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

Comparing deliantra/server/common/object.C (file contents):
Revision 1.20 by root, Fri Sep 8 18:26:22 2006 UTC vs.
Revision 1.85 by root, Mon Dec 25 17:11:16 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.20 2006/09/08 18:26:22 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
36
42int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
43 40
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
46 42
47short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 45};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 48};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
56int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
59 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
60 133
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
63 key_value * wants_field; 138 key_value *wants_field;
64 139
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
68 */ 143 */
69 144
70 /* For each field in wants, */ 145 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
147 {
72 key_value * has_field; 148 key_value *has_field;
73 149
74 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
76 154 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 155 /* No field with that name. */
79 return FALSE; 156 return FALSE;
80 } 157 }
81 158
82 /* Found the matching field. */ 159 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
84 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 163 return FALSE;
86 } 164 }
87 165
88 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 167 }
168
91 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 170 return TRUE;
93} 171}
94 172
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
97 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
99 */ 179 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 181}
102 182
103/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 184 * they can be merged together.
105 * 185 *
106 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
109 * 189 *
110 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
111 * 191 *
112 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
113 * check weight 193 * check weight
114 */ 194 */
115 195
116bool
117object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
118{ 197{
119 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
121 return 0; 204 return 0;
122 205
123 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
124 return 0;
125
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof). 209 * used to store nrof).
129 */ 210 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 222
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 225
145 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || 248 || ob1->move_off != ob2->move_off
176 (ob1->move_slow != ob2->move_slow) || 249 || ob1->move_slow != ob2->move_slow
177 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
178 return 0; 251 return 0;
179 252
180 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 254 * check all objects in the inventory.
182 */ 255 */
183 if (ob1->inv || ob2->inv) 256 if (ob1->inv || ob2->inv)
184 { 257 {
185 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 260 return 0;
188 261
189 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
191 return 0; 264 return 0;
192 265
193 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 267 * if it is valid.
195 */ 268 */
196 } 269 }
204 277
205 /* Note sure why the following is the case - either the object has to 278 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 279 * be animated or have a very low speed. Is this an attempted monster
207 * check? 280 * check?
208 */ 281 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 283 return 0;
212 284
213 switch (ob1->type) 285 switch (ob1->type)
214 { 286 {
215 case SCROLL: 287 case SCROLL:
216 if (ob1->level != ob2->level) 288 if (ob1->level != ob2->level)
217 return 0; 289 return 0;
218 break; 290 break;
219 } 291 }
220 292
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 294 {
223 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 297 /* One has fields, but the other one doesn't. */
226 return 0; 298 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 299 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 300 return 0;
229 } 301 }
230 302
231 //TODO: generate an event or call into perl for additional checks 303 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
233 { 305 {
234 ob1->optimise (); 306 ob1->optimise ();
235 ob2->optimise (); 307 ob2->optimise ();
236 308
237 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
238 return 0; 310 return 0;
239 } 311 }
240 312
241 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
242 return 1; 314 return 1;
243} 315}
316
244/* 317/*
245 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
247 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
248 */ 321 */
249signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
250 signed long sum; 325 long sum;
251 object *inv; 326 object *inv;
327
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
253 if (inv->inv) 330 if (inv->inv)
254 sum_weight(inv); 331 sum_weight (inv);
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 333 }
334
257 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
259 if(op->carrying != sum) 338 if (op->carrying != sum)
260 op->carrying = sum; 339 op->carrying = sum;
340
261 return sum; 341 return sum;
262} 342}
263 343
264/** 344/**
265 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
266 */ 346 */
267 347
348object *
268object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
269 while (op->env != NULL) 351 while (op->env != NULL)
270 op = op->env; 352 op = op->env;
271 return op; 353 return op;
272}
273
274/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't
277 * or find a player.
278 */
279
280object *is_player_inv (object *op) {
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
282 if (op->env==op)
283 op->env = NULL;
284 return op;
285} 354}
286 355
287/* 356/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 358 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
291 */ 360 */
292 361
293void dump_object2(object *op) { 362char *
294errmsg[0] = 0;
295return;
296 //TODO//D#d#
297#if 0
298 char *cp;
299/* object *tmp;*/
300
301 if(op->arch!=NULL) {
302 strcat(errmsg,"arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
304 strcat(errmsg,"\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307#if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer.
312 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 } else {
320 strcat(errmsg,"Object ");
321 if (op->name==NULL) strcat(errmsg, "(null)");
322 else strcat(errmsg,op->name);
323 strcat(errmsg,"\n");
324#if 0
325 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326 strcat(errmsg,cp);
327 for (tmp=op->inv; tmp; tmp=tmp->below)
328 dump_object2(tmp);
329#endif
330 strcat(errmsg,"end\n");
331 }
332#endif
333}
334
335/*
336 * Dumps an object. Returns output in the static global errmsg array.
337 */
338
339void dump_object(object *op) { 363dump_object (object *op)
340 if(op==NULL) { 364{
341 strcpy(errmsg,"[NULL pointer]"); 365 if (!op)
342 return; 366 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 367
348void dump_all_objects(void) { 368 object_freezer freezer;
349 object *op; 369 save_object (freezer, op, 1);
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 (op->type == SAFE_GROUND && !(flags & P_SAFE))
822 update_now=1;
823
824 if ((move_on | op->move_on) != move_on) update_now=1;
825
826 if ((move_off | op->move_off) != move_off) update_now=1; 719 || (m.move_off | op->move_off ) != m.move_off
827 720 || (m.move_slow | op->move_slow) != m.move_slow
828 /* 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
829 * to have move_allow right now. 722 * to have move_allow right now.
830 */ 723 */
831 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 724 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
832 update_now=1; 725 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
833 726 m.flags_ = P_NEED_UPDATE;
834 if ((move_slow | op->move_slow) != move_slow)
835 update_now=1;
836 } 727 }
837 /* if the object is being removed, we can't make intelligent 728 /* if the object is being removed, we can't make intelligent
838 * decisions, because remove_ob can't really pass the object 729 * decisions, because remove_ob can't really pass the object
839 * that is being removed. 730 * that is being removed.
840 */ 731 */
841 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
842 update_now=1; 733 m.flags_ = P_NEED_UPDATE;
843 } else if (action == UP_OBJ_FACE) { 734 else if (action == UP_OBJ_FACE)
844 /* Nothing to do for that case */ 735 /* Nothing to do for that case */ ;
845 }
846 else { 736 else
847 LOG(llevError,"update_object called with invalid action: %d\n", action); 737 LOG (llevError, "update_object called with invalid action: %d\n", action);
848 }
849 738
850 if (update_now) {
851 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
852 update_position(op->map, op->x, op->y);
853 }
854
855 if(op->more!=NULL) 739 if (op->more)
856 update_object(op->more, action); 740 update_object (op->more, action);
857} 741}
858 742
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}
859 792
860/* 793/*
861 * free_object() frees everything allocated by an object, removes 794 * free_object() frees everything allocated by an object, removes
862 * 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
863 * free objects. The IS_FREED() flag is set in the object. 796 * free objects. The IS_FREED() flag is set in the object.
864 * The object must have been removed by remove_ob() first for 797 * The object must have been removed by remove_ob() first for
865 * this function to succeed. 798 * this function to succeed.
866 * 799 *
867 * 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
868 * inventory to the ground. 801 * inventory to the ground.
869 */ 802 */
870
871void 803void
872free_object (object * ob) 804object::do_destroy ()
873{ 805{
874 free_object2 (ob, 0); 806 attachable::do_destroy ();
875}
876 807
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 */
877void 865void
878free_object2 (object * ob, int free_inventory) 866object::destroy_inv (bool drop_to_ground)
879{ 867{
880 object *tmp, *op; 868 if (!inv)
881
882 if (!QUERY_FLAG (ob, FLAG_REMOVED))
883 {
884 LOG (llevDebug, "Free object called with non removed object\n");
885 dump_object (ob);
886#ifdef MANY_CORES
887 abort ();
888#endif
889 }
890
891 if (QUERY_FLAG (ob, FLAG_FRIENDLY))
892 {
893 LOG (llevMonster, "Warning: tried to free friendly object.\n");
894 remove_friendly_object (ob);
895 }
896
897 if (QUERY_FLAG (ob, FLAG_FREED))
898 {
899 dump_object (ob);
900 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
901 return; 869 return;
902 }
903 870
904 if (ob->more != NULL)
905 {
906 free_object2 (ob->more, free_inventory);
907 ob->more = NULL;
908 }
909
910 if (ob->inv)
911 {
912 /* Only if the space blocks everything do we not process - 871 /* Only if the space blocks everything do we not process -
913 * if some form of movement is allowed, let objects 872 * if some form of movement is allowed, let objects
914 * drop on that space. 873 * drop on that space.
915 */ 874 */
916 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)
917 || ob->map->in_memory != MAP_IN_MEMORY
918 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
919 {
920 op = ob->inv;
921
922 while (op != NULL)
923 { 876 {
924 tmp = op->below; 877 while (inv)
925 remove_ob (op); 878 {
926 free_object2 (op, free_inventory); 879 inv->destroy_inv (drop_to_ground);
927 op = tmp; 880 inv->destroy ();
928 } 881 }
929 }
930 else
931 { /* Put objects in inventory onto this space */
932 op = ob->inv;
933
934 while (op != NULL)
935 {
936 tmp = op->below;
937 remove_ob (op);
938
939 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
940 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
941 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
942 free_object (op);
943 else
944 {
945 op->x = ob->x;
946 op->y = ob->y;
947 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
948 }
949
950 op = tmp;
951 }
952 }
953 }
954
955 /* Remove object from the active list */
956 ob->speed = 0;
957 update_ob_speed (ob);
958
959 SET_FLAG (ob, FLAG_FREED);
960 ob->count = 0;
961
962 /* Remove this object from the list of used objects */
963 if (ob->prev == NULL)
964 {
965 objects = ob->next;
966
967 if (objects != NULL)
968 objects->prev = NULL;
969 } 882 }
970 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 }
971 { 903 }
972 ob->prev->next = ob->next; 904}
973 905
974 if (ob->next != NULL) 906void
975 ob->next->prev = ob->prev; 907object::destroy (bool destroy_inventory)
908{
909 if (destroyed ())
910 return;
911
912 if (more)
976 } 913 {
914 //TODO: non-head objects must not have inventory
915 more->destroy (destroy_inventory);
916 more = 0;
917 }
977 918
978 free_key_values (ob); 919 if (destroy_inventory)
920 destroy_inv (true);
979 921
980 /* Now link it with the free_objects list: */ 922 attachable::destroy ();
981 ob->prev = 0;
982 ob->next = 0;
983
984 delete ob;
985} 923}
986 924
987/* 925/*
988 * sub_weight() recursively (outwards) subtracts a number from the 926 * sub_weight() recursively (outwards) subtracts a number from the
989 * 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)).
