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Comparing deliantra/server/common/object.C (file contents):
Revision 1.15 by root, Mon Sep 4 13:55:54 2006 UTC vs.
Revision 1.88 by root, Tue Dec 26 09:37:00 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.15 2006/09/04 13:55:54 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
36
42int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
43 40
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
46 42
47short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 45};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 48};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
56int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
59 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
60 133
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
63 key_value * wants_field; 138 key_value *wants_field;
64 139
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
68 */ 143 */
69 144
70 /* For each field in wants, */ 145 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 {
72 key_value * has_field; 148 key_value *has_field;
73 149
74 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
76 154 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 155 /* No field with that name. */
79 return FALSE; 156 return FALSE;
80 } 157 }
81 158
82 /* Found the matching field. */ 159 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
84 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 163 return FALSE;
86 } 164 }
87 165
88 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 167 }
168
91 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 170 return TRUE;
93} 171}
94 172
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
97 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
99 */ 179 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 181}
102 182
103/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 184 * they can be merged together.
105 * 185 *
106 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
109 * 189 *
110 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
111 * 191 *
112 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
113 * check weight 193 * check weight
114 */ 194 */
115 195
116int 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)) return 0; 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
204 return 0;
120 205
121 if (ob1->speed != ob2->speed) return 0; 206 //TODO: this ain't working well, use nicer and correct overflow check
122 /* Note sure why the following is the case - either the object has to 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
123 * be animated or have a very low speed. Is this an attempted monster 208 * value could not be stored in a sint32 (which unfortunately sometimes is
124 * check? 209 * used to store nrof).
125 */ 210 */
126 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0;
213
214 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning.
219 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name
229 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id
240 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname
242 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
251 return 0;
252
253 /* This is really a spellbook check - really, we should
254 * check all objects in the inventory.
255 */
256 if (ob1->inv || ob2->inv)
257 {
258 /* if one object has inventory but the other doesn't, not equiv */
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
127 return 0; 260 return 0;
128 261
129 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 262 /* Now check to see if the two inventory objects could merge */
130 * value could not be stored in a sint32 (which unfortunately sometimes is 263 if (!object::can_merge (ob1->inv, ob2->inv))
131 * used to store nrof).
132 */
133 if (ob1->nrof+ob2->nrof >= 1UL<<31)
134 return 0; 264 return 0;
135 265
136 /* This is really a spellbook check - really, we should
137 * check all objects in the inventory.
138 */
139 if (ob1->inv || ob2->inv) {
140 /* if one object has inventory but the other doesn't, not equiv */
141 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
142
143 /* Now check to see if the two inventory objects could merge */
144 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
145
146 /* 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
147 * if it is valid. 267 * if it is valid.
148 */ 268 */
149 } 269 }
150 270
151 /* If the objects have been identified, set the BEEN_APPLIED flag.
152 * This is to the comparison of the flags below will be OK. We
153 * just can't ignore the been applied or identified flags, as they
154 * are not equal - just if it has been identified, the been_applied
155 * flags lose any meaning.
156 */
157 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
158 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
159
160 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
161 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
162
163
164 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
165 * being locked in inventory should prevent merging.
166 * 0x4 in flags3 is CLIENT_SENT
167 */
168 if ((ob1->arch != ob2->arch) ||
169 (ob1->flags[0] != ob2->flags[0]) ||
170 (ob1->flags[1] != ob2->flags[1]) ||
171 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
172 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
173 (ob1->name != ob2->name) ||
174 (ob1->title != ob2->title) ||
175 (ob1->msg != ob2->msg) ||
176 (ob1->weight != ob2->weight) ||
177 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
178 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
179 (ob1->attacktype != ob2->attacktype) ||
180 (ob1->magic != ob2->magic) ||
181 (ob1->slaying != ob2->slaying) ||
182 (ob1->skill != ob2->skill) ||
183 (ob1->value != ob2->value) ||
184 (ob1->animation_id != ob2->animation_id) ||
185 (ob1->client_type != ob2->client_type) ||
186 (ob1->materialname != ob2->materialname) ||
187 (ob1->lore != ob2->lore) ||
188 (ob1->subtype != ob2->subtype) ||
189 (ob1->move_type != ob2->move_type) ||
190 (ob1->move_block != ob2->move_block) ||
191 (ob1->move_allow != ob2->move_allow) ||
192 (ob1->move_on != ob2->move_on) ||
193 (ob1->move_off != ob2->move_off) ||
194 (ob1->move_slow != ob2->move_slow) ||
195 (ob1->move_slow_penalty != ob2->move_slow_penalty)
196 )
197 return 0;
198
199 /* Don't merge objects that are applied. With the new 'body' code, 271 /* Don't merge objects that are applied. With the new 'body' code,
200 * it is possible for most any character to have more than one of 272 * it is possible for most any character to have more than one of
201 * some items equipped, and we don't want those to merge. 273 * some items equipped, and we don't want those to merge.
202 */ 274 */
203 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
276 return 0;
277
278 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster
280 * check?
281 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
283 return 0;
284
285 switch (ob1->type)
286 {
287 case SCROLL:
288 if (ob1->level != ob2->level)
289 return 0;
290 break;
291 }
292
293 if (ob1->key_values != NULL || ob2->key_values != NULL)
294 {
295 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
297 /* One has fields, but the other one doesn't. */
204 return 0; 298 return 0;
205
206 switch (ob1->type) {
207 case SCROLL:
208 if (ob1->level != ob2->level) return 0;
209 break;
210
211 }
212 if (ob1->key_values != NULL || ob2->key_values != NULL) {
213 /* At least one of these has key_values. */
214 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
215 /* One has fields, but the other one doesn't. */
216 return 0;
217 } else if (!compare_ob_value_lists(ob1, ob2)) { 299 else if (!compare_ob_value_lists (ob1, ob2))
218 return 0; 300 return 0;
219 } 301 }
302
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self)
220 } 305 {
306 ob1->optimise ();
307 ob2->optimise ();
221 308
309 if (ob1->self || ob2->self)
310 return 0;
311 }
312
222 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
223 return 1; 314 return 1;
224} 315}
225 316
226/* 317/*
227 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
228 * 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
229 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
230 */ 321 */
231signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
232 signed long sum; 325 long sum;
233 object *inv; 326 object *inv;
327
234 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
235 if (inv->inv) 330 if (inv->inv)
236 sum_weight(inv); 331 sum_weight (inv);
237 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
238 } 333 }
334
239 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
240 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
241 if(op->carrying != sum) 338 if (op->carrying != sum)
242 op->carrying = sum; 339 op->carrying = sum;
340
243 return sum; 341 return sum;
244} 342}
245 343
246/** 344/**
247 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
248 */ 346 */
249 347
348object *
250object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
251 while (op->env != NULL) 351 while (op->env != NULL)
252 op = op->env; 352 op = op->env;
253 return op; 353 return op;
254}
255
256/*
257 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
258 * a better check. We basically keeping traversing up until we can't
259 * or find a player.
260 */
261
262object *is_player_inv (object *op) {
263 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
264 if (op->env==op)
265 op->env = NULL;
266 return op;
267} 354}
268 355
269/* 356/*
270 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
271 * Some error messages. 358 * Some error messages.
272 * 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.
273 */ 360 */
274 361
275void dump_object2(object *op) { 362char *
276errmsg[0] = 0;
277return;
278 //TODO//D#d#
279#if 0
280 char *cp;
281/* object *tmp;*/
282
283 if(op->arch!=NULL) {
284 strcat(errmsg,"arch ");
285 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
286 strcat(errmsg,"\n");
287 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
288 strcat(errmsg,cp);
289#if 0
290 /* Don't dump player diffs - they are too long, mostly meaningless, and
291 * will overflow the buffer.
292 * Changed so that we don't dump inventory either. This may
293 * also overflow the buffer.
294 */
295 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297 for (tmp=op->inv; tmp; tmp=tmp->below)
298 dump_object2(tmp);
299#endif
300 strcat(errmsg,"end\n");
301 } else {
302 strcat(errmsg,"Object ");
303 if (op->name==NULL) strcat(errmsg, "(null)");
304 else strcat(errmsg,op->name);
305 strcat(errmsg,"\n");
306#if 0
307 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
308 strcat(errmsg,cp);
309 for (tmp=op->inv; tmp; tmp=tmp->below)
310 dump_object2(tmp);
311#endif
312 strcat(errmsg,"end\n");
313 }
314#endif
315}
316
317/*
318 * Dumps an object. Returns output in the static global errmsg array.
319 */
320
321void dump_object(object *op) { 363dump_object (object *op)
322 if(op==NULL) { 364{
323 strcpy(errmsg,"[NULL pointer]"); 365 if (!op)
324 return; 366 return strdup ("[NULLOBJ]");
325 }
326 errmsg[0]='\0';
327 dump_object2(op);
328}
329 367
330void dump_all_objects(void) { 368 object_freezer freezer;
331 object *op; 369 save_object (freezer, op, 1);
332 for(op=objects;op!=NULL;op=op->next) { 370 return freezer.as_string ();
333 dump_object(op);
334 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
335 }
336} 371}
337 372
338/* 373/*
339 * 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
340 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
341 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
342 */ 377 */
343 378
379object *
344object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
345 object *tmp,*closest; 382 object *tmp, *closest;
346 int last_dist,i; 383 int last_dist, i;
384
347 if(op->more==NULL) 385 if (op->more == NULL)
348 return op; 386 return op;
349 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)
350 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
351 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
352 return closest; 390 return closest;
353} 391}
354 392
355/* 393/*
356 * 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.
357 */ 395 */
358 396
397object *
359object *find_object(tag_t i) { 398find_object (tag_t i)
360 object *op; 399{
361 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
362 if(op->count==i) 401 if (op->count == i)
363 break; 402 return op;
403
364 return op; 404 return 0;
365} 405}
366 406
367/* 407/*
368 * 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.
369 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
370 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
371 */ 411 */
372 412
413object *
373object *find_object_name(const char *str) { 414find_object_name (const char *str)
374 const char *name = shstr::find (str); 415{
416 shstr_cmp str_ (str);
375 object *op; 417 object *op;
418
376 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
377 if(&op->name == name) 420 if (op->name == str_)
378 break; 421 break;
379 422
380 return op; 423 return op;
381} 424}
382 425
426void
383void free_all_object_data () 427free_all_object_data ()
384{ 428{
385 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
386}
387
388/*
389 * Returns the object which this object marks as being the owner.
390 * A id-scheme is used to avoid pointing to objects which have been
391 * freed and are now reused. If this is detected, the owner is
392 * set to NULL, and NULL is returned.
393 * Changed 2004-02-12 - if the player is setting at the play again
394 * prompt, he is removed, and we don't want to treat him as an owner of
395 * anything, so check removed flag. I don't expect that this should break
396 * anything - once an object is removed, it is basically dead anyways.
397 */
398
399object *get_owner(object *op) {
400 if(op->owner==NULL)
401 return NULL;
402
403 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
404 op->owner->count==op->ownercount)
405 return op->owner;
406
407 op->owner=NULL;
408 op->ownercount=0;
409 return NULL;
410}
411
412void clear_owner(object *op)
413{
414 if (!op) return;
415
416 if (op->owner && op->ownercount == op->owner->count)
417 op->owner->refcount--;
418
419 op->owner = NULL;
420 op->ownercount = 0;
421} 430}
422 431
423/* 432/*
424 * 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
425 * skill and experience objects. 434 * skill and experience objects.
426 */ 435 */
427void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
428{ 438{
429 if(owner==NULL||op==NULL) 439 if (!owner)
430 return; 440 return;
431 441
432 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
433 /* 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
434 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
435 * 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
436 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
437 * 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.
438 */ 448 */
439 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
440 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
441 451
442 /* IF the owner still has an owner, we did not resolve to a final owner.
443 * so lets not add to that.
444 */
445 if (owner->owner) return;
446
447 op->owner=owner; 452 this->owner = owner;
448
449 op->ownercount=owner->count;
450 owner->refcount++;
451
452}
453
454/* Set the owner to clone's current owner and set the skill and experience
455 * objects to clone's objects (typically those objects that where the owner's
456 * current skill and experience objects at the time when clone's owner was
457 * set - not the owner's current skill and experience objects).
458 *
459 * Use this function if player created an object (e.g. fire bullet, swarm
460 * spell), and this object creates further objects whose kills should be
461 * accounted for the player's original skill, even if player has changed
462 * skills meanwhile.
463 */
464void copy_owner (object *op, object *clone)
465{
466 object *owner = get_owner (clone);
467 if (owner == NULL) {
468 /* players don't have owners - they own themselves. Update
469 * as appropriate.
470 */
471 if (clone->type == PLAYER) owner=clone;
472 else return;
473 }
474 set_owner(op, owner);
475
476} 453}
477 454
478/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
479 * refcounts and freeing the links. 456 * refcounts and freeing the links.
480 */ 457 */
458static void
481static void free_key_values(object * op) 459free_key_values (object *op)
482{ 460{
483 for (key_value *i = op->key_values; i != 0; ) 461 for (key_value *i = op->key_values; i != 0;)
484 { 462 {
485 key_value *next = i->next; 463 key_value *next = i->next;
486 delete i; 464 delete i;
465
487 i = next; 466 i = next;
488 } 467 }
489 468
490 op->key_values = 0; 469 op->key_values = 0;
491} 470}
492 471
493void object::clear ()
494{
495 attachable_base::clear ();
496
497 free_key_values (this);
498
499 name = 0;
500 name_pl = 0;
501 title = 0;
502 race = 0;
503 slaying = 0;
504 skill = 0;
505 msg = 0;
506 lore = 0;
507 custom_name = 0;
508 materialname = 0;
509
510 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
511
512 SET_FLAG (this, FLAG_REMOVED);
513}
514
515void object::clone (object *destination)
516{
517 *(object_copy *)destination = *(object_copy *)this;
518 *(object_pod *)destination = *(object_pod *)this;
519
520 if (self || cb)
521 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
522}
523
524/* 472/*
525 * clear_object() frees everything allocated by an object, and also
526 * clears all variables and flags to default settings.
527 */
528
529void clear_object (object *op)
530{
531 op->clear ();
532
533 op->contr = NULL;
534 op->below = NULL;
535 op->above = NULL;
536 op->inv = NULL;
537 op->container=NULL;
538 op->env=NULL;
539 op->more=NULL;
540 op->head=NULL;
541 op->map=NULL;
542 op->refcount=0;
543 op->active_next = NULL;
544 op->active_prev = NULL;
545 /* What is not cleared is next, prev, and count */
546
547 op->expmul = 1.0;
548 op->face = blank_face;
549 op->attacked_by_count = -1;
550
551 if (settings.casting_time)
552 op->casting_time = -1;
553}
554
555/*
556 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
557 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
558 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
559 * 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,
560 * 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
561 * will point at garbage. 478 * will point at garbage.
562 */ 479 */
563 480void
564void copy_object (object *op2, object *op) 481object::copy_to (object *dst)
565{ 482{
566 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
567 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
568 485
569 op2->clone (op); 486 *(object_copy *)dst = *this;
570 487
571 if (is_freed) SET_FLAG (op, FLAG_FREED); 488 if (is_freed)
572 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 489 SET_FLAG (dst, FLAG_FREED);
573 490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
574 if (op2->speed < 0) 494 if (speed < 0)
575 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
576 496
577 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
578 if (op2->key_values != NULL) 498 if (key_values)
579 { 499 {
580 key_value *tail = NULL; 500 key_value *tail = 0;
581 key_value *i; 501 key_value *i;
582 502
583 op->key_values = NULL; 503 dst->key_values = 0;
584 504
585 for (i = op2->key_values; i != NULL; i = i->next) 505 for (i = key_values; i; i = i->next)
586 { 506 {
587 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
588 508
589 new_link->next = NULL; 509 new_link->next = 0;
590 new_link->key = i->key; 510 new_link->key = i->key;
591 new_link->value = i->value; 511 new_link->value = i->value;
592 512
593 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
594 if (op->key_values == NULL) 514 if (!dst->key_values)
595 { 515 {
596 op->key_values = new_link; 516 dst->key_values = new_link;
597 tail = new_link; 517 tail = new_link;
598 } 518 }
599 else 519 else
600 { 520 {
601 tail->next = new_link; 521 tail->next = new_link;
602 tail = new_link; 522 tail = new_link;
603 } 523 }
604 } 524 }
605 } 525 }
606 526
607 update_ob_speed (op); 527 dst->set_speed (dst->speed);
608} 528}
609 529
610/* 530object *
611 * get_object() grabs an object from the list of unused objects, makes 531object::clone ()
612 * sure it is initialised, and returns it.
613 * If there are no free objects, expand_objects() is called to get more.
614 */
615
616object *get_object ()
617{ 532{
618 object *op = new object; 533 object *neu = create ();
619 534 copy_to (neu);
620 op->count = ++ob_count;
621
622 op->active_next = 0;
623 op->active_prev = 0;
624
625 op->next = objects;
626 op->prev = 0;
627
628 if (objects)
629 objects->prev = op;
630
631 objects = op;
632
633 SET_FLAG (op, FLAG_REMOVED);
634
635 op->expmul = 1.0;
636 op->face = blank_face;
637 op->attacked_by_count = -1;
638
639 return op; 535 return neu;
640} 536}
641 537
642/* 538/*
643 * 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
644 * 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
645 * 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.
646 */ 542 */
647 543
544void
648void update_turn_face(object *op) { 545update_turn_face (object *op)
546{
649 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
650 return; 548 return;
651 SET_ANIMATION(op, op->direction); 549 SET_ANIMATION (op, op->direction);
652 update_object(op,UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
653} 551}
654 552
655/* 553/*
656 * 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
657 * 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.
658 * 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.
659 */ 557 */
660 558void
661void update_ob_speed(object *op) { 559object::set_speed (float speed)
560{
662 extern int arch_init; 561 extern int arch_init;
663 562
664 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
665 * since they never really need to be updated. 564 * since they never really need to be updated.
666 */ 565 */
667 566 if (flag [FLAG_FREED] && speed)
668 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 567 {
669 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
670#ifdef MANY_CORES
671 abort();
672#else
673 op->speed = 0; 569 speed = 0;
674#endif
675 } 570 }
571
572 this->speed = speed;
573
676 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)
677 return; 581 return;
678 }
679 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
680 /* If already on active list, don't do anything */
681 if (op->active_next || op->active_prev || op==active_objects)
682 return;
683 582
684 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
685 * of the list. */ 584 * of the list. */
686 op->active_next = active_objects; 585 active_next = active_objects;
586
687 if (op->active_next!=NULL) 587 if (active_next)
688 op->active_next->active_prev = op; 588 active_next->active_prev = this;
589
689 active_objects = op; 590 active_objects = this;
591 }
592 else
690 } 593 {
691 else {
692 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
693 if (!op->active_next && !op->active_prev && op!=active_objects) 595 if (!active_next && !active_prev && this != active_objects)
694 return; 596 return;
695 597
696 if (op->active_prev==NULL) { 598 if (!active_prev)
599 {
697 active_objects = op->active_next; 600 active_objects = active_next;
601
698 if (op->active_next!=NULL) 602 if (active_next)
699 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
700 } 604 }
701 else { 605 else
606 {
702 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
608
703 if (op->active_next) 609 if (active_next)
704 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
705 } 611 }
612
706 op->active_next = NULL; 613 active_next = 0;
707 op->active_prev = NULL; 614 active_prev = 0;
708 } 615 }
709} 616}
710 617
711/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
712 * objects. 619 * objects.
714 * 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
715 * in play chewing up cpu time getting processed. 622 * in play chewing up cpu time getting processed.
716 * The reverse of this is to call update_ob_speed, which 623 * The reverse of this is to call update_ob_speed, which
717 * 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.
718 */ 625 */
626void
719void remove_from_active_list(object *op) 627remove_from_active_list (object *op)
720{ 628{
721 /* If not on the active list, nothing needs to be done */ 629 /* If not on the active list, nothing needs to be done */
722 if (!op->active_next && !op->active_prev && op!=active_objects) 630 if (!op->active_next && !op->active_prev && op != active_objects)
723 return; 631 return;
724 632
725 if (op->active_prev==NULL) { 633 if (op->active_prev == NULL)
634 {
726 active_objects = op->active_next; 635 active_objects = op->active_next;
727 if (op->active_next!=NULL) 636 if (op->active_next != NULL)
728 op->active_next->active_prev = NULL; 637 op->active_next->active_prev = NULL;
638 }
639 else
729 } 640 {
730 else {
731 op->active_prev->active_next = op->active_next; 641 op->active_prev->active_next = op->active_next;
732 if (op->active_next) 642 if (op->active_next)
733 op->active_next->active_prev = op->active_prev; 643 op->active_next->active_prev = op->active_prev;
734 } 644 }
735 op->active_next = NULL; 645 op->active_next = NULL;
736 op->active_prev = NULL; 646 op->active_prev = NULL;
737} 647}
738 648
739/* 649/*
740 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
741 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
742 * 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
743 * invisible object, etc...) 653 * invisible object, etc...)
744 * 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
745 * 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
746 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
747 * 657 *
748 * 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.
749 * For example, if the only thing that has changed is the face (due to
750 * an animation), we don't need to call update_position until that actually
751 * comes into view of a player. OTOH, many other things, like addition/removal
752 * of walls or living creatures may need us to update the flags now.
753 * current action are: 659 * current action are:
754 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
755 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
756 * 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
757 * 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.
758 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
759 */ 665 */
760 666void
761void update_object(object *op, int action) { 667update_object (object *op, int action)
762 int update_now=0, flags; 668{
763 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
764 670
765 if (op == NULL) { 671 if (op == NULL)
672 {
766 /* this should never happen */ 673 /* this should never happen */
767 LOG(llevDebug,"update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
768 return; 675 return;
769 }
770 676 }
771 if(op->env!=NULL) { 677
678 if (op->env)
679 {
772 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
773 * to do in this case. 681 * to do in this case.
774 */ 682 */
775 return; 683 return;
776 } 684 }
777 685
778 /* 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
779 * going to get freed anyways. 687 * going to get freed anyways.
780 */ 688 */
781 if (!op->map || op->map->in_memory == MAP_SAVING) return; 689 if (!op->map || op->map->in_memory == MAP_SAVING)
782 690 return;
691
783 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
784 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)
785 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 694 {
786 LOG(llevError,"update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
787#ifdef MANY_CORES 696#ifdef MANY_CORES
788 abort(); 697 abort ();
789#endif 698#endif
790 return; 699 return;
791 }
792 700 }
793 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
794 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
795 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
796 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
797 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
798 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
799 701
702 mapspace &m = op->ms ();
703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
800 if (action == UP_OBJ_INSERT) { 706 else if (action == UP_OBJ_INSERT)
707 {
708 // this is likely overkill, TODO: revisit (schmorp)
801 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
802 update_now=1;
803
804 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
805 update_now=1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
806 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
807 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
808 update_now=1; 715 || (m.move_on | op->move_on ) != m.move_on
809
810 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
811 update_now=1;
812
813 if ((move_on | op->move_on) != move_on) update_now=1;
814 if ((move_off | op->move_off) != move_off) update_now=1; 716 || (m.move_off | op->move_off ) != m.move_off
717 || (m.move_slow | op->move_slow) != m.move_slow
815 /* 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
816 * to have move_allow right now. 719 * to have move_allow right now.
817 */ 720 */
818 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
819 update_now=1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
820 if ((move_slow | op->move_slow) != move_slow) update_now=1; 723 m.flags_ = P_NEED_UPDATE;
821 } 724 }
822 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
823 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
824 * that is being removed. 727 * that is being removed.
825 */ 728 */
826 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
827 update_now=1; 730 m.flags_ = P_NEED_UPDATE;
828 } else if (action == UP_OBJ_FACE) { 731 else if (action == UP_OBJ_FACE)
829 /* Nothing to do for that case */ 732 /* Nothing to do for that case */ ;
830 }
831 else { 733 else
832 LOG(llevError,"update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
833 }
834 735
835 if (update_now) {
836 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
837 update_position(op->map, op->x, op->y);
838 }
839
840 if(op->more!=NULL) 736 if (op->more)
841 update_object(op->more, action); 737 update_object (op->more, action);
842} 738}
843 739
740object::vector object::objects; // not yet used
741object *object::first;
844 742
845/* 743object::object ()
846 * free_object() frees everything allocated by an object, removes 744{
847 * it from the list of used objects, and puts it on the list of 745 SET_FLAG (this, FLAG_REMOVED);
848 * free objects. The IS_FREED() flag is set in the object. 746
849 * The object must have been removed by remove_ob() first for 747 expmul = 1.0;
850 * this function to succeed. 748 face = blank_face;
851 * 749}
852 * If free_inventory is set, free inventory as well. Else drop items in 750
853 * inventory to the ground. 751object::~object ()
854 */ 752{
753 free_key_values (this);
754}
755
756void object::link ()
757{
758 count = ++ob_count;
759 uuid = gen_uuid ();
760
761 prev = 0;
762 next = object::first;
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768}
769
770void object::unlink ()
771{
772 if (this == object::first)
773 object::first = next;
774
775 /* Remove this object from the list of used objects */
776 if (prev) prev->next = next;
777 if (next) next->prev = prev;
778
779 prev = 0;
780 next = 0;
781}
782
783object *object::create ()
784{
785 object *op = new object;
786 op->link ();
787 return op;
788}
855 789
856void 790void
857free_object (object * ob) 791object::do_destroy ()
858{ 792{
859 free_object2 (ob, 0); 793 attachable::do_destroy ();
860}
861 794
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 while (inv)
810 inv->destroy ();
811
812 set_speed (0);
813 unlink ();
814
815 // hack to ensure that freed objects still have a valid map
816 {
817 static maptile *freed_map; // freed objects are moved here to avoid crashes
818
819 if (!freed_map)
820 {
821 freed_map = new maptile;
822
823 freed_map->name = "/internal/freed_objects_map";
824 freed_map->width = 3;
825 freed_map->height = 3;
826
827 freed_map->allocate ();
828 }
829
830 map = freed_map;
831 x = 1;
832 y = 1;
833 }
834
835 head = 0;
836
837 if (more)
838 {
839 more->destroy ();
840 more = 0;
841 }
842
843 // clear those pointers that likely might have circular references to us
844 owner = 0;
845 enemy = 0;
846 attacked_by = 0;
847
848 // only relevant for players(?), but make sure of it anyways
849 contr = 0;
850}
851
852/*
853 * Remove and free all objects in the inventory of the given object.
854 * object.c ?
855 */
862void 856void
863free_object2 (object * ob, int free_inventory) 857object::destroy_inv (bool drop_to_ground)
864{ 858{
865 object *tmp, *op;
866
867 if (!QUERY_FLAG (ob, FLAG_REMOVED))
868 {
869 LOG (llevDebug, "Free object called with non removed object\n");
870 dump_object (ob);
871#ifdef MANY_CORES
872 abort ();
873#endif
874 }
875
876 if (QUERY_FLAG (ob, FLAG_FRIENDLY))
877 {
878 LOG (llevMonster, "Warning: tried to free friendly object.\n");
879 remove_friendly_object (ob);
880 }
881
882 if (QUERY_FLAG (ob, FLAG_FREED))
883 {
884 dump_object (ob);
885 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
886 return;
887 }
888
889 if (ob->more != NULL)
890 {
891 free_object2 (ob->more, free_inventory);
892 ob->more = NULL;
893 }
894
895 if (ob->inv)
896 {
897 /* Only if the space blocks everything do we not process - 859 /* Only if the space blocks everything do we not process -
898 * if some form of movemnt is allowed, let objects 860 * if some form of movement is allowed, let objects
899 * drop on that space. 861 * drop on that space.
900 */ 862 */
901 if (free_inventory || ob->map == NULL 863 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
902 || ob->map->in_memory != MAP_IN_MEMORY
903 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
904 {
905 op = ob->inv;
906
907 while (op != NULL)
908 { 864 {
909 tmp = op->below; 865 while (inv)
910 remove_ob (op); 866 inv->destroy ();
911 free_object2 (op, free_inventory);
912 op = tmp;
913 }
914 }
915 else
916 { /* Put objects in inventory onto this space */
917 op = ob->inv;
918
919 while (op != NULL)
920 {
921 tmp = op->below;
922 remove_ob (op);
923
924 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
925 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
926 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
927 free_object (op);
928 else
929 {
930 op->x = ob->x;
931 op->y = ob->y;
932 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
933 }
934
935 op = tmp;
936 }
937 }
938 }
939
940 /* Remove object from the active list */
941 ob->speed = 0;
942 update_ob_speed (ob);
943
944 SET_FLAG (ob, FLAG_FREED);
945 ob->count = 0;
946
947 /* Remove this object from the list of used objects */
948 if (ob->prev == NULL)
949 {
950 objects = ob->next;
951
952 if (objects != NULL)
953 objects->prev = NULL;
954 } 867 }
955 else 868 else
869 { /* Put objects in inventory onto this space */
870 while (inv)
871 {
872 object *op = inv;
873
874 if (op->flag [FLAG_STARTEQUIP]
875 || op->flag [FLAG_NO_DROP]
876 || op->type == RUNE
877 || op->type == TRAP
878 || op->flag [FLAG_IS_A_TEMPLATE])
879 op->destroy ();
880 else
881 {
882 op->remove ();
883 op->x = x;
884 op->y = y;
885 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
886 }
887 }
956 { 888 }
957 ob->prev->next = ob->next; 889}
958 890
959 if (ob->next != NULL) 891void
960 ob->next->prev = ob->prev; 892object::destroy (bool destroy_inventory)
961 } 893{
894 if (destroyed ())
895 return;
962 896
963 free_key_values (ob); 897 if (destroy_inventory)
898 destroy_inv (true);
964 899
965 /* Now link it with the free_objects list: */ 900 attachable::destroy ();
966 ob->prev = 0;
967 ob->next = 0;
968
969 delete ob;
970} 901}
971 902
972/* 903/*
973 * sub_weight() recursively (outwards) subtracts a number from the 904 * sub_weight() recursively (outwards) subtracts a number from the
974 * weight of an object (and what is carried by it's environment(s)). 905 * weight of an object (and what is carried by it's environment(s)).
