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Comparing deliantra/server/common/object.C (file contents):
Revision 1.19 by root, Fri Sep 8 17:14:07 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 1.19 2006/09/08 17:14:07 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
36
42int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
43 40
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
46 42
47short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 45};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 48};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
56int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
59 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
60 133
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
63 key_value * wants_field; 138 key_value *wants_field;
64 139
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
68 */ 143 */
69 144
70 /* For each field in wants, */ 145 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
147 {
72 key_value * has_field; 148 key_value *has_field;
73 149
74 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
76 154 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 155 /* No field with that name. */
79 return FALSE; 156 return FALSE;
80 } 157 }
81 158
82 /* Found the matching field. */ 159 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
84 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 163 return FALSE;
86 } 164 }
87 165
88 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 167 }
168
91 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 170 return TRUE;
93} 171}
94 172
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
97 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
99 */ 179 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 181}
102 182
103/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 184 * they can be merged together.
105 * 185 *
106 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
109 * 189 *
110 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
111 * 191 *
112 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
113 * check weight 193 * check weight
114 */ 194 */
115 195
116bool
117object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
118{ 197{
119 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
121 return 0; 204 return 0;
122 205
123 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
124 return 0;
125
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof). 209 * used to store nrof).
129 */ 210 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 222
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 225
145 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || 248 || ob1->move_off != ob2->move_off
176 (ob1->move_slow != ob2->move_slow) || 249 || ob1->move_slow != ob2->move_slow
177 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
178 return 0; 251 return 0;
179 252
180 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 254 * check all objects in the inventory.
182 */ 255 */
183 if (ob1->inv || ob2->inv) 256 if (ob1->inv || ob2->inv)
184 { 257 {
185 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 260 return 0;
188 261
189 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
191 return 0; 264 return 0;
192 265
193 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 267 * if it is valid.
195 */ 268 */
196 } 269 }
204 277
205 /* Note sure why the following is the case - either the object has to 278 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 279 * be animated or have a very low speed. Is this an attempted monster
207 * check? 280 * check?
208 */ 281 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 283 return 0;
212 284
213 switch (ob1->type) 285 switch (ob1->type)
214 { 286 {
215 case SCROLL: 287 case SCROLL:
216 if (ob1->level != ob2->level) 288 if (ob1->level != ob2->level)
217 return 0; 289 return 0;
218 break; 290 break;
219 } 291 }
220 292
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 294 {
223 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 297 /* One has fields, but the other one doesn't. */
226 return 0; 298 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 299 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 300 return 0;
229 } 301 }
230 302
231 //TODO: generate an event or call into perl for additional checks 303 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
233 { 305 {
234 ob1->optimise (); 306 ob1->optimise ();
235 ob2->optimise (); 307 ob2->optimise ();
236 308
237 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
238 return 0; 310 return 0;
239 } 311 }
240 312
241 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
242 return 1; 314 return 1;
243} 315}
316
244/* 317/*
245 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
247 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
248 */ 321 */
249signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
250 signed long sum; 325 long sum;
251 object *inv; 326 object *inv;
327
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
253 if (inv->inv) 330 if (inv->inv)
254 sum_weight(inv); 331 sum_weight (inv);
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 333 }
334
257 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
259 if(op->carrying != sum) 338 if (op->carrying != sum)
260 op->carrying = sum; 339 op->carrying = sum;
340
261 return sum; 341 return sum;
262} 342}
263 343
264/** 344/**
265 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
266 */ 346 */
267 347
348object *
268object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
269 while (op->env != NULL) 351 while (op->env != NULL)
270 op = op->env; 352 op = op->env;
271 return op; 353 return op;
272}
273
274/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't
277 * or find a player.
278 */
279
280object *is_player_inv (object *op) {
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
282 if (op->env==op)
283 op->env = NULL;
284 return op;
285} 354}
286 355
287/* 356/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 358 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
291 */ 360 */
292 361
293void dump_object2(object *op) { 362char *
294errmsg[0] = 0;
295return;
296 //TODO//D#d#
297#if 0
298 char *cp;
299/* object *tmp;*/
300
301 if(op->arch!=NULL) {
302 strcat(errmsg,"arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
304 strcat(errmsg,"\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307#if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer.
312 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 } else {
320 strcat(errmsg,"Object ");
321 if (op->name==NULL) strcat(errmsg, "(null)");
322 else strcat(errmsg,op->name);
323 strcat(errmsg,"\n");
324#if 0
325 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326 strcat(errmsg,cp);
327 for (tmp=op->inv; tmp; tmp=tmp->below)
328 dump_object2(tmp);
329#endif
330 strcat(errmsg,"end\n");
331 }
332#endif
333}
334
335/*
336 * Dumps an object. Returns output in the static global errmsg array.
337 */
338
339void dump_object(object *op) { 363dump_object (object *op)
340 if(op==NULL) { 364{
341 strcpy(errmsg,"[NULL pointer]"); 365 if (!op)
342 return; 366 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 367
348void dump_all_objects(void) { 368 object_freezer freezer;
349 object *op; 369 save_object (freezer, op, 3);
350 for(op=objects;op!=NULL;op=op->next) { 370 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 371}
355 372
356/* 373/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
360 */ 377 */
361 378
379object *
362object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
363 object *tmp,*closest; 382 object *tmp, *closest;
364 int last_dist,i; 383 int last_dist, i;
384
365 if(op->more==NULL) 385 if (op->more == NULL)
366 return op; 386 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
370 return closest; 390 return closest;
371} 391}
372 392
373/* 393/*
374 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
375 */ 395 */
376 396
397object *
377object *find_object(tag_t i) { 398find_object (tag_t i)
378 object *op; 399{
379 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
380 if(op->count==i) 401 if (op->count == i)
381 break; 402 return op;
403
382 return op; 404 return 0;
383} 405}
384 406
385/* 407/*
386 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
389 */ 411 */
390 412
413object *
391object *find_object_name(const char *str) { 414find_object_name (const char *str)
392 const char *name = shstr::find (str); 415{
416 shstr_cmp str_ (str);
393 object *op; 417 object *op;
418
394 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
395 if(&op->name == name) 420 if (op->name == str_)
396 break; 421 break;
397 422
398 return op; 423 return op;
399} 424}
400 425
426void
401void free_all_object_data () 427free_all_object_data ()
402{ 428{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404}
405
406/*
407 * Returns the object which this object marks as being the owner.
408 * A id-scheme is used to avoid pointing to objects which have been
409 * freed and are now reused. If this is detected, the owner is
410 * set to NULL, and NULL is returned.
411 * Changed 2004-02-12 - if the player is setting at the play again
412 * prompt, he is removed, and we don't want to treat him as an owner of
413 * anything, so check removed flag. I don't expect that this should break
414 * anything - once an object is removed, it is basically dead anyways.
415 */
416
417object *get_owner(object *op) {
418 if(op->owner==NULL)
419 return NULL;
420
421 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 op->owner->count==op->ownercount)
423 return op->owner;
424
425 op->owner=NULL;
426 op->ownercount=0;
427 return NULL;
428}
429
430void clear_owner(object *op)
431{
432 if (!op) return;
433
434 if (op->owner && op->ownercount == op->owner->count)
435 op->owner->refcount--;
436
437 op->owner = NULL;
438 op->ownercount = 0;
439} 430}
440 431
441/* 432/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 434 * skill and experience objects.
444 */ 435 */
445void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
446{ 438{
447 if(owner==NULL||op==NULL) 439 if (!owner)
448 return; 440 return;
449 441
450 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* Add a check for ownercounts in here, as I got into an endless loop
452 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
455 * didn't match, this check is valid and I believe that cause is valid. 447 * didn't match, this check is valid and I believe that cause is valid.
456 */ 448 */
457 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
458 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
459 451
460 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that.
462 */
463 if (owner->owner) return;
464
465 op->owner=owner; 452 this->owner = owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470}
471
472/* Set the owner to clone's current owner and set the skill and experience
473 * objects to clone's objects (typically those objects that where the owner's
474 * current skill and experience objects at the time when clone's owner was
475 * set - not the owner's current skill and experience objects).
476 *
477 * Use this function if player created an object (e.g. fire bullet, swarm
478 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile.
481 */
482void copy_owner (object *op, object *clone)
483{
484 object *owner = get_owner (clone);
485 if (owner == NULL) {
486 /* players don't have owners - they own themselves. Update
487 * as appropriate.
488 */
489 if (clone->type == PLAYER) owner=clone;
490 else return;
491 }
492 set_owner(op, owner);
493
494} 453}
495 454
496/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 456 * refcounts and freeing the links.
498 */ 457 */
458static void
499static void free_key_values(object * op) 459free_key_values (object *op)
500{ 460{
501 for (key_value *i = op->key_values; i != 0; ) 461 for (key_value *i = op->key_values; i != 0;)
502 { 462 {
503 key_value *next = i->next; 463 key_value *next = i->next;
504 delete i; 464 delete i;
465
505 i = next; 466 i = next;
506 } 467 }
507 468
508 op->key_values = 0; 469 op->key_values = 0;
509} 470}
510 471
511void object::clear ()
512{
513 attachable_base::clear ();
514
515 free_key_values (this);
516
517 name = 0;
518 name_pl = 0;
519 title = 0;
520 race = 0;
521 slaying = 0;
522 skill = 0;
523 msg = 0;
524 lore = 0;
525 custom_name = 0;
526 materialname = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531}
532
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *(object_copy *)this;
536 *(object_pod *)destination = *(object_pod *)this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/* 472/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object (object *op)
548{
549 op->clear ();
550
551 op->contr = NULL;
552 op->below = NULL;
553 op->above = NULL;
554 op->inv = NULL;
555 op->container=NULL;
556 op->env=NULL;
557 op->more=NULL;
558 op->head=NULL;
559 op->map=NULL;
560 op->refcount=0;
561 op->active_next = NULL;
562 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */
564
565 op->expmul = 1.0;
566 op->face = blank_face;
567 op->attacked_by_count = -1;
568
569 if (settings.casting_time)
570 op->casting_time = -1;
571}
572
573/*
574 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
575 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
576 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
578 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 478 * will point at garbage.
580 */ 479 */
581 480void
582void copy_object (object *op2, object *op) 481object::copy_to (object *dst)
583{ 482{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
586 485
587 op2->clone (op); 486 *(object_copy *)dst = *this;
588 487
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 488 if (is_freed)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 489 SET_FLAG (dst, FLAG_FREED);
591 490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
592 if (op2->speed < 0) 494 if (speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
594 496
595 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 498 if (key_values)
597 { 499 {
598 key_value *tail = NULL; 500 key_value *tail = 0;
599 key_value *i; 501 key_value *i;
600 502
601 op->key_values = NULL; 503 dst->key_values = 0;
602 504
603 for (i = op2->key_values; i != NULL; i = i->next) 505 for (i = key_values; i; i = i->next)
604 { 506 {
605 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
606 508
607 new_link->next = NULL; 509 new_link->next = 0;
608 new_link->key = i->key; 510 new_link->key = i->key;
609 new_link->value = i->value; 511 new_link->value = i->value;
610 512
611 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 514 if (!dst->key_values)
613 { 515 {
614 op->key_values = new_link; 516 dst->key_values = new_link;
615 tail = new_link; 517 tail = new_link;
616 } 518 }
617 else 519 else
618 { 520 {
619 tail->next = new_link; 521 tail->next = new_link;
620 tail = new_link; 522 tail = new_link;
621 } 523 }
622 } 524 }
623 } 525 }
624 526
625 update_ob_speed (op); 527 update_ob_speed (dst);
626} 528}
627 529
530object *
628object::object () 531object::clone ()
629{ 532{
630 count = ++ob_count; 533 object *neu = create ();
631 534 copy_to (neu);
632 next = objects; 535 return neu;
633
634 if (objects)
635 objects->prev = this;
636
637 objects = this;
638
639 SET_FLAG (this, FLAG_REMOVED);
640
641 expmul = 1.0;
642 face = blank_face;
643 attacked_by_count = -1;
644}
645
646object::~object ()
647{
648} 536}
649 537
650/* 538/*
651 * 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
652 * 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
653 * 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.
654 */ 542 */
655 543
544void
656void update_turn_face(object *op) { 545update_turn_face (object *op)
546{
657 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
658 return; 548 return;
659 SET_ANIMATION(op, op->direction); 549 SET_ANIMATION (op, op->direction);
660 update_object(op,UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
661} 551}
662 552
663/* 553/*
664 * 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
665 * 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.
666 * 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.
667 */ 557 */
668 558void
669void update_ob_speed(object *op) { 559update_ob_speed (object *op)
560{
670 extern int arch_init; 561 extern int arch_init;
671 562
672 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
673 * since they never really need to be updated. 564 * since they never really need to be updated.
674 */ 565 */
675 566
676 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 567 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
568 {
677 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);
678#ifdef MANY_CORES 570#ifdef MANY_CORES
679 abort(); 571 abort ();
680#else 572#else
681 op->speed = 0; 573 op->speed = 0;
682#endif 574#endif
683 } 575 }
576
684 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)
685 return; 584 return;
686 }
687 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
688 /* If already on active list, don't do anything */
689 if (op->active_next || op->active_prev || op==active_objects)
690 return;
691 585
692 /* process_events() expects us to insert the object at the beginning 586 /* process_events() expects us to insert the object at the beginning
693 * of the list. */ 587 * of the list. */
694 op->active_next = active_objects; 588 op->active_next = active_objects;
589
695 if (op->active_next!=NULL) 590 if (op->active_next != NULL)
696 op->active_next->active_prev = op; 591 op->active_next->active_prev = op;
592
697 active_objects = op; 593 active_objects = op;
594 }
595 else
698 } 596 {
699 else {
700 /* If not on the active list, nothing needs to be done */ 597 /* If not on the active list, nothing needs to be done */
701 if (!op->active_next && !op->active_prev && op!=active_objects) 598 if (!op->active_next && !op->active_prev && op != active_objects)
702 return; 599 return;
703 600
704 if (op->active_prev==NULL) { 601 if (op->active_prev == NULL)
602 {
705 active_objects = op->active_next; 603 active_objects = op->active_next;
604
706 if (op->active_next!=NULL) 605 if (op->active_next != NULL)
707 op->active_next->active_prev = NULL; 606 op->active_next->active_prev = NULL;
708 } 607 }
709 else { 608 else
609 {
710 op->active_prev->active_next = op->active_next; 610 op->active_prev->active_next = op->active_next;
611
711 if (op->active_next) 612 if (op->active_next)
712 op->active_next->active_prev = op->active_prev; 613 op->active_next->active_prev = op->active_prev;
713 } 614 }
615
714 op->active_next = NULL; 616 op->active_next = NULL;
715 op->active_prev = NULL; 617 op->active_prev = NULL;
716 } 618 }
717} 619}
718 620
719/* This function removes object 'op' from the list of active 621/* This function removes object 'op' from the list of active
720 * objects. 622 * objects.
722 * 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
723 * in play chewing up cpu time getting processed. 625 * in play chewing up cpu time getting processed.
724 * The reverse of this is to call update_ob_speed, which 626 * The reverse of this is to call update_ob_speed, which
725 * 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.
726 */ 628 */
629void
727void remove_from_active_list(object *op) 630remove_from_active_list (object *op)
728{ 631{
729 /* If not on the active list, nothing needs to be done */ 632 /* If not on the active list, nothing needs to be done */
730 if (!op->active_next && !op->active_prev && op!=active_objects) 633 if (!op->active_next && !op->active_prev && op != active_objects)
731 return; 634 return;
732 635
733 if (op->active_prev==NULL) { 636 if (op->active_prev == NULL)
637 {
734 active_objects = op->active_next; 638 active_objects = op->active_next;
735 if (op->active_next!=NULL) 639 if (op->active_next != NULL)
736 op->active_next->active_prev = NULL; 640 op->active_next->active_prev = NULL;
641 }
642 else
737 } 643 {
738 else {
739 op->active_prev->active_next = op->active_next; 644 op->active_prev->active_next = op->active_next;
740 if (op->active_next) 645 if (op->active_next)
741 op->active_next->active_prev = op->active_prev; 646 op->active_next->active_prev = op->active_prev;
742 } 647 }
743 op->active_next = NULL; 648 op->active_next = NULL;
744 op->active_prev = NULL; 649 op->active_prev = NULL;
745} 650}
746 651
747/* 652/*
748 * update_object() updates the array which represents the map. 653 * update_object() updates the the map.
749 * It takes into account invisible objects (and represent squares covered 654 * It takes into account invisible objects (and represent squares covered
750 * 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
751 * invisible object, etc...) 656 * invisible object, etc...)
752 * 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
753 * 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
754 * updating that window, though, since update_object() is called _often_) 659 * updating that window, though, since update_object() is called _often_)
755 * 660 *
756 * 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.
757 * For example, if the only thing that has changed is the face (due to
758 * an animation), we don't need to call update_position until that actually
759 * comes into view of a player. OTOH, many other things, like addition/removal
760 * of walls or living creatures may need us to update the flags now.
761 * current action are: 662 * current action are:
762 * UP_OBJ_INSERT: op was inserted 663 * UP_OBJ_INSERT: op was inserted
763 * UP_OBJ_REMOVE: op was removed 664 * UP_OBJ_REMOVE: op was removed
764 * 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
765 * 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.
766 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
767 */ 668 */
768 669void
769void update_object(object *op, int action) { 670update_object (object *op, int action)
770 int update_now=0, flags; 671{
771 MoveType move_on, move_off, move_block, move_slow; 672 MoveType move_on, move_off, move_block, move_slow;
772 673
773 if (op == NULL) { 674 if (op == NULL)
675 {
774 /* this should never happen */ 676 /* this should never happen */
775 LOG(llevDebug,"update_object() called for NULL object.\n"); 677 LOG (llevDebug, "update_object() called for NULL object.\n");
776 return; 678 return;
777 }
778 679 }
779 if(op->env!=NULL) { 680
681 if (op->env)
682 {
780 /* Animation is currently handled by client, so nothing 683 /* Animation is currently handled by client, so nothing
781 * to do in this case. 684 * to do in this case.
782 */ 685 */
783 return; 686 return;
784 } 687 }
785 688
786 /* 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
787 * going to get freed anyways. 690 * going to get freed anyways.
788 */ 691 */
789 if (!op->map || op->map->in_memory == MAP_SAVING) return; 692 if (!op->map || op->map->in_memory == MAP_SAVING)
790 693 return;
694
791 /* make sure the object is within map boundaries */ 695 /* make sure the object is within map boundaries */
792 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)
793 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 697 {
794 LOG(llevError,"update_object() called for object out of map!\n"); 698 LOG (llevError, "update_object() called for object out of map!\n");
795#ifdef MANY_CORES 699#ifdef MANY_CORES
796 abort(); 700 abort ();
797#endif 701#endif
798 return; 702 return;
799 }
800 703 }
801 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
802 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
803 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
804 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
805 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
806 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
807 704
705 mapspace &m = op->ms ();
706
707 if (m.flags_ & P_NEED_UPDATE)
708 /* nop */;
808 if (action == UP_OBJ_INSERT) { 709 else if (action == UP_OBJ_INSERT)
710 {
711 // this is likely overkill, TODO: revisit (schmorp)
809 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
810 update_now=1;
811
812 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 713 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
813 update_now=1; 714 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
814 715 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
716 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
815 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 717 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
816 update_now=1; 718 || (m.move_on | op->move_on ) != m.move_on
817
818 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
819 update_now=1;
820
821 if ((move_on | op->move_on) != move_on) update_now=1;
822 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
823 /* 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
824 * to have move_allow right now. 722 * to have move_allow right now.
825 */ 723 */
826 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 724 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
827 update_now=1; 725 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
828 if ((move_slow | op->move_slow) != move_slow) update_now=1; 726 m.flags_ = P_NEED_UPDATE;
829 } 727 }
830 /* if the object is being removed, we can't make intelligent 728 /* if the object is being removed, we can't make intelligent
831 * decisions, because remove_ob can't really pass the object 729 * decisions, because remove_ob can't really pass the object
832 * that is being removed. 730 * that is being removed.
833 */ 731 */
834 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
835 update_now=1; 733 m.flags_ = P_NEED_UPDATE;
836 } else if (action == UP_OBJ_FACE) { 734 else if (action == UP_OBJ_FACE)
837 /* Nothing to do for that case */ 735 /* Nothing to do for that case */ ;
838 }
839 else { 736 else
840 LOG(llevError,"update_object called with invalid action: %d\n", action); 737 LOG (llevError, "update_object called with invalid action: %d\n", action);
841 }
842 738
843 if (update_now) {
844 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
845 update_position(op->map, op->x, op->y);
846 }
847
848 if(op->more!=NULL) 739 if (op->more)
849 update_object(op->more, action); 740 update_object (op->more, action);
850} 741}
851 742
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}
852 792
853/* 793/*
854 * free_object() frees everything allocated by an object, removes 794 * free_object() frees everything allocated by an object, removes
855 * 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
856 * free objects. The IS_FREED() flag is set in the object. 796 * free objects. The IS_FREED() flag is set in the object.
857 * The object must have been removed by remove_ob() first for 797 * The object must have been removed by remove_ob() first for
858 * this function to succeed. 798 * this function to succeed.
859 * 799 *
860 * 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
861 * inventory to the ground. 801 * inventory to the ground.
862 */ 802 */
863
864void 803void
865free_object (object * ob) 804object::do_destroy ()
866{ 805{
867 free_object2 (ob, 0); 806 attachable::do_destroy ();
868}
869 807
808 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this);
810
811 if (flag [FLAG_FRIENDLY])
812 remove_friendly_object (this);
813
814 if (!flag [FLAG_REMOVED])
815 remove ();
816
817 if (flag [FLAG_FREED])
818 return;
819
820 flag [FLAG_FREED] = 1;
821
822 // hack to ensure that freed objects still have a valid map
823 {
824 static maptile *freed_map; // freed objects are moved here to avoid crashes
825
826 if (!freed_map)
827 {
828 freed_map = new maptile;
829
830 freed_map->name = "/internal/freed_objects_map";
831 freed_map->width = 3;
832 freed_map->height = 3;
833
834 freed_map->allocate ();
835 }
836
837 map = freed_map;
838 x = 1;
839 y = 1;
840 }
841
842 more = 0;
843 head = 0;
844 inv = 0;
845
846 // clear those pointers that likely might have circular references to us
847 owner = 0;
848 enemy = 0;
849 attacked_by = 0;
850
851 // only relevant for players(?), but make sure of it anyways
852 contr = 0;
853
854 /* Remove object from the active list */
855 speed = 0;
856 update_ob_speed (this);
857
858 unlink ();
859}
860
861/*
862 * Remove and free all objects in the inventory of the given object.
863 * object.c ?
864 */
870void 865void
871free_object2 (object * ob, int free_inventory) 866object::destroy_inv (bool drop_to_ground)
872{ 867{
873 object *tmp, *op; 868 if (!inv)
874
875 if (!QUERY_FLAG (ob, FLAG_REMOVED))
876 {
877 LOG (llevDebug, "Free object called with non removed object\n");
878 dump_object (ob);
879#ifdef MANY_CORES
880 abort ();
881#endif
882 }
883
884 if (QUERY_FLAG (ob, FLAG_FRIENDLY))
885 {
886 LOG (llevMonster, "Warning: tried to free friendly object.\n");
887 remove_friendly_object (ob);
888 }
889
890 if (QUERY_FLAG (ob, FLAG_FREED))
891 {
892 dump_object (ob);
893 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
894 return; 869 return;
895 }
896 870
897 if (ob->more != NULL)
898 {
899 free_object2 (ob->more, free_inventory);
900 ob->more = NULL;
901 }
902
903 if (ob->inv)
904 {
905 /* Only if the space blocks everything do we not process - 871 /* Only if the space blocks everything do we not process -
906 * if some form of movement is allowed, let objects 872 * if some form of movement is allowed, let objects
907 * drop on that space. 873 * drop on that space.
908 */ 874 */
909 if (free_inventory || ob->map == NULL 875 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
910 || ob->map->in_memory != MAP_IN_MEMORY
911 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
912 {
913 op = ob->inv;
914
915 while (op != NULL)
916 { 876 {
917 tmp = op->below; 877 while (inv)
918 remove_ob (op); 878 {
919 free_object2 (op, free_inventory); 879 inv->destroy_inv (drop_to_ground);
920 op = tmp; 880 inv->destroy ();
921 } 881 }
922 }
923 else
924 { /* Put objects in inventory onto this space */
925 op = ob->inv;
926
927 while (op != NULL)
928 {
929 tmp = op->below;
930 remove_ob (op);
931
932 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
933 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
934 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
935 free_object (op);
936 else
937 {
938 op->x = ob->x;
939 op->y = ob->y;
940 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
941 }
942
943 op = tmp;
944 }
945 }
946 }
947
948 /* Remove object from the active list */
949 ob->speed = 0;
950 update_ob_speed (ob);
951
952 SET_FLAG (ob, FLAG_FREED);
953 ob->count = 0;
954
955 /* Remove this object from the list of used objects */
956 if (ob->prev == NULL)
957 {
958 objects = ob->next;
959
960 if (objects != NULL)
961 objects->prev = NULL;
962 } 882 }
963 else 883 else
884 { /* Put objects in inventory onto this space */
885 while (inv)
886 {
887 object *op = inv;
888
889 if (op->flag [FLAG_STARTEQUIP]
890 || op->flag [FLAG_NO_DROP]
891 || op->type == RUNE
892 || op->type == TRAP
893 || op->flag [FLAG_IS_A_TEMPLATE])
894 op->destroy ();
895 else
896 {
897 op->remove ();
898 op->x = x;
899 op->y = y;
900 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
901 }
902 }
964 { 903 }
965 ob->prev->next = ob->next; 904}
966 905
967 if (ob->next != NULL) 906void
968 ob->next->prev = ob->prev; 907object::destroy (bool destroy_inventory)
908{
909 if (destroyed ())
910 return;
911
912 if (more)
969 } 913 {
914 //TODO: non-head objects must not have inventory
915 more->destroy (destroy_inventory);
916 more = 0;
917 }
970 918
971 free_key_values (ob); 919 if (destroy_inventory)
920 destroy_inv (true);
972 921
973 /* Now link it with the free_objects list: */ 922 attachable::destroy ();
974 ob->prev = 0;
975 ob->next = 0;
976
977 delete ob;
978} 923}
979 924
980/* 925/*
981 * sub_weight() recursively (outwards) subtracts a number from the 926 * sub_weight() recursively (outwards) subtracts a number from the
982 * 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)).
983 */ 928 */
984 929void
985void sub_weight (object *op, signed long weight) { 930sub_weight (object *op, signed long weight)
931{
986 while (op != NULL) { 932 while (op != NULL)
933 {
987 if (op->type == CONTAINER) { 934 if (op->type == CONTAINER)
988 weight=(signed long)(weight*(100-op->stats.Str)/100); 935 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
989 } 936
990 op->carrying-=weight; 937 op->carrying -= weight;
991 op = op->env; 938 op = op->env;
992 } 939 }
993} 940}
994 941
995/* remove_ob(op): 942/* op->remove ():
996 * 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
997 * 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
998 * object will have no environment. If the object previously had an 945 * object will have no environment. If the object previously had an
999 * environment, the x and y coordinates will be updated to 946 * environment, the x and y coordinates will be updated to
1000 * the previous environment. 947 * the previous environment.
1001 * Beware: This function is called from the editor as well! 948 * Beware: This function is called from the editor as well!
1002 */ 949 */
1003 950void
1004void remove_ob(object *op) { 951object::remove ()
952{
1005 object *tmp,*last=NULL; 953 object *tmp, *last = 0;
1006 object *otmp; 954 object *otmp;
1007 tag_t tag;
1008 int check_walk_off;
1009 mapstruct *m;
1010 sint16 x,y;
1011
1012 955
1013 if(QUERY_FLAG(op,FLAG_REMOVED)) { 956 if (QUERY_FLAG (this, FLAG_REMOVED))
1014 dump_object(op); 957 return;
1015 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1016 958
1017 /* Changed it to always dump core in this case. As has been learned
1018 * in the past, trying to recover from errors almost always
1019 * make things worse, and this is a real error here - something
1020 * that should not happen.
1021 * Yes, if this was a mission critical app, trying to do something
1022 * to recover may make sense, but that is because failure of the app
1023 * may have other disastrous problems. Cf runs out of a script
1024 * so is easily enough restarted without any real problems.
1025 * MSW 2001-07-01
1026 */
1027 abort();
1028 }
1029 if(op->more!=NULL)
1030 remove_ob(op->more);
1031
1032 SET_FLAG(op, FLAG_REMOVED); 959 SET_FLAG (this, FLAG_REMOVED);
960 INVOKE_OBJECT (REMOVE, this);
1033 961
962 if (more)
963 more->remove ();
964
1034 /* 965 /*
1035 * In this case, the object to be removed is in someones 966 * In this case, the object to be removed is in someones
1036 * inventory. 967 * inventory.
1037 */ 968 */
1038 if(op->env!=NULL) { 969 if (env)
970 {
1039 if(op->nrof) 971 if (nrof)
1040 sub_weight(op->env, op->weight*op->nrof); 972 sub_weight (env, weight * nrof);
1041 else 973 else
1042 sub_weight(op->env, op->weight+op->carrying); 974 sub_weight (env, weight + carrying);
1043 975
1044 /* 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
1045 * made to players inventory. If set, avoiding the call 977 * made to players inventory. If set, avoiding the call
1046 * to save cpu time. 978 * to save cpu time.
1047 */ 979 */
1048 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1049 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 981 otmp->update_stats ();
1050 fix_player(otmp);
1051 982
1052 if(op->above!=NULL) 983 if (above != NULL)
1053 op->above->below=op->below; 984 above->below = below;
1054 else 985 else
1055 op->env->inv=op->below; 986 env->inv = below;
1056 987
1057 if(op->below!=NULL) 988 if (below != NULL)
1058 op->below->above=op->above; 989 below->above = above;
1059 990
1060 /* we set up values so that it could be inserted into 991 /* we set up values so that it could be inserted into
1061 * 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
1062 * 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
1063 */ 1020 */
1064 op->x=op->env->x,op->y=op->env->y; 1021 if (GET_MAP_OB (map, x, y) != this)
1065 op->map=op->env->map; 1022 {
1066 op->above=NULL,op->below=NULL; 1023 char *dump = dump_object (this);
1067 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)
1068 return; 1039 return;
1069 }
1070 1040
1071 /* If we get here, we are removing it from a map */ 1041 int check_walk_off = !flag [FLAG_NO_APPLY];
1072 if (op->map == NULL) return;
1073 1042
1074 x = op->x; 1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1075 y = op->y; 1044 {
1076 m = get_map_from_coord(op->map, &x, &y); 1045 /* No point updating the players look faces if he is the object
1077 1046 * being removed.
1078 if (!m) {
1079 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1080 op->map->path, op->x, op->y);
1081 /* in old days, we used to set x and y to 0 and continue.
1082 * it seems if we get into this case, something is probablye
1083 * screwed up and should be fixed.
1084 */ 1047 */
1085 abort();
1086 }
1087 if (op->map != m) {
1088 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1089 op->map->path, m->path, op->x, op->y, x, y);
1090 }
1091 1048
1092 /* Re did the following section of code - it looks like it had 1049 if (tmp->type == PLAYER && tmp != this)
1093 * lots of logic for things we no longer care about 1050 {
1094 */ 1051 /* If a container that the player is currently using somehow gets
1095 1052 * removed (most likely destroyed), update the player view
1096 /* link the object above us */ 1053 * appropriately.
1097 if (op->above)
1098 op->above->below=op->below;
1099 else
1100 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1101
1102 /* Relink the object below us, if there is one */
1103 if(op->below) {
1104 op->below->above=op->above;
1105 } else {
1106 /* Nothing below, which means we need to relink map object for this space
1107 * use translated coordinates in case some oddness with map tiling is
1108 * evident
1109 */ 1054 */
1110 if(GET_MAP_OB(m,x,y)!=op) { 1055 if (tmp->container == this)
1111 dump_object(op); 1056 {
1112 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;
1113 dump_object(GET_MAP_OB(m,x,y)); 1058 tmp->container = 0;
1114 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;
1115 } 1082 }
1116 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1117 }
1118 op->above=NULL;
1119 op->below=NULL;
1120 1083
1121 if (op->map->in_memory == MAP_SAVING)
1122 return;
1123
1124 tag = op->count;
1125 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1126 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1127 /* No point updating the players look faces if he is the object
1128 * being removed.
1129 */
1130
1131 if(tmp->type==PLAYER && tmp!=op) {
1132 /* If a container that the player is currently using somehow gets
1133 * removed (most likely destroyed), update the player view
1134 * appropriately.
1135 */
1136 if (tmp->container==op) {
1137 CLEAR_FLAG(op, FLAG_APPLIED);
1138 tmp->container=NULL;
1139 }
1140 tmp->contr->socket.update_look=1;
1141 }
1142 /* See if player moving off should effect something */
1143 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1144 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1145
1146 move_apply(tmp, op, NULL);
1147 if (was_destroyed (op, tag)) {
1148 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1149 "leaving object\n", &tmp->name, &tmp->arch->name);
1150 }
1151 }
1152
1153 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1154
1155 if(tmp->above == tmp)
1156 tmp->above = NULL;
1157 last=tmp;
1158 }
1159 /* last == NULL of there are no objects on this space */ 1084 /* last == NULL of there are no objects on this space */
1160 if (last==NULL) { 1085 if (!last)
1161 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1086 map->at (x, y).flags_ = P_NEED_UPDATE;
1162 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1163 * those out anyways, and if there are any flags set right now, they won't
1164 * be correct anyways.
1165 */
1166 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1167 update_position(op->map, op->x, op->y);
1168 }
1169 else 1087 else
1170 update_object(last, UP_OBJ_REMOVE); 1088 update_object (last, UP_OBJ_REMOVE);
1171 1089
1172 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1173 update_all_los(op->map, op->x, op->y); 1091 update_all_los (map, x, y);
1174 1092 }
1175} 1093}
1176 1094
1177/* 1095/*
1178 * merge_ob(op,top): 1096 * merge_ob(op,top):
1179 * 1097 *
1180 * This function goes through all objects below and including top, and 1098 * This function goes through all objects below and including top, and
1181 * merges op to the first matching object. 1099 * merges op to the first matching object.
1182 * If top is NULL, it is calculated. 1100 * If top is NULL, it is calculated.
1183 * 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
1184 */ 1102 */
1185 1103object *
1186object *merge_ob(object *op, object *top) { 1104merge_ob (object *op, object *top)
1105{
1187 if(!op->nrof) 1106 if (!op->nrof)
1188 return 0; 1107 return 0;
1189 if(top==NULL) 1108
1109 if (top)
1190 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1110 for (top = op; top && top->above; top = top->above)
1111 ;
1112
1191 for(;top!=NULL;top=top->below) { 1113 for (; top; top = top->below)
1114 {
1192 if(top==op) 1115 if (top == op)
1193 continue; 1116 continue;
1194 if (CAN_MERGE(op,top)) 1117
1195 { 1118 if (object::can_merge (op, top))
1119 {
1196 top->nrof+=op->nrof; 1120 top->nrof += op->nrof;
1121
1197/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1122/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1198 op->weight = 0; /* Don't want any adjustements now */ 1123 op->weight = 0; /* Don't want any adjustements now */
1199 remove_ob(op); 1124 op->destroy ();
1200 free_object(op);
1201 return top; 1125 return top;
1202 } 1126 }
1203 } 1127 }
1128
1204 return NULL; 1129 return 0;
1205} 1130}
1206 1131
1207/* 1132/*
1208 * 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
1209 * job preparing multi-part monsters 1134 * job preparing multi-part monsters
1210 */ 1135 */
1136object *
1211object *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{
1212 object* tmp; 1139 object *tmp;
1140
1213 if (op->head) 1141 if (op->head)
1214 op=op->head; 1142 op = op->head;
1143
1215 for (tmp=op;tmp;tmp=tmp->more){ 1144 for (tmp = op; tmp; tmp = tmp->more)
1145 {
1216 tmp->x=x+tmp->arch->clone.x; 1146 tmp->x = x + tmp->arch->clone.x;
1217 tmp->y=y+tmp->arch->clone.y; 1147 tmp->y = y + tmp->arch->clone.y;
1218 } 1148 }
1149
1219 return insert_ob_in_map (op, m, originator, flag); 1150 return insert_ob_in_map (op, m, originator, flag);
1220} 1151}
1221 1152
1222/* 1153/*
1223 * insert_ob_in_map (op, map, originator, flag): 1154 * insert_ob_in_map (op, map, originator, flag):
1224 * This function inserts the object in the two-way linked list 1155 * This function inserts the object in the two-way linked list
1237 * Return value: 1168 * Return value:
1238 * new object if 'op' was merged with other object 1169 * new object if 'op' was merged with other object
1239 * NULL if 'op' was destroyed 1170 * NULL if 'op' was destroyed
1240 * just 'op' otherwise 1171 * just 'op' otherwise
1241 */ 1172 */
1242 1173object *
1243object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1244{ 1175{
1245 object *tmp, *top, *floor=NULL; 1176 object *tmp, *top, *floor = NULL;
1246 sint16 x,y; 1177 sint16 x, y;
1247 1178
1248 if (QUERY_FLAG (op, FLAG_FREED)) { 1179 if (QUERY_FLAG (op, FLAG_FREED))
1180 {
1249 LOG (llevError, "Trying to insert freed object!\n"); 1181 LOG (llevError, "Trying to insert freed object!\n");
1250 return NULL; 1182 return NULL;
1183 }
1184
1185 if (m == NULL)
1251 } 1186 {
1252 if(m==NULL) {
1253 dump_object(op); 1187 char *dump = dump_object (op);
1254 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);
1255 return op; 1190 return op;
1256 } 1191 }
1192
1257 if(out_of_map(m,op->x,op->y)) { 1193 if (out_of_map (m, op->x, op->y))
1194 {
1258 dump_object(op); 1195 char *dump = dump_object (op);
1259 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);
1260#ifdef MANY_CORES 1197#ifdef MANY_CORES
1261 /* 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
1262 * 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
1263 * improperly inserted. 1200 * improperly inserted.
1264 */ 1201 */
1265 abort(); 1202 abort ();
1266#endif 1203#endif
1204 free (dump);
1267 return op; 1205 return op;
1268 } 1206 }
1207
1269 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1208 if (!QUERY_FLAG (op, FLAG_REMOVED))
1209 {
1270 dump_object(op); 1210 char *dump = dump_object (op);
1271 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);
1272 return op; 1213 return op;
1214 }
1215
1216 if (op->more)
1273 } 1217 {
1274 if(op->more!=NULL) {
1275 /* The part may be on a different map. */ 1218 /* The part may be on a different map. */
1276 1219
1277 object *more = op->more; 1220 object *more = op->more;
1278 1221
1279 /* We really need the caller to normalize coordinates - if 1222 /* We really need the caller to normalize coordinates - if
1280 * 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
1281 * 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
1282 * is clear wrong do we normalize it. 1225 * is clear wrong do we normalize it.
1283 */ 1226 */
1284 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1227 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1285 more->map = get_map_from_coord(m, &more->x, &more->y); 1228 more->map = get_map_from_coord (m, &more->x, &more->y);
1286 } else if (!more->map) { 1229 else if (!more->map)
1230 {
1287 /* For backwards compatibility - when not dealing with tiled maps, 1231 /* For backwards compatibility - when not dealing with tiled maps,
1288 * more->map should always point to the parent. 1232 * more->map should always point to the parent.
1289 */ 1233 */
1290 more->map = m; 1234 more->map = m;
1291 } 1235 }
1292 1236
1293 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1237 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1238 {
1294 if ( ! op->head) 1239 if (!op->head)
1295 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
1296 return NULL; 1242 return 0;
1297 } 1243 }
1298 } 1244 }
1245
1299 CLEAR_FLAG(op,FLAG_REMOVED); 1246 CLEAR_FLAG (op, FLAG_REMOVED);
1300 1247
1301 /* Ideally, the caller figures this out. However, it complicates a lot 1248 /* Ideally, the caller figures this out. However, it complicates a lot
1302 * 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
1303 * need extra work 1250 * need extra work
1304 */ 1251 */
1305 op->map=get_map_from_coord(m, &op->x, &op->y); 1252 op->map = get_map_from_coord (m, &op->x, &op->y);
1306 x = op->x; 1253 x = op->x;
1307 y = op->y; 1254 y = op->y;
1308 1255
1309 /* this has to be done after we translate the coordinates. 1256 /* this has to be done after we translate the coordinates.
1310 */ 1257 */
1311 if(op->nrof && !(flag & INS_NO_MERGE)) { 1258 if (op->nrof && !(flag & INS_NO_MERGE))
1312 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)
1313 if (CAN_MERGE(op,tmp)) { 1260 if (object::can_merge (op, tmp))
1261 {
1314 op->nrof+=tmp->nrof; 1262 op->nrof += tmp->nrof;
1315 remove_ob(tmp); 1263 tmp->destroy ();
1316 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;
1317 } 1325 }
1318 }
1319 1326
1320 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 */
1321 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1328 top = last;
1322 if (!QUERY_FLAG(op, FLAG_ALIVE))
1323 CLEAR_FLAG(op, FLAG_NO_STEAL);
1324 1329
1325 if (flag & INS_BELOW_ORIGINATOR) { 1330 /* We let update_position deal with figuring out what the space
1326 if (originator->map != op->map || originator->x != op->x || 1331 * looks like instead of lots of conditions here.
1327 originator->y != op->y) { 1332 * makes things faster, and effectively the same result.
1328 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1333 */
1329 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;
1330 } 1376 }
1331 op->above = originator;
1332 op->below = originator->below;
1333 if (op->below) op->below->above = op;
1334 else SET_MAP_OB(op->map, op->x, op->y, op);
1335 /* since *below* originator, no need to update top */
1336 originator->below = op;
1337 } else { 1377 else
1338 /* If there are other objects, then */
1339 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1340 object *last=NULL;
1341 /*
1342 * If there are multiple objects on this space, we do some trickier handling.
1343 * We've already dealt with merging if appropriate.
1344 * Generally, we want to put the new object on top. But if
1345 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1346 * floor, we want to insert above that and no further.
1347 * Also, if there are spell objects on this space, we stop processing
1348 * once we get to them. This reduces the need to traverse over all of
1349 * them when adding another one - this saves quite a bit of cpu time
1350 * when lots of spells are cast in one area. Currently, it is presumed
1351 * that flying non pickable objects are spell objects.
1352 */
1353
1354 while (top != NULL) {
1355 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1356 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1357 if (QUERY_FLAG(top, FLAG_NO_PICK)
1358 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1359 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1360 {
1361 /* We insert above top, so we want this object below this */
1362 top=top->below;
1363 break;
1364 }
1365 last = top;
1366 top = top->above;
1367 }
1368 /* Don't want top to be NULL, so set it to the last valid object */
1369 top = last;
1370
1371 /* We let update_position deal with figuring out what the space
1372 * looks like instead of lots of conditions here.
1373 * makes things faster, and effectively the same result.
1374 */
1375
1376 /* Have object 'fall below' other objects that block view.
1377 * Unless those objects are exits, type 66
1378 * If INS_ON_TOP is used, don't do this processing
1379 * Need to find the object that in fact blocks view, otherwise
1380 * stacking is a bit odd.
1381 */
1382 if (!(flag & INS_ON_TOP) &&
1383 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1384 (op->face && !op->face->visibility)) {
1385 for (last=top; last != floor; last=last->below)
1386 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1387 /* Check to see if we found the object that blocks view,
1388 * and make sure we have a below pointer for it so that
1389 * we can get inserted below this one, which requires we
1390 * set top to the object below us.
1391 */
1392 if (last && last->below && last != floor) top=last->below;
1393 }
1394 } /* If objects on this space */
1395 if (flag & INS_MAP_LOAD)
1396 top = GET_MAP_TOP(op->map,op->x,op->y);
1397 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1398
1399 /* Top is the object that our object (op) is going to get inserted above.
1400 */
1401
1402 /* First object on this space */
1403 if (!top) {
1404 op->above = GET_MAP_OB(op->map, op->x, op->y);
1405 if (op->above) op->above->below = op;
1406 op->below = NULL;
1407 SET_MAP_OB(op->map, op->x, op->y, op);
1408 } else { /* get inserted into the stack above top */ 1378 { /* get inserted into the stack above top */
1409 op->above = top->above; 1379 op->above = top->above;
1380
1381 if (op->above)
1410 if (op->above) op->above->below = op; 1382 op->above->below = op;
1383
1411 op->below = top; 1384 op->below = top;
1412 top->above = op; 1385 top->above = op;
1413 } 1386 }
1387
1414 if (op->above==NULL) 1388 if (op->above == NULL)
1415 SET_MAP_TOP(op->map,op->x, op->y, op); 1389 op->ms ().top = op;
1416 } /* else not INS_BELOW_ORIGINATOR */ 1390 } /* else not INS_BELOW_ORIGINATOR */
1417 1391
1418 if(op->type==PLAYER) 1392 if (op->type == PLAYER)
1419 op->contr->do_los=1; 1393 op->contr->do_los = 1;
1420 1394
1421 /* 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
1422 * it, so save a few ticks and start from there. 1396 * it, so save a few ticks and start from there.
1423 */ 1397 */
1424 if (!(flag & INS_MAP_LOAD)) 1398 if (!(flag & INS_MAP_LOAD))
1425 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 ())
1426 if (tmp->type == PLAYER) 1400 if (pl->contr->ns)
1427 tmp->contr->socket.update_look=1; 1401 pl->contr->ns->floorbox_update ();
1428 }
1429 1402
1430 /* If this object glows, it may affect lighting conditions that are 1403 /* If this object glows, it may affect lighting conditions that are
1431 * 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
1432 * 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
1433 * on the map will get recalculated. The players could very well 1406 * on the map will get recalculated. The players could very well
1434 * 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 -
1435 * this should get redone to only look for players within range, 1408 * this should get redone to only look for players within range,
1436 * 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
1437 * of effect may be sufficient. 1410 * of effect may be sufficient.
1438 */ 1411 */
1439 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1412 if (op->map->darkness && (op->glow_radius != 0))
1440 update_all_los(op->map, op->x, op->y); 1413 update_all_los (op->map, op->x, op->y);
1441 1414
1442
1443 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1415 /* updates flags (blocked, alive, no magic, etc) for this map space */
1444 update_object(op,UP_OBJ_INSERT); 1416 update_object (op, UP_OBJ_INSERT);
1445 1417
1418 INVOKE_OBJECT (INSERT, op);
1446 1419
1447 /* 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,
1448 * we want to have update_look set above before calling this. 1421 * we want to have floorbox_update called before calling this.
1449 * 1422 *
1450 * check_move_on() must be after this because code called from 1423 * check_move_on() must be after this because code called from
1451 * check_move_on() depends on correct map flags (so functions like 1424 * check_move_on() depends on correct map flags (so functions like
1452 * blocked() and wall() work properly), and these flags are updated by 1425 * blocked() and wall() work properly), and these flags are updated by
1453 * update_object(). 1426 * update_object().
1454 */ 1427 */
1455 1428
1456 /* 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 */
1457
1458 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1430 if (!(flag & INS_NO_WALK_ON) && !op->head)
1431 {
1459 if (check_move_on(op, originator)) 1432 if (check_move_on (op, originator))
1460 return NULL; 1433 return 0;
1461 1434
1462 /* 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
1463 * walk on's. 1436 * walk on's.
1464 */ 1437 */
1465 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1438 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1466 if (check_move_on (tmp, originator)) 1439 if (check_move_on (tmp, originator))
1467 return NULL; 1440 return 0;
1468 } 1441 }
1442
1469 return op; 1443 return op;
1470} 1444}
1471 1445
1472/* this function inserts an object in the map, but if it 1446/* this function inserts an object in the map, but if it
1473 * 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.
1474 * 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.
1475 */ 1449 */
1450void
1476void replace_insert_ob_in_map(const char *arch_string, object *op) { 1451replace_insert_ob_in_map (const char *arch_string, object *op)
1477 object *tmp; 1452{
1478 object *tmp1; 1453 object *tmp, *tmp1;
1479 1454
1480 /* first search for itself and remove any old instances */ 1455 /* first search for itself and remove any old instances */
1481 1456
1482 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)
1483 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1484 remove_ob(tmp); 1459 tmp->destroy ();
1485 free_object(tmp);
1486 }
1487 }
1488 1460
1489 tmp1=arch_to_object(find_archetype(arch_string)); 1461 tmp1 = arch_to_object (archetype::find (arch_string));
1490 1462
1491 1463 tmp1->x = op->x;
1492 tmp1->x = op->x; tmp1->y = op->y; 1464 tmp1->y = op->y;
1493 insert_ob_in_map(tmp1,op->map,op,0); 1465 insert_ob_in_map (tmp1, op->map, op, 0);
1494} 1466}
1495 1467
1496/* 1468/*
1497 * 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
1498 * is returned contains nr objects, and the remaining parts contains 1470 * is returned contains nr objects, and the remaining parts contains
1499 * 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).
1500 * On failure, NULL is returned, and the reason put into the 1472 * On failure, NULL is returned, and the reason put into the
1501 * global static errmsg array. 1473 * global static errmsg array.
1502 */ 1474 */
1503 1475
1476object *
1504object *get_split_ob(object *orig_ob, uint32 nr) { 1477get_split_ob (object *orig_ob, uint32 nr)
1478{
1505 object *newob; 1479 object *newob;
1506 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1507 1481
1508 if(orig_ob->nrof<nr) { 1482 if (orig_ob->nrof < nr)
1509 sprintf(errmsg,"There are only %d %ss.", 1483 {
1510 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);
1511 return NULL; 1485 return NULL;
1512 } 1486 }
1487
1513 newob = object_create_clone(orig_ob); 1488 newob = object_create_clone (orig_ob);
1489
1514 if((orig_ob->nrof-=nr)<1) { 1490 if ((orig_ob->nrof -= nr) < 1)
1515 if ( ! is_removed) 1491 orig_ob->destroy (1);
1516 remove_ob(orig_ob);
1517 free_object2(orig_ob, 1);
1518 }
1519 else if ( ! is_removed) { 1492 else if (!is_removed)
1493 {
1520 if(orig_ob->env!=NULL) 1494 if (orig_ob->env != NULL)
1521 sub_weight (orig_ob->env,orig_ob->weight*nr); 1495 sub_weight (orig_ob->env, orig_ob->weight * nr);
1522 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 {
1523 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.");
1524 LOG(llevDebug,
1525 "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");
1526 return NULL; 1500 return NULL;
1527 } 1501 }
1528 } 1502 }
1503
1529 newob->nrof=nr; 1504 newob->nrof = nr;
1530 1505
1531 return newob; 1506 return newob;
1532} 1507}
1533 1508
1534/* 1509/*
1535 * decrease_ob_nr(object, number) decreases a specified number from 1510 * decrease_ob_nr(object, number) decreases a specified number from
1536 * 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
1537 * is subsequently removed and freed. 1512 * is subsequently removed and freed.
1538 * 1513 *
1539 * 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
1540 */ 1515 */
1541 1516
1517object *
1542object *decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1543{ 1519{
1544 object *tmp; 1520 object *tmp;
1545 player *pl;
1546 1521
1547 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1548 return op; 1523 return op;
1549 1524
1550 if (i > op->nrof) 1525 if (i > op->nrof)
1551 i = op->nrof; 1526 i = op->nrof;
1552 1527
1553 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 }
1554 { 1564 }
1565 else
1566 {
1567 object *above = op->above;
1568
1569 if (i < op->nrof)
1555 op->nrof -= i; 1570 op->nrof -= i;
1556 } 1571 else
1557 else if (op->env != NULL)
1558 {
1559 /* is this object in the players inventory, or sub container
1560 * therein?
1561 */ 1572 {
1562 tmp = is_player_inv (op->env); 1573 op->remove ();
1563 /* nope. Is this a container the player has opened? 1574 op->nrof = 0;
1564 * If so, set tmp to that player.
1565 * IMO, searching through all the players will mostly
1566 * likely be quicker than following op->env to the map,
1567 * and then searching the map for a player.
1568 */
1569 if (!tmp) {
1570 for (pl=first_player; pl; pl=pl->next)
1571 if (pl->ob->container == op->env) break;
1572 if (pl) tmp=pl->ob;
1573 else tmp=NULL;
1574 } 1575 }
1575 1576
1576 if (i < op->nrof) {
1577 sub_weight (op->env, op->weight * i);
1578 op->nrof -= i;
1579 if (tmp) {
1580 esrv_send_item(tmp, op);
1581 }
1582 } else {
1583 remove_ob (op);
1584 op->nrof = 0;
1585 if (tmp) {
1586 esrv_del_item(tmp->contr, op->count);
1587 }
1588 }
1589 }
1590 else
1591 {
1592 object *above = op->above;
1593
1594 if (i < op->nrof) {
1595 op->nrof -= i;
1596 } else {
1597 remove_ob (op);
1598 op->nrof = 0;
1599 }
1600 /* Since we just removed op, op->above is null */ 1577 /* Since we just removed op, op->above is null */
1601 for (tmp = above; tmp != NULL; tmp = tmp->above) 1578 for (tmp = above; tmp; tmp = tmp->above)
1602 if (tmp->type == PLAYER) { 1579 if (tmp->type == PLAYER)
1580 {
1603 if (op->nrof) 1581 if (op->nrof)
1604 esrv_send_item(tmp, op); 1582 esrv_send_item (tmp, op);
1605 else 1583 else
1606 esrv_del_item(tmp->contr, op->count); 1584 esrv_del_item (tmp->contr, op->count);
1607 } 1585 }
1608 } 1586 }
1609 1587
1610 if (op->nrof) { 1588 if (op->nrof)
1611 return op; 1589 return op;
1612 } else { 1590 else
1613 free_object (op); 1591 {
1592 op->destroy ();
1614 return NULL; 1593 return 0;
1615 } 1594 }
1616} 1595}
1617 1596
1618/* 1597/*
1619 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1620 * and also updates how much the environment(s) is/are carrying. 1599 * and also updates how much the environment(s) is/are carrying.
1621 */ 1600 */
1622 1601
1602void
1623void add_weight (object *op, signed long weight) { 1603add_weight (object *op, signed long weight)
1604{
1624 while (op!=NULL) { 1605 while (op != NULL)
1606 {
1625 if (op->type == CONTAINER) { 1607 if (op->type == CONTAINER)
1626 weight=(signed long)(weight*(100-op->stats.Str)/100); 1608 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1627 } 1609
1628 op->carrying+=weight; 1610 op->carrying += weight;
1629 op=op->env; 1611 op = op->env;
1630 } 1612 }
1631} 1613}
1632 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
1633/* 1635/*
1634 * insert_ob_in_ob(op,environment): 1636 * env->insert (op)
1635 * This function inserts the object op in the linked list 1637 * This function inserts the object op in the linked list
1636 * inside the object environment. 1638 * inside the object environment.
1637 * 1639 *
1638 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1639 * the inventory at the last position or next to other objects of the same
1640 * type.
1641 * Frank: Now sorted by type, archetype and magic!
1642 *
1643 * 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
1644 * be != op, if items are merged. -Tero 1641 * be != op, if items are merged. -Tero
1645 */ 1642 */
1646 1643
1647object *insert_ob_in_ob(object *op,object *where) { 1644object *
1645object::insert (object *op)
1646{
1648 object *tmp, *otmp; 1647 object *tmp, *otmp;
1649 1648
1650 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1651 dump_object(op); 1650 op->remove ();
1652 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1651
1653 return op;
1654 }
1655 if(where==NULL) {
1656 dump_object(op);
1657 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1658 return op;
1659 }
1660 if (where->head) {
1661 LOG(llevDebug,
1662 "Warning: Tried to insert object wrong part of multipart object.\n");
1663 where = where->head;
1664 }
1665 if (op->more) { 1652 if (op->more)
1653 {
1666 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);
1667 &op->name, op->count);
1668 return op; 1655 return op;
1669 } 1656 }
1657
1670 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1671 CLEAR_FLAG(op, FLAG_REMOVED); 1659 CLEAR_FLAG (op, FLAG_REMOVED);
1672 if(op->nrof) { 1660 if (op->nrof)
1661 {
1673 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1662 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1674 if ( CAN_MERGE(tmp,op) ) { 1663 if (object::can_merge (tmp, op))
1664 {
1675 /* return the original object and remove inserted object 1665 /* return the original object and remove inserted object
1676 (client needs the original object) */ 1666 (client needs the original object) */
1677 tmp->nrof += op->nrof; 1667 tmp->nrof += op->nrof;
1678 /* Weight handling gets pretty funky. Since we are adding to 1668 /* Weight handling gets pretty funky. Since we are adding to
1679 * tmp->nrof, we need to increase the weight. 1669 * tmp->nrof, we need to increase the weight.
1680 */ 1670 */
1681 add_weight (where, op->weight*op->nrof); 1671 add_weight (this, op->weight * op->nrof);
1682 SET_FLAG(op, FLAG_REMOVED); 1672 SET_FLAG (op, FLAG_REMOVED);
1683 free_object(op); /* free the inserted object */ 1673 op->destroy (); /* free the inserted object */
1684 op = tmp; 1674 op = tmp;
1685 remove_ob (op); /* and fix old object's links */ 1675 op->remove (); /* and fix old object's links */
1686 CLEAR_FLAG(op, FLAG_REMOVED); 1676 CLEAR_FLAG (op, FLAG_REMOVED);
1687 break; 1677 break;
1688 } 1678 }
1689 1679
1690 /* I assume combined objects have no inventory 1680 /* I assume combined objects have no inventory
1691 * We add the weight - this object could have just been removed 1681 * We add the weight - this object could have just been removed
1692 * (if it was possible to merge). calling remove_ob will subtract 1682 * (if it was possible to merge). calling remove_ob will subtract
1693 * 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
1694 * the linking below 1684 * the linking below
1695 */ 1685 */
1696 add_weight (where, op->weight*op->nrof); 1686 add_weight (this, op->weight * op->nrof);
1687 }
1697 } else 1688 else
1698 add_weight (where, (op->weight+op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1699 1690
1700 otmp=is_player_inv(where); 1691 otmp = this->in_player ();
1701 if (otmp&&otmp->contr!=NULL) { 1692 if (otmp && otmp->contr)
1702 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1703 fix_player(otmp); 1694 otmp->update_stats ();
1704 }
1705 1695
1706 op->map=NULL; 1696 op->map = 0;
1707 op->env=where; 1697 op->env = this;
1708 op->above=NULL; 1698 op->above = 0;
1709 op->below=NULL; 1699 op->below = 0;
1710 op->x=0,op->y=0; 1700 op->x = 0, op->y = 0;
1711 1701
1712 /* 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 */
1713 if((op->glow_radius!=0)&&where->map) 1703 if ((op->glow_radius != 0) && map)
1714 { 1704 {
1715#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1716 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);
1717 op->name);
1718#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1719 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);
1720 } 1710 }
1721 1711
1722 /* 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.
1723 * It sure simplifies this function... 1713 * It sure simplifies this function...
1724 */ 1714 */
1725 if (where->inv==NULL) 1715 if (!inv)
1726 where->inv=op; 1716 inv = op;
1727 else { 1717 else
1718 {
1728 op->below = where->inv; 1719 op->below = inv;
1729 op->below->above = op; 1720 op->below->above = op;
1730 where->inv = op; 1721 inv = op;
1731 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1725
1732 return op; 1726 return op;
1733} 1727}
1734 1728
1735/* 1729/*
1736 * Checks if any objects has a move_type that matches objects 1730 * Checks if any objects has a move_type that matches objects
1751 * 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
1752 * 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
1753 * on top. 1747 * on top.
1754 */ 1748 */
1755 1749
1750int
1756int check_move_on (object *op, object *originator) 1751check_move_on (object *op, object *originator)
1757{ 1752{
1758 object *tmp; 1753 object *tmp;
1759 tag_t tag;
1760 mapstruct *m=op->map; 1754 maptile *m = op->map;
1761 int x=op->x, y=op->y; 1755 int x = op->x, y = op->y;
1756
1762 MoveType move_on, move_slow, move_block; 1757 MoveType move_on, move_slow, move_block;
1763 1758
1764 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1759 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1765 return 0; 1760 return 0;
1766 1761
1767 tag = op->count;
1768
1769 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);
1770 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);
1771 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);
1772 1765
1773 /* 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,
1774 * 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
1775 * 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
1776 * as walking. 1769 * as walking.
1777 */ 1770 */
1778 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))
1779 return 0; 1772 return 0;
1780 1773
1781 /* This is basically inverse logic of that below - basically, 1774 /* This is basically inverse logic of that below - basically,
1782 * 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,
1783 * 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
1784 * blocked. Logic on this seems confusing, but does seem correct. 1777 * blocked. Logic on this seems confusing, but does seem correct.
1785 */ 1778 */
1786 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)
1787 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1780 return 0;
1788 1781
1789 /* The objects have to be checked from top to bottom. 1782 /* The objects have to be checked from top to bottom.
1790 * Hence, we first go to the top: 1783 * Hence, we first go to the top:
1791 */ 1784 */
1792 1785
1793 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)
1794 tmp->above!=NULL; tmp=tmp->above) { 1787 {
1795 /* Trim the search when we find the first other spell effect 1788 /* Trim the search when we find the first other spell effect
1796 * 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,
1797 * we don't need to check all of them. 1790 * we don't need to check all of them.
1798 */ 1791 */
1799 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)
1800 } 1797 {
1801 for(;tmp!=NULL; tmp=tmp->below) { 1798 if (tmp == op)
1802 if (tmp == op) continue; /* Can't apply yourself */ 1799 continue; /* Can't apply yourself */
1803 1800
1804 /* 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.
1805 * Second check makes sure that the movement types not being slowed 1802 * Second check makes sure that the movement types not being slowed
1806 * (~slow_move) is not blocked on this space - just because the 1803 * (~slow_move) is not blocked on this space - just because the
1807 * 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
1808 * 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.
1809 */ 1806 */
1810 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1807 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1808 {
1811 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1809 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1812 ((op->move_type & tmp->move_slow) &&
1813 (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 {
1814 1812
1815 float diff; 1813 float
1816
1817 diff = tmp->move_slow_penalty*FABS(op->speed); 1814 diff = tmp->move_slow_penalty * FABS (op->speed);
1815
1818 if (op->type == PLAYER) { 1816 if (op->type == PLAYER)
1819 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)) ||
1820 (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)))
1821 diff /= 4.0; 1819 diff /= 4.0;
1822 } 1820
1823 }
1824 op->speed_left -= diff; 1821 op->speed_left -= diff;
1825 } 1822 }
1826 } 1823 }
1827 1824
1828 /* Basically same logic as above, except now for actual apply. */ 1825 /* Basically same logic as above, except now for actual apply. */
1829 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1826 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1830 ((op->move_type & tmp->move_on) &&
1831 (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))
1832 1828 {
1833 move_apply(tmp, op, originator); 1829 move_apply (tmp, op, originator);
1830
1834 if (was_destroyed (op, tag)) 1831 if (op->destroyed ())
1835 return 1; 1832 return 1;
1836 1833
1837 /* what the person/creature stepped onto has moved the object 1834 /* what the person/creature stepped onto has moved the object
1838 * someplace new. Don't process any further - if we did, 1835 * someplace new. Don't process any further - if we did,
1839 * have a feeling strange problems would result. 1836 * have a feeling strange problems would result.
1840 */ 1837 */
1841 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;
1842 } 1840 }
1843 } 1841 }
1842
1844 return 0; 1843 return 0;
1845} 1844}
1846 1845
1847/* 1846/*
1848 * present_arch(arch, map, x, y) searches for any objects with 1847 * present_arch(arch, map, x, y) searches for any objects with
1849 * a matching archetype at the given map and coordinates. 1848 * a matching archetype at the given map and coordinates.
1850 * The first matching object is returned, or NULL if none. 1849 * The first matching object is returned, or NULL if none.
1851 */ 1850 */
1852 1851object *
1853object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1852present_arch (const archetype *at, maptile *m, int x, int y)
1854 object *tmp; 1853{
1855 if(m==NULL || out_of_map(m,x,y)) { 1854 if (m == NULL || out_of_map (m, x, y))
1855 {
1856 LOG(llevError,"Present_arch called outside map.\n"); 1856 LOG (llevError, "Present_arch called outside map.\n");
1857 return NULL; 1857 return NULL;
1858 } 1858 }
1859
1859 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)
1860 if(tmp->arch == at) 1861 if (tmp->arch == at)
1861 return tmp; 1862 return tmp;
1863
1862 return NULL; 1864 return NULL;
1863} 1865}
1864 1866
1865/* 1867/*
1866 * present(type, map, x, y) searches for any objects with 1868 * present(type, map, x, y) searches for any objects with
1867 * a matching type variable at the given map and coordinates. 1869 * a matching type variable at the given map and coordinates.
1868 * The first matching object is returned, or NULL if none. 1870 * The first matching object is returned, or NULL if none.
1869 */ 1871 */
1870 1872object *
1871object *present(unsigned char type,mapstruct *m, int x,int y) { 1873present (unsigned char type, maptile *m, int x, int y)
1872 object *tmp; 1874{
1873 if(out_of_map(m,x,y)) { 1875 if (out_of_map (m, x, y))
1876 {
1874 LOG(llevError,"Present called outside map.\n"); 1877 LOG (llevError, "Present called outside map.\n");
1875 return NULL; 1878 return NULL;
1876 } 1879 }
1880
1877 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)
1878 if(tmp->type==type) 1882 if (tmp->type == type)
1879 return tmp; 1883 return tmp;
1884
1880 return NULL; 1885 return NULL;
1881} 1886}
1882 1887
1883/* 1888/*
1884 * present_in_ob(type, object) searches for any objects with 1889 * present_in_ob(type, object) searches for any objects with
1885 * a matching type variable in the inventory of the given object. 1890 * a matching type variable in the inventory of the given object.
1886 * The first matching object is returned, or NULL if none. 1891 * The first matching object is returned, or NULL if none.
1887 */ 1892 */
1888 1893object *
1889object *present_in_ob(unsigned char type, const object *op) { 1894present_in_ob (unsigned char type, const object *op)
1890 object *tmp; 1895{
1891 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1896 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1892 if(tmp->type==type) 1897 if (tmp->type == type)
1893 return tmp; 1898 return tmp;
1899
1894 return NULL; 1900 return NULL;
1895} 1901}
1896 1902
1897/* 1903/*
1898 * present_in_ob (type, str, object) searches for any objects with 1904 * present_in_ob (type, str, object) searches for any objects with
1906 * 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
1907 * 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
1908 * 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
1909 * to be unique. 1915 * to be unique.
1910 */ 1916 */
1911 1917object *
1912object *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)
1913 object *tmp; 1919{
1914
1915 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1920 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1916 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1921 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1917 return tmp; 1922 return tmp;
1918 } 1923
1919 return NULL; 1924 return 0;
1920} 1925}
1921 1926
1922/* 1927/*
1923 * present_arch_in_ob(archetype, object) searches for any objects with 1928 * present_arch_in_ob(archetype, object) searches for any objects with
1924 * a matching archetype in the inventory of the given object. 1929 * a matching archetype in the inventory of the given object.
1925 * The first matching object is returned, or NULL if none. 1930 * The first matching object is returned, or NULL if none.
1926 */ 1931 */
1927 1932object *
1928object *present_arch_in_ob(const archetype *at, const object *op) { 1933present_arch_in_ob (const archetype *at, const object *op)
1929 object *tmp; 1934{
1930 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1931 if( tmp->arch == at) 1936 if (tmp->arch == at)
1932 return tmp; 1937 return tmp;
1938
1933 return NULL; 1939 return NULL;
1934} 1940}
1935 1941
1936/* 1942/*
1937 * activate recursively a flag on an object inventory 1943 * activate recursively a flag on an object inventory
1938 */ 1944 */
1945void
1939void flag_inv(object*op, int flag){ 1946flag_inv (object *op, int flag)
1940 object *tmp; 1947{
1941 if(op->inv) 1948 if (op->inv)
1942 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1950 {
1943 SET_FLAG(tmp, flag); 1951 SET_FLAG (tmp, flag);
1944 flag_inv(tmp,flag); 1952 flag_inv (tmp, flag);
1945 } 1953 }
1954}
1955
1946}/* 1956/*
1947 * desactivate recursively a flag on an object inventory 1957 * deactivate recursively a flag on an object inventory
1948 */ 1958 */
1959void
1949void unflag_inv(object*op, int flag){ 1960unflag_inv (object *op, int flag)
1950 object *tmp; 1961{
1951 if(op->inv) 1962 if (op->inv)
1952 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1963 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1964 {
1953 CLEAR_FLAG(tmp, flag); 1965 CLEAR_FLAG (tmp, flag);
1954 unflag_inv(tmp,flag); 1966 unflag_inv (tmp, flag);
1955 } 1967 }
1956} 1968}
1957 1969
1958/* 1970/*
1959 * 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
1960 * all it's inventory (recursively). 1972 * all it's inventory (recursively).
1961 * 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
1962 * 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.
1963 */ 1975 */
1964 1976void
1965void set_cheat(object *op) { 1977set_cheat (object *op)
1978{
1966 SET_FLAG(op, FLAG_WAS_WIZ); 1979 SET_FLAG (op, FLAG_WAS_WIZ);
1967 flag_inv(op, FLAG_WAS_WIZ); 1980 flag_inv (op, FLAG_WAS_WIZ);
1968} 1981}
1969 1982
1970/* 1983/*
1971 * 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
1972 * 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
1986 * 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
1987 * 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
1988 * 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
1989 * customized, changed states, etc. 2002 * customized, changed states, etc.
1990 */ 2003 */
1991 2004int
1992int 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{
1993 int i,index=0, flag; 2007 int index = 0, flag;
1994 static int altern[SIZEOFFREE]; 2008 int altern[SIZEOFFREE];
1995 2009
1996 for(i=start;i<stop;i++) { 2010 for (int i = start; i < stop; i++)
2011 {
1997 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]);
1998 if(!flag) 2013 if (!flag)
1999 altern[index++]=i; 2014 altern [index++] = i;
2000 2015
2001 /* 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.
2002 * 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.
2003 * 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 -
2004 * 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
2005 * 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
2006 * to only the spaces immediately surrounding the target area, and 2021 * to only the spaces immediately surrounding the target area, and
2007 * won't look 2 spaces south of the target space. 2022 * won't look 2 spaces south of the target space.
2008 */ 2023 */
2009 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2024 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2010 stop=maxfree[i]; 2025 stop = maxfree[i];
2011 } 2026 }
2012 if(!index) return -1; 2027
2028 if (!index)
2029 return -1;
2030
2013 return altern[RANDOM()%index]; 2031 return altern[RANDOM () % index];
2014} 2032}
2015 2033
2016/* 2034/*
2017 * find_first_free_spot(archetype, mapstruct, x, y) works like 2035 * find_first_free_spot(archetype, maptile, x, y) works like
2018 * find_free_spot(), but it will search max number of squares. 2036 * find_free_spot(), but it will search max number of squares.
2019 * 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.
2020 * 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.
2021 */ 2039 */
2022 2040int
2023int 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)
2024 int i; 2042{
2025 for(i=0;i<SIZEOFFREE;i++) { 2043 for (int i = 0; i < SIZEOFFREE; i++)
2026 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]))
2027 return i; 2045 return i;
2028 } 2046
2029 return -1; 2047 return -1;
2030} 2048}
2031 2049
2032/* 2050/*
2033 * The function permute(arr, begin, end) randomly reorders the array 2051 * The function permute(arr, begin, end) randomly reorders the array
2034 * arr[begin..end-1]. 2052 * arr[begin..end-1].
2053 * now uses a fisher-yates shuffle, old permute was broken
2035 */ 2054 */
2055static void
2036static void permute(int *arr, int begin, int end) 2056permute (int *arr, int begin, int end)
2037{ 2057{
2038 int i, j, tmp, len; 2058 arr += begin;
2059 end -= begin;
2039 2060
2040 len = end-begin; 2061 while (--end)
2041 for(i = begin; i < end; i++) 2062 swap (arr [end], arr [RANDOM () % (end + 1)]);
2042 {
2043 j = begin+RANDOM()%len;
2044
2045 tmp = arr[i];
2046 arr[i] = arr[j];
2047 arr[j] = tmp;
2048 }
2049} 2063}
2050 2064
2051/* new function to make monster searching more efficient, and effective! 2065/* new function to make monster searching more efficient, and effective!
2052 * This basically returns a randomized array (in the passed pointer) of 2066 * This basically returns a randomized array (in the passed pointer) of
2053 * 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
2054 * 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
2055 * 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
2056 * 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.
2057 */ 2071 */
2072void
2058void get_search_arr(int *search_arr) 2073get_search_arr (int *search_arr)
2059{ 2074{
2060 int i; 2075 int i;
2061 2076
2062 for(i = 0; i < SIZEOFFREE; i++) 2077 for (i = 0; i < SIZEOFFREE; i++)
2063 {
2064 search_arr[i] = i; 2078 search_arr[i] = i;
2065 }
2066 2079
2067 permute(search_arr, 1, SIZEOFFREE1+1); 2080 permute (search_arr, 1, SIZEOFFREE1 + 1);
2068 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2081 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2069 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2082 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2070} 2083}
2071 2084
2072/* 2085/*
2073 * 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
2074 * given map at the given coordinates for live objects. 2087 * given map at the given coordinates for live objects.
2079 * Perhaps incorrectly, but I'm making the assumption that exclude 2092 * Perhaps incorrectly, but I'm making the assumption that exclude
2080 * 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
2081 * 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
2082 * there is capable of. 2095 * there is capable of.
2083 */ 2096 */
2084 2097int
2085int find_dir(mapstruct *m, int x, int y, object *exclude) { 2098find_dir (maptile *m, int x, int y, object *exclude)
2099{
2086 int i,max=SIZEOFFREE, mflags; 2100 int i, max = SIZEOFFREE, mflags;
2101
2087 sint16 nx, ny; 2102 sint16 nx, ny;
2088 object *tmp; 2103 object *tmp;
2089 mapstruct *mp; 2104 maptile *mp;
2105
2090 MoveType blocked, move_type; 2106 MoveType blocked, move_type;
2091 2107
2092 if (exclude && exclude->head) { 2108 if (exclude && exclude->head)
2109 {
2093 exclude = exclude->head; 2110 exclude = exclude->head;
2094 move_type = exclude->move_type; 2111 move_type = exclude->move_type;
2095 } else { 2112 }
2113 else
2114 {
2096 /* 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. */
2097 move_type=MOVE_ALL; 2116 move_type = MOVE_ALL;
2117 }
2118
2119 for (i = 1; i < max; i++)
2098 } 2120 {
2099
2100 for(i=1;i<max;i++) {
2101 mp = m; 2121 mp = m;
2102 nx = x + freearr_x[i]; 2122 nx = x + freearr_x[i];
2103 ny = y + freearr_y[i]; 2123 ny = y + freearr_y[i];
2104 2124
2105 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2125 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2126
2106 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)
2107 max = maxfree[i]; 2136 max = maxfree[i];
2108 } else {
2109 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2110
2111 if ((move_type & blocked) == move_type) {
2112 max=maxfree[i];
2113 } else if (mflags & P_IS_ALIVE) { 2137 else if (mflags & P_IS_ALIVE)
2114 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2138 {
2139 for (tmp = ms.bot; tmp; tmp = tmp->above)
2115 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2140 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2116 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2141 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2117 break; 2142 break;
2118 } 2143
2119 }
2120 if(tmp) { 2144 if (tmp)
2121 return freedir[i]; 2145 return freedir[i];
2122 }
2123 } 2146 }
2124 } 2147 }
2125 } 2148 }
2149
2126 return 0; 2150 return 0;
2127} 2151}
2128 2152
2129/* 2153/*
2130 * distance(object 1, object 2) will return the square of the 2154 * distance(object 1, object 2) will return the square of the
2131 * distance between the two given objects. 2155 * distance between the two given objects.
2132 */ 2156 */
2133 2157int
2134int distance(const object *ob1, const object *ob2) { 2158distance (const object *ob1, const object *ob2)
2135 int i; 2159{
2136 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);
2137 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2138 return i;
2139} 2161}
2140 2162
2141/* 2163/*
2142 * 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
2143 * 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
2144 * object, needs to travel toward it. 2166 * object, needs to travel toward it.
2145 */ 2167 */
2146 2168int
2147int find_dir_2(int x, int y) { 2169find_dir_2 (int x, int y)
2170{
2148 int q; 2171 int q;
2149 2172
2150 if(y) 2173 if (y)
2151 q=x*100/y; 2174 q = x * 100 / y;
2152 else if (x) 2175 else if (x)
2153 q= -300*x; 2176 q = -300 * x;
2154 else 2177 else
2155 return 0; 2178 return 0;
2156 2179
2157 if(y>0) { 2180 if (y > 0)
2181 {
2158 if(q < -242) 2182 if (q < -242)
2159 return 3 ; 2183 return 3;
2160 if (q < -41) 2184 if (q < -41)
2161 return 2 ; 2185 return 2;
2162 if (q < 41) 2186 if (q < 41)
2163 return 1 ; 2187 return 1;
2164 if (q < 242) 2188 if (q < 242)
2165 return 8 ; 2189 return 8;
2166 return 7 ; 2190 return 7;
2167 } 2191 }
2168 2192
2169 if (q < -242) 2193 if (q < -242)
2170 return 7 ; 2194 return 7;
2171 if (q < -41) 2195 if (q < -41)
2172 return 6 ; 2196 return 6;
2173 if (q < 41) 2197 if (q < 41)
2174 return 5 ; 2198 return 5;
2175 if (q < 242) 2199 if (q < 242)
2176 return 4 ; 2200 return 4;
2177 2201
2178 return 3 ; 2202 return 3;
2179} 2203}
2180 2204
2181/* 2205/*
2182 * absdir(int): Returns a number between 1 and 8, which represent 2206 * absdir(int): Returns a number between 1 and 8, which represent
2183 * the "absolute" direction of a number (it actually takes care of 2207 * the "absolute" direction of a number (it actually takes care of
2184 * "overflow" in previous calculations of a direction). 2208 * "overflow" in previous calculations of a direction).
2185 */ 2209 */
2186 2210
2211int
2187int absdir(int d) { 2212absdir (int d)
2188 while(d<1) d+=8; 2213{
2189 while(d>8) d-=8; 2214 while (d < 1)
2215 d += 8;
2216
2217 while (d > 8)
2218 d -= 8;
2219
2190 return d; 2220 return d;
2191} 2221}
2192 2222
2193/* 2223/*
2194 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2195 * between two directions (which are expected to be absolute (see absdir()) 2225 * between two directions (which are expected to be absolute (see absdir())
2196 */ 2226 */
2197 2227
2228int
2198int dirdiff(int dir1, int dir2) { 2229dirdiff (int dir1, int dir2)
2230{
2199 int d; 2231 int d;
2232
2200 d = abs(dir1 - dir2); 2233 d = abs (dir1 - dir2);
2201 if(d>4) 2234 if (d > 4)
2202 d = 8 - d; 2235 d = 8 - d;
2236
2203 return d; 2237 return d;
2204} 2238}
2205 2239
2206/* peterm: 2240/* peterm:
2207 * 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.
2210 * 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
2211 * 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.
2212 * 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
2213 * functions. 2247 * functions.
2214 */ 2248 */
2215
2216int reduction_dir[SIZEOFFREE][3] = { 2249int reduction_dir[SIZEOFFREE][3] = {
2217 {0,0,0}, /* 0 */ 2250 {0, 0, 0}, /* 0 */
2218 {0,0,0}, /* 1 */ 2251 {0, 0, 0}, /* 1 */
2219 {0,0,0}, /* 2 */ 2252 {0, 0, 0}, /* 2 */
2220 {0,0,0}, /* 3 */ 2253 {0, 0, 0}, /* 3 */
2221 {0,0,0}, /* 4 */ 2254 {0, 0, 0}, /* 4 */
2222 {0,0,0}, /* 5 */ 2255 {0, 0, 0}, /* 5 */
2223 {0,0,0}, /* 6 */ 2256 {0, 0, 0}, /* 6 */
2224 {0,0,0}, /* 7 */ 2257 {0, 0, 0}, /* 7 */
2225 {0,0,0}, /* 8 */ 2258 {0, 0, 0}, /* 8 */
2226 {8,1,2}, /* 9 */ 2259 {8, 1, 2}, /* 9 */
2227 {1,2,-1}, /* 10 */ 2260 {1, 2, -1}, /* 10 */
2228 {2,10,12}, /* 11 */ 2261 {2, 10, 12}, /* 11 */
2229 {2,3,-1}, /* 12 */ 2262 {2, 3, -1}, /* 12 */
2230 {2,3,4}, /* 13 */ 2263 {2, 3, 4}, /* 13 */
2231 {3,4,-1}, /* 14 */ 2264 {3, 4, -1}, /* 14 */
2232 {4,14,16}, /* 15 */ 2265 {4, 14, 16}, /* 15 */
2233 {5,4,-1}, /* 16 */ 2266 {5, 4, -1}, /* 16 */
2234 {4,5,6}, /* 17 */ 2267 {4, 5, 6}, /* 17 */
2235 {6,5,-1}, /* 18 */ 2268 {6, 5, -1}, /* 18 */
2236 {6,20,18}, /* 19 */ 2269 {6, 20, 18}, /* 19 */
2237 {7,6,-1}, /* 20 */ 2270 {7, 6, -1}, /* 20 */
2238 {6,7,8}, /* 21 */ 2271 {6, 7, 8}, /* 21 */
2239 {7,8,-1}, /* 22 */ 2272 {7, 8, -1}, /* 22 */
2240 {8,22,24}, /* 23 */ 2273 {8, 22, 24}, /* 23 */
2241 {8,1,-1}, /* 24 */ 2274 {8, 1, -1}, /* 24 */
2242 {24,9,10}, /* 25 */ 2275 {24, 9, 10}, /* 25 */
2243 {9,10,-1}, /* 26 */ 2276 {9, 10, -1}, /* 26 */
2244 {10,11,-1}, /* 27 */ 2277 {10, 11, -1}, /* 27 */
2245 {27,11,29}, /* 28 */ 2278 {27, 11, 29}, /* 28 */
2246 {11,12,-1}, /* 29 */ 2279 {11, 12, -1}, /* 29 */
2247 {12,13,-1}, /* 30 */ 2280 {12, 13, -1}, /* 30 */
2248 {12,13,14}, /* 31 */ 2281 {12, 13, 14}, /* 31 */
2249 {13,14,-1}, /* 32 */ 2282 {13, 14, -1}, /* 32 */
2250 {14,15,-1}, /* 33 */ 2283 {14, 15, -1}, /* 33 */
2251 {33,15,35}, /* 34 */ 2284 {33, 15, 35}, /* 34 */
2252 {16,15,-1}, /* 35 */ 2285 {16, 15, -1}, /* 35 */
2253 {17,16,-1}, /* 36 */ 2286 {17, 16, -1}, /* 36 */
2254 {18,17,16}, /* 37 */ 2287 {18, 17, 16}, /* 37 */
2255 {18,17,-1}, /* 38 */ 2288 {18, 17, -1}, /* 38 */
2256 {18,19,-1}, /* 39 */ 2289 {18, 19, -1}, /* 39 */
2257 {41,19,39}, /* 40 */ 2290 {41, 19, 39}, /* 40 */
2258 {19,20,-1}, /* 41 */ 2291 {19, 20, -1}, /* 41 */
2259 {20,21,-1}, /* 42 */ 2292 {20, 21, -1}, /* 42 */
2260 {20,21,22}, /* 43 */ 2293 {20, 21, 22}, /* 43 */
2261 {21,22,-1}, /* 44 */ 2294 {21, 22, -1}, /* 44 */
2262 {23,22,-1}, /* 45 */ 2295 {23, 22, -1}, /* 45 */
2263 {45,47,23}, /* 46 */ 2296 {45, 47, 23}, /* 46 */
2264 {23,24,-1}, /* 47 */ 2297 {23, 24, -1}, /* 47 */
2265 {24,9,-1}}; /* 48 */ 2298 {24, 9, -1}
2299}; /* 48 */
2266 2300
2267/* Recursive routine to step back and see if we can 2301/* Recursive routine to step back and see if we can
2268 * find a path to that monster that we found. If not, 2302 * find a path to that monster that we found. If not,
2269 * we don't bother going toward it. Returns 1 if we 2303 * we don't bother going toward it. Returns 1 if we
2270 * can see a direct way to get it 2304 * can see a direct way to get it
2271 * Modified to be map tile aware -.MSW 2305 * Modified to be map tile aware -.MSW
2272 */ 2306 */
2273 2307int
2274
2275int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2308can_see_monsterP (maptile *m, int x, int y, int dir)
2309{
2276 sint16 dx, dy; 2310 sint16 dx, dy;
2277 int mflags; 2311 int mflags;
2278 2312
2313 if (dir < 0)
2279 if(dir<0) return 0; /* exit condition: invalid direction */ 2314 return 0; /* exit condition: invalid direction */
2280 2315
2281 dx = x + freearr_x[dir]; 2316 dx = x + freearr_x[dir];
2282 dy = y + freearr_y[dir]; 2317 dy = y + freearr_y[dir];
2283 2318
2284 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2319 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2285 2320
2286 /* This functional arguably was incorrect before - it was 2321 /* This functional arguably was incorrect before - it was
2287 * checking for P_WALL - that was basically seeing if 2322 * checking for P_WALL - that was basically seeing if
2288 * we could move to the monster - this is being more 2323 * we could move to the monster - this is being more
2289 * 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
2290 * 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
2291 * at least its move type. 2326 * at least its move type.
2292 */ 2327 */
2293 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2328 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2329 return 0;
2294 2330
2295 /* yes, can see. */ 2331 /* yes, can see. */
2296 if(dir < 9) return 1; 2332 if (dir < 9)
2333 return 1;
2334
2297 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2335 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2298 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2336 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2299 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2337 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2300} 2338}
2301 2339
2302
2303
2304/* 2340/*
2305 * 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
2306 * picked up by the picker. Returnes 1 if it can be 2342 * picked up by the picker. Returnes 1 if it can be
2307 * picked up, otherwise 0. 2343 * picked up, otherwise 0.
2308 * 2344 *
2310 * core dumps if they do. 2346 * core dumps if they do.
2311 * 2347 *
2312 * 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)
2313 */ 2349 */
2314 2350
2351int
2315int can_pick(const object *who, const object *item) { 2352can_pick (const object *who, const object *item)
2353{
2316 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2354 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2317 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2355 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2318 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2356 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2319 (who->type==PLAYER||item->weight<who->weight/3));
2320} 2357}
2321
2322 2358
2323/* 2359/*
2324 * create clone from object to another 2360 * create clone from object to another
2325 */ 2361 */
2362object *
2326object *object_create_clone (object *asrc) { 2363object_create_clone (object *asrc)
2364{
2327 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2365 object *dst = 0, *tmp, *src, *part, *prev, *item;
2328 2366
2329 if(!asrc) return NULL; 2367 if (!asrc)
2368 return 0;
2369
2330 src = asrc; 2370 src = asrc;
2331 if(src->head) 2371 if (src->head)
2332 src = src->head; 2372 src = src->head;
2333 2373
2334 prev = NULL; 2374 prev = 0;
2335 for(part = src; part; part = part->more) { 2375 for (part = src; part; part = part->more)
2336 tmp = get_object(); 2376 {
2337 copy_object(part,tmp); 2377 tmp = part->clone ();
2338 tmp->x -= src->x; 2378 tmp->x -= src->x;
2339 tmp->y -= src->y; 2379 tmp->y -= src->y;
2380
2340 if(!part->head) { 2381 if (!part->head)
2382 {
2341 dst = tmp; 2383 dst = tmp;
2342 tmp->head = NULL;
2343 } else {
2344 tmp->head = dst; 2384 tmp->head = 0;
2345 } 2385 }
2386 else
2387 tmp->head = dst;
2388
2346 tmp->more = NULL; 2389 tmp->more = 0;
2390
2347 if(prev) 2391 if (prev)
2348 prev->more = tmp; 2392 prev->more = tmp;
2393
2349 prev = tmp; 2394 prev = tmp;
2350 } 2395 }
2351 /*** copy inventory ***/ 2396
2352 for(item = src->inv; item; item = item->below) { 2397 for (item = src->inv; item; item = item->below)
2353 (void) insert_ob_in_ob(object_create_clone(item),dst); 2398 insert_ob_in_ob (object_create_clone (item), dst);
2354 }
2355 2399
2356 return dst; 2400 return dst;
2357}
2358
2359/* return true if the object was destroyed, 0 otherwise */
2360int was_destroyed (const object *op, tag_t old_tag)
2361{
2362 /* checking for FLAG_FREED isn't necessary, but makes this function more
2363 * robust */
2364 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2365} 2401}
2366 2402
2367/* GROS - Creates an object using a string representing its content. */ 2403/* GROS - Creates an object using a string representing its content. */
2368/* 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 */
2369/* 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, */
2370/* 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. */
2371/* 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. */
2372/* Also remember that multiparts objects are not supported for now. */ 2408/* Also remember that multiparts objects are not supported for now. */
2373 2409object *
2374object* load_object_str(const char *obstr) 2410load_object_str (const char *obstr)
2375{ 2411{
2376 object *op; 2412 object *op;
2377 char filename[MAX_BUF]; 2413 char filename[MAX_BUF];
2414
2378 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2415 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2379 2416
2380 FILE *tempfile=fopen(filename,"w"); 2417 FILE *tempfile = fopen (filename, "w");
2418
2381 if (tempfile == NULL) 2419 if (tempfile == NULL)
2382 { 2420 {
2383 LOG(llevError,"Error - Unable to access load object temp file\n"); 2421 LOG (llevError, "Error - Unable to access load object temp file\n");
2384 return NULL; 2422 return NULL;
2385 }; 2423 }
2424
2386 fprintf(tempfile,obstr); 2425 fprintf (tempfile, obstr);
2387 fclose(tempfile); 2426 fclose (tempfile);
2388 2427
2389 op=get_object(); 2428 op = object::create ();
2390 2429
2391 object_thawer thawer (filename); 2430 object_thawer thawer (filename);
2392 2431
2393 if (thawer) 2432 if (thawer)
2394 load_object(thawer,op,0); 2433 load_object (thawer, op, 0);
2395 2434
2396 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2435 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2397 CLEAR_FLAG(op,FLAG_REMOVED); 2436 CLEAR_FLAG (op, FLAG_REMOVED);
2398 2437
2399 return op; 2438 return op;
2400} 2439}
2401 2440
2402/* This returns the first object in who's inventory that 2441/* This returns the first object in who's inventory that
2403 * has the same type and subtype match. 2442 * has the same type and subtype match.
2404 * returns NULL if no match. 2443 * returns NULL if no match.
2405 */ 2444 */
2445object *
2406object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2446find_obj_by_type_subtype (const object *who, int type, int subtype)
2407{ 2447{
2408 object *tmp;
2409
2410 for (tmp=who->inv; tmp; tmp=tmp->below) 2448 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2411 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2449 if (tmp->type == type && tmp->subtype == subtype)
2450 return tmp;
2412 2451
2413 return NULL; 2452 return 0;
2414} 2453}
2415 2454
2416/* 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,
2417 * otherwise return NULL. 2456 * otherwise return NULL.
2418 * 2457 *
2419 * 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
2420 * do the desired thing. 2459 * do the desired thing.
2421 */ 2460 */
2461key_value *
2422key_value * get_ob_key_link(const object * ob, const char * key) { 2462get_ob_key_link (const object *ob, const char *key)
2423 key_value * link; 2463{
2424
2425 for (link = ob->key_values; link != NULL; link = link->next) { 2464 for (key_value *link = ob->key_values; link; link = link->next)
2426 if (link->key == key) { 2465 if (link->key == key)
2427 return link; 2466 return link;
2428 } 2467
2429 } 2468 return 0;
2430 2469}
2431 return NULL;
2432}
2433 2470
2434/* 2471/*
2435 * 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.
2436 * 2473 *
2437 * The argument doesn't need to be a shared string. 2474 * The argument doesn't need to be a shared string.
2438 * 2475 *
2439 * The returned string is shared. 2476 * The returned string is shared.
2440 */ 2477 */
2478const char *
2441const char * get_ob_key_value(const object * op, const char * const key) { 2479get_ob_key_value (const object *op, const char *const key)
2480{
2442 key_value * link; 2481 key_value *link;
2443 const char * canonical_key; 2482 shstr_cmp canonical_key (key);
2483
2484 if (!canonical_key)
2444 2485 {
2445 canonical_key = shstr::find (key);
2446
2447 if (canonical_key == NULL) {
2448 /* 1. There being a field named key on any object 2486 /* 1. There being a field named key on any object
2449 * implies there'd be a shared string to find. 2487 * implies there'd be a shared string to find.
2450 * 2. Since there isn't, no object has this field. 2488 * 2. Since there isn't, no object has this field.
2451 * 3. Therefore, *this* object doesn't have this field. 2489 * 3. Therefore, *this* object doesn't have this field.
2452 */ 2490 */
2453 return NULL; 2491 return 0;
2454 } 2492 }
2455 2493
2456 /* This is copied from get_ob_key_link() above - 2494 /* This is copied from get_ob_key_link() above -
2457 * only 4 lines, and saves the function call overhead. 2495 * only 4 lines, and saves the function call overhead.
2458 */ 2496 */
2459 for (link = op->key_values; link != NULL; link = link->next) { 2497 for (link = op->key_values; link; link = link->next)
2460 if (link->key == canonical_key) { 2498 if (link->key == canonical_key)
2461 return link->value; 2499 return link->value;
2462 } 2500
2463 } 2501 return 0;
2464 return NULL;
2465} 2502}
2466 2503
2467 2504
2468/* 2505/*
2469 * Updates the canonical_key in op to value. 2506 * Updates the canonical_key in op to value.
2473 * 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
2474 * keys. 2511 * keys.
2475 * 2512 *
2476 * Returns TRUE on success. 2513 * Returns TRUE on success.
2477 */ 2514 */
2515int
2478int 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{
2479 key_value * field = NULL, *last=NULL; 2518 key_value *field = NULL, *last = NULL;
2480 2519
2481 for (field=op->key_values; field != NULL; field=field->next) { 2520 for (field = op->key_values; field != NULL; field = field->next)
2521 {
2482 if (field->key != canonical_key) { 2522 if (field->key != canonical_key)
2523 {
2483 last = field; 2524 last = field;
2484 continue; 2525 continue;
2485 } 2526 }
2486 2527
2487 if (value) 2528 if (value)
2488 field->value = value; 2529 field->value = value;
2489 else { 2530 else
2531 {
2490 /* Basically, if the archetype has this key set, 2532 /* Basically, if the archetype has this key set,
2491 * we need to store the null value so when we save 2533 * we need to store the null value so when we save
2492 * it, we save the empty value so that when we load, 2534 * it, we save the empty value so that when we load,
2493 * we get this value back again. 2535 * we get this value back again.
2494 */ 2536 */
2495 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2537 if (get_ob_key_link (&op->arch->clone, canonical_key))
2496 field->value = 0; 2538 field->value = 0;
2539 else
2540 {
2541 if (last)
2542 last->next = field->next;
2497 else 2543 else
2498 {
2499 if (last) last->next = field->next;
2500 else op->key_values = field->next; 2544 op->key_values = field->next;
2501 2545
2502 delete field; 2546 delete field;
2503 } 2547 }
2504 } 2548 }
2505 return TRUE; 2549 return TRUE;
2506 } 2550 }
2507 /* IF we get here, key doesn't exist */ 2551 /* IF we get here, key doesn't exist */
2508 2552
2509 /* No field, we'll have to add it. */ 2553 /* No field, we'll have to add it. */
2510 2554
2511 if (!add_key) { 2555 if (!add_key)
2512 return FALSE; 2556 return FALSE;
2513 } 2557
2514 /* There isn't any good reason to store a null 2558 /* There isn't any good reason to store a null
2515 * value in the key/value list. If the archetype has 2559 * value in the key/value list. If the archetype has
2516 * this key, then we should also have it, so shouldn't 2560 * this key, then we should also have it, so shouldn't
2517 * be here. If user wants to store empty strings, 2561 * be here. If user wants to store empty strings,
2518 * should pass in "" 2562 * should pass in ""
2519 */ 2563 */
2520 if (value == NULL) return TRUE; 2564 if (value == NULL)
2521
2522 field = new key_value;
2523
2524 field->key = canonical_key;
2525 field->value = value;
2526 /* Usual prepend-addition. */
2527 field->next = op->key_values;
2528 op->key_values = field;
2529
2530 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;
2531} 2576}
2532 2577
2533/* 2578/*
2534 * Updates the key in op to value. 2579 * Updates the key in op to value.
2535 * 2580 *
2537 * and not add new ones. 2582 * and not add new ones.
2538 * 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
2539 * 2584 *
2540 * Returns TRUE on success. 2585 * Returns TRUE on success.
2541 */ 2586 */
2587int
2542int 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)
2543{ 2589{
2544 shstr key_ (key); 2590 shstr key_ (key);
2591
2545 return set_ob_key_value_s (op, key_, value, add_key); 2592 return set_ob_key_value_s (op, key_, value, add_key);
2546} 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

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