990 */ 928 */
991 929void
992void sub_weight (object *op, signed long weight) { 930sub_weight (object *op, signed long weight)
931{
993 while (op != NULL) { 932 while (op != NULL)
933 {
994 if (op->type == CONTAINER) { 934 if (op->type == CONTAINER)
995 weight=(signed long)(weight*(100-op->stats.Str)/100); 935 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
996 } 936
997 op->carrying-=weight; 937 op->carrying -= weight;
998 op = op->env; 938 op = op->env;
999 } 939 }
1000} 940}
1001 941
1002/* remove_ob(op): 942/* op->remove ():
1003 * 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
1004 * 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
1005 * object will have no environment. If the object previously had an 945 * object will have no environment. If the object previously had an
1006 * environment, the x and y coordinates will be updated to 946 * environment, the x and y coordinates will be updated to
1007 * the previous environment. 947 * the previous environment.
1008 * Beware: This function is called from the editor as well! 948 * Beware: This function is called from the editor as well!
1009 */ 949 */
1010 950void
1011void remove_ob(object *op) { 951object::remove ()
952{
1012 object *tmp,*last=NULL; 953 object *tmp, *last = 0;
1013 object *otmp; 954 object *otmp;
1014 tag_t tag;
1015 int check_walk_off;
1016 mapstruct *m;
1017 sint16 x,y;
1018
1019 955
1020 if(QUERY_FLAG(op,FLAG_REMOVED)) { 956 if (QUERY_FLAG (this, FLAG_REMOVED))
1021 dump_object(op); 957 return;
1022 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1023 958
1024 /* Changed it to always dump core in this case. As has been learned
1025 * in the past, trying to recover from errors almost always
1026 * make things worse, and this is a real error here - something
1027 * that should not happen.
1028 * Yes, if this was a mission critical app, trying to do something
1029 * to recover may make sense, but that is because failure of the app
1030 * may have other disastrous problems. Cf runs out of a script
1031 * so is easily enough restarted without any real problems.
1032 * MSW 2001-07-01
1033 */
1034 abort();
1035 }
1036 if(op->more!=NULL)
1037 remove_ob(op->more);
1038
1039 SET_FLAG(op, FLAG_REMOVED); 959 SET_FLAG (this, FLAG_REMOVED);
960 INVOKE_OBJECT (REMOVE, this);
1040 961
962 if (more)
963 more->remove ();
964
1041 /* 965 /*
1042 * In this case, the object to be removed is in someones 966 * In this case, the object to be removed is in someones
1043 * inventory. 967 * inventory.
1044 */ 968 */
1045 if(op->env!=NULL) { 969 if (env)
970 {
1046 if(op->nrof) 971 if (nrof)
1047 sub_weight(op->env, op->weight*op->nrof); 972 sub_weight (env, weight * nrof);
1048 else 973 else
1049 sub_weight(op->env, op->weight+op->carrying); 974 sub_weight (env, weight + carrying);
1050 975
1051 /* 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
1052 * made to players inventory. If set, avoiding the call 977 * made to players inventory. If set, avoiding the call
1053 * to save cpu time. 978 * to save cpu time.
1054 */ 979 */
1055 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1056 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 981 otmp->update_stats ();
1057 fix_player(otmp);
1058 982
1059 if(op->above!=NULL) 983 if (above != NULL)
1060 op->above->below=op->below; 984 above->below = below;
1061 else 985 else
1062 op->env->inv=op->below; 986 env->inv = below;
1063 987
1064 if(op->below!=NULL) 988 if (below != NULL)
1065 op->below->above=op->above; 989 below->above = above;
1066 990
1067 /* we set up values so that it could be inserted into 991 /* we set up values so that it could be inserted into
1068 * 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
1069 * 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
1070 */ 1020 */
1071 op->x=op->env->x,op->y=op->env->y; 1021 if (GET_MAP_OB (map, x, y) != this)
1072 op->map=op->env->map; 1022 {
1073 op->above=NULL,op->below=NULL; 1023 char *dump = dump_object (this);
1074 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)
1075 return; 1039 return;
1076 }
1077 1040
1078 /* If we get here, we are removing it from a map */ 1041 int check_walk_off = !flag [FLAG_NO_APPLY];
1079 if (op->map == NULL) return;
1080 1042
1081 x = op->x; 1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1082 y = op->y; 1044 {
1083 m = get_map_from_coord(op->map, &x, &y); 1045 /* No point updating the players look faces if he is the object
1084 1046 * being removed.
1085 if (!m) {
1086 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1087 op->map->path, op->x, op->y);
1088 /* in old days, we used to set x and y to 0 and continue.
1089 * it seems if we get into this case, something is probablye
1090 * screwed up and should be fixed.
1091 */ 1047 */
1092 abort();
1093 }
1094 if (op->map != m) {
1095 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1096 op->map->path, m->path, op->x, op->y, x, y);
1097 }
1098 1048
1099 /* Re did the following section of code - it looks like it had 1049 if (tmp->type == PLAYER && tmp != this)
1100 * lots of logic for things we no longer care about 1050 {
1101 */ 1051 /* If a container that the player is currently using somehow gets
1102 1052 * removed (most likely destroyed), update the player view
1103 /* link the object above us */ 1053 * appropriately.
1104 if (op->above)
1105 op->above->below=op->below;
1106 else
1107 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1108
1109 /* Relink the object below us, if there is one */
1110 if(op->below) {
1111 op->below->above=op->above;
1112 } else {
1113 /* Nothing below, which means we need to relink map object for this space
1114 * use translated coordinates in case some oddness with map tiling is
1115 * evident
1116 */ 1054 */
1117 if(GET_MAP_OB(m,x,y)!=op) { 1055 if (tmp->container == this)
1118 dump_object(op); 1056 {
1119 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1057 flag [FLAG_APPLIED] = 0;
1120 dump_object(GET_MAP_OB(m,x,y)); 1058 tmp->container = 0;
1121 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;
1122 } 1082 }
1123 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1124 }
1125 op->above=NULL;
1126 op->below=NULL;
1127 1083
1128 if (op->map->in_memory == MAP_SAVING)
1129 return;
1130
1131 tag = op->count;
1132 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1133 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1134 /* No point updating the players look faces if he is the object
1135 * being removed.
1136 */
1137
1138 if(tmp->type==PLAYER && tmp!=op) {
1139 /* If a container that the player is currently using somehow gets
1140 * removed (most likely destroyed), update the player view
1141 * appropriately.
1142 */
1143 if (tmp->container==op) {
1144 CLEAR_FLAG(op, FLAG_APPLIED);
1145 tmp->container=NULL;
1146 }
1147 tmp->contr->socket.update_look=1;
1148 }
1149 /* See if player moving off should effect something */
1150 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1151 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1152
1153 move_apply(tmp, op, NULL);
1154 if (was_destroyed (op, tag)) {
1155 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1156 "leaving object\n", &tmp->name, &tmp->arch->name);
1157 }
1158 }
1159
1160 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1161
1162 if(tmp->above == tmp)
1163 tmp->above = NULL;
1164 last=tmp;
1165 }
1166 /* last == NULL of there are no objects on this space */ 1084 /* last == NULL of there are no objects on this space */
1167 if (last==NULL) { 1085 if (!last)
1168 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1086 map->at (x, y).flags_ = P_NEED_UPDATE;
1169 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1170 * those out anyways, and if there are any flags set right now, they won't
1171 * be correct anyways.
1172 */
1173 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1174 update_position(op->map, op->x, op->y);
1175 }
1176 else 1087 else
1177 update_object(last, UP_OBJ_REMOVE); 1088 update_object (last, UP_OBJ_REMOVE);
1178 1089
1179 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1180 update_all_los(op->map, op->x, op->y); 1091 update_all_los (map, x, y);
1181 1092 }
1182} 1093}
1183 1094
1184/* 1095/*
1185 * merge_ob(op,top): 1096 * merge_ob(op,top):
1186 * 1097 *
1187 * This function goes through all objects below and including top, and 1098 * This function goes through all objects below and including top, and
1188 * merges op to the first matching object. 1099 * merges op to the first matching object.
1189 * If top is NULL, it is calculated. 1100 * If top is NULL, it is calculated.
1190 * 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
1191 */ 1102 */
1192 1103object *
1193object *merge_ob(object *op, object *top) { 1104merge_ob (object *op, object *top)
1105{
1194 if(!op->nrof) 1106 if (!op->nrof)
1195 return 0; 1107 return 0;
1196 if(top==NULL) 1108
1109 if (top)
1197 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1110 for (top = op; top && top->above; top = top->above)
1111 ;
1112
1198 for(;top!=NULL;top=top->below) { 1113 for (; top; top = top->below)
1114 {
1199 if(top==op) 1115 if (top == op)
1200 continue; 1116 continue;
1201 if (CAN_MERGE(op,top)) 1117
1202 { 1118 if (object::can_merge (op, top))
1119 {
1203 top->nrof+=op->nrof; 1120 top->nrof += op->nrof;
1121
1204/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1122/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1205 op->weight = 0; /* Don't want any adjustements now */ 1123 op->weight = 0; /* Don't want any adjustements now */
1206 remove_ob(op); 1124 op->destroy ();
1207 free_object(op);
1208 return top; 1125 return top;
1209 } 1126 }
1210 } 1127 }
1128
1211 return NULL; 1129 return 0;
1212} 1130}
1213 1131
1214/* 1132/*
1215 * 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
1216 * job preparing multi-part monsters 1134 * job preparing multi-part monsters
1217 */ 1135 */
1136object *
1218object *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{
1219 object* tmp; 1139 object *tmp;
1140
1220 if (op->head) 1141 if (op->head)
1221 op=op->head; 1142 op = op->head;
1143
1222 for (tmp=op;tmp;tmp=tmp->more){ 1144 for (tmp = op; tmp; tmp = tmp->more)
1145 {
1223 tmp->x=x+tmp->arch->clone.x; 1146 tmp->x = x + tmp->arch->clone.x;
1224 tmp->y=y+tmp->arch->clone.y; 1147 tmp->y = y + tmp->arch->clone.y;
1225 } 1148 }
1149
1226 return insert_ob_in_map (op, m, originator, flag); 1150 return insert_ob_in_map (op, m, originator, flag);
1227} 1151}
1228 1152
1229/* 1153/*
1230 * insert_ob_in_map (op, map, originator, flag): 1154 * insert_ob_in_map (op, map, originator, flag):
1231 * This function inserts the object in the two-way linked list 1155 * This function inserts the object in the two-way linked list
1244 * Return value: 1168 * Return value:
1245 * new object if 'op' was merged with other object 1169 * new object if 'op' was merged with other object
1246 * NULL if 'op' was destroyed 1170 * NULL if 'op' was destroyed
1247 * just 'op' otherwise 1171 * just 'op' otherwise
1248 */ 1172 */
1249 1173object *
1250object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1251{ 1175{
1252 object *tmp, *top, *floor=NULL; 1176 object *tmp, *top, *floor = NULL;
1253 sint16 x,y; 1177 sint16 x, y;
1254 1178
1255 if (QUERY_FLAG (op, FLAG_FREED)) { 1179 if (QUERY_FLAG (op, FLAG_FREED))
1180 {
1256 LOG (llevError, "Trying to insert freed object!\n"); 1181 LOG (llevError, "Trying to insert freed object!\n");
1257 return NULL; 1182 return NULL;
1183 }
1184
1185 if (m == NULL)
1258 } 1186 {
1259 if(m==NULL) {
1260 dump_object(op); 1187 char *dump = dump_object (op);
1261 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);
1262 return op; 1190 return op;
1263 } 1191 }
1192
1264 if(out_of_map(m,op->x,op->y)) { 1193 if (out_of_map (m, op->x, op->y))
1194 {
1265 dump_object(op); 1195 char *dump = dump_object (op);
1266 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);
1267#ifdef MANY_CORES 1197#ifdef MANY_CORES
1268 /* 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
1269 * 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
1270 * improperly inserted. 1200 * improperly inserted.
