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Comparing deliantra/server/common/object.C (file contents):
Revision 1.18 by root, Fri Sep 8 16:51:42 2006 UTC vs.
Revision 1.87 by root, Tue Dec 26 08:54:59 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.18 2006/09/08 16:51:42 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; 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 dst->set_speed (dst->speed);
626} 528}
627 529
628/* 530object *
629 * get_object() grabs an object from the list of unused objects, makes 531object::clone ()
630 * sure it is initialised, and returns it.
631 * If there are no free objects, expand_objects() is called to get more.
632 */
633
634object *get_object ()
635{ 532{
636 object *op = new object; 533 object *neu = create ();
637 534 copy_to (neu);
638 op->count = ++ob_count;
639
640 op->next = objects;
641
642 if (objects)
643 objects->prev = op;
644
645 objects = op;
646
647 SET_FLAG (op, FLAG_REMOVED);
648
649 op->expmul = 1.0;
650 op->face = blank_face;
651 op->attacked_by_count = -1;
652
653 return op; 535 return neu;
654} 536}
655 537
656/* 538/*
657 * 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
658 * 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
659 * 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.
660 */ 542 */
661 543
544void
662void update_turn_face(object *op) { 545update_turn_face (object *op)
546{
663 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
664 return; 548 return;
665 SET_ANIMATION(op, op->direction); 549 SET_ANIMATION (op, op->direction);
666 update_object(op,UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
667} 551}
668 552
669/* 553/*
670 * 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
671 * 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.
672 * 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.
673 */ 557 */
674 558void
675void update_ob_speed(object *op) { 559object::set_speed (float speed)
560{
676 extern int arch_init; 561 extern int arch_init;
677 562
678 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
679 * since they never really need to be updated. 564 * since they never really need to be updated.
680 */ 565 */
681 566 if (flag [FLAG_FREED] && speed)
682 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 567 {
683 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
684#ifdef MANY_CORES
685 abort();
686#else
687 op->speed = 0; 569 speed = 0;
688#endif
689 } 570 }
571
572 this->speed = speed;
573
690 if (arch_init) { 574 if (arch_init)
575 return;
576
577 if (FABS (speed) > MIN_ACTIVE_SPEED)
578 {
579 /* If already on active list, don't do anything */
580 if (active_next || active_prev || this == active_objects)
691 return; 581 return;
692 }
693 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
694 /* If already on active list, don't do anything */
695 if (op->active_next || op->active_prev || op==active_objects)
696 return;
697 582
698 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
699 * of the list. */ 584 * of the list. */
700 op->active_next = active_objects; 585 active_next = active_objects;
586
701 if (op->active_next!=NULL) 587 if (active_next)
702 op->active_next->active_prev = op; 588 active_next->active_prev = this;
589
703 active_objects = op; 590 active_objects = this;
591 }
592 else
704 } 593 {
705 else {
706 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects) 595 if (!active_next && !active_prev && this != active_objects)
708 return; 596 return;
709 597
710 if (op->active_prev==NULL) { 598 if (!active_prev)
599 {
711 active_objects = op->active_next; 600 active_objects = active_next;
601
712 if (op->active_next!=NULL) 602 if (active_next)
713 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
714 } 604 }
715 else { 605 else
606 {
716 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
608
717 if (op->active_next) 609 if (active_next)
718 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
719 } 611 }
612
720 op->active_next = NULL; 613 active_next = 0;
721 op->active_prev = NULL; 614 active_prev = 0;
722 } 615 }
723} 616}
724 617
725/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
726 * objects. 619 * objects.
728 * reference maps where you don't want an object that isn't 621 * reference maps where you don't want an object that isn't
729 * in play chewing up cpu time getting processed. 622 * in play chewing up cpu time getting processed.
730 * The reverse of this is to call update_ob_speed, which 623 * The reverse of this is to call update_ob_speed, which
731 * will do the right thing based on the speed of the object. 624 * will do the right thing based on the speed of the object.
732 */ 625 */
626void
733void remove_from_active_list(object *op) 627remove_from_active_list (object *op)
734{ 628{
735 /* If not on the active list, nothing needs to be done */ 629 /* If not on the active list, nothing needs to be done */
736 if (!op->active_next && !op->active_prev && op!=active_objects) 630 if (!op->active_next && !op->active_prev && op != active_objects)
737 return; 631 return;
738 632
739 if (op->active_prev==NULL) { 633 if (op->active_prev == NULL)
634 {
740 active_objects = op->active_next; 635 active_objects = op->active_next;
741 if (op->active_next!=NULL) 636 if (op->active_next != NULL)
742 op->active_next->active_prev = NULL; 637 op->active_next->active_prev = NULL;
638 }
639 else
743 } 640 {
744 else {
745 op->active_prev->active_next = op->active_next; 641 op->active_prev->active_next = op->active_next;
746 if (op->active_next) 642 if (op->active_next)
747 op->active_next->active_prev = op->active_prev; 643 op->active_next->active_prev = op->active_prev;
748 } 644 }
749 op->active_next = NULL; 645 op->active_next = NULL;
750 op->active_prev = NULL; 646 op->active_prev = NULL;
751} 647}
752 648
753/* 649/*
754 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
755 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
756 * by invisible objects by whatever is below them (unless it's another 652 * by invisible objects by whatever is below them (unless it's another
757 * invisible object, etc...) 653 * invisible object, etc...)
758 * If the object being updated is beneath a player, the look-window 654 * If the object being updated is beneath a player, the look-window
759 * of that player is updated (this might be a suboptimal way of 655 * of that player is updated (this might be a suboptimal way of
760 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
761 * 657 *
762 * action is a hint of what the caller believes need to be done. 658 * action is a hint of what the caller believes need to be done.
763 * For example, if the only thing that has changed is the face (due to
764 * an animation), we don't need to call update_position until that actually
765 * comes into view of a player. OTOH, many other things, like addition/removal
766 * of walls or living creatures may need us to update the flags now.
767 * current action are: 659 * current action are:
768 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
769 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
770 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 662 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
771 * as that is easier than trying to look at what may have changed. 663 * as that is easier than trying to look at what may have changed.
772 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
773 */ 665 */
774 666void
775void update_object(object *op, int action) { 667update_object (object *op, int action)
776 int update_now=0, flags; 668{
777 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
778 670
779 if (op == NULL) { 671 if (op == NULL)
672 {
780 /* this should never happen */ 673 /* this should never happen */
781 LOG(llevDebug,"update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
782 return; 675 return;
783 }
784 676 }
785 if(op->env!=NULL) { 677
678 if (op->env)
679 {
786 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
787 * to do in this case. 681 * to do in this case.
788 */ 682 */
789 return; 683 return;
790 } 684 }
791 685
792 /* If the map is saving, don't do anything as everything is 686 /* If the map is saving, don't do anything as everything is
793 * going to get freed anyways. 687 * going to get freed anyways.
794 */ 688 */
795 if (!op->map || op->map->in_memory == MAP_SAVING) return; 689 if (!op->map || op->map->in_memory == MAP_SAVING)
796 690 return;
691
797 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
798 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 693 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
799 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 694 {
800 LOG(llevError,"update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
801#ifdef MANY_CORES 696#ifdef MANY_CORES
802 abort(); 697 abort ();
803#endif 698#endif
804 return; 699 return;
805 }
806 700 }
807 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
808 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
809 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
810 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
811 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
812 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
813 701
702 mapspace &m = op->ms ();
703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
814 if (action == UP_OBJ_INSERT) { 706 else if (action == UP_OBJ_INSERT)
707 {
708 // this is likely overkill, TODO: revisit (schmorp)
815 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
816 update_now=1;
817
818 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
819 update_now=1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
820 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
821 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
822 update_now=1; 715 || (m.move_on | op->move_on ) != m.move_on
823
824 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
825 update_now=1;
826
827 if ((move_on | op->move_on) != move_on) update_now=1;
828 if ((move_off | op->move_off) != move_off) update_now=1; 716 || (m.move_off | op->move_off ) != m.move_off
717 || (m.move_slow | op->move_slow) != m.move_slow
829 /* This isn't perfect, but I don't expect a lot of objects to 718 /* This isn't perfect, but I don't expect a lot of objects to
830 * to have move_allow right now. 719 * to have move_allow right now.
831 */ 720 */
832 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
833 update_now=1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
834 if ((move_slow | op->move_slow) != move_slow) update_now=1; 723 m.flags_ = P_NEED_UPDATE;
835 } 724 }
836 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
837 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
838 * that is being removed. 727 * that is being removed.
839 */ 728 */
840 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
841 update_now=1; 730 m.flags_ = P_NEED_UPDATE;
842 } else if (action == UP_OBJ_FACE) { 731 else if (action == UP_OBJ_FACE)
843 /* Nothing to do for that case */ 732 /* Nothing to do for that case */ ;
844 }
845 else { 733 else
846 LOG(llevError,"update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
847 }
848 735
849 if (update_now) {
850 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
851 update_position(op->map, op->x, op->y);
852 }
853
854 if(op->more!=NULL) 736 if (op->more)
855 update_object(op->more, action); 737 update_object (op->more, action);
856} 738}
857 739
740object::vector object::objects; // not yet used
741object *object::first;
858 742
859/* 743object::object ()
860 * free_object() frees everything allocated by an object, removes 744{
861 * it from the list of used objects, and puts it on the list of 745 SET_FLAG (this, FLAG_REMOVED);
862 * free objects. The IS_FREED() flag is set in the object. 746
863 * The object must have been removed by remove_ob() first for 747 expmul = 1.0;
864 * this function to succeed. 748 face = blank_face;
865 * 749}
866 * If free_inventory is set, free inventory as well. Else drop items in 750
867 * inventory to the ground. 751object::~object ()
868 */ 752{
753 free_key_values (this);
754}
755
756void object::link ()
757{
758 count = ++ob_count;
759 uuid = gen_uuid ();
760
761 prev = 0;
762 next = object::first;
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768}
769
770void object::unlink ()
771{
772 if (this == object::first)
773 object::first = next;
774
775 /* Remove this object from the list of used objects */
776 if (prev) prev->next = next;
777 if (next) next->prev = prev;
778
779 prev = 0;
780 next = 0;
781}
782
783object *object::create ()
784{
785 object *op = new object;
786 op->link ();
787 return op;
788}
869 789
870void 790void
871free_object (object * ob) 791object::do_destroy ()
872{ 792{
873 free_object2 (ob, 0); 793 attachable::do_destroy ();
874}
875 794
795 if (flag [FLAG_IS_LINKED])
796 remove_button_link (this);
797
798 if (flag [FLAG_FRIENDLY])
799 remove_friendly_object (this);
800
801 if (!flag [FLAG_REMOVED])
802 remove ();
803
804 if (flag [FLAG_FREED])
805 return;
806
807 flag [FLAG_FREED] = 1;
808
809 // hack to ensure that freed objects still have a valid map
810 {
811 static maptile *freed_map; // freed objects are moved here to avoid crashes
812
813 if (!freed_map)
814 {
815 freed_map = new maptile;
816
817 freed_map->name = "/internal/freed_objects_map";
818 freed_map->width = 3;
819 freed_map->height = 3;
820
821 freed_map->allocate ();
822 }
823
824 map = freed_map;
825 x = 1;
826 y = 1;
827 }
828
829 more = 0;
830 head = 0;
831 inv = 0;
832
833 // clear those pointers that likely might have circular references to us
834 owner = 0;
835 enemy = 0;
836 attacked_by = 0;
837
838 // only relevant for players(?), but make sure of it anyways
839 contr = 0;
840
841 /* Remove object from the active list */
842 set_speed (0);
843
844 unlink ();
845}
846
847/*
848 * Remove and free all objects in the inventory of the given object.
849 * object.c ?
850 */
876void 851void
877free_object2 (object * ob, int free_inventory) 852object::destroy_inv (bool drop_to_ground)
878{ 853{
879 object *tmp, *op; 854 if (!inv)
880
881 if (!QUERY_FLAG (ob, FLAG_REMOVED))
882 {
883 LOG (llevDebug, "Free object called with non removed object\n");
884 dump_object (ob);
885#ifdef MANY_CORES
886 abort ();
887#endif
888 }
889
890 if (QUERY_FLAG (ob, FLAG_FRIENDLY))
891 {
892 LOG (llevMonster, "Warning: tried to free friendly object.\n");
893 remove_friendly_object (ob);
894 }
895
896 if (QUERY_FLAG (ob, FLAG_FREED))
897 {
898 dump_object (ob);
899 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
900 return; 855 return;
901 }
902 856
903 if (ob->more != NULL)
904 {
905 free_object2 (ob->more, free_inventory);
906 ob->more = NULL;
907 }
908
909 if (ob->inv)
910 {
911 /* Only if the space blocks everything do we not process - 857 /* Only if the space blocks everything do we not process -
912 * if some form of movement is allowed, let objects 858 * if some form of movement is allowed, let objects
913 * drop on that space. 859 * drop on that space.
914 */ 860 */
915 if (free_inventory || ob->map == NULL 861 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
916 || ob->map->in_memory != MAP_IN_MEMORY
917 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
918 {
919 op = ob->inv;
920
921 while (op != NULL)
922 { 862 {
923 tmp = op->below; 863 while (inv)
924 remove_ob (op); 864 {
925 free_object2 (op, free_inventory); 865 inv->destroy_inv (drop_to_ground);
926 op = tmp; 866 inv->destroy ();
927 } 867 }
928 }
929 else
930 { /* Put objects in inventory onto this space */
931 op = ob->inv;
932
933 while (op != NULL)
934 {
935 tmp = op->below;
936 remove_ob (op);
937
938 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
939 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
940 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
941 free_object (op);
942 else
943 {
944 op->x = ob->x;
945 op->y = ob->y;
946 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
947 }
948
949 op = tmp;
950 }
951 }
952 }
953
954 /* Remove object from the active list */
955 ob->speed = 0;
956 update_ob_speed (ob);
957
958 SET_FLAG (ob, FLAG_FREED);
959 ob->count = 0;
960
961 /* Remove this object from the list of used objects */
962 if (ob->prev == NULL)
963 {
964 objects = ob->next;
965
966 if (objects != NULL)
967 objects->prev = NULL;
968 } 868 }
969 else 869 else
870 { /* Put objects in inventory onto this space */
871 while (inv)
872 {
873 object *op = inv;
874
875 if (op->flag [FLAG_STARTEQUIP]
876 || op->flag [FLAG_NO_DROP]
877 || op->type == RUNE
878 || op->type == TRAP
879 || op->flag [FLAG_IS_A_TEMPLATE])
880 op->destroy ();
881 else
882 {
883 op->remove ();
884 op->x = x;
885 op->y = y;
886 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
887 }
888 }
970 { 889 }
971 ob->prev->next = ob->next; 890}
972 891
973 if (ob->next != NULL) 892void
974 ob->next->prev = ob->prev; 893object::destroy (bool destroy_inventory)
894{
895 if (destroyed ())
896 return;
897
898 if (more)
975 } 899 {
900 //TODO: non-head objects must not have inventory
901 more->destroy (destroy_inventory);
902 more = 0;
903 }
976 904
977 free_key_values (ob); 905 if (destroy_inventory)
906 destroy_inv (true);
978 907
979 /* Now link it with the free_objects list: */ 908 attachable::destroy ();
980 ob->prev = 0;
981 ob->next = 0;
982
983 delete ob;
984} 909}
985 910
986/* 911/*
987 * sub_weight() recursively (outwards) subtracts a number from the 912 * sub_weight() recursively (outwards) subtracts a number from the
988 * weight of an object (and what is carried by it's environment(s)). 913 * weight of an object (and what is carried by it's environment(s)).
989 */ 914 */
990 915void
991void sub_weight (object *op, signed long weight) { 916sub_weight (object *op, signed long weight)
917{
992 while (op != NULL) { 918 while (op != NULL)
919 {
993 if (op->type == CONTAINER) { 920 if (op->type == CONTAINER)
994 weight=(signed long)(weight*(100-op->stats.Str)/100); 921 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
995 } 922
996 op->carrying-=weight; 923 op->carrying -= weight;
997 op = op->env; 924 op = op->env;
998 } 925 }
999} 926}
1000 927
1001/* remove_ob(op): 928/* op->remove ():
1002 * This function removes the object op from the linked list of objects 929 * This function removes the object op from the linked list of objects
1003 * which it is currently tied to. When this function is done, the 930 * which it is currently tied to. When this function is done, the
1004 * object will have no environment. If the object previously had an 931 * object will have no environment. If the object previously had an
1005 * environment, the x and y coordinates will be updated to 932 * environment, the x and y coordinates will be updated to
1006 * the previous environment. 933 * the previous environment.
1007 * Beware: This function is called from the editor as well! 934 * Beware: This function is called from the editor as well!
1008 */ 935 */
1009 936void
1010void remove_ob(object *op) { 937object::remove ()
938{
1011 object *tmp,*last=NULL; 939 object *tmp, *last = 0;
1012 object *otmp; 940 object *otmp;
1013 tag_t tag;
1014 int check_walk_off;
1015 mapstruct *m;
1016 sint16 x,y;
1017
1018 941
1019 if(QUERY_FLAG(op,FLAG_REMOVED)) { 942 if (QUERY_FLAG (this, FLAG_REMOVED))
1020 dump_object(op); 943 return;
1021 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1022 944
1023 /* Changed it to always dump core in this case. As has been learned
1024 * in the past, trying to recover from errors almost always
1025 * make things worse, and this is a real error here - something
1026 * that should not happen.
1027 * Yes, if this was a mission critical app, trying to do something
1028 * to recover may make sense, but that is because failure of the app
1029 * may have other disastrous problems. Cf runs out of a script
1030 * so is easily enough restarted without any real problems.
1031 * MSW 2001-07-01
1032 */
1033 abort();
1034 }
1035 if(op->more!=NULL)
1036 remove_ob(op->more);
1037
1038 SET_FLAG(op, FLAG_REMOVED); 945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this);
1039 947
948 if (more)
949 more->remove ();
950
1040 /* 951 /*
1041 * In this case, the object to be removed is in someones 952 * In this case, the object to be removed is in someones
1042 * inventory. 953 * inventory.
1043 */ 954 */
1044 if(op->env!=NULL) { 955 if (env)
956 {
1045 if(op->nrof) 957 if (nrof)
1046 sub_weight(op->env, op->weight*op->nrof); 958 sub_weight (env, weight * nrof);
1047 else 959 else
1048 sub_weight(op->env, op->weight+op->carrying); 960 sub_weight (env, weight + carrying);
1049 961
1050 /* NO_FIX_PLAYER is set when a great many changes are being 962 /* NO_FIX_PLAYER is set when a great many changes are being
1051 * made to players inventory. If set, avoiding the call 963 * made to players inventory. If set, avoiding the call
1052 * to save cpu time. 964 * to save cpu time.
1053 */ 965 */
1054 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1055 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 967 otmp->update_stats ();
1056 fix_player(otmp);
1057 968
1058 if(op->above!=NULL) 969 if (above != NULL)
1059 op->above->below=op->below; 970 above->below = below;
1060 else 971 else
1061 op->env->inv=op->below; 972 env->inv = below;
1062 973
1063 if(op->below!=NULL) 974 if (below != NULL)
1064 op->below->above=op->above; 975 below->above = above;
1065 976
1066 /* we set up values so that it could be inserted into 977 /* we set up values so that it could be inserted into
1067 * the map, but we don't actually do that - it is up 978 * the map, but we don't actually do that - it is up
1068 * to the caller to decide what we want to do. 979 * to the caller to decide what we want to do.
980 */
981 x = env->x, y = env->y;
982 map = env->map;
983 above = 0, below = 0;
984 env = 0;
985 }
986 else if (map)
987 {
988 /* Re did the following section of code - it looks like it had
989 * lots of logic for things we no longer care about
990 */
991
992 /* link the object above us */
993 if (above)
994 above->below = below;
995 else
996 map->at (x, y).top = below; /* we were top, set new top */
997
998 /* Relink the object below us, if there is one */
999 if (below)
1000 below->above = above;
1001 else
1002 {
1003 /* Nothing below, which means we need to relink map object for this space
1004 * use translated coordinates in case some oddness with map tiling is
1005 * evident
1069 */ 1006 */
1070 op->x=op->env->x,op->y=op->env->y; 1007 if (GET_MAP_OB (map, x, y) != this)
1071 op->map=op->env->map; 1008 {
1072 op->above=NULL,op->below=NULL; 1009 char *dump = dump_object (this);
1073 op->env=NULL; 1010 LOG (llevError,
1011 "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);
1012 free (dump);
1013 dump = dump_object (GET_MAP_OB (map, x, y));
1014 LOG (llevError, "%s\n", dump);
1015 free (dump);
1016 }
1017
1018 map->at (x, y).bot = above; /* goes on above it. */
1019 }
1020
1021 above = 0;
1022 below = 0;
1023
1024 if (map->in_memory == MAP_SAVING)
1074 return; 1025 return;
1075 }
1076 1026
1077 /* If we get here, we are removing it from a map */ 1027 int check_walk_off = !flag [FLAG_NO_APPLY];
1078 if (op->map == NULL) return;
1079 1028
1080 x = op->x; 1029 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1081 y = op->y; 1030 {
1082 m = get_map_from_coord(op->map, &x, &y); 1031 /* No point updating the players look faces if he is the object
1083 1032 * being removed.
1084 if (!m) {
1085 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1086 op->map->path, op->x, op->y);
1087 /* in old days, we used to set x and y to 0 and continue.
1088 * it seems if we get into this case, something is probablye
1089 * screwed up and should be fixed.
1090 */ 1033 */
1091 abort();
1092 }
1093 if (op->map != m) {
1094 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1095 op->map->path, m->path, op->x, op->y, x, y);
1096 }
1097 1034
1098 /* Re did the following section of code - it looks like it had 1035 if (tmp->type == PLAYER && tmp != this)
1099 * lots of logic for things we no longer care about 1036 {
1100 */ 1037 /* If a container that the player is currently using somehow gets
1101 1038 * removed (most likely destroyed), update the player view
1102 /* link the object above us */ 1039 * appropriately.
1103 if (op->above)
1104 op->above->below=op->below;
1105 else
1106 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1107
1108 /* Relink the object below us, if there is one */
1109 if(op->below) {
1110 op->below->above=op->above;
1111 } else {
1112 /* Nothing below, which means we need to relink map object for this space
1113 * use translated coordinates in case some oddness with map tiling is
1114 * evident
1115 */ 1040 */
1116 if(GET_MAP_OB(m,x,y)!=op) { 1041 if (tmp->container == this)
1117 dump_object(op); 1042 {
1118 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); 1043 flag [FLAG_APPLIED] = 0;
1119 dump_object(GET_MAP_OB(m,x,y)); 1044 tmp->container = 0;
1120 LOG(llevError,"%s\n",errmsg); 1045 }
1046
1047 if (tmp->contr->ns)
1048 tmp->contr->ns->floorbox_update ();
1049 }
1050
1051 /* See if player moving off should effect something */
1052 if (check_walk_off
1053 && ((move_type & tmp->move_off)
1054 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1055 {
1056 move_apply (tmp, this, 0);
1057
1058 if (destroyed ())
1059 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1060 }
1061
1062 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1063
1064 if (tmp->above == tmp)
1065 tmp->above = 0;
1066
1067 last = tmp;
1121 } 1068 }
1122 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1123 }
1124 op->above=NULL;
1125 op->below=NULL;
1126 1069
1127 if (op->map->in_memory == MAP_SAVING)
1128 return;
1129
1130 tag = op->count;
1131 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1132 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1133 /* No point updating the players look faces if he is the object
1134 * being removed.
1135 */
1136
1137 if(tmp->type==PLAYER && tmp!=op) {
1138 /* If a container that the player is currently using somehow gets
1139 * removed (most likely destroyed), update the player view
1140 * appropriately.
1141 */
1142 if (tmp->container==op) {
1143 CLEAR_FLAG(op, FLAG_APPLIED);
1144 tmp->container=NULL;
1145 }
1146 tmp->contr->socket.update_look=1;
1147 }
1148 /* See if player moving off should effect something */
1149 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1150 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1151
1152 move_apply(tmp, op, NULL);
1153 if (was_destroyed (op, tag)) {
1154 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1155 "leaving object\n", &tmp->name, &tmp->arch->name);
1156 }
1157 }
1158
1159 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1160
1161 if(tmp->above == tmp)
1162 tmp->above = NULL;
1163 last=tmp;
1164 }
1165 /* last == NULL of there are no objects on this space */ 1070 /* last == NULL of there are no objects on this space */
1166 if (last==NULL) { 1071 if (!last)
1167 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1072 map->at (x, y).flags_ = P_NEED_UPDATE;
1168 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1169 * those out anyways, and if there are any flags set right now, they won't
1170 * be correct anyways.
1171 */
1172 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1173 update_position(op->map, op->x, op->y);
1174 }
1175 else 1073 else
1176 update_object(last, UP_OBJ_REMOVE); 1074 update_object (last, UP_OBJ_REMOVE);
1177 1075
1178 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1179 update_all_los(op->map, op->x, op->y); 1077 update_all_los (map, x, y);
1180 1078 }
1181} 1079}
1182 1080
1183/* 1081/*
1184 * merge_ob(op,top): 1082 * merge_ob(op,top):
1185 * 1083 *
1186 * This function goes through all objects below and including top, and 1084 * This function goes through all objects below and including top, and
1187 * merges op to the first matching object. 1085 * merges op to the first matching object.
1188 * If top is NULL, it is calculated. 1086 * If top is NULL, it is calculated.
1189 * Returns pointer to object if it succeded in the merge, otherwise NULL 1087 * Returns pointer to object if it succeded in the merge, otherwise NULL
1190 */ 1088 */
1191 1089object *
1192object *merge_ob(object *op, object *top) { 1090merge_ob (object *op, object *top)
1091{
1193 if(!op->nrof) 1092 if (!op->nrof)
1194 return 0; 1093 return 0;
1195 if(top==NULL) 1094
1095 if (top)
1196 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1096 for (top = op; top && top->above; top = top->above)
1097 ;
1098
1197 for(;top!=NULL;top=top->below) { 1099 for (; top; top = top->below)
1100 {
1198 if(top==op) 1101 if (top == op)
1199 continue; 1102 continue;
1200 if (CAN_MERGE(op,top)) 1103
1201 { 1104 if (object::can_merge (op, top))
1105 {
1202 top->nrof+=op->nrof; 1106 top->nrof += op->nrof;
1107
1203/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1108/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1204 op->weight = 0; /* Don't want any adjustements now */ 1109 op->weight = 0; /* Don't want any adjustements now */
1205 remove_ob(op); 1110 op->destroy ();
1206 free_object(op);
1207 return top; 1111 return top;
1208 } 1112 }
1209 } 1113 }
1114
1210 return NULL; 1115 return 0;
1211} 1116}
1212 1117
1213/* 1118/*
1214 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1119 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1215 * job preparing multi-part monsters 1120 * job preparing multi-part monsters
1216 */ 1121 */
1122object *
1217object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1123insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1124{
1218 object* tmp; 1125 object *tmp;
1126
1219 if (op->head) 1127 if (op->head)
1220 op=op->head; 1128 op = op->head;
1129
1221 for (tmp=op;tmp;tmp=tmp->more){ 1130 for (tmp = op; tmp; tmp = tmp->more)
1131 {
1222 tmp->x=x+tmp->arch->clone.x; 1132 tmp->x = x + tmp->arch->clone.x;
1223 tmp->y=y+tmp->arch->clone.y; 1133 tmp->y = y + tmp->arch->clone.y;
1224 } 1134 }
1135
1225 return insert_ob_in_map (op, m, originator, flag); 1136 return insert_ob_in_map (op, m, originator, flag);
1226} 1137}
1227 1138
1228/* 1139/*
1229 * insert_ob_in_map (op, map, originator, flag): 1140 * insert_ob_in_map (op, map, originator, flag):
1230 * This function inserts the object in the two-way linked list 1141 * This function inserts the object in the two-way linked list
1243 * Return value: 1154 * Return value:
1244 * new object if 'op' was merged with other object 1155 * new object if 'op' was merged with other object
1245 * NULL if 'op' was destroyed 1156 * NULL if 'op' was destroyed
1246 * just 'op' otherwise 1157 * just 'op' otherwise
1247 */ 1158 */
1248 1159object *
1249object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1250{ 1161{
1251 object *tmp, *top, *floor=NULL; 1162 object *tmp, *top, *floor = NULL;
1252 sint16 x,y; 1163 sint16 x, y;
1253 1164
1254 if (QUERY_FLAG (op, FLAG_FREED)) { 1165 if (QUERY_FLAG (op, FLAG_FREED))
1166 {
1255 LOG (llevError, "Trying to insert freed object!\n"); 1167 LOG (llevError, "Trying to insert freed object!\n");
1256 return NULL; 1168 return NULL;
1169 }
1170
1171 if (m == NULL)
1257 } 1172 {
1258 if(m==NULL) {
1259 dump_object(op); 1173 char *dump = dump_object (op);
1260 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1175 free (dump);
1261 return op; 1176 return op;
1262 } 1177 }
1178
1263 if(out_of_map(m,op->x,op->y)) { 1179 if (out_of_map (m, op->x, op->y))
1180 {
1264 dump_object(op); 1181 char *dump = dump_object (op);
1265 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1182 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1266#ifdef MANY_CORES 1183#ifdef MANY_CORES
1267 /* Better to catch this here, as otherwise the next use of this object 1184 /* Better to catch this here, as otherwise the next use of this object
1268 * is likely to cause a crash. Better to find out where it is getting 1185 * is likely to cause a crash. Better to find out where it is getting
1269 * improperly inserted. 1186 * improperly inserted.
1270 */ 1187 */
1271 abort(); 1188 abort ();
1272#endif 1189#endif
1190 free (dump);
1273 return op; 1191 return op;
1274 } 1192 }
1193
1275 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1194 if (!QUERY_FLAG (op, FLAG_REMOVED))
1195 {
1276 dump_object(op); 1196 char *dump = dump_object (op);
1277 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1198 free (dump);
1278 return op; 1199 return op;
1200 }
1201
1202 if (op->more)
1279 } 1203 {
1280 if(op->more!=NULL) {
1281 /* The part may be on a different map. */ 1204 /* The part may be on a different map. */
1282 1205
1283 object *more = op->more; 1206 object *more = op->more;
1284 1207
1285 /* We really need the caller to normalize coordinates - if 1208 /* We really need the caller to normalize coordinates - if
1286 * we set the map, that doesn't work if the location is within 1209 * we set the map, that doesn't work if the location is within
1287 * a map and this is straddling an edge. So only if coordinate 1210 * a map and this is straddling an edge. So only if coordinate
1288 * is clear wrong do we normalize it. 1211 * is clear wrong do we normalize it.
1289 */ 1212 */
1290 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1213 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1291 more->map = get_map_from_coord(m, &more->x, &more->y); 1214 more->map = get_map_from_coord (m, &more->x, &more->y);
1292 } else if (!more->map) { 1215 else if (!more->map)
1216 {
1293 /* For backwards compatibility - when not dealing with tiled maps, 1217 /* For backwards compatibility - when not dealing with tiled maps,
1294 * more->map should always point to the parent. 1218 * more->map should always point to the parent.
1295 */ 1219 */
1296 more->map = m; 1220 more->map = m;
1297 } 1221 }
1298 1222
1299 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1224 {
1300 if ( ! op->head) 1225 if (!op->head)
1301 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1227
1302 return NULL; 1228 return 0;
1303 } 1229 }
1304 } 1230 }
1231
1305 CLEAR_FLAG(op,FLAG_REMOVED); 1232 CLEAR_FLAG (op, FLAG_REMOVED);
1306 1233
1307 /* Ideally, the caller figures this out. However, it complicates a lot 1234 /* Ideally, the caller figures this out. However, it complicates a lot
1308 * of areas of callers (eg, anything that uses find_free_spot would now 1235 * of areas of callers (eg, anything that uses find_free_spot would now
1309 * need extra work 1236 * need extra work
1310 */ 1237 */
1311 op->map=get_map_from_coord(m, &op->x, &op->y); 1238 op->map = get_map_from_coord (m, &op->x, &op->y);
1312 x = op->x; 1239 x = op->x;
1313 y = op->y; 1240 y = op->y;
1314 1241
1315 /* this has to be done after we translate the coordinates. 1242 /* this has to be done after we translate the coordinates.
1316 */ 1243 */
1317 if(op->nrof && !(flag & INS_NO_MERGE)) { 1244 if (op->nrof && !(flag & INS_NO_MERGE))
1318 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1319 if (CAN_MERGE(op,tmp)) { 1246 if (object::can_merge (op, tmp))
1247 {
1320 op->nrof+=tmp->nrof; 1248 op->nrof += tmp->nrof;
1321 remove_ob(tmp); 1249 tmp->destroy ();
1322 free_object(tmp); 1250 }
1251
1252 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1253 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1254
1255 if (!QUERY_FLAG (op, FLAG_ALIVE))
1256 CLEAR_FLAG (op, FLAG_NO_STEAL);
1257
1258 if (flag & INS_BELOW_ORIGINATOR)
1259 {
1260 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1261 {
1262 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1263 abort ();
1264 }
1265
1266 op->above = originator;
1267 op->below = originator->below;
1268
1269 if (op->below)
1270 op->below->above = op;
1271 else
1272 op->ms ().bot = op;
1273
1274 /* since *below* originator, no need to update top */
1275 originator->below = op;
1276 }
1277 else
1278 {
1279 /* If there are other objects, then */
1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1281 {
1282 object *last = NULL;
1283
1284 /*
1285 * If there are multiple objects on this space, we do some trickier handling.
1286 * We've already dealt with merging if appropriate.
1287 * Generally, we want to put the new object on top. But if
1288 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1289 * floor, we want to insert above that and no further.
1290 * Also, if there are spell objects on this space, we stop processing
1291 * once we get to them. This reduces the need to traverse over all of
1292 * them when adding another one - this saves quite a bit of cpu time
1293 * when lots of spells are cast in one area. Currently, it is presumed
1294 * that flying non pickable objects are spell objects.
1295 */
1296
1297 while (top != NULL)
1298 {
1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1300 floor = top;
1301
1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1303 {
1304 /* We insert above top, so we want this object below this */
1305 top = top->below;
1306 break;
1307 }
1308
1309 last = top;
1310 top = top->above;
1323 } 1311 }
1324 }
1325 1312
1326 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1313 /* Don't want top to be NULL, so set it to the last valid object */
1327 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1314 top = last;
1328 if (!QUERY_FLAG(op, FLAG_ALIVE))
1329 CLEAR_FLAG(op, FLAG_NO_STEAL);
1330 1315
1331 if (flag & INS_BELOW_ORIGINATOR) { 1316 /* We let update_position deal with figuring out what the space
1332 if (originator->map != op->map || originator->x != op->x || 1317 * looks like instead of lots of conditions here.
1333 originator->y != op->y) { 1318 * makes things faster, and effectively the same result.
1334 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1319 */
1335 abort(); 1320
1321 /* Have object 'fall below' other objects that block view.
1322 * Unless those objects are exits, type 66
1323 * If INS_ON_TOP is used, don't do this processing
1324 * Need to find the object that in fact blocks view, otherwise
1325 * stacking is a bit odd.
1326 */
1327 if (!(flag & INS_ON_TOP) &&
1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1329 {
1330 for (last = top; last != floor; last = last->below)
1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1332 break;
1333 /* Check to see if we found the object that blocks view,
1334 * and make sure we have a below pointer for it so that
1335 * we can get inserted below this one, which requires we
1336 * set top to the object below us.
1337 */
1338 if (last && last->below && last != floor)
1339 top = last->below;
1340 }
1341 } /* If objects on this space */
1342
1343 if (flag & INS_MAP_LOAD)
1344 top = GET_MAP_TOP (op->map, op->x, op->y);
1345
1346 if (flag & INS_ABOVE_FLOOR_ONLY)
1347 top = floor;
1348
1349 /* Top is the object that our object (op) is going to get inserted above.
1350 */
1351
1352 /* First object on this space */
1353 if (!top)
1354 {
1355 op->above = GET_MAP_OB (op->map, op->x, op->y);
1356
1357 if (op->above)
1358 op->above->below = op;
1359
1360 op->below = NULL;
1361 op->ms ().bot = op;
1336 } 1362 }
1337 op->above = originator;
1338 op->below = originator->below;
1339 if (op->below) op->below->above = op;
1340 else SET_MAP_OB(op->map, op->x, op->y, op);
1341 /* since *below* originator, no need to update top */
1342 originator->below = op;
1343 } else { 1363 else
1344 /* If there are other objects, then */
1345 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1346 object *last=NULL;
1347 /*
1348 * If there are multiple objects on this space, we do some trickier handling.
1349 * We've already dealt with merging if appropriate.
1350 * Generally, we want to put the new object on top. But if
1351 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1352 * floor, we want to insert above that and no further.
1353 * Also, if there are spell objects on this space, we stop processing
1354 * once we get to them. This reduces the need to traverse over all of
1355 * them when adding another one - this saves quite a bit of cpu time
1356 * when lots of spells are cast in one area. Currently, it is presumed
1357 * that flying non pickable objects are spell objects.
1358 */
1359
1360 while (top != NULL) {
1361 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1362 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1363 if (QUERY_FLAG(top, FLAG_NO_PICK)
1364 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1365 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1366 {
1367 /* We insert above top, so we want this object below this */
1368 top=top->below;
1369 break;
1370 }
1371 last = top;
1372 top = top->above;
1373 }
1374 /* Don't want top to be NULL, so set it to the last valid object */
1375 top = last;
1376
1377 /* We let update_position deal with figuring out what the space
1378 * looks like instead of lots of conditions here.
1379 * makes things faster, and effectively the same result.
1380 */
1381
1382 /* Have object 'fall below' other objects that block view.
1383 * Unless those objects are exits, type 66
1384 * If INS_ON_TOP is used, don't do this processing
1385 * Need to find the object that in fact blocks view, otherwise
1386 * stacking is a bit odd.
1387 */
1388 if (!(flag & INS_ON_TOP) &&
1389 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1390 (op->face && !op->face->visibility)) {
1391 for (last=top; last != floor; last=last->below)
1392 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1393 /* Check to see if we found the object that blocks view,
1394 * and make sure we have a below pointer for it so that
1395 * we can get inserted below this one, which requires we
1396 * set top to the object below us.
1397 */
1398 if (last && last->below && last != floor) top=last->below;
1399 }
1400 } /* If objects on this space */
1401 if (flag & INS_MAP_LOAD)
1402 top = GET_MAP_TOP(op->map,op->x,op->y);
1403 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1404
1405 /* Top is the object that our object (op) is going to get inserted above.
1406 */
1407
1408 /* First object on this space */
1409 if (!top) {
1410 op->above = GET_MAP_OB(op->map, op->x, op->y);
1411 if (op->above) op->above->below = op;
1412 op->below = NULL;
1413 SET_MAP_OB(op->map, op->x, op->y, op);
1414 } else { /* get inserted into the stack above top */ 1364 { /* get inserted into the stack above top */
1415 op->above = top->above; 1365 op->above = top->above;
1366
1367 if (op->above)
1416 if (op->above) op->above->below = op; 1368 op->above->below = op;
1369
1417 op->below = top; 1370 op->below = top;
1418 top->above = op; 1371 top->above = op;
1419 } 1372 }
1373
1420 if (op->above==NULL) 1374 if (op->above == NULL)
1421 SET_MAP_TOP(op->map,op->x, op->y, op); 1375 op->ms ().top = op;
1422 } /* else not INS_BELOW_ORIGINATOR */ 1376 } /* else not INS_BELOW_ORIGINATOR */
1423 1377
1424 if(op->type==PLAYER) 1378 if (op->type == PLAYER)
1425 op->contr->do_los=1; 1379 op->contr->do_los = 1;
1426 1380
1427 /* If we have a floor, we know the player, if any, will be above 1381 /* If we have a floor, we know the player, if any, will be above
1428 * it, so save a few ticks and start from there. 1382 * it, so save a few ticks and start from there.
1429 */ 1383 */
1430 if (!(flag & INS_MAP_LOAD)) 1384 if (!(flag & INS_MAP_LOAD))
1431 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1385 if (object *pl = op->ms ().player ())
1432 if (tmp->type == PLAYER) 1386 if (pl->contr->ns)
1433 tmp->contr->socket.update_look=1; 1387 pl->contr->ns->floorbox_update ();
1434 }
1435 1388
1436 /* If this object glows, it may affect lighting conditions that are 1389 /* If this object glows, it may affect lighting conditions that are
1437 * visible to others on this map. But update_all_los is really 1390 * visible to others on this map. But update_all_los is really
1438 * an inefficient way to do this, as it means los for all players 1391 * an inefficient way to do this, as it means los for all players
1439 * on the map will get recalculated. The players could very well 1392 * on the map will get recalculated. The players could very well
1440 * be far away from this change and not affected in any way - 1393 * be far away from this change and not affected in any way -
1441 * this should get redone to only look for players within range, 1394 * this should get redone to only look for players within range,
1442 * or just updating the P_NEED_UPDATE for spaces within this area 1395 * or just updating the P_NEED_UPDATE for spaces within this area
1443 * of effect may be sufficient. 1396 * of effect may be sufficient.
1444 */ 1397 */
1445 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1398 if (op->map->darkness && (op->glow_radius != 0))
1446 update_all_los(op->map, op->x, op->y); 1399 update_all_los (op->map, op->x, op->y);
1447 1400
1448
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1401 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object(op,UP_OBJ_INSERT); 1402 update_object (op, UP_OBJ_INSERT);
1451 1403
1404 INVOKE_OBJECT (INSERT, op);
1452 1405
1453 /* Don't know if moving this to the end will break anything. However, 1406 /* Don't know if moving this to the end will break anything. However,
1454 * we want to have update_look set above before calling this. 1407 * we want to have floorbox_update called before calling this.
1455 * 1408 *
1456 * check_move_on() must be after this because code called from 1409 * check_move_on() must be after this because code called from
1457 * check_move_on() depends on correct map flags (so functions like 1410 * check_move_on() depends on correct map flags (so functions like
1458 * blocked() and wall() work properly), and these flags are updated by 1411 * blocked() and wall() work properly), and these flags are updated by
1459 * update_object(). 1412 * update_object().
1460 */ 1413 */
1461 1414
1462 /* if this is not the head or flag has been passed, don't check walk on status */ 1415 /* if this is not the head or flag has been passed, don't check walk on status */
1463
1464 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1416 if (!(flag & INS_NO_WALK_ON) && !op->head)
1417 {
1465 if (check_move_on(op, originator)) 1418 if (check_move_on (op, originator))
1466 return NULL; 1419 return 0;
1467 1420
1468 /* If we are a multi part object, lets work our way through the check 1421 /* If we are a multi part object, lets work our way through the check
1469 * walk on's. 1422 * walk on's.
1470 */ 1423 */
1471 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1424 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1472 if (check_move_on (tmp, originator)) 1425 if (check_move_on (tmp, originator))
1473 return NULL; 1426 return 0;
1474 } 1427 }
1428
1475 return op; 1429 return op;
1476} 1430}
1477 1431
1478/* this function inserts an object in the map, but if it 1432/* this function inserts an object in the map, but if it
1479 * finds an object of its own type, it'll remove that one first. 1433 * finds an object of its own type, it'll remove that one first.
1480 * op is the object to insert it under: supplies x and the map. 1434 * op is the object to insert it under: supplies x and the map.
1481 */ 1435 */
1436void
1482void replace_insert_ob_in_map(const char *arch_string, object *op) { 1437replace_insert_ob_in_map (const char *arch_string, object *op)
1483 object *tmp; 1438{
1484 object *tmp1; 1439 object *tmp, *tmp1;
1485 1440
1486 /* first search for itself and remove any old instances */ 1441 /* first search for itself and remove any old instances */
1487 1442
1488 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1443 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1489 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1444 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1490 remove_ob(tmp); 1445 tmp->destroy ();
1491 free_object(tmp);
1492 }
1493 }
1494 1446
1495 tmp1=arch_to_object(find_archetype(arch_string)); 1447 tmp1 = arch_to_object (archetype::find (arch_string));
1496 1448
1497 1449 tmp1->x = op->x;
1498 tmp1->x = op->x; tmp1->y = op->y; 1450 tmp1->y = op->y;
1499 insert_ob_in_map(tmp1,op->map,op,0); 1451 insert_ob_in_map (tmp1, op->map, op, 0);
1500} 1452}
1501 1453
1502/* 1454/*
1503 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1455 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1504 * is returned contains nr objects, and the remaining parts contains 1456 * is returned contains nr objects, and the remaining parts contains
1505 * the rest (or is removed and freed if that number is 0). 1457 * the rest (or is removed and freed if that number is 0).
1506 * On failure, NULL is returned, and the reason put into the 1458 * On failure, NULL is returned, and the reason put into the
1507 * global static errmsg array. 1459 * global static errmsg array.
1508 */ 1460 */
1509 1461
1462object *
1510object *get_split_ob(object *orig_ob, uint32 nr) { 1463get_split_ob (object *orig_ob, uint32 nr)
1464{
1511 object *newob; 1465 object *newob;
1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1466 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1513 1467
1514 if(orig_ob->nrof<nr) { 1468 if (orig_ob->nrof < nr)
1515 sprintf(errmsg,"There are only %d %ss.", 1469 {
1516 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1470 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1517 return NULL; 1471 return NULL;
1518 } 1472 }
1473
1519 newob = object_create_clone(orig_ob); 1474 newob = object_create_clone (orig_ob);
1475
1520 if((orig_ob->nrof-=nr)<1) { 1476 if ((orig_ob->nrof -= nr) < 1)
1521 if ( ! is_removed) 1477 orig_ob->destroy (1);
1522 remove_ob(orig_ob);
1523 free_object2(orig_ob, 1);
1524 }
1525 else if ( ! is_removed) { 1478 else if (!is_removed)
1479 {
1526 if(orig_ob->env!=NULL) 1480 if (orig_ob->env != NULL)
1527 sub_weight (orig_ob->env,orig_ob->weight*nr); 1481 sub_weight (orig_ob->env, orig_ob->weight * nr);
1528 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1482 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1483 {
1529 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1484 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1530 LOG(llevDebug,
1531 "Error, Tried to split object whose map is not in memory.\n"); 1485 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1532 return NULL; 1486 return NULL;
1533 } 1487 }
1534 } 1488 }
1489
1535 newob->nrof=nr; 1490 newob->nrof = nr;
1536 1491
1537 return newob; 1492 return newob;
1538} 1493}
1539 1494
1540/* 1495/*
1541 * decrease_ob_nr(object, number) decreases a specified number from 1496 * decrease_ob_nr(object, number) decreases a specified number from
1542 * the amount of an object. If the amount reaches 0, the object 1497 * the amount of an object. If the amount reaches 0, the object
1543 * is subsequently removed and freed. 1498 * is subsequently removed and freed.
1544 * 1499 *
1545 * Return value: 'op' if something is left, NULL if the amount reached 0 1500 * Return value: 'op' if something is left, NULL if the amount reached 0
1546 */ 1501 */
1547 1502
1503object *
1548object *decrease_ob_nr (object *op, uint32 i) 1504decrease_ob_nr (object *op, uint32 i)
1549{ 1505{
1550 object *tmp; 1506 object *tmp;
1551 player *pl;
1552 1507
1553 if (i == 0) /* objects with op->nrof require this check */ 1508 if (i == 0) /* objects with op->nrof require this check */
1554 return op; 1509 return op;
1555 1510
1556 if (i > op->nrof) 1511 if (i > op->nrof)
1557 i = op->nrof; 1512 i = op->nrof;
1558 1513
1559 if (QUERY_FLAG (op, FLAG_REMOVED)) 1514 if (QUERY_FLAG (op, FLAG_REMOVED))
1515 op->nrof -= i;
1516 else if (op->env)
1517 {
1518 /* is this object in the players inventory, or sub container
1519 * therein?
1520 */
1521 tmp = op->in_player ();
1522 /* nope. Is this a container the player has opened?
1523 * If so, set tmp to that player.
1524 * IMO, searching through all the players will mostly
1525 * likely be quicker than following op->env to the map,
1526 * and then searching the map for a player.
1527 */
1528 if (!tmp)
1529 for_all_players (pl)
1530 if (pl->ob->container == op->env)
1531 {
1532 tmp = pl->ob;
1533 break;
1534 }
1535
1536 if (i < op->nrof)
1537 {
1538 sub_weight (op->env, op->weight * i);
1539 op->nrof -= i;
1540 if (tmp)
1541 esrv_send_item (tmp, op);
1542 }
1543 else
1544 {
1545 op->remove ();
1546 op->nrof = 0;
1547 if (tmp)
1548 esrv_del_item (tmp->contr, op->count);
1549 }
1560 { 1550 }
1551 else
1552 {
1553 object *above = op->above;
1554
1555 if (i < op->nrof)
1561 op->nrof -= i; 1556 op->nrof -= i;
1562 } 1557 else
1563 else if (op->env != NULL)
1564 {
1565 /* is this object in the players inventory, or sub container
1566 * therein?
1567 */ 1558 {
1568 tmp = is_player_inv (op->env); 1559 op->remove ();
1569 /* nope. Is this a container the player has opened? 1560 op->nrof = 0;
1570 * If so, set tmp to that player.
1571 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player.
1574 */
1575 if (!tmp) {
1576 for (pl=first_player; pl; pl=pl->next)
1577 if (pl->ob->container == op->env) break;
1578 if (pl) tmp=pl->ob;
1579 else tmp=NULL;
1580 } 1561 }
1581 1562
1582 if (i < op->nrof) {
1583 sub_weight (op->env, op->weight * i);
1584 op->nrof -= i;
1585 if (tmp) {
1586 esrv_send_item(tmp, op);
1587 }
1588 } else {
1589 remove_ob (op);
1590 op->nrof = 0;
1591 if (tmp) {
1592 esrv_del_item(tmp->contr, op->count);
1593 }
1594 }
1595 }
1596 else
1597 {
1598 object *above = op->above;
1599
1600 if (i < op->nrof) {
1601 op->nrof -= i;
1602 } else {
1603 remove_ob (op);
1604 op->nrof = 0;
1605 }
1606 /* Since we just removed op, op->above is null */ 1563 /* Since we just removed op, op->above is null */
1607 for (tmp = above; tmp != NULL; tmp = tmp->above) 1564 for (tmp = above; tmp; tmp = tmp->above)
1608 if (tmp->type == PLAYER) { 1565 if (tmp->type == PLAYER)
1566 {
1609 if (op->nrof) 1567 if (op->nrof)
1610 esrv_send_item(tmp, op); 1568 esrv_send_item (tmp, op);
1611 else 1569 else
1612 esrv_del_item(tmp->contr, op->count); 1570 esrv_del_item (tmp->contr, op->count);
1613 } 1571 }
1614 } 1572 }
1615 1573
1616 if (op->nrof) { 1574 if (op->nrof)
1617 return op; 1575 return op;
1618 } else { 1576 else
1619 free_object (op); 1577 {
1578 op->destroy ();
1620 return NULL; 1579 return 0;
1621 } 1580 }
1622} 1581}
1623 1582
1624/* 1583/*
1625 * add_weight(object, weight) adds the specified weight to an object, 1584 * add_weight(object, weight) adds the specified weight to an object,
1626 * and also updates how much the environment(s) is/are carrying. 1585 * and also updates how much the environment(s) is/are carrying.
1627 */ 1586 */
1628 1587
1588void
1629void add_weight (object *op, signed long weight) { 1589add_weight (object *op, signed long weight)
1590{
1630 while (op!=NULL) { 1591 while (op != NULL)
1592 {
1631 if (op->type == CONTAINER) { 1593 if (op->type == CONTAINER)
1632 weight=(signed long)(weight*(100-op->stats.Str)/100); 1594 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1633 } 1595
1634 op->carrying+=weight; 1596 op->carrying += weight;
1635 op=op->env; 1597 op = op->env;
1636 } 1598 }
1637} 1599}
1638 1600
1601object *
1602insert_ob_in_ob (object *op, object *where)
1603{
1604 if (!where)
1605 {
1606 char *dump = dump_object (op);
1607 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1608 free (dump);
1609 return op;
1610 }
1611
1612 if (where->head)
1613 {
1614 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1615 where = where->head;
1616 }
1617
1618 return where->insert (op);
1619}
1620
1639/* 1621/*
1640 * insert_ob_in_ob(op,environment): 1622 * env->insert (op)
1641 * This function inserts the object op in the linked list 1623 * This function inserts the object op in the linked list
1642 * inside the object environment. 1624 * inside the object environment.
1643 * 1625 *
1644 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1645 * the inventory at the last position or next to other objects of the same
1646 * type.
1647 * Frank: Now sorted by type, archetype and magic!
1648 *
1649 * The function returns now pointer to inserted item, and return value can 1626 * The function returns now pointer to inserted item, and return value can
1650 * be != op, if items are merged. -Tero 1627 * be != op, if items are merged. -Tero
1651 */ 1628 */
1652 1629
1653object *insert_ob_in_ob(object *op,object *where) { 1630object *
1631object::insert (object *op)
1632{
1654 object *tmp, *otmp; 1633 object *tmp, *otmp;
1655 1634
1656 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1635 if (!QUERY_FLAG (op, FLAG_REMOVED))
1657 dump_object(op); 1636 op->remove ();
1658 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1637
1659 return op;
1660 }
1661 if(where==NULL) {
1662 dump_object(op);
1663 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1664 return op;
1665 }
1666 if (where->head) {
1667 LOG(llevDebug,
1668 "Warning: Tried to insert object wrong part of multipart object.\n");
1669 where = where->head;
1670 }
1671 if (op->more) { 1638 if (op->more)
1639 {
1672 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1640 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1673 &op->name, op->count);
1674 return op; 1641 return op;
1675 } 1642 }
1643
1676 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1644 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1677 CLEAR_FLAG(op, FLAG_REMOVED); 1645 CLEAR_FLAG (op, FLAG_REMOVED);
1678 if(op->nrof) { 1646 if (op->nrof)
1647 {
1679 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1648 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1680 if ( CAN_MERGE(tmp,op) ) { 1649 if (object::can_merge (tmp, op))
1650 {
1681 /* return the original object and remove inserted object 1651 /* return the original object and remove inserted object
1682 (client needs the original object) */ 1652 (client needs the original object) */
1683 tmp->nrof += op->nrof; 1653 tmp->nrof += op->nrof;
1684 /* Weight handling gets pretty funky. Since we are adding to 1654 /* Weight handling gets pretty funky. Since we are adding to
1685 * tmp->nrof, we need to increase the weight. 1655 * tmp->nrof, we need to increase the weight.
1686 */ 1656 */
1687 add_weight (where, op->weight*op->nrof); 1657 add_weight (this, op->weight * op->nrof);
1688 SET_FLAG(op, FLAG_REMOVED); 1658 SET_FLAG (op, FLAG_REMOVED);
1689 free_object(op); /* free the inserted object */ 1659 op->destroy (); /* free the inserted object */
1690 op = tmp; 1660 op = tmp;
1691 remove_ob (op); /* and fix old object's links */ 1661 op->remove (); /* and fix old object's links */
1692 CLEAR_FLAG(op, FLAG_REMOVED); 1662 CLEAR_FLAG (op, FLAG_REMOVED);
1693 break; 1663 break;
1694 } 1664 }
1695 1665
1696 /* I assume combined objects have no inventory 1666 /* I assume combined objects have no inventory
1697 * We add the weight - this object could have just been removed 1667 * We add the weight - this object could have just been removed
1698 * (if it was possible to merge). calling remove_ob will subtract 1668 * (if it was possible to merge). calling remove_ob will subtract
1699 * the weight, so we need to add it in again, since we actually do 1669 * the weight, so we need to add it in again, since we actually do
1700 * the linking below 1670 * the linking below
1701 */ 1671 */
1702 add_weight (where, op->weight*op->nrof); 1672 add_weight (this, op->weight * op->nrof);
1673 }
1703 } else 1674 else
1704 add_weight (where, (op->weight+op->carrying)); 1675 add_weight (this, (op->weight + op->carrying));
1705 1676
1706 otmp=is_player_inv(where); 1677 otmp = this->in_player ();
1707 if (otmp&&otmp->contr!=NULL) { 1678 if (otmp && otmp->contr)
1708 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1679 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1709 fix_player(otmp); 1680 otmp->update_stats ();
1710 }
1711 1681
1712 op->map=NULL; 1682 op->map = 0;
1713 op->env=where; 1683 op->env = this;
1714 op->above=NULL; 1684 op->above = 0;
1715 op->below=NULL; 1685 op->below = 0;
1716 op->x=0,op->y=0; 1686 op->x = 0, op->y = 0;
1717 1687
1718 /* reset the light list and los of the players on the map */ 1688 /* reset the light list and los of the players on the map */
1719 if((op->glow_radius!=0)&&where->map) 1689 if ((op->glow_radius != 0) && map)
1720 { 1690 {
1721#ifdef DEBUG_LIGHTS 1691#ifdef DEBUG_LIGHTS
1722 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1692 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1723 op->name);
1724#endif /* DEBUG_LIGHTS */ 1693#endif /* DEBUG_LIGHTS */
1725 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1694 if (map->darkness)
1695 update_all_los (map, x, y);
1726 } 1696 }
1727 1697
1728 /* Client has no idea of ordering so lets not bother ordering it here. 1698 /* Client has no idea of ordering so lets not bother ordering it here.
1729 * It sure simplifies this function... 1699 * It sure simplifies this function...
1730 */ 1700 */
1731 if (where->inv==NULL) 1701 if (!inv)
1732 where->inv=op; 1702 inv = op;
1733 else { 1703 else
1704 {
1734 op->below = where->inv; 1705 op->below = inv;
1735 op->below->above = op; 1706 op->below->above = op;
1736 where->inv = op; 1707 inv = op;
1737 } 1708 }
1709
1710 INVOKE_OBJECT (INSERT, this);
1711
1738 return op; 1712 return op;
1739} 1713}
1740 1714
1741/* 1715/*
1742 * Checks if any objects has a move_type that matches objects 1716 * Checks if any objects has a move_type that matches objects
1757 * MSW 2001-07-08: Check all objects on space, not just those below 1731 * MSW 2001-07-08: Check all objects on space, not just those below
1758 * object being inserted. insert_ob_in_map may not put new objects 1732 * object being inserted. insert_ob_in_map may not put new objects
1759 * on top. 1733 * on top.
1760 */ 1734 */
1761 1735
1736int
1762int check_move_on (object *op, object *originator) 1737check_move_on (object *op, object *originator)
1763{ 1738{
1764 object *tmp; 1739 object *tmp;
1765 tag_t tag;
1766 mapstruct *m=op->map; 1740 maptile *m = op->map;
1767 int x=op->x, y=op->y; 1741 int x = op->x, y = op->y;
1742
1768 MoveType move_on, move_slow, move_block; 1743 MoveType move_on, move_slow, move_block;
1769 1744
1770 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1745 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1771 return 0; 1746 return 0;
1772 1747
1773 tag = op->count;
1774
1775 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1748 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1776 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1749 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1777 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1750 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1778 1751
1779 /* if nothing on this space will slow op down or be applied, 1752 /* if nothing on this space will slow op down or be applied,
1780 * no need to do checking below. have to make sure move_type 1753 * no need to do checking below. have to make sure move_type
1781 * is set, as lots of objects don't have it set - we treat that 1754 * is set, as lots of objects don't have it set - we treat that
1782 * as walking. 1755 * as walking.
1783 */ 1756 */
1784 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1757 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1785 return 0; 1758 return 0;
1786 1759
1787 /* This is basically inverse logic of that below - basically, 1760 /* This is basically inverse logic of that below - basically,
1788 * if the object can avoid the move on or slow move, they do so, 1761 * if the object can avoid the move on or slow move, they do so,
1789 * but can't do it if the alternate movement they are using is 1762 * but can't do it if the alternate movement they are using is
1790 * blocked. Logic on this seems confusing, but does seem correct. 1763 * blocked. Logic on this seems confusing, but does seem correct.
1791 */ 1764 */
1792 if ((op->move_type & ~move_on & ~move_block) != 0 && 1765 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1793 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1766 return 0;
1794 1767
1795 /* The objects have to be checked from top to bottom. 1768 /* The objects have to be checked from top to bottom.
1796 * Hence, we first go to the top: 1769 * Hence, we first go to the top:
1797 */ 1770 */
1798 1771
1799 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1772 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1800 tmp->above!=NULL; tmp=tmp->above) { 1773 {
1801 /* Trim the search when we find the first other spell effect 1774 /* Trim the search when we find the first other spell effect
1802 * this helps performance so that if a space has 50 spell objects, 1775 * this helps performance so that if a space has 50 spell objects,
1803 * we don't need to check all of them. 1776 * we don't need to check all of them.
1804 */ 1777 */
1805 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1778 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1779 break;
1780 }
1781
1782 for (; tmp; tmp = tmp->below)
1806 } 1783 {
1807 for(;tmp!=NULL; tmp=tmp->below) { 1784 if (tmp == op)
1808 if (tmp == op) continue; /* Can't apply yourself */ 1785 continue; /* Can't apply yourself */
1809 1786
1810 /* Check to see if one of the movement types should be slowed down. 1787 /* Check to see if one of the movement types should be slowed down.
1811 * Second check makes sure that the movement types not being slowed 1788 * Second check makes sure that the movement types not being slowed
1812 * (~slow_move) is not blocked on this space - just because the 1789 * (~slow_move) is not blocked on this space - just because the
1813 * space doesn't slow down swimming (for example), if you can't actually 1790 * space doesn't slow down swimming (for example), if you can't actually
1814 * swim on that space, can't use it to avoid the penalty. 1791 * swim on that space, can't use it to avoid the penalty.
1815 */ 1792 */
1816 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1793 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1794 {
1817 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1795 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1818 ((op->move_type & tmp->move_slow) &&
1819 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1796 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1797 {
1820 1798
1821 float diff; 1799 float
1822
1823 diff = tmp->move_slow_penalty*FABS(op->speed); 1800 diff = tmp->move_slow_penalty * FABS (op->speed);
1801
1824 if (op->type == PLAYER) { 1802 if (op->type == PLAYER)
1825 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1803 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1826 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1804 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1827 diff /= 4.0; 1805 diff /= 4.0;
1828 } 1806
1829 }
1830 op->speed_left -= diff; 1807 op->speed_left -= diff;
1831 } 1808 }
1832 } 1809 }
1833 1810
1834 /* Basically same logic as above, except now for actual apply. */ 1811 /* Basically same logic as above, except now for actual apply. */
1835 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1812 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1836 ((op->move_type & tmp->move_on) &&
1837 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1813 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1838 1814 {
1839 move_apply(tmp, op, originator); 1815 move_apply (tmp, op, originator);
1816
1840 if (was_destroyed (op, tag)) 1817 if (op->destroyed ())
1841 return 1; 1818 return 1;
1842 1819
1843 /* what the person/creature stepped onto has moved the object 1820 /* what the person/creature stepped onto has moved the object
1844 * someplace new. Don't process any further - if we did, 1821 * someplace new. Don't process any further - if we did,
1845 * have a feeling strange problems would result. 1822 * have a feeling strange problems would result.
1846 */ 1823 */
1847 if (op->map != m || op->x != x || op->y != y) return 0; 1824 if (op->map != m || op->x != x || op->y != y)
1825 return 0;
1848 } 1826 }
1849 } 1827 }
1828
1850 return 0; 1829 return 0;
1851} 1830}
1852 1831
1853/* 1832/*
1854 * present_arch(arch, map, x, y) searches for any objects with 1833 * present_arch(arch, map, x, y) searches for any objects with
1855 * a matching archetype at the given map and coordinates. 1834 * a matching archetype at the given map and coordinates.
1856 * The first matching object is returned, or NULL if none. 1835 * The first matching object is returned, or NULL if none.
1857 */ 1836 */
1858 1837object *
1859object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1838present_arch (const archetype *at, maptile *m, int x, int y)
1860 object *tmp; 1839{
1861 if(m==NULL || out_of_map(m,x,y)) { 1840 if (m == NULL || out_of_map (m, x, y))
1841 {
1862 LOG(llevError,"Present_arch called outside map.\n"); 1842 LOG (llevError, "Present_arch called outside map.\n");
1863 return NULL; 1843 return NULL;
1864 } 1844 }
1845
1865 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1846 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1866 if(tmp->arch == at) 1847 if (tmp->arch == at)
1867 return tmp; 1848 return tmp;
1849
1868 return NULL; 1850 return NULL;
1869} 1851}
1870 1852
1871/* 1853/*
1872 * present(type, map, x, y) searches for any objects with 1854 * present(type, map, x, y) searches for any objects with
1873 * a matching type variable at the given map and coordinates. 1855 * a matching type variable at the given map and coordinates.
1874 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
1875 */ 1857 */
1876 1858object *
1877object *present(unsigned char type,mapstruct *m, int x,int y) { 1859present (unsigned char type, maptile *m, int x, int y)
1878 object *tmp; 1860{
1879 if(out_of_map(m,x,y)) { 1861 if (out_of_map (m, x, y))
1862 {
1880 LOG(llevError,"Present called outside map.\n"); 1863 LOG (llevError, "Present called outside map.\n");
1881 return NULL; 1864 return NULL;
1882 } 1865 }
1866
1883 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1867 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1884 if(tmp->type==type) 1868 if (tmp->type == type)
1885 return tmp; 1869 return tmp;
1870
1886 return NULL; 1871 return NULL;
1887} 1872}
1888 1873
1889/* 1874/*
1890 * present_in_ob(type, object) searches for any objects with 1875 * present_in_ob(type, object) searches for any objects with
1891 * a matching type variable in the inventory of the given object. 1876 * a matching type variable in the inventory of the given object.
1892 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
1893 */ 1878 */
1894 1879object *
1895object *present_in_ob(unsigned char type, const object *op) { 1880present_in_ob (unsigned char type, const object *op)
1896 object *tmp; 1881{
1897 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1882 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1898 if(tmp->type==type) 1883 if (tmp->type == type)
1899 return tmp; 1884 return tmp;
1885
1900 return NULL; 1886 return NULL;
1901} 1887}
1902 1888
1903/* 1889/*
1904 * present_in_ob (type, str, object) searches for any objects with 1890 * present_in_ob (type, str, object) searches for any objects with
1912 * str is the string to match against. Note that we match against 1898 * str is the string to match against. Note that we match against
1913 * the object name, not the archetype name. this is so that the 1899 * the object name, not the archetype name. this is so that the
1914 * spell code can use one object type (force), but change it's name 1900 * spell code can use one object type (force), but change it's name
1915 * to be unique. 1901 * to be unique.
1916 */ 1902 */
1917 1903object *
1918object *present_in_ob_by_name(int type, const char *str, const object *op) { 1904present_in_ob_by_name (int type, const char *str, const object *op)
1919 object *tmp; 1905{
1920
1921 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1906 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1922 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1907 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1923 return tmp; 1908 return tmp;
1924 } 1909
1925 return NULL; 1910 return 0;
1926} 1911}
1927 1912
1928/* 1913/*
1929 * present_arch_in_ob(archetype, object) searches for any objects with 1914 * present_arch_in_ob(archetype, object) searches for any objects with
1930 * a matching archetype in the inventory of the given object. 1915 * a matching archetype in the inventory of the given object.
1931 * The first matching object is returned, or NULL if none. 1916 * The first matching object is returned, or NULL if none.
1932 */ 1917 */
1933 1918object *
1934object *present_arch_in_ob(const archetype *at, const object *op) { 1919present_arch_in_ob (const archetype *at, const object *op)
1935 object *tmp; 1920{
1936 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1921 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1937 if( tmp->arch == at) 1922 if (tmp->arch == at)
1938 return tmp; 1923 return tmp;
1924
1939 return NULL; 1925 return NULL;
1940} 1926}
1941 1927
1942/* 1928/*
1943 * activate recursively a flag on an object inventory 1929 * activate recursively a flag on an object inventory
1944 */ 1930 */
1931void
1945void flag_inv(object*op, int flag){ 1932flag_inv (object *op, int flag)
1946 object *tmp; 1933{
1947 if(op->inv) 1934 if (op->inv)
1948 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1936 {
1949 SET_FLAG(tmp, flag); 1937 SET_FLAG (tmp, flag);
1950 flag_inv(tmp,flag); 1938 flag_inv (tmp, flag);
1951 } 1939 }
1940}
1941
1952}/* 1942/*
1953 * desactivate recursively a flag on an object inventory 1943 * deactivate recursively a flag on an object inventory
1954 */ 1944 */
1945void
1955void unflag_inv(object*op, int flag){ 1946unflag_inv (object *op, int flag)
1956 object *tmp; 1947{
1957 if(op->inv) 1948 if (op->inv)
1958 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1950 {
1959 CLEAR_FLAG(tmp, flag); 1951 CLEAR_FLAG (tmp, flag);
1960 unflag_inv(tmp,flag); 1952 unflag_inv (tmp, flag);
1961 } 1953 }
1962} 1954}
1963 1955
1964/* 1956/*
1965 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1957 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1966 * all it's inventory (recursively). 1958 * all it's inventory (recursively).
1967 * If checksums are used, a player will get set_cheat called for 1959 * If checksums are used, a player will get set_cheat called for
1968 * him/her-self and all object carried by a call to this function. 1960 * him/her-self and all object carried by a call to this function.
1969 */ 1961 */
1970 1962void
1971void set_cheat(object *op) { 1963set_cheat (object *op)
1964{
1972 SET_FLAG(op, FLAG_WAS_WIZ); 1965 SET_FLAG (op, FLAG_WAS_WIZ);
1973 flag_inv(op, FLAG_WAS_WIZ); 1966 flag_inv (op, FLAG_WAS_WIZ);
1974} 1967}
1975 1968
1976/* 1969/*
1977 * find_free_spot(object, map, x, y, start, stop) will search for 1970 * find_free_spot(object, map, x, y, start, stop) will search for
1978 * a spot at the given map and coordinates which will be able to contain 1971 * a spot at the given map and coordinates which will be able to contain
1992 * because arch_blocked (now ob_blocked) needs to know the movement type 1985 * because arch_blocked (now ob_blocked) needs to know the movement type
1993 * to know if the space in question will block the object. We can't use 1986 * to know if the space in question will block the object. We can't use
1994 * the archetype because that isn't correct if the monster has been 1987 * the archetype because that isn't correct if the monster has been
1995 * customized, changed states, etc. 1988 * customized, changed states, etc.
1996 */ 1989 */
1997 1990int
1998int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1991find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1992{
1999 int i,index=0, flag; 1993 int index = 0, flag;
2000 static int altern[SIZEOFFREE]; 1994 int altern[SIZEOFFREE];
2001 1995
2002 for(i=start;i<stop;i++) { 1996 for (int i = start; i < stop; i++)
1997 {
2003 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1998 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2004 if(!flag) 1999 if (!flag)
2005 altern[index++]=i; 2000 altern [index++] = i;
2006 2001
2007 /* Basically, if we find a wall on a space, we cut down the search size. 2002 /* Basically, if we find a wall on a space, we cut down the search size.
2008 * In this way, we won't return spaces that are on another side of a wall. 2003 * In this way, we won't return spaces that are on another side of a wall.
2009 * This mostly work, but it cuts down the search size in all directions - 2004 * This mostly work, but it cuts down the search size in all directions -
2010 * if the space being examined only has a wall to the north and empty 2005 * if the space being examined only has a wall to the north and empty
2011 * spaces in all the other directions, this will reduce the search space 2006 * spaces in all the other directions, this will reduce the search space
2012 * to only the spaces immediately surrounding the target area, and 2007 * to only the spaces immediately surrounding the target area, and
2013 * won't look 2 spaces south of the target space. 2008 * won't look 2 spaces south of the target space.
2014 */ 2009 */
2015 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2010 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2016 stop=maxfree[i]; 2011 stop = maxfree[i];
2017 } 2012 }
2018 if(!index) return -1; 2013
2014 if (!index)
2015 return -1;
2016
2019 return altern[RANDOM()%index]; 2017 return altern[RANDOM () % index];
2020} 2018}
2021 2019
2022/* 2020/*
2023 * find_first_free_spot(archetype, mapstruct, x, y) works like 2021 * find_first_free_spot(archetype, maptile, x, y) works like
2024 * find_free_spot(), but it will search max number of squares. 2022 * find_free_spot(), but it will search max number of squares.
2025 * But it will return the first available spot, not a random choice. 2023 * But it will return the first available spot, not a random choice.
2026 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2024 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2027 */ 2025 */
2028 2026int
2029int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2027find_first_free_spot (const object *ob, maptile *m, int x, int y)
2030 int i; 2028{
2031 for(i=0;i<SIZEOFFREE;i++) { 2029 for (int i = 0; i < SIZEOFFREE; i++)
2032 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2030 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2033 return i; 2031 return i;
2034 } 2032
2035 return -1; 2033 return -1;
2036} 2034}
2037 2035
2038/* 2036/*
2039 * The function permute(arr, begin, end) randomly reorders the array 2037 * The function permute(arr, begin, end) randomly reorders the array
2040 * arr[begin..end-1]. 2038 * arr[begin..end-1].
2039 * now uses a fisher-yates shuffle, old permute was broken
2041 */ 2040 */
2041static void
2042static void permute(int *arr, int begin, int end) 2042permute (int *arr, int begin, int end)
2043{ 2043{
2044 int i, j, tmp, len; 2044 arr += begin;
2045 end -= begin;
2045 2046
2046 len = end-begin; 2047 while (--end)
2047 for(i = begin; i < end; i++) 2048 swap (arr [end], arr [RANDOM () % (end + 1)]);
2048 {
2049 j = begin+RANDOM()%len;
2050
2051 tmp = arr[i];
2052 arr[i] = arr[j];
2053 arr[j] = tmp;
2054 }
2055} 2049}
2056 2050
2057/* new function to make monster searching more efficient, and effective! 2051/* new function to make monster searching more efficient, and effective!
2058 * This basically returns a randomized array (in the passed pointer) of 2052 * This basically returns a randomized array (in the passed pointer) of
2059 * the spaces to find monsters. In this way, it won't always look for 2053 * the spaces to find monsters. In this way, it won't always look for
2060 * monsters to the north first. However, the size of the array passed 2054 * monsters to the north first. However, the size of the array passed
2061 * covers all the spaces, so within that size, all the spaces within 2055 * covers all the spaces, so within that size, all the spaces within
2062 * the 3x3 area will be searched, just not in a predictable order. 2056 * the 3x3 area will be searched, just not in a predictable order.
2063 */ 2057 */
2058void
2064void get_search_arr(int *search_arr) 2059get_search_arr (int *search_arr)
2065{ 2060{
2066 int i; 2061 int i;
2067 2062
2068 for(i = 0; i < SIZEOFFREE; i++) 2063 for (i = 0; i < SIZEOFFREE; i++)
2069 {
2070 search_arr[i] = i; 2064 search_arr[i] = i;
2071 }
2072 2065
2073 permute(search_arr, 1, SIZEOFFREE1+1); 2066 permute (search_arr, 1, SIZEOFFREE1 + 1);
2074 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2067 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2075 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2068 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2076} 2069}
2077 2070
2078/* 2071/*
2079 * find_dir(map, x, y, exclude) will search some close squares in the 2072 * find_dir(map, x, y, exclude) will search some close squares in the
2080 * given map at the given coordinates for live objects. 2073 * given map at the given coordinates for live objects.
2085 * Perhaps incorrectly, but I'm making the assumption that exclude 2078 * Perhaps incorrectly, but I'm making the assumption that exclude
2086 * is actually want is going to try and move there. We need this info 2079 * is actually want is going to try and move there. We need this info
2087 * because we have to know what movement the thing looking to move 2080 * because we have to know what movement the thing looking to move
2088 * there is capable of. 2081 * there is capable of.
2089 */ 2082 */
2090 2083int
2091int find_dir(mapstruct *m, int x, int y, object *exclude) { 2084find_dir (maptile *m, int x, int y, object *exclude)
2085{
2092 int i,max=SIZEOFFREE, mflags; 2086 int i, max = SIZEOFFREE, mflags;
2087
2093 sint16 nx, ny; 2088 sint16 nx, ny;
2094 object *tmp; 2089 object *tmp;
2095 mapstruct *mp; 2090 maptile *mp;
2091
2096 MoveType blocked, move_type; 2092 MoveType blocked, move_type;
2097 2093
2098 if (exclude && exclude->head) { 2094 if (exclude && exclude->head)
2095 {
2099 exclude = exclude->head; 2096 exclude = exclude->head;
2100 move_type = exclude->move_type; 2097 move_type = exclude->move_type;
2101 } else { 2098 }
2099 else
2100 {
2102 /* If we don't have anything, presume it can use all movement types. */ 2101 /* If we don't have anything, presume it can use all movement types. */
2103 move_type=MOVE_ALL; 2102 move_type = MOVE_ALL;
2103 }
2104
2105 for (i = 1; i < max; i++)
2104 } 2106 {
2105
2106 for(i=1;i<max;i++) {
2107 mp = m; 2107 mp = m;
2108 nx = x + freearr_x[i]; 2108 nx = x + freearr_x[i];
2109 ny = y + freearr_y[i]; 2109 ny = y + freearr_y[i];
2110 2110
2111 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2111 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2112
2112 if (mflags & P_OUT_OF_MAP) { 2113 if (mflags & P_OUT_OF_MAP)
2114 max = maxfree[i];
2115 else
2116 {
2117 mapspace &ms = mp->at (nx, ny);
2118
2119 blocked = ms.move_block;
2120
2121 if ((move_type & blocked) == move_type)
2113 max = maxfree[i]; 2122 max = maxfree[i];
2114 } else {
2115 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2116
2117 if ((move_type & blocked) == move_type) {
2118 max=maxfree[i];
2119 } else if (mflags & P_IS_ALIVE) { 2123 else if (mflags & P_IS_ALIVE)
2120 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2124 {
2125 for (tmp = ms.bot; tmp; tmp = tmp->above)
2121 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2126 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2122 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2127 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2123 break; 2128 break;
2124 } 2129
2125 }
2126 if(tmp) { 2130 if (tmp)
2127 return freedir[i]; 2131 return freedir[i];
2128 }
2129 } 2132 }
2130 } 2133 }
2131 } 2134 }
2135
2132 return 0; 2136 return 0;
2133} 2137}
2134 2138
2135/* 2139/*
2136 * distance(object 1, object 2) will return the square of the 2140 * distance(object 1, object 2) will return the square of the
2137 * distance between the two given objects. 2141 * distance between the two given objects.
2138 */ 2142 */
2139 2143int
2140int distance(const object *ob1, const object *ob2) { 2144distance (const object *ob1, const object *ob2)
2141 int i; 2145{
2142 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2146 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2143 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2144 return i;
2145} 2147}
2146 2148
2147/* 2149/*
2148 * find_dir_2(delta-x,delta-y) will return a direction in which 2150 * find_dir_2(delta-x,delta-y) will return a direction in which
2149 * an object which has subtracted the x and y coordinates of another 2151 * an object which has subtracted the x and y coordinates of another
2150 * object, needs to travel toward it. 2152 * object, needs to travel toward it.
2151 */ 2153 */
2152 2154int
2153int find_dir_2(int x, int y) { 2155find_dir_2 (int x, int y)
2156{
2154 int q; 2157 int q;
2155 2158
2156 if(y) 2159 if (y)
2157 q=x*100/y; 2160 q = x * 100 / y;
2158 else if (x) 2161 else if (x)
2159 q= -300*x; 2162 q = -300 * x;
2160 else 2163 else
2161 return 0; 2164 return 0;
2162 2165
2163 if(y>0) { 2166 if (y > 0)
2167 {
2164 if(q < -242) 2168 if (q < -242)
2165 return 3 ; 2169 return 3;
2166 if (q < -41) 2170 if (q < -41)
2167 return 2 ; 2171 return 2;
2168 if (q < 41) 2172 if (q < 41)
2169 return 1 ; 2173 return 1;
2170 if (q < 242) 2174 if (q < 242)
2171 return 8 ; 2175 return 8;
2172 return 7 ; 2176 return 7;
2173 } 2177 }
2174 2178
2175 if (q < -242) 2179 if (q < -242)
2176 return 7 ; 2180 return 7;
2177 if (q < -41) 2181 if (q < -41)
2178 return 6 ; 2182 return 6;
2179 if (q < 41) 2183 if (q < 41)
2180 return 5 ; 2184 return 5;
2181 if (q < 242) 2185 if (q < 242)
2182 return 4 ; 2186 return 4;
2183 2187
2184 return 3 ; 2188 return 3;
2185} 2189}
2186 2190
2187/* 2191/*
2188 * absdir(int): Returns a number between 1 and 8, which represent 2192 * absdir(int): Returns a number between 1 and 8, which represent
2189 * the "absolute" direction of a number (it actually takes care of 2193 * the "absolute" direction of a number (it actually takes care of
2190 * "overflow" in previous calculations of a direction). 2194 * "overflow" in previous calculations of a direction).
2191 */ 2195 */
2192 2196
2197int
2193int absdir(int d) { 2198absdir (int d)
2194 while(d<1) d+=8; 2199{
2195 while(d>8) d-=8; 2200 while (d < 1)
2201 d += 8;
2202
2203 while (d > 8)
2204 d -= 8;
2205
2196 return d; 2206 return d;
2197} 2207}
2198 2208
2199/* 2209/*
2200 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2210 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2201 * between two directions (which are expected to be absolute (see absdir()) 2211 * between two directions (which are expected to be absolute (see absdir())
2202 */ 2212 */
2203 2213
2214int
2204int dirdiff(int dir1, int dir2) { 2215dirdiff (int dir1, int dir2)
2216{
2205 int d; 2217 int d;
2218
2206 d = abs(dir1 - dir2); 2219 d = abs (dir1 - dir2);
2207 if(d>4) 2220 if (d > 4)
2208 d = 8 - d; 2221 d = 8 - d;
2222
2209 return d; 2223 return d;
2210} 2224}
2211 2225
2212/* peterm: 2226/* peterm:
2213 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2227 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2216 * This basically means that if direction is 15, then it could either go 2230 * This basically means that if direction is 15, then it could either go
2217 * direction 4, 14, or 16 to get back to where we are. 2231 * direction 4, 14, or 16 to get back to where we are.
2218 * Moved from spell_util.c to object.c with the other related direction 2232 * Moved from spell_util.c to object.c with the other related direction
2219 * functions. 2233 * functions.
2220 */ 2234 */
2221
2222int reduction_dir[SIZEOFFREE][3] = { 2235int reduction_dir[SIZEOFFREE][3] = {
2223 {0,0,0}, /* 0 */ 2236 {0, 0, 0}, /* 0 */
2224 {0,0,0}, /* 1 */ 2237 {0, 0, 0}, /* 1 */
2225 {0,0,0}, /* 2 */ 2238 {0, 0, 0}, /* 2 */
2226 {0,0,0}, /* 3 */ 2239 {0, 0, 0}, /* 3 */
2227 {0,0,0}, /* 4 */ 2240 {0, 0, 0}, /* 4 */
2228 {0,0,0}, /* 5 */ 2241 {0, 0, 0}, /* 5 */
2229 {0,0,0}, /* 6 */ 2242 {0, 0, 0}, /* 6 */
2230 {0,0,0}, /* 7 */ 2243 {0, 0, 0}, /* 7 */
2231 {0,0,0}, /* 8 */ 2244 {0, 0, 0}, /* 8 */
2232 {8,1,2}, /* 9 */ 2245 {8, 1, 2}, /* 9 */
2233 {1,2,-1}, /* 10 */ 2246 {1, 2, -1}, /* 10 */
2234 {2,10,12}, /* 11 */ 2247 {2, 10, 12}, /* 11 */
2235 {2,3,-1}, /* 12 */ 2248 {2, 3, -1}, /* 12 */
2236 {2,3,4}, /* 13 */ 2249 {2, 3, 4}, /* 13 */
2237 {3,4,-1}, /* 14 */ 2250 {3, 4, -1}, /* 14 */
2238 {4,14,16}, /* 15 */ 2251 {4, 14, 16}, /* 15 */
2239 {5,4,-1}, /* 16 */ 2252 {5, 4, -1}, /* 16 */
2240 {4,5,6}, /* 17 */ 2253 {4, 5, 6}, /* 17 */
2241 {6,5,-1}, /* 18 */ 2254 {6, 5, -1}, /* 18 */
2242 {6,20,18}, /* 19 */ 2255 {6, 20, 18}, /* 19 */
2243 {7,6,-1}, /* 20 */ 2256 {7, 6, -1}, /* 20 */
2244 {6,7,8}, /* 21 */ 2257 {6, 7, 8}, /* 21 */
2245 {7,8,-1}, /* 22 */ 2258 {7, 8, -1}, /* 22 */
2246 {8,22,24}, /* 23 */ 2259 {8, 22, 24}, /* 23 */
2247 {8,1,-1}, /* 24 */ 2260 {8, 1, -1}, /* 24 */
2248 {24,9,10}, /* 25 */ 2261 {24, 9, 10}, /* 25 */
2249 {9,10,-1}, /* 26 */ 2262 {9, 10, -1}, /* 26 */
2250 {10,11,-1}, /* 27 */ 2263 {10, 11, -1}, /* 27 */
2251 {27,11,29}, /* 28 */ 2264 {27, 11, 29}, /* 28 */
2252 {11,12,-1}, /* 29 */ 2265 {11, 12, -1}, /* 29 */
2253 {12,13,-1}, /* 30 */ 2266 {12, 13, -1}, /* 30 */
2254 {12,13,14}, /* 31 */ 2267 {12, 13, 14}, /* 31 */
2255 {13,14,-1}, /* 32 */ 2268 {13, 14, -1}, /* 32 */
2256 {14,15,-1}, /* 33 */ 2269 {14, 15, -1}, /* 33 */
2257 {33,15,35}, /* 34 */ 2270 {33, 15, 35}, /* 34 */
2258 {16,15,-1}, /* 35 */ 2271 {16, 15, -1}, /* 35 */
2259 {17,16,-1}, /* 36 */ 2272 {17, 16, -1}, /* 36 */
2260 {18,17,16}, /* 37 */ 2273 {18, 17, 16}, /* 37 */
2261 {18,17,-1}, /* 38 */ 2274 {18, 17, -1}, /* 38 */
2262 {18,19,-1}, /* 39 */ 2275 {18, 19, -1}, /* 39 */
2263 {41,19,39}, /* 40 */ 2276 {41, 19, 39}, /* 40 */
2264 {19,20,-1}, /* 41 */ 2277 {19, 20, -1}, /* 41 */
2265 {20,21,-1}, /* 42 */ 2278 {20, 21, -1}, /* 42 */
2266 {20,21,22}, /* 43 */ 2279 {20, 21, 22}, /* 43 */
2267 {21,22,-1}, /* 44 */ 2280 {21, 22, -1}, /* 44 */
2268 {23,22,-1}, /* 45 */ 2281 {23, 22, -1}, /* 45 */
2269 {45,47,23}, /* 46 */ 2282 {45, 47, 23}, /* 46 */
2270 {23,24,-1}, /* 47 */ 2283 {23, 24, -1}, /* 47 */
2271 {24,9,-1}}; /* 48 */ 2284 {24, 9, -1}
2285}; /* 48 */
2272 2286
2273/* Recursive routine to step back and see if we can 2287/* Recursive routine to step back and see if we can
2274 * find a path to that monster that we found. If not, 2288 * find a path to that monster that we found. If not,
2275 * we don't bother going toward it. Returns 1 if we 2289 * we don't bother going toward it. Returns 1 if we
2276 * can see a direct way to get it 2290 * can see a direct way to get it
2277 * Modified to be map tile aware -.MSW 2291 * Modified to be map tile aware -.MSW
2278 */ 2292 */
2279 2293int
2280
2281int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2294can_see_monsterP (maptile *m, int x, int y, int dir)
2295{
2282 sint16 dx, dy; 2296 sint16 dx, dy;
2283 int mflags; 2297 int mflags;
2284 2298
2299 if (dir < 0)
2285 if(dir<0) return 0; /* exit condition: invalid direction */ 2300 return 0; /* exit condition: invalid direction */
2286 2301
2287 dx = x + freearr_x[dir]; 2302 dx = x + freearr_x[dir];
2288 dy = y + freearr_y[dir]; 2303 dy = y + freearr_y[dir];
2289 2304
2290 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2305 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2291 2306
2292 /* This functional arguably was incorrect before - it was 2307 /* This functional arguably was incorrect before - it was
2293 * checking for P_WALL - that was basically seeing if 2308 * checking for P_WALL - that was basically seeing if
2294 * we could move to the monster - this is being more 2309 * we could move to the monster - this is being more
2295 * literal on if we can see it. To know if we can actually 2310 * literal on if we can see it. To know if we can actually
2296 * move to the monster, we'd need the monster passed in or 2311 * move to the monster, we'd need the monster passed in or
2297 * at least its move type. 2312 * at least its move type.
2298 */ 2313 */
2299 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2314 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2315 return 0;
2300 2316
2301 /* yes, can see. */ 2317 /* yes, can see. */
2302 if(dir < 9) return 1; 2318 if (dir < 9)
2319 return 1;
2320
2303 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2321 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2304 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2322 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2305 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2323 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2306} 2324}
2307 2325
2308
2309
2310/* 2326/*
2311 * can_pick(picker, item): finds out if an object is possible to be 2327 * can_pick(picker, item): finds out if an object is possible to be
2312 * picked up by the picker. Returnes 1 if it can be 2328 * picked up by the picker. Returnes 1 if it can be
2313 * picked up, otherwise 0. 2329 * picked up, otherwise 0.
2314 * 2330 *
2316 * core dumps if they do. 2332 * core dumps if they do.
2317 * 2333 *
2318 * Add a check so we can't pick up invisible objects (0.93.8) 2334 * Add a check so we can't pick up invisible objects (0.93.8)
2319 */ 2335 */
2320 2336
2337int
2321int can_pick(const object *who, const object *item) { 2338can_pick (const object *who, const object *item)
2339{
2322 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2340 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2323 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2341 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2324 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2342 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2325 (who->type==PLAYER||item->weight<who->weight/3));
2326} 2343}
2327
2328 2344
2329/* 2345/*
2330 * create clone from object to another 2346 * create clone from object to another
2331 */ 2347 */
2348object *
2332object *object_create_clone (object *asrc) { 2349object_create_clone (object *asrc)
2350{
2333 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2351 object *dst = 0, *tmp, *src, *part, *prev, *item;
2334 2352
2335 if(!asrc) return NULL; 2353 if (!asrc)
2354 return 0;
2355
2336 src = asrc; 2356 src = asrc;
2337 if(src->head) 2357 if (src->head)
2338 src = src->head; 2358 src = src->head;
2339 2359
2340 prev = NULL; 2360 prev = 0;
2341 for(part = src; part; part = part->more) { 2361 for (part = src; part; part = part->more)
2342 tmp = get_object(); 2362 {
2343 copy_object(part,tmp); 2363 tmp = part->clone ();
2344 tmp->x -= src->x; 2364 tmp->x -= src->x;
2345 tmp->y -= src->y; 2365 tmp->y -= src->y;
2366
2346 if(!part->head) { 2367 if (!part->head)
2368 {
2347 dst = tmp; 2369 dst = tmp;
2348 tmp->head = NULL;
2349 } else {
2350 tmp->head = dst; 2370 tmp->head = 0;
2351 } 2371 }
2372 else
2373 tmp->head = dst;
2374
2352 tmp->more = NULL; 2375 tmp->more = 0;
2376
2353 if(prev) 2377 if (prev)
2354 prev->more = tmp; 2378 prev->more = tmp;
2379
2355 prev = tmp; 2380 prev = tmp;
2356 } 2381 }
2357 /*** copy inventory ***/ 2382
2358 for(item = src->inv; item; item = item->below) { 2383 for (item = src->inv; item; item = item->below)
2359 (void) insert_ob_in_ob(object_create_clone(item),dst); 2384 insert_ob_in_ob (object_create_clone (item), dst);
2360 }
2361 2385
2362 return dst; 2386 return dst;
2363}
2364
2365/* return true if the object was destroyed, 0 otherwise */
2366int was_destroyed (const object *op, tag_t old_tag)
2367{
2368 /* checking for FLAG_FREED isn't necessary, but makes this function more
2369 * robust */
2370 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2371} 2387}
2372 2388
2373/* GROS - Creates an object using a string representing its content. */ 2389/* GROS - Creates an object using a string representing its content. */
2374/* Basically, we save the content of the string to a temp file, then call */ 2390/* Basically, we save the content of the string to a temp file, then call */
2375/* load_object on it. I admit it is a highly inefficient way to make things, */ 2391/* load_object on it. I admit it is a highly inefficient way to make things, */
2376/* but it was simple to make and allows reusing the load_object function. */ 2392/* but it was simple to make and allows reusing the load_object function. */
2377/* Remember not to use load_object_str in a time-critical situation. */ 2393/* Remember not to use load_object_str in a time-critical situation. */
2378/* Also remember that multiparts objects are not supported for now. */ 2394/* Also remember that multiparts objects are not supported for now. */
2379 2395object *
2380object* load_object_str(const char *obstr) 2396load_object_str (const char *obstr)
2381{ 2397{
2382 object *op; 2398 object *op;
2383 char filename[MAX_BUF]; 2399 char filename[MAX_BUF];
2400
2384 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2401 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2385 2402
2386 FILE *tempfile=fopen(filename,"w"); 2403 FILE *tempfile = fopen (filename, "w");
2404
2387 if (tempfile == NULL) 2405 if (tempfile == NULL)
2388 { 2406 {
2389 LOG(llevError,"Error - Unable to access load object temp file\n"); 2407 LOG (llevError, "Error - Unable to access load object temp file\n");
2390 return NULL; 2408 return NULL;
2391 }; 2409 }
2410
2392 fprintf(tempfile,obstr); 2411 fprintf (tempfile, obstr);
2393 fclose(tempfile); 2412 fclose (tempfile);
2394 2413
2395 op=get_object(); 2414 op = object::create ();
2396 2415
2397 object_thawer thawer (filename); 2416 object_thawer thawer (filename);
2398 2417
2399 if (thawer) 2418 if (thawer)
2400 load_object(thawer,op,0); 2419 load_object (thawer, op, 0);
2401 2420
2402 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2421 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2403 CLEAR_FLAG(op,FLAG_REMOVED); 2422 CLEAR_FLAG (op, FLAG_REMOVED);
2404 2423
2405 return op; 2424 return op;
2406} 2425}
2407 2426
2408/* This returns the first object in who's inventory that 2427/* This returns the first object in who's inventory that
2409 * has the same type and subtype match. 2428 * has the same type and subtype match.
2410 * returns NULL if no match. 2429 * returns NULL if no match.
2411 */ 2430 */
2431object *
2412object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2432find_obj_by_type_subtype (const object *who, int type, int subtype)
2413{ 2433{
2414 object *tmp;
2415
2416 for (tmp=who->inv; tmp; tmp=tmp->below) 2434 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2417 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2435 if (tmp->type == type && tmp->subtype == subtype)
2436 return tmp;
2418 2437
2419 return NULL; 2438 return 0;
2420} 2439}
2421 2440
2422/* If ob has a field named key, return the link from the list, 2441/* If ob has a field named key, return the link from the list,
2423 * otherwise return NULL. 2442 * otherwise return NULL.
2424 * 2443 *
2425 * key must be a passed in shared string - otherwise, this won't 2444 * key must be a passed in shared string - otherwise, this won't
2426 * do the desired thing. 2445 * do the desired thing.
2427 */ 2446 */
2447key_value *
2428key_value * get_ob_key_link(const object * ob, const char * key) { 2448get_ob_key_link (const object *ob, const char *key)
2429 key_value * link; 2449{
2430
2431 for (link = ob->key_values; link != NULL; link = link->next) { 2450 for (key_value *link = ob->key_values; link; link = link->next)
2432 if (link->key == key) { 2451 if (link->key == key)
2433 return link; 2452 return link;
2434 } 2453
2435 } 2454 return 0;
2436 2455}
2437 return NULL;
2438}
2439 2456
2440/* 2457/*
2441 * Returns the value of op has an extra_field for key, or NULL. 2458 * Returns the value of op has an extra_field for key, or NULL.
2442 * 2459 *
2443 * The argument doesn't need to be a shared string. 2460 * The argument doesn't need to be a shared string.
2444 * 2461 *
2445 * The returned string is shared. 2462 * The returned string is shared.
2446 */ 2463 */
2464const char *
2447const char * get_ob_key_value(const object * op, const char * const key) { 2465get_ob_key_value (const object *op, const char *const key)
2466{
2448 key_value * link; 2467 key_value *link;
2449 const char * canonical_key; 2468 shstr_cmp canonical_key (key);
2469
2470 if (!canonical_key)
2450 2471 {
2451 canonical_key = shstr::find (key);
2452
2453 if (canonical_key == NULL) {
2454 /* 1. There being a field named key on any object 2472 /* 1. There being a field named key on any object
2455 * implies there'd be a shared string to find. 2473 * implies there'd be a shared string to find.
2456 * 2. Since there isn't, no object has this field. 2474 * 2. Since there isn't, no object has this field.
2457 * 3. Therefore, *this* object doesn't have this field. 2475 * 3. Therefore, *this* object doesn't have this field.
2458 */ 2476 */
2459 return NULL; 2477 return 0;
2460 } 2478 }
2461 2479
2462 /* This is copied from get_ob_key_link() above - 2480 /* This is copied from get_ob_key_link() above -
2463 * only 4 lines, and saves the function call overhead. 2481 * only 4 lines, and saves the function call overhead.
2464 */ 2482 */
2465 for (link = op->key_values; link != NULL; link = link->next) { 2483 for (link = op->key_values; link; link = link->next)
2466 if (link->key == canonical_key) { 2484 if (link->key == canonical_key)
2467 return link->value; 2485 return link->value;
2468 } 2486
2469 } 2487 return 0;
2470 return NULL;
2471} 2488}
2472 2489
2473 2490
2474/* 2491/*
2475 * Updates the canonical_key in op to value. 2492 * Updates the canonical_key in op to value.
2479 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2496 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2480 * keys. 2497 * keys.
2481 * 2498 *
2482 * Returns TRUE on success. 2499 * Returns TRUE on success.
2483 */ 2500 */
2501int
2484int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2502set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2503{
2485 key_value * field = NULL, *last=NULL; 2504 key_value *field = NULL, *last = NULL;
2486 2505
2487 for (field=op->key_values; field != NULL; field=field->next) { 2506 for (field = op->key_values; field != NULL; field = field->next)
2507 {
2488 if (field->key != canonical_key) { 2508 if (field->key != canonical_key)
2509 {
2489 last = field; 2510 last = field;
2490 continue; 2511 continue;
2491 } 2512 }
2492 2513
2493 if (value) 2514 if (value)
2494 field->value = value; 2515 field->value = value;
2495 else { 2516 else
2517 {
2496 /* Basically, if the archetype has this key set, 2518 /* Basically, if the archetype has this key set,
2497 * we need to store the null value so when we save 2519 * we need to store the null value so when we save
2498 * it, we save the empty value so that when we load, 2520 * it, we save the empty value so that when we load,
2499 * we get this value back again. 2521 * we get this value back again.
2500 */ 2522 */
2501 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2523 if (get_ob_key_link (&op->arch->clone, canonical_key))
2502 field->value = 0; 2524 field->value = 0;
2525 else
2526 {
2527 if (last)
2528 last->next = field->next;
2503 else 2529 else
2504 {
2505 if (last) last->next = field->next;
2506 else op->key_values = field->next; 2530 op->key_values = field->next;
2507 2531
2508 delete field; 2532 delete field;
2509 } 2533 }
2510 } 2534 }
2511 return TRUE; 2535 return TRUE;
2512 } 2536 }
2513 /* IF we get here, key doesn't exist */ 2537 /* IF we get here, key doesn't exist */
2514 2538
2515 /* No field, we'll have to add it. */ 2539 /* No field, we'll have to add it. */
2516 2540
2517 if (!add_key) { 2541 if (!add_key)
2518 return FALSE; 2542 return FALSE;
2519 } 2543
2520 /* There isn't any good reason to store a null 2544 /* There isn't any good reason to store a null
2521 * value in the key/value list. If the archetype has 2545 * value in the key/value list. If the archetype has
2522 * this key, then we should also have it, so shouldn't 2546 * this key, then we should also have it, so shouldn't
2523 * be here. If user wants to store empty strings, 2547 * be here. If user wants to store empty strings,
2524 * should pass in "" 2548 * should pass in ""
2525 */ 2549 */
2526 if (value == NULL) return TRUE; 2550 if (value == NULL)
2527
2528 field = new key_value;
2529
2530 field->key = canonical_key;
2531 field->value = value;
2532 /* Usual prepend-addition. */
2533 field->next = op->key_values;
2534 op->key_values = field;
2535
2536 return TRUE; 2551 return TRUE;
2552
2553 field = new key_value;
2554
2555 field->key = canonical_key;
2556 field->value = value;
2557 /* Usual prepend-addition. */
2558 field->next = op->key_values;
2559 op->key_values = field;
2560
2561 return TRUE;
2537} 2562}
2538 2563
2539/* 2564/*
2540 * Updates the key in op to value. 2565 * Updates the key in op to value.
2541 * 2566 *
2543 * and not add new ones. 2568 * and not add new ones.
2544 * In general, should be little reason FALSE is ever passed in for add_key 2569 * In general, should be little reason FALSE is ever passed in for add_key
2545 * 2570 *
2546 * Returns TRUE on success. 2571 * Returns TRUE on success.
2547 */ 2572 */
2573int
2548int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2574set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2549{ 2575{
2550 shstr key_ (key); 2576 shstr key_ (key);
2577
2551 return set_ob_key_value_s (op, key_, value, add_key); 2578 return set_ob_key_value_s (op, key_, value, add_key);
2552} 2579}
2580
2581object::depth_iterator::depth_iterator (object *container)
2582: iterator_base (container)
2583{
2584 while (item->inv)
2585 item = item->inv;
2586}
2587
2588void
2589object::depth_iterator::next ()
2590{
2591 if (item->below)
2592 {
2593 item = item->below;
2594
2595 while (item->inv)
2596 item = item->inv;
2597 }
2598 else
2599 item = item->env;
2600}
2601
2602// return a suitable string describing an objetc in enough detail to find it
2603const char *
2604object::debug_desc (char *info) const
2605{
2606 char info2[256 * 3];
2607 char *p = info;
2608
2609 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2610 count,
2611 &name,
2612 title ? " " : "",
2613 title ? (const char *)title : "");
2614
2615 if (env)
2616 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2617
2618 if (map)
2619 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2620
2621 return info;
2622}
2623
2624const char *
2625object::debug_desc () const
2626{
2627 static char info[256 * 3];
2628 return debug_desc (info);
2629}
2630

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