975 */ 906 */
976 907void
977void sub_weight (object *op, signed long weight) { 908sub_weight (object *op, signed long weight)
909{
978 while (op != NULL) { 910 while (op != NULL)
911 {
979 if (op->type == CONTAINER) { 912 if (op->type == CONTAINER)
980 weight=(signed long)(weight*(100-op->stats.Str)/100); 913 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
981 } 914
982 op->carrying-=weight; 915 op->carrying -= weight;
983 op = op->env; 916 op = op->env;
984 } 917 }
985} 918}
986 919
987/* remove_ob(op): 920/* op->remove ():
988 * This function removes the object op from the linked list of objects 921 * This function removes the object op from the linked list of objects
989 * which it is currently tied to. When this function is done, the 922 * which it is currently tied to. When this function is done, the
990 * object will have no environment. If the object previously had an 923 * object will have no environment. If the object previously had an
991 * environment, the x and y coordinates will be updated to 924 * environment, the x and y coordinates will be updated to
992 * the previous environment. 925 * the previous environment.
993 * Beware: This function is called from the editor as well! 926 * Beware: This function is called from the editor as well!
994 */ 927 */
995 928void
996void remove_ob(object *op) { 929object::remove ()
930{
997 object *tmp,*last=NULL; 931 object *tmp, *last = 0;
998 object *otmp; 932 object *otmp;
999 tag_t tag;
1000 int check_walk_off;
1001 mapstruct *m;
1002 sint16 x,y;
1003
1004 933
1005 if(QUERY_FLAG(op,FLAG_REMOVED)) { 934 if (QUERY_FLAG (this, FLAG_REMOVED))
1006 dump_object(op); 935 return;
1007 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1008 936
1009 /* Changed it to always dump core in this case. As has been learned
1010 * in the past, trying to recover from errors almost always
1011 * make things worse, and this is a real error here - something
1012 * that should not happen.
1013 * Yes, if this was a mission critical app, trying to do something
1014 * to recover may make sense, but that is because failure of the app
1015 * may have other disastrous problems. Cf runs out of a script
1016 * so is easily enough restarted without any real problems.
1017 * MSW 2001-07-01
1018 */
1019 abort();
1020 }
1021 if(op->more!=NULL)
1022 remove_ob(op->more);
1023
1024 SET_FLAG(op, FLAG_REMOVED); 937 SET_FLAG (this, FLAG_REMOVED);
938 INVOKE_OBJECT (REMOVE, this);
1025 939
940 if (more)
941 more->remove ();
942
1026 /* 943 /*
1027 * In this case, the object to be removed is in someones 944 * In this case, the object to be removed is in someones
1028 * inventory. 945 * inventory.
1029 */ 946 */
1030 if(op->env!=NULL) { 947 if (env)
948 {
1031 if(op->nrof) 949 if (nrof)
1032 sub_weight(op->env, op->weight*op->nrof); 950 sub_weight (env, weight * nrof);
1033 else 951 else
1034 sub_weight(op->env, op->weight+op->carrying); 952 sub_weight (env, weight + carrying);
1035 953
1036 /* NO_FIX_PLAYER is set when a great many changes are being 954 /* NO_FIX_PLAYER is set when a great many changes are being
1037 * made to players inventory. If set, avoiding the call 955 * made to players inventory. If set, avoiding the call
1038 * to save cpu time. 956 * to save cpu time.
1039 */ 957 */
1040 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 958 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1041 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 959 otmp->update_stats ();
1042 fix_player(otmp);
1043 960
1044 if(op->above!=NULL) 961 if (above != NULL)
1045 op->above->below=op->below; 962 above->below = below;
1046 else 963 else
1047 op->env->inv=op->below; 964 env->inv = below;
1048 965
1049 if(op->below!=NULL) 966 if (below != NULL)
1050 op->below->above=op->above; 967 below->above = above;
1051 968
1052 /* we set up values so that it could be inserted into 969 /* we set up values so that it could be inserted into
1053 * the map, but we don't actually do that - it is up 970 * the map, but we don't actually do that - it is up
1054 * to the caller to decide what we want to do. 971 * to the caller to decide what we want to do.
972 */
973 x = env->x, y = env->y;
974 map = env->map;
975 above = 0, below = 0;
976 env = 0;
977 }
978 else if (map)
979 {
980 /* Re did the following section of code - it looks like it had
981 * lots of logic for things we no longer care about
982 */
983
984 /* link the object above us */
985 if (above)
986 above->below = below;
987 else
988 map->at (x, y).top = below; /* we were top, set new top */
989
990 /* Relink the object below us, if there is one */
991 if (below)
992 below->above = above;
993 else
994 {
995 /* Nothing below, which means we need to relink map object for this space
996 * use translated coordinates in case some oddness with map tiling is
997 * evident
1055 */ 998 */
1056 op->x=op->env->x,op->y=op->env->y; 999 if (GET_MAP_OB (map, x, y) != this)
1057 op->map=op->env->map; 1000 {
1058 op->above=NULL,op->below=NULL; 1001 char *dump = dump_object (this);
1059 op->env=NULL; 1002 LOG (llevError,
1003 "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);
1004 free (dump);
1005 dump = dump_object (GET_MAP_OB (map, x, y));
1006 LOG (llevError, "%s\n", dump);
1007 free (dump);
1008 }
1009
1010 map->at (x, y).bot = above; /* goes on above it. */
1011 }
1012
1013 above = 0;
1014 below = 0;
1015
1016 if (map->in_memory == MAP_SAVING)
1060 return; 1017 return;
1061 }
1062 1018
1063 /* If we get here, we are removing it from a map */ 1019 int check_walk_off = !flag [FLAG_NO_APPLY];
1064 if (op->map == NULL) return;
1065 1020
1066 x = op->x; 1021 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1067 y = op->y; 1022 {
1068 m = get_map_from_coord(op->map, &x, &y); 1023 /* No point updating the players look faces if he is the object
1069 1024 * being removed.
1070 if (!m) {
1071 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1072 op->map->path, op->x, op->y);
1073 /* in old days, we used to set x and y to 0 and continue.
1074 * it seems if we get into this case, something is probablye
1075 * screwed up and should be fixed.
1076 */ 1025 */
1077 abort();
1078 }
1079 if (op->map != m) {
1080 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1081 op->map->path, m->path, op->x, op->y, x, y);
1082 }
1083 1026
1084 /* Re did the following section of code - it looks like it had 1027 if (tmp->type == PLAYER && tmp != this)
1085 * lots of logic for things we no longer care about 1028 {
1086 */ 1029 /* If a container that the player is currently using somehow gets
1087 1030 * removed (most likely destroyed), update the player view
1088 /* link the object above us */ 1031 * appropriately.
1089 if (op->above)
1090 op->above->below=op->below;
1091 else
1092 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1093
1094 /* Relink the object below us, if there is one */
1095 if(op->below) {
1096 op->below->above=op->above;
1097 } else {
1098 /* Nothing below, which means we need to relink map object for this space
1099 * use translated coordinates in case some oddness with map tiling is
1100 * evident
1101 */ 1032 */
1102 if(GET_MAP_OB(m,x,y)!=op) { 1033 if (tmp->container == this)
1103 dump_object(op); 1034 {
1104 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); 1035 flag [FLAG_APPLIED] = 0;
1105 dump_object(GET_MAP_OB(m,x,y)); 1036 tmp->container = 0;
1106 LOG(llevError,"%s\n",errmsg); 1037 }
1038
1039 if (tmp->contr->ns)
1040 tmp->contr->ns->floorbox_update ();
1041 }
1042
1043 /* See if player moving off should effect something */
1044 if (check_walk_off
1045 && ((move_type & tmp->move_off)
1046 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1047 {
1048 move_apply (tmp, this, 0);
1049
1050 if (destroyed ())
1051 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1052 }
1053
1054 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1055
1056 if (tmp->above == tmp)
1057 tmp->above = 0;
1058
1059 last = tmp;
1107 } 1060 }
1108 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1109 }
1110 op->above=NULL;
1111 op->below=NULL;
1112 1061
1113 if (op->map->in_memory == MAP_SAVING)
1114 return;
1115
1116 tag = op->count;
1117 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1118 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1119 /* No point updating the players look faces if he is the object
1120 * being removed.
1121 */
1122
1123 if(tmp->type==PLAYER && tmp!=op) {
1124 /* If a container that the player is currently using somehow gets
1125 * removed (most likely destroyed), update the player view
1126 * appropriately.
1127 */
1128 if (tmp->container==op) {
1129 CLEAR_FLAG(op, FLAG_APPLIED);
1130 tmp->container=NULL;
1131 }
1132 tmp->contr->socket.update_look=1;
1133 }
1134 /* See if player moving off should effect something */
1135 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1136 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1137
1138 move_apply(tmp, op, NULL);
1139 if (was_destroyed (op, tag)) {
1140 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1141 "leaving object\n", &tmp->name, &tmp->arch->name);
1142 }
1143 }
1144
1145 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1146
1147 if(tmp->above == tmp)
1148 tmp->above = NULL;
1149 last=tmp;
1150 }
1151 /* last == NULL of there are no objects on this space */ 1062 /* last == NULL of there are no objects on this space */
1152 if (last==NULL) { 1063 if (!last)
1153 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1064 map->at (x, y).flags_ = P_NEED_UPDATE;
1154 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1155 * those out anyways, and if there are any flags set right now, they won't
1156 * be correct anyways.
1157 */
1158 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1159 update_position(op->map, op->x, op->y);
1160 }
1161 else 1065 else
1162 update_object(last, UP_OBJ_REMOVE); 1066 update_object (last, UP_OBJ_REMOVE);
1163 1067
1164 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1068 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1165 update_all_los(op->map, op->x, op->y); 1069 update_all_los (map, x, y);
1166 1070 }
1167} 1071}
1168 1072
1169/* 1073/*
1170 * merge_ob(op,top): 1074 * merge_ob(op,top):
1171 * 1075 *
1172 * This function goes through all objects below and including top, and 1076 * This function goes through all objects below and including top, and
1173 * merges op to the first matching object. 1077 * merges op to the first matching object.
1174 * If top is NULL, it is calculated. 1078 * If top is NULL, it is calculated.
1175 * Returns pointer to object if it succeded in the merge, otherwise NULL 1079 * Returns pointer to object if it succeded in the merge, otherwise NULL
1176 */ 1080 */
1177 1081object *
1178object *merge_ob(object *op, object *top) { 1082merge_ob (object *op, object *top)
1083{
1179 if(!op->nrof) 1084 if (!op->nrof)
1180 return 0; 1085 return 0;
1181 if(top==NULL) 1086
1087 if (top)
1182 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1088 for (top = op; top && top->above; top = top->above)
1089 ;
1090
1183 for(;top!=NULL;top=top->below) { 1091 for (; top; top = top->below)
1092 {
1184 if(top==op) 1093 if (top == op)
1185 continue; 1094 continue;
1186 if (CAN_MERGE(op,top)) 1095
1187 { 1096 if (object::can_merge (op, top))
1097 {
1188 top->nrof+=op->nrof; 1098 top->nrof += op->nrof;
1099
1189/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1100/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1190 op->weight = 0; /* Don't want any adjustements now */ 1101 op->weight = 0; /* Don't want any adjustements now */
1191 remove_ob(op); 1102 op->destroy ();
1192 free_object(op);
1193 return top; 1103 return top;
1194 } 1104 }
1195 } 1105 }
1106
1196 return NULL; 1107 return 0;
1197} 1108}
1198 1109
1199/* 1110/*
1200 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1111 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1201 * job preparing multi-part monsters 1112 * job preparing multi-part monsters
1202 */ 1113 */
1114object *
1203object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1115insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1116{
1204 object* tmp; 1117 object *tmp;
1118
1205 if (op->head) 1119 if (op->head)
1206 op=op->head; 1120 op = op->head;
1121
1207 for (tmp=op;tmp;tmp=tmp->more){ 1122 for (tmp = op; tmp; tmp = tmp->more)
1123 {
1208 tmp->x=x+tmp->arch->clone.x; 1124 tmp->x = x + tmp->arch->clone.x;
1209 tmp->y=y+tmp->arch->clone.y; 1125 tmp->y = y + tmp->arch->clone.y;
1210 } 1126 }
1127
1211 return insert_ob_in_map (op, m, originator, flag); 1128 return insert_ob_in_map (op, m, originator, flag);
1212} 1129}
1213 1130
1214/* 1131/*
1215 * insert_ob_in_map (op, map, originator, flag): 1132 * insert_ob_in_map (op, map, originator, flag):
1216 * This function inserts the object in the two-way linked list 1133 * This function inserts the object in the two-way linked list
1229 * Return value: 1146 * Return value:
1230 * new object if 'op' was merged with other object 1147 * new object if 'op' was merged with other object
1231 * NULL if 'op' was destroyed 1148 * NULL if 'op' was destroyed
1232 * just 'op' otherwise 1149 * just 'op' otherwise
1233 */ 1150 */
1234 1151object *
1235object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1152insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1153{
1237 object *tmp, *top, *floor=NULL; 1154 object *tmp, *top, *floor = NULL;
1238 sint16 x,y; 1155 sint16 x, y;
1239 1156
1240 if (QUERY_FLAG (op, FLAG_FREED)) { 1157 if (QUERY_FLAG (op, FLAG_FREED))
1158 {
1241 LOG (llevError, "Trying to insert freed object!\n"); 1159 LOG (llevError, "Trying to insert freed object!\n");
1242 return NULL; 1160 return NULL;
1161 }
1162
1163 if (m == NULL)
1243 } 1164 {
1244 if(m==NULL) {
1245 dump_object(op); 1165 char *dump = dump_object (op);
1246 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1166 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1167 free (dump);
1247 return op; 1168 return op;
1248 } 1169 }
1170
1249 if(out_of_map(m,op->x,op->y)) { 1171 if (out_of_map (m, op->x, op->y))
1172 {
1250 dump_object(op); 1173 char *dump = dump_object (op);
1251 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1174 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1252#ifdef MANY_CORES 1175#ifdef MANY_CORES
1253 /* Better to catch this here, as otherwise the next use of this object 1176 /* Better to catch this here, as otherwise the next use of this object
1254 * is likely to cause a crash. Better to find out where it is getting 1177 * is likely to cause a crash. Better to find out where it is getting
1255 * improperly inserted. 1178 * improperly inserted.
1256 */ 1179 */
1257 abort(); 1180 abort ();
1258#endif 1181#endif
1182 free (dump);
1259 return op; 1183 return op;
1260 } 1184 }
1185
1261 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1186 if (!QUERY_FLAG (op, FLAG_REMOVED))
1187 {
1262 dump_object(op); 1188 char *dump = dump_object (op);
1263 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1189 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1190 free (dump);
1264 return op; 1191 return op;
1192 }
1193
1194 if (op->more)
1265 } 1195 {
1266 if(op->more!=NULL) {
1267 /* The part may be on a different map. */ 1196 /* The part may be on a different map. */
1268 1197
1269 object *more = op->more; 1198 object *more = op->more;
1270 1199
1271 /* We really need the caller to normalize coordinates - if 1200 /* We really need the caller to normalize coordinates - if
1272 * we set the map, that doesn't work if the location is within 1201 * we set the map, that doesn't work if the location is within
1273 * a map and this is straddling an edge. So only if coordinate 1202 * a map and this is straddling an edge. So only if coordinate
1274 * is clear wrong do we normalize it. 1203 * is clear wrong do we normalize it.
1275 */ 1204 */
1276 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1205 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1277 more->map = get_map_from_coord(m, &more->x, &more->y); 1206 more->map = get_map_from_coord (m, &more->x, &more->y);
1278 } else if (!more->map) { 1207 else if (!more->map)
1208 {
1279 /* For backwards compatibility - when not dealing with tiled maps, 1209 /* For backwards compatibility - when not dealing with tiled maps,
1280 * more->map should always point to the parent. 1210 * more->map should always point to the parent.
1281 */ 1211 */
1282 more->map = m; 1212 more->map = m;
1283 } 1213 }
1284 1214
1285 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1215 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1216 {
1286 if ( ! op->head) 1217 if (!op->head)
1287 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1218 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1219
1288 return NULL; 1220 return 0;
1289 } 1221 }
1290 } 1222 }
1223
1291 CLEAR_FLAG(op,FLAG_REMOVED); 1224 CLEAR_FLAG (op, FLAG_REMOVED);
1292 1225
1293 /* Ideally, the caller figures this out. However, it complicates a lot 1226 /* Ideally, the caller figures this out. However, it complicates a lot
1294 * of areas of callers (eg, anything that uses find_free_spot would now 1227 * of areas of callers (eg, anything that uses find_free_spot would now
1295 * need extra work 1228 * need extra work
1296 */ 1229 */
1297 op->map=get_map_from_coord(m, &op->x, &op->y); 1230 op->map = get_map_from_coord (m, &op->x, &op->y);
1298 x = op->x; 1231 x = op->x;
1299 y = op->y; 1232 y = op->y;
1300 1233
1301 /* this has to be done after we translate the coordinates. 1234 /* this has to be done after we translate the coordinates.
1302 */ 1235 */
1303 if(op->nrof && !(flag & INS_NO_MERGE)) { 1236 if (op->nrof && !(flag & INS_NO_MERGE))
1304 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1237 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1305 if (CAN_MERGE(op,tmp)) { 1238 if (object::can_merge (op, tmp))
1239 {
1306 op->nrof+=tmp->nrof; 1240 op->nrof += tmp->nrof;
1307 remove_ob(tmp); 1241 tmp->destroy ();
1308 free_object(tmp); 1242 }
1243
1244 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1245 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1246
1247 if (!QUERY_FLAG (op, FLAG_ALIVE))
1248 CLEAR_FLAG (op, FLAG_NO_STEAL);
1249
1250 if (flag & INS_BELOW_ORIGINATOR)
1251 {
1252 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1253 {
1254 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1255 abort ();
1256 }
1257
1258 op->above = originator;
1259 op->below = originator->below;
1260
1261 if (op->below)
1262 op->below->above = op;
1263 else
1264 op->ms ().bot = op;
1265
1266 /* since *below* originator, no need to update top */
1267 originator->below = op;
1268 }
1269 else
1270 {
1271 /* If there are other objects, then */
1272 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1273 {
1274 object *last = NULL;
1275
1276 /*
1277 * If there are multiple objects on this space, we do some trickier handling.
1278 * We've already dealt with merging if appropriate.
1279 * Generally, we want to put the new object on top. But if
1280 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1281 * floor, we want to insert above that and no further.
1282 * Also, if there are spell objects on this space, we stop processing
1283 * once we get to them. This reduces the need to traverse over all of
1284 * them when adding another one - this saves quite a bit of cpu time
1285 * when lots of spells are cast in one area. Currently, it is presumed
1286 * that flying non pickable objects are spell objects.
1287 */
1288
1289 while (top != NULL)
1290 {
1291 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1292 floor = top;
1293
1294 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1295 {
1296 /* We insert above top, so we want this object below this */
1297 top = top->below;
1298 break;
1299 }
1300
1301 last = top;
1302 top = top->above;
1309 } 1303 }
1310 }
1311 1304
1312 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1305 /* Don't want top to be NULL, so set it to the last valid object */
1313 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1306 top = last;
1314 if (!QUERY_FLAG(op, FLAG_ALIVE))
1315 CLEAR_FLAG(op, FLAG_NO_STEAL);
1316 1307
1317 if (flag & INS_BELOW_ORIGINATOR) { 1308 /* We let update_position deal with figuring out what the space
1318 if (originator->map != op->map || originator->x != op->x || 1309 * looks like instead of lots of conditions here.
1319 originator->y != op->y) { 1310 * makes things faster, and effectively the same result.
1320 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1311 */
1321 abort(); 1312
1313 /* Have object 'fall below' other objects that block view.
1314 * Unless those objects are exits, type 66
1315 * If INS_ON_TOP is used, don't do this processing
1316 * Need to find the object that in fact blocks view, otherwise
1317 * stacking is a bit odd.
1318 */
1319 if (!(flag & INS_ON_TOP) &&
1320 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1321 {
1322 for (last = top; last != floor; last = last->below)
1323 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1324 break;
1325 /* Check to see if we found the object that blocks view,
1326 * and make sure we have a below pointer for it so that
1327 * we can get inserted below this one, which requires we
1328 * set top to the object below us.
1329 */
1330 if (last && last->below && last != floor)
1331 top = last->below;
1332 }
1333 } /* If objects on this space */
1334
1335 if (flag & INS_MAP_LOAD)
1336 top = GET_MAP_TOP (op->map, op->x, op->y);
1337
1338 if (flag & INS_ABOVE_FLOOR_ONLY)
1339 top = floor;
1340
1341 /* Top is the object that our object (op) is going to get inserted above.
1342 */
1343
1344 /* First object on this space */
1345 if (!top)
1346 {
1347 op->above = GET_MAP_OB (op->map, op->x, op->y);
1348
1349 if (op->above)
1350 op->above->below = op;
1351
1352 op->below = NULL;
1353 op->ms ().bot = op;
1322 } 1354 }
1323 op->above = originator;
1324 op->below = originator->below;
1325 if (op->below) op->below->above = op;
1326 else SET_MAP_OB(op->map, op->x, op->y, op);
1327 /* since *below* originator, no need to update top */
1328 originator->below = op;
1329 } else { 1355 else
1330 /* If there are other objects, then */
1331 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1332 object *last=NULL;
1333 /*
1334 * If there are multiple objects on this space, we do some trickier handling.
1335 * We've already dealt with merging if appropriate.
1336 * Generally, we want to put the new object on top. But if
1337 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1338 * floor, we want to insert above that and no further.
1339 * Also, if there are spell objects on this space, we stop processing
1340 * once we get to them. This reduces the need to traverse over all of
1341 * them when adding another one - this saves quite a bit of cpu time
1342 * when lots of spells are cast in one area. Currently, it is presumed
1343 * that flying non pickable objects are spell objects.
1344 */
1345
1346 while (top != NULL) {
1347 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1348 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1349 if (QUERY_FLAG(top, FLAG_NO_PICK)
1350 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1351 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1352 {
1353 /* We insert above top, so we want this object below this */
1354 top=top->below;
1355 break;
1356 }
1357 last = top;
1358 top = top->above;
1359 }
1360 /* Don't want top to be NULL, so set it to the last valid object */
1361 top = last;
1362
1363 /* We let update_position deal with figuring out what the space
1364 * looks like instead of lots of conditions here.
1365 * makes things faster, and effectively the same result.
1366 */
1367
1368 /* Have object 'fall below' other objects that block view.
1369 * Unless those objects are exits, type 66
1370 * If INS_ON_TOP is used, don't do this processing
1371 * Need to find the object that in fact blocks view, otherwise
1372 * stacking is a bit odd.
1373 */
1374 if (!(flag & INS_ON_TOP) &&
1375 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1376 (op->face && !op->face->visibility)) {
1377 for (last=top; last != floor; last=last->below)
1378 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1379 /* Check to see if we found the object that blocks view,
1380 * and make sure we have a below pointer for it so that
1381 * we can get inserted below this one, which requires we
1382 * set top to the object below us.
1383 */
1384 if (last && last->below && last != floor) top=last->below;
1385 }
1386 } /* If objects on this space */
1387 if (flag & INS_MAP_LOAD)
1388 top = GET_MAP_TOP(op->map,op->x,op->y);
1389 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1390
1391 /* Top is the object that our object (op) is going to get inserted above.
1392 */
1393
1394 /* First object on this space */
1395 if (!top) {
1396 op->above = GET_MAP_OB(op->map, op->x, op->y);
1397 if (op->above) op->above->below = op;
1398 op->below = NULL;
1399 SET_MAP_OB(op->map, op->x, op->y, op);
1400 } else { /* get inserted into the stack above top */ 1356 { /* get inserted into the stack above top */
1401 op->above = top->above; 1357 op->above = top->above;
1358
1359 if (op->above)
1402 if (op->above) op->above->below = op; 1360 op->above->below = op;
1361
1403 op->below = top; 1362 op->below = top;
1404 top->above = op; 1363 top->above = op;
1405 } 1364 }
1365
1406 if (op->above==NULL) 1366 if (op->above == NULL)
1407 SET_MAP_TOP(op->map,op->x, op->y, op); 1367 op->ms ().top = op;
1408 } /* else not INS_BELOW_ORIGINATOR */ 1368 } /* else not INS_BELOW_ORIGINATOR */
1409 1369
1410 if(op->type==PLAYER) 1370 if (op->type == PLAYER)
1411 op->contr->do_los=1; 1371 op->contr->do_los = 1;
1412 1372
1413 /* If we have a floor, we know the player, if any, will be above 1373 /* If we have a floor, we know the player, if any, will be above
1414 * it, so save a few ticks and start from there. 1374 * it, so save a few ticks and start from there.
1415 */ 1375 */
1416 if (!(flag & INS_MAP_LOAD)) 1376 if (!(flag & INS_MAP_LOAD))
1417 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1377 if (object *pl = op->ms ().player ())
1418 if (tmp->type == PLAYER) 1378 if (pl->contr->ns)
1419 tmp->contr->socket.update_look=1; 1379 pl->contr->ns->floorbox_update ();
1420 }
1421 1380
1422 /* If this object glows, it may affect lighting conditions that are 1381 /* If this object glows, it may affect lighting conditions that are
1423 * visible to others on this map. But update_all_los is really 1382 * visible to others on this map. But update_all_los is really
1424 * an inefficient way to do this, as it means los for all players 1383 * an inefficient way to do this, as it means los for all players
1425 * on the map will get recalculated. The players could very well 1384 * on the map will get recalculated. The players could very well
1426 * be far away from this change and not affected in any way - 1385 * be far away from this change and not affected in any way -
1427 * this should get redone to only look for players within range, 1386 * this should get redone to only look for players within range,
1428 * or just updating the P_NEED_UPDATE for spaces within this area 1387 * or just updating the P_NEED_UPDATE for spaces within this area
1429 * of effect may be sufficient. 1388 * of effect may be sufficient.
1430 */ 1389 */
1431 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1390 if (op->map->darkness && (op->glow_radius != 0))
1432 update_all_los(op->map, op->x, op->y); 1391 update_all_los (op->map, op->x, op->y);
1433 1392
1434
1435 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1393 /* updates flags (blocked, alive, no magic, etc) for this map space */
1436 update_object(op,UP_OBJ_INSERT); 1394 update_object (op, UP_OBJ_INSERT);
1437 1395
1396 INVOKE_OBJECT (INSERT, op);
1438 1397
1439 /* Don't know if moving this to the end will break anything. However, 1398 /* Don't know if moving this to the end will break anything. However,
1440 * we want to have update_look set above before calling this. 1399 * we want to have floorbox_update called before calling this.
1441 * 1400 *
1442 * check_move_on() must be after this because code called from 1401 * check_move_on() must be after this because code called from
1443 * check_move_on() depends on correct map flags (so functions like 1402 * check_move_on() depends on correct map flags (so functions like
1444 * blocked() and wall() work properly), and these flags are updated by 1403 * blocked() and wall() work properly), and these flags are updated by
1445 * update_object(). 1404 * update_object().
1446 */ 1405 */
1447 1406
1448 /* if this is not the head or flag has been passed, don't check walk on status */ 1407 /* if this is not the head or flag has been passed, don't check walk on status */
1449
1450 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1408 if (!(flag & INS_NO_WALK_ON) && !op->head)
1409 {
1451 if (check_move_on(op, originator)) 1410 if (check_move_on (op, originator))
1452 return NULL; 1411 return 0;
1453 1412
1454 /* If we are a multi part object, lets work our way through the check 1413 /* If we are a multi part object, lets work our way through the check
1455 * walk on's. 1414 * walk on's.
1456 */ 1415 */
1457 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1416 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1458 if (check_move_on (tmp, originator)) 1417 if (check_move_on (tmp, originator))
1459 return NULL; 1418 return 0;
1460 } 1419 }
1420
1461 return op; 1421 return op;
1462} 1422}
1463 1423
1464/* this function inserts an object in the map, but if it 1424/* this function inserts an object in the map, but if it
1465 * finds an object of its own type, it'll remove that one first. 1425 * finds an object of its own type, it'll remove that one first.
1466 * op is the object to insert it under: supplies x and the map. 1426 * op is the object to insert it under: supplies x and the map.
1467 */ 1427 */
1428void
1468void replace_insert_ob_in_map(const char *arch_string, object *op) { 1429replace_insert_ob_in_map (const char *arch_string, object *op)
1469 object *tmp; 1430{
1470 object *tmp1; 1431 object *tmp, *tmp1;
1471 1432
1472 /* first search for itself and remove any old instances */ 1433 /* first search for itself and remove any old instances */
1473 1434
1474 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1435 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1475 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1436 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1476 remove_ob(tmp); 1437 tmp->destroy ();
1477 free_object(tmp);
1478 }
1479 }
1480 1438
1481 tmp1=arch_to_object(find_archetype(arch_string)); 1439 tmp1 = arch_to_object (archetype::find (arch_string));
1482 1440
1483 1441 tmp1->x = op->x;
1484 tmp1->x = op->x; tmp1->y = op->y; 1442 tmp1->y = op->y;
1485 insert_ob_in_map(tmp1,op->map,op,0); 1443 insert_ob_in_map (tmp1, op->map, op, 0);
1486} 1444}
1487 1445
1488/* 1446/*
1489 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1447 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1490 * is returned contains nr objects, and the remaining parts contains 1448 * is returned contains nr objects, and the remaining parts contains
1491 * the rest (or is removed and freed if that number is 0). 1449 * the rest (or is removed and freed if that number is 0).
1492 * On failure, NULL is returned, and the reason put into the 1450 * On failure, NULL is returned, and the reason put into the
1493 * global static errmsg array. 1451 * global static errmsg array.
1494 */ 1452 */
1495 1453
1454object *
1496object *get_split_ob(object *orig_ob, uint32 nr) { 1455get_split_ob (object *orig_ob, uint32 nr)
1456{
1497 object *newob; 1457 object *newob;
1498 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1458 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1499 1459
1500 if(orig_ob->nrof<nr) { 1460 if (orig_ob->nrof < nr)
1501 sprintf(errmsg,"There are only %d %ss.", 1461 {
1502 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1462 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1503 return NULL; 1463 return NULL;
1504 } 1464 }
1465
1505 newob = object_create_clone(orig_ob); 1466 newob = object_create_clone (orig_ob);
1467
1506 if((orig_ob->nrof-=nr)<1) { 1468 if ((orig_ob->nrof -= nr) < 1)
1507 if ( ! is_removed) 1469 orig_ob->destroy (1);
1508 remove_ob(orig_ob);
1509 free_object2(orig_ob, 1);
1510 }
1511 else if ( ! is_removed) { 1470 else if (!is_removed)
1471 {
1512 if(orig_ob->env!=NULL) 1472 if (orig_ob->env != NULL)
1513 sub_weight (orig_ob->env,orig_ob->weight*nr); 1473 sub_weight (orig_ob->env, orig_ob->weight * nr);
1514 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1474 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1475 {
1515 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1476 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1516 LOG(llevDebug,
1517 "Error, Tried to split object whose map is not in memory.\n"); 1477 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1518 return NULL; 1478 return NULL;
1519 } 1479 }
1520 } 1480 }
1481
1521 newob->nrof=nr; 1482 newob->nrof = nr;
1522 1483
1523 return newob; 1484 return newob;
1524} 1485}
1525 1486
1526/* 1487/*
1527 * decrease_ob_nr(object, number) decreases a specified number from 1488 * decrease_ob_nr(object, number) decreases a specified number from
1528 * the amount of an object. If the amount reaches 0, the object 1489 * the amount of an object. If the amount reaches 0, the object
1529 * is subsequently removed and freed. 1490 * is subsequently removed and freed.
1530 * 1491 *
1531 * Return value: 'op' if something is left, NULL if the amount reached 0 1492 * Return value: 'op' if something is left, NULL if the amount reached 0
1532 */ 1493 */
1533 1494
1495object *
1534object *decrease_ob_nr (object *op, uint32 i) 1496decrease_ob_nr (object *op, uint32 i)
1535{ 1497{
1536 object *tmp; 1498 object *tmp;
1537 player *pl;
1538 1499
1539 if (i == 0) /* objects with op->nrof require this check */ 1500 if (i == 0) /* objects with op->nrof require this check */
1540 return op; 1501 return op;
1541 1502
1542 if (i > op->nrof) 1503 if (i > op->nrof)
1543 i = op->nrof; 1504 i = op->nrof;
1544 1505
1545 if (QUERY_FLAG (op, FLAG_REMOVED)) 1506 if (QUERY_FLAG (op, FLAG_REMOVED))
1507 op->nrof -= i;
1508 else if (op->env)
1509 {
1510 /* is this object in the players inventory, or sub container
1511 * therein?
1512 */
1513 tmp = op->in_player ();
1514 /* nope. Is this a container the player has opened?
1515 * If so, set tmp to that player.
1516 * IMO, searching through all the players will mostly
1517 * likely be quicker than following op->env to the map,
1518 * and then searching the map for a player.
1519 */
1520 if (!tmp)
1521 for_all_players (pl)
1522 if (pl->ob->container == op->env)
1523 {
1524 tmp = pl->ob;
1525 break;
1526 }
1527
1528 if (i < op->nrof)
1529 {
1530 sub_weight (op->env, op->weight * i);
1531 op->nrof -= i;
1532 if (tmp)
1533 esrv_send_item (tmp, op);
1534 }
1535 else
1536 {
1537 op->remove ();
1538 op->nrof = 0;
1539 if (tmp)
1540 esrv_del_item (tmp->contr, op->count);
1541 }
1546 { 1542 }
1543 else
1544 {
1545 object *above = op->above;
1546
1547 if (i < op->nrof)
1547 op->nrof -= i; 1548 op->nrof -= i;
1548 } 1549 else
1549 else if (op->env != NULL)
1550 {
1551 /* is this object in the players inventory, or sub container
1552 * therein?
1553 */ 1550 {
1554 tmp = is_player_inv (op->env); 1551 op->remove ();
1555 /* nope. Is this a container the player has opened? 1552 op->nrof = 0;
1556 * If so, set tmp to that player.
1557 * IMO, searching through all the players will mostly
1558 * likely be quicker than following op->env to the map,
1559 * and then searching the map for a player.
1560 */
1561 if (!tmp) {
1562 for (pl=first_player; pl; pl=pl->next)
1563 if (pl->ob->container == op->env) break;
1564 if (pl) tmp=pl->ob;
1565 else tmp=NULL;
1566 } 1553 }
1567 1554
1568 if (i < op->nrof) {
1569 sub_weight (op->env, op->weight * i);
1570 op->nrof -= i;
1571 if (tmp) {
1572 esrv_send_item(tmp, op);
1573 }
1574 } else {
1575 remove_ob (op);
1576 op->nrof = 0;
1577 if (tmp) {
1578 esrv_del_item(tmp->contr, op->count);
1579 }
1580 }
1581 }
1582 else
1583 {
1584 object *above = op->above;
1585
1586 if (i < op->nrof) {
1587 op->nrof -= i;
1588 } else {
1589 remove_ob (op);
1590 op->nrof = 0;
1591 }
1592 /* Since we just removed op, op->above is null */ 1555 /* Since we just removed op, op->above is null */
1593 for (tmp = above; tmp != NULL; tmp = tmp->above) 1556 for (tmp = above; tmp; tmp = tmp->above)
1594 if (tmp->type == PLAYER) { 1557 if (tmp->type == PLAYER)
1558 {
1595 if (op->nrof) 1559 if (op->nrof)
1596 esrv_send_item(tmp, op); 1560 esrv_send_item (tmp, op);
1597 else 1561 else
1598 esrv_del_item(tmp->contr, op->count); 1562 esrv_del_item (tmp->contr, op->count);
1599 } 1563 }
1600 } 1564 }
1601 1565
1602 if (op->nrof) { 1566 if (op->nrof)
1603 return op; 1567 return op;
1604 } else { 1568 else
1605 free_object (op); 1569 {
1570 op->destroy ();
1606 return NULL; 1571 return 0;
1607 } 1572 }
1608} 1573}
1609 1574
1610/* 1575/*
1611 * add_weight(object, weight) adds the specified weight to an object, 1576 * add_weight(object, weight) adds the specified weight to an object,
1612 * and also updates how much the environment(s) is/are carrying. 1577 * and also updates how much the environment(s) is/are carrying.
1613 */ 1578 */
1614 1579
1580void
1615void add_weight (object *op, signed long weight) { 1581add_weight (object *op, signed long weight)
1582{
1616 while (op!=NULL) { 1583 while (op != NULL)
1584 {
1617 if (op->type == CONTAINER) { 1585 if (op->type == CONTAINER)
1618 weight=(signed long)(weight*(100-op->stats.Str)/100); 1586 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1619 } 1587
1620 op->carrying+=weight; 1588 op->carrying += weight;
1621 op=op->env; 1589 op = op->env;
1622 } 1590 }
1623} 1591}
1624 1592
1593object *
1594insert_ob_in_ob (object *op, object *where)
1595{
1596 if (!where)
1597 {
1598 char *dump = dump_object (op);
1599 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1600 free (dump);
1601 return op;
1602 }
1603
1604 if (where->head)
1605 {
1606 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1607 where = where->head;
1608 }
1609
1610 return where->insert (op);
1611}
1612
1625/* 1613/*
1626 * insert_ob_in_ob(op,environment): 1614 * env->insert (op)
1627 * This function inserts the object op in the linked list 1615 * This function inserts the object op in the linked list
1628 * inside the object environment. 1616 * inside the object environment.
1629 * 1617 *
1630 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1631 * the inventory at the last position or next to other objects of the same
1632 * type.
1633 * Frank: Now sorted by type, archetype and magic!
1634 *
1635 * The function returns now pointer to inserted item, and return value can 1618 * The function returns now pointer to inserted item, and return value can
1636 * be != op, if items are merged. -Tero 1619 * be != op, if items are merged. -Tero
1637 */ 1620 */
1638 1621
1639object *insert_ob_in_ob(object *op,object *where) { 1622object *
1623object::insert (object *op)
1624{
1640 object *tmp, *otmp; 1625 object *tmp, *otmp;
1641 1626
1642 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1627 if (!QUERY_FLAG (op, FLAG_REMOVED))
1643 dump_object(op); 1628 op->remove ();
1644 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1629
1645 return op;
1646 }
1647 if(where==NULL) {
1648 dump_object(op);
1649 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1650 return op;
1651 }
1652 if (where->head) {
1653 LOG(llevDebug,
1654 "Warning: Tried to insert object wrong part of multipart object.\n");
1655 where = where->head;
1656 }
1657 if (op->more) { 1630 if (op->more)
1631 {
1658 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1632 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1659 &op->name, op->count);
1660 return op; 1633 return op;
1661 } 1634 }
1635
1662 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1636 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1663 CLEAR_FLAG(op, FLAG_REMOVED); 1637 CLEAR_FLAG (op, FLAG_REMOVED);
1664 if(op->nrof) { 1638 if (op->nrof)
1639 {
1665 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1640 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1666 if ( CAN_MERGE(tmp,op) ) { 1641 if (object::can_merge (tmp, op))
1642 {
1667 /* return the original object and remove inserted object 1643 /* return the original object and remove inserted object
1668 (client needs the original object) */ 1644 (client needs the original object) */
1669 tmp->nrof += op->nrof; 1645 tmp->nrof += op->nrof;
1670 /* Weight handling gets pretty funky. Since we are adding to 1646 /* Weight handling gets pretty funky. Since we are adding to
1671 * tmp->nrof, we need to increase the weight. 1647 * tmp->nrof, we need to increase the weight.
1672 */ 1648 */
1673 add_weight (where, op->weight*op->nrof); 1649 add_weight (this, op->weight * op->nrof);
1674 SET_FLAG(op, FLAG_REMOVED); 1650 SET_FLAG (op, FLAG_REMOVED);
1675 free_object(op); /* free the inserted object */ 1651 op->destroy (); /* free the inserted object */
1676 op = tmp; 1652 op = tmp;
1677 remove_ob (op); /* and fix old object's links */ 1653 op->remove (); /* and fix old object's links */
1678 CLEAR_FLAG(op, FLAG_REMOVED); 1654 CLEAR_FLAG (op, FLAG_REMOVED);
1679 break; 1655 break;
1680 } 1656 }
1681 1657
1682 /* I assume combined objects have no inventory 1658 /* I assume combined objects have no inventory
1683 * We add the weight - this object could have just been removed 1659 * We add the weight - this object could have just been removed
1684 * (if it was possible to merge). calling remove_ob will subtract 1660 * (if it was possible to merge). calling remove_ob will subtract
1685 * the weight, so we need to add it in again, since we actually do 1661 * the weight, so we need to add it in again, since we actually do
1686 * the linking below 1662 * the linking below
1687 */ 1663 */
1688 add_weight (where, op->weight*op->nrof); 1664 add_weight (this, op->weight * op->nrof);
1665 }
1689 } else 1666 else
1690 add_weight (where, (op->weight+op->carrying)); 1667 add_weight (this, (op->weight + op->carrying));
1691 1668
1692 otmp=is_player_inv(where); 1669 otmp = this->in_player ();
1693 if (otmp&&otmp->contr!=NULL) { 1670 if (otmp && otmp->contr)
1694 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1671 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1695 fix_player(otmp); 1672 otmp->update_stats ();
1696 }
1697 1673
1698 op->map=NULL; 1674 op->map = 0;
1699 op->env=where; 1675 op->env = this;
1700 op->above=NULL; 1676 op->above = 0;
1701 op->below=NULL; 1677 op->below = 0;
1702 op->x=0,op->y=0; 1678 op->x = 0, op->y = 0;
1703 1679
1704 /* reset the light list and los of the players on the map */ 1680 /* reset the light list and los of the players on the map */
1705 if((op->glow_radius!=0)&&where->map) 1681 if ((op->glow_radius != 0) && map)
1706 { 1682 {
1707#ifdef DEBUG_LIGHTS 1683#ifdef DEBUG_LIGHTS
1708 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1684 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1709 op->name);
1710#endif /* DEBUG_LIGHTS */ 1685#endif /* DEBUG_LIGHTS */
1711 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1686 if (map->darkness)
1687 update_all_los (map, x, y);
1712 } 1688 }
1713 1689
1714 /* Client has no idea of ordering so lets not bother ordering it here. 1690 /* Client has no idea of ordering so lets not bother ordering it here.
1715 * It sure simplifies this function... 1691 * It sure simplifies this function...
1716 */ 1692 */
1717 if (where->inv==NULL) 1693 if (!inv)
1718 where->inv=op; 1694 inv = op;
1719 else { 1695 else
1696 {
1720 op->below = where->inv; 1697 op->below = inv;
1721 op->below->above = op; 1698 op->below->above = op;
1722 where->inv = op; 1699 inv = op;
1723 } 1700 }
1701
1702 INVOKE_OBJECT (INSERT, this);
1703
1724 return op; 1704 return op;
1725} 1705}
1726 1706
1727/* 1707/*
1728 * Checks if any objects has a move_type that matches objects 1708 * Checks if any objects has a move_type that matches objects
1743 * MSW 2001-07-08: Check all objects on space, not just those below 1723 * MSW 2001-07-08: Check all objects on space, not just those below
1744 * object being inserted. insert_ob_in_map may not put new objects 1724 * object being inserted. insert_ob_in_map may not put new objects
1745 * on top. 1725 * on top.
1746 */ 1726 */
1747 1727
1728int
1748int check_move_on (object *op, object *originator) 1729check_move_on (object *op, object *originator)
1749{ 1730{
1750 object *tmp; 1731 object *tmp;
1751 tag_t tag;
1752 mapstruct *m=op->map; 1732 maptile *m = op->map;
1753 int x=op->x, y=op->y; 1733 int x = op->x, y = op->y;
1734
1754 MoveType move_on, move_slow, move_block; 1735 MoveType move_on, move_slow, move_block;
1755 1736
1756 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1737 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1757 return 0; 1738 return 0;
1758 1739
1759 tag = op->count;
1760
1761 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1740 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1762 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1741 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1763 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1742 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1764 1743
1765 /* if nothing on this space will slow op down or be applied, 1744 /* if nothing on this space will slow op down or be applied,
1766 * no need to do checking below. have to make sure move_type 1745 * no need to do checking below. have to make sure move_type
1767 * is set, as lots of objects don't have it set - we treat that 1746 * is set, as lots of objects don't have it set - we treat that
1768 * as walking. 1747 * as walking.
1769 */ 1748 */
1770 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1749 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1771 return 0; 1750 return 0;
1772 1751
1773 /* This is basically inverse logic of that below - basically, 1752 /* This is basically inverse logic of that below - basically,
1774 * if the object can avoid the move on or slow move, they do so, 1753 * if the object can avoid the move on or slow move, they do so,
1775 * but can't do it if the alternate movement they are using is 1754 * but can't do it if the alternate movement they are using is
1776 * blocked. Logic on this seems confusing, but does seem correct. 1755 * blocked. Logic on this seems confusing, but does seem correct.
1777 */ 1756 */
1778 if ((op->move_type & ~move_on & ~move_block) != 0 && 1757 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1779 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1758 return 0;
1780 1759
1781 /* The objects have to be checked from top to bottom. 1760 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1761 * Hence, we first go to the top:
1783 */ 1762 */
1784 1763
1785 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1764 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1786 tmp->above!=NULL; tmp=tmp->above) { 1765 {
1787 /* Trim the search when we find the first other spell effect 1766 /* Trim the search when we find the first other spell effect
1788 * this helps performance so that if a space has 50 spell objects, 1767 * this helps performance so that if a space has 50 spell objects,
1789 * we don't need to check all of them. 1768 * we don't need to check all of them.
1790 */ 1769 */
1791 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1770 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1771 break;
1772 }
1773
1774 for (; tmp; tmp = tmp->below)
1792 } 1775 {
1793 for(;tmp!=NULL; tmp=tmp->below) { 1776 if (tmp == op)
1794 if (tmp == op) continue; /* Can't apply yourself */ 1777 continue; /* Can't apply yourself */
1795 1778
1796 /* Check to see if one of the movement types should be slowed down. 1779 /* Check to see if one of the movement types should be slowed down.
1797 * Second check makes sure that the movement types not being slowed 1780 * Second check makes sure that the movement types not being slowed
1798 * (~slow_move) is not blocked on this space - just because the 1781 * (~slow_move) is not blocked on this space - just because the
1799 * space doesn't slow down swimming (for example), if you can't actually 1782 * space doesn't slow down swimming (for example), if you can't actually
1800 * swim on that space, can't use it to avoid the penalty. 1783 * swim on that space, can't use it to avoid the penalty.
1801 */ 1784 */
1802 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1785 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1786 {
1803 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1787 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1804 ((op->move_type & tmp->move_slow) &&
1805 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1788 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1789 {
1806 1790
1807 float diff; 1791 float
1808
1809 diff = tmp->move_slow_penalty*FABS(op->speed); 1792 diff = tmp->move_slow_penalty * FABS (op->speed);
1793
1810 if (op->type == PLAYER) { 1794 if (op->type == PLAYER)
1811 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1795 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1812 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1796 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1813 diff /= 4.0; 1797 diff /= 4.0;
1814 } 1798
1815 }
1816 op->speed_left -= diff; 1799 op->speed_left -= diff;
1817 } 1800 }
1818 } 1801 }
1819 1802
1820 /* Basically same logic as above, except now for actual apply. */ 1803 /* Basically same logic as above, except now for actual apply. */
1821 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1804 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1822 ((op->move_type & tmp->move_on) &&
1823 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1805 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1824 1806 {
1825 move_apply(tmp, op, originator); 1807 move_apply (tmp, op, originator);
1808
1826 if (was_destroyed (op, tag)) 1809 if (op->destroyed ())
1827 return 1; 1810 return 1;
1828 1811
1829 /* what the person/creature stepped onto has moved the object 1812 /* what the person/creature stepped onto has moved the object
1830 * someplace new. Don't process any further - if we did, 1813 * someplace new. Don't process any further - if we did,
1831 * have a feeling strange problems would result. 1814 * have a feeling strange problems would result.
1832 */ 1815 */
1833 if (op->map != m || op->x != x || op->y != y) return 0; 1816 if (op->map != m || op->x != x || op->y != y)
1817 return 0;
1834 } 1818 }
1835 } 1819 }
1820
1836 return 0; 1821 return 0;
1837} 1822}
1838 1823
1839/* 1824/*
1840 * present_arch(arch, map, x, y) searches for any objects with 1825 * present_arch(arch, map, x, y) searches for any objects with
1841 * a matching archetype at the given map and coordinates. 1826 * a matching archetype at the given map and coordinates.
1842 * The first matching object is returned, or NULL if none. 1827 * The first matching object is returned, or NULL if none.
1843 */ 1828 */
1844 1829object *
1845object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1830present_arch (const archetype *at, maptile *m, int x, int y)
1846 object *tmp; 1831{
1847 if(m==NULL || out_of_map(m,x,y)) { 1832 if (m == NULL || out_of_map (m, x, y))
1833 {
1848 LOG(llevError,"Present_arch called outside map.\n"); 1834 LOG (llevError, "Present_arch called outside map.\n");
1849 return NULL; 1835 return NULL;
1850 } 1836 }
1837
1851 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1838 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1852 if(tmp->arch == at) 1839 if (tmp->arch == at)
1853 return tmp; 1840 return tmp;
1841
1854 return NULL; 1842 return NULL;
1855} 1843}
1856 1844
1857/* 1845/*
1858 * present(type, map, x, y) searches for any objects with 1846 * present(type, map, x, y) searches for any objects with
1859 * a matching type variable at the given map and coordinates. 1847 * a matching type variable at the given map and coordinates.
1860 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
1861 */ 1849 */
1862 1850object *
1863object *present(unsigned char type,mapstruct *m, int x,int y) { 1851present (unsigned char type, maptile *m, int x, int y)
1864 object *tmp; 1852{
1865 if(out_of_map(m,x,y)) { 1853 if (out_of_map (m, x, y))
1854 {
1866 LOG(llevError,"Present called outside map.\n"); 1855 LOG (llevError, "Present called outside map.\n");
1867 return NULL; 1856 return NULL;
1868 } 1857 }
1858
1869 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1870 if(tmp->type==type) 1860 if (tmp->type == type)
1871 return tmp; 1861 return tmp;
1862
1872 return NULL; 1863 return NULL;
1873} 1864}
1874 1865
1875/* 1866/*
1876 * present_in_ob(type, object) searches for any objects with 1867 * present_in_ob(type, object) searches for any objects with
1877 * a matching type variable in the inventory of the given object. 1868 * a matching type variable in the inventory of the given object.
1878 * The first matching object is returned, or NULL if none. 1869 * The first matching object is returned, or NULL if none.
1879 */ 1870 */
1880 1871object *
1881object *present_in_ob(unsigned char type, const object *op) { 1872present_in_ob (unsigned char type, const object *op)
1882 object *tmp; 1873{
1883 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1874 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1884 if(tmp->type==type) 1875 if (tmp->type == type)
1885 return tmp; 1876 return tmp;
1877
1886 return NULL; 1878 return NULL;
1887} 1879}
1888 1880
1889/* 1881/*
1890 * present_in_ob (type, str, object) searches for any objects with 1882 * present_in_ob (type, str, object) searches for any objects with
1898 * str is the string to match against. Note that we match against 1890 * str is the string to match against. Note that we match against
1899 * the object name, not the archetype name. this is so that the 1891 * the object name, not the archetype name. this is so that the
1900 * spell code can use one object type (force), but change it's name 1892 * spell code can use one object type (force), but change it's name
1901 * to be unique. 1893 * to be unique.
1902 */ 1894 */
1903 1895object *
1904object *present_in_ob_by_name(int type, const char *str, const object *op) { 1896present_in_ob_by_name (int type, const char *str, const object *op)
1905 object *tmp; 1897{
1906
1907 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1898 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1908 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1899 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1909 return tmp; 1900 return tmp;
1910 } 1901
1911 return NULL; 1902 return 0;
1912} 1903}
1913 1904
1914/* 1905/*
1915 * present_arch_in_ob(archetype, object) searches for any objects with 1906 * present_arch_in_ob(archetype, object) searches for any objects with
1916 * a matching archetype in the inventory of the given object. 1907 * a matching archetype in the inventory of the given object.
1917 * The first matching object is returned, or NULL if none. 1908 * The first matching object is returned, or NULL if none.
1918 */ 1909 */
1919 1910object *
1920object *present_arch_in_ob(const archetype *at, const object *op) { 1911present_arch_in_ob (const archetype *at, const object *op)
1921 object *tmp; 1912{
1922 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1913 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1923 if( tmp->arch == at) 1914 if (tmp->arch == at)
1924 return tmp; 1915 return tmp;
1916
1925 return NULL; 1917 return NULL;
1926} 1918}
1927 1919
1928/* 1920/*
1929 * activate recursively a flag on an object inventory 1921 * activate recursively a flag on an object inventory
1930 */ 1922 */
1923void
1931void flag_inv(object*op, int flag){ 1924flag_inv (object *op, int flag)
1932 object *tmp; 1925{
1933 if(op->inv) 1926 if (op->inv)
1934 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1927 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1928 {
1935 SET_FLAG(tmp, flag); 1929 SET_FLAG (tmp, flag);
1936 flag_inv(tmp,flag); 1930 flag_inv (tmp, flag);
1937 } 1931 }
1932}
1933
1938}/* 1934/*
1939 * desactivate recursively a flag on an object inventory 1935 * deactivate recursively a flag on an object inventory
1940 */ 1936 */
1937void
1941void unflag_inv(object*op, int flag){ 1938unflag_inv (object *op, int flag)
1942 object *tmp; 1939{
1943 if(op->inv) 1940 if (op->inv)
1944 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1941 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1942 {
1945 CLEAR_FLAG(tmp, flag); 1943 CLEAR_FLAG (tmp, flag);
1946 unflag_inv(tmp,flag); 1944 unflag_inv (tmp, flag);
1947 } 1945 }
1948} 1946}
1949 1947
1950/* 1948/*
1951 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1949 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1952 * all it's inventory (recursively). 1950 * all it's inventory (recursively).
1953 * If checksums are used, a player will get set_cheat called for 1951 * If checksums are used, a player will get set_cheat called for
1954 * him/her-self and all object carried by a call to this function. 1952 * him/her-self and all object carried by a call to this function.
1955 */ 1953 */
1956 1954void
1957void set_cheat(object *op) { 1955set_cheat (object *op)
1956{
1958 SET_FLAG(op, FLAG_WAS_WIZ); 1957 SET_FLAG (op, FLAG_WAS_WIZ);
1959 flag_inv(op, FLAG_WAS_WIZ); 1958 flag_inv (op, FLAG_WAS_WIZ);
1960} 1959}
1961 1960
1962/* 1961/*
1963 * find_free_spot(object, map, x, y, start, stop) will search for 1962 * find_free_spot(object, map, x, y, start, stop) will search for
1964 * a spot at the given map and coordinates which will be able to contain 1963 * a spot at the given map and coordinates which will be able to contain
1978 * because arch_blocked (now ob_blocked) needs to know the movement type 1977 * because arch_blocked (now ob_blocked) needs to know the movement type
1979 * to know if the space in question will block the object. We can't use 1978 * to know if the space in question will block the object. We can't use
1980 * the archetype because that isn't correct if the monster has been 1979 * the archetype because that isn't correct if the monster has been
1981 * customized, changed states, etc. 1980 * customized, changed states, etc.
1982 */ 1981 */
1983 1982int
1984int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1983find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1984{
1985 int i,index=0, flag; 1985 int index = 0, flag;
1986 static int altern[SIZEOFFREE]; 1986 int altern[SIZEOFFREE];
1987 1987
1988 for(i=start;i<stop;i++) { 1988 for (int i = start; i < stop; i++)
1989 {
1989 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1990 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1990 if(!flag) 1991 if (!flag)
1991 altern[index++]=i; 1992 altern [index++] = i;
1992 1993
1993 /* Basically, if we find a wall on a space, we cut down the search size. 1994 /* Basically, if we find a wall on a space, we cut down the search size.
1994 * In this way, we won't return spaces that are on another side of a wall. 1995 * In this way, we won't return spaces that are on another side of a wall.
1995 * This mostly work, but it cuts down the search size in all directions - 1996 * This mostly work, but it cuts down the search size in all directions -
1996 * if the space being examined only has a wall to the north and empty 1997 * if the space being examined only has a wall to the north and empty
1997 * spaces in all the other directions, this will reduce the search space 1998 * spaces in all the other directions, this will reduce the search space
1998 * to only the spaces immediately surrounding the target area, and 1999 * to only the spaces immediately surrounding the target area, and
1999 * won't look 2 spaces south of the target space. 2000 * won't look 2 spaces south of the target space.
2000 */ 2001 */
2001 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2002 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2002 stop=maxfree[i]; 2003 stop = maxfree[i];
2003 } 2004 }
2004 if(!index) return -1; 2005
2006 if (!index)
2007 return -1;
2008
2005 return altern[RANDOM()%index]; 2009 return altern[RANDOM () % index];
2006} 2010}
2007 2011
2008/* 2012/*
2009 * find_first_free_spot(archetype, mapstruct, x, y) works like 2013 * find_first_free_spot(archetype, maptile, x, y) works like
2010 * find_free_spot(), but it will search max number of squares. 2014 * find_free_spot(), but it will search max number of squares.
2011 * But it will return the first available spot, not a random choice. 2015 * But it will return the first available spot, not a random choice.
2012 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2016 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2013 */ 2017 */
2014 2018int
2015int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2019find_first_free_spot (const object *ob, maptile *m, int x, int y)
2016 int i; 2020{
2017 for(i=0;i<SIZEOFFREE;i++) { 2021 for (int i = 0; i < SIZEOFFREE; i++)
2018 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2022 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2019 return i; 2023 return i;
2020 } 2024
2021 return -1; 2025 return -1;
2022} 2026}
2023 2027
2024/* 2028/*
2025 * The function permute(arr, begin, end) randomly reorders the array 2029 * The function permute(arr, begin, end) randomly reorders the array
2026 * arr[begin..end-1]. 2030 * arr[begin..end-1].
2031 * now uses a fisher-yates shuffle, old permute was broken
2027 */ 2032 */
2033static void
2028static void permute(int *arr, int begin, int end) 2034permute (int *arr, int begin, int end)
2029{ 2035{
2030 int i, j, tmp, len; 2036 arr += begin;
2037 end -= begin;
2031 2038
2032 len = end-begin; 2039 while (--end)
2033 for(i = begin; i < end; i++) 2040 swap (arr [end], arr [RANDOM () % (end + 1)]);
2034 {
2035 j = begin+RANDOM()%len;
2036
2037 tmp = arr[i];
2038 arr[i] = arr[j];
2039 arr[j] = tmp;
2040 }
2041} 2041}
2042 2042
2043/* new function to make monster searching more efficient, and effective! 2043/* new function to make monster searching more efficient, and effective!
2044 * This basically returns a randomized array (in the passed pointer) of 2044 * This basically returns a randomized array (in the passed pointer) of
2045 * the spaces to find monsters. In this way, it won't always look for 2045 * the spaces to find monsters. In this way, it won't always look for
2046 * monsters to the north first. However, the size of the array passed 2046 * monsters to the north first. However, the size of the array passed
2047 * covers all the spaces, so within that size, all the spaces within 2047 * covers all the spaces, so within that size, all the spaces within
2048 * the 3x3 area will be searched, just not in a predictable order. 2048 * the 3x3 area will be searched, just not in a predictable order.
2049 */ 2049 */
2050void
2050void get_search_arr(int *search_arr) 2051get_search_arr (int *search_arr)
2051{ 2052{
2052 int i; 2053 int i;
2053 2054
2054 for(i = 0; i < SIZEOFFREE; i++) 2055 for (i = 0; i < SIZEOFFREE; i++)
2055 {
2056 search_arr[i] = i; 2056 search_arr[i] = i;
2057 }
2058 2057
2059 permute(search_arr, 1, SIZEOFFREE1+1); 2058 permute (search_arr, 1, SIZEOFFREE1 + 1);
2060 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2059 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2061 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2060 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2062} 2061}
2063 2062
2064/* 2063/*
2065 * find_dir(map, x, y, exclude) will search some close squares in the 2064 * find_dir(map, x, y, exclude) will search some close squares in the
2066 * given map at the given coordinates for live objects. 2065 * given map at the given coordinates for live objects.
2071 * Perhaps incorrectly, but I'm making the assumption that exclude 2070 * Perhaps incorrectly, but I'm making the assumption that exclude
2072 * is actually want is going to try and move there. We need this info 2071 * is actually want is going to try and move there. We need this info
2073 * because we have to know what movement the thing looking to move 2072 * because we have to know what movement the thing looking to move
2074 * there is capable of. 2073 * there is capable of.
2075 */ 2074 */
2076 2075int
2077int find_dir(mapstruct *m, int x, int y, object *exclude) { 2076find_dir (maptile *m, int x, int y, object *exclude)
2077{
2078 int i,max=SIZEOFFREE, mflags; 2078 int i, max = SIZEOFFREE, mflags;
2079
2079 sint16 nx, ny; 2080 sint16 nx, ny;
2080 object *tmp; 2081 object *tmp;
2081 mapstruct *mp; 2082 maptile *mp;
2083
2082 MoveType blocked, move_type; 2084 MoveType blocked, move_type;
2083 2085
2084 if (exclude && exclude->head) { 2086 if (exclude && exclude->head)
2087 {
2085 exclude = exclude->head; 2088 exclude = exclude->head;
2086 move_type = exclude->move_type; 2089 move_type = exclude->move_type;
2087 } else { 2090 }
2091 else
2092 {
2088 /* If we don't have anything, presume it can use all movement types. */ 2093 /* If we don't have anything, presume it can use all movement types. */
2089 move_type=MOVE_ALL; 2094 move_type = MOVE_ALL;
2095 }
2096
2097 for (i = 1; i < max; i++)
2090 } 2098 {
2091
2092 for(i=1;i<max;i++) {
2093 mp = m; 2099 mp = m;
2094 nx = x + freearr_x[i]; 2100 nx = x + freearr_x[i];
2095 ny = y + freearr_y[i]; 2101 ny = y + freearr_y[i];
2096 2102
2097 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2103 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2104
2098 if (mflags & P_OUT_OF_MAP) { 2105 if (mflags & P_OUT_OF_MAP)
2106 max = maxfree[i];
2107 else
2108 {
2109 mapspace &ms = mp->at (nx, ny);
2110
2111 blocked = ms.move_block;
2112
2113 if ((move_type & blocked) == move_type)
2099 max = maxfree[i]; 2114 max = maxfree[i];
2100 } else {
2101 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2102
2103 if ((move_type & blocked) == move_type) {
2104 max=maxfree[i];
2105 } else if (mflags & P_IS_ALIVE) { 2115 else if (mflags & P_IS_ALIVE)
2106 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2116 {
2117 for (tmp = ms.bot; tmp; tmp = tmp->above)
2107 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2118 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2108 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2119 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2109 break; 2120 break;
2110 } 2121
2111 }
2112 if(tmp) { 2122 if (tmp)
2113 return freedir[i]; 2123 return freedir[i];
2114 }
2115 } 2124 }
2116 } 2125 }
2117 } 2126 }
2127
2118 return 0; 2128 return 0;
2119} 2129}
2120 2130
2121/* 2131/*
2122 * distance(object 1, object 2) will return the square of the 2132 * distance(object 1, object 2) will return the square of the
2123 * distance between the two given objects. 2133 * distance between the two given objects.
2124 */ 2134 */
2125 2135int
2126int distance(const object *ob1, const object *ob2) { 2136distance (const object *ob1, const object *ob2)
2127 int i; 2137{
2128 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2138 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2129 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2130 return i;
2131} 2139}
2132 2140
2133/* 2141/*
2134 * find_dir_2(delta-x,delta-y) will return a direction in which 2142 * find_dir_2(delta-x,delta-y) will return a direction in which
2135 * an object which has subtracted the x and y coordinates of another 2143 * an object which has subtracted the x and y coordinates of another
2136 * object, needs to travel toward it. 2144 * object, needs to travel toward it.
2137 */ 2145 */
2138 2146int
2139int find_dir_2(int x, int y) { 2147find_dir_2 (int x, int y)
2148{
2140 int q; 2149 int q;
2141 2150
2142 if(y) 2151 if (y)
2143 q=x*100/y; 2152 q = x * 100 / y;
2144 else if (x) 2153 else if (x)
2145 q= -300*x; 2154 q = -300 * x;
2146 else 2155 else
2147 return 0; 2156 return 0;
2148 2157
2149 if(y>0) { 2158 if (y > 0)
2159 {
2150 if(q < -242) 2160 if (q < -242)
2151 return 3 ; 2161 return 3;
2152 if (q < -41) 2162 if (q < -41)
2153 return 2 ; 2163 return 2;
2154 if (q < 41) 2164 if (q < 41)
2155 return 1 ; 2165 return 1;
2156 if (q < 242) 2166 if (q < 242)
2157 return 8 ; 2167 return 8;
2158 return 7 ; 2168 return 7;
2159 } 2169 }
2160 2170
2161 if (q < -242) 2171 if (q < -242)
2162 return 7 ; 2172 return 7;
2163 if (q < -41) 2173 if (q < -41)
2164 return 6 ; 2174 return 6;
2165 if (q < 41) 2175 if (q < 41)
2166 return 5 ; 2176 return 5;
2167 if (q < 242) 2177 if (q < 242)
2168 return 4 ; 2178 return 4;
2169 2179
2170 return 3 ; 2180 return 3;
2171} 2181}
2172 2182
2173/* 2183/*
2174 * absdir(int): Returns a number between 1 and 8, which represent 2184 * absdir(int): Returns a number between 1 and 8, which represent
2175 * the "absolute" direction of a number (it actually takes care of 2185 * the "absolute" direction of a number (it actually takes care of
2176 * "overflow" in previous calculations of a direction). 2186 * "overflow" in previous calculations of a direction).
2177 */ 2187 */
2178 2188
2189int
2179int absdir(int d) { 2190absdir (int d)
2180 while(d<1) d+=8; 2191{
2181 while(d>8) d-=8; 2192 while (d < 1)
2193 d += 8;
2194
2195 while (d > 8)
2196 d -= 8;
2197
2182 return d; 2198 return d;
2183} 2199}
2184 2200
2185/* 2201/*
2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2202 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2187 * between two directions (which are expected to be absolute (see absdir()) 2203 * between two directions (which are expected to be absolute (see absdir())
2188 */ 2204 */
2189 2205
2206int
2190int dirdiff(int dir1, int dir2) { 2207dirdiff (int dir1, int dir2)
2208{
2191 int d; 2209 int d;
2210
2192 d = abs(dir1 - dir2); 2211 d = abs (dir1 - dir2);
2193 if(d>4) 2212 if (d > 4)
2194 d = 8 - d; 2213 d = 8 - d;
2214
2195 return d; 2215 return d;
2196} 2216}
2197 2217
2198/* peterm: 2218/* peterm:
2199 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2219 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2202 * This basically means that if direction is 15, then it could either go 2222 * This basically means that if direction is 15, then it could either go
2203 * direction 4, 14, or 16 to get back to where we are. 2223 * direction 4, 14, or 16 to get back to where we are.
2204 * Moved from spell_util.c to object.c with the other related direction 2224 * Moved from spell_util.c to object.c with the other related direction
2205 * functions. 2225 * functions.
2206 */ 2226 */
2207
2208int reduction_dir[SIZEOFFREE][3] = { 2227int reduction_dir[SIZEOFFREE][3] = {
2209 {0,0,0}, /* 0 */ 2228 {0, 0, 0}, /* 0 */
2210 {0,0,0}, /* 1 */ 2229 {0, 0, 0}, /* 1 */
2211 {0,0,0}, /* 2 */ 2230 {0, 0, 0}, /* 2 */
2212 {0,0,0}, /* 3 */ 2231 {0, 0, 0}, /* 3 */
2213 {0,0,0}, /* 4 */ 2232 {0, 0, 0}, /* 4 */
2214 {0,0,0}, /* 5 */ 2233 {0, 0, 0}, /* 5 */
2215 {0,0,0}, /* 6 */ 2234 {0, 0, 0}, /* 6 */
2216 {0,0,0}, /* 7 */ 2235 {0, 0, 0}, /* 7 */
2217 {0,0,0}, /* 8 */ 2236 {0, 0, 0}, /* 8 */
2218 {8,1,2}, /* 9 */ 2237 {8, 1, 2}, /* 9 */
2219 {1,2,-1}, /* 10 */ 2238 {1, 2, -1}, /* 10 */
2220 {2,10,12}, /* 11 */ 2239 {2, 10, 12}, /* 11 */
2221 {2,3,-1}, /* 12 */ 2240 {2, 3, -1}, /* 12 */
2222 {2,3,4}, /* 13 */ 2241 {2, 3, 4}, /* 13 */
2223 {3,4,-1}, /* 14 */ 2242 {3, 4, -1}, /* 14 */
2224 {4,14,16}, /* 15 */ 2243 {4, 14, 16}, /* 15 */
2225 {5,4,-1}, /* 16 */ 2244 {5, 4, -1}, /* 16 */
2226 {4,5,6}, /* 17 */ 2245 {4, 5, 6}, /* 17 */
2227 {6,5,-1}, /* 18 */ 2246 {6, 5, -1}, /* 18 */
2228 {6,20,18}, /* 19 */ 2247 {6, 20, 18}, /* 19 */
2229 {7,6,-1}, /* 20 */ 2248 {7, 6, -1}, /* 20 */
2230 {6,7,8}, /* 21 */ 2249 {6, 7, 8}, /* 21 */
2231 {7,8,-1}, /* 22 */ 2250 {7, 8, -1}, /* 22 */
2232 {8,22,24}, /* 23 */ 2251 {8, 22, 24}, /* 23 */
2233 {8,1,-1}, /* 24 */ 2252 {8, 1, -1}, /* 24 */
2234 {24,9,10}, /* 25 */ 2253 {24, 9, 10}, /* 25 */
2235 {9,10,-1}, /* 26 */ 2254 {9, 10, -1}, /* 26 */
2236 {10,11,-1}, /* 27 */ 2255 {10, 11, -1}, /* 27 */
2237 {27,11,29}, /* 28 */ 2256 {27, 11, 29}, /* 28 */
2238 {11,12,-1}, /* 29 */ 2257 {11, 12, -1}, /* 29 */
2239 {12,13,-1}, /* 30 */ 2258 {12, 13, -1}, /* 30 */
2240 {12,13,14}, /* 31 */ 2259 {12, 13, 14}, /* 31 */
2241 {13,14,-1}, /* 32 */ 2260 {13, 14, -1}, /* 32 */
2242 {14,15,-1}, /* 33 */ 2261 {14, 15, -1}, /* 33 */
2243 {33,15,35}, /* 34 */ 2262 {33, 15, 35}, /* 34 */
2244 {16,15,-1}, /* 35 */ 2263 {16, 15, -1}, /* 35 */
2245 {17,16,-1}, /* 36 */ 2264 {17, 16, -1}, /* 36 */
2246 {18,17,16}, /* 37 */ 2265 {18, 17, 16}, /* 37 */
2247 {18,17,-1}, /* 38 */ 2266 {18, 17, -1}, /* 38 */
2248 {18,19,-1}, /* 39 */ 2267 {18, 19, -1}, /* 39 */
2249 {41,19,39}, /* 40 */ 2268 {41, 19, 39}, /* 40 */
2250 {19,20,-1}, /* 41 */ 2269 {19, 20, -1}, /* 41 */
2251 {20,21,-1}, /* 42 */ 2270 {20, 21, -1}, /* 42 */
2252 {20,21,22}, /* 43 */ 2271 {20, 21, 22}, /* 43 */
2253 {21,22,-1}, /* 44 */ 2272 {21, 22, -1}, /* 44 */
2254 {23,22,-1}, /* 45 */ 2273 {23, 22, -1}, /* 45 */
2255 {45,47,23}, /* 46 */ 2274 {45, 47, 23}, /* 46 */
2256 {23,24,-1}, /* 47 */ 2275 {23, 24, -1}, /* 47 */
2257 {24,9,-1}}; /* 48 */ 2276 {24, 9, -1}
2277}; /* 48 */
2258 2278
2259/* Recursive routine to step back and see if we can 2279/* Recursive routine to step back and see if we can
2260 * find a path to that monster that we found. If not, 2280 * find a path to that monster that we found. If not,
2261 * we don't bother going toward it. Returns 1 if we 2281 * we don't bother going toward it. Returns 1 if we
2262 * can see a direct way to get it 2282 * can see a direct way to get it
2263 * Modified to be map tile aware -.MSW 2283 * Modified to be map tile aware -.MSW
2264 */ 2284 */
2265 2285int
2266
2267int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2286can_see_monsterP (maptile *m, int x, int y, int dir)
2287{
2268 sint16 dx, dy; 2288 sint16 dx, dy;
2269 int mflags; 2289 int mflags;
2270 2290
2291 if (dir < 0)
2271 if(dir<0) return 0; /* exit condition: invalid direction */ 2292 return 0; /* exit condition: invalid direction */
2272 2293
2273 dx = x + freearr_x[dir]; 2294 dx = x + freearr_x[dir];
2274 dy = y + freearr_y[dir]; 2295 dy = y + freearr_y[dir];
2275 2296
2276 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2297 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2277 2298
2278 /* This functional arguably was incorrect before - it was 2299 /* This functional arguably was incorrect before - it was
2279 * checking for P_WALL - that was basically seeing if 2300 * checking for P_WALL - that was basically seeing if
2280 * we could move to the monster - this is being more 2301 * we could move to the monster - this is being more
2281 * literal on if we can see it. To know if we can actually 2302 * literal on if we can see it. To know if we can actually
2282 * move to the monster, we'd need the monster passed in or 2303 * move to the monster, we'd need the monster passed in or
2283 * at least its move type. 2304 * at least its move type.
2284 */ 2305 */
2285 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2306 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2307 return 0;
2286 2308
2287 /* yes, can see. */ 2309 /* yes, can see. */
2288 if(dir < 9) return 1; 2310 if (dir < 9)
2311 return 1;
2312
2289 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2313 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2290 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2314 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2291 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2315 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2292} 2316}
2293 2317
2294
2295
2296/* 2318/*
2297 * can_pick(picker, item): finds out if an object is possible to be 2319 * can_pick(picker, item): finds out if an object is possible to be
2298 * picked up by the picker. Returnes 1 if it can be 2320 * picked up by the picker. Returnes 1 if it can be
2299 * picked up, otherwise 0. 2321 * picked up, otherwise 0.
2300 * 2322 *
2302 * core dumps if they do. 2324 * core dumps if they do.
2303 * 2325 *
2304 * Add a check so we can't pick up invisible objects (0.93.8) 2326 * Add a check so we can't pick up invisible objects (0.93.8)
2305 */ 2327 */
2306 2328
2329int
2307int can_pick(const object *who, const object *item) { 2330can_pick (const object *who, const object *item)
2331{
2308 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2332 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2309 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2333 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2310 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2334 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2311 (who->type==PLAYER||item->weight<who->weight/3));
2312} 2335}
2313
2314 2336
2315/* 2337/*
2316 * create clone from object to another 2338 * create clone from object to another
2317 */ 2339 */
2340object *
2318object *object_create_clone (object *asrc) { 2341object_create_clone (object *asrc)
2342{
2319 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2343 object *dst = 0, *tmp, *src, *part, *prev, *item;
2320 2344
2321 if(!asrc) return NULL; 2345 if (!asrc)
2346 return 0;
2347
2322 src = asrc; 2348 src = asrc;
2323 if(src->head) 2349 if (src->head)
2324 src = src->head; 2350 src = src->head;
2325 2351
2326 prev = NULL; 2352 prev = 0;
2327 for(part = src; part; part = part->more) { 2353 for (part = src; part; part = part->more)
2328 tmp = get_object(); 2354 {
2329 copy_object(part,tmp); 2355 tmp = part->clone ();
2330 tmp->x -= src->x; 2356 tmp->x -= src->x;
2331 tmp->y -= src->y; 2357 tmp->y -= src->y;
2358
2332 if(!part->head) { 2359 if (!part->head)
2360 {
2333 dst = tmp; 2361 dst = tmp;
2334 tmp->head = NULL;
2335 } else {
2336 tmp->head = dst; 2362 tmp->head = 0;
2337 } 2363 }
2364 else
2365 tmp->head = dst;
2366
2338 tmp->more = NULL; 2367 tmp->more = 0;
2368
2339 if(prev) 2369 if (prev)
2340 prev->more = tmp; 2370 prev->more = tmp;
2371
2341 prev = tmp; 2372 prev = tmp;
2342 } 2373 }
2343 /*** copy inventory ***/ 2374
2344 for(item = src->inv; item; item = item->below) { 2375 for (item = src->inv; item; item = item->below)
2345 (void) insert_ob_in_ob(object_create_clone(item),dst); 2376 insert_ob_in_ob (object_create_clone (item), dst);
2346 }
2347 2377
2348 return dst; 2378 return dst;
2349}
2350
2351/* return true if the object was destroyed, 0 otherwise */
2352int was_destroyed (const object *op, tag_t old_tag)
2353{
2354 /* checking for FLAG_FREED isn't necessary, but makes this function more
2355 * robust */
2356 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2357} 2379}
2358 2380
2359/* GROS - Creates an object using a string representing its content. */ 2381/* GROS - Creates an object using a string representing its content. */
2360/* Basically, we save the content of the string to a temp file, then call */ 2382/* Basically, we save the content of the string to a temp file, then call */
2361/* load_object on it. I admit it is a highly inefficient way to make things, */ 2383/* load_object on it. I admit it is a highly inefficient way to make things, */
2362/* but it was simple to make and allows reusing the load_object function. */ 2384/* but it was simple to make and allows reusing the load_object function. */
2363/* Remember not to use load_object_str in a time-critical situation. */ 2385/* Remember not to use load_object_str in a time-critical situation. */
2364/* Also remember that multiparts objects are not supported for now. */ 2386/* Also remember that multiparts objects are not supported for now. */
2365 2387object *
2366object* load_object_str(const char *obstr) 2388load_object_str (const char *obstr)
2367{ 2389{
2368 object *op; 2390 object *op;
2369 char filename[MAX_BUF]; 2391 char filename[MAX_BUF];
2392
2370 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2393 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2371 2394
2372 FILE *tempfile=fopen(filename,"w"); 2395 FILE *tempfile = fopen (filename, "w");
2396
2373 if (tempfile == NULL) 2397 if (tempfile == NULL)
2374 { 2398 {
2375 LOG(llevError,"Error - Unable to access load object temp file\n"); 2399 LOG (llevError, "Error - Unable to access load object temp file\n");
2376 return NULL; 2400 return NULL;
2377 }; 2401 }
2402
2378 fprintf(tempfile,obstr); 2403 fprintf (tempfile, obstr);
2379 fclose(tempfile); 2404 fclose (tempfile);
2380 2405
2381 op=get_object(); 2406 op = object::create ();
2382 2407
2383 object_thawer thawer (filename); 2408 object_thawer thawer (filename);
2384 2409
2385 if (thawer) 2410 if (thawer)
2386 load_object(thawer,op,0); 2411 load_object (thawer, op, 0);
2387 2412
2388 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2413 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2389 CLEAR_FLAG(op,FLAG_REMOVED); 2414 CLEAR_FLAG (op, FLAG_REMOVED);
2390 2415
2391 return op; 2416 return op;
2392} 2417}
2393 2418
2394/* This returns the first object in who's inventory that 2419/* This returns the first object in who's inventory that
2395 * has the same type and subtype match. 2420 * has the same type and subtype match.
2396 * returns NULL if no match. 2421 * returns NULL if no match.
2397 */ 2422 */
2423object *
2398object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2424find_obj_by_type_subtype (const object *who, int type, int subtype)
2399{ 2425{
2400 object *tmp;
2401
2402 for (tmp=who->inv; tmp; tmp=tmp->below) 2426 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2403 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2427 if (tmp->type == type && tmp->subtype == subtype)
2428 return tmp;
2404 2429
2405 return NULL; 2430 return 0;
2406} 2431}
2407 2432
2408/* If ob has a field named key, return the link from the list, 2433/* If ob has a field named key, return the link from the list,
2409 * otherwise return NULL. 2434 * otherwise return NULL.
2410 * 2435 *
2411 * key must be a passed in shared string - otherwise, this won't 2436 * key must be a passed in shared string - otherwise, this won't
2412 * do the desired thing. 2437 * do the desired thing.
2413 */ 2438 */
2439key_value *
2414key_value * get_ob_key_link(const object * ob, const char * key) { 2440get_ob_key_link (const object *ob, const char *key)
2415 key_value * link; 2441{
2416
2417 for (link = ob->key_values; link != NULL; link = link->next) { 2442 for (key_value *link = ob->key_values; link; link = link->next)
2418 if (link->key == key) { 2443 if (link->key == key)
2419 return link; 2444 return link;
2420 } 2445
2421 } 2446 return 0;
2422 2447}
2423 return NULL;
2424}
2425 2448
2426/* 2449/*
2427 * Returns the value of op has an extra_field for key, or NULL. 2450 * Returns the value of op has an extra_field for key, or NULL.
2428 * 2451 *
2429 * The argument doesn't need to be a shared string. 2452 * The argument doesn't need to be a shared string.
2430 * 2453 *
2431 * The returned string is shared. 2454 * The returned string is shared.
2432 */ 2455 */
2456const char *
2433const char * get_ob_key_value(const object * op, const char * const key) { 2457get_ob_key_value (const object *op, const char *const key)
2458{
2434 key_value * link; 2459 key_value *link;
2435 const char * canonical_key; 2460 shstr_cmp canonical_key (key);
2461
2462 if (!canonical_key)
2436 2463 {
2437 canonical_key = shstr::find (key);
2438
2439 if (canonical_key == NULL) {
2440 /* 1. There being a field named key on any object 2464 /* 1. There being a field named key on any object
2441 * implies there'd be a shared string to find. 2465 * implies there'd be a shared string to find.
2442 * 2. Since there isn't, no object has this field. 2466 * 2. Since there isn't, no object has this field.
2443 * 3. Therefore, *this* object doesn't have this field. 2467 * 3. Therefore, *this* object doesn't have this field.
2444 */ 2468 */
2445 return NULL; 2469 return 0;
2446 } 2470 }
2447 2471
2448 /* This is copied from get_ob_key_link() above - 2472 /* This is copied from get_ob_key_link() above -
2449 * only 4 lines, and saves the function call overhead. 2473 * only 4 lines, and saves the function call overhead.
2450 */ 2474 */
2451 for (link = op->key_values; link != NULL; link = link->next) { 2475 for (link = op->key_values; link; link = link->next)
2452 if (link->key == canonical_key) { 2476 if (link->key == canonical_key)
2453 return link->value; 2477 return link->value;
2454 } 2478
2455 } 2479 return 0;
2456 return NULL;
2457} 2480}
2458 2481
2459 2482
2460/* 2483/*
2461 * Updates the canonical_key in op to value. 2484 * Updates the canonical_key in op to value.
2465 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2488 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2466 * keys. 2489 * keys.
2467 * 2490 *
2468 * Returns TRUE on success. 2491 * Returns TRUE on success.
2469 */ 2492 */
2493int
2470int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2494set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2495{
2471 key_value * field = NULL, *last=NULL; 2496 key_value *field = NULL, *last = NULL;
2472 2497
2473 for (field=op->key_values; field != NULL; field=field->next) { 2498 for (field = op->key_values; field != NULL; field = field->next)
2499 {
2474 if (field->key != canonical_key) { 2500 if (field->key != canonical_key)
2501 {
2475 last = field; 2502 last = field;
2476 continue; 2503 continue;
2477 } 2504 }
2478 2505
2479 if (value) 2506 if (value)
2480 field->value = value; 2507 field->value = value;
2481 else { 2508 else
2509 {
2482 /* Basically, if the archetype has this key set, 2510 /* Basically, if the archetype has this key set,
2483 * we need to store the null value so when we save 2511 * we need to store the null value so when we save
2484 * it, we save the empty value so that when we load, 2512 * it, we save the empty value so that when we load,
2485 * we get this value back again. 2513 * we get this value back again.
2486 */ 2514 */
2487 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2515 if (get_ob_key_link (&op->arch->clone, canonical_key))
2488 field->value = 0; 2516 field->value = 0;
2517 else
2518 {
2519 if (last)
2520 last->next = field->next;
2489 else 2521 else
2490 {
2491 if (last) last->next = field->next;
2492 else op->key_values = field->next; 2522 op->key_values = field->next;
2493 2523
2494 delete field; 2524 delete field;
2495 } 2525 }
2496 } 2526 }
2497 return TRUE; 2527 return TRUE;
2498 } 2528 }
2499 /* IF we get here, key doesn't exist */ 2529 /* IF we get here, key doesn't exist */
2500 2530
2501 /* No field, we'll have to add it. */ 2531 /* No field, we'll have to add it. */
2502 2532
2503 if (!add_key) { 2533 if (!add_key)
2504 return FALSE; 2534 return FALSE;
2505 } 2535
2506 /* There isn't any good reason to store a null 2536 /* There isn't any good reason to store a null
2507 * value in the key/value list. If the archetype has 2537 * value in the key/value list. If the archetype has
2508 * this key, then we should also have it, so shouldn't 2538 * this key, then we should also have it, so shouldn't
2509 * be here. If user wants to store empty strings, 2539 * be here. If user wants to store empty strings,
2510 * should pass in "" 2540 * should pass in ""
2511 */ 2541 */
2512 if (value == NULL) return TRUE; 2542 if (value == NULL)
2513
2514 field = new key_value;
2515
2516 field->key = canonical_key;
2517 field->value = value;
2518 /* Usual prepend-addition. */
2519 field->next = op->key_values;
2520 op->key_values = field;
2521
2522 return TRUE; 2543 return TRUE;
2544
2545 field = new key_value;
2546
2547 field->key = canonical_key;
2548 field->value = value;
2549 /* Usual prepend-addition. */
2550 field->next = op->key_values;
2551 op->key_values = field;
2552
2553 return TRUE;
2523} 2554}
2524 2555
2525/* 2556/*
2526 * Updates the key in op to value. 2557 * Updates the key in op to value.
2527 * 2558 *
2529 * and not add new ones. 2560 * and not add new ones.
2530 * In general, should be little reason FALSE is ever passed in for add_key 2561 * In general, should be little reason FALSE is ever passed in for add_key
2531 * 2562 *
2532 * Returns TRUE on success. 2563 * Returns TRUE on success.
2533 */ 2564 */
2565int
2534int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2566set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2535{ 2567{
2536 shstr key_ (key); 2568 shstr key_ (key);
2569
2537 return set_ob_key_value_s (op, key_, value, add_key); 2570 return set_ob_key_value_s (op, key_, value, add_key);
2538} 2571}
2572
2573object::depth_iterator::depth_iterator (object *container)
2574: iterator_base (container)
2575{
2576 while (item->inv)
2577 item = item->inv;
2578}
2579
2580void
2581object::depth_iterator::next ()
2582{
2583 if (item->below)
2584 {
2585 item = item->below;
2586
2587 while (item->inv)
2588 item = item->inv;
2589 }
2590 else
2591 item = item->env;
2592}
2593
2594// return a suitable string describing an objetc in enough detail to find it
2595const char *
2596object::debug_desc (char *info) const
2597{
2598 char info2[256 * 3];
2599 char *p = info;
2600
2601 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2602 count,
2603 &name,
2604 title ? " " : "",
2605 title ? (const char *)title : "");
2606
2607 if (env)
2608 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2609
2610 if (map)
2611 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2612
2613 return info;
2614}
2615
2616const char *
2617object::debug_desc () const
2618{
2619 static char info[256 * 3];
2620 return debug_desc (info);
2621}
2622

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