1271 */ 1201 */
1272 abort(); 1202 abort ();
1273#endif 1203#endif
1204 free (dump);
1274 return op; 1205 return op;
1275 } 1206 }
1207
1276 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1208 if (!QUERY_FLAG (op, FLAG_REMOVED))
1209 {
1277 dump_object(op); 1210 char *dump = dump_object (op);
1278 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);
1279 return op; 1213 return op;
1214 }
1215
1216 if (op->more)
1280 } 1217 {
1281 if(op->more!=NULL) {
1282 /* The part may be on a different map. */ 1218 /* The part may be on a different map. */
1283 1219
1284 object *more = op->more; 1220 object *more = op->more;
1285 1221
1286 /* We really need the caller to normalize coordinates - if 1222 /* We really need the caller to normalize coordinates - if
1287 * 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
1288 * 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
1289 * is clear wrong do we normalize it. 1225 * is clear wrong do we normalize it.
1290 */ 1226 */
1291 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1227 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1292 more->map = get_map_from_coord(m, &more->x, &more->y); 1228 more->map = get_map_from_coord (m, &more->x, &more->y);
1293 } else if (!more->map) { 1229 else if (!more->map)
1230 {
1294 /* For backwards compatibility - when not dealing with tiled maps, 1231 /* For backwards compatibility - when not dealing with tiled maps,
1295 * more->map should always point to the parent. 1232 * more->map should always point to the parent.
1296 */ 1233 */
1297 more->map = m; 1234 more->map = m;
1298 } 1235 }
1299 1236
1300 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1237 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1238 {
1301 if ( ! op->head) 1239 if (!op->head)
1302 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
1303 return NULL; 1242 return 0;
1304 } 1243 }
1305 } 1244 }
1245
1306 CLEAR_FLAG(op,FLAG_REMOVED); 1246 CLEAR_FLAG (op, FLAG_REMOVED);
1307 1247
1308 /* Ideally, the caller figures this out. However, it complicates a lot 1248 /* Ideally, the caller figures this out. However, it complicates a lot
1309 * of areas of callers (eg, anything that uses find_free_spot would now 1249 * of areas of callers (eg, anything that uses find_free_spot would now
1310 * need extra work 1250 * need extra work
1311 */ 1251 */
1312 op->map=get_map_from_coord(m, &op->x, &op->y); 1252 op->map = get_map_from_coord (m, &op->x, &op->y);
1313 x = op->x; 1253 x = op->x;
1314 y = op->y; 1254 y = op->y;
1315 1255
1316 /* this has to be done after we translate the coordinates. 1256 /* this has to be done after we translate the coordinates.
1317 */ 1257 */
1318 if(op->nrof && !(flag & INS_NO_MERGE)) { 1258 if (op->nrof && !(flag & INS_NO_MERGE))
1319 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)
1320 if (CAN_MERGE(op,tmp)) { 1260 if (object::can_merge (op, tmp))
1261 {
1321 op->nrof+=tmp->nrof; 1262 op->nrof += tmp->nrof;
1322 remove_ob(tmp); 1263 tmp->destroy ();
1323 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;
1324 } 1325 }
1325 }
1326 1326
1327 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 */
1328 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1328 top = last;
1329 if (!QUERY_FLAG(op, FLAG_ALIVE))
1330 CLEAR_FLAG(op, FLAG_NO_STEAL);
1331 1329
1332 if (flag & INS_BELOW_ORIGINATOR) { 1330 /* We let update_position deal with figuring out what the space
1333 if (originator->map != op->map || originator->x != op->x || 1331 * looks like instead of lots of conditions here.
1334 originator->y != op->y) { 1332 * makes things faster, and effectively the same result.
1335 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1333 */
1336 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;
1337 } 1376 }
1338 op->above = originator;
1339 op->below = originator->below;
1340 if (op->below) op->below->above = op;
1341 else SET_MAP_OB(op->map, op->x, op->y, op);
1342 /* since *below* originator, no need to update top */
1343 originator->below = op;
1344 } else { 1377 else
1345 /* If there are other objects, then */
1346 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1347 object *last=NULL;
1348 /*
1349 * If there are multiple objects on this space, we do some trickier handling.
1350 * We've already dealt with merging if appropriate.
1351 * Generally, we want to put the new object on top. But if
1352 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1353 * floor, we want to insert above that and no further.
1354 * Also, if there are spell objects on this space, we stop processing
1355 * once we get to them. This reduces the need to traverse over all of
1356 * them when adding another one - this saves quite a bit of cpu time
1357 * when lots of spells are cast in one area. Currently, it is presumed
1358 * that flying non pickable objects are spell objects.
1359 */
1360
1361 while (top != NULL) {
1362 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1363 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1364 if (QUERY_FLAG(top, FLAG_NO_PICK)
1365 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1366 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1367 {
1368 /* We insert above top, so we want this object below this */
1369 top=top->below;
1370 break;
1371 }
1372 last = top;
1373 top = top->above;
1374 }
1375 /* Don't want top to be NULL, so set it to the last valid object */
1376 top = last;
1377
1378 /* We let update_position deal with figuring out what the space
1379 * looks like instead of lots of conditions here.
1380 * makes things faster, and effectively the same result.
1381 */
1382
1383 /* Have object 'fall below' other objects that block view.
1384 * Unless those objects are exits, type 66
1385 * If INS_ON_TOP is used, don't do this processing
1386 * Need to find the object that in fact blocks view, otherwise
1387 * stacking is a bit odd.
1388 */
1389 if (!(flag & INS_ON_TOP) &&
1390 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1391 (op->face && !op->face->visibility)) {
1392 for (last=top; last != floor; last=last->below)
1393 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1394 /* Check to see if we found the object that blocks view,
1395 * and make sure we have a below pointer for it so that
1396 * we can get inserted below this one, which requires we
1397 * set top to the object below us.
1398 */
1399 if (last && last->below && last != floor) top=last->below;
1400 }
1401 } /* If objects on this space */
1402 if (flag & INS_MAP_LOAD)
1403 top = GET_MAP_TOP(op->map,op->x,op->y);
1404 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1405
1406 /* Top is the object that our object (op) is going to get inserted above.
1407 */
1408
1409 /* First object on this space */
1410 if (!top) {
1411 op->above = GET_MAP_OB(op->map, op->x, op->y);
1412 if (op->above) op->above->below = op;
1413 op->below = NULL;
1414 SET_MAP_OB(op->map, op->x, op->y, op);
1415 } else { /* get inserted into the stack above top */ 1378 { /* get inserted into the stack above top */
1416 op->above = top->above; 1379 op->above = top->above;
1380
1381 if (op->above)
1417 if (op->above) op->above->below = op; 1382 op->above->below = op;
1383
1418 op->below = top; 1384 op->below = top;
1419 top->above = op; 1385 top->above = op;
1420 } 1386 }
1387
1421 if (op->above==NULL) 1388 if (op->above == NULL)
1422 SET_MAP_TOP(op->map,op->x, op->y, op); 1389 op->ms ().top = op;
1423 } /* else not INS_BELOW_ORIGINATOR */ 1390 } /* else not INS_BELOW_ORIGINATOR */
1424 1391
1425 if(op->type==PLAYER) 1392 if (op->type == PLAYER)
1426 op->contr->do_los=1; 1393 op->contr->do_los = 1;
1427 1394
1428 /* 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
1429 * it, so save a few ticks and start from there. 1396 * it, so save a few ticks and start from there.
1430 */ 1397 */
1431 if (!(flag & INS_MAP_LOAD)) 1398 if (!(flag & INS_MAP_LOAD))
1432 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 ())
1433 if (tmp->type == PLAYER) 1400 if (pl->contr->ns)
1434 tmp->contr->socket.update_look=1; 1401 pl->contr->ns->floorbox_update ();
1435 }
1436 1402
1437 /* If this object glows, it may affect lighting conditions that are 1403 /* If this object glows, it may affect lighting conditions that are
1438 * 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
1439 * 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
1440 * on the map will get recalculated. The players could very well 1406 * on the map will get recalculated. The players could very well
1441 * 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 -
1442 * this should get redone to only look for players within range, 1408 * this should get redone to only look for players within range,
1443 * 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
1444 * of effect may be sufficient. 1410 * of effect may be sufficient.
1445 */ 1411 */
1446 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1412 if (op->map->darkness && (op->glow_radius != 0))
1447 update_all_los(op->map, op->x, op->y); 1413 update_all_los (op->map, op->x, op->y);
1448 1414
1449
1450 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1415 /* updates flags (blocked, alive, no magic, etc) for this map space */
1451 update_object(op,UP_OBJ_INSERT); 1416 update_object (op, UP_OBJ_INSERT);
1452 1417
1418 INVOKE_OBJECT (INSERT, op);
1453 1419
1454 /* 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,
1455 * we want to have update_look set above before calling this. 1421 * we want to have floorbox_update called before calling this.
1456 * 1422 *
1457 * check_move_on() must be after this because code called from 1423 * check_move_on() must be after this because code called from
1458 * check_move_on() depends on correct map flags (so functions like 1424 * check_move_on() depends on correct map flags (so functions like
1459 * blocked() and wall() work properly), and these flags are updated by 1425 * blocked() and wall() work properly), and these flags are updated by
1460 * update_object(). 1426 * update_object().
