not on the active list, nothing needs to be done */
802 if (!op->active_next && !op->active_prev && op!=active_objects) 633 if (!op->active_next && !op->active_prev && op != active_objects)
803 return; 634 return;
804 635
805 if (op->active_prev==NULL) { 636 if (op->active_prev == NULL)
637 {
806 active_objects = op->active_next; 638 active_objects = op->active_next;
807 if (op->active_next!=NULL) 639 if (op->active_next != NULL)
808 op->active_next->active_prev = NULL; 640 op->active_next->active_prev = NULL;
641 }
642 else
809 } 643 {
810 else {
811 op->active_prev->active_next = op->active_next; 644 op->active_prev->active_next = op->active_next;
812 if (op->active_next) 645 if (op->active_next)
813 op->active_next->active_prev = op->active_prev; 646 op->active_next->active_prev = op->active_prev;
814 } 647 }
815 op->active_next = NULL; 648 op->active_next = NULL;
816 op->active_prev = NULL; 649 op->active_prev = NULL;
817} 650}
818 651
819/* 652/*
820 * update_object() updates the array which represents the map. 653 * update_object() updates the the map.
821 * It takes into account invisible objects (and represent squares covered 654 * It takes into account invisible objects (and represent squares covered
822 * 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
823 * invisible object, etc...) 656 * invisible object, etc...)
824 * 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
825 * 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
826 * updating that window, though, since update_object() is called _often_) 659 * updating that window, though, since update_object() is called _often_)
827 * 660 *
828 * 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.
829 * For example, if the only thing that has changed is the face (due to
830 * an animation), we don't need to call update_position until that actually
831 * comes into view of a player. OTOH, many other things, like addition/removal
832 * of walls or living creatures may need us to update the flags now.
833 * current action are: 662 * current action are:
834 * UP_OBJ_INSERT: op was inserted 663 * UP_OBJ_INSERT: op was inserted
835 * UP_OBJ_REMOVE: op was removed 664 * UP_OBJ_REMOVE: op was removed
836 * 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
837 * 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.
838 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
839 */ 668 */
840 669void
841void update_object(object *op, int action) { 670update_object (object *op, int action)
842 int update_now=0, flags; 671{
843 MoveType move_on, move_off, move_block, move_slow; 672 MoveType move_on, move_off, move_block, move_slow;
844 673
845 if (op == NULL) { 674 if (op == NULL)
675 {
846 /* this should never happen */ 676 /* this should never happen */
847 LOG(llevDebug,"update_object() called for NULL object.\n"); 677 LOG (llevDebug, "update_object() called for NULL object.\n");
848 return; 678 return;
849 }
850 679 }
851 if(op->env!=NULL) { 680
681 if (op->env)
682 {
852 /* Animation is currently handled by client, so nothing 683 /* Animation is currently handled by client, so nothing
853 * to do in this case. 684 * to do in this case.
854 */ 685 */
855 return; 686 return;
856 } 687 }
857 688
858 /* 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
859 * going to get freed anyways. 690 * going to get freed anyways.
860 */ 691 */
861 if (!op->map || op->map->in_memory == MAP_SAVING) return; 692 if (!op->map || op->map->in_memory == MAP_SAVING)
862 693 return;
694
863 /* make sure the object is within map boundaries */ 695 /* make sure the object is within map boundaries */
864 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)
865 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 697 {
866 LOG(llevError,"update_object() called for object out of map!\n"); 698 LOG (llevError, "update_object() called for object out of map!\n");
867#ifdef MANY_CORES 699#ifdef MANY_CORES
868 abort(); 700 abort ();
869#endif 701#endif
870 return; 702 return;
871 }
872 703 }
873 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
874 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
875 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
876 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
877 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
878 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
879 704
705 mapspace &m = op->ms ();
706
707 if (m.flags_ & P_NEED_UPDATE)
708 /* nop */;
880 if (action == UP_OBJ_INSERT) { 709 else if (action == UP_OBJ_INSERT)
710 {
711 // this is likely overkill, TODO: revisit (schmorp)
881 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
882 update_now=1;
883
884 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 713 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
885 update_now=1; 714 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
886 715 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
716 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
887 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 717 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
888 update_now=1; 718 || (m.move_on | op->move_on ) != m.move_on
889
890 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
891 update_now=1;
892
893 if ((move_on | op->move_on) != move_on) update_now=1;
894 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
895 /* 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
896 * to have move_allow right now. 722 * to have move_allow right now.
897 */ 723 */
898 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 724 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
899 update_now=1; 725 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
900 if ((move_slow | op->move_slow) != move_slow) update_now=1; 726 m.flags_ = P_NEED_UPDATE;
901 } 727 }
902 /* if the object is being removed, we can't make intelligent 728 /* if the object is being removed, we can't make intelligent
903 * decisions, because remove_ob can't really pass the object 729 * decisions, because remove_ob can't really pass the object
904 * that is being removed. 730 * that is being removed.
905 */ 731 */
906 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
907 update_now=1; 733 m.flags_ = P_NEED_UPDATE;
908 } else if (action == UP_OBJ_FACE) { 734 else if (action == UP_OBJ_FACE)
909 /* Nothing to do for that case */ 735 /* Nothing to do for that case */ ;
910 }
911 else { 736 else
912 LOG(llevError,"update_object called with invalid action: %d\n", action); 737 LOG (llevError, "update_object called with invalid action: %d\n", action);
913 }
914 738
915 if (update_now) {
916 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
917 update_position(op->map, op->x, op->y);
918 }
919
920 if(op->more!=NULL) 739 if (op->more)
921 update_object(op->more, action); 740 update_object (op->more, action);
922} 741}
923 742
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}
924 792
925/* 793/*
926 * free_object() frees everything allocated by an object, removes 794 * free_object() frees everything allocated by an object, removes
927 * 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
928 * free objects. The IS_FREED() flag is set in the object. 796 * free objects. The IS_FREED() flag is set in the object.
929 * The object must have been removed by remove_ob() first for 797 * The object must have been removed by remove_ob() first for
930 * this function to succeed. 798 * this function to succeed.
931 * 799 *
932 * 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
933 * inventory to the ground. 801 * inventory to the ground.
934 */ 802 */
803void
804object::do_destroy ()
805{
806 attachable::do_destroy ();
935 807
936void free_object(object *ob) { 808 if (flag [FLAG_IS_LINKED])
937 free_object2(ob, 0); 809 remove_button_link (this);
938}
939void free_object2(object *ob, int free_inventory) {
940 object *tmp,*op;
941 810
942 ob->clear (); 811 if (flag [FLAG_FRIENDLY])
943
944 if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
945 LOG(llevDebug,"Free object called with non removed object\n");
946 dump_object(ob);
947#ifdef MANY_CORES
948 abort();
949#endif
950 }
951 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
952 LOG(llevMonster,"Warning: tried to free friendly object.\n");
953 remove_friendly_object(ob); 812 remove_friendly_object (this);
954 } 813
955 if(QUERY_FLAG(ob,FLAG_FREED)) { 814 if (!flag [FLAG_REMOVED])
956 dump_object(ob); 815 remove ();
957 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg); 816
817 if (flag [FLAG_FREED])
958 return; 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 ();
959 } 835 }
960 if(ob->more!=NULL) { 836
961 free_object2(ob->more, free_inventory); 837 map = freed_map;
962 ob->more=NULL; 838 x = 1;
839 y = 1;
963 } 840 }
964 if (ob->inv) { 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 */
865void
866object::destroy_inv (bool drop_to_ground)
867{
868 if (!inv)
869 return;
870
965 /* Only if the space blocks everything do we not process - 871 /* Only if the space blocks everything do we not process -
966 * if some form of movemnt is allowed, let objects 872 * if some form of movement is allowed, let objects
967 * drop on that space. 873 * drop on that space.
968 */ 874 */
969 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 875 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
970 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 876 {
877 while (inv)
971 { 878 {
972 op=ob->inv; 879 inv->destroy_inv (drop_to_ground);
973 while(op!=NULL) { 880 inv->destroy ();
974 tmp=op->below; 881 }
882 }
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 {
975 remove_ob(op); 897 op->remove ();
976 free_object2(op, free_inventory);
977 op=tmp; 898 op->x = x;
899 op->y = y;
900 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
978 } 901 }
979 } 902 }
980 else { /* Put objects in inventory onto this space */
981 op=ob->inv;
982 while(op!=NULL) {
983 tmp=op->below;
984 remove_ob(op);
985 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
986 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
987 free_object(op);
988 else {
989 op->x=ob->x;
990 op->y=ob->y;
991 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
992 }
993 op=tmp;
994 }
995 }
996 } 903 }
997 /* Remove object from the active list */
998 ob->speed = 0;
999 update_ob_speed(ob);
1000
1001 SET_FLAG(ob, FLAG_FREED);
1002 ob->count = 0;
1003
1004 /* Remove this object from the list of used objects */
1005 if(ob->prev==NULL) {
1006 objects=ob->next;
1007 if(objects!=NULL)
1008 objects->prev=NULL;
1009 }
1010 else {
1011 ob->prev->next=ob->next;
1012 if(ob->next!=NULL)
1013 ob->next->prev=ob->prev;
1014 }
1015
1016 ob->name = 0;
1017 ob->name_pl = 0;
1018 ob->title = 0;
1019 ob->race = 0;
1020 ob->slaying = 0;
1021 ob->skill = 0;
1022 ob->lore = 0;
1023 ob->msg = 0;
1024 ob->materialname = 0;
1025
1026 free_key_values (ob);
1027
1028 /* Now link it with the free_objects list: */
1029 ob->prev=NULL;
1030 ob->next=free_objects;
1031
1032 if(free_objects!=NULL)
1033 free_objects->prev=ob;
1034
1035 free_objects=ob;
1036 nroffreeobjects++;
1037} 904}
1038 905
1039/* 906void
1040 * count_free() returns the number of objects on the list of free objects. 907object::destroy (bool destroy_inventory)
1041 */
1042
1043int count_free ()
1044{ 908{
1045 int i=0; 909 if (destroyed ())
1046 object *tmp=free_objects;
1047 while(tmp!=NULL)
1048 tmp=tmp->next, i++;
1049 return i; 910 return;
1050}
1051 911
1052/* 912 if (more)
1053 * count_used() returns the number of objects on the list of used objects. 913 {
1054 */ 914 //TODO: non-head objects must not have inventory
915 more->destroy (destroy_inventory);
916 more = 0;
917 }
1055 918
1056int count_used() 919 if (destroy_inventory)
1057{ 920 destroy_inv (true);
1058 int i=0;
1059 object *tmp=objects;
1060 while(tmp!=NULL)
1061 tmp=tmp->next, i++;
1062 return i;
1063}
1064 921
1065/* 922 attachable::destroy ();
1066 * count_active() returns the number of objects on the list of active objects.
1067 */
1068
1069int count_active()
1070{
1071 int i=0;
1072 object *tmp=active_objects;
1073 while(tmp!=NULL)
1074 tmp=tmp->active_next, i++;
1075 return i;
1076} 923}
1077 924
1078/* 925/*
1079 * sub_weight() recursively (outwards) subtracts a number from the 926 * sub_weight() recursively (outwards) subtracts a number from the
1080 * 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)).
1081 */ 928 */
1082 929void
1083void sub_weight (object *op, signed long weight) { 930sub_weight (object *op, signed long weight)
931{
1084 while (op != NULL) { 932 while (op != NULL)
933 {
1085 if (op->type == CONTAINER) { 934 if (op->type == CONTAINER)
1086 weight=(signed long)(weight*(100-op->stats.Str)/100); 935 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1087 } 936
1088 op->carrying-=weight; 937 op->carrying -= weight;
1089 op = op->env; 938 op = op->env;
1090 } 939 }
1091} 940}
1092 941
1093/* remove_ob(op): 942/* op->remove ():
1094 * 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
1095 * 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
1096 * object will have no environment. If the object previously had an 945 * object will have no environment. If the object previously had an
1097 * environment, the x and y coordinates will be updated to 946 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 947 * the previous environment.
1099 * Beware: This function is called from the editor as well! 948 * Beware: This function is called from the editor as well!
1100 */ 949 */
1101 950void
1102void remove_ob(object *op) { 951object::remove ()
952{
1103 object *tmp,*last=NULL; 953 object *tmp, *last = 0;
1104 object *otmp; 954 object *otmp;
1105 tag_t tag;
1106 int check_walk_off;
1107 mapstruct *m;
1108 sint16 x,y;
1109
1110 955
1111 if(QUERY_FLAG(op,FLAG_REMOVED)) { 956 if (QUERY_FLAG (this, FLAG_REMOVED))
1112 dump_object(op); 957 return;
1113 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1114 958
1115 /* Changed it to always dump core in this case. As has been learned
1116 * in the past, trying to recover from errors almost always
1117 * make things worse, and this is a real error here - something
1118 * that should not happen.
1119 * Yes, if this was a mission critical app, trying to do something
1120 * to recover may make sense, but that is because failure of the app
1121 * may have other disastrous problems. Cf runs out of a script
1122 * so is easily enough restarted without any real problems.
1123 * MSW 2001-07-01
1124 */
1125 abort();
1126 }
1127 if(op->more!=NULL)
1128 remove_ob(op->more);
1129
1130 SET_FLAG(op, FLAG_REMOVED); 959 SET_FLAG (this, FLAG_REMOVED);
960 INVOKE_OBJECT (REMOVE, this);
1131 961
962 if (more)
963 more->remove ();
964
1132 /* 965 /*
1133 * In this case, the object to be removed is in someones 966 * In this case, the object to be removed is in someones
1134 * inventory. 967 * inventory.
1135 */ 968 */
1136 if(op->env!=NULL) { 969 if (env)
970 {
1137 if(op->nrof) 971 if (nrof)
1138 sub_weight(op->env, op->weight*op->nrof); 972 sub_weight (env, weight * nrof);
1139 else 973 else
1140 sub_weight(op->env, op->weight+op->carrying); 974 sub_weight (env, weight + carrying);
1141 975
1142 /* 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
1143 * made to players inventory. If set, avoiding the call 977 * made to players inventory. If set, avoiding the call
1144 * to save cpu time. 978 * to save cpu time.
1145 */ 979 */
1146 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1147 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 981 otmp->update_stats ();
1148 fix_player(otmp);
1149 982
1150 if(op->above!=NULL) 983 if (above != NULL)
1151 op->above->below=op->below; 984 above->below = below;
1152 else 985 else
1153 op->env->inv=op->below; 986 env->inv = below;
1154 987
1155 if(op->below!=NULL) 988 if (below != NULL)
1156 op->below->above=op->above; 989 below->above = above;
1157 990
1158 /* we set up values so that it could be inserted into 991 /* we set up values so that it could be inserted into
1159 * 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
1160 * 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
1161 */ 1020 */
1162 op->x=op->env->x,op->y=op->env->y; 1021 if (GET_MAP_OB (map, x, y) != this)
1163 op->map=op->env->map; 1022 {
1164 op->above=NULL,op->below=NULL; 1023 char *dump = dump_object (this);
1165 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).bot = above; /* goes on above it. */
1033 }
1034
1035 above = 0;
1036 below = 0;
1037
1038 if (map->in_memory == MAP_SAVING)
1166 return; 1039 return;
1167 }
1168 1040
1169 /* If we get here, we are removing it from a map */ 1041 int check_walk_off = !flag [FLAG_NO_APPLY];
1170 if (op->map == NULL) return;
1171 1042
1172 x = op->x; 1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1173 y = op->y; 1044 {
1174 m = get_map_from_coord(op->map, &x, &y); 1045 /* No point updating the players look faces if he is the object
1175 1046 * being removed.
1176 if (!m) {
1177 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1178 op->map->path, op->x, op->y);
1179 /* in old days, we used to set x and y to 0 and continue.
1180 * it seems if we get into this case, something is probablye
1181 * screwed up and should be fixed.
1182 */ 1047 */
1183 abort();
1184 }
1185 if (op->map != m) {
1186 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1187 op->map->path, m->path, op->x, op->y, x, y);
1188 }
1189 1048
1190 /* Re did the following section of code - it looks like it had 1049 if (tmp->type == PLAYER && tmp != this)
1191 * lots of logic for things we no longer care about 1050 {
1192 */ 1051 /* If a container that the player is currently using somehow gets
1193 1052 * removed (most likely destroyed), update the player view
1194 /* link the object above us */ 1053 * appropriately.
1195 if (op->above)
1196 op->above->below=op->below;
1197 else
1198 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1199
1200 /* Relink the object below us, if there is one */
1201 if(op->below) {
1202 op->below->above=op->above;
1203 } else {
1204 /* Nothing below, which means we need to relink map object for this space
1205 * use translated coordinates in case some oddness with map tiling is
1206 * evident
1207 */ 1054 */
1208 if(GET_MAP_OB(m,x,y)!=op) { 1055 if (tmp->container == this)
1209 dump_object(op); 1056 {
1210 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;
1211 dump_object(GET_MAP_OB(m,x,y)); 1058 tmp->container = 0;
1212 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;
1213 } 1082 }
1214 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1215 }
1216 op->above=NULL;
1217 op->below=NULL;
1218 1083
1219 if (op->map->in_memory == MAP_SAVING)
1220 return;
1221
1222 tag = op->count;
1223 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1224 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1225 /* No point updating the players look faces if he is the object
1226 * being removed.
1227 */
1228
1229 if(tmp->type==PLAYER && tmp!=op) {
1230 /* If a container that the player is currently using somehow gets
1231 * removed (most likely destroyed), update the player view
1232 * appropriately.
1233 */
1234 if (tmp->container==op) {
1235 CLEAR_FLAG(op, FLAG_APPLIED);
1236 tmp->container=NULL;
1237 }
1238 tmp->contr->socket.update_look=1;
1239 }
1240 /* See if player moving off should effect something */
1241 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1242 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1243
1244 move_apply(tmp, op, NULL);
1245 if (was_destroyed (op, tag)) {
1246 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1247 "leaving object\n", &tmp->name, &tmp->arch->name);
1248 }
1249 }
1250
1251 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1252
1253 if(tmp->above == tmp)
1254 tmp->above = NULL;
1255 last=tmp;
1256 }
1257 /* last == NULL of there are no objects on this space */ 1084 /* last == NULL of there are no objects on this space */
1258 if (last==NULL) { 1085 if (!last)
1259 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1086 map->at (x, y).flags_ = P_NEED_UPDATE;
1260 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1261 * those out anyways, and if there are any flags set right now, they won't
1262 * be correct anyways.
1263 */
1264 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1265 update_position(op->map, op->x, op->y);
1266 }
1267 else 1087 else
1268 update_object(last, UP_OBJ_REMOVE); 1088 update_object (last, UP_OBJ_REMOVE);
1269 1089
1270 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1271 update_all_los(op->map, op->x, op->y); 1091 update_all_los (map, x, y);
1272 1092 }
1273} 1093}
1274 1094
1275/* 1095/*
1276 * merge_ob(op,top): 1096 * merge_ob(op,top):
1277 * 1097 *
1278 * This function goes through all objects below and including top, and 1098 * This function goes through all objects below and including top, and
1279 * merges op to the first matching object. 1099 * merges op to the first matching object.
1280 * If top is NULL, it is calculated. 1100 * If top is NULL, it is calculated.
1281 * 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
1282 */ 1102 */
1283 1103object *
1284object *merge_ob(object *op, object *top) { 1104merge_ob (object *op, object *top)
1105{
1285 if(!op->nrof) 1106 if (!op->nrof)
1286 return 0; 1107 return 0;
1287 if(top==NULL) 1108
1109 if (top)
1288 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1110 for (top = op; top && top->above; top = top->above)
1111 ;
1112
1289 for(;top!=NULL;top=top->below) { 1113 for (; top; top = top->below)
1114 {
1290 if(top==op) 1115 if (top == op)
1291 continue; 1116 continue;
1292 if (CAN_MERGE(op,top)) 1117
1293 { 1118 if (object::can_merge (op, top))
1119 {
1294 top->nrof+=op->nrof; 1120 top->nrof += op->nrof;
1121
1295/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1122/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1296 op->weight = 0; /* Don't want any adjustements now */ 1123 op->weight = 0; /* Don't want any adjustements now */
1297 remove_ob(op); 1124 op->destroy ();
1298 free_object(op);
1299 return top; 1125 return top;
1300 } 1126 }
1301 } 1127 }
1128
1302 return NULL; 1129 return 0;
1303} 1130}
1304 1131
1305/* 1132/*
1306 * 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
1307 * job preparing multi-part monsters 1134 * job preparing multi-part monsters
1308 */ 1135 */
1136object *
1309object *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{
1310 object* tmp; 1139 object *tmp;
1140
1311 if (op->head) 1141 if (op->head)
1312 op=op->head; 1142 op = op->head;
1143
1313 for (tmp=op;tmp;tmp=tmp->more){ 1144 for (tmp = op; tmp; tmp = tmp->more)
1145 {
1314 tmp->x=x+tmp->arch->clone.x; 1146 tmp->x = x + tmp->arch->clone.x;
1315 tmp->y=y+tmp->arch->clone.y; 1147 tmp->y = y + tmp->arch->clone.y;
1316 } 1148 }
1149
1317 return insert_ob_in_map (op, m, originator, flag); 1150 return insert_ob_in_map (op, m, originator, flag);
1318} 1151}
1319 1152
1320/* 1153/*
1321 * insert_ob_in_map (op, map, originator, flag): 1154 * insert_ob_in_map (op, map, originator, flag):
1322 * This function inserts the object in the two-way linked list 1155 * This function inserts the object in the two-way linked list
1335 * Return value: 1168 * Return value:
1336 * new object if 'op' was merged with other object 1169 * new object if 'op' was merged with other object
1337 * NULL if 'op' was destroyed 1170 * NULL if 'op' was destroyed
1338 * just 'op' otherwise 1171 * just 'op' otherwise
1339 */ 1172 */
1340 1173object *
1341object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1342{ 1175{
1343 object *tmp, *top, *floor=NULL; 1176 object *tmp, *top, *floor = NULL;
1344 sint16 x,y; 1177 sint16 x, y;
1345 1178
1346 if (QUERY_FLAG (op, FLAG_FREED)) { 1179 if (QUERY_FLAG (op, FLAG_FREED))
1180 {
1347 LOG (llevError, "Trying to insert freed object!\n"); 1181 LOG (llevError, "Trying to insert freed object!\n");
1348 return NULL; 1182 return NULL;
1183 }
1184
1185 if (m == NULL)
1349 } 1186 {
1350 if(m==NULL) {
1351 dump_object(op); 1187 char *dump = dump_object (op);
1352 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);
1353 return op; 1190 return op;
1354 } 1191 }
1192
1355 if(out_of_map(m,op->x,op->y)) { 1193 if (out_of_map (m, op->x, op->y))
1194 {
1356 dump_object(op); 1195 char *dump = dump_object (op);
1357 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);
1358#ifdef MANY_CORES 1197#ifdef MANY_CORES
1359 /* 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
1360 * 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
1361 * improperly inserted. 1200 * improperly inserted.
1362 */ 1201 */
1363 abort(); 1202 abort ();
1364#endif 1203#endif
1204 free (dump);
1365 return op; 1205 return op;
1366 } 1206 }
1207
1367 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1208 if (!QUERY_FLAG (op, FLAG_REMOVED))
1209 {
1368 dump_object(op); 1210 char *dump = dump_object (op);
1369 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);
1370 return op; 1213 return op;
1214 }
1215
1216 if (op->more)
1371 } 1217 {
1372 if(op->more!=NULL) {
1373 /* The part may be on a different map. */ 1218 /* The part may be on a different map. */
1374 1219
1375 object *more = op->more; 1220 object *more = op->more;
1376 1221
1377 /* We really need the caller to normalize coordinates - if 1222 /* We really need the caller to normalize coordinates - if
1378 * 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
1379 * 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
1380 * is clear wrong do we normalize it. 1225 * is clear wrong do we normalize it.
1381 */ 1226 */
1382 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1227 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1383 more->map = get_map_from_coord(m, &more->x, &more->y); 1228 more->map = get_map_from_coord (m, &more->x, &more->y);
1384 } else if (!more->map) { 1229 else if (!more->map)
1230 {
1385 /* For backwards compatibility - when not dealing with tiled maps, 1231 /* For backwards compatibility - when not dealing with tiled maps,
1386 * more->map should always point to the parent. 1232 * more->map should always point to the parent.
1387 */ 1233 */
1388 more->map = m; 1234 more->map = m;
1389 } 1235 }
1390 1236
1391 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1237 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1238 {
1392 if ( ! op->head) 1239 if (!op->head)
1393 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
1394 return NULL; 1242 return 0;
1395 } 1243 }
1396 } 1244 }
1245
1397 CLEAR_FLAG(op,FLAG_REMOVED); 1246 CLEAR_FLAG (op, FLAG_REMOVED);
1398 1247
1399 /* Ideally, the caller figures this out. However, it complicates a lot 1248 /* Ideally, the caller figures this out. However, it complicates a lot
1400 * 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
1401 * need extra work 1250 * need extra work
1402 */ 1251 */
1403 op->map=get_map_from_coord(m, &op->x, &op->y); 1252 op->map = get_map_from_coord (m, &op->x, &op->y);
1404 x = op->x; 1253 x = op->x;
1405 y = op->y; 1254 y = op->y;
1406 1255
1407 /* this has to be done after we translate the coordinates. 1256 /* this has to be done after we translate the coordinates.
1408 */ 1257 */
1409 if(op->nrof && !(flag & INS_NO_MERGE)) { 1258 if (op->nrof && !(flag & INS_NO_MERGE))
1410 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)
1411 if (CAN_MERGE(op,tmp)) { 1260 if (object::can_merge (op, tmp))
1261 {
1412 op->nrof+=tmp->nrof; 1262 op->nrof += tmp->nrof;
1413 remove_ob(tmp); 1263 tmp->destroy ();
1414 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 ().bot = 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;
1415 } 1325 }
1416 }
1417 1326
1418 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 */
1419 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1328 top = last;
1420 if (!QUERY_FLAG(op, FLAG_ALIVE))
1421 CLEAR_FLAG(op, FLAG_NO_STEAL);
1422 1329
1423 if (flag & INS_BELOW_ORIGINATOR) { 1330 /* We let update_position deal with figuring out what the space
1424 if (originator->map != op->map || originator->x != op->x || 1331 * looks like instead of lots of conditions here.
1425 originator->y != op->y) { 1332 * makes things faster, and effectively the same result.
1426 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1333 */
1427 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 ().bot = op;
1428 } 1376 }
1429 op->above = originator;
1430 op->below = originator->below;
1431 if (op->below) op->below->above = op;
1432 else SET_MAP_OB(op->map, op->x, op->y, op);
1433 /* since *below* originator, no need to update top */
1434 originator->below = op;
1435 } else { 1377 else
1436 /* If there are other objects, then */
1437 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1438 object *last=NULL;
1439 /*
1440 * If there are multiple objects on this space, we do some trickier handling.
1441 * We've already dealt with merging if appropriate.
1442 * Generally, we want to put the new object on top. But if
1443 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1444 * floor, we want to insert above that and no further.
1445 * Also, if there are spell objects on this space, we stop processing
1446 * once we get to them. This reduces the need to traverse over all of
1447 * them when adding another one - this saves quite a bit of cpu time
1448 * when lots of spells are cast in one area. Currently, it is presumed
1449 * that flying non pickable objects are spell objects.
1450 */
1451
1452 while (top != NULL) {
1453 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1454 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1455 if (QUERY_FLAG(top, FLAG_NO_PICK)
1456 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1457 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1458 {
1459 /* We insert above top, so we want this object below this */
1460 top=top->below;
1461 break;
1462 }
1463 last = top;
1464 top = top->above;
1465 }
1466 /* Don't want top to be NULL, so set it to the last valid object */
1467 top = last;
1468
1469 /* We let update_position deal with figuring out what the space
1470 * looks like instead of lots of conditions here.
1471 * makes things faster, and effectively the same result.
1472 */
1473
1474 /* Have object 'fall below' other objects that block view.
1475 * Unless those objects are exits, type 66
1476 * If INS_ON_TOP is used, don't do this processing
1477 * Need to find the object that in fact blocks view, otherwise
1478 * stacking is a bit odd.
1479 */
1480 if (!(flag & INS_ON_TOP) &&
1481 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1482 (op->face && !op->face->visibility)) {
1483 for (last=top; last != floor; last=last->below)
1484 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1485 /* Check to see if we found the object that blocks view,
1486 * and make sure we have a below pointer for it so that
1487 * we can get inserted below this one, which requires we
1488 * set top to the object below us.
1489 */
1490 if (last && last->below && last != floor) top=last->below;
1491 }
1492 } /* If objects on this space */
1493 if (flag & INS_MAP_LOAD)
1494 top = GET_MAP_TOP(op->map,op->x,op->y);
1495 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1496
1497 /* Top is the object that our object (op) is going to get inserted above.
1498 */
1499
1500 /* First object on this space */
1501 if (!top) {
1502 op->above = GET_MAP_OB(op->map, op->x, op->y);
1503 if (op->above) op->above->below = op;
1504 op->below = NULL;
1505 SET_MAP_OB(op->map, op->x, op->y, op);
1506 } else { /* get inserted into the stack above top */ 1378 { /* get inserted into the stack above top */
1507 op->above = top->above; 1379 op->above = top->above;
1380
1381 if (op->above)
1508 if (op->above) op->above->below = op; 1382 op->above->below = op;
1383
1509 op->below = top; 1384 op->below = top;
1510 top->above = op; 1385 top->above = op;
1511 } 1386 }
1387
1512 if (op->above==NULL) 1388 if (op->above == NULL)
1513 SET_MAP_TOP(op->map,op->x, op->y, op); 1389 op->ms ().top = op;
1514 } /* else not INS_BELOW_ORIGINATOR */ 1390 } /* else not INS_BELOW_ORIGINATOR */
1515 1391
1516 if(op->type==PLAYER) 1392 if (op->type == PLAYER)
1517 op->contr->do_los=1; 1393 op->contr->do_los = 1;
1518 1394
1519 /* 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
1520 * it, so save a few ticks and start from there. 1396 * it, so save a few ticks and start from there.
1521 */ 1397 */
1522 if (!(flag & INS_MAP_LOAD)) 1398 if (!(flag & INS_MAP_LOAD))
1523 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 ())
1524 if (tmp->type == PLAYER) 1400 if (pl->contr->ns)
1525 tmp->contr->socket.update_look=1; 1401 pl->contr->ns->floorbox_update ();
1526 }
1527 1402
1528 /* If this object glows, it may affect lighting conditions that are 1403 /* If this object glows, it may affect lighting conditions that are
1529 * 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
1530 * 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
1531 * on the map will get recalculated. The players could very well 1406 * on the map will get recalculated. The players could very well
1532 * 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 -
1533 * this should get redone to only look for players within range, 1408 * this should get redone to only look for players within range,
1534 * 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
1535 * of effect may be sufficient. 1410 * of effect may be sufficient.
1536 */ 1411 */
1537 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1412 if (op->map->darkness && (op->glow_radius != 0))
1538 update_all_los(op->map, op->x, op->y); 1413 update_all_los (op->map, op->x, op->y);
1539 1414
1540
1541 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1415 /* updates flags (blocked, alive, no magic, etc) for this map space */
1542 update_object(op,UP_OBJ_INSERT); 1416 update_object (op, UP_OBJ_INSERT);
1543 1417
1418 INVOKE_OBJECT (INSERT, op);
1544 1419
1545 /* 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,
1546 * we want to have update_look set above before calling this. 1421 * we want to have floorbox_update called before calling this.
1547 * 1422 *
1548 * check_move_on() must be after this because code called from 1423 * check_move_on() must be after this because code called from
1549 * check_move_on() depends on correct map flags (so functions like 1424 * check_move_on() depends on correct map flags (so functions like
1550 * blocked() and wall() work properly), and these flags are updated by 1425 * blocked() and wall() work properly), and these flags are updated by
1551 * update_object(). 1426 * update_object().
1552 */ 1427 */
1553 1428
1554 /* 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 */
1555
1556 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1430 if (!(flag & INS_NO_WALK_ON) && !op->head)
1431 {
1557 if (check_move_on(op, originator)) 1432 if (check_move_on (op, originator))
1558 return NULL; 1433 return 0;
1559 1434
1560 /* 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
1561 * walk on's. 1436 * walk on's.
1562 */ 1437 */
1563 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1438 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1564 if (check_move_on (tmp, originator)) 1439 if (check_move_on (tmp, originator))
1565 return NULL; 1440 return 0;
1566 } 1441 }
1442
1567 return op; 1443 return op;
1568} 1444}
1569 1445
1570/* this function inserts an object in the map, but if it 1446/* this function inserts an object in the map, but if it
1571 * 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.
1572 * 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.
1573 */ 1449 */
1450void
1574void replace_insert_ob_in_map(const char *arch_string, object *op) { 1451replace_insert_ob_in_map (const char *arch_string, object *op)
1575 object *tmp; 1452{
1576 object *tmp1; 1453 object *tmp, *tmp1;
1577 1454
1578 /* first search for itself and remove any old instances */ 1455 /* first search for itself and remove any old instances */
1579 1456
1580 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)
1581 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1582 remove_ob(tmp); 1459 tmp->destroy ();
1583 free_object(tmp);
1584 }
1585 }
1586 1460
1587 tmp1=arch_to_object(find_archetype(arch_string)); 1461 tmp1 = arch_to_object (archetype::find (arch_string));
1588 1462
1589 1463 tmp1->x = op->x;
1590 tmp1->x = op->x; tmp1->y = op->y; 1464 tmp1->y = op->y;
1591 insert_ob_in_map(tmp1,op->map,op,0); 1465 insert_ob_in_map (tmp1, op->map, op, 0);
1592} 1466}
1593 1467
1594/* 1468/*
1595 * 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
1596 * is returned contains nr objects, and the remaining parts contains 1470 * is returned contains nr objects, and the remaining parts contains
1597 * 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).
1598 * On failure, NULL is returned, and the reason put into the 1472 * On failure, NULL is returned, and the reason put into the
1599 * global static errmsg array. 1473 * global static errmsg array.
1600 */ 1474 */
1601 1475
1476object *
1602object *get_split_ob(object *orig_ob, uint32 nr) { 1477get_split_ob (object *orig_ob, uint32 nr)
1478{
1603 object *newob; 1479 object *newob;
1604 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1605 1481
1606 if(orig_ob->nrof<nr) { 1482 if (orig_ob->nrof < nr)
1607 sprintf(errmsg,"There are only %d %ss.", 1483 {
1608 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);
1609 return NULL; 1485 return NULL;
1610 } 1486 }
1487
1611 newob = object_create_clone(orig_ob); 1488 newob = object_create_clone (orig_ob);
1489
1612 if((orig_ob->nrof-=nr)<1) { 1490 if ((orig_ob->nrof -= nr) < 1)
1613 if ( ! is_removed) 1491 orig_ob->destroy (1);
1614 remove_ob(orig_ob);
1615 free_object2(orig_ob, 1);
1616 }
1617 else if ( ! is_removed) { 1492 else if (!is_removed)
1493 {
1618 if(orig_ob->env!=NULL) 1494 if (orig_ob->env != NULL)
1619 sub_weight (orig_ob->env,orig_ob->weight*nr); 1495 sub_weight (orig_ob->env, orig_ob->weight * nr);
1620 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 {
1621 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.");
1622 LOG(llevDebug,
1623 "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");
1624 return NULL; 1500 return NULL;
1625 } 1501 }
1626 } 1502 }
1503
1627 newob->nrof=nr; 1504 newob->nrof = nr;
1628 1505
1629 return newob; 1506 return newob;
1630} 1507}
1631 1508
1632/* 1509/*
1633 * decrease_ob_nr(object, number) decreases a specified number from 1510 * decrease_ob_nr(object, number) decreases a specified number from
1634 * 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
1635 * is subsequently removed and freed. 1512 * is subsequently removed and freed.
1636 * 1513 *
1637 * 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
1638 */ 1515 */
1639 1516
1517object *
1640object *decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1641{ 1519{
1642 object *tmp; 1520 object *tmp;
1643 player *pl;
1644 1521
1645 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1646 return op; 1523 return op;
1647 1524
1648 if (i > op->nrof) 1525 if (i > op->nrof)
1649 i = op->nrof; 1526 i = op->nrof;
1650 1527
1651 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 }
1652 { 1564 }
1565 else
1566 {
1567 object *above = op->above;
1568
1569 if (i < op->nrof)
1653 op->nrof -= i; 1570 op->nrof -= i;
1654 } 1571 else
1655 else if (op->env != NULL)
1656 {
1657 /* is this object in the players inventory, or sub container
1658 * therein?
1659 */ 1572 {
1660 tmp = is_player_inv (op->env); 1573 op->remove ();
1661 /* nope. Is this a container the player has opened? 1574 op->nrof = 0;
1662 * If so, set tmp to that player.
1663 * IMO, searching through all the players will mostly
1664 * likely be quicker than following op->env to the map,
1665 * and then searching the map for a player.
1666 */
1667 if (!tmp) {
1668 for (pl=first_player; pl; pl=pl->next)
1669 if (pl->ob->container == op->env) break;
1670 if (pl) tmp=pl->ob;
1671 else tmp=NULL;
1672 } 1575 }
1673 1576
1674 if (i < op->nrof) {
1675 sub_weight (op->env, op->weight * i);
1676 op->nrof -= i;
1677 if (tmp) {
1678 esrv_send_item(tmp, op);
1679 }
1680 } else {
1681 remove_ob (op);
1682 op->nrof = 0;
1683 if (tmp) {
1684 esrv_del_item(tmp->contr, op->count);
1685 }
1686 }
1687 }
1688 else
1689 {
1690 object *above = op->above;
1691
1692 if (i < op->nrof) {
1693 op->nrof -= i;
1694 } else {
1695 remove_ob (op);
1696 op->nrof = 0;
1697 }
1698 /* Since we just removed op, op->above is null */ 1577 /* Since we just removed op, op->above is null */
1699 for (tmp = above; tmp != NULL; tmp = tmp->above) 1578 for (tmp = above; tmp; tmp = tmp->above)
1700 if (tmp->type == PLAYER) { 1579 if (tmp->type == PLAYER)
1580 {
1701 if (op->nrof) 1581 if (op->nrof)
1702 esrv_send_item(tmp, op); 1582 esrv_send_item (tmp, op);
1703 else 1583 else
1704 esrv_del_item(tmp->contr, op->count); 1584 esrv_del_item (tmp->contr, op->count);
1705 } 1585 }
1706 } 1586 }
1707 1587
1708 if (op->nrof) { 1588 if (op->nrof)
1709 return op; 1589 return op;
1710 } else { 1590 else
1711 free_object (op); 1591 {
1592 op->destroy ();
1712 return NULL; 1593 return 0;
1713 } 1594 }
1714} 1595}
1715 1596
1716/* 1597/*
1717 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1718 * and also updates how much the environment(s) is/are carrying. 1599 * and also updates how much the environment(s) is/are carrying.
1719 */ 1600 */
1720 1601
1602void
1721void add_weight (object *op, signed long weight) { 1603add_weight (object *op, signed long weight)
1604{
1722 while (op!=NULL) { 1605 while (op != NULL)
1606 {
1723 if (op->type == CONTAINER) { 1607 if (op->type == CONTAINER)
1724 weight=(signed long)(weight*(100-op->stats.Str)/100); 1608 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1725 } 1609
1726 op->carrying+=weight; 1610 op->carrying += weight;
1727 op=op->env; 1611 op = op->env;
1728 } 1612 }
1729} 1613}
1730 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
1731/* 1635/*
1732 * insert_ob_in_ob(op,environment): 1636 * env->insert (op)
1733 * This function inserts the object op in the linked list 1637 * This function inserts the object op in the linked list
1734 * inside the object environment. 1638 * inside the object environment.
1735 * 1639 *
1736 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1737 * the inventory at the last position or next to other objects of the same
1738 * type.
1739 * Frank: Now sorted by type, archetype and magic!
1740 *
1741 * 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
1742 * be != op, if items are merged. -Tero 1641 * be != op, if items are merged. -Tero
1743 */ 1642 */
1744 1643
1745object *insert_ob_in_ob(object *op,object *where) { 1644object *
1645object::insert (object *op)
1646{
1746 object *tmp, *otmp; 1647 object *tmp, *otmp;
1747 1648
1748 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1749 dump_object(op); 1650 op->remove ();
1750 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1651
1751 return op;
1752 }
1753 if(where==NULL) {
1754 dump_object(op);
1755 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1756 return op;
1757 }
1758 if (where->head) {
1759 LOG(llevDebug,
1760 "Warning: Tried to insert object wrong part of multipart object.\n");
1761 where = where->head;
1762 }
1763 if (op->more) { 1652 if (op->more)
1653 {
1764 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);
1765 &op->name, op->count);
1766 return op; 1655 return op;
1767 } 1656 }
1657
1768 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1769 CLEAR_FLAG(op, FLAG_REMOVED); 1659 CLEAR_FLAG (op, FLAG_REMOVED);
1770 if(op->nrof) { 1660 if (op->nrof)
1661 {
1771 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1662 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1772 if ( CAN_MERGE(tmp,op) ) { 1663 if (object::can_merge (tmp, op))
1664 {
1773 /* return the original object and remove inserted object 1665 /* return the original object and remove inserted object
1774 (client needs the original object) */ 1666 (client needs the original object) */
1775 tmp->nrof += op->nrof; 1667 tmp->nrof += op->nrof;
1776 /* Weight handling gets pretty funky. Since we are adding to 1668 /* Weight handling gets pretty funky. Since we are adding to
1777 * tmp->nrof, we need to increase the weight. 1669 * tmp->nrof, we need to increase the weight.
1778 */ 1670 */
1779 add_weight (where, op->weight*op->nrof); 1671 add_weight (this, op->weight * op->nrof);
1780 SET_FLAG(op, FLAG_REMOVED); 1672 SET_FLAG (op, FLAG_REMOVED);
1781 free_object(op); /* free the inserted object */ 1673 op->destroy (); /* free the inserted object */
1782 op = tmp; 1674 op = tmp;
1783 remove_ob (op); /* and fix old object's links */ 1675 op->remove (); /* and fix old object's links */
1784 CLEAR_FLAG(op, FLAG_REMOVED); 1676 CLEAR_FLAG (op, FLAG_REMOVED);
1785 break; 1677 break;
1786 } 1678 }
1787 1679
1788 /* I assume combined objects have no inventory 1680 /* I assume combined objects have no inventory
1789 * We add the weight - this object could have just been removed 1681 * We add the weight - this object could have just been removed
1790 * (if it was possible to merge). calling remove_ob will subtract 1682 * (if it was possible to merge). calling remove_ob will subtract
1791 * 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
1792 * the linking below 1684 * the linking below
1793 */ 1685 */
1794 add_weight (where, op->weight*op->nrof); 1686 add_weight (this, op->weight * op->nrof);
1687 }
1795 } else 1688 else
1796 add_weight (where, (op->weight+op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1797 1690
1798 otmp=is_player_inv(where); 1691 otmp = this->in_player ();
1799 if (otmp&&otmp->contr!=NULL) { 1692 if (otmp && otmp->contr)
1800 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1801 fix_player(otmp); 1694 otmp->update_stats ();
1802 }
1803 1695
1804 op->map=NULL; 1696 op->map = 0;
1805 op->env=where; 1697 op->env = this;
1806 op->above=NULL; 1698 op->above = 0;
1807 op->below=NULL; 1699 op->below = 0;
1808 op->x=0,op->y=0; 1700 op->x = 0, op->y = 0;
1809 1701
1810 /* 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 */
1811 if((op->glow_radius!=0)&&where->map) 1703 if ((op->glow_radius != 0) && map)
1812 { 1704 {
1813#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1814 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);
1815 op->name);
1816#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1817 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1708 if (map->darkness)
1709 update_all_los (map, x, y);
1818 } 1710 }
1819 1711
1820 /* 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.
1821 * It sure simplifies this function... 1713 * It sure simplifies this function...
1822 */ 1714 */
1823 if (where->inv==NULL) 1715 if (!inv)
1824 where->inv=op; 1716 inv = op;
1825 else { 1717 else
1718 {
1826 op->below = where->inv; 1719 op->below = inv;
1827 op->below->above = op; 1720 op->below->above = op;
1828 where->inv = op; 1721 inv = op;
1829 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1725
1830 return op; 1726 return op;
1831} 1727}
1832 1728
1833/* 1729/*
1834 * Checks if any objects has a move_type that matches objects 1730 * Checks if any objects has a move_type that matches objects
1849 * 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
1850 * 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
1851 * on top. 1747 * on top.
1852 */ 1748 */
1853 1749
1750int
1854int check_move_on (object *op, object *originator) 1751check_move_on (object *op, object *originator)
1855{ 1752{
1856 object *tmp; 1753 object *tmp;
1857 tag_t tag;
1858 mapstruct *m=op->map; 1754 maptile *m = op->map;
1859 int x=op->x, y=op->y; 1755 int x = op->x, y = op->y;
1756
1860 MoveType move_on, move_slow, move_block; 1757 MoveType move_on, move_slow, move_block;
1861 1758
1862 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1759 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1863 return 0; 1760 return 0;
1864 1761
1865 tag = op->count;
1866
1867 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);
1868 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);
1869 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);
1870 1765
1871 /* 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,
1872 * 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
1873 * 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
1874 * as walking. 1769 * as walking.
1875 */ 1770 */
1876 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))
1877 return 0; 1772 return 0;
1878 1773
1879 /* This is basically inverse logic of that below - basically, 1774 /* This is basically inverse logic of that below - basically,
1880 * 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,
1881 * 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
1882 * blocked. Logic on this seems confusing, but does seem correct. 1777 * blocked. Logic on this seems confusing, but does seem correct.
1883 */ 1778 */
1884 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)
1885 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1780 return 0;
1886 1781
1887 /* The objects have to be checked from top to bottom. 1782 /* The objects have to be checked from top to bottom.
1888 * Hence, we first go to the top: 1783 * Hence, we first go to the top:
1889 */ 1784 */
1890 1785
1891 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 && tmp->above; tmp = tmp->above)
1892 tmp->above!=NULL; tmp=tmp->above) { 1787 {
1893 /* Trim the search when we find the first other spell effect 1788 /* Trim the search when we find the first other spell effect
1894 * 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,
1895 * we don't need to check all of them. 1790 * we don't need to check all of them.
1896 */ 1791 */
1897 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)
1898 } 1797 {
1899 for(;tmp!=NULL; tmp=tmp->below) { 1798 if (tmp == op)
1900 if (tmp == op) continue; /* Can't apply yourself */ 1799 continue; /* Can't apply yourself */
1901 1800
1902 /* 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.
1903 * Second check makes sure that the movement types not being slowed 1802 * Second check makes sure that the movement types not being slowed
1904 * (~slow_move) is not blocked on this space - just because the 1803 * (~slow_move) is not blocked on this space - just because the
1905 * 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
1906 * 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.
1907 */ 1806 */
1908 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1807 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1808 {
1909 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1809 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1910 ((op->move_type & tmp->move_slow) &&
1911 (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 {
1912 1812
1913 float diff; 1813 float
1914
1915 diff = tmp->move_slow_penalty*FABS(op->speed); 1814 diff = tmp->move_slow_penalty * FABS (op->speed);
1815
1916 if (op->type == PLAYER) { 1816 if (op->type == PLAYER)
1917 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)) ||
1918 (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)))
1919 diff /= 4.0; 1819 diff /= 4.0;
1920 } 1820
1921 }
1922 op->speed_left -= diff; 1821 op->speed_left -= diff;
1923 } 1822 }
1924 } 1823 }
1925 1824
1926 /* Basically same logic as above, except now for actual apply. */ 1825 /* Basically same logic as above, except now for actual apply. */
1927 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1826 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1928 ((op->move_type & tmp->move_on) &&
1929 (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))
1930 1828 {
1931 move_apply(tmp, op, originator); 1829 move_apply (tmp, op, originator);
1830
1932 if (was_destroyed (op, tag)) 1831 if (op->destroyed ())
1933 return 1; 1832 return 1;
1934 1833
1935 /* what the person/creature stepped onto has moved the object 1834 /* what the person/creature stepped onto has moved the object
1936 * someplace new. Don't process any further - if we did, 1835 * someplace new. Don't process any further - if we did,
1937 * have a feeling strange problems would result. 1836 * have a feeling strange problems would result.
1938 */ 1837 */
1939 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;
1940 } 1840 }
1941 } 1841 }
1842
1942 return 0; 1843 return 0;
1943} 1844}
1944 1845
1945/* 1846/*
1946 * present_arch(arch, map, x, y) searches for any objects with 1847 * present_arch(arch, map, x, y) searches for any objects with
1947 * a matching archetype at the given map and coordinates. 1848 * a matching archetype at the given map and coordinates.
1948 * The first matching object is returned, or NULL if none. 1849 * The first matching object is returned, or NULL if none.
1949 */ 1850 */
1950 1851object *
1951object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1852present_arch (const archetype *at, maptile *m, int x, int y)
1952 object *tmp; 1853{
1953 if(m==NULL || out_of_map(m,x,y)) { 1854 if (m == NULL || out_of_map (m, x, y))
1855 {
1954 LOG(llevError,"Present_arch called outside map.\n"); 1856 LOG (llevError, "Present_arch called outside map.\n");
1955 return NULL; 1857 return NULL;
1956 } 1858 }
1859
1957 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1860 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1958 if(tmp->arch == at) 1861 if (tmp->arch == at)
1959 return tmp; 1862 return tmp;
1863
1960 return NULL; 1864 return NULL;
1961} 1865}
1962 1866
1963/* 1867/*
1964 * present(type, map, x, y) searches for any objects with 1868 * present(type, map, x, y) searches for any objects with
1965 * a matching type variable at the given map and coordinates. 1869 * a matching type variable at the given map and coordinates.
1966 * The first matching object is returned, or NULL if none. 1870 * The first matching object is returned, or NULL if none.
1967 */ 1871 */
1968 1872object *
1969object *present(unsigned char type,mapstruct *m, int x,int y) { 1873present (unsigned char type, maptile *m, int x, int y)
1970 object *tmp; 1874{
1971 if(out_of_map(m,x,y)) { 1875 if (out_of_map (m, x, y))
1876 {
1972 LOG(llevError,"Present called outside map.\n"); 1877 LOG (llevError, "Present called outside map.\n");
1973 return NULL; 1878 return NULL;
1974 } 1879 }
1880
1975 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1881 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1976 if(tmp->type==type) 1882 if (tmp->type == type)
1977 return tmp; 1883 return tmp;
1884
1978 return NULL; 1885 return NULL;
1979} 1886}
1980 1887
1981/* 1888/*
1982 * present_in_ob(type, object) searches for any objects with 1889 * present_in_ob(type, object) searches for any objects with
1983 * a matching type variable in the inventory of the given object. 1890 * a matching type variable in the inventory of the given object.
1984 * The first matching object is returned, or NULL if none. 1891 * The first matching object is returned, or NULL if none.
1985 */ 1892 */
1986 1893object *
1987object *present_in_ob(unsigned char type, const object *op) { 1894present_in_ob (unsigned char type, const object *op)
1988 object *tmp; 1895{
1989 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1896 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1990 if(tmp->type==type) 1897 if (tmp->type == type)
1991 return tmp; 1898 return tmp;
1899
1992 return NULL; 1900 return NULL;
1993} 1901}
1994 1902
1995/* 1903/*
1996 * present_in_ob (type, str, object) searches for any objects with 1904 * present_in_ob (type, str, object) searches for any objects with
2004 * str is the string to match against. Note that we match against 1912 * str is the string to match against. Note that we match against
2005 * the object name, not the archetype name. this is so that the 1913 * the object name, not the archetype name. this is so that the
2006 * spell code can use one object type (force), but change it's name 1914 * spell code can use one object type (force), but change it's name
2007 * to be unique. 1915 * to be unique.
2008 */ 1916 */
2009 1917object *
2010object *present_in_ob_by_name(int type, const char *str, const object *op) { 1918present_in_ob_by_name (int type, const char *str, const object *op)
2011 object *tmp; 1919{
2012
2013 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1920 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2014 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1921 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2015 return tmp; 1922 return tmp;
2016 } 1923
2017 return NULL; 1924 return 0;
2018} 1925}
2019 1926
2020/* 1927/*
2021 * present_arch_in_ob(archetype, object) searches for any objects with 1928 * present_arch_in_ob(archetype, object) searches for any objects with
2022 * a matching archetype in the inventory of the given object. 1929 * a matching archetype in the inventory of the given object.
2023 * The first matching object is returned, or NULL if none. 1930 * The first matching object is returned, or NULL if none.
2024 */ 1931 */
2025 1932object *
2026object *present_arch_in_ob(const archetype *at, const object *op) { 1933present_arch_in_ob (const archetype *at, const object *op)
2027 object *tmp; 1934{
2028 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2029 if( tmp->arch == at) 1936 if (tmp->arch == at)
2030 return tmp; 1937 return tmp;
1938
2031 return NULL; 1939 return NULL;
2032} 1940}
2033 1941
2034/* 1942/*
2035 * activate recursively a flag on an object inventory 1943 * activate recursively a flag on an object inventory
2036 */ 1944 */
1945void
2037void flag_inv(object*op, int flag){ 1946flag_inv (object *op, int flag)
2038 object *tmp; 1947{
2039 if(op->inv) 1948 if (op->inv)
2040 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1950 {
2041 SET_FLAG(tmp, flag); 1951 SET_FLAG (tmp, flag);
2042 flag_inv(tmp,flag); 1952 flag_inv (tmp, flag);
2043 } 1953 }
1954}
1955
2044}/* 1956/*
2045 * desactivate recursively a flag on an object inventory 1957 * deactivate recursively a flag on an object inventory
2046 */ 1958 */
1959void
2047void unflag_inv(object*op, int flag){ 1960unflag_inv (object *op, int flag)
2048 object *tmp; 1961{
2049 if(op->inv) 1962 if (op->inv)
2050 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1963 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1964 {
2051 CLEAR_FLAG(tmp, flag); 1965 CLEAR_FLAG (tmp, flag);
2052 unflag_inv(tmp,flag); 1966 unflag_inv (tmp, flag);
2053 } 1967 }
2054} 1968}
2055 1969
2056/* 1970/*
2057 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1971 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2058 * all it's inventory (recursively). 1972 * all it's inventory (recursively).
2059 * If checksums are used, a player will get set_cheat called for 1973 * If checksums are used, a player will get set_cheat called for
2060 * him/her-self and all object carried by a call to this function. 1974 * him/her-self and all object carried by a call to this function.
2061 */ 1975 */
2062 1976void
2063void set_cheat(object *op) { 1977set_cheat (object *op)
1978{
2064 SET_FLAG(op, FLAG_WAS_WIZ); 1979 SET_FLAG (op, FLAG_WAS_WIZ);
2065 flag_inv(op, FLAG_WAS_WIZ); 1980 flag_inv (op, FLAG_WAS_WIZ);
2066} 1981}
2067 1982
2068/* 1983/*
2069 * find_free_spot(object, map, x, y, start, stop) will search for 1984 * find_free_spot(object, map, x, y, start, stop) will search for
2070 * a spot at the given map and coordinates which will be able to contain 1985 * a spot at the given map and coordinates which will be able to contain
2084 * because arch_blocked (now ob_blocked) needs to know the movement type 1999 * because arch_blocked (now ob_blocked) needs to know the movement type
2085 * to know if the space in question will block the object. We can't use 2000 * to know if the space in question will block the object. We can't use
2086 * the archetype because that isn't correct if the monster has been 2001 * the archetype because that isn't correct if the monster has been
2087 * customized, changed states, etc. 2002 * customized, changed states, etc.
2088 */ 2003 */
2089 2004int
2090int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2005find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2006{
2091 int i,index=0, flag; 2007 int index = 0, flag;
2092 static int altern[SIZEOFFREE]; 2008 int altern[SIZEOFFREE];
2093 2009
2094 for(i=start;i<stop;i++) { 2010 for (int i = start; i < stop; i++)
2011 {
2095 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2012 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2096 if(!flag) 2013 if (!flag)
2097 altern[index++]=i; 2014 altern [index++] = i;
2098 2015
2099 /* Basically, if we find a wall on a space, we cut down the search size. 2016 /* Basically, if we find a wall on a space, we cut down the search size.
2100 * In this way, we won't return spaces that are on another side of a wall. 2017 * In this way, we won't return spaces that are on another side of a wall.
2101 * This mostly work, but it cuts down the search size in all directions - 2018 * This mostly work, but it cuts down the search size in all directions -
2102 * if the space being examined only has a wall to the north and empty 2019 * if the space being examined only has a wall to the north and empty
2103 * spaces in all the other directions, this will reduce the search space 2020 * spaces in all the other directions, this will reduce the search space
2104 * to only the spaces immediately surrounding the target area, and 2021 * to only the spaces immediately surrounding the target area, and
2105 * won't look 2 spaces south of the target space. 2022 * won't look 2 spaces south of the target space.
2106 */ 2023 */
2107 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2024 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2108 stop=maxfree[i]; 2025 stop = maxfree[i];
2109 } 2026 }
2110 if(!index) return -1; 2027
2028 if (!index)
2029 return -1;
2030
2111 return altern[RANDOM()%index]; 2031 return altern[RANDOM () % index];
2112} 2032}
2113 2033
2114/* 2034/*
2115 * find_first_free_spot(archetype, mapstruct, x, y) works like 2035 * find_first_free_spot(archetype, maptile, x, y) works like
2116 * find_free_spot(), but it will search max number of squares. 2036 * find_free_spot(), but it will search max number of squares.
2117 * But it will return the first available spot, not a random choice. 2037 * But it will return the first available spot, not a random choice.
2118 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2038 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2119 */ 2039 */
2120 2040int
2121int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2041find_first_free_spot (const object *ob, maptile *m, int x, int y)
2122 int i; 2042{
2123 for(i=0;i<SIZEOFFREE;i++) { 2043 for (int i = 0; i < SIZEOFFREE; i++)
2124 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2044 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2125 return i; 2045 return i;
2126 } 2046
2127 return -1; 2047 return -1;
2128} 2048}
2129 2049
2130/* 2050/*
2131 * The function permute(arr, begin, end) randomly reorders the array 2051 * The function permute(arr, begin, end) randomly reorders the array
2132 * arr[begin..end-1]. 2052 * arr[begin..end-1].
2053 * now uses a fisher-yates shuffle, old permute was broken
2133 */ 2054 */
2055static void
2134static void permute(int *arr, int begin, int end) 2056permute (int *arr, int begin, int end)
2135{ 2057{
2136 int i, j, tmp, len; 2058 arr += begin;
2059 end -= begin;
2137 2060
2138 len = end-begin; 2061 while (--end)
2139 for(i = begin; i < end; i++) 2062 swap (arr [end], arr [RANDOM () % (end + 1)]);
2140 {
2141 j = begin+RANDOM()%len;
2142
2143 tmp = arr[i];
2144 arr[i] = arr[j];
2145 arr[j] = tmp;
2146 }
2147} 2063}
2148 2064
2149/* new function to make monster searching more efficient, and effective! 2065/* new function to make monster searching more efficient, and effective!
2150 * This basically returns a randomized array (in the passed pointer) of 2066 * This basically returns a randomized array (in the passed pointer) of
2151 * the spaces to find monsters. In this way, it won't always look for 2067 * the spaces to find monsters. In this way, it won't always look for
2152 * monsters to the north first. However, the size of the array passed 2068 * monsters to the north first. However, the size of the array passed
2153 * covers all the spaces, so within that size, all the spaces within 2069 * covers all the spaces, so within that size, all the spaces within
2154 * the 3x3 area will be searched, just not in a predictable order. 2070 * the 3x3 area will be searched, just not in a predictable order.
2155 */ 2071 */
2072void
2156void get_search_arr(int *search_arr) 2073get_search_arr (int *search_arr)
2157{ 2074{
2158 int i; 2075 int i;
2159 2076
2160 for(i = 0; i < SIZEOFFREE; i++) 2077 for (i = 0; i < SIZEOFFREE; i++)
2161 {
2162 search_arr[i] = i; 2078 search_arr[i] = i;
2163 }
2164 2079
2165 permute(search_arr, 1, SIZEOFFREE1+1); 2080 permute (search_arr, 1, SIZEOFFREE1 + 1);
2166 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2081 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2167 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2082 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2168} 2083}
2169 2084
2170/* 2085/*
2171 * find_dir(map, x, y, exclude) will search some close squares in the 2086 * find_dir(map, x, y, exclude) will search some close squares in the
2172 * given map at the given coordinates for live objects. 2087 * given map at the given coordinates for live objects.
2177 * Perhaps incorrectly, but I'm making the assumption that exclude 2092 * Perhaps incorrectly, but I'm making the assumption that exclude
2178 * is actually want is going to try and move there. We need this info 2093 * is actually want is going to try and move there. We need this info
2179 * because we have to know what movement the thing looking to move 2094 * because we have to know what movement the thing looking to move
2180 * there is capable of. 2095 * there is capable of.
2181 */ 2096 */
2182 2097int
2183int find_dir(mapstruct *m, int x, int y, object *exclude) { 2098find_dir (maptile *m, int x, int y, object *exclude)
2099{
2184 int i,max=SIZEOFFREE, mflags; 2100 int i, max = SIZEOFFREE, mflags;
2101
2185 sint16 nx, ny; 2102 sint16 nx, ny;
2186 object *tmp; 2103 object *tmp;
2187 mapstruct *mp; 2104 maptile *mp;
2105
2188 MoveType blocked, move_type; 2106 MoveType blocked, move_type;
2189 2107
2190 if (exclude && exclude->head) { 2108 if (exclude && exclude->head)
2109 {
2191 exclude = exclude->head; 2110 exclude = exclude->head;
2192 move_type = exclude->move_type; 2111 move_type = exclude->move_type;
2193 } else { 2112 }
2113 else
2114 {
2194 /* If we don't have anything, presume it can use all movement types. */ 2115 /* If we don't have anything, presume it can use all movement types. */
2195 move_type=MOVE_ALL; 2116 move_type = MOVE_ALL;
2117 }
2118
2119 for (i = 1; i < max; i++)
2196 } 2120 {
2197
2198 for(i=1;i<max;i++) {
2199 mp = m; 2121 mp = m;
2200 nx = x + freearr_x[i]; 2122 nx = x + freearr_x[i];
2201 ny = y + freearr_y[i]; 2123 ny = y + freearr_y[i];
2202 2124
2203 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2125 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2126
2204 if (mflags & P_OUT_OF_MAP) { 2127 if (mflags & P_OUT_OF_MAP)
2128 max = maxfree[i];
2129 else
2130 {
2131 mapspace &ms = mp->at (nx, ny);
2132
2133 blocked = ms.move_block;
2134
2135 if ((move_type & blocked) == move_type)
2205 max = maxfree[i]; 2136 max = maxfree[i];
2206 } else {
2207 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2208
2209 if ((move_type & blocked) == move_type) {
2210 max=maxfree[i];
2211 } else if (mflags & P_IS_ALIVE) { 2137 else if (mflags & P_IS_ALIVE)
2212 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2138 {
2139 for (tmp = ms.bot; tmp; tmp = tmp->above)
2213 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2140 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2214 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2141 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2215 break; 2142 break;
2216 } 2143
2217 }
2218 if(tmp) { 2144 if (tmp)
2219 return freedir[i]; 2145 return freedir[i];
2220 }
2221 } 2146 }
2222 } 2147 }
2223 } 2148 }
2149
2224 return 0; 2150 return 0;
2225} 2151}
2226 2152
2227/* 2153/*
2228 * distance(object 1, object 2) will return the square of the 2154 * distance(object 1, object 2) will return the square of the
2229 * distance between the two given objects. 2155 * distance between the two given objects.
2230 */ 2156 */
2231 2157int
2232int distance(const object *ob1, const object *ob2) { 2158distance (const object *ob1, const object *ob2)
2233 int i; 2159{
2234 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2160 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2235 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2236 return i;
2237} 2161}
2238 2162
2239/* 2163/*
2240 * find_dir_2(delta-x,delta-y) will return a direction in which 2164 * find_dir_2(delta-x,delta-y) will return a direction in which
2241 * an object which has subtracted the x and y coordinates of another 2165 * an object which has subtracted the x and y coordinates of another
2242 * object, needs to travel toward it. 2166 * object, needs to travel toward it.
2243 */ 2167 */
2244 2168int
2245int find_dir_2(int x, int y) { 2169find_dir_2 (int x, int y)
2170{
2246 int q; 2171 int q;
2247 2172
2248 if(y) 2173 if (y)
2249 q=x*100/y; 2174 q = x * 100 / y;
2250 else if (x) 2175 else if (x)
2251 q= -300*x; 2176 q = -300 * x;
2252 else 2177 else
2253 return 0; 2178 return 0;
2254 2179
2255 if(y>0) { 2180 if (y > 0)
2181 {
2256 if(q < -242) 2182 if (q < -242)
2257 return 3 ; 2183 return 3;
2258 if (q < -41) 2184 if (q < -41)
2259 return 2 ; 2185 return 2;
2260 if (q < 41) 2186 if (q < 41)
2261 return 1 ; 2187 return 1;
2262 if (q < 242) 2188 if (q < 242)
2263 return 8 ; 2189 return 8;
2264 return 7 ; 2190 return 7;
2265 } 2191 }
2266 2192
2267 if (q < -242) 2193 if (q < -242)
2268 return 7 ; 2194 return 7;
2269 if (q < -41) 2195 if (q < -41)
2270 return 6 ; 2196 return 6;
2271 if (q < 41) 2197 if (q < 41)
2272 return 5 ; 2198 return 5;
2273 if (q < 242) 2199 if (q < 242)
2274 return 4 ; 2200 return 4;
2275 2201
2276 return 3 ; 2202 return 3;
2277} 2203}
2278 2204
2279/* 2205/*
2280 * absdir(int): Returns a number between 1 and 8, which represent 2206 * absdir(int): Returns a number between 1 and 8, which represent
2281 * the "absolute" direction of a number (it actually takes care of 2207 * the "absolute" direction of a number (it actually takes care of
2282 * "overflow" in previous calculations of a direction). 2208 * "overflow" in previous calculations of a direction).
2283 */ 2209 */
2284 2210
2211int
2285int absdir(int d) { 2212absdir (int d)
2286 while(d<1) d+=8; 2213{
2287 while(d>8) d-=8; 2214 while (d < 1)
2215 d += 8;
2216
2217 while (d > 8)
2218 d -= 8;
2219
2288 return d; 2220 return d;
2289} 2221}
2290 2222
2291/* 2223/*
2292 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2293 * between two directions (which are expected to be absolute (see absdir()) 2225 * between two directions (which are expected to be absolute (see absdir())
2294 */ 2226 */
2295 2227
2228int
2296int dirdiff(int dir1, int dir2) { 2229dirdiff (int dir1, int dir2)
2230{
2297 int d; 2231 int d;
2232
2298 d = abs(dir1 - dir2); 2233 d = abs (dir1 - dir2);
2299 if(d>4) 2234 if (d > 4)
2300 d = 8 - d; 2235 d = 8 - d;
2236
2301 return d; 2237 return d;
2302} 2238}
2303 2239
2304/* peterm: 2240/* peterm:
2305 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2241 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2308 * This basically means that if direction is 15, then it could either go 2244 * This basically means that if direction is 15, then it could either go
2309 * direction 4, 14, or 16 to get back to where we are. 2245 * direction 4, 14, or 16 to get back to where we are.
2310 * Moved from spell_util.c to object.c with the other related direction 2246 * Moved from spell_util.c to object.c with the other related direction
2311 * functions. 2247 * functions.
2312 */ 2248 */
2313
2314int reduction_dir[SIZEOFFREE][3] = { 2249int reduction_dir[SIZEOFFREE][3] = {
2315 {0,0,0}, /* 0 */ 2250 {0, 0, 0}, /* 0 */
2316 {0,0,0}, /* 1 */ 2251 {0, 0, 0}, /* 1 */
2317 {0,0,0}, /* 2 */ 2252 {0, 0, 0}, /* 2 */
2318 {0,0,0}, /* 3 */ 2253 {0, 0, 0}, /* 3 */
2319 {0,0,0}, /* 4 */ 2254 {0, 0, 0}, /* 4 */
2320 {0,0,0}, /* 5 */ 2255 {0, 0, 0}, /* 5 */
2321 {0,0,0}, /* 6 */ 2256 {0, 0, 0}, /* 6 */
2322 {0,0,0}, /* 7 */ 2257 {0, 0, 0}, /* 7 */
2323 {0,0,0}, /* 8 */ 2258 {0, 0, 0}, /* 8 */
2324 {8,1,2}, /* 9 */ 2259 {8, 1, 2}, /* 9 */
2325 {1,2,-1}, /* 10 */ 2260 {1, 2, -1}, /* 10 */
2326 {2,10,12}, /* 11 */ 2261 {2, 10, 12}, /* 11 */
2327 {2,3,-1}, /* 12 */ 2262 {2, 3, -1}, /* 12 */
2328 {2,3,4}, /* 13 */ 2263 {2, 3, 4}, /* 13 */
2329 {3,4,-1}, /* 14 */ 2264 {3, 4, -1}, /* 14 */
2330 {4,14,16}, /* 15 */ 2265 {4, 14, 16}, /* 15 */
2331 {5,4,-1}, /* 16 */ 2266 {5, 4, -1}, /* 16 */
2332 {4,5,6}, /* 17 */ 2267 {4, 5, 6}, /* 17 */
2333 {6,5,-1}, /* 18 */ 2268 {6, 5, -1}, /* 18 */
2334 {6,20,18}, /* 19 */ 2269 {6, 20, 18}, /* 19 */
2335 {7,6,-1}, /* 20 */ 2270 {7, 6, -1}, /* 20 */
2336 {6,7,8}, /* 21 */ 2271 {6, 7, 8}, /* 21 */
2337 {7,8,-1}, /* 22 */ 2272 {7, 8, -1}, /* 22 */
2338 {8,22,24}, /* 23 */ 2273 {8, 22, 24}, /* 23 */
2339 {8,1,-1}, /* 24 */ 2274 {8, 1, -1}, /* 24 */
2340 {24,9,10}, /* 25 */ 2275 {24, 9, 10}, /* 25 */
2341 {9,10,-1}, /* 26 */ 2276 {9, 10, -1}, /* 26 */
2342 {10,11,-1}, /* 27 */ 2277 {10, 11, -1}, /* 27 */
2343 {27,11,29}, /* 28 */ 2278 {27, 11, 29}, /* 28 */
2344 {11,12,-1}, /* 29 */ 2279 {11, 12, -1}, /* 29 */
2345 {12,13,-1}, /* 30 */ 2280 {12, 13, -1}, /* 30 */
2346 {12,13,14}, /* 31 */ 2281 {12, 13, 14}, /* 31 */
2347 {13,14,-1}, /* 32 */ 2282 {13, 14, -1}, /* 32 */
2348 {14,15,-1}, /* 33 */ 2283 {14, 15, -1}, /* 33 */
2349 {33,15,35}, /* 34 */ 2284 {33, 15, 35}, /* 34 */
2350 {16,15,-1}, /* 35 */ 2285 {16, 15, -1}, /* 35 */
2351 {17,16,-1}, /* 36 */ 2286 {17, 16, -1}, /* 36 */
2352 {18,17,16}, /* 37 */ 2287 {18, 17, 16}, /* 37 */
2353 {18,17,-1}, /* 38 */ 2288 {18, 17, -1}, /* 38 */
2354 {18,19,-1}, /* 39 */ 2289 {18, 19, -1}, /* 39 */
2355 {41,19,39}, /* 40 */ 2290 {41, 19, 39}, /* 40 */
2356 {19,20,-1}, /* 41 */ 2291 {19, 20, -1}, /* 41 */
2357 {20,21,-1}, /* 42 */ 2292 {20, 21, -1}, /* 42 */
2358 {20,21,22}, /* 43 */ 2293 {20, 21, 22}, /* 43 */
2359 {21,22,-1}, /* 44 */ 2294 {21, 22, -1}, /* 44 */
2360 {23,22,-1}, /* 45 */ 2295 {23, 22, -1}, /* 45 */
2361 {45,47,23}, /* 46 */ 2296 {45, 47, 23}, /* 46 */
2362 {23,24,-1}, /* 47 */ 2297 {23, 24, -1}, /* 47 */
2363 {24,9,-1}}; /* 48 */ 2298 {24, 9, -1}
2299}; /* 48 */
2364 2300
2365/* Recursive routine to step back and see if we can 2301/* Recursive routine to step back and see if we can
2366 * find a path to that monster that we found. If not, 2302 * find a path to that monster that we found. If not,
2367 * we don't bother going toward it. Returns 1 if we 2303 * we don't bother going toward it. Returns 1 if we
2368 * can see a direct way to get it 2304 * can see a direct way to get it
2369 * Modified to be map tile aware -.MSW 2305 * Modified to be map tile aware -.MSW
2370 */ 2306 */
2371 2307int
2372
2373int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2308can_see_monsterP (maptile *m, int x, int y, int dir)
2309{
2374 sint16 dx, dy; 2310 sint16 dx, dy;
2375 int mflags; 2311 int mflags;
2376 2312
2313 if (dir < 0)
2377 if(dir<0) return 0; /* exit condition: invalid direction */ 2314 return 0; /* exit condition: invalid direction */
2378 2315
2379 dx = x + freearr_x[dir]; 2316 dx = x + freearr_x[dir];
2380 dy = y + freearr_y[dir]; 2317 dy = y + freearr_y[dir];
2381 2318
2382 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2319 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2383 2320
2384 /* This functional arguably was incorrect before - it was 2321 /* This functional arguably was incorrect before - it was
2385 * checking for P_WALL - that was basically seeing if 2322 * checking for P_WALL - that was basically seeing if
2386 * we could move to the monster - this is being more 2323 * we could move to the monster - this is being more
2387 * literal on if we can see it. To know if we can actually 2324 * literal on if we can see it. To know if we can actually
2388 * move to the monster, we'd need the monster passed in or 2325 * move to the monster, we'd need the monster passed in or
2389 * at least its move type. 2326 * at least its move type.
2390 */ 2327 */
2391 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2328 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2329 return 0;
2392 2330
2393 /* yes, can see. */ 2331 /* yes, can see. */
2394 if(dir < 9) return 1; 2332 if (dir < 9)
2333 return 1;
2334
2395 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2335 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2396 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2336 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2397 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2337 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2398} 2338}
2399 2339
2400
2401
2402/* 2340/*
2403 * can_pick(picker, item): finds out if an object is possible to be 2341 * can_pick(picker, item): finds out if an object is possible to be
2404 * picked up by the picker. Returnes 1 if it can be 2342 * picked up by the picker. Returnes 1 if it can be
2405 * picked up, otherwise 0. 2343 * picked up, otherwise 0.
2406 * 2344 *
2408 * core dumps if they do. 2346 * core dumps if they do.
2409 * 2347 *
2410 * Add a check so we can't pick up invisible objects (0.93.8) 2348 * Add a check so we can't pick up invisible objects (0.93.8)
2411 */ 2349 */
2412 2350
2351int
2413int can_pick(const object *who, const object *item) { 2352can_pick (const object *who, const object *item)
2353{
2414 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2354 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2415 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2355 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2416 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2356 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2417 (who->type==PLAYER||item->weight<who->weight/3));
2418} 2357}
2419
2420 2358
2421/* 2359/*
2422 * create clone from object to another 2360 * create clone from object to another
2423 */ 2361 */
2362object *
2424object *object_create_clone (object *asrc) { 2363object_create_clone (object *asrc)
2364{
2425 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2365 object *dst = 0, *tmp, *src, *part, *prev, *item;
2426 2366
2427 if(!asrc) return NULL; 2367 if (!asrc)
2368 return 0;
2369
2428 src = asrc; 2370 src = asrc;
2429 if(src->head) 2371 if (src->head)
2430 src = src->head; 2372 src = src->head;
2431 2373
2432 prev = NULL; 2374 prev = 0;
2433 for(part = src; part; part = part->more) { 2375 for (part = src; part; part = part->more)
2434 tmp = get_object(); 2376 {
2435 copy_object(part,tmp); 2377 tmp = part->clone ();
2436 tmp->x -= src->x; 2378 tmp->x -= src->x;
2437 tmp->y -= src->y; 2379 tmp->y -= src->y;
2380
2438 if(!part->head) { 2381 if (!part->head)
2382 {
2439 dst = tmp; 2383 dst = tmp;
2440 tmp->head = NULL;
2441 } else {
2442 tmp->head = dst; 2384 tmp->head = 0;
2443 } 2385 }
2386 else
2387 tmp->head = dst;
2388
2444 tmp->more = NULL; 2389 tmp->more = 0;
2390
2445 if(prev) 2391 if (prev)
2446 prev->more = tmp; 2392 prev->more = tmp;
2393
2447 prev = tmp; 2394 prev = tmp;
2448 } 2395 }
2449 /*** copy inventory ***/ 2396
2450 for(item = src->inv; item; item = item->below) { 2397 for (item = src->inv; item; item = item->below)
2451 (void) insert_ob_in_ob(object_create_clone(item),dst); 2398 insert_ob_in_ob (object_create_clone (item), dst);
2452 }
2453 2399
2454 return dst; 2400 return dst;
2455}
2456
2457/* return true if the object was destroyed, 0 otherwise */
2458int was_destroyed (const object *op, tag_t old_tag)
2459{
2460 /* checking for FLAG_FREED isn't necessary, but makes this function more
2461 * robust */
2462 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2463} 2401}
2464 2402
2465/* GROS - Creates an object using a string representing its content. */ 2403/* GROS - Creates an object using a string representing its content. */
2466/* Basically, we save the content of the string to a temp file, then call */ 2404/* Basically, we save the content of the string to a temp file, then call */
2467/* load_object on it. I admit it is a highly inefficient way to make things, */ 2405/* load_object on it. I admit it is a highly inefficient way to make things, */
2468/* but it was simple to make and allows reusing the load_object function. */ 2406/* but it was simple to make and allows reusing the load_object function. */
2469/* Remember not to use load_object_str in a time-critical situation. */ 2407/* Remember not to use load_object_str in a time-critical situation. */
2470/* Also remember that multiparts objects are not supported for now. */ 2408/* Also remember that multiparts objects are not supported for now. */
2471 2409object *
2472object* load_object_str(const char *obstr) 2410load_object_str (const char *obstr)
2473{ 2411{
2474 object *op; 2412 object *op;
2475 char filename[MAX_BUF]; 2413 char filename[MAX_BUF];
2414
2476 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2415 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2477 2416
2478 FILE *tempfile=fopen(filename,"w"); 2417 FILE *tempfile = fopen (filename, "w");
2418
2479 if (tempfile == NULL) 2419 if (tempfile == NULL)
2480 { 2420 {
2481 LOG(llevError,"Error - Unable to access load object temp file\n"); 2421 LOG (llevError, "Error - Unable to access load object temp file\n");
2482 return NULL; 2422 return NULL;
2483 }; 2423 }
2424
2484 fprintf(tempfile,obstr); 2425 fprintf (tempfile, obstr);
2485 fclose(tempfile); 2426 fclose (tempfile);
2486 2427
2487 op=get_object(); 2428 op = object::create ();
2488 2429
2489 object_thawer thawer (filename); 2430 object_thawer thawer (filename);
2431
2490 if (thawer) 2432 if (thawer)
2491 load_object(thawer,op,LO_NEWFILE,0); 2433 load_object (thawer, op, 0);
2434
2492 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2435 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2493 CLEAR_FLAG(op,FLAG_REMOVED); 2436 CLEAR_FLAG (op, FLAG_REMOVED);
2494 2437
2495 return op; 2438 return op;
2496} 2439}
2497 2440
2498/* This returns the first object in who's inventory that 2441/* This returns the first object in who's inventory that
2499 * has the same type and subtype match. 2442 * has the same type and subtype match.
2500 * returns NULL if no match. 2443 * returns NULL if no match.
2501 */ 2444 */
2445object *
2502object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2446find_obj_by_type_subtype (const object *who, int type, int subtype)
2503{ 2447{
2504 object *tmp;
2505
2506 for (tmp=who->inv; tmp; tmp=tmp->below) 2448 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2507 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2449 if (tmp->type == type && tmp->subtype == subtype)
2450 return tmp;
2508 2451
2509 return NULL; 2452 return 0;
2510} 2453}
2511 2454
2512/* If ob has a field named key, return the link from the list, 2455/* If ob has a field named key, return the link from the list,
2513 * otherwise return NULL. 2456 * otherwise return NULL.
2514 * 2457 *
2515 * key must be a passed in shared string - otherwise, this won't 2458 * key must be a passed in shared string - otherwise, this won't
2516 * do the desired thing. 2459 * do the desired thing.
2517 */ 2460 */
2461key_value *
2518key_value * get_ob_key_link(const object * ob, const char * key) { 2462get_ob_key_link (const object *ob, const char *key)
2519 key_value * link; 2463{
2520
2521 for (link = ob->key_values; link != NULL; link = link->next) { 2464 for (key_value *link = ob->key_values; link; link = link->next)
2522 if (link->key == key) { 2465 if (link->key == key)
2523 return link; 2466 return link;
2524 } 2467
2525 } 2468 return 0;
2526 2469}
2527 return NULL;
2528}
2529 2470
2530/* 2471/*
2531 * Returns the value of op has an extra_field for key, or NULL. 2472 * Returns the value of op has an extra_field for key, or NULL.
2532 * 2473 *
2533 * The argument doesn't need to be a shared string. 2474 * The argument doesn't need to be a shared string.
2534 * 2475 *
2535 * The returned string is shared. 2476 * The returned string is shared.
2536 */ 2477 */
2478const char *
2537const char * get_ob_key_value(const object * op, const char * const key) { 2479get_ob_key_value (const object *op, const char *const key)
2480{
2538 key_value * link; 2481 key_value *link;
2539 const char * canonical_key; 2482 shstr_cmp canonical_key (key);
2483
2484 if (!canonical_key)
2540 2485 {
2541 canonical_key = shstr::find (key);
2542
2543 if (canonical_key == NULL) {
2544 /* 1. There being a field named key on any object 2486 /* 1. There being a field named key on any object
2545 * implies there'd be a shared string to find. 2487 * implies there'd be a shared string to find.
2546 * 2. Since there isn't, no object has this field. 2488 * 2. Since there isn't, no object has this field.
2547 * 3. Therefore, *this* object doesn't have this field. 2489 * 3. Therefore, *this* object doesn't have this field.
2548 */ 2490 */
2549 return NULL; 2491 return 0;
2550 } 2492 }
2551 2493
2552 /* This is copied from get_ob_key_link() above - 2494 /* This is copied from get_ob_key_link() above -
2553 * only 4 lines, and saves the function call overhead. 2495 * only 4 lines, and saves the function call overhead.
2554 */ 2496 */
2555 for (link = op->key_values; link != NULL; link = link->next) { 2497 for (link = op->key_values; link; link = link->next)
2556 if (link->key == canonical_key) { 2498 if (link->key == canonical_key)
2557 return link->value; 2499 return link->value;
2558 } 2500
2559 } 2501 return 0;
2560 return NULL;
2561} 2502}
2562 2503
2563 2504
2564/* 2505/*
2565 * Updates the canonical_key in op to value. 2506 * Updates the canonical_key in op to value.
2569 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2510 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2570 * keys. 2511 * keys.
2571 * 2512 *
2572 * Returns TRUE on success. 2513 * Returns TRUE on success.
2573 */ 2514 */
2515int
2574int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2516set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2517{
2575 key_value * field = NULL, *last=NULL; 2518 key_value *field = NULL, *last = NULL;
2576 2519
2577 for (field=op->key_values; field != NULL; field=field->next) { 2520 for (field = op->key_values; field != NULL; field = field->next)
2521 {
2578 if (field->key != canonical_key) { 2522 if (field->key != canonical_key)
2523 {
2579 last = field; 2524 last = field;
2580 continue; 2525 continue;
2581 } 2526 }
2582 2527
2583 if (value) 2528 if (value)
2584 field->value = value; 2529 field->value = value;
2585 else { 2530 else
2531 {
2586 /* Basically, if the archetype has this key set, 2532 /* Basically, if the archetype has this key set,
2587 * we need to store the null value so when we save 2533 * we need to store the null value so when we save
2588 * it, we save the empty value so that when we load, 2534 * it, we save the empty value so that when we load,
2589 * we get this value back again. 2535 * we get this value back again.
2590 */ 2536 */
2591 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2537 if (get_ob_key_link (&op->arch->clone, canonical_key))
2592 field->value = 0; 2538 field->value = 0;
2539 else
2540 {
2541 if (last)
2542 last->next = field->next;
2593 else 2543 else
2594 {
2595 if (last) last->next = field->next;
2596 else op->key_values = field->next; 2544 op->key_values = field->next;
2597 2545
2598 delete field; 2546 delete field;
2599 } 2547 }
2600 } 2548 }
2601 return TRUE; 2549 return TRUE;
2602 } 2550 }
2603 /* IF we get here, key doesn't exist */ 2551 /* IF we get here, key doesn't exist */
2604 2552
2605 /* No field, we'll have to add it. */ 2553 /* No field, we'll have to add it. */
2606 2554
2607 if (!add_key) { 2555 if (!add_key)
2608 return FALSE; 2556 return FALSE;
2609 } 2557
2610 /* There isn't any good reason to store a null 2558 /* There isn't any good reason to store a null
2611 * value in the key/value list. If the archetype has 2559 * value in the key/value list. If the archetype has
2612 * this key, then we should also have it, so shouldn't 2560 * this key, then we should also have it, so shouldn't
2613 * be here. If user wants to store empty strings, 2561 * be here. If user wants to store empty strings,
2614 * should pass in "" 2562 * should pass in ""
2615 */ 2563 */
2616 if (value == NULL) return TRUE; 2564 if (value == NULL)
2617
2618 field = new key_value;
2619
2620 field->key = canonical_key;
2621 field->value = value;
2622 /* Usual prepend-addition. */
2623 field->next = op->key_values;
2624 op->key_values = field;
2625
2626 return TRUE; 2565 return TRUE;
2566
2567 field = new key_value;
2568
2569 field->key = canonical_key;
2570 field->value = value;
2571 /* Usual prepend-addition. */
2572 field->next = op->key_values;
2573 op->key_values = field;
2574
2575 return TRUE;
2627} 2576}
2628 2577
2629/* 2578/*
2630 * Updates the key in op to value. 2579 * Updates the key in op to value.
2631 * 2580 *
2633 * and not add new ones. 2582 * and not add new ones.
2634 * In general, should be little reason FALSE is ever passed in for add_key 2583 * In general, should be little reason FALSE is ever passed in for add_key
2635 * 2584 *
2636 * Returns TRUE on success. 2585 * Returns TRUE on success.
2637 */ 2586 */
2587int
2638int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2588set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2639{ 2589{
2640 shstr key_ (key); 2590 shstr key_ (key);
2591
2641 return set_ob_key_value_s (op, key_, value, add_key); 2592 return set_ob_key_value_s (op, key_, value, add_key);
2642} 2593}
2594
2595object::depth_iterator::depth_iterator (object *container)
2596: iterator_base (container)
2597{
2598 while (item->inv)
2599 item = item->inv;
2600}
2601
2602void
2603object::depth_iterator::next ()
2604{
2605 if (item->below)
2606 {
2607 item = item->below;
2608
2609 while (item->inv)
2610 item = item->inv;
2611 }
2612 else
2613 item = item->env;
2614}
2615
2616// return a suitable string describing an objetc in enough detail to find it
2617const char *
2618object::debug_desc (char *info) const
2619{
2620 char info2[256 * 3];
2621 char *p = info;
2622
2623 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2624 count,
2625 &name,
2626 title ? " " : "",
2627 title ? (const char *)title : "");
2628
2629 if (env)
2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2631
2632 if (map)
2633 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2634
2635 return info;
2636}
2637
2638const char *
2639object::debug_desc () const
2640{
2641 static char info[256 * 3];
2642 return debug_desc (info);
2643}
2644

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines