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Comparing deliantra/server/common/object.C (file contents):
Revision 1.21 by root, Sat Sep 9 21:48:28 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 1.21 2006/09/09 21:48:28 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};
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}
59 133
60/* 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
61static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
62 key_value * wants_field; 138 key_value *wants_field;
63 139
64 /* 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
65 * 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
66 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
67 */ 143 */
68 144
69 /* For each field in wants, */ 145 /* For each field in wants, */
70 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 {
71 key_value * has_field; 148 key_value *has_field;
72 149
73 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
74 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)
75 154 {
76 if (has_field == NULL) {
77 /* No field with that name. */ 155 /* No field with that name. */
78 return FALSE; 156 return FALSE;
79 } 157 }
80 158
81 /* Found the matching field. */ 159 /* Found the matching field. */
82 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
83 /* 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. */
84 return FALSE; 163 return FALSE;
85 } 164 }
86 165
87 /* 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. */
88 }
89 167 }
168
90 /* 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. */
91 return TRUE; 170 return TRUE;
92} 171}
93 172
94/* 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
95static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
96 /* 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,
97 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
98 */ 179 */
99 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);
100} 181}
101 182
102/* 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
103 * they can be merged together. 184 * they can be merged together.
104 * 185 *
105 * 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
106 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
107 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
108 * 189 *
109 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
110 * 191 *
111 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
112 * check weight 193 * check weight
113 */ 194 */
114 195
115bool
116object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
117{ 197{
118 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
120 return 0; 204 return 0;
121 205
122 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
123 return 0;
124
125 /* 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
126 * 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
127 * used to store nrof). 209 * used to store nrof).
128 */ 210 */
129 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
139 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
140 222
141 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
142 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
143 225
144 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
145 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
146 * being locked in inventory should prevent merging.
147 * 0x4 in flags3 is CLIENT_SENT
148 */
149 if ((ob1->arch != ob2->arch) ||
150 (ob1->flags[0] != ob2->flags[0]) ||
151 (ob1->flags[1] != ob2->flags[1]) ||
152 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
153 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
154 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
155 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
156 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
157 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
158 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
159 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
160 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
161 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
162 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
163 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
164 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
165 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
166 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
167 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
168 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
169 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
170 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
171 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
172 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
173 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
174 (ob1->move_off != ob2->move_off) || 248 || ob1->move_off != ob2->move_off
175 (ob1->move_slow != ob2->move_slow) || 249 || ob1->move_slow != ob2->move_slow
176 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 251 return 0;
178 252
179 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 254 * check all objects in the inventory.
181 */ 255 */
182 if (ob1->inv || ob2->inv) 256 if (ob1->inv || ob2->inv)
183 { 257 {
184 /* 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 */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 260 return 0;
187 261
188 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 264 return 0;
191 265
192 /* 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
193 * if it is valid. 267 * if it is valid.
194 */ 268 */
195 } 269 }
203 277
204 /* 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
205 * 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
206 * check? 280 * check?
207 */ 281 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
209 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 return 0; 283 return 0;
211 284
212 switch (ob1->type) 285 switch (ob1->type)
213 { 286 {
214 case SCROLL: 287 case SCROLL:
215 if (ob1->level != ob2->level) 288 if (ob1->level != ob2->level)
216 return 0; 289 return 0;
217 break; 290 break;
218 } 291 }
219 292
220 if (ob1->key_values != NULL || ob2->key_values != NULL) 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
221 { 294 {
222 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
223 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
224 /* One has fields, but the other one doesn't. */ 297 /* One has fields, but the other one doesn't. */
225 return 0; 298 return 0;
226 else if (!compare_ob_value_lists (ob1, ob2)) 299 else if (!compare_ob_value_lists (ob1, ob2))
227 return 0; 300 return 0;
228 } 301 }
229 302
230 //TODO: generate an event or call into perl for additional checks 303 //TODO: generate an event or call into perl for additional checks
231 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
232 { 305 {
233 ob1->optimise (); 306 ob1->optimise ();
234 ob2->optimise (); 307 ob2->optimise ();
235 308
236 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
237 return 0; 310 return 0;
238 } 311 }
239 312
240 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
241 return 1; 314 return 1;
242} 315}
316
243/* 317/*
244 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
245 * 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
246 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
247 */ 321 */
248signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
249 signed long sum; 325 long sum;
250 object *inv; 326 object *inv;
327
251 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
252 if (inv->inv) 330 if (inv->inv)
253 sum_weight(inv); 331 sum_weight (inv);
254 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
255 } 333 }
334
256 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
257 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
258 if(op->carrying != sum) 338 if (op->carrying != sum)
259 op->carrying = sum; 339 op->carrying = sum;
340
260 return sum; 341 return sum;
261} 342}
262 343
263/** 344/**
264 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
265 */ 346 */
266 347
348object *
267object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
268 while (op->env != NULL) 351 while (op->env != NULL)
269 op = op->env; 352 op = op->env;
270 return op; 353 return op;
271}
272
273/*
274 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
275 * a better check. We basically keeping traversing up until we can't
276 * or find a player.
277 */
278
279object *is_player_inv (object *op) {
280 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
281 if (op->env==op)
282 op->env = NULL;
283 return op;
284} 354}
285 355
286/* 356/*
287 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
288 * Some error messages. 358 * Some error messages.
289 * 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.
290 */ 360 */
291 361
292void dump_object2(object *op) { 362char *
293errmsg[0] = 0;
294return;
295 //TODO//D#d#
296#if 0
297 char *cp;
298/* object *tmp;*/
299
300 if(op->arch!=NULL) {
301 strcat(errmsg,"arch ");
302 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
303 strcat(errmsg,"\n");
304 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
305 strcat(errmsg,cp);
306#if 0
307 /* Don't dump player diffs - they are too long, mostly meaningless, and
308 * will overflow the buffer.
309 * Changed so that we don't dump inventory either. This may
310 * also overflow the buffer.
311 */
312 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
313 strcat(errmsg,cp);
314 for (tmp=op->inv; tmp; tmp=tmp->below)
315 dump_object2(tmp);
316#endif
317 strcat(errmsg,"end\n");
318 } else {
319 strcat(errmsg,"Object ");
320 if (op->name==NULL) strcat(errmsg, "(null)");
321 else strcat(errmsg,op->name);
322 strcat(errmsg,"\n");
323#if 0
324 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
325 strcat(errmsg,cp);
326 for (tmp=op->inv; tmp; tmp=tmp->below)
327 dump_object2(tmp);
328#endif
329 strcat(errmsg,"end\n");
330 }
331#endif
332}
333
334/*
335 * Dumps an object. Returns output in the static global errmsg array.
336 */
337
338void dump_object(object *op) { 363dump_object (object *op)
339 if(op==NULL) { 364{
340 strcpy(errmsg,"[NULL pointer]"); 365 if (!op)
341 return; 366 return strdup ("[NULLOBJ]");
342 }
343 errmsg[0]='\0';
344 dump_object2(op);
345}
346 367
347void dump_all_objects(void) { 368 object_freezer freezer;
348 object *op; 369 save_object (freezer, op, 1);
349 for(op=objects;op!=NULL;op=op->next) { 370 return freezer.as_string ();
350 dump_object(op);
351 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
352 }
353} 371}
354 372
355/* 373/*
356 * 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
357 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
358 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
359 */ 377 */
360 378
379object *
361object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
362 object *tmp,*closest; 382 object *tmp, *closest;
363 int last_dist,i; 383 int last_dist, i;
384
364 if(op->more==NULL) 385 if (op->more == NULL)
365 return op; 386 return op;
366 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)
367 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
368 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
369 return closest; 390 return closest;
370} 391}
371 392
372/* 393/*
373 * 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.
374 */ 395 */
375 396
397object *
376object *find_object(tag_t i) { 398find_object (tag_t i)
377 object *op; 399{
378 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
379 if(op->count==i) 401 if (op->count == i)
380 break; 402 return op;
403
381 return op; 404 return 0;
382} 405}
383 406
384/* 407/*
385 * 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.
386 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
387 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
388 */ 411 */
389 412
413object *
390object *find_object_name(const char *str) { 414find_object_name (const char *str)
391 const char *name = shstr::find (str); 415{
416 shstr_cmp str_ (str);
392 object *op; 417 object *op;
418
393 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
394 if(&op->name == name) 420 if (op->name == str_)
395 break; 421 break;
396 422
397 return op; 423 return op;
398} 424}
399 425
426void
400void free_all_object_data () 427free_all_object_data ()
401{ 428{
402 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
403}
404
405/*
406 * Returns the object which this object marks as being the owner.
407 * A id-scheme is used to avoid pointing to objects which have been
408 * freed and are now reused. If this is detected, the owner is
409 * set to NULL, and NULL is returned.
410 * Changed 2004-02-12 - if the player is setting at the play again
411 * prompt, he is removed, and we don't want to treat him as an owner of
412 * anything, so check removed flag. I don't expect that this should break
413 * anything - once an object is removed, it is basically dead anyways.
414 */
415
416object *get_owner(object *op) {
417 if(op->owner==NULL)
418 return NULL;
419
420 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
421 op->owner->count==op->ownercount)
422 return op->owner;
423
424 op->owner=NULL;
425 op->ownercount=0;
426 return NULL;
427}
428
429void clear_owner(object *op)
430{
431 if (!op) return;
432
433 if (op->owner && op->ownercount == op->owner->count)
434 op->owner->refcount--;
435
436 op->owner = NULL;
437 op->ownercount = 0;
438} 430}
439 431
440/* 432/*
441 * 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
442 * skill and experience objects. 434 * skill and experience objects.
443 */ 435 */
444void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
445{ 438{
446 if(owner==NULL||op==NULL) 439 if (!owner)
447 return; 440 return;
448 441
449 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
450 /* 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
451 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
452 * 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
453 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
454 * 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.
455 */ 448 */
456 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
457 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
458 451
459 /* IF the owner still has an owner, we did not resolve to a final owner.
460 * so lets not add to that.
461 */
462 if (owner->owner) return;
463
464 op->owner=owner; 452 this->owner = owner;
465
466 op->ownercount=owner->count;
467 owner->refcount++;
468
469}
470
471/* Set the owner to clone's current owner and set the skill and experience
472 * objects to clone's objects (typically those objects that where the owner's
473 * current skill and experience objects at the time when clone's owner was
474 * set - not the owner's current skill and experience objects).
475 *
476 * Use this function if player created an object (e.g. fire bullet, swarm
477 * spell), and this object creates further objects whose kills should be
478 * accounted for the player's original skill, even if player has changed
479 * skills meanwhile.
480 */
481void copy_owner (object *op, object *clone)
482{
483 object *owner = get_owner (clone);
484 if (owner == NULL) {
485 /* players don't have owners - they own themselves. Update
486 * as appropriate.
487 */
488 if (clone->type == PLAYER) owner=clone;
489 else return;
490 }
491 set_owner(op, owner);
492
493} 453}
494 454
495/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
496 * refcounts and freeing the links. 456 * refcounts and freeing the links.
497 */ 457 */
458static void
498static void free_key_values(object * op) 459free_key_values (object *op)
499{ 460{
500 for (key_value *i = op->key_values; i != 0; ) 461 for (key_value *i = op->key_values; i != 0;)
501 { 462 {
502 key_value *next = i->next; 463 key_value *next = i->next;
503 delete i; 464 delete i;
465
504 i = next; 466 i = next;
505 } 467 }
506 468
507 op->key_values = 0; 469 op->key_values = 0;
508} 470}
509 471
510void object::clear ()
511{
512 attachable_base::clear ();
513
514 free_key_values (this);
515
516 name = 0;
517 name_pl = 0;
518 title = 0;
519 race = 0;
520 slaying = 0;
521 skill = 0;
522 msg = 0;
523 lore = 0;
524 custom_name = 0;
525 materialname = 0;
526
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528
529 SET_FLAG (this, FLAG_REMOVED);
530}
531
532void object::clone (object *destination)
533{
534 *(object_copy *)destination = *(object_copy *)this;
535 *(object_pod *)destination = *(object_pod *)this;
536
537 if (self || cb)
538 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
539}
540
541/* 472/*
542 * clear_object() frees everything allocated by an object, and also
543 * clears all variables and flags to default settings.
544 */
545
546void clear_object (object *op)
547{
548 op->clear ();
549
550 op->contr = NULL;
551 op->below = NULL;
552 op->above = NULL;
553 op->inv = NULL;
554 op->container=NULL;
555 op->env=NULL;
556 op->more=NULL;
557 op->head=NULL;
558 op->map=NULL;
559 op->refcount=0;
560 op->active_next = NULL;
561 op->active_prev = NULL;
562 /* What is not cleared is next, prev, and count */
563
564 op->expmul = 1.0;
565 op->face = blank_face;
566 op->attacked_by_count = -1;
567
568 if (settings.casting_time)
569 op->casting_time = -1;
570}
571
572/*
573 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
574 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
575 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
576 * 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,
577 * 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
578 * will point at garbage. 478 * will point at garbage.
579 */ 479 */
580 480void
581void copy_object (object *op2, object *op) 481object::copy_to (object *dst)
582{ 482{
583 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
584 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
585 485
586 op2->clone (op); 486 *(object_copy *)dst = *this;
587 487
588 if (is_freed) SET_FLAG (op, FLAG_FREED); 488 if (is_freed)
589 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 489 SET_FLAG (dst, FLAG_FREED);
590 490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
591 if (op2->speed < 0) 494 if (speed < 0)
592 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
593 496
594 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
595 if (op2->key_values != NULL) 498 if (key_values)
596 { 499 {
597 key_value *tail = NULL; 500 key_value *tail = 0;
598 key_value *i; 501 key_value *i;
599 502
600 op->key_values = NULL; 503 dst->key_values = 0;
601 504
602 for (i = op2->key_values; i != NULL; i = i->next) 505 for (i = key_values; i; i = i->next)
603 { 506 {
604 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
605 508
606 new_link->next = NULL; 509 new_link->next = 0;
607 new_link->key = i->key; 510 new_link->key = i->key;
608 new_link->value = i->value; 511 new_link->value = i->value;
609 512
610 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
611 if (op->key_values == NULL) 514 if (!dst->key_values)
612 { 515 {
613 op->key_values = new_link; 516 dst->key_values = new_link;
614 tail = new_link; 517 tail = new_link;
615 } 518 }
616 else 519 else
617 { 520 {
618 tail->next = new_link; 521 tail->next = new_link;
619 tail = new_link; 522 tail = new_link;
620 } 523 }
621 } 524 }
622 } 525 }
623 526
624 update_ob_speed (op); 527 dst->set_speed (dst->speed);
528}
529
530object *
531object::clone ()
532{
533 object *neu = create ();
534 copy_to (neu);
535 return neu;
625} 536}
626 537
627/* 538/*
628 * 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
629 * 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
630 * 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.
631 */ 542 */
632 543
544void
633void update_turn_face(object *op) { 545update_turn_face (object *op)
546{
634 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
635 return; 548 return;
636 SET_ANIMATION(op, op->direction); 549 SET_ANIMATION (op, op->direction);
637 update_object(op,UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
638} 551}
639 552
640/* 553/*
641 * 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
642 * 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.
643 * 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.
644 */ 557 */
645 558void
646void update_ob_speed(object *op) { 559object::set_speed (float speed)
560{
647 extern int arch_init; 561 extern int arch_init;
648 562
649 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
650 * since they never really need to be updated. 564 * since they never really need to be updated.
651 */ 565 */
652 566 if (flag [FLAG_FREED] && speed)
653 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 567 {
654 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
655#ifdef MANY_CORES
656 abort();
657#else
658 op->speed = 0; 569 speed = 0;
659#endif
660 } 570 }
571
572 this->speed = speed;
573
661 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)
662 return; 581 return;
663 }
664 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
665 /* If already on active list, don't do anything */
666 if (op->active_next || op->active_prev || op==active_objects)
667 return;
668 582
669 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
670 * of the list. */ 584 * of the list. */
671 op->active_next = active_objects; 585 active_next = active_objects;
586
672 if (op->active_next!=NULL) 587 if (active_next)
673 op->active_next->active_prev = op; 588 active_next->active_prev = this;
589
674 active_objects = op; 590 active_objects = this;
591 }
592 else
675 } 593 {
676 else {
677 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
678 if (!op->active_next && !op->active_prev && op!=active_objects) 595 if (!active_next && !active_prev && this != active_objects)
679 return; 596 return;
680 597
681 if (op->active_prev==NULL) { 598 if (!active_prev)
599 {
682 active_objects = op->active_next; 600 active_objects = active_next;
601
683 if (op->active_next!=NULL) 602 if (active_next)
684 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
685 } 604 }
686 else { 605 else
606 {
687 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
608
688 if (op->active_next) 609 if (active_next)
689 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
690 } 611 }
612
691 op->active_next = NULL; 613 active_next = 0;
692 op->active_prev = NULL; 614 active_prev = 0;
693 } 615 }
694} 616}
695 617
696/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
697 * objects. 619 * objects.
699 * 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
700 * in play chewing up cpu time getting processed. 622 * in play chewing up cpu time getting processed.
701 * The reverse of this is to call update_ob_speed, which 623 * The reverse of this is to call update_ob_speed, which
702 * 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.
703 */ 625 */
626void
704void remove_from_active_list(object *op) 627remove_from_active_list (object *op)
705{ 628{
706 /* If not on the active list, nothing needs to be done */ 629 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects) 630 if (!op->active_next && !op->active_prev && op != active_objects)
708 return; 631 return;
709 632
710 if (op->active_prev==NULL) { 633 if (op->active_prev == NULL)
634 {
711 active_objects = op->active_next; 635 active_objects = op->active_next;
712 if (op->active_next!=NULL) 636 if (op->active_next != NULL)
713 op->active_next->active_prev = NULL; 637 op->active_next->active_prev = NULL;
638 }
639 else
714 } 640 {
715 else {
716 op->active_prev->active_next = op->active_next; 641 op->active_prev->active_next = op->active_next;
717 if (op->active_next) 642 if (op->active_next)
718 op->active_next->active_prev = op->active_prev; 643 op->active_next->active_prev = op->active_prev;
719 } 644 }
720 op->active_next = NULL; 645 op->active_next = NULL;
721 op->active_prev = NULL; 646 op->active_prev = NULL;
722} 647}
723 648
724/* 649/*
725 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
726 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
727 * 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
728 * invisible object, etc...) 653 * invisible object, etc...)
729 * 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
730 * 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
731 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
732 * 657 *
733 * 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.
734 * For example, if the only thing that has changed is the face (due to
735 * an animation), we don't need to call update_position until that actually
736 * comes into view of a player. OTOH, many other things, like addition/removal
737 * of walls or living creatures may need us to update the flags now.
738 * current action are: 659 * current action are:
739 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
740 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
741 * 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
742 * 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.
743 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
744 */ 665 */
745 666void
746void update_object(object *op, int action) { 667update_object (object *op, int action)
747 int update_now=0, flags; 668{
748 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
749 670
750 if (op == NULL) { 671 if (op == NULL)
672 {
751 /* this should never happen */ 673 /* this should never happen */
752 LOG(llevDebug,"update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
753 return; 675 return;
754 }
755 676 }
756 if(op->env!=NULL) { 677
678 if (op->env)
679 {
757 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
758 * to do in this case. 681 * to do in this case.
759 */ 682 */
760 return; 683 return;
761 } 684 }
762 685
763 /* 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
764 * going to get freed anyways. 687 * going to get freed anyways.
765 */ 688 */
766 if (!op->map || op->map->in_memory == MAP_SAVING) return; 689 if (!op->map || op->map->in_memory == MAP_SAVING)
767 690 return;
691
768 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
769 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)
770 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 694 {
771 LOG(llevError,"update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
772#ifdef MANY_CORES 696#ifdef MANY_CORES
773 abort(); 697 abort ();
774#endif 698#endif
775 return; 699 return;
776 }
777 700 }
778 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
779 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
780 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
781 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
782 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
783 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
784 701
702 mapspace &m = op->ms ();
703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
785 if (action == UP_OBJ_INSERT) { 706 else if (action == UP_OBJ_INSERT)
707 {
708 // this is likely overkill, TODO: revisit (schmorp)
786 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
787 update_now=1;
788
789 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
790 update_now=1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
791 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
792 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
793 update_now=1; 715 || (m.move_on | op->move_on ) != m.move_on
794
795 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now=1;
797
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now=1;
800
801 if ((move_on | op->move_on) != move_on) update_now=1;
802
803 if ((move_off | op->move_off) != move_off) update_now=1; 716 || (m.move_off | op->move_off ) != m.move_off
804 717 || (m.move_slow | op->move_slow) != m.move_slow
805 /* 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
806 * to have move_allow right now. 719 * to have move_allow right now.
807 */ 720 */
808 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
809 update_now=1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
810 723 m.flags_ = P_NEED_UPDATE;
811 if ((move_slow | op->move_slow) != move_slow)
812 update_now=1;
813 } 724 }
814 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 727 * that is being removed.
817 */ 728 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now=1; 730 m.flags_ = P_NEED_UPDATE;
820 } else if (action == UP_OBJ_FACE) { 731 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ 732 /* Nothing to do for that case */ ;
822 }
823 else { 733 else
824 LOG(llevError,"update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
825 }
826 735
827 if (update_now) {
828 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
829 update_position(op->map, op->x, op->y);
830 }
831
832 if(op->more!=NULL) 736 if (op->more)
833 update_object(op->more, action); 737 update_object (op->more, action);
834} 738}
835 739
836static std::vector<object *> mortals; 740object::vector object::objects; // not yet used
837 741object *object::first;
838void object::free_mortals ()
839{
840 for (std::vector<object *>::iterator i = mortals.begin (); i != mortals.end (); ++i)
841 delete *i;
842
843 mortals.clear ();
844}
845 742
846object::object () 743object::object ()
847{ 744{
848 count = ++ob_count;
849
850 prev = 0;
851 next = objects;
852
853 if (objects)
854 objects->prev = this;
855
856 objects = this;
857
858 SET_FLAG (this, FLAG_REMOVED); 745 SET_FLAG (this, FLAG_REMOVED);
859 746
860 expmul = 1.0; 747 expmul = 1.0;
861 face = blank_face; 748 face = blank_face;
862 attacked_by_count = -1;
863} 749}
864 750
865object::~object () 751object::~object ()
866{ 752{
753 free_key_values (this);
867} 754}
868 755
869object *object::create () 756void object::link ()
870{ 757{
871 return new object; 758 count = ++ob_count;
872} 759 uuid = gen_uuid ();
873 760
874/*
875 * free_object() frees everything allocated by an object, removes
876 * it from the list of used objects, and puts it on the list of
877 * free objects. The IS_FREED() flag is set in the object.
878 * The object must have been removed by remove_ob() first for
879 * this function to succeed.
880 *
881 * If free_inventory is set, free inventory as well. Else drop items in
882 * inventory to the ground.
883 */
884void
885object::free (bool free_inventory)
886{
887 if (!QUERY_FLAG (this, FLAG_REMOVED))
888 {
889 LOG (llevDebug, "Free object called with non removed object\n");
890 dump_object (this);
891#ifdef MANY_CORES
892 abort ();
893#endif
894 }
895
896 if (QUERY_FLAG (this, FLAG_FRIENDLY))
897 {
898 LOG (llevMonster, "Warning: tried to free friendly object.\n");
899 remove_friendly_object (this);
900 }
901
902 if (QUERY_FLAG (this, FLAG_FREED))
903 {
904 dump_object (this);
905 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
906 return;
907 }
908
909 if (more)
910 {
911 more->free (free_inventory);
912 more = 0;
913 }
914
915 if (inv)
916 {
917 /* Only if the space blocks everything do we not process -
918 * if some form of movement is allowed, let objects
919 * drop on that space.
920 */
921 if (free_inventory || !map
922 || map->in_memory != MAP_IN_MEMORY
923 || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
924 {
925 object *op = inv;
926
927 while (op)
928 {
929 object *tmp = op->below;
930 remove_ob (op);
931 op->free (free_inventory);
932 op = tmp;
933 }
934 }
935 else
936 { /* Put objects in inventory onto this space */
937 object *op = inv;
938
939 while (op)
940 {
941 object *tmp = op->below;
942 remove_ob (op);
943
944 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
945 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
946 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
947 free_object (op);
948 else
949 {
950 op->x = x;
951 op->y = y;
952 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
953 }
954
955 op = tmp;
956 }
957 }
958 }
959
960 /* Remove object from the active list */
961 speed = 0; 761 prev = 0;
962 update_ob_speed (this); 762 next = object::first;
963 763
964 SET_FLAG (this, FLAG_FREED); 764 if (object::first)
765 object::first->prev = this;
965 766
966 mortalise (); 767 object::first = this;
967} 768}
968 769
969void 770void object::unlink ()
970object::mortalise ()
971{ 771{
972 count = 0; 772 if (this == object::first)
773 object::first = next;
973 774
974 /* Remove this object from the list of used objects */ 775 /* Remove this object from the list of used objects */
975 if (prev) prev->next = next; 776 if (prev) prev->next = next;
976 if (next) next->prev = prev; 777 if (next) next->prev = prev;
977 if (this == objects) objects = next;
978 778
979 free_key_values (this); 779 prev = 0;
780 next = 0;
781}
980 782
981 mortals.push_back (this); 783object *object::create ()
784{
785 object *op = new object;
786 op->link ();
787 return op;
788}
789
790void
791object::do_destroy ()
792{
793 attachable::do_destroy ();
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 */
851void
852object::destroy_inv (bool drop_to_ground)
853{
854 if (!inv)
855 return;
856
857 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects
859 * drop on that space.
860 */
861 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
862 {
863 while (inv)
864 {
865 inv->destroy_inv (drop_to_ground);
866 inv->destroy ();
867 }
868 }
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 }
889 }
890}
891
892void
893object::destroy (bool destroy_inventory)
894{
895 if (destroyed ())
896 return;
897
898 if (more)
899 {
900 //TODO: non-head objects must not have inventory
901 more->destroy (destroy_inventory);
902 more = 0;
903 }
904
905 if (destroy_inventory)
906 destroy_inv (true);
907
908 attachable::destroy ();
982} 909}
983 910
984/* 911/*
985 * sub_weight() recursively (outwards) subtracts a number from the 912 * sub_weight() recursively (outwards) subtracts a number from the
986 * 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)).
987 */ 914 */
988 915void
989void sub_weight (object *op, signed long weight) { 916sub_weight (object *op, signed long weight)
917{
990 while (op != NULL) { 918 while (op != NULL)
919 {
991 if (op->type == CONTAINER) { 920 if (op->type == CONTAINER)
992 weight=(signed long)(weight*(100-op->stats.Str)/100); 921 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
993 } 922
994 op->carrying-=weight; 923 op->carrying -= weight;
995 op = op->env; 924 op = op->env;
996 } 925 }
997} 926}
998 927
999/* remove_ob(op): 928/* op->remove ():
1000 * 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
1001 * 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
1002 * object will have no environment. If the object previously had an 931 * object will have no environment. If the object previously had an
1003 * environment, the x and y coordinates will be updated to 932 * environment, the x and y coordinates will be updated to
1004 * the previous environment. 933 * the previous environment.
1005 * Beware: This function is called from the editor as well! 934 * Beware: This function is called from the editor as well!
1006 */ 935 */
1007 936void
1008void remove_ob(object *op) { 937object::remove ()
938{
1009 object *tmp,*last=NULL; 939 object *tmp, *last = 0;
1010 object *otmp; 940 object *otmp;
1011 tag_t tag;
1012 int check_walk_off;
1013 mapstruct *m;
1014 sint16 x,y;
1015
1016 941
1017 if(QUERY_FLAG(op,FLAG_REMOVED)) { 942 if (QUERY_FLAG (this, FLAG_REMOVED))
1018 dump_object(op); 943 return;
1019 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1020 944
1021 /* Changed it to always dump core in this case. As has been learned
1022 * in the past, trying to recover from errors almost always
1023 * make things worse, and this is a real error here - something
1024 * that should not happen.
1025 * Yes, if this was a mission critical app, trying to do something
1026 * to recover may make sense, but that is because failure of the app
1027 * may have other disastrous problems. Cf runs out of a script
1028 * so is easily enough restarted without any real problems.
1029 * MSW 2001-07-01
1030 */
1031 abort();
1032 }
1033 if(op->more!=NULL)
1034 remove_ob(op->more);
1035
1036 SET_FLAG(op, FLAG_REMOVED); 945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this);
1037 947
948 if (more)
949 more->remove ();
950
1038 /* 951 /*
1039 * In this case, the object to be removed is in someones 952 * In this case, the object to be removed is in someones
1040 * inventory. 953 * inventory.
1041 */ 954 */
1042 if(op->env!=NULL) { 955 if (env)
956 {
1043 if(op->nrof) 957 if (nrof)
1044 sub_weight(op->env, op->weight*op->nrof); 958 sub_weight (env, weight * nrof);
1045 else 959 else
1046 sub_weight(op->env, op->weight+op->carrying); 960 sub_weight (env, weight + carrying);
1047 961
1048 /* 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
1049 * made to players inventory. If set, avoiding the call 963 * made to players inventory. If set, avoiding the call
1050 * to save cpu time. 964 * to save cpu time.
1051 */ 965 */
1052 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1053 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 967 otmp->update_stats ();
1054 fix_player(otmp);
1055 968
1056 if(op->above!=NULL) 969 if (above != NULL)
1057 op->above->below=op->below; 970 above->below = below;
1058 else 971 else
1059 op->env->inv=op->below; 972 env->inv = below;
1060 973
1061 if(op->below!=NULL) 974 if (below != NULL)
1062 op->below->above=op->above; 975 below->above = above;
1063 976
1064 /* we set up values so that it could be inserted into 977 /* we set up values so that it could be inserted into
1065 * 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
1066 * 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
1067 */ 1006 */
1068 op->x=op->env->x,op->y=op->env->y; 1007 if (GET_MAP_OB (map, x, y) != this)
1069 op->map=op->env->map; 1008 {
1070 op->above=NULL,op->below=NULL; 1009 char *dump = dump_object (this);
1071 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)
1072 return; 1025 return;
1073 }
1074 1026
1075 /* If we get here, we are removing it from a map */ 1027 int check_walk_off = !flag [FLAG_NO_APPLY];
1076 if (op->map == NULL) return;
1077 1028
1078 x = op->x; 1029 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1079 y = op->y; 1030 {
1080 m = get_map_from_coord(op->map, &x, &y); 1031 /* No point updating the players look faces if he is the object
1081 1032 * being removed.
1082 if (!m) {
1083 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1084 op->map->path, op->x, op->y);
1085 /* in old days, we used to set x and y to 0 and continue.
1086 * it seems if we get into this case, something is probablye
1087 * screwed up and should be fixed.
1088 */ 1033 */
1089 abort();
1090 }
1091 if (op->map != m) {
1092 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1093 op->map->path, m->path, op->x, op->y, x, y);
1094 }
1095 1034
1096 /* Re did the following section of code - it looks like it had 1035 if (tmp->type == PLAYER && tmp != this)
1097 * lots of logic for things we no longer care about 1036 {
1098 */ 1037 /* If a container that the player is currently using somehow gets
1099 1038 * removed (most likely destroyed), update the player view
1100 /* link the object above us */ 1039 * appropriately.
1101 if (op->above)
1102 op->above->below=op->below;
1103 else
1104 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1105
1106 /* Relink the object below us, if there is one */
1107 if(op->below) {
1108 op->below->above=op->above;
1109 } else {
1110 /* Nothing below, which means we need to relink map object for this space
1111 * use translated coordinates in case some oddness with map tiling is
1112 * evident
1113 */ 1040 */
1114 if(GET_MAP_OB(m,x,y)!=op) { 1041 if (tmp->container == this)
1115 dump_object(op); 1042 {
1116 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;
1117 dump_object(GET_MAP_OB(m,x,y)); 1044 tmp->container = 0;
1118 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;
1119 } 1068 }
1120 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1121 }
1122 op->above=NULL;
1123 op->below=NULL;
1124 1069
1125 if (op->map->in_memory == MAP_SAVING)
1126 return;
1127
1128 tag = op->count;
1129 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1130 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1131 /* No point updating the players look faces if he is the object
1132 * being removed.
1133 */
1134
1135 if(tmp->type==PLAYER && tmp!=op) {
1136 /* If a container that the player is currently using somehow gets
1137 * removed (most likely destroyed), update the player view
1138 * appropriately.
1139 */
1140 if (tmp->container==op) {
1141 CLEAR_FLAG(op, FLAG_APPLIED);
1142 tmp->container=NULL;
1143 }
1144 tmp->contr->socket.update_look=1;
1145 }
1146 /* See if player moving off should effect something */
1147 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1148 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1149
1150 move_apply(tmp, op, NULL);
1151 if (was_destroyed (op, tag)) {
1152 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1153 "leaving object\n", &tmp->name, &tmp->arch->name);
1154 }
1155 }
1156
1157 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1158
1159 if(tmp->above == tmp)
1160 tmp->above = NULL;
1161 last=tmp;
1162 }
1163 /* last == NULL of there are no objects on this space */ 1070 /* last == NULL of there are no objects on this space */
1164 if (last==NULL) { 1071 if (!last)
1165 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1072 map->at (x, y).flags_ = P_NEED_UPDATE;
1166 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1167 * those out anyways, and if there are any flags set right now, they won't
1168 * be correct anyways.
1169 */
1170 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1171 update_position(op->map, op->x, op->y);
1172 }
1173 else 1073 else
1174 update_object(last, UP_OBJ_REMOVE); 1074 update_object (last, UP_OBJ_REMOVE);
1175 1075
1176 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1177 update_all_los(op->map, op->x, op->y); 1077 update_all_los (map, x, y);
1178 1078 }
1179} 1079}
1180 1080
1181/* 1081/*
1182 * merge_ob(op,top): 1082 * merge_ob(op,top):
1183 * 1083 *
1184 * This function goes through all objects below and including top, and 1084 * This function goes through all objects below and including top, and
1185 * merges op to the first matching object. 1085 * merges op to the first matching object.
1186 * If top is NULL, it is calculated. 1086 * If top is NULL, it is calculated.
1187 * 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
1188 */ 1088 */
1189 1089object *
1190object *merge_ob(object *op, object *top) { 1090merge_ob (object *op, object *top)
1091{
1191 if(!op->nrof) 1092 if (!op->nrof)
1192 return 0; 1093 return 0;
1193 if(top==NULL) 1094
1095 if (top)
1194 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1096 for (top = op; top && top->above; top = top->above)
1097 ;
1098
1195 for(;top!=NULL;top=top->below) { 1099 for (; top; top = top->below)
1100 {
1196 if(top==op) 1101 if (top == op)
1197 continue; 1102 continue;
1198 if (CAN_MERGE(op,top)) 1103
1199 { 1104 if (object::can_merge (op, top))
1105 {
1200 top->nrof+=op->nrof; 1106 top->nrof += op->nrof;
1107
1201/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1108/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1202 op->weight = 0; /* Don't want any adjustements now */ 1109 op->weight = 0; /* Don't want any adjustements now */
1203 remove_ob(op); 1110 op->destroy ();
1204 free_object(op);
1205 return top; 1111 return top;
1206 } 1112 }
1207 } 1113 }
1114
1208 return NULL; 1115 return 0;
1209} 1116}
1210 1117
1211/* 1118/*
1212 * 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
1213 * job preparing multi-part monsters 1120 * job preparing multi-part monsters
1214 */ 1121 */
1122object *
1215object *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{
1216 object* tmp; 1125 object *tmp;
1126
1217 if (op->head) 1127 if (op->head)
1218 op=op->head; 1128 op = op->head;
1129
1219 for (tmp=op;tmp;tmp=tmp->more){ 1130 for (tmp = op; tmp; tmp = tmp->more)
1131 {
1220 tmp->x=x+tmp->arch->clone.x; 1132 tmp->x = x + tmp->arch->clone.x;
1221 tmp->y=y+tmp->arch->clone.y; 1133 tmp->y = y + tmp->arch->clone.y;
1222 } 1134 }
1135
1223 return insert_ob_in_map (op, m, originator, flag); 1136 return insert_ob_in_map (op, m, originator, flag);
1224} 1137}
1225 1138
1226/* 1139/*
1227 * insert_ob_in_map (op, map, originator, flag): 1140 * insert_ob_in_map (op, map, originator, flag):
1228 * This function inserts the object in the two-way linked list 1141 * This function inserts the object in the two-way linked list
1241 * Return value: 1154 * Return value:
1242 * new object if 'op' was merged with other object 1155 * new object if 'op' was merged with other object
1243 * NULL if 'op' was destroyed 1156 * NULL if 'op' was destroyed
1244 * just 'op' otherwise 1157 * just 'op' otherwise
1245 */ 1158 */
1246 1159object *
1247object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1248{ 1161{
1249 object *tmp, *top, *floor=NULL; 1162 object *tmp, *top, *floor = NULL;
1250 sint16 x,y; 1163 sint16 x, y;
1251 1164
1252 if (QUERY_FLAG (op, FLAG_FREED)) { 1165 if (QUERY_FLAG (op, FLAG_FREED))
1166 {
1253 LOG (llevError, "Trying to insert freed object!\n"); 1167 LOG (llevError, "Trying to insert freed object!\n");
1254 return NULL; 1168 return NULL;
1169 }
1170
1171 if (m == NULL)
1255 } 1172 {
1256 if(m==NULL) {
1257 dump_object(op); 1173 char *dump = dump_object (op);
1258 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);
1259 return op; 1176 return op;
1260 } 1177 }
1178
1261 if(out_of_map(m,op->x,op->y)) { 1179 if (out_of_map (m, op->x, op->y))
1180 {
1262 dump_object(op); 1181 char *dump = dump_object (op);
1263 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);
1264#ifdef MANY_CORES 1183#ifdef MANY_CORES
1265 /* 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
1266 * 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
1267 * improperly inserted. 1186 * improperly inserted.
1268 */ 1187 */
1269 abort(); 1188 abort ();
1270#endif 1189#endif
1190 free (dump);
1271 return op; 1191 return op;
1272 } 1192 }
1193
1273 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1194 if (!QUERY_FLAG (op, FLAG_REMOVED))
1195 {
1274 dump_object(op); 1196 char *dump = dump_object (op);
1275 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);
1276 return op; 1199 return op;
1200 }
1201
1202 if (op->more)
1277 } 1203 {
1278 if(op->more!=NULL) {
1279 /* The part may be on a different map. */ 1204 /* The part may be on a different map. */
1280 1205
1281 object *more = op->more; 1206 object *more = op->more;
1282 1207
1283 /* We really need the caller to normalize coordinates - if 1208 /* We really need the caller to normalize coordinates - if
1284 * 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
1285 * 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
1286 * is clear wrong do we normalize it. 1211 * is clear wrong do we normalize it.
1287 */ 1212 */
1288 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1213 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1289 more->map = get_map_from_coord(m, &more->x, &more->y); 1214 more->map = get_map_from_coord (m, &more->x, &more->y);
1290 } else if (!more->map) { 1215 else if (!more->map)
1216 {
1291 /* For backwards compatibility - when not dealing with tiled maps, 1217 /* For backwards compatibility - when not dealing with tiled maps,
1292 * more->map should always point to the parent. 1218 * more->map should always point to the parent.
1293 */ 1219 */
1294 more->map = m; 1220 more->map = m;
1295 } 1221 }
1296 1222
1297 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1224 {
1298 if ( ! op->head) 1225 if (!op->head)
1299 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
1300 return NULL; 1228 return 0;
1301 } 1229 }
1302 } 1230 }
1231
1303 CLEAR_FLAG(op,FLAG_REMOVED); 1232 CLEAR_FLAG (op, FLAG_REMOVED);
1304 1233
1305 /* Ideally, the caller figures this out. However, it complicates a lot 1234 /* Ideally, the caller figures this out. However, it complicates a lot
1306 * 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
1307 * need extra work 1236 * need extra work
1308 */ 1237 */
1309 op->map=get_map_from_coord(m, &op->x, &op->y); 1238 op->map = get_map_from_coord (m, &op->x, &op->y);
1310 x = op->x; 1239 x = op->x;
1311 y = op->y; 1240 y = op->y;
1312 1241
1313 /* this has to be done after we translate the coordinates. 1242 /* this has to be done after we translate the coordinates.
1314 */ 1243 */
1315 if(op->nrof && !(flag & INS_NO_MERGE)) { 1244 if (op->nrof && !(flag & INS_NO_MERGE))
1316 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)
1317 if (CAN_MERGE(op,tmp)) { 1246 if (object::can_merge (op, tmp))
1247 {
1318 op->nrof+=tmp->nrof; 1248 op->nrof += tmp->nrof;
1319 remove_ob(tmp); 1249 tmp->destroy ();
1320 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;
1321 } 1311 }
1322 }
1323 1312
1324 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 */
1325 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1314 top = last;
1326 if (!QUERY_FLAG(op, FLAG_ALIVE))
1327 CLEAR_FLAG(op, FLAG_NO_STEAL);
1328 1315
1329 if (flag & INS_BELOW_ORIGINATOR) { 1316 /* We let update_position deal with figuring out what the space
1330 if (originator->map != op->map || originator->x != op->x || 1317 * looks like instead of lots of conditions here.
1331 originator->y != op->y) { 1318 * makes things faster, and effectively the same result.
1332 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1319 */
1333 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;
1334 } 1362 }
1335 op->above = originator;
1336 op->below = originator->below;
1337 if (op->below) op->below->above = op;
1338 else SET_MAP_OB(op->map, op->x, op->y, op);
1339 /* since *below* originator, no need to update top */
1340 originator->below = op;
1341 } else { 1363 else
1342 /* If there are other objects, then */
1343 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1344 object *last=NULL;
1345 /*
1346 * If there are multiple objects on this space, we do some trickier handling.
1347 * We've already dealt with merging if appropriate.
1348 * Generally, we want to put the new object on top. But if
1349 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1350 * floor, we want to insert above that and no further.
1351 * Also, if there are spell objects on this space, we stop processing
1352 * once we get to them. This reduces the need to traverse over all of
1353 * them when adding another one - this saves quite a bit of cpu time
1354 * when lots of spells are cast in one area. Currently, it is presumed
1355 * that flying non pickable objects are spell objects.
1356 */
1357
1358 while (top != NULL) {
1359 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1360 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1361 if (QUERY_FLAG(top, FLAG_NO_PICK)
1362 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1363 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1364 {
1365 /* We insert above top, so we want this object below this */
1366 top=top->below;
1367 break;
1368 }
1369 last = top;
1370 top = top->above;
1371 }
1372 /* Don't want top to be NULL, so set it to the last valid object */
1373 top = last;
1374
1375 /* We let update_position deal with figuring out what the space
1376 * looks like instead of lots of conditions here.
1377 * makes things faster, and effectively the same result.
1378 */
1379
1380 /* Have object 'fall below' other objects that block view.
1381 * Unless those objects are exits, type 66
1382 * If INS_ON_TOP is used, don't do this processing
1383 * Need to find the object that in fact blocks view, otherwise
1384 * stacking is a bit odd.
1385 */
1386 if (!(flag & INS_ON_TOP) &&
1387 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1388 (op->face && !op->face->visibility)) {
1389 for (last=top; last != floor; last=last->below)
1390 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1391 /* Check to see if we found the object that blocks view,
1392 * and make sure we have a below pointer for it so that
1393 * we can get inserted below this one, which requires we
1394 * set top to the object below us.
1395 */
1396 if (last && last->below && last != floor) top=last->below;
1397 }
1398 } /* If objects on this space */
1399 if (flag & INS_MAP_LOAD)
1400 top = GET_MAP_TOP(op->map,op->x,op->y);
1401 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1402
1403 /* Top is the object that our object (op) is going to get inserted above.
1404 */
1405
1406 /* First object on this space */
1407 if (!top) {
1408 op->above = GET_MAP_OB(op->map, op->x, op->y);
1409 if (op->above) op->above->below = op;
1410 op->below = NULL;
1411 SET_MAP_OB(op->map, op->x, op->y, op);
1412 } else { /* get inserted into the stack above top */ 1364 { /* get inserted into the stack above top */
1413 op->above = top->above; 1365 op->above = top->above;
1366
1367 if (op->above)
1414 if (op->above) op->above->below = op; 1368 op->above->below = op;
1369
1415 op->below = top; 1370 op->below = top;
1416 top->above = op; 1371 top->above = op;
1417 } 1372 }
1373
1418 if (op->above==NULL) 1374 if (op->above == NULL)
1419 SET_MAP_TOP(op->map,op->x, op->y, op); 1375 op->ms ().top = op;
1420 } /* else not INS_BELOW_ORIGINATOR */ 1376 } /* else not INS_BELOW_ORIGINATOR */
1421 1377
1422 if(op->type==PLAYER) 1378 if (op->type == PLAYER)
1423 op->contr->do_los=1; 1379 op->contr->do_los = 1;
1424 1380
1425 /* 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
1426 * it, so save a few ticks and start from there. 1382 * it, so save a few ticks and start from there.
1427 */ 1383 */
1428 if (!(flag & INS_MAP_LOAD)) 1384 if (!(flag & INS_MAP_LOAD))
1429 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 ())
1430 if (tmp->type == PLAYER) 1386 if (pl->contr->ns)
1431 tmp->contr->socket.update_look=1; 1387 pl->contr->ns->floorbox_update ();
1432 }
1433 1388
1434 /* If this object glows, it may affect lighting conditions that are 1389 /* If this object glows, it may affect lighting conditions that are
1435 * 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
1436 * 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
1437 * on the map will get recalculated. The players could very well 1392 * on the map will get recalculated. The players could very well
1438 * 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 -
1439 * this should get redone to only look for players within range, 1394 * this should get redone to only look for players within range,
1440 * 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
1441 * of effect may be sufficient. 1396 * of effect may be sufficient.
1442 */ 1397 */
1443 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1398 if (op->map->darkness && (op->glow_radius != 0))
1444 update_all_los(op->map, op->x, op->y); 1399 update_all_los (op->map, op->x, op->y);
1445 1400
1446
1447 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1401 /* updates flags (blocked, alive, no magic, etc) for this map space */
1448 update_object(op,UP_OBJ_INSERT); 1402 update_object (op, UP_OBJ_INSERT);
1449 1403
1404 INVOKE_OBJECT (INSERT, op);
1450 1405
1451 /* 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,
1452 * we want to have update_look set above before calling this. 1407 * we want to have floorbox_update called before calling this.
1453 * 1408 *
1454 * check_move_on() must be after this because code called from 1409 * check_move_on() must be after this because code called from
1455 * check_move_on() depends on correct map flags (so functions like 1410 * check_move_on() depends on correct map flags (so functions like
1456 * blocked() and wall() work properly), and these flags are updated by 1411 * blocked() and wall() work properly), and these flags are updated by
1457 * update_object(). 1412 * update_object().
1458 */ 1413 */
1459 1414
1460 /* 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 */
1461
1462 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1416 if (!(flag & INS_NO_WALK_ON) && !op->head)
1417 {
1463 if (check_move_on(op, originator)) 1418 if (check_move_on (op, originator))
1464 return NULL; 1419 return 0;
1465 1420
1466 /* 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
1467 * walk on's. 1422 * walk on's.
1468 */ 1423 */
1469 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1424 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1470 if (check_move_on (tmp, originator)) 1425 if (check_move_on (tmp, originator))
1471 return NULL; 1426 return 0;
1472 } 1427 }
1428
1473 return op; 1429 return op;
1474} 1430}
1475 1431
1476/* this function inserts an object in the map, but if it 1432/* this function inserts an object in the map, but if it
1477 * 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.
1478 * 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.
1479 */ 1435 */
1436void
1480void replace_insert_ob_in_map(const char *arch_string, object *op) { 1437replace_insert_ob_in_map (const char *arch_string, object *op)
1481 object *tmp; 1438{
1482 object *tmp1; 1439 object *tmp, *tmp1;
1483 1440
1484 /* first search for itself and remove any old instances */ 1441 /* first search for itself and remove any old instances */
1485 1442
1486 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)
1487 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1444 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1488 remove_ob(tmp); 1445 tmp->destroy ();
1489 free_object(tmp);
1490 }
1491 }
1492 1446
1493 tmp1=arch_to_object(find_archetype(arch_string)); 1447 tmp1 = arch_to_object (archetype::find (arch_string));
1494 1448
1495 1449 tmp1->x = op->x;
1496 tmp1->x = op->x; tmp1->y = op->y; 1450 tmp1->y = op->y;
1497 insert_ob_in_map(tmp1,op->map,op,0); 1451 insert_ob_in_map (tmp1, op->map, op, 0);
1498} 1452}
1499 1453
1500/* 1454/*
1501 * 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
1502 * is returned contains nr objects, and the remaining parts contains 1456 * is returned contains nr objects, and the remaining parts contains
1503 * 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).
1504 * On failure, NULL is returned, and the reason put into the 1458 * On failure, NULL is returned, and the reason put into the
1505 * global static errmsg array. 1459 * global static errmsg array.
1506 */ 1460 */
1507 1461
1462object *
1508object *get_split_ob(object *orig_ob, uint32 nr) { 1463get_split_ob (object *orig_ob, uint32 nr)
1464{
1509 object *newob; 1465 object *newob;
1510 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1466 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1511 1467
1512 if(orig_ob->nrof<nr) { 1468 if (orig_ob->nrof < nr)
1513 sprintf(errmsg,"There are only %d %ss.", 1469 {
1514 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);
1515 return NULL; 1471 return NULL;
1516 } 1472 }
1473
1517 newob = object_create_clone(orig_ob); 1474 newob = object_create_clone (orig_ob);
1475
1518 if((orig_ob->nrof-=nr)<1) { 1476 if ((orig_ob->nrof -= nr) < 1)
1519 if ( ! is_removed) 1477 orig_ob->destroy (1);
1520 remove_ob(orig_ob);
1521 free_object2(orig_ob, 1);
1522 }
1523 else if ( ! is_removed) { 1478 else if (!is_removed)
1479 {
1524 if(orig_ob->env!=NULL) 1480 if (orig_ob->env != NULL)
1525 sub_weight (orig_ob->env,orig_ob->weight*nr); 1481 sub_weight (orig_ob->env, orig_ob->weight * nr);
1526 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 {
1527 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.");
1528 LOG(llevDebug,
1529 "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");
1530 return NULL; 1486 return NULL;
1531 } 1487 }
1532 } 1488 }
1489
1533 newob->nrof=nr; 1490 newob->nrof = nr;
1534 1491
1535 return newob; 1492 return newob;
1536} 1493}
1537 1494
1538/* 1495/*
1539 * decrease_ob_nr(object, number) decreases a specified number from 1496 * decrease_ob_nr(object, number) decreases a specified number from
1540 * 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
1541 * is subsequently removed and freed. 1498 * is subsequently removed and freed.
1542 * 1499 *
1543 * 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
1544 */ 1501 */
1545 1502
1503object *
1546object *decrease_ob_nr (object *op, uint32 i) 1504decrease_ob_nr (object *op, uint32 i)
1547{ 1505{
1548 object *tmp; 1506 object *tmp;
1549 player *pl;
1550 1507
1551 if (i == 0) /* objects with op->nrof require this check */ 1508 if (i == 0) /* objects with op->nrof require this check */
1552 return op; 1509 return op;
1553 1510
1554 if (i > op->nrof) 1511 if (i > op->nrof)
1555 i = op->nrof; 1512 i = op->nrof;
1556 1513
1557 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 }
1558 { 1550 }
1551 else
1552 {
1553 object *above = op->above;
1554
1555 if (i < op->nrof)
1559 op->nrof -= i; 1556 op->nrof -= i;
1560 } 1557 else
1561 else if (op->env != NULL)
1562 {
1563 /* is this object in the players inventory, or sub container
1564 * therein?
1565 */ 1558 {
1566 tmp = is_player_inv (op->env); 1559 op->remove ();
1567 /* nope. Is this a container the player has opened? 1560 op->nrof = 0;
1568 * If so, set tmp to that player.
1569 * IMO, searching through all the players will mostly
1570 * likely be quicker than following op->env to the map,
1571 * and then searching the map for a player.
1572 */
1573 if (!tmp) {
1574 for (pl=first_player; pl; pl=pl->next)
1575 if (pl->ob->container == op->env) break;
1576 if (pl) tmp=pl->ob;
1577 else tmp=NULL;
1578 } 1561 }
1579 1562
1580 if (i < op->nrof) {
1581 sub_weight (op->env, op->weight * i);
1582 op->nrof -= i;
1583 if (tmp) {
1584 esrv_send_item(tmp, op);
1585 }
1586 } else {
1587 remove_ob (op);
1588 op->nrof = 0;
1589 if (tmp) {
1590 esrv_del_item(tmp->contr, op->count);
1591 }
1592 }
1593 }
1594 else
1595 {
1596 object *above = op->above;
1597
1598 if (i < op->nrof) {
1599 op->nrof -= i;
1600 } else {
1601 remove_ob (op);
1602 op->nrof = 0;
1603 }
1604 /* Since we just removed op, op->above is null */ 1563 /* Since we just removed op, op->above is null */
1605 for (tmp = above; tmp != NULL; tmp = tmp->above) 1564 for (tmp = above; tmp; tmp = tmp->above)
1606 if (tmp->type == PLAYER) { 1565 if (tmp->type == PLAYER)
1566 {
1607 if (op->nrof) 1567 if (op->nrof)
1608 esrv_send_item(tmp, op); 1568 esrv_send_item (tmp, op);
1609 else 1569 else
1610 esrv_del_item(tmp->contr, op->count); 1570 esrv_del_item (tmp->contr, op->count);
1611 } 1571 }
1612 } 1572 }
1613 1573
1614 if (op->nrof) { 1574 if (op->nrof)
1615 return op; 1575 return op;
1616 } else { 1576 else
1617 free_object (op); 1577 {
1578 op->destroy ();
1618 return NULL; 1579 return 0;
1619 } 1580 }
1620} 1581}
1621 1582
1622/* 1583/*
1623 * add_weight(object, weight) adds the specified weight to an object, 1584 * add_weight(object, weight) adds the specified weight to an object,
1624 * and also updates how much the environment(s) is/are carrying. 1585 * and also updates how much the environment(s) is/are carrying.
1625 */ 1586 */
1626 1587
1588void
1627void add_weight (object *op, signed long weight) { 1589add_weight (object *op, signed long weight)
1590{
1628 while (op!=NULL) { 1591 while (op != NULL)
1592 {
1629 if (op->type == CONTAINER) { 1593 if (op->type == CONTAINER)
1630 weight=(signed long)(weight*(100-op->stats.Str)/100); 1594 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1631 } 1595
1632 op->carrying+=weight; 1596 op->carrying += weight;
1633 op=op->env; 1597 op = op->env;
1634 } 1598 }
1635} 1599}
1636 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
1637/* 1621/*
1638 * insert_ob_in_ob(op,environment): 1622 * env->insert (op)
1639 * This function inserts the object op in the linked list 1623 * This function inserts the object op in the linked list
1640 * inside the object environment. 1624 * inside the object environment.
1641 * 1625 *
1642 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1643 * the inventory at the last position or next to other objects of the same
1644 * type.
1645 * Frank: Now sorted by type, archetype and magic!
1646 *
1647 * 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
1648 * be != op, if items are merged. -Tero 1627 * be != op, if items are merged. -Tero
1649 */ 1628 */
1650 1629
1651object *insert_ob_in_ob(object *op,object *where) { 1630object *
1631object::insert (object *op)
1632{
1652 object *tmp, *otmp; 1633 object *tmp, *otmp;
1653 1634
1654 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1635 if (!QUERY_FLAG (op, FLAG_REMOVED))
1655 dump_object(op); 1636 op->remove ();
1656 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1637
1657 return op;
1658 }
1659 if(where==NULL) {
1660 dump_object(op);
1661 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1662 return op;
1663 }
1664 if (where->head) {
1665 LOG(llevDebug,
1666 "Warning: Tried to insert object wrong part of multipart object.\n");
1667 where = where->head;
1668 }
1669 if (op->more) { 1638 if (op->more)
1639 {
1670 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);
1671 &op->name, op->count);
1672 return op; 1641 return op;
1673 } 1642 }
1643
1674 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1644 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1675 CLEAR_FLAG(op, FLAG_REMOVED); 1645 CLEAR_FLAG (op, FLAG_REMOVED);
1676 if(op->nrof) { 1646 if (op->nrof)
1647 {
1677 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1648 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1678 if ( CAN_MERGE(tmp,op) ) { 1649 if (object::can_merge (tmp, op))
1650 {
1679 /* return the original object and remove inserted object 1651 /* return the original object and remove inserted object
1680 (client needs the original object) */ 1652 (client needs the original object) */
1681 tmp->nrof += op->nrof; 1653 tmp->nrof += op->nrof;
1682 /* Weight handling gets pretty funky. Since we are adding to 1654 /* Weight handling gets pretty funky. Since we are adding to
1683 * tmp->nrof, we need to increase the weight. 1655 * tmp->nrof, we need to increase the weight.
1684 */ 1656 */
1685 add_weight (where, op->weight*op->nrof); 1657 add_weight (this, op->weight * op->nrof);
1686 SET_FLAG(op, FLAG_REMOVED); 1658 SET_FLAG (op, FLAG_REMOVED);
1687 free_object(op); /* free the inserted object */ 1659 op->destroy (); /* free the inserted object */
1688 op = tmp; 1660 op = tmp;
1689 remove_ob (op); /* and fix old object's links */ 1661 op->remove (); /* and fix old object's links */
1690 CLEAR_FLAG(op, FLAG_REMOVED); 1662 CLEAR_FLAG (op, FLAG_REMOVED);
1691 break; 1663 break;
1692 } 1664 }
1693 1665
1694 /* I assume combined objects have no inventory 1666 /* I assume combined objects have no inventory
1695 * We add the weight - this object could have just been removed 1667 * We add the weight - this object could have just been removed
1696 * (if it was possible to merge). calling remove_ob will subtract 1668 * (if it was possible to merge). calling remove_ob will subtract
1697 * 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
1698 * the linking below 1670 * the linking below
1699 */ 1671 */
1700 add_weight (where, op->weight*op->nrof); 1672 add_weight (this, op->weight * op->nrof);
1673 }
1701 } else 1674 else
1702 add_weight (where, (op->weight+op->carrying)); 1675 add_weight (this, (op->weight + op->carrying));
1703 1676
1704 otmp=is_player_inv(where); 1677 otmp = this->in_player ();
1705 if (otmp&&otmp->contr!=NULL) { 1678 if (otmp && otmp->contr)
1706 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1679 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1707 fix_player(otmp); 1680 otmp->update_stats ();
1708 }
1709 1681
1710 op->map=NULL; 1682 op->map = 0;
1711 op->env=where; 1683 op->env = this;
1712 op->above=NULL; 1684 op->above = 0;
1713 op->below=NULL; 1685 op->below = 0;
1714 op->x=0,op->y=0; 1686 op->x = 0, op->y = 0;
1715 1687
1716 /* 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 */
1717 if((op->glow_radius!=0)&&where->map) 1689 if ((op->glow_radius != 0) && map)
1718 { 1690 {
1719#ifdef DEBUG_LIGHTS 1691#ifdef DEBUG_LIGHTS
1720 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);
1721 op->name);
1722#endif /* DEBUG_LIGHTS */ 1693#endif /* DEBUG_LIGHTS */
1723 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);
1724 } 1696 }
1725 1697
1726 /* 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.
1727 * It sure simplifies this function... 1699 * It sure simplifies this function...
1728 */ 1700 */
1729 if (where->inv==NULL) 1701 if (!inv)
1730 where->inv=op; 1702 inv = op;
1731 else { 1703 else
1704 {
1732 op->below = where->inv; 1705 op->below = inv;
1733 op->below->above = op; 1706 op->below->above = op;
1734 where->inv = op; 1707 inv = op;
1735 } 1708 }
1709
1710 INVOKE_OBJECT (INSERT, this);
1711
1736 return op; 1712 return op;
1737} 1713}
1738 1714
1739/* 1715/*
1740 * Checks if any objects has a move_type that matches objects 1716 * Checks if any objects has a move_type that matches objects
1755 * 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
1756 * 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
1757 * on top. 1733 * on top.
1758 */ 1734 */
1759 1735
1736int
1760int check_move_on (object *op, object *originator) 1737check_move_on (object *op, object *originator)
1761{ 1738{
1762 object *tmp; 1739 object *tmp;
1763 tag_t tag;
1764 mapstruct *m=op->map; 1740 maptile *m = op->map;
1765 int x=op->x, y=op->y; 1741 int x = op->x, y = op->y;
1742
1766 MoveType move_on, move_slow, move_block; 1743 MoveType move_on, move_slow, move_block;
1767 1744
1768 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1745 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1769 return 0; 1746 return 0;
1770 1747
1771 tag = op->count;
1772
1773 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);
1774 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);
1775 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);
1776 1751
1777 /* 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,
1778 * 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
1779 * 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
1780 * as walking. 1755 * as walking.
1781 */ 1756 */
1782 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))
1783 return 0; 1758 return 0;
1784 1759
1785 /* This is basically inverse logic of that below - basically, 1760 /* This is basically inverse logic of that below - basically,
1786 * 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,
1787 * 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
1788 * blocked. Logic on this seems confusing, but does seem correct. 1763 * blocked. Logic on this seems confusing, but does seem correct.
1789 */ 1764 */
1790 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)
1791 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1766 return 0;
1792 1767
1793 /* The objects have to be checked from top to bottom. 1768 /* The objects have to be checked from top to bottom.
1794 * Hence, we first go to the top: 1769 * Hence, we first go to the top:
1795 */ 1770 */
1796 1771
1797 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)
1798 tmp->above!=NULL; tmp=tmp->above) { 1773 {
1799 /* Trim the search when we find the first other spell effect 1774 /* Trim the search when we find the first other spell effect
1800 * 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,
1801 * we don't need to check all of them. 1776 * we don't need to check all of them.
1802 */ 1777 */
1803 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)
1804 } 1783 {
1805 for(;tmp!=NULL; tmp=tmp->below) { 1784 if (tmp == op)
1806 if (tmp == op) continue; /* Can't apply yourself */ 1785 continue; /* Can't apply yourself */
1807 1786
1808 /* 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.
1809 * Second check makes sure that the movement types not being slowed 1788 * Second check makes sure that the movement types not being slowed
1810 * (~slow_move) is not blocked on this space - just because the 1789 * (~slow_move) is not blocked on this space - just because the
1811 * 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
1812 * 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.
1813 */ 1792 */
1814 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1793 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1794 {
1815 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1795 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1816 ((op->move_type & tmp->move_slow) &&
1817 (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 {
1818 1798
1819 float diff; 1799 float
1820
1821 diff = tmp->move_slow_penalty*FABS(op->speed); 1800 diff = tmp->move_slow_penalty * FABS (op->speed);
1801
1822 if (op->type == PLAYER) { 1802 if (op->type == PLAYER)
1823 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)) ||
1824 (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)))
1825 diff /= 4.0; 1805 diff /= 4.0;
1826 } 1806
1827 }
1828 op->speed_left -= diff; 1807 op->speed_left -= diff;
1829 } 1808 }
1830 } 1809 }
1831 1810
1832 /* Basically same logic as above, except now for actual apply. */ 1811 /* Basically same logic as above, except now for actual apply. */
1833 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1812 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1834 ((op->move_type & tmp->move_on) &&
1835 (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))
1836 1814 {
1837 move_apply(tmp, op, originator); 1815 move_apply (tmp, op, originator);
1816
1838 if (was_destroyed (op, tag)) 1817 if (op->destroyed ())
1839 return 1; 1818 return 1;
1840 1819
1841 /* what the person/creature stepped onto has moved the object 1820 /* what the person/creature stepped onto has moved the object
1842 * someplace new. Don't process any further - if we did, 1821 * someplace new. Don't process any further - if we did,
1843 * have a feeling strange problems would result. 1822 * have a feeling strange problems would result.
1844 */ 1823 */
1845 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;
1846 } 1826 }
1847 } 1827 }
1828
1848 return 0; 1829 return 0;
1849} 1830}
1850 1831
1851/* 1832/*
1852 * present_arch(arch, map, x, y) searches for any objects with 1833 * present_arch(arch, map, x, y) searches for any objects with
1853 * a matching archetype at the given map and coordinates. 1834 * a matching archetype at the given map and coordinates.
1854 * The first matching object is returned, or NULL if none. 1835 * The first matching object is returned, or NULL if none.
1855 */ 1836 */
1856 1837object *
1857object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1838present_arch (const archetype *at, maptile *m, int x, int y)
1858 object *tmp; 1839{
1859 if(m==NULL || out_of_map(m,x,y)) { 1840 if (m == NULL || out_of_map (m, x, y))
1841 {
1860 LOG(llevError,"Present_arch called outside map.\n"); 1842 LOG (llevError, "Present_arch called outside map.\n");
1861 return NULL; 1843 return NULL;
1862 } 1844 }
1845
1863 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)
1864 if(tmp->arch == at) 1847 if (tmp->arch == at)
1865 return tmp; 1848 return tmp;
1849
1866 return NULL; 1850 return NULL;
1867} 1851}
1868 1852
1869/* 1853/*
1870 * present(type, map, x, y) searches for any objects with 1854 * present(type, map, x, y) searches for any objects with
1871 * a matching type variable at the given map and coordinates. 1855 * a matching type variable at the given map and coordinates.
1872 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
1873 */ 1857 */
1874 1858object *
1875object *present(unsigned char type,mapstruct *m, int x,int y) { 1859present (unsigned char type, maptile *m, int x, int y)
1876 object *tmp; 1860{
1877 if(out_of_map(m,x,y)) { 1861 if (out_of_map (m, x, y))
1862 {
1878 LOG(llevError,"Present called outside map.\n"); 1863 LOG (llevError, "Present called outside map.\n");
1879 return NULL; 1864 return NULL;
1880 } 1865 }
1866
1881 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)
1882 if(tmp->type==type) 1868 if (tmp->type == type)
1883 return tmp; 1869 return tmp;
1870
1884 return NULL; 1871 return NULL;
1885} 1872}
1886 1873
1887/* 1874/*
1888 * present_in_ob(type, object) searches for any objects with 1875 * present_in_ob(type, object) searches for any objects with
1889 * a matching type variable in the inventory of the given object. 1876 * a matching type variable in the inventory of the given object.
1890 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
1891 */ 1878 */
1892 1879object *
1893object *present_in_ob(unsigned char type, const object *op) { 1880present_in_ob (unsigned char type, const object *op)
1894 object *tmp; 1881{
1895 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1882 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1896 if(tmp->type==type) 1883 if (tmp->type == type)
1897 return tmp; 1884 return tmp;
1885
1898 return NULL; 1886 return NULL;
1899} 1887}
1900 1888
1901/* 1889/*
1902 * present_in_ob (type, str, object) searches for any objects with 1890 * present_in_ob (type, str, object) searches for any objects with
1910 * 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
1911 * 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
1912 * 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
1913 * to be unique. 1901 * to be unique.
1914 */ 1902 */
1915 1903object *
1916object *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)
1917 object *tmp; 1905{
1918
1919 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1906 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1920 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1907 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1921 return tmp; 1908 return tmp;
1922 } 1909
1923 return NULL; 1910 return 0;
1924} 1911}
1925 1912
1926/* 1913/*
1927 * present_arch_in_ob(archetype, object) searches for any objects with 1914 * present_arch_in_ob(archetype, object) searches for any objects with
1928 * a matching archetype in the inventory of the given object. 1915 * a matching archetype in the inventory of the given object.
1929 * The first matching object is returned, or NULL if none. 1916 * The first matching object is returned, or NULL if none.
1930 */ 1917 */
1931 1918object *
1932object *present_arch_in_ob(const archetype *at, const object *op) { 1919present_arch_in_ob (const archetype *at, const object *op)
1933 object *tmp; 1920{
1934 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1921 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1935 if( tmp->arch == at) 1922 if (tmp->arch == at)
1936 return tmp; 1923 return tmp;
1924
1937 return NULL; 1925 return NULL;
1938} 1926}
1939 1927
1940/* 1928/*
1941 * activate recursively a flag on an object inventory 1929 * activate recursively a flag on an object inventory
1942 */ 1930 */
1931void
1943void flag_inv(object*op, int flag){ 1932flag_inv (object *op, int flag)
1944 object *tmp; 1933{
1945 if(op->inv) 1934 if (op->inv)
1946 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1936 {
1947 SET_FLAG(tmp, flag); 1937 SET_FLAG (tmp, flag);
1948 flag_inv(tmp,flag); 1938 flag_inv (tmp, flag);
1949 } 1939 }
1940}
1941
1950}/* 1942/*
1951 * desactivate recursively a flag on an object inventory 1943 * deactivate recursively a flag on an object inventory
1952 */ 1944 */
1945void
1953void unflag_inv(object*op, int flag){ 1946unflag_inv (object *op, int flag)
1954 object *tmp; 1947{
1955 if(op->inv) 1948 if (op->inv)
1956 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1950 {
1957 CLEAR_FLAG(tmp, flag); 1951 CLEAR_FLAG (tmp, flag);
1958 unflag_inv(tmp,flag); 1952 unflag_inv (tmp, flag);
1959 } 1953 }
1960} 1954}
1961 1955
1962/* 1956/*
1963 * 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
1964 * all it's inventory (recursively). 1958 * all it's inventory (recursively).
1965 * 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
1966 * 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.
1967 */ 1961 */
1968 1962void
1969void set_cheat(object *op) { 1963set_cheat (object *op)
1964{
1970 SET_FLAG(op, FLAG_WAS_WIZ); 1965 SET_FLAG (op, FLAG_WAS_WIZ);
1971 flag_inv(op, FLAG_WAS_WIZ); 1966 flag_inv (op, FLAG_WAS_WIZ);
1972} 1967}
1973 1968
1974/* 1969/*
1975 * 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
1976 * 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
1990 * 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
1991 * 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
1992 * 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
1993 * customized, changed states, etc. 1988 * customized, changed states, etc.
1994 */ 1989 */
1995 1990int
1996int 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{
1997 int i,index=0, flag; 1993 int index = 0, flag;
1998 static int altern[SIZEOFFREE]; 1994 int altern[SIZEOFFREE];
1999 1995
2000 for(i=start;i<stop;i++) { 1996 for (int i = start; i < stop; i++)
1997 {
2001 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]);
2002 if(!flag) 1999 if (!flag)
2003 altern[index++]=i; 2000 altern [index++] = i;
2004 2001
2005 /* 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.
2006 * 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.
2007 * 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 -
2008 * 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
2009 * 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
2010 * to only the spaces immediately surrounding the target area, and 2007 * to only the spaces immediately surrounding the target area, and
2011 * won't look 2 spaces south of the target space. 2008 * won't look 2 spaces south of the target space.
2012 */ 2009 */
2013 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2010 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2014 stop=maxfree[i]; 2011 stop = maxfree[i];
2015 } 2012 }
2016 if(!index) return -1; 2013
2014 if (!index)
2015 return -1;
2016
2017 return altern[RANDOM()%index]; 2017 return altern[RANDOM () % index];
2018} 2018}
2019 2019
2020/* 2020/*
2021 * find_first_free_spot(archetype, mapstruct, x, y) works like 2021 * find_first_free_spot(archetype, maptile, x, y) works like
2022 * find_free_spot(), but it will search max number of squares. 2022 * find_free_spot(), but it will search max number of squares.
2023 * 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.
2024 * 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.
2025 */ 2025 */
2026 2026int
2027int 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)
2028 int i; 2028{
2029 for(i=0;i<SIZEOFFREE;i++) { 2029 for (int i = 0; i < SIZEOFFREE; i++)
2030 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]))
2031 return i; 2031 return i;
2032 } 2032
2033 return -1; 2033 return -1;
2034} 2034}
2035 2035
2036/* 2036/*
2037 * The function permute(arr, begin, end) randomly reorders the array 2037 * The function permute(arr, begin, end) randomly reorders the array
2038 * arr[begin..end-1]. 2038 * arr[begin..end-1].
2039 * now uses a fisher-yates shuffle, old permute was broken
2039 */ 2040 */
2041static void
2040static void permute(int *arr, int begin, int end) 2042permute (int *arr, int begin, int end)
2041{ 2043{
2042 int i, j, tmp, len; 2044 arr += begin;
2045 end -= begin;
2043 2046
2044 len = end-begin; 2047 while (--end)
2045 for(i = begin; i < end; i++) 2048 swap (arr [end], arr [RANDOM () % (end + 1)]);
2046 {
2047 j = begin+RANDOM()%len;
2048
2049 tmp = arr[i];
2050 arr[i] = arr[j];
2051 arr[j] = tmp;
2052 }
2053} 2049}
2054 2050
2055/* new function to make monster searching more efficient, and effective! 2051/* new function to make monster searching more efficient, and effective!
2056 * This basically returns a randomized array (in the passed pointer) of 2052 * This basically returns a randomized array (in the passed pointer) of
2057 * 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
2058 * 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
2059 * 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
2060 * 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.
2061 */ 2057 */
2058void
2062void get_search_arr(int *search_arr) 2059get_search_arr (int *search_arr)
2063{ 2060{
2064 int i; 2061 int i;
2065 2062
2066 for(i = 0; i < SIZEOFFREE; i++) 2063 for (i = 0; i < SIZEOFFREE; i++)
2067 {
2068 search_arr[i] = i; 2064 search_arr[i] = i;
2069 }
2070 2065
2071 permute(search_arr, 1, SIZEOFFREE1+1); 2066 permute (search_arr, 1, SIZEOFFREE1 + 1);
2072 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2067 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2073 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2068 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2074} 2069}
2075 2070
2076/* 2071/*
2077 * 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
2078 * given map at the given coordinates for live objects. 2073 * given map at the given coordinates for live objects.
2083 * Perhaps incorrectly, but I'm making the assumption that exclude 2078 * Perhaps incorrectly, but I'm making the assumption that exclude
2084 * 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
2085 * 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
2086 * there is capable of. 2081 * there is capable of.
2087 */ 2082 */
2088 2083int
2089int find_dir(mapstruct *m, int x, int y, object *exclude) { 2084find_dir (maptile *m, int x, int y, object *exclude)
2085{
2090 int i,max=SIZEOFFREE, mflags; 2086 int i, max = SIZEOFFREE, mflags;
2087
2091 sint16 nx, ny; 2088 sint16 nx, ny;
2092 object *tmp; 2089 object *tmp;
2093 mapstruct *mp; 2090 maptile *mp;
2091
2094 MoveType blocked, move_type; 2092 MoveType blocked, move_type;
2095 2093
2096 if (exclude && exclude->head) { 2094 if (exclude && exclude->head)
2095 {
2097 exclude = exclude->head; 2096 exclude = exclude->head;
2098 move_type = exclude->move_type; 2097 move_type = exclude->move_type;
2099 } else { 2098 }
2099 else
2100 {
2100 /* 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. */
2101 move_type=MOVE_ALL; 2102 move_type = MOVE_ALL;
2103 }
2104
2105 for (i = 1; i < max; i++)
2102 } 2106 {
2103
2104 for(i=1;i<max;i++) {
2105 mp = m; 2107 mp = m;
2106 nx = x + freearr_x[i]; 2108 nx = x + freearr_x[i];
2107 ny = y + freearr_y[i]; 2109 ny = y + freearr_y[i];
2108 2110
2109 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2111 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2112
2110 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)
2111 max = maxfree[i]; 2122 max = maxfree[i];
2112 } else {
2113 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2114
2115 if ((move_type & blocked) == move_type) {
2116 max=maxfree[i];
2117 } else if (mflags & P_IS_ALIVE) { 2123 else if (mflags & P_IS_ALIVE)
2118 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2124 {
2125 for (tmp = ms.bot; tmp; tmp = tmp->above)
2119 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2126 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2120 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2127 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2121 break; 2128 break;
2122 } 2129
2123 }
2124 if(tmp) { 2130 if (tmp)
2125 return freedir[i]; 2131 return freedir[i];
2126 }
2127 } 2132 }
2128 } 2133 }
2129 } 2134 }
2135
2130 return 0; 2136 return 0;
2131} 2137}
2132 2138
2133/* 2139/*
2134 * distance(object 1, object 2) will return the square of the 2140 * distance(object 1, object 2) will return the square of the
2135 * distance between the two given objects. 2141 * distance between the two given objects.
2136 */ 2142 */
2137 2143int
2138int distance(const object *ob1, const object *ob2) { 2144distance (const object *ob1, const object *ob2)
2139 int i; 2145{
2140 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);
2141 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2142 return i;
2143} 2147}
2144 2148
2145/* 2149/*
2146 * 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
2147 * 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
2148 * object, needs to travel toward it. 2152 * object, needs to travel toward it.
2149 */ 2153 */
2150 2154int
2151int find_dir_2(int x, int y) { 2155find_dir_2 (int x, int y)
2156{
2152 int q; 2157 int q;
2153 2158
2154 if(y) 2159 if (y)
2155 q=x*100/y; 2160 q = x * 100 / y;
2156 else if (x) 2161 else if (x)
2157 q= -300*x; 2162 q = -300 * x;
2158 else 2163 else
2159 return 0; 2164 return 0;
2160 2165
2161 if(y>0) { 2166 if (y > 0)
2167 {
2162 if(q < -242) 2168 if (q < -242)
2163 return 3 ; 2169 return 3;
2164 if (q < -41) 2170 if (q < -41)
2165 return 2 ; 2171 return 2;
2166 if (q < 41) 2172 if (q < 41)
2167 return 1 ; 2173 return 1;
2168 if (q < 242) 2174 if (q < 242)
2169 return 8 ; 2175 return 8;
2170 return 7 ; 2176 return 7;
2171 } 2177 }
2172 2178
2173 if (q < -242) 2179 if (q < -242)
2174 return 7 ; 2180 return 7;
2175 if (q < -41) 2181 if (q < -41)
2176 return 6 ; 2182 return 6;
2177 if (q < 41) 2183 if (q < 41)
2178 return 5 ; 2184 return 5;
2179 if (q < 242) 2185 if (q < 242)
2180 return 4 ; 2186 return 4;
2181 2187
2182 return 3 ; 2188 return 3;
2183} 2189}
2184 2190
2185/* 2191/*
2186 * absdir(int): Returns a number between 1 and 8, which represent 2192 * absdir(int): Returns a number between 1 and 8, which represent
2187 * the "absolute" direction of a number (it actually takes care of 2193 * the "absolute" direction of a number (it actually takes care of
2188 * "overflow" in previous calculations of a direction). 2194 * "overflow" in previous calculations of a direction).
2189 */ 2195 */
2190 2196
2197int
2191int absdir(int d) { 2198absdir (int d)
2192 while(d<1) d+=8; 2199{
2193 while(d>8) d-=8; 2200 while (d < 1)
2201 d += 8;
2202
2203 while (d > 8)
2204 d -= 8;
2205
2194 return d; 2206 return d;
2195} 2207}
2196 2208
2197/* 2209/*
2198 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2210 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2199 * between two directions (which are expected to be absolute (see absdir()) 2211 * between two directions (which are expected to be absolute (see absdir())
2200 */ 2212 */
2201 2213
2214int
2202int dirdiff(int dir1, int dir2) { 2215dirdiff (int dir1, int dir2)
2216{
2203 int d; 2217 int d;
2218
2204 d = abs(dir1 - dir2); 2219 d = abs (dir1 - dir2);
2205 if(d>4) 2220 if (d > 4)
2206 d = 8 - d; 2221 d = 8 - d;
2222
2207 return d; 2223 return d;
2208} 2224}
2209 2225
2210/* peterm: 2226/* peterm:
2211 * 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.
2214 * 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
2215 * 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.
2216 * 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
2217 * functions. 2233 * functions.
2218 */ 2234 */
2219
2220int reduction_dir[SIZEOFFREE][3] = { 2235int reduction_dir[SIZEOFFREE][3] = {
2221 {0,0,0}, /* 0 */ 2236 {0, 0, 0}, /* 0 */
2222 {0,0,0}, /* 1 */ 2237 {0, 0, 0}, /* 1 */
2223 {0,0,0}, /* 2 */ 2238 {0, 0, 0}, /* 2 */
2224 {0,0,0}, /* 3 */ 2239 {0, 0, 0}, /* 3 */
2225 {0,0,0}, /* 4 */ 2240 {0, 0, 0}, /* 4 */
2226 {0,0,0}, /* 5 */ 2241 {0, 0, 0}, /* 5 */
2227 {0,0,0}, /* 6 */ 2242 {0, 0, 0}, /* 6 */
2228 {0,0,0}, /* 7 */ 2243 {0, 0, 0}, /* 7 */
2229 {0,0,0}, /* 8 */ 2244 {0, 0, 0}, /* 8 */
2230 {8,1,2}, /* 9 */ 2245 {8, 1, 2}, /* 9 */
2231 {1,2,-1}, /* 10 */ 2246 {1, 2, -1}, /* 10 */
2232 {2,10,12}, /* 11 */ 2247 {2, 10, 12}, /* 11 */
2233 {2,3,-1}, /* 12 */ 2248 {2, 3, -1}, /* 12 */
2234 {2,3,4}, /* 13 */ 2249 {2, 3, 4}, /* 13 */
2235 {3,4,-1}, /* 14 */ 2250 {3, 4, -1}, /* 14 */
2236 {4,14,16}, /* 15 */ 2251 {4, 14, 16}, /* 15 */
2237 {5,4,-1}, /* 16 */ 2252 {5, 4, -1}, /* 16 */
2238 {4,5,6}, /* 17 */ 2253 {4, 5, 6}, /* 17 */
2239 {6,5,-1}, /* 18 */ 2254 {6, 5, -1}, /* 18 */
2240 {6,20,18}, /* 19 */ 2255 {6, 20, 18}, /* 19 */
2241 {7,6,-1}, /* 20 */ 2256 {7, 6, -1}, /* 20 */
2242 {6,7,8}, /* 21 */ 2257 {6, 7, 8}, /* 21 */
2243 {7,8,-1}, /* 22 */ 2258 {7, 8, -1}, /* 22 */
2244 {8,22,24}, /* 23 */ 2259 {8, 22, 24}, /* 23 */
2245 {8,1,-1}, /* 24 */ 2260 {8, 1, -1}, /* 24 */
2246 {24,9,10}, /* 25 */ 2261 {24, 9, 10}, /* 25 */
2247 {9,10,-1}, /* 26 */ 2262 {9, 10, -1}, /* 26 */
2248 {10,11,-1}, /* 27 */ 2263 {10, 11, -1}, /* 27 */
2249 {27,11,29}, /* 28 */ 2264 {27, 11, 29}, /* 28 */
2250 {11,12,-1}, /* 29 */ 2265 {11, 12, -1}, /* 29 */
2251 {12,13,-1}, /* 30 */ 2266 {12, 13, -1}, /* 30 */
2252 {12,13,14}, /* 31 */ 2267 {12, 13, 14}, /* 31 */
2253 {13,14,-1}, /* 32 */ 2268 {13, 14, -1}, /* 32 */
2254 {14,15,-1}, /* 33 */ 2269 {14, 15, -1}, /* 33 */
2255 {33,15,35}, /* 34 */ 2270 {33, 15, 35}, /* 34 */
2256 {16,15,-1}, /* 35 */ 2271 {16, 15, -1}, /* 35 */
2257 {17,16,-1}, /* 36 */ 2272 {17, 16, -1}, /* 36 */
2258 {18,17,16}, /* 37 */ 2273 {18, 17, 16}, /* 37 */
2259 {18,17,-1}, /* 38 */ 2274 {18, 17, -1}, /* 38 */
2260 {18,19,-1}, /* 39 */ 2275 {18, 19, -1}, /* 39 */
2261 {41,19,39}, /* 40 */ 2276 {41, 19, 39}, /* 40 */
2262 {19,20,-1}, /* 41 */ 2277 {19, 20, -1}, /* 41 */
2263 {20,21,-1}, /* 42 */ 2278 {20, 21, -1}, /* 42 */
2264 {20,21,22}, /* 43 */ 2279 {20, 21, 22}, /* 43 */
2265 {21,22,-1}, /* 44 */ 2280 {21, 22, -1}, /* 44 */
2266 {23,22,-1}, /* 45 */ 2281 {23, 22, -1}, /* 45 */
2267 {45,47,23}, /* 46 */ 2282 {45, 47, 23}, /* 46 */
2268 {23,24,-1}, /* 47 */ 2283 {23, 24, -1}, /* 47 */
2269 {24,9,-1}}; /* 48 */ 2284 {24, 9, -1}
2285}; /* 48 */
2270 2286
2271/* Recursive routine to step back and see if we can 2287/* Recursive routine to step back and see if we can
2272 * find a path to that monster that we found. If not, 2288 * find a path to that monster that we found. If not,
2273 * we don't bother going toward it. Returns 1 if we 2289 * we don't bother going toward it. Returns 1 if we
2274 * can see a direct way to get it 2290 * can see a direct way to get it
2275 * Modified to be map tile aware -.MSW 2291 * Modified to be map tile aware -.MSW
2276 */ 2292 */
2277 2293int
2278
2279int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2294can_see_monsterP (maptile *m, int x, int y, int dir)
2295{
2280 sint16 dx, dy; 2296 sint16 dx, dy;
2281 int mflags; 2297 int mflags;
2282 2298
2299 if (dir < 0)
2283 if(dir<0) return 0; /* exit condition: invalid direction */ 2300 return 0; /* exit condition: invalid direction */
2284 2301
2285 dx = x + freearr_x[dir]; 2302 dx = x + freearr_x[dir];
2286 dy = y + freearr_y[dir]; 2303 dy = y + freearr_y[dir];
2287 2304
2288 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2305 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2289 2306
2290 /* This functional arguably was incorrect before - it was 2307 /* This functional arguably was incorrect before - it was
2291 * checking for P_WALL - that was basically seeing if 2308 * checking for P_WALL - that was basically seeing if
2292 * we could move to the monster - this is being more 2309 * we could move to the monster - this is being more
2293 * 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
2294 * 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
2295 * at least its move type. 2312 * at least its move type.
2296 */ 2313 */
2297 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2314 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2315 return 0;
2298 2316
2299 /* yes, can see. */ 2317 /* yes, can see. */
2300 if(dir < 9) return 1; 2318 if (dir < 9)
2319 return 1;
2320
2301 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2321 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2302 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2322 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2303 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2323 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2304} 2324}
2305 2325
2306
2307
2308/* 2326/*
2309 * 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
2310 * picked up by the picker. Returnes 1 if it can be 2328 * picked up by the picker. Returnes 1 if it can be
2311 * picked up, otherwise 0. 2329 * picked up, otherwise 0.
2312 * 2330 *
2314 * core dumps if they do. 2332 * core dumps if they do.
2315 * 2333 *
2316 * 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)
2317 */ 2335 */
2318 2336
2337int
2319int can_pick(const object *who, const object *item) { 2338can_pick (const object *who, const object *item)
2339{
2320 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2340 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2321 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2341 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2322 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2342 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2323 (who->type==PLAYER||item->weight<who->weight/3));
2324} 2343}
2325
2326 2344
2327/* 2345/*
2328 * create clone from object to another 2346 * create clone from object to another
2329 */ 2347 */
2348object *
2330object *object_create_clone (object *asrc) { 2349object_create_clone (object *asrc)
2350{
2331 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2351 object *dst = 0, *tmp, *src, *part, *prev, *item;
2332 2352
2333 if(!asrc) return NULL; 2353 if (!asrc)
2354 return 0;
2355
2334 src = asrc; 2356 src = asrc;
2335 if(src->head) 2357 if (src->head)
2336 src = src->head; 2358 src = src->head;
2337 2359
2338 prev = NULL; 2360 prev = 0;
2339 for(part = src; part; part = part->more) { 2361 for (part = src; part; part = part->more)
2340 tmp = get_object(); 2362 {
2341 copy_object(part,tmp); 2363 tmp = part->clone ();
2342 tmp->x -= src->x; 2364 tmp->x -= src->x;
2343 tmp->y -= src->y; 2365 tmp->y -= src->y;
2366
2344 if(!part->head) { 2367 if (!part->head)
2368 {
2345 dst = tmp; 2369 dst = tmp;
2346 tmp->head = NULL;
2347 } else {
2348 tmp->head = dst; 2370 tmp->head = 0;
2349 } 2371 }
2372 else
2373 tmp->head = dst;
2374
2350 tmp->more = NULL; 2375 tmp->more = 0;
2376
2351 if(prev) 2377 if (prev)
2352 prev->more = tmp; 2378 prev->more = tmp;
2379
2353 prev = tmp; 2380 prev = tmp;
2354 } 2381 }
2355 /*** copy inventory ***/ 2382
2356 for(item = src->inv; item; item = item->below) { 2383 for (item = src->inv; item; item = item->below)
2357 (void) insert_ob_in_ob(object_create_clone(item),dst); 2384 insert_ob_in_ob (object_create_clone (item), dst);
2358 }
2359 2385
2360 return dst; 2386 return dst;
2361}
2362
2363/* return true if the object was destroyed, 0 otherwise */
2364int was_destroyed (const object *op, tag_t old_tag)
2365{
2366 /* checking for FLAG_FREED isn't necessary, but makes this function more
2367 * robust */
2368 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2369} 2387}
2370 2388
2371/* GROS - Creates an object using a string representing its content. */ 2389/* GROS - Creates an object using a string representing its content. */
2372/* 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 */
2373/* 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, */
2374/* 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. */
2375/* 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. */
2376/* Also remember that multiparts objects are not supported for now. */ 2394/* Also remember that multiparts objects are not supported for now. */
2377 2395object *
2378object* load_object_str(const char *obstr) 2396load_object_str (const char *obstr)
2379{ 2397{
2380 object *op; 2398 object *op;
2381 char filename[MAX_BUF]; 2399 char filename[MAX_BUF];
2400
2382 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2401 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2383 2402
2384 FILE *tempfile=fopen(filename,"w"); 2403 FILE *tempfile = fopen (filename, "w");
2404
2385 if (tempfile == NULL) 2405 if (tempfile == NULL)
2386 { 2406 {
2387 LOG(llevError,"Error - Unable to access load object temp file\n"); 2407 LOG (llevError, "Error - Unable to access load object temp file\n");
2388 return NULL; 2408 return NULL;
2389 }; 2409 }
2410
2390 fprintf(tempfile,obstr); 2411 fprintf (tempfile, obstr);
2391 fclose(tempfile); 2412 fclose (tempfile);
2392 2413
2393 op=get_object(); 2414 op = object::create ();
2394 2415
2395 object_thawer thawer (filename); 2416 object_thawer thawer (filename);
2396 2417
2397 if (thawer) 2418 if (thawer)
2398 load_object(thawer,op,0); 2419 load_object (thawer, op, 0);
2399 2420
2400 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2421 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2401 CLEAR_FLAG(op,FLAG_REMOVED); 2422 CLEAR_FLAG (op, FLAG_REMOVED);
2402 2423
2403 return op; 2424 return op;
2404} 2425}
2405 2426
2406/* This returns the first object in who's inventory that 2427/* This returns the first object in who's inventory that
2407 * has the same type and subtype match. 2428 * has the same type and subtype match.
2408 * returns NULL if no match. 2429 * returns NULL if no match.
2409 */ 2430 */
2431object *
2410object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2432find_obj_by_type_subtype (const object *who, int type, int subtype)
2411{ 2433{
2412 object *tmp;
2413
2414 for (tmp=who->inv; tmp; tmp=tmp->below) 2434 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2415 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2435 if (tmp->type == type && tmp->subtype == subtype)
2436 return tmp;
2416 2437
2417 return NULL; 2438 return 0;
2418} 2439}
2419 2440
2420/* 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,
2421 * otherwise return NULL. 2442 * otherwise return NULL.
2422 * 2443 *
2423 * 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
2424 * do the desired thing. 2445 * do the desired thing.
2425 */ 2446 */
2447key_value *
2426key_value * get_ob_key_link(const object * ob, const char * key) { 2448get_ob_key_link (const object *ob, const char *key)
2427 key_value * link; 2449{
2428
2429 for (link = ob->key_values; link != NULL; link = link->next) { 2450 for (key_value *link = ob->key_values; link; link = link->next)
2430 if (link->key == key) { 2451 if (link->key == key)
2431 return link; 2452 return link;
2432 } 2453
2433 } 2454 return 0;
2434 2455}
2435 return NULL;
2436}
2437 2456
2438/* 2457/*
2439 * 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.
2440 * 2459 *
2441 * The argument doesn't need to be a shared string. 2460 * The argument doesn't need to be a shared string.
2442 * 2461 *
2443 * The returned string is shared. 2462 * The returned string is shared.
2444 */ 2463 */
2464const char *
2445const char * get_ob_key_value(const object * op, const char * const key) { 2465get_ob_key_value (const object *op, const char *const key)
2466{
2446 key_value * link; 2467 key_value *link;
2447 const char * canonical_key; 2468 shstr_cmp canonical_key (key);
2469
2470 if (!canonical_key)
2448 2471 {
2449 canonical_key = shstr::find (key);
2450
2451 if (canonical_key == NULL) {
2452 /* 1. There being a field named key on any object 2472 /* 1. There being a field named key on any object
2453 * implies there'd be a shared string to find. 2473 * implies there'd be a shared string to find.
2454 * 2. Since there isn't, no object has this field. 2474 * 2. Since there isn't, no object has this field.
2455 * 3. Therefore, *this* object doesn't have this field. 2475 * 3. Therefore, *this* object doesn't have this field.
2456 */ 2476 */
2457 return NULL; 2477 return 0;
2458 } 2478 }
2459 2479
2460 /* This is copied from get_ob_key_link() above - 2480 /* This is copied from get_ob_key_link() above -
2461 * only 4 lines, and saves the function call overhead. 2481 * only 4 lines, and saves the function call overhead.
2462 */ 2482 */
2463 for (link = op->key_values; link != NULL; link = link->next) { 2483 for (link = op->key_values; link; link = link->next)
2464 if (link->key == canonical_key) { 2484 if (link->key == canonical_key)
2465 return link->value; 2485 return link->value;
2466 } 2486
2467 } 2487 return 0;
2468 return NULL;
2469} 2488}
2470 2489
2471 2490
2472/* 2491/*
2473 * Updates the canonical_key in op to value. 2492 * Updates the canonical_key in op to value.
2477 * 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
2478 * keys. 2497 * keys.
2479 * 2498 *
2480 * Returns TRUE on success. 2499 * Returns TRUE on success.
2481 */ 2500 */
2501int
2482int 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{
2483 key_value * field = NULL, *last=NULL; 2504 key_value *field = NULL, *last = NULL;
2484 2505
2485 for (field=op->key_values; field != NULL; field=field->next) { 2506 for (field = op->key_values; field != NULL; field = field->next)
2507 {
2486 if (field->key != canonical_key) { 2508 if (field->key != canonical_key)
2509 {
2487 last = field; 2510 last = field;
2488 continue; 2511 continue;
2489 } 2512 }
2490 2513
2491 if (value) 2514 if (value)
2492 field->value = value; 2515 field->value = value;
2493 else { 2516 else
2517 {
2494 /* Basically, if the archetype has this key set, 2518 /* Basically, if the archetype has this key set,
2495 * we need to store the null value so when we save 2519 * we need to store the null value so when we save
2496 * it, we save the empty value so that when we load, 2520 * it, we save the empty value so that when we load,
2497 * we get this value back again. 2521 * we get this value back again.
2498 */ 2522 */
2499 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2523 if (get_ob_key_link (&op->arch->clone, canonical_key))
2500 field->value = 0; 2524 field->value = 0;
2525 else
2526 {
2527 if (last)
2528 last->next = field->next;
2501 else 2529 else
2502 {
2503 if (last) last->next = field->next;
2504 else op->key_values = field->next; 2530 op->key_values = field->next;
2505 2531
2506 delete field; 2532 delete field;
2507 } 2533 }
2508 } 2534 }
2509 return TRUE; 2535 return TRUE;
2510 } 2536 }
2511 /* IF we get here, key doesn't exist */ 2537 /* IF we get here, key doesn't exist */
2512 2538
2513 /* No field, we'll have to add it. */ 2539 /* No field, we'll have to add it. */
2514 2540
2515 if (!add_key) { 2541 if (!add_key)
2516 return FALSE; 2542 return FALSE;
2517 } 2543
2518 /* There isn't any good reason to store a null 2544 /* There isn't any good reason to store a null
2519 * value in the key/value list. If the archetype has 2545 * value in the key/value list. If the archetype has
2520 * this key, then we should also have it, so shouldn't 2546 * this key, then we should also have it, so shouldn't
2521 * be here. If user wants to store empty strings, 2547 * be here. If user wants to store empty strings,
2522 * should pass in "" 2548 * should pass in ""
2523 */ 2549 */
2524 if (value == NULL) return TRUE; 2550 if (value == NULL)
2525
2526 field = new key_value;
2527
2528 field->key = canonical_key;
2529 field->value = value;
2530 /* Usual prepend-addition. */
2531 field->next = op->key_values;
2532 op->key_values = field;
2533
2534 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;
2535} 2562}
2536 2563
2537/* 2564/*
2538 * Updates the key in op to value. 2565 * Updates the key in op to value.
2539 * 2566 *
2541 * and not add new ones. 2568 * and not add new ones.
2542 * 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
2543 * 2570 *
2544 * Returns TRUE on success. 2571 * Returns TRUE on success.
2545 */ 2572 */
2573int
2546int 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)
2547{ 2575{
2548 shstr key_ (key); 2576 shstr key_ (key);
2577
2549 return set_ob_key_value_s (op, key_, value, add_key); 2578 return set_ob_key_value_s (op, key_, value, add_key);
2550} 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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