1461 */ 1427 */
1462 1428
1463 /* 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 */
1464
1465 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1430 if (!(flag & INS_NO_WALK_ON) && !op->head)
1431 {
1466 if (check_move_on(op, originator)) 1432 if (check_move_on (op, originator))
1467 return NULL; 1433 return 0;
1468 1434
1469 /* 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
1470 * walk on's. 1436 * walk on's.
1471 */ 1437 */
1472 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1438 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1473 if (check_move_on (tmp, originator)) 1439 if (check_move_on (tmp, originator))
1474 return NULL; 1440 return 0;
1475 } 1441 }
1442
1476 return op; 1443 return op;
1477} 1444}
1478 1445
1479/* this function inserts an object in the map, but if it 1446/* this function inserts an object in the map, but if it
1480 * finds an object of its own type, it'll remove that one first. 1447 * finds an object of its own type, it'll remove that one first.
1481 * op is the object to insert it under: supplies x and the map. 1448 * op is the object to insert it under: supplies x and the map.
1482 */ 1449 */
1450void
1483void replace_insert_ob_in_map(const char *arch_string, object *op) { 1451replace_insert_ob_in_map (const char *arch_string, object *op)
1484 object *tmp; 1452{
1485 object *tmp1; 1453 object *tmp, *tmp1;
1486 1454
1487 /* first search for itself and remove any old instances */ 1455 /* first search for itself and remove any old instances */
1488 1456
1489 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)
1490 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1491 remove_ob(tmp); 1459 tmp->destroy ();
1492 free_object(tmp);
1493 }
1494 }
1495 1460
1496 tmp1=arch_to_object(find_archetype(arch_string)); 1461 tmp1 = arch_to_object (archetype::find (arch_string));
1497 1462
1498 1463 tmp1->x = op->x;
1499 tmp1->x = op->x; tmp1->y = op->y; 1464 tmp1->y = op->y;
1500 insert_ob_in_map(tmp1,op->map,op,0); 1465 insert_ob_in_map (tmp1, op->map, op, 0);
1501} 1466}
1502 1467
1503/* 1468/*
1504 * 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
1505 * is returned contains nr objects, and the remaining parts contains 1470 * is returned contains nr objects, and the remaining parts contains
1506 * 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).
1507 * On failure, NULL is returned, and the reason put into the 1472 * On failure, NULL is returned, and the reason put into the
1508 * global static errmsg array. 1473 * global static errmsg array.
1509 */ 1474 */
1510 1475
1476object *
1511object *get_split_ob(object *orig_ob, uint32 nr) { 1477get_split_ob (object *orig_ob, uint32 nr)
1478{
1512 object *newob; 1479 object *newob;
1513 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1514 1481
1515 if(orig_ob->nrof<nr) { 1482 if (orig_ob->nrof < nr)
1516 sprintf(errmsg,"There are only %d %ss.", 1483 {
1517 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);
1518 return NULL; 1485 return NULL;
1519 } 1486 }
1487
1520 newob = object_create_clone(orig_ob); 1488 newob = object_create_clone (orig_ob);
1489
1521 if((orig_ob->nrof-=nr)<1) { 1490 if ((orig_ob->nrof -= nr) < 1)
1522 if ( ! is_removed) 1491 orig_ob->destroy (1);
1523 remove_ob(orig_ob);
1524 free_object2(orig_ob, 1);
1525 }
1526 else if ( ! is_removed) { 1492 else if (!is_removed)
1493 {
1527 if(orig_ob->env!=NULL) 1494 if (orig_ob->env != NULL)
1528 sub_weight (orig_ob->env,orig_ob->weight*nr); 1495 sub_weight (orig_ob->env, orig_ob->weight * nr);
1529 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 {
1530 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.");
1531 LOG(llevDebug,
1532 "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");
1533 return NULL; 1500 return NULL;
1534 } 1501 }
1535 } 1502 }
1503
1536 newob->nrof=nr; 1504 newob->nrof = nr;
1537 1505
1538 return newob; 1506 return newob;
1539} 1507}
1540 1508
1541/* 1509/*
1542 * decrease_ob_nr(object, number) decreases a specified number from 1510 * decrease_ob_nr(object, number) decreases a specified number from
1543 * 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
1544 * is subsequently removed and freed. 1512 * is subsequently removed and freed.
1545 * 1513 *
1546 * 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
1547 */ 1515 */
1548 1516
1517object *
1549object *decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1550{ 1519{
1551 object *tmp; 1520 object *tmp;
1552 player *pl;
1553 1521
1554 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1555 return op; 1523 return op;
1556 1524
1557 if (i > op->nrof) 1525 if (i > op->nrof)
1558 i = op->nrof; 1526 i = op->nrof;
1559 1527
1560 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 }
1561 { 1564 }
1565 else
1566 {
1567 object *above = op->above;
1568
1569 if (i < op->nrof)
1562 op->nrof -= i; 1570 op->nrof -= i;
1563 } 1571 else
1564 else if (op->env != NULL)
1565 {
1566 /* is this object in the players inventory, or sub container
1567 * therein?
1568 */ 1572 {
1569 tmp = is_player_inv (op->env); 1573 op->remove ();
1570 /* nope. Is this a container the player has opened? 1574 op->nrof = 0;
1571 * If so, set tmp to that player.
1572 * IMO, searching through all the players will mostly
1573 * likely be quicker than following op->env to the map,
1574 * and then searching the map for a player.
1575 */
1576 if (!tmp) {
1577 for (pl=first_player; pl; pl=pl->next)
1578 if (pl->ob->container == op->env) break;
1579 if (pl) tmp=pl->ob;
1580 else tmp=NULL;
1581 } 1575 }
1582 1576
1583 if (i < op->nrof) {
1584 sub_weight (op->env, op->weight * i);
1585 op->nrof -= i;
1586 if (tmp) {
1587 esrv_send_item(tmp, op);
1588 }
1589 } else {
1590 remove_ob (op);
1591 op->nrof = 0;
1592 if (tmp) {
1593 esrv_del_item(tmp->contr, op->count);
1594 }
1595 }
1596 }
1597 else
1598 {
1599 object *above = op->above;
1600
1601 if (i < op->nrof) {
1602 op->nrof -= i;
1603 } else {
1604 remove_ob (op);
1605 op->nrof = 0;
1606 }
1607 /* Since we just removed op, op->above is null */ 1577 /* Since we just removed op, op->above is null */
1608 for (tmp = above; tmp != NULL; tmp = tmp->above) 1578 for (tmp = above; tmp; tmp = tmp->above)
1609 if (tmp->type == PLAYER) { 1579 if (tmp->type == PLAYER)
1580 {
1610 if (op->nrof) 1581 if (op->nrof)
1611 esrv_send_item(tmp, op); 1582 esrv_send_item (tmp, op);
1612 else 1583 else
1613 esrv_del_item(tmp->contr, op->count); 1584 esrv_del_item (tmp->contr, op->count);
1614 } 1585 }
1615 } 1586 }
1616 1587
1617 if (op->nrof) { 1588 if (op->nrof)
1618 return op; 1589 return op;
1619 } else { 1590 else
1620 free_object (op); 1591 {
1592 op->destroy ();
1621 return NULL; 1593 return 0;
1622 } 1594 }
1623} 1595}
1624 1596
1625/* 1597/*
1626 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1627 * and also updates how much the environment(s) is/are carrying. 1599 * and also updates how much the environment(s) is/are carrying.
1628 */ 1600 */
1629 1601
1602void
1630void add_weight (object *op, signed long weight) { 1603add_weight (object *op, signed long weight)
1604{
1631 while (op!=NULL) { 1605 while (op != NULL)
1606 {
1632 if (op->type == CONTAINER) { 1607 if (op->type == CONTAINER)
1633 weight=(signed long)(weight*(100-op->stats.Str)/100); 1608 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1634 } 1609
1635 op->carrying+=weight; 1610 op->carrying += weight;
1636 op=op->env; 1611 op = op->env;
1637 } 1612 }
1638} 1613}
1639 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
1640/* 1635/*
1641 * insert_ob_in_ob(op,environment): 1636 * env->insert (op)
1642 * This function inserts the object op in the linked list 1637 * This function inserts the object op in the linked list
1643 * inside the object environment. 1638 * inside the object environment.
1644 * 1639 *
1645 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1646 * the inventory at the last position or next to other objects of the same
1647 * type.
1648 * Frank: Now sorted by type, archetype and magic!
1649 *
1650 * The function returns now pointer to inserted item, and return value can 1640 * The function returns now pointer to inserted item, and return value can
1651 * be != op, if items are merged. -Tero 1641 * be != op, if items are merged. -Tero
1652 */ 1642 */
1653 1643
1654object *insert_ob_in_ob(object *op,object *where) { 1644object *
1645object::insert (object *op)
1646{
1655 object *tmp, *otmp; 1647 object *tmp, *otmp;
1656 1648
1657 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1658 dump_object(op); 1650 op->remove ();
1659 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1651
1660 return op;
1661 }
1662 if(where==NULL) {
1663 dump_object(op);
1664 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1665 return op;
1666 }
1667 if (where->head) {
1668 LOG(llevDebug,
1669 "Warning: Tried to insert object wrong part of multipart object.\n");
1670 where = where->head;
1671 }
1672 if (op->more) { 1652 if (op->more)
1653 {
1673 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);
1674 &op->name, op->count);
1675 return op; 1655 return op;
1676 } 1656 }
1657
1677 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1678 CLEAR_FLAG(op, FLAG_REMOVED); 1659 CLEAR_FLAG (op, FLAG_REMOVED);
1679 if(op->nrof) { 1660 if (op->nrof)
1661 {
1680 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1662 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1681 if ( CAN_MERGE(tmp,op) ) { 1663 if (object::can_merge (tmp, op))
1664 {
1682 /* return the original object and remove inserted object 1665 /* return the original object and remove inserted object
1683 (client needs the original object) */ 1666 (client needs the original object) */
1684 tmp->nrof += op->nrof; 1667 tmp->nrof += op->nrof;
1685 /* Weight handling gets pretty funky. Since we are adding to 1668 /* Weight handling gets pretty funky. Since we are adding to
1686 * tmp->nrof, we need to increase the weight. 1669 * tmp->nrof, we need to increase the weight.
1687 */ 1670 */
1688 add_weight (where, op->weight*op->nrof); 1671 add_weight (this, op->weight * op->nrof);
1689 SET_FLAG(op, FLAG_REMOVED); 1672 SET_FLAG (op, FLAG_REMOVED);
1690 free_object(op); /* free the inserted object */ 1673 op->destroy (); /* free the inserted object */
1691 op = tmp; 1674 op = tmp;
1692 remove_ob (op); /* and fix old object's links */ 1675 op->remove (); /* and fix old object's links */
1693 CLEAR_FLAG(op, FLAG_REMOVED); 1676 CLEAR_FLAG (op, FLAG_REMOVED);
1694 break; 1677 break;
1695 } 1678 }
1696 1679
1697 /* I assume combined objects have no inventory 1680 /* I assume combined objects have no inventory
1698 * We add the weight - this object could have just been removed 1681 * We add the weight - this object could have just been removed
1699 * (if it was possible to merge). calling remove_ob will subtract 1682 * (if it was possible to merge). calling remove_ob will subtract
1700 * the weight, so we need to add it in again, since we actually do 1683 * the weight, so we need to add it in again, since we actually do
1701 * the linking below 1684 * the linking below
1702 */ 1685 */
1703 add_weight (where, op->weight*op->nrof); 1686 add_weight (this, op->weight * op->nrof);
1687 }
1704 } else 1688 else
1705 add_weight (where, (op->weight+op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1706 1690
1707 otmp=is_player_inv(where); 1691 otmp = this->in_player ();
1708 if (otmp&&otmp->contr!=NULL) { 1692 if (otmp && otmp->contr)
1709 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1710 fix_player(otmp); 1694 otmp->update_stats ();
1711 }
1712 1695
1713 op->map=NULL; 1696 op->map = 0;
1714 op->env=where; 1697 op->env = this;
1715 op->above=NULL; 1698 op->above = 0;
1716 op->below=NULL; 1699 op->below = 0;
1717 op->x=0,op->y=0; 1700 op->x = 0, op->y = 0;
1718 1701
1719 /* 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 */
1720 if((op->glow_radius!=0)&&where->map) 1703 if ((op->glow_radius != 0) && map)
1721 { 1704 {
1722#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1723 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);
1724 op->name);
1725#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1726 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);
1727 } 1710 }
1728 1711
1729 /* 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.
1730 * It sure simplifies this function... 1713 * It sure simplifies this function...
1731 */ 1714 */
1732 if (where->inv==NULL) 1715 if (!inv)
1733 where->inv=op; 1716 inv = op;
1734 else { 1717 else
1718 {
1735 op->below = where->inv; 1719 op->below = inv;
1736 op->below->above = op; 1720 op->below->above = op;
1737 where->inv = op; 1721 inv = op;
1738 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1725
1739 return op; 1726 return op;
1740} 1727}
1741 1728
1742/* 1729/*
1743 * Checks if any objects has a move_type that matches objects 1730 * Checks if any objects has a move_type that matches objects
1758 * MSW 2001-07-08: Check all objects on space, not just those below 1745 * MSW 2001-07-08: Check all objects on space, not just those below
1759 * object being inserted. insert_ob_in_map may not put new objects 1746 * object being inserted. insert_ob_in_map may not put new objects
1760 * on top. 1747 * on top.
1761 */ 1748 */
1762 1749
1750int
1763int check_move_on (object *op, object *originator) 1751check_move_on (object *op, object *originator)
1764{ 1752{
1765 object *tmp; 1753 object *tmp;
1766 tag_t tag;
1767 mapstruct *m=op->map; 1754 maptile *m = op->map;
1768 int x=op->x, y=op->y; 1755 int x = op->x, y = op->y;
1756
1769 MoveType move_on, move_slow, move_block; 1757 MoveType move_on, move_slow, move_block;
1770 1758
1771 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1759 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1772 return 0; 1760 return 0;
1773 1761
1774 tag = op->count;
1775
1776 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);
1777 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);
1778 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);
1779 1765
1780 /* 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,
1781 * 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
1782 * 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
1783 * as walking. 1769 * as walking.
1784 */ 1770 */
1785 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))
1786 return 0; 1772 return 0;
1787 1773
1788 /* This is basically inverse logic of that below - basically, 1774 /* This is basically inverse logic of that below - basically,
1789 * 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,
1790 * 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
1791 * blocked. Logic on this seems confusing, but does seem correct. 1777 * blocked. Logic on this seems confusing, but does seem correct.
1792 */ 1778 */
1793 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)
1794 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1780 return 0;
1795 1781
1796 /* The objects have to be checked from top to bottom. 1782 /* The objects have to be checked from top to bottom.
1797 * Hence, we first go to the top: 1783 * Hence, we first go to the top:
1798 */ 1784 */
1799 1785
1800 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)
1801 tmp->above!=NULL; tmp=tmp->above) { 1787 {
1802 /* Trim the search when we find the first other spell effect 1788 /* Trim the search when we find the first other spell effect
1803 * 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,
1804 * we don't need to check all of them. 1790 * we don't need to check all of them.
1805 */ 1791 */
1806 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)
1807 } 1797 {
1808 for(;tmp!=NULL; tmp=tmp->below) { 1798 if (tmp == op)
1809 if (tmp == op) continue; /* Can't apply yourself */ 1799 continue; /* Can't apply yourself */
1810 1800
1811 /* 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.
1812 * Second check makes sure that the movement types not being slowed 1802 * Second check makes sure that the movement types not being slowed
1813 * (~slow_move) is not blocked on this space - just because the 1803 * (~slow_move) is not blocked on this space - just because the
1814 * space doesn't slow down swimming (for example), if you can't actually 1804 * space doesn't slow down swimming (for example), if you can't actually
1815 * swim on that space, can't use it to avoid the penalty. 1805 * swim on that space, can't use it to avoid the penalty.
1816 */ 1806 */
1817 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1807 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1808 {
1818 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1809 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1819 ((op->move_type & tmp->move_slow) &&
1820 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1810 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1811 {
1821 1812
1822 float diff; 1813 float
1823
1824 diff = tmp->move_slow_penalty*FABS(op->speed); 1814 diff = tmp->move_slow_penalty * FABS (op->speed);
1815
1825 if (op->type == PLAYER) { 1816 if (op->type == PLAYER)
1826 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)) ||
1827 (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)))
1828 diff /= 4.0; 1819 diff /= 4.0;
1829 } 1820
1830 }
1831 op->speed_left -= diff; 1821 op->speed_left -= diff;
1832 } 1822 }
1833 } 1823 }
1834 1824
1835 /* Basically same logic as above, except now for actual apply. */ 1825 /* Basically same logic as above, except now for actual apply. */
1836 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1826 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1837 ((op->move_type & tmp->move_on) &&
1838 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1827 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1839 1828 {
1840 move_apply(tmp, op, originator); 1829 move_apply (tmp, op, originator);
1830
1841 if (was_destroyed (op, tag)) 1831 if (op->destroyed ())
1842 return 1; 1832 return 1;
1843 1833
1844 /* what the person/creature stepped onto has moved the object 1834 /* what the person/creature stepped onto has moved the object
1845 * someplace new. Don't process any further - if we did, 1835 * someplace new. Don't process any further - if we did,
1846 * have a feeling strange problems would result. 1836 * have a feeling strange problems would result.
1847 */ 1837 */
1848 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;
1849 } 1840 }
1850 } 1841 }
1842
1851 return 0; 1843 return 0;
1852} 1844}
1853 1845
1854/* 1846/*
1855 * present_arch(arch, map, x, y) searches for any objects with 1847 * present_arch(arch, map, x, y) searches for any objects with
1856 * a matching archetype at the given map and coordinates. 1848 * a matching archetype at the given map and coordinates.
1857 * The first matching object is returned, or NULL if none. 1849 * The first matching object is returned, or NULL if none.
1858 */ 1850 */
1859 1851object *
1860object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1852present_arch (const archetype *at, maptile *m, int x, int y)
1861 object *tmp; 1853{
1862 if(m==NULL || out_of_map(m,x,y)) { 1854 if (m == NULL || out_of_map (m, x, y))
1855 {
1863 LOG(llevError,"Present_arch called outside map.\n"); 1856 LOG (llevError, "Present_arch called outside map.\n");
1864 return NULL; 1857 return NULL;
1865 } 1858 }
1859
1866 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)
1867 if(tmp->arch == at) 1861 if (tmp->arch == at)
1868 return tmp; 1862 return tmp;
1863
1869 return NULL; 1864 return NULL;
1870} 1865}
1871 1866
1872/* 1867/*
1873 * present(type, map, x, y) searches for any objects with 1868 * present(type, map, x, y) searches for any objects with
1874 * a matching type variable at the given map and coordinates. 1869 * a matching type variable at the given map and coordinates.
1875 * The first matching object is returned, or NULL if none. 1870 * The first matching object is returned, or NULL if none.
1876 */ 1871 */
1877 1872object *
1878object *present(unsigned char type,mapstruct *m, int x,int y) { 1873present (unsigned char type, maptile *m, int x, int y)
1879 object *tmp; 1874{
1880 if(out_of_map(m,x,y)) { 1875 if (out_of_map (m, x, y))
1876 {
1881 LOG(llevError,"Present called outside map.\n"); 1877 LOG (llevError, "Present called outside map.\n");
1882 return NULL; 1878 return NULL;
1883 } 1879 }
1880
1884 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)
1885 if(tmp->type==type) 1882 if (tmp->type == type)
1886 return tmp; 1883 return tmp;
1884
1887 return NULL; 1885 return NULL;
1888} 1886}
1889 1887
1890/* 1888/*
1891 * present_in_ob(type, object) searches for any objects with 1889 * present_in_ob(type, object) searches for any objects with
1892 * a matching type variable in the inventory of the given object. 1890 * a matching type variable in the inventory of the given object.
1893 * The first matching object is returned, or NULL if none. 1891 * The first matching object is returned, or NULL if none.
1894 */ 1892 */
1895 1893object *
1896object *present_in_ob(unsigned char type, const object *op) { 1894present_in_ob (unsigned char type, const object *op)
1897 object *tmp; 1895{
1898 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1896 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1899 if(tmp->type==type) 1897 if (tmp->type == type)
1900 return tmp; 1898 return tmp;
1899
1901 return NULL; 1900 return NULL;
1902} 1901}
1903 1902
1904/* 1903/*
1905 * present_in_ob (type, str, object) searches for any objects with 1904 * present_in_ob (type, str, object) searches for any objects with
1913 * 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
1914 * 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
1915 * 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
1916 * to be unique. 1915 * to be unique.
1917 */ 1916 */
1918 1917object *
1919object *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)
1920 object *tmp; 1919{
1921
1922 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1920 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1923 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1921 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1924 return tmp; 1922 return tmp;
1925 } 1923
1926 return NULL; 1924 return 0;
1927} 1925}
1928 1926
1929/* 1927/*
1930 * present_arch_in_ob(archetype, object) searches for any objects with 1928 * present_arch_in_ob(archetype, object) searches for any objects with
1931 * a matching archetype in the inventory of the given object. 1929 * a matching archetype in the inventory of the given object.
1932 * The first matching object is returned, or NULL if none. 1930 * The first matching object is returned, or NULL if none.
1933 */ 1931 */
1934 1932object *
1935object *present_arch_in_ob(const archetype *at, const object *op) { 1933present_arch_in_ob (const archetype *at, const object *op)
1936 object *tmp; 1934{
1937 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1938 if( tmp->arch == at) 1936 if (tmp->arch == at)
1939 return tmp; 1937 return tmp;
1938
1940 return NULL; 1939 return NULL;
1941} 1940}
1942 1941
1943/* 1942/*
1944 * activate recursively a flag on an object inventory 1943 * activate recursively a flag on an object inventory
1945 */ 1944 */
1945void
1946void flag_inv(object*op, int flag){ 1946flag_inv (object *op, int flag)
1947 object *tmp; 1947{
1948 if(op->inv) 1948 if (op->inv)
1949 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1950 {
1950 SET_FLAG(tmp, flag); 1951 SET_FLAG (tmp, flag);
1951 flag_inv(tmp,flag); 1952 flag_inv (tmp, flag);
1952 } 1953 }
1954}
1955
1953}/* 1956/*
1954 * desactivate recursively a flag on an object inventory 1957 * deactivate recursively a flag on an object inventory
1955 */ 1958 */
1959void
1956void unflag_inv(object*op, int flag){ 1960unflag_inv (object *op, int flag)
1957 object *tmp; 1961{
1958 if(op->inv) 1962 if (op->inv)
1959 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1963 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1964 {
1960 CLEAR_FLAG(tmp, flag); 1965 CLEAR_FLAG (tmp, flag);
1961 unflag_inv(tmp,flag); 1966 unflag_inv (tmp, flag);
1962 } 1967 }
1963} 1968}
1964 1969
1965/* 1970/*
1966 * 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
1967 * all it's inventory (recursively). 1972 * all it's inventory (recursively).
1968 * 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
1969 * 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.
1970 */ 1975 */
1971 1976void
1972void set_cheat(object *op) { 1977set_cheat (object *op)
1978{
1973 SET_FLAG(op, FLAG_WAS_WIZ); 1979 SET_FLAG (op, FLAG_WAS_WIZ);
1974 flag_inv(op, FLAG_WAS_WIZ); 1980 flag_inv (op, FLAG_WAS_WIZ);
1975} 1981}
1976 1982
1977/* 1983/*
1978 * 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
1979 * 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
1993 * 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
1994 * 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
1995 * 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
1996 * customized, changed states, etc. 2002 * customized, changed states, etc.
1997 */ 2003 */
1998 2004int
1999int 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{
2000 int i,index=0, flag; 2007 int index = 0, flag;
2001 static int altern[SIZEOFFREE]; 2008 int altern[SIZEOFFREE];
2002 2009
2003 for(i=start;i<stop;i++) { 2010 for (int i = start; i < stop; i++)
2011 {
2004 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]);
2005 if(!flag) 2013 if (!flag)
2006 altern[index++]=i; 2014 altern [index++] = i;
2007 2015
2008 /* 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.
2009 * 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.
2010 * 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 -
2011 * 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
2012 * 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
2013 * to only the spaces immediately surrounding the target area, and 2021 * to only the spaces immediately surrounding the target area, and
2014 * won't look 2 spaces south of the target space. 2022 * won't look 2 spaces south of the target space.
2015 */ 2023 */
2016 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2024 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2017 stop=maxfree[i]; 2025 stop = maxfree[i];
2018 } 2026 }
2019 if(!index) return -1; 2027
2028 if (!index)
2029 return -1;
2030
2020 return altern[RANDOM()%index]; 2031 return altern[RANDOM () % index];
2021} 2032}
2022 2033
2023/* 2034/*
2024 * find_first_free_spot(archetype, mapstruct, x, y) works like 2035 * find_first_free_spot(archetype, maptile, x, y) works like
2025 * find_free_spot(), but it will search max number of squares. 2036 * find_free_spot(), but it will search max number of squares.
2026 * 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.
2027 * 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.
2028 */ 2039 */
2029 2040int
2030int 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)
2031 int i; 2042{
2032 for(i=0;i<SIZEOFFREE;i++) { 2043 for (int i = 0; i < SIZEOFFREE; i++)
2033 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]))
2034 return i; 2045 return i;
2035 } 2046
2036 return -1; 2047 return -1;
2037} 2048}
2038 2049
2039/* 2050/*
2040 * The function permute(arr, begin, end) randomly reorders the array 2051 * The function permute(arr, begin, end) randomly reorders the array
2041 * arr[begin..end-1]. 2052 * arr[begin..end-1].
2053 * now uses a fisher-yates shuffle, old permute was broken
2042 */ 2054 */
2055static void
2043static void permute(int *arr, int begin, int end) 2056permute (int *arr, int begin, int end)
2044{ 2057{
2045 int i, j, tmp, len; 2058 arr += begin;
2059 end -= begin;
2046 2060
2047 len = end-begin; 2061 while (--end)
2048 for(i = begin; i < end; i++) 2062 swap (arr [end], arr [RANDOM () % (end + 1)]);
2049 {
2050 j = begin+RANDOM()%len;
2051
2052 tmp = arr[i];
2053 arr[i] = arr[j];
2054 arr[j] = tmp;
2055 }
2056} 2063}
2057 2064
2058/* new function to make monster searching more efficient, and effective! 2065/* new function to make monster searching more efficient, and effective!
2059 * This basically returns a randomized array (in the passed pointer) of 2066 * This basically returns a randomized array (in the passed pointer) of
2060 * the spaces to find monsters. In this way, it won't always look for 2067 * the spaces to find monsters. In this way, it won't always look for
2061 * monsters to the north first. However, the size of the array passed 2068 * monsters to the north first. However, the size of the array passed
2062 * covers all the spaces, so within that size, all the spaces within 2069 * covers all the spaces, so within that size, all the spaces within
2063 * the 3x3 area will be searched, just not in a predictable order. 2070 * the 3x3 area will be searched, just not in a predictable order.
2064 */ 2071 */
2072void
2065void get_search_arr(int *search_arr) 2073get_search_arr (int *search_arr)
2066{ 2074{
2067 int i; 2075 int i;
2068 2076
2069 for(i = 0; i < SIZEOFFREE; i++) 2077 for (i = 0; i < SIZEOFFREE; i++)
2070 {
2071 search_arr[i] = i; 2078 search_arr[i] = i;
2072 }
2073 2079
2074 permute(search_arr, 1, SIZEOFFREE1+1); 2080 permute (search_arr, 1, SIZEOFFREE1 + 1);
2075 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2081 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2076 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2082 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2077} 2083}
2078 2084
2079/* 2085/*
2080 * 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
2081 * given map at the given coordinates for live objects. 2087 * given map at the given coordinates for live objects.
2086 * Perhaps incorrectly, but I'm making the assumption that exclude 2092 * Perhaps incorrectly, but I'm making the assumption that exclude
2087 * 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
2088 * 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
2089 * there is capable of. 2095 * there is capable of.
2090 */ 2096 */
2091 2097int
2092int find_dir(mapstruct *m, int x, int y, object *exclude) { 2098find_dir (maptile *m, int x, int y, object *exclude)
2099{
2093 int i,max=SIZEOFFREE, mflags; 2100 int i, max = SIZEOFFREE, mflags;
2101
2094 sint16 nx, ny; 2102 sint16 nx, ny;
2095 object *tmp; 2103 object *tmp;
2096 mapstruct *mp; 2104 maptile *mp;
2105
2097 MoveType blocked, move_type; 2106 MoveType blocked, move_type;
2098 2107
2099 if (exclude && exclude->head) { 2108 if (exclude && exclude->head)
2109 {
2100 exclude = exclude->head; 2110 exclude = exclude->head;
2101 move_type = exclude->move_type; 2111 move_type = exclude->move_type;
2102 } else { 2112 }
2113 else
2114 {
2103 /* 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. */
2104 move_type=MOVE_ALL; 2116 move_type = MOVE_ALL;
2117 }
2118
2119 for (i = 1; i < max; i++)
2105 } 2120 {
2106
2107 for(i=1;i<max;i++) {
2108 mp = m; 2121 mp = m;
2109 nx = x + freearr_x[i]; 2122 nx = x + freearr_x[i];
2110 ny = y + freearr_y[i]; 2123 ny = y + freearr_y[i];
2111 2124
2112 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2125 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2126
2113 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)
2114 max = maxfree[i]; 2136 max = maxfree[i];
2115 } else {
2116 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2117
2118 if ((move_type & blocked) == move_type) {
2119 max=maxfree[i];
2120 } else if (mflags & P_IS_ALIVE) { 2137 else if (mflags & P_IS_ALIVE)
2121 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2138 {
2139 for (tmp = ms.bot; tmp; tmp = tmp->above)
2122 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2140 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2123 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2141 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2124 break; 2142 break;
2125 } 2143
2126 }
2127 if(tmp) { 2144 if (tmp)
2128 return freedir[i]; 2145 return freedir[i];
2129 }
2130 } 2146 }
2131 } 2147 }
2132 } 2148 }
2149
2133 return 0; 2150 return 0;
2134} 2151}
2135 2152
2136/* 2153/*
2137 * distance(object 1, object 2) will return the square of the 2154 * distance(object 1, object 2) will return the square of the
2138 * distance between the two given objects. 2155 * distance between the two given objects.
2139 */ 2156 */
2140 2157int
2141int distance(const object *ob1, const object *ob2) { 2158distance (const object *ob1, const object *ob2)
2142 int i; 2159{
2143 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);
2144 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2145 return i;
2146} 2161}
2147 2162
2148/* 2163/*
2149 * 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
2150 * 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
2151 * object, needs to travel toward it. 2166 * object, needs to travel toward it.
2152 */ 2167 */
2153 2168int
2154int find_dir_2(int x, int y) { 2169find_dir_2 (int x, int y)
2170{
2155 int q; 2171 int q;
2156 2172
2157 if(y) 2173 if (y)
2158 q=x*100/y; 2174 q = x * 100 / y;
2159 else if (x) 2175 else if (x)
2160 q= -300*x; 2176 q = -300 * x;
2161 else 2177 else
2162 return 0; 2178 return 0;
2163 2179
2164 if(y>0) { 2180 if (y > 0)
2181 {
2165 if(q < -242) 2182 if (q < -242)
2166 return 3 ; 2183 return 3;
2167 if (q < -41) 2184 if (q < -41)
2168 return 2 ; 2185 return 2;
2169 if (q < 41) 2186 if (q < 41)
2170 return 1 ; 2187 return 1;
2171 if (q < 242) 2188 if (q < 242)
2172 return 8 ; 2189 return 8;
2173 return 7 ; 2190 return 7;
2174 } 2191 }
2175 2192
2176 if (q < -242) 2193 if (q < -242)
2177 return 7 ; 2194 return 7;
2178 if (q < -41) 2195 if (q < -41)
2179 return 6 ; 2196 return 6;
2180 if (q < 41) 2197 if (q < 41)
2181 return 5 ; 2198 return 5;
2182 if (q < 242) 2199 if (q < 242)
2183 return 4 ; 2200 return 4;
2184 2201
2185 return 3 ; 2202 return 3;
2186} 2203}
2187 2204
2188/* 2205/*
2189 * absdir(int): Returns a number between 1 and 8, which represent 2206 * absdir(int): Returns a number between 1 and 8, which represent
2190 * the "absolute" direction of a number (it actually takes care of 2207 * the "absolute" direction of a number (it actually takes care of
2191 * "overflow" in previous calculations of a direction). 2208 * "overflow" in previous calculations of a direction).
2192 */ 2209 */
2193 2210
2211int
2194int absdir(int d) { 2212absdir (int d)
2195 while(d<1) d+=8; 2213{
2196 while(d>8) d-=8; 2214 while (d < 1)
2215 d += 8;
2216
2217 while (d > 8)
2218 d -= 8;
2219
2197 return d; 2220 return d;
2198} 2221}
2199 2222
2200/* 2223/*
2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2225 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2226 */
2204 2227
2228int
2205int dirdiff(int dir1, int dir2) { 2229dirdiff (int dir1, int dir2)
2230{
2206 int d; 2231 int d;
2232
2207 d = abs(dir1 - dir2); 2233 d = abs (dir1 - dir2);
2208 if(d>4) 2234 if (d > 4)
2209 d = 8 - d; 2235 d = 8 - d;
2236
2210 return d; 2237 return d;
2211} 2238}
2212 2239
2213/* peterm: 2240/* peterm:
2214 * 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.
2217 * 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
2218 * 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.
2219 * 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
2220 * functions. 2247 * functions.
2221 */ 2248 */
2222
2223int reduction_dir[SIZEOFFREE][3] = { 2249int reduction_dir[SIZEOFFREE][3] = {
2224 {0,0,0}, /* 0 */ 2250 {0, 0, 0}, /* 0 */
2225 {0,0,0}, /* 1 */ 2251 {0, 0, 0}, /* 1 */
2226 {0,0,0}, /* 2 */ 2252 {0, 0, 0}, /* 2 */
2227 {0,0,0}, /* 3 */ 2253 {0, 0, 0}, /* 3 */
2228 {0,0,0}, /* 4 */ 2254 {0, 0, 0}, /* 4 */
2229 {0,0,0}, /* 5 */ 2255 {0, 0, 0}, /* 5 */
2230 {0,0,0}, /* 6 */ 2256 {0, 0, 0}, /* 6 */
2231 {0,0,0}, /* 7 */ 2257 {0, 0, 0}, /* 7 */
2232 {0,0,0}, /* 8 */ 2258 {0, 0, 0}, /* 8 */
2233 {8,1,2}, /* 9 */ 2259 {8, 1, 2}, /* 9 */
2234 {1,2,-1}, /* 10 */ 2260 {1, 2, -1}, /* 10 */
2235 {2,10,12}, /* 11 */ 2261 {2, 10, 12}, /* 11 */
2236 {2,3,-1}, /* 12 */ 2262 {2, 3, -1}, /* 12 */
2237 {2,3,4}, /* 13 */ 2263 {2, 3, 4}, /* 13 */
2238 {3,4,-1}, /* 14 */ 2264 {3, 4, -1}, /* 14 */
2239 {4,14,16}, /* 15 */ 2265 {4, 14, 16}, /* 15 */
2240 {5,4,-1}, /* 16 */ 2266 {5, 4, -1}, /* 16 */
2241 {4,5,6}, /* 17 */ 2267 {4, 5, 6}, /* 17 */
2242 {6,5,-1}, /* 18 */ 2268 {6, 5, -1}, /* 18 */
2243 {6,20,18}, /* 19 */ 2269 {6, 20, 18}, /* 19 */
2244 {7,6,-1}, /* 20 */ 2270 {7, 6, -1}, /* 20 */
2245 {6,7,8}, /* 21 */ 2271 {6, 7, 8}, /* 21 */
2246 {7,8,-1}, /* 22 */ 2272 {7, 8, -1}, /* 22 */
2247 {8,22,24}, /* 23 */ 2273 {8, 22, 24}, /* 23 */
2248 {8,1,-1}, /* 24 */ 2274 {8, 1, -1}, /* 24 */
2249 {24,9,10}, /* 25 */ 2275 {24, 9, 10}, /* 25 */
2250 {9,10,-1}, /* 26 */ 2276 {9, 10, -1}, /* 26 */
2251 {10,11,-1}, /* 27 */ 2277 {10, 11, -1}, /* 27 */
2252 {27,11,29}, /* 28 */ 2278 {27, 11, 29}, /* 28 */
2253 {11,12,-1}, /* 29 */ 2279 {11, 12, -1}, /* 29 */
2254 {12,13,-1}, /* 30 */ 2280 {12, 13, -1}, /* 30 */
2255 {12,13,14}, /* 31 */ 2281 {12, 13, 14}, /* 31 */
2256 {13,14,-1}, /* 32 */ 2282 {13, 14, -1}, /* 32 */
2257 {14,15,-1}, /* 33 */ 2283 {14, 15, -1}, /* 33 */
2258 {33,15,35}, /* 34 */ 2284 {33, 15, 35}, /* 34 */
2259 {16,15,-1}, /* 35 */ 2285 {16, 15, -1}, /* 35 */
2260 {17,16,-1}, /* 36 */ 2286 {17, 16, -1}, /* 36 */
2261 {18,17,16}, /* 37 */ 2287 {18, 17, 16}, /* 37 */
2262 {18,17,-1}, /* 38 */ 2288 {18, 17, -1}, /* 38 */
2263 {18,19,-1}, /* 39 */ 2289 {18, 19, -1}, /* 39 */
2264 {41,19,39}, /* 40 */ 2290 {41, 19, 39}, /* 40 */
2265 {19,20,-1}, /* 41 */ 2291 {19, 20, -1}, /* 41 */
2266 {20,21,-1}, /* 42 */ 2292 {20, 21, -1}, /* 42 */
2267 {20,21,22}, /* 43 */ 2293 {20, 21, 22}, /* 43 */
2268 {21,22,-1}, /* 44 */ 2294 {21, 22, -1}, /* 44 */
2269 {23,22,-1}, /* 45 */ 2295 {23, 22, -1}, /* 45 */
2270 {45,47,23}, /* 46 */ 2296 {45, 47, 23}, /* 46 */
2271 {23,24,-1}, /* 47 */ 2297 {23, 24, -1}, /* 47 */
2272 {24,9,-1}}; /* 48 */ 2298 {24, 9, -1}
2299}; /* 48 */
2273 2300
2274/* Recursive routine to step back and see if we can 2301/* Recursive routine to step back and see if we can
2275 * find a path to that monster that we found. If not, 2302 * find a path to that monster that we found. If not,
2276 * we don't bother going toward it. Returns 1 if we 2303 * we don't bother going toward it. Returns 1 if we
2277 * can see a direct way to get it 2304 * can see a direct way to get it
2278 * Modified to be map tile aware -.MSW 2305 * Modified to be map tile aware -.MSW
2279 */ 2306 */
2280 2307int
2281
2282int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2308can_see_monsterP (maptile *m, int x, int y, int dir)
2309{
2283 sint16 dx, dy; 2310 sint16 dx, dy;
2284 int mflags; 2311 int mflags;
2285 2312
2313 if (dir < 0)
2286 if(dir<0) return 0; /* exit condition: invalid direction */ 2314 return 0; /* exit condition: invalid direction */
2287 2315
2288 dx = x + freearr_x[dir]; 2316 dx = x + freearr_x[dir];
2289 dy = y + freearr_y[dir]; 2317 dy = y + freearr_y[dir];
2290 2318
2291 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2319 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2292 2320
2293 /* This functional arguably was incorrect before - it was 2321 /* This functional arguably was incorrect before - it was
2294 * checking for P_WALL - that was basically seeing if 2322 * checking for P_WALL - that was basically seeing if
2295 * we could move to the monster - this is being more 2323 * we could move to the monster - this is being more
2296 * 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
2297 * 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
2298 * at least its move type. 2326 * at least its move type.
2299 */ 2327 */
2300 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2328 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2329 return 0;
2301 2330
2302 /* yes, can see. */ 2331 /* yes, can see. */
2303 if(dir < 9) return 1; 2332 if (dir < 9)
2333 return 1;
2334
2304 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2335 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2305 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2336 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2306 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2337 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2307} 2338}
2308 2339
2309
2310
2311/* 2340/*
2312 * 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
2313 * picked up by the picker. Returnes 1 if it can be 2342 * picked up by the picker. Returnes 1 if it can be
2314 * picked up, otherwise 0. 2343 * picked up, otherwise 0.
2315 * 2344 *
2317 * core dumps if they do. 2346 * core dumps if they do.
2318 * 2347 *
2319 * 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)
2320 */ 2349 */
2321 2350
2351int
2322int can_pick(const object *who, const object *item) { 2352can_pick (const object *who, const object *item)
2353{
2323 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2354 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2324 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2355 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2325 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2356 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2326 (who->type==PLAYER||item->weight<who->weight/3));
2327} 2357}
2328
2329 2358
2330/* 2359/*
2331 * create clone from object to another 2360 * create clone from object to another
2332 */ 2361 */
2362object *
2333object *object_create_clone (object *asrc) { 2363object_create_clone (object *asrc)
2364{
2334 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2365 object *dst = 0, *tmp, *src, *part, *prev, *item;
2335 2366
2336 if(!asrc) return NULL; 2367 if (!asrc)
2368 return 0;
2369
2337 src = asrc; 2370 src = asrc;
2338 if(src->head) 2371 if (src->head)
2339 src = src->head; 2372 src = src->head;
2340 2373
2341 prev = NULL; 2374 prev = 0;
2342 for(part = src; part; part = part->more) { 2375 for (part = src; part; part = part->more)
2343 tmp = get_object(); 2376 {
2344 copy_object(part,tmp); 2377 tmp = part->clone ();
2345 tmp->x -= src->x; 2378 tmp->x -= src->x;
2346 tmp->y -= src->y; 2379 tmp->y -= src->y;
2380
2347 if(!part->head) { 2381 if (!part->head)
2382 {
2348 dst = tmp; 2383 dst = tmp;
2349 tmp->head = NULL;
2350 } else {
2351 tmp->head = dst; 2384 tmp->head = 0;
2352 } 2385 }
2386 else
2387 tmp->head = dst;
2388
2353 tmp->more = NULL; 2389 tmp->more = 0;
2390
2354 if(prev) 2391 if (prev)
2355 prev->more = tmp; 2392 prev->more = tmp;
2393
2356 prev = tmp; 2394 prev = tmp;
2357 } 2395 }
2358 /*** copy inventory ***/ 2396
2359 for(item = src->inv; item; item = item->below) { 2397 for (item = src->inv; item; item = item->below)
2360 (void) insert_ob_in_ob(object_create_clone(item),dst); 2398 insert_ob_in_ob (object_create_clone (item), dst);
2361 }
2362 2399
2363 return dst; 2400 return dst;
2364}
2365
2366/* return true if the object was destroyed, 0 otherwise */
2367int was_destroyed (const object *op, tag_t old_tag)
2368{
2369 /* checking for FLAG_FREED isn't necessary, but makes this function more
2370 * robust */
2371 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2372} 2401}
2373 2402
2374/* GROS - Creates an object using a string representing its content. */ 2403/* GROS - Creates an object using a string representing its content. */
2375/* Basically, we save the content of the string to a temp file, then call */ 2404/* Basically, we save the content of the string to a temp file, then call */
2376/* load_object on it. I admit it is a highly inefficient way to make things, */ 2405/* load_object on it. I admit it is a highly inefficient way to make things, */
2377/* but it was simple to make and allows reusing the load_object function. */ 2406/* but it was simple to make and allows reusing the load_object function. */
2378/* Remember not to use load_object_str in a time-critical situation. */ 2407/* Remember not to use load_object_str in a time-critical situation. */
2379/* Also remember that multiparts objects are not supported for now. */ 2408/* Also remember that multiparts objects are not supported for now. */
2380 2409object *
2381object* load_object_str(const char *obstr) 2410load_object_str (const char *obstr)
2382{ 2411{
2383 object *op; 2412 object *op;
2384 char filename[MAX_BUF]; 2413 char filename[MAX_BUF];
2414
2385 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2415 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2386 2416
2387 FILE *tempfile=fopen(filename,"w"); 2417 FILE *tempfile = fopen (filename, "w");
2418
2388 if (tempfile == NULL) 2419 if (tempfile == NULL)
2389 { 2420 {
2390 LOG(llevError,"Error - Unable to access load object temp file\n"); 2421 LOG (llevError, "Error - Unable to access load object temp file\n");
2391 return NULL; 2422 return NULL;
2392 }; 2423 }
2424
2393 fprintf(tempfile,obstr); 2425 fprintf (tempfile, obstr);
2394 fclose(tempfile); 2426 fclose (tempfile);
2395 2427
2396 op=get_object(); 2428 op = object::create ();
2397 2429
2398 object_thawer thawer (filename); 2430 object_thawer thawer (filename);
2399 2431
2400 if (thawer) 2432 if (thawer)
2401 load_object(thawer,op,0); 2433 load_object (thawer, op, 0);
2402 2434
2403 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2435 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2404 CLEAR_FLAG(op,FLAG_REMOVED); 2436 CLEAR_FLAG (op, FLAG_REMOVED);
2405 2437
2406 return op; 2438 return op;
2407} 2439}
2408 2440
2409/* This returns the first object in who's inventory that 2441/* This returns the first object in who's inventory that
2410 * has the same type and subtype match. 2442 * has the same type and subtype match.
2411 * returns NULL if no match. 2443 * returns NULL if no match.
2412 */ 2444 */
2445object *
2413object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2446find_obj_by_type_subtype (const object *who, int type, int subtype)
2414{ 2447{
2415 object *tmp;
2416
2417 for (tmp=who->inv; tmp; tmp=tmp->below) 2448 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2418 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2449 if (tmp->type == type && tmp->subtype == subtype)
2450 return tmp;
2419 2451
2420 return NULL; 2452 return 0;
2421} 2453}
2422 2454
2423/* 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,
2424 * otherwise return NULL. 2456 * otherwise return NULL.
2425 * 2457 *
2426 * 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
2427 * do the desired thing. 2459 * do the desired thing.
2428 */ 2460 */
2461key_value *
2429key_value * get_ob_key_link(const object * ob, const char * key) { 2462get_ob_key_link (const object *ob, const char *key)
2430 key_value * link; 2463{
2431
2432 for (link = ob->key_values; link != NULL; link = link->next) { 2464 for (key_value *link = ob->key_values; link; link = link->next)
2433 if (link->key == key) { 2465 if (link->key == key)
2434 return link; 2466 return link;
2435 } 2467
2436 } 2468 return 0;
2437 2469}
2438 return NULL;
2439}
2440 2470
2441/* 2471/*
2442 * 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.
2443 * 2473 *
2444 * The argument doesn't need to be a shared string. 2474 * The argument doesn't need to be a shared string.
2445 * 2475 *
2446 * The returned string is shared. 2476 * The returned string is shared.
2447 */ 2477 */
2478const char *
2448const char * get_ob_key_value(const object * op, const char * const key) { 2479get_ob_key_value (const object *op, const char *const key)
2480{
2449 key_value * link; 2481 key_value *link;
2450 const char * canonical_key; 2482 shstr_cmp canonical_key (key);
2483
2484 if (!canonical_key)
2451 2485 {
2452 canonical_key = shstr::find (key);
2453
2454 if (canonical_key == NULL) {
2455 /* 1. There being a field named key on any object 2486 /* 1. There being a field named key on any object
2456 * implies there'd be a shared string to find. 2487 * implies there'd be a shared string to find.
2457 * 2. Since there isn't, no object has this field. 2488 * 2. Since there isn't, no object has this field.
2458 * 3. Therefore, *this* object doesn't have this field. 2489 * 3. Therefore, *this* object doesn't have this field.
2459 */ 2490 */
2460 return NULL; 2491 return 0;
2461 } 2492 }
2462 2493
2463 /* This is copied from get_ob_key_link() above - 2494 /* This is copied from get_ob_key_link() above -
2464 * only 4 lines, and saves the function call overhead. 2495 * only 4 lines, and saves the function call overhead.
2465 */ 2496 */
2466 for (link = op->key_values; link != NULL; link = link->next) { 2497 for (link = op->key_values; link; link = link->next)
2467 if (link->key == canonical_key) { 2498 if (link->key == canonical_key)
2468 return link->value; 2499 return link->value;
2469 } 2500
2470 } 2501 return 0;
2471 return NULL;
2472} 2502}
2473 2503
2474 2504
2475/* 2505/*
2476 * Updates the canonical_key in op to value. 2506 * Updates the canonical_key in op to value.
2480 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2510 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2481 * keys. 2511 * keys.
2482 * 2512 *
2483 * Returns TRUE on success. 2513 * Returns TRUE on success.
2484 */ 2514 */
2515int
2485int 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{
2486 key_value * field = NULL, *last=NULL; 2518 key_value *field = NULL, *last = NULL;
2487 2519
2488 for (field=op->key_values; field != NULL; field=field->next) { 2520 for (field = op->key_values; field != NULL; field = field->next)
2521 {
2489 if (field->key != canonical_key) { 2522 if (field->key != canonical_key)
2523 {
2490 last = field; 2524 last = field;
2491 continue; 2525 continue;
2492 } 2526 }
2493 2527
2494 if (value) 2528 if (value)
2495 field->value = value; 2529 field->value = value;
2496 else { 2530 else
2531 {
2497 /* Basically, if the archetype has this key set, 2532 /* Basically, if the archetype has this key set,
2498 * we need to store the null value so when we save 2533 * we need to store the null value so when we save
2499 * it, we save the empty value so that when we load, 2534 * it, we save the empty value so that when we load,
2500 * we get this value back again. 2535 * we get this value back again.
2501 */ 2536 */
2502 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2537 if (get_ob_key_link (&op->arch->clone, canonical_key))
2503 field->value = 0; 2538 field->value = 0;
2539 else
2540 {
2541 if (last)
2542 last->next = field->next;
2504 else 2543 else
2505 {
2506 if (last) last->next = field->next;
2507 else op->key_values = field->next; 2544 op->key_values = field->next;
2508 2545
2509 delete field; 2546 delete field;
2510 } 2547 }
2511 } 2548 }
2512 return TRUE; 2549 return TRUE;
2513 } 2550 }
2514 /* IF we get here, key doesn't exist */ 2551 /* IF we get here, key doesn't exist */
2515 2552
2516 /* No field, we'll have to add it. */ 2553 /* No field, we'll have to add it. */
2517 2554
2518 if (!add_key) { 2555 if (!add_key)
2519 return FALSE; 2556 return FALSE;
2520 } 2557
2521 /* There isn't any good reason to store a null 2558 /* There isn't any good reason to store a null
2522 * value in the key/value list. If the archetype has 2559 * value in the key/value list. If the archetype has
2523 * this key, then we should also have it, so shouldn't 2560 * this key, then we should also have it, so shouldn't
2524 * be here. If user wants to store empty strings, 2561 * be here. If user wants to store empty strings,
2525 * should pass in "" 2562 * should pass in ""
2526 */ 2563 */
2527 if (value == NULL) return TRUE; 2564 if (value == NULL)
2528
2529 field = new key_value;
2530
2531 field->key = canonical_key;
2532 field->value = value;
2533 /* Usual prepend-addition. */
2534 field->next = op->key_values;
2535 op->key_values = field;
2536
2537 return TRUE; 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;
2538} 2576}
2539 2577
2540/* 2578/*
2541 * Updates the key in op to value. 2579 * Updates the key in op to value.
2542 * 2580 *
2544 * and not add new ones. 2582 * and not add new ones.
2545 * 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
2546 * 2584 *
2547 * Returns TRUE on success. 2585 * Returns TRUE on success.
2548 */ 2586 */
2587int
2549int 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)
2550{ 2589{
2551 shstr key_ (key); 2590 shstr key_ (key);
2591
2552 return set_ob_key_value_s (op, key_, value, add_key); 2592 return set_ob_key_value_s (op, key_, value, add_key);
2553} 2593}
2594
2595object::depth_iterator::depth_iterator (object *container)
2596: iterator_base (container)
2597{
2598 while (item->inv)
2599 item = item->inv;
2600}
2601
2602void
2603object::depth_iterator::next ()
2604{
2605 if (item->below)
2606 {
2607 item = item->below;
2608
2609 while (item->inv)
2610 item = item->inv;
2611 }
2612 else
2613 item = item->env;
2614}
2615
2616// return a suitable string describing an objetc in enough detail to find it
2617const char *
2618object::debug_desc (char *info) const
2619{
2620 char info2[256 * 3];
2621 char *p = info;
2622
2623 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2624 count,
2625 &name,
2626 title ? " " : "",
2627 title ? (const char *)title : "");
2628
2629 if (env)
2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2631
2632 if (map)
2633 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2634
2635 return info;
2636}
2637
2638const char *
2639object::debug_desc () const
2640{
2641 static char info[256 * 3];
2642 return debug_desc (info);
2643}
2644

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines