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Comparing deliantra/server/common/object.C (file contents):
Revision 1.14 by root, Mon Sep 4 11:07:59 2006 UTC vs.
Revision 1.93 by root, Tue Dec 26 20:04:09 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.14 2006/09/04 11:07:59 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 return op; 535 return neu;
636} 536}
637 537
638/* 538/*
639 * 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
640 * 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
641 * 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.
642 */ 542 */
643 543
544void
644void update_turn_face(object *op) { 545update_turn_face (object *op)
546{
645 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
646 return; 548 return;
647 SET_ANIMATION(op, op->direction); 549 SET_ANIMATION (op, op->direction);
648 update_object(op,UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
649} 551}
650 552
651/* 553/*
652 * 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
653 * 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.
654 * 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.
655 */ 557 */
656 558void
657void update_ob_speed(object *op) { 559object::set_speed (float speed)
560{
658 extern int arch_init; 561 extern int arch_init;
659 562
660 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
661 * since they never really need to be updated. 564 * since they never really need to be updated.
662 */ 565 */
663 566 if (flag [FLAG_FREED] && speed)
664 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 567 {
665 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
666#ifdef MANY_CORES
667 abort();
668#else
669 op->speed = 0; 569 speed = 0;
670#endif
671 } 570 }
571
572 this->speed = speed;
573
672 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)
673 return; 581 return;
674 }
675 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
676 /* If already on active list, don't do anything */
677 if (op->active_next || op->active_prev || op==active_objects)
678 return;
679 582
680 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
681 * of the list. */ 584 * of the list. */
682 op->active_next = active_objects; 585 active_next = active_objects;
586
683 if (op->active_next!=NULL) 587 if (active_next)
684 op->active_next->active_prev = op; 588 active_next->active_prev = this;
589
685 active_objects = op; 590 active_objects = this;
591 }
592 else
686 } 593 {
687 else {
688 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
689 if (!op->active_next && !op->active_prev && op!=active_objects) 595 if (!active_next && !active_prev && this != active_objects)
690 return; 596 return;
691 597
692 if (op->active_prev==NULL) { 598 if (!active_prev)
599 {
693 active_objects = op->active_next; 600 active_objects = active_next;
601
694 if (op->active_next!=NULL) 602 if (active_next)
695 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
696 } 604 }
697 else { 605 else
606 {
698 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
608
699 if (op->active_next) 609 if (active_next)
700 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
701 } 611 }
612
702 op->active_next = NULL; 613 active_next = 0;
703 op->active_prev = NULL; 614 active_prev = 0;
704 } 615 }
705} 616}
706 617
707/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
708 * objects. 619 * objects.
710 * 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
711 * in play chewing up cpu time getting processed. 622 * in play chewing up cpu time getting processed.
712 * The reverse of this is to call update_ob_speed, which 623 * The reverse of this is to call update_ob_speed, which
713 * 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.
714 */ 625 */
626void
715void remove_from_active_list(object *op) 627remove_from_active_list (object *op)
716{ 628{
717 /* If not on the active list, nothing needs to be done */ 629 /* If not on the active list, nothing needs to be done */
718 if (!op->active_next && !op->active_prev && op!=active_objects) 630 if (!op->active_next && !op->active_prev && op != active_objects)
719 return; 631 return;
720 632
721 if (op->active_prev==NULL) { 633 if (op->active_prev == NULL)
634 {
722 active_objects = op->active_next; 635 active_objects = op->active_next;
723 if (op->active_next!=NULL) 636 if (op->active_next != NULL)
724 op->active_next->active_prev = NULL; 637 op->active_next->active_prev = NULL;
638 }
639 else
725 } 640 {
726 else {
727 op->active_prev->active_next = op->active_next; 641 op->active_prev->active_next = op->active_next;
728 if (op->active_next) 642 if (op->active_next)
729 op->active_next->active_prev = op->active_prev; 643 op->active_next->active_prev = op->active_prev;
730 } 644 }
731 op->active_next = NULL; 645 op->active_next = NULL;
732 op->active_prev = NULL; 646 op->active_prev = NULL;
733} 647}
734 648
735/* 649/*
736 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
737 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
738 * 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
739 * invisible object, etc...) 653 * invisible object, etc...)
740 * 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
741 * 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
742 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
743 * 657 *
744 * 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.
745 * For example, if the only thing that has changed is the face (due to
746 * an animation), we don't need to call update_position until that actually
747 * comes into view of a player. OTOH, many other things, like addition/removal
748 * of walls or living creatures may need us to update the flags now.
749 * current action are: 659 * current action are:
750 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
751 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
752 * 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
753 * 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.
754 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
755 */ 665 */
756 666void
757void update_object(object *op, int action) { 667update_object (object *op, int action)
758 int update_now=0, flags; 668{
759 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
760 670
761 if (op == NULL) { 671 if (op == NULL)
672 {
762 /* this should never happen */ 673 /* this should never happen */
763 LOG(llevDebug,"update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
764 return; 675 return;
765 }
766 676 }
767 if(op->env!=NULL) { 677
678 if (op->env)
679 {
768 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
769 * to do in this case. 681 * to do in this case.
770 */ 682 */
771 return; 683 return;
772 } 684 }
773 685
774 /* 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
775 * going to get freed anyways. 687 * going to get freed anyways.
776 */ 688 */
777 if (!op->map || op->map->in_memory == MAP_SAVING) return; 689 if (!op->map || op->map->in_memory == MAP_SAVING)
778 690 return;
691
779 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
780 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)
781 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 694 {
782 LOG(llevError,"update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
783#ifdef MANY_CORES 696#ifdef MANY_CORES
784 abort(); 697 abort ();
785#endif 698#endif
786 return; 699 return;
787 }
788 700 }
789 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
790 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
791 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
792 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
793 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
794 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
795 701
702 mapspace &m = op->ms ();
703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
796 if (action == UP_OBJ_INSERT) { 706 else if (action == UP_OBJ_INSERT)
707 {
708 // this is likely overkill, TODO: revisit (schmorp)
797 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
798 update_now=1;
799
800 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
801 update_now=1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
802 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
803 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
804 update_now=1; 715 || (m.move_on | op->move_on ) != m.move_on
805
806 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
807 update_now=1;
808
809 if ((move_on | op->move_on) != move_on) update_now=1;
810 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
811 /* 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
812 * to have move_allow right now. 719 * to have move_allow right now.
813 */ 720 */
814 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
815 update_now=1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
816 if ((move_slow | op->move_slow) != move_slow) update_now=1; 723 m.flags_ = P_NEED_UPDATE;
817 } 724 }
818 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
819 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
820 * that is being removed. 727 * that is being removed.
821 */ 728 */
822 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
823 update_now=1; 730 m.flags_ = P_NEED_UPDATE;
824 } else if (action == UP_OBJ_FACE) { 731 else if (action == UP_OBJ_FACE)
825 /* Nothing to do for that case */ 732 /* Nothing to do for that case */ ;
826 }
827 else { 733 else
828 LOG(llevError,"update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
829 }
830 735
831 if (update_now) {
832 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
833 update_position(op->map, op->x, op->y);
834 }
835
836 if(op->more!=NULL) 736 if (op->more)
837 update_object(op->more, action); 737 update_object (op->more, action);
838} 738}
839 739
740object::vector object::objects; // not yet used
741object *object::first;
840 742
743object::object ()
744{
745 SET_FLAG (this, FLAG_REMOVED);
746
747 expmul = 1.0;
748 face = blank_face;
749}
750
751object::~object ()
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
841/* 783/*
842 * free_object() frees everything allocated by an object, removes 784 * Remove and free all objects in the inventory of the given object.
843 * it from the list of used objects, and puts it on the list of 785 * object.c ?
844 * free objects. The IS_FREED() flag is set in the object.
845 * The object must have been removed by remove_ob() first for
846 * this function to succeed.
847 * 786 */
848 * If free_inventory is set, free inventory as well. Else drop items in
849 * inventory to the ground.
850 */
851
852void 787void
853free_object (object * ob) 788object::destroy_inv (bool drop_to_ground)
854{ 789{
855 free_object2 (ob, 0); 790 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects
792 * drop on that space.
793 */
794 if (!drop_to_ground
795 || !map
796 || map->in_memory != MAP_IN_MEMORY
797 || map->at (x, y).move_block == MOVE_ALL)
798 {
799 while (inv)
800 {
801 inv->destroy_inv (drop_to_ground);
802 inv->destroy ();
803 }
804 }
805 else
806 { /* Put objects in inventory onto this space */
807 while (inv)
808 {
809 object *op = inv;
810
811 if (op->flag [FLAG_STARTEQUIP]
812 || op->flag [FLAG_NO_DROP]
813 || op->type == RUNE
814 || op->type == TRAP
815 || op->flag [FLAG_IS_A_TEMPLATE])
816 op->destroy ();
817 else
818 map->insert (op, x, y);
819 }
820 }
821}
822
823object *object::create ()
824{
825 object *op = new object;
826 op->link ();
827 return op;
856} 828}
857 829
858void 830void
859free_object2 (object * ob, int free_inventory) 831object::do_destroy ()
860{ 832{
861 object *tmp, *op; 833 if (flag [FLAG_IS_LINKED])
834 remove_button_link (this);
862 835
863 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 836 if (flag [FLAG_FRIENDLY])
864 {
865 LOG (llevDebug, "Free object called with non removed object\n");
866 dump_object (ob);
867#ifdef MANY_CORES
868 abort ();
869#endif
870 }
871
872 if (QUERY_FLAG (ob, FLAG_FRIENDLY))
873 {
874 LOG (llevMonster, "Warning: tried to free friendly object.\n");
875 remove_friendly_object (ob); 837 remove_friendly_object (this);
876 }
877 838
878 if (QUERY_FLAG (ob, FLAG_FREED)) 839 if (!flag [FLAG_REMOVED])
879 { 840 remove ();
880 dump_object (ob); 841
881 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 842 if (flag [FLAG_FREED])
882 return; 843 return;
883 }
884 844
885 if (ob->more != NULL) 845 set_speed (0);
846
847 flag [FLAG_FREED] = 1;
848
849 attachable::do_destroy ();
850
851 destroy_inv (true);
852 unlink ();
853
854 // hack to ensure that freed objects still have a valid map
855 {
856 static maptile *freed_map; // freed objects are moved here to avoid crashes
857
858 if (!freed_map)
886 { 859 {
887 free_object2 (ob->more, free_inventory); 860 freed_map = new maptile;
888 ob->more = NULL; 861
862 freed_map->name = "/internal/freed_objects_map";
863 freed_map->width = 3;
864 freed_map->height = 3;
865
866 freed_map->allocate ();
889 } 867 }
890 868
891 if (ob->inv) 869 map = freed_map;
892 { 870 x = 1;
893 /* Only if the space blocks everything do we not process - 871 y = 1;
894 * if some form of movemnt is allowed, let objects 872 }
895 * drop on that space.
896 */
897 if (free_inventory || ob->map == NULL
898 || ob->map->in_memory != MAP_IN_MEMORY
899 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
900 {
901 op = ob->inv;
902 873
903 while (op != NULL) 874 head = 0;
875
876 if (more)
904 { 877 {
905 tmp = op->below; 878 more->destroy ();
906 remove_ob (op); 879 more = 0;
907 free_object2 (op, free_inventory);
908 op = tmp;
909 } 880 }
910 }
911 else
912 { /* Put objects in inventory onto this space */
913 op = ob->inv;
914 881
915 while (op != NULL) 882 // clear those pointers that likely might have circular references to us
916 { 883 owner = 0;
917 tmp = op->below; 884 enemy = 0;
918 remove_ob (op); 885 attacked_by = 0;
919 886
920 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 887 // only relevant for players(?), but make sure of it anyways
921 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 888 contr = 0;
922 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 889}
923 free_object (op);
924 else
925 {
926 op->x = ob->x;
927 op->y = ob->y;
928 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
929 }
930 890
931 op = tmp; 891void
932 } 892object::destroy (bool destroy_inventory)
933 } 893{
934 } 894 if (destroyed ())
895 return;
935 896
936 /* Remove object from the active list */ 897 if (destroy_inventory)
937 ob->speed = 0; 898 destroy_inv (false);
938 update_ob_speed (ob);
939 899
940 SET_FLAG (ob, FLAG_FREED); 900 attachable::destroy ();
941 ob->count = 0;
942
943 /* Remove this object from the list of used objects */
944 if (ob->prev == NULL)
945 {
946 objects = ob->next;
947
948 if (objects != NULL)
949 objects->prev = NULL;
950 }
951 else
952 {
953 ob->prev->next = ob->next;
954
955 if (ob->next != NULL)
956 ob->next->prev = ob->prev;
957 }
958
959 free_key_values (ob);
960
961 /* Now link it with the free_objects list: */
962 ob->prev = 0;
963 ob->next = 0;
964
965 delete ob;
966} 901}
967 902
968/* 903/*
969 * sub_weight() recursively (outwards) subtracts a number from the 904 * sub_weight() recursively (outwards) subtracts a number from the
970 * 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)).
971 */ 906 */
972 907void
973void sub_weight (object *op, signed long weight) { 908sub_weight (object *op, signed long weight)
909{
974 while (op != NULL) { 910 while (op != NULL)
911 {
975 if (op->type == CONTAINER) { 912 if (op->type == CONTAINER)
976 weight=(signed long)(weight*(100-op->stats.Str)/100); 913 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
977 } 914
978 op->carrying-=weight; 915 op->carrying -= weight;
979 op = op->env; 916 op = op->env;
980 } 917 }
981} 918}
982 919
983/* remove_ob(op): 920/* op->remove ():
984 * 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
985 * 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
986 * object will have no environment. If the object previously had an 923 * object will have no environment. If the object previously had an
987 * environment, the x and y coordinates will be updated to 924 * environment, the x and y coordinates will be updated to
988 * the previous environment. 925 * the previous environment.
989 * Beware: This function is called from the editor as well! 926 * Beware: This function is called from the editor as well!
990 */ 927 */
991 928void
992void remove_ob(object *op) { 929object::remove ()
930{
993 object *tmp,*last=NULL; 931 object *tmp, *last = 0;
994 object *otmp; 932 object *otmp;
995 tag_t tag;
996 int check_walk_off;
997 mapstruct *m;
998 sint16 x,y;
999
1000 933
1001 if(QUERY_FLAG(op,FLAG_REMOVED)) { 934 if (QUERY_FLAG (this, FLAG_REMOVED))
1002 dump_object(op); 935 return;
1003 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1004 936
1005 /* Changed it to always dump core in this case. As has been learned
1006 * in the past, trying to recover from errors almost always
1007 * make things worse, and this is a real error here - something
1008 * that should not happen.
1009 * Yes, if this was a mission critical app, trying to do something
1010 * to recover may make sense, but that is because failure of the app
1011 * may have other disastrous problems. Cf runs out of a script
1012 * so is easily enough restarted without any real problems.
1013 * MSW 2001-07-01
1014 */
1015 abort();
1016 }
1017 if(op->more!=NULL)
1018 remove_ob(op->more);
1019
1020 SET_FLAG(op, FLAG_REMOVED); 937 SET_FLAG (this, FLAG_REMOVED);
938 INVOKE_OBJECT (REMOVE, this);
1021 939
940 if (more)
941 more->remove ();
942
1022 /* 943 /*
1023 * In this case, the object to be removed is in someones 944 * In this case, the object to be removed is in someones
1024 * inventory. 945 * inventory.
1025 */ 946 */
1026 if(op->env!=NULL) { 947 if (env)
948 {
1027 if(op->nrof) 949 if (nrof)
1028 sub_weight(op->env, op->weight*op->nrof); 950 sub_weight (env, weight * nrof);
1029 else 951 else
1030 sub_weight(op->env, op->weight+op->carrying); 952 sub_weight (env, weight + carrying);
1031 953
1032 /* 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
1033 * made to players inventory. If set, avoiding the call 955 * made to players inventory. If set, avoiding the call
1034 * to save cpu time. 956 * to save cpu time.
1035 */ 957 */
1036 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 958 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1037 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 959 otmp->update_stats ();
1038 fix_player(otmp);
1039 960
1040 if(op->above!=NULL) 961 if (above != NULL)
1041 op->above->below=op->below; 962 above->below = below;
1042 else 963 else
1043 op->env->inv=op->below; 964 env->inv = below;
1044 965
1045 if(op->below!=NULL) 966 if (below != NULL)
1046 op->below->above=op->above; 967 below->above = above;
1047 968
1048 /* we set up values so that it could be inserted into 969 /* we set up values so that it could be inserted into
1049 * 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
1050 * 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
1051 */ 998 */
1052 op->x=op->env->x,op->y=op->env->y; 999 if (GET_MAP_OB (map, x, y) != this)
1053 op->map=op->env->map; 1000 {
1054 op->above=NULL,op->below=NULL; 1001 char *dump = dump_object (this);
1055 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)
1056 return; 1017 return;
1057 }
1058 1018
1059 /* If we get here, we are removing it from a map */ 1019 int check_walk_off = !flag [FLAG_NO_APPLY];
1060 if (op->map == NULL) return;
1061 1020
1062 x = op->x; 1021 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1063 y = op->y; 1022 {
1064 m = get_map_from_coord(op->map, &x, &y); 1023 /* No point updating the players look faces if he is the object
1065 1024 * being removed.
1066 if (!m) {
1067 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1068 op->map->path, op->x, op->y);
1069 /* in old days, we used to set x and y to 0 and continue.
1070 * it seems if we get into this case, something is probablye
1071 * screwed up and should be fixed.
1072 */ 1025 */
1073 abort();
1074 }
1075 if (op->map != m) {
1076 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1077 op->map->path, m->path, op->x, op->y, x, y);
1078 }
1079 1026
1080 /* Re did the following section of code - it looks like it had 1027 if (tmp->type == PLAYER && tmp != this)
1081 * lots of logic for things we no longer care about 1028 {
1082 */ 1029 /* If a container that the player is currently using somehow gets
1083 1030 * removed (most likely destroyed), update the player view
1084 /* link the object above us */ 1031 * appropriately.
1085 if (op->above)
1086 op->above->below=op->below;
1087 else
1088 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1089
1090 /* Relink the object below us, if there is one */
1091 if(op->below) {
1092 op->below->above=op->above;
1093 } else {
1094 /* Nothing below, which means we need to relink map object for this space
1095 * use translated coordinates in case some oddness with map tiling is
1096 * evident
1097 */ 1032 */
1098 if(GET_MAP_OB(m,x,y)!=op) { 1033 if (tmp->container == this)
1099 dump_object(op); 1034 {
1100 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;
1101 dump_object(GET_MAP_OB(m,x,y)); 1036 tmp->container = 0;
1102 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;
1103 } 1060 }
1104 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1105 }
1106 op->above=NULL;
1107 op->below=NULL;
1108 1061
1109 if (op->map->in_memory == MAP_SAVING)
1110 return;
1111
1112 tag = op->count;
1113 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1114 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1115 /* No point updating the players look faces if he is the object
1116 * being removed.
1117 */
1118
1119 if(tmp->type==PLAYER && tmp!=op) {
1120 /* If a container that the player is currently using somehow gets
1121 * removed (most likely destroyed), update the player view
1122 * appropriately.
1123 */
1124 if (tmp->container==op) {
1125 CLEAR_FLAG(op, FLAG_APPLIED);
1126 tmp->container=NULL;
1127 }
1128 tmp->contr->socket.update_look=1;
1129 }
1130 /* See if player moving off should effect something */
1131 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1132 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1133
1134 move_apply(tmp, op, NULL);
1135 if (was_destroyed (op, tag)) {
1136 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1137 "leaving object\n", &tmp->name, &tmp->arch->name);
1138 }
1139 }
1140
1141 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1142
1143 if(tmp->above == tmp)
1144 tmp->above = NULL;
1145 last=tmp;
1146 }
1147 /* last == NULL of there are no objects on this space */ 1062 /* last == NULL of there are no objects on this space */
1148 if (last==NULL) { 1063 if (!last)
1149 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1064 map->at (x, y).flags_ = P_NEED_UPDATE;
1150 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1151 * those out anyways, and if there are any flags set right now, they won't
1152 * be correct anyways.
1153 */
1154 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1155 update_position(op->map, op->x, op->y);
1156 }
1157 else 1065 else
1158 update_object(last, UP_OBJ_REMOVE); 1066 update_object (last, UP_OBJ_REMOVE);
1159 1067
1160 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1068 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1161 update_all_los(op->map, op->x, op->y); 1069 update_all_los (map, x, y);
1162 1070 }
1163} 1071}
1164 1072
1165/* 1073/*
1166 * merge_ob(op,top): 1074 * merge_ob(op,top):
1167 * 1075 *
1168 * This function goes through all objects below and including top, and 1076 * This function goes through all objects below and including top, and
1169 * merges op to the first matching object. 1077 * merges op to the first matching object.
1170 * If top is NULL, it is calculated. 1078 * If top is NULL, it is calculated.
1171 * 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
1172 */ 1080 */
1173 1081object *
1174object *merge_ob(object *op, object *top) { 1082merge_ob (object *op, object *top)
1083{
1175 if(!op->nrof) 1084 if (!op->nrof)
1176 return 0; 1085 return 0;
1177 if(top==NULL) 1086
1087 if (top)
1178 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1088 for (top = op; top && top->above; top = top->above)
1089 ;
1090
1179 for(;top!=NULL;top=top->below) { 1091 for (; top; top = top->below)
1092 {
1180 if(top==op) 1093 if (top == op)
1181 continue; 1094 continue;
1182 if (CAN_MERGE(op,top)) 1095
1183 { 1096 if (object::can_merge (op, top))
1097 {
1184 top->nrof+=op->nrof; 1098 top->nrof += op->nrof;
1099
1185/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1100/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1186 op->weight = 0; /* Don't want any adjustements now */ 1101 op->weight = 0; /* Don't want any adjustements now */
1187 remove_ob(op); 1102 op->destroy ();
1188 free_object(op);
1189 return top; 1103 return top;
1190 } 1104 }
1191 } 1105 }
1106
1192 return NULL; 1107 return 0;
1193} 1108}
1194 1109
1195/* 1110/*
1196 * 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
1197 * job preparing multi-part monsters 1112 * job preparing multi-part monsters
1198 */ 1113 */
1114object *
1199object *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)
1200 object* tmp; 1116{
1201 if (op->head) 1117 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1202 op=op->head; 1118 {
1203 for (tmp=op;tmp;tmp=tmp->more){
1204 tmp->x=x+tmp->arch->clone.x; 1119 tmp->x = x + tmp->arch->clone.x;
1205 tmp->y=y+tmp->arch->clone.y; 1120 tmp->y = y + tmp->arch->clone.y;
1206 } 1121 }
1122
1207 return insert_ob_in_map (op, m, originator, flag); 1123 return insert_ob_in_map (op, m, originator, flag);
1208} 1124}
1209 1125
1210/* 1126/*
1211 * insert_ob_in_map (op, map, originator, flag): 1127 * insert_ob_in_map (op, map, originator, flag):
1212 * This function inserts the object in the two-way linked list 1128 * This function inserts the object in the two-way linked list
1225 * Return value: 1141 * Return value:
1226 * new object if 'op' was merged with other object 1142 * new object if 'op' was merged with other object
1227 * NULL if 'op' was destroyed 1143 * NULL if 'op' was destroyed
1228 * just 'op' otherwise 1144 * just 'op' otherwise
1229 */ 1145 */
1230 1146object *
1231object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1147insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1232{ 1148{
1233 object *tmp, *top, *floor=NULL; 1149 object *tmp, *top, *floor = NULL;
1234 sint16 x,y; 1150 sint16 x, y;
1235 1151
1236 if (QUERY_FLAG (op, FLAG_FREED)) { 1152 if (QUERY_FLAG (op, FLAG_FREED))
1153 {
1237 LOG (llevError, "Trying to insert freed object!\n"); 1154 LOG (llevError, "Trying to insert freed object!\n");
1238 return NULL; 1155 return NULL;
1156 }
1157
1158 if (m == NULL)
1239 } 1159 {
1240 if(m==NULL) {
1241 dump_object(op); 1160 char *dump = dump_object (op);
1242 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1161 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1162 free (dump);
1243 return op; 1163 return op;
1244 } 1164 }
1165
1245 if(out_of_map(m,op->x,op->y)) { 1166 if (out_of_map (m, op->x, op->y))
1167 {
1246 dump_object(op); 1168 char *dump = dump_object (op);
1247 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1169 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1248#ifdef MANY_CORES 1170#ifdef MANY_CORES
1249 /* Better to catch this here, as otherwise the next use of this object 1171 /* Better to catch this here, as otherwise the next use of this object
1250 * is likely to cause a crash. Better to find out where it is getting 1172 * is likely to cause a crash. Better to find out where it is getting
1251 * improperly inserted. 1173 * improperly inserted.
1252 */ 1174 */
1253 abort(); 1175 abort ();
1254#endif 1176#endif
1177 free (dump);
1255 return op; 1178 return op;
1256 } 1179 }
1180
1257 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1181 if (!QUERY_FLAG (op, FLAG_REMOVED))
1182 {
1258 dump_object(op); 1183 char *dump = dump_object (op);
1259 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1184 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1185 free (dump);
1260 return op; 1186 return op;
1187 }
1188
1189 if (op->more)
1261 } 1190 {
1262 if(op->more!=NULL) {
1263 /* The part may be on a different map. */ 1191 /* The part may be on a different map. */
1264 1192
1265 object *more = op->more; 1193 object *more = op->more;
1266 1194
1267 /* We really need the caller to normalize coordinates - if 1195 /* We really need the caller to normalize coordinates - if
1268 * we set the map, that doesn't work if the location is within 1196 * we set the map, that doesn't work if the location is within
1269 * a map and this is straddling an edge. So only if coordinate 1197 * a map and this is straddling an edge. So only if coordinate
1270 * is clear wrong do we normalize it. 1198 * is clear wrong do we normalize it.
1271 */ 1199 */
1272 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1200 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1273 more->map = get_map_from_coord(m, &more->x, &more->y); 1201 more->map = get_map_from_coord (m, &more->x, &more->y);
1274 } else if (!more->map) { 1202 else if (!more->map)
1203 {
1275 /* For backwards compatibility - when not dealing with tiled maps, 1204 /* For backwards compatibility - when not dealing with tiled maps,
1276 * more->map should always point to the parent. 1205 * more->map should always point to the parent.
1277 */ 1206 */
1278 more->map = m; 1207 more->map = m;
1279 } 1208 }
1280 1209
1281 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1210 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1211 {
1282 if ( ! op->head) 1212 if (!op->head)
1283 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1213 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1214
1284 return NULL; 1215 return 0;
1285 } 1216 }
1286 } 1217 }
1218
1287 CLEAR_FLAG(op,FLAG_REMOVED); 1219 CLEAR_FLAG (op, FLAG_REMOVED);
1288 1220
1289 /* Ideally, the caller figures this out. However, it complicates a lot 1221 /* Ideally, the caller figures this out. However, it complicates a lot
1290 * of areas of callers (eg, anything that uses find_free_spot would now 1222 * of areas of callers (eg, anything that uses find_free_spot would now
1291 * need extra work 1223 * need extra work
1292 */ 1224 */
1293 op->map=get_map_from_coord(m, &op->x, &op->y); 1225 op->map = get_map_from_coord (m, &op->x, &op->y);
1294 x = op->x; 1226 x = op->x;
1295 y = op->y; 1227 y = op->y;
1296 1228
1297 /* this has to be done after we translate the coordinates. 1229 /* this has to be done after we translate the coordinates.
1298 */ 1230 */
1299 if(op->nrof && !(flag & INS_NO_MERGE)) { 1231 if (op->nrof && !(flag & INS_NO_MERGE))
1300 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1232 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1301 if (CAN_MERGE(op,tmp)) { 1233 if (object::can_merge (op, tmp))
1234 {
1302 op->nrof+=tmp->nrof; 1235 op->nrof += tmp->nrof;
1303 remove_ob(tmp); 1236 tmp->destroy ();
1304 free_object(tmp); 1237 }
1238
1239 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1240 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1241
1242 if (!QUERY_FLAG (op, FLAG_ALIVE))
1243 CLEAR_FLAG (op, FLAG_NO_STEAL);
1244
1245 if (flag & INS_BELOW_ORIGINATOR)
1246 {
1247 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1248 {
1249 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1250 abort ();
1251 }
1252
1253 op->above = originator;
1254 op->below = originator->below;
1255
1256 if (op->below)
1257 op->below->above = op;
1258 else
1259 op->ms ().bot = op;
1260
1261 /* since *below* originator, no need to update top */
1262 originator->below = op;
1263 }
1264 else
1265 {
1266 /* If there are other objects, then */
1267 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1268 {
1269 object *last = NULL;
1270
1271 /*
1272 * If there are multiple objects on this space, we do some trickier handling.
1273 * We've already dealt with merging if appropriate.
1274 * Generally, we want to put the new object on top. But if
1275 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1276 * floor, we want to insert above that and no further.
1277 * Also, if there are spell objects on this space, we stop processing
1278 * once we get to them. This reduces the need to traverse over all of
1279 * them when adding another one - this saves quite a bit of cpu time
1280 * when lots of spells are cast in one area. Currently, it is presumed
1281 * that flying non pickable objects are spell objects.
1282 */
1283
1284 while (top != NULL)
1285 {
1286 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1287 floor = top;
1288
1289 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1290 {
1291 /* We insert above top, so we want this object below this */
1292 top = top->below;
1293 break;
1294 }
1295
1296 last = top;
1297 top = top->above;
1305 } 1298 }
1306 }
1307 1299
1308 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1300 /* Don't want top to be NULL, so set it to the last valid object */
1309 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1301 top = last;
1310 if (!QUERY_FLAG(op, FLAG_ALIVE))
1311 CLEAR_FLAG(op, FLAG_NO_STEAL);
1312 1302
1313 if (flag & INS_BELOW_ORIGINATOR) { 1303 /* We let update_position deal with figuring out what the space
1314 if (originator->map != op->map || originator->x != op->x || 1304 * looks like instead of lots of conditions here.
1315 originator->y != op->y) { 1305 * makes things faster, and effectively the same result.
1316 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1306 */
1317 abort(); 1307
1308 /* Have object 'fall below' other objects that block view.
1309 * Unless those objects are exits, type 66
1310 * If INS_ON_TOP is used, don't do this processing
1311 * Need to find the object that in fact blocks view, otherwise
1312 * stacking is a bit odd.
1313 */
1314 if (!(flag & INS_ON_TOP) &&
1315 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1316 {
1317 for (last = top; last != floor; last = last->below)
1318 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1319 break;
1320 /* Check to see if we found the object that blocks view,
1321 * and make sure we have a below pointer for it so that
1322 * we can get inserted below this one, which requires we
1323 * set top to the object below us.
1324 */
1325 if (last && last->below && last != floor)
1326 top = last->below;
1327 }
1328 } /* If objects on this space */
1329
1330 if (flag & INS_MAP_LOAD)
1331 top = GET_MAP_TOP (op->map, op->x, op->y);
1332
1333 if (flag & INS_ABOVE_FLOOR_ONLY)
1334 top = floor;
1335
1336 /* Top is the object that our object (op) is going to get inserted above.
1337 */
1338
1339 /* First object on this space */
1340 if (!top)
1341 {
1342 op->above = GET_MAP_OB (op->map, op->x, op->y);
1343
1344 if (op->above)
1345 op->above->below = op;
1346
1347 op->below = NULL;
1348 op->ms ().bot = op;
1318 } 1349 }
1319 op->above = originator;
1320 op->below = originator->below;
1321 if (op->below) op->below->above = op;
1322 else SET_MAP_OB(op->map, op->x, op->y, op);
1323 /* since *below* originator, no need to update top */
1324 originator->below = op;
1325 } else { 1350 else
1326 /* If there are other objects, then */
1327 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1328 object *last=NULL;
1329 /*
1330 * If there are multiple objects on this space, we do some trickier handling.
1331 * We've already dealt with merging if appropriate.
1332 * Generally, we want to put the new object on top. But if
1333 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1334 * floor, we want to insert above that and no further.
1335 * Also, if there are spell objects on this space, we stop processing
1336 * once we get to them. This reduces the need to traverse over all of
1337 * them when adding another one - this saves quite a bit of cpu time
1338 * when lots of spells are cast in one area. Currently, it is presumed
1339 * that flying non pickable objects are spell objects.
1340 */
1341
1342 while (top != NULL) {
1343 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1344 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1345 if (QUERY_FLAG(top, FLAG_NO_PICK)
1346 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1347 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1348 {
1349 /* We insert above top, so we want this object below this */
1350 top=top->below;
1351 break;
1352 }
1353 last = top;
1354 top = top->above;
1355 }
1356 /* Don't want top to be NULL, so set it to the last valid object */
1357 top = last;
1358
1359 /* We let update_position deal with figuring out what the space
1360 * looks like instead of lots of conditions here.
1361 * makes things faster, and effectively the same result.
1362 */
1363
1364 /* Have object 'fall below' other objects that block view.
1365 * Unless those objects are exits, type 66
1366 * If INS_ON_TOP is used, don't do this processing
1367 * Need to find the object that in fact blocks view, otherwise
1368 * stacking is a bit odd.
1369 */
1370 if (!(flag & INS_ON_TOP) &&
1371 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1372 (op->face && !op->face->visibility)) {
1373 for (last=top; last != floor; last=last->below)
1374 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1375 /* Check to see if we found the object that blocks view,
1376 * and make sure we have a below pointer for it so that
1377 * we can get inserted below this one, which requires we
1378 * set top to the object below us.
1379 */
1380 if (last && last->below && last != floor) top=last->below;
1381 }
1382 } /* If objects on this space */
1383 if (flag & INS_MAP_LOAD)
1384 top = GET_MAP_TOP(op->map,op->x,op->y);
1385 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1386
1387 /* Top is the object that our object (op) is going to get inserted above.
1388 */
1389
1390 /* First object on this space */
1391 if (!top) {
1392 op->above = GET_MAP_OB(op->map, op->x, op->y);
1393 if (op->above) op->above->below = op;
1394 op->below = NULL;
1395 SET_MAP_OB(op->map, op->x, op->y, op);
1396 } else { /* get inserted into the stack above top */ 1351 { /* get inserted into the stack above top */
1397 op->above = top->above; 1352 op->above = top->above;
1353
1354 if (op->above)
1398 if (op->above) op->above->below = op; 1355 op->above->below = op;
1356
1399 op->below = top; 1357 op->below = top;
1400 top->above = op; 1358 top->above = op;
1401 } 1359 }
1360
1402 if (op->above==NULL) 1361 if (op->above == NULL)
1403 SET_MAP_TOP(op->map,op->x, op->y, op); 1362 op->ms ().top = op;
1404 } /* else not INS_BELOW_ORIGINATOR */ 1363 } /* else not INS_BELOW_ORIGINATOR */
1405 1364
1406 if(op->type==PLAYER) 1365 if (op->type == PLAYER)
1407 op->contr->do_los=1; 1366 op->contr->do_los = 1;
1408 1367
1409 /* If we have a floor, we know the player, if any, will be above 1368 /* If we have a floor, we know the player, if any, will be above
1410 * it, so save a few ticks and start from there. 1369 * it, so save a few ticks and start from there.
1411 */ 1370 */
1412 if (!(flag & INS_MAP_LOAD)) 1371 if (!(flag & INS_MAP_LOAD))
1413 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1372 if (object *pl = op->ms ().player ())
1414 if (tmp->type == PLAYER) 1373 if (pl->contr->ns)
1415 tmp->contr->socket.update_look=1; 1374 pl->contr->ns->floorbox_update ();
1416 }
1417 1375
1418 /* If this object glows, it may affect lighting conditions that are 1376 /* If this object glows, it may affect lighting conditions that are
1419 * visible to others on this map. But update_all_los is really 1377 * visible to others on this map. But update_all_los is really
1420 * an inefficient way to do this, as it means los for all players 1378 * an inefficient way to do this, as it means los for all players
1421 * on the map will get recalculated. The players could very well 1379 * on the map will get recalculated. The players could very well
1422 * be far away from this change and not affected in any way - 1380 * be far away from this change and not affected in any way -
1423 * this should get redone to only look for players within range, 1381 * this should get redone to only look for players within range,
1424 * or just updating the P_NEED_UPDATE for spaces within this area 1382 * or just updating the P_NEED_UPDATE for spaces within this area
1425 * of effect may be sufficient. 1383 * of effect may be sufficient.
1426 */ 1384 */
1427 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1385 if (op->map->darkness && (op->glow_radius != 0))
1428 update_all_los(op->map, op->x, op->y); 1386 update_all_los (op->map, op->x, op->y);
1429 1387
1430
1431 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1388 /* updates flags (blocked, alive, no magic, etc) for this map space */
1432 update_object(op,UP_OBJ_INSERT); 1389 update_object (op, UP_OBJ_INSERT);
1433 1390
1391 INVOKE_OBJECT (INSERT, op);
1434 1392
1435 /* Don't know if moving this to the end will break anything. However, 1393 /* Don't know if moving this to the end will break anything. However,
1436 * we want to have update_look set above before calling this. 1394 * we want to have floorbox_update called before calling this.
1437 * 1395 *
1438 * check_move_on() must be after this because code called from 1396 * check_move_on() must be after this because code called from
1439 * check_move_on() depends on correct map flags (so functions like 1397 * check_move_on() depends on correct map flags (so functions like
1440 * blocked() and wall() work properly), and these flags are updated by 1398 * blocked() and wall() work properly), and these flags are updated by
1441 * update_object(). 1399 * update_object().
1442 */ 1400 */
1443 1401
1444 /* if this is not the head or flag has been passed, don't check walk on status */ 1402 /* if this is not the head or flag has been passed, don't check walk on status */
1445
1446 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1403 if (!(flag & INS_NO_WALK_ON) && !op->head)
1404 {
1447 if (check_move_on(op, originator)) 1405 if (check_move_on (op, originator))
1448 return NULL; 1406 return 0;
1449 1407
1450 /* If we are a multi part object, lets work our way through the check 1408 /* If we are a multi part object, lets work our way through the check
1451 * walk on's. 1409 * walk on's.
1452 */ 1410 */
1453 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1411 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1454 if (check_move_on (tmp, originator)) 1412 if (check_move_on (tmp, originator))
1455 return NULL; 1413 return 0;
1456 } 1414 }
1415
1457 return op; 1416 return op;
1458} 1417}
1459 1418
1460/* this function inserts an object in the map, but if it 1419/* this function inserts an object in the map, but if it
1461 * finds an object of its own type, it'll remove that one first. 1420 * finds an object of its own type, it'll remove that one first.
1462 * op is the object to insert it under: supplies x and the map. 1421 * op is the object to insert it under: supplies x and the map.
1463 */ 1422 */
1423void
1464void replace_insert_ob_in_map(const char *arch_string, object *op) { 1424replace_insert_ob_in_map (const char *arch_string, object *op)
1465 object *tmp; 1425{
1466 object *tmp1; 1426 object *tmp, *tmp1;
1467 1427
1468 /* first search for itself and remove any old instances */ 1428 /* first search for itself and remove any old instances */
1469 1429
1470 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1430 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1471 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1472 remove_ob(tmp); 1432 tmp->destroy ();
1473 free_object(tmp);
1474 }
1475 }
1476 1433
1477 tmp1=arch_to_object(find_archetype(arch_string)); 1434 tmp1 = arch_to_object (archetype::find (arch_string));
1478 1435
1479 1436 tmp1->x = op->x;
1480 tmp1->x = op->x; tmp1->y = op->y; 1437 tmp1->y = op->y;
1481 insert_ob_in_map(tmp1,op->map,op,0); 1438 insert_ob_in_map (tmp1, op->map, op, 0);
1482} 1439}
1440
1441object *
1442object::insert_at (object *where, object *originator, int flags)
1443{
1444 where->map->insert (this, where->x, where->y, originator, flags);
1445}
1483 1446
1484/* 1447/*
1485 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1448 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1486 * is returned contains nr objects, and the remaining parts contains 1449 * is returned contains nr objects, and the remaining parts contains
1487 * the rest (or is removed and freed if that number is 0). 1450 * the rest (or is removed and freed if that number is 0).
1488 * On failure, NULL is returned, and the reason put into the 1451 * On failure, NULL is returned, and the reason put into the
1489 * global static errmsg array. 1452 * global static errmsg array.
1490 */ 1453 */
1491 1454object *
1492object *get_split_ob(object *orig_ob, uint32 nr) { 1455get_split_ob (object *orig_ob, uint32 nr)
1456{
1493 object *newob; 1457 object *newob;
1494 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1458 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1495 1459
1496 if(orig_ob->nrof<nr) { 1460 if (orig_ob->nrof < nr)
1497 sprintf(errmsg,"There are only %d %ss.", 1461 {
1498 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);
1499 return NULL; 1463 return NULL;
1500 } 1464 }
1465
1501 newob = object_create_clone(orig_ob); 1466 newob = object_create_clone (orig_ob);
1467
1502 if((orig_ob->nrof-=nr)<1) { 1468 if ((orig_ob->nrof -= nr) < 1)
1503 if ( ! is_removed) 1469 orig_ob->destroy (1);
1504 remove_ob(orig_ob);
1505 free_object2(orig_ob, 1);
1506 }
1507 else if ( ! is_removed) { 1470 else if (!is_removed)
1471 {
1508 if(orig_ob->env!=NULL) 1472 if (orig_ob->env != NULL)
1509 sub_weight (orig_ob->env,orig_ob->weight*nr); 1473 sub_weight (orig_ob->env, orig_ob->weight * nr);
1510 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 {
1511 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.");
1512 LOG(llevDebug,
1513 "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");
1514 return NULL; 1478 return NULL;
1515 } 1479 }
1516 } 1480 }
1481
1517 newob->nrof=nr; 1482 newob->nrof = nr;
1518 1483
1519 return newob; 1484 return newob;
1520} 1485}
1521 1486
1522/* 1487/*
1523 * decrease_ob_nr(object, number) decreases a specified number from 1488 * decrease_ob_nr(object, number) decreases a specified number from
1524 * 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
1525 * is subsequently removed and freed. 1490 * is subsequently removed and freed.
1526 * 1491 *
1527 * 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
1528 */ 1493 */
1529 1494
1495object *
1530object *decrease_ob_nr (object *op, uint32 i) 1496decrease_ob_nr (object *op, uint32 i)
1531{ 1497{
1532 object *tmp; 1498 object *tmp;
1533 player *pl;
1534 1499
1535 if (i == 0) /* objects with op->nrof require this check */ 1500 if (i == 0) /* objects with op->nrof require this check */
1536 return op; 1501 return op;
1537 1502
1538 if (i > op->nrof) 1503 if (i > op->nrof)
1539 i = op->nrof; 1504 i = op->nrof;
1540 1505
1541 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 }
1542 { 1542 }
1543 else
1544 {
1545 object *above = op->above;
1546
1547 if (i < op->nrof)
1543 op->nrof -= i; 1548 op->nrof -= i;
1544 } 1549 else
1545 else if (op->env != NULL)
1546 {
1547 /* is this object in the players inventory, or sub container
1548 * therein?
1549 */ 1550 {
1550 tmp = is_player_inv (op->env); 1551 op->remove ();
1551 /* nope. Is this a container the player has opened? 1552 op->nrof = 0;
1552 * If so, set tmp to that player.
1553 * IMO, searching through all the players will mostly
1554 * likely be quicker than following op->env to the map,
1555 * and then searching the map for a player.
1556 */
1557 if (!tmp) {
1558 for (pl=first_player; pl; pl=pl->next)
1559 if (pl->ob->container == op->env) break;
1560 if (pl) tmp=pl->ob;
1561 else tmp=NULL;
1562 } 1553 }
1563 1554
1564 if (i < op->nrof) {
1565 sub_weight (op->env, op->weight * i);
1566 op->nrof -= i;
1567 if (tmp) {
1568 esrv_send_item(tmp, op);
1569 }
1570 } else {
1571 remove_ob (op);
1572 op->nrof = 0;
1573 if (tmp) {
1574 esrv_del_item(tmp->contr, op->count);
1575 }
1576 }
1577 }
1578 else
1579 {
1580 object *above = op->above;
1581
1582 if (i < op->nrof) {
1583 op->nrof -= i;
1584 } else {
1585 remove_ob (op);
1586 op->nrof = 0;
1587 }
1588 /* Since we just removed op, op->above is null */ 1555 /* Since we just removed op, op->above is null */
1589 for (tmp = above; tmp != NULL; tmp = tmp->above) 1556 for (tmp = above; tmp; tmp = tmp->above)
1590 if (tmp->type == PLAYER) { 1557 if (tmp->type == PLAYER)
1558 {
1591 if (op->nrof) 1559 if (op->nrof)
1592 esrv_send_item(tmp, op); 1560 esrv_send_item (tmp, op);
1593 else 1561 else
1594 esrv_del_item(tmp->contr, op->count); 1562 esrv_del_item (tmp->contr, op->count);
1595 } 1563 }
1596 } 1564 }
1597 1565
1598 if (op->nrof) { 1566 if (op->nrof)
1599 return op; 1567 return op;
1600 } else { 1568 else
1601 free_object (op); 1569 {
1570 op->destroy ();
1602 return NULL; 1571 return 0;
1603 } 1572 }
1604} 1573}
1605 1574
1606/* 1575/*
1607 * add_weight(object, weight) adds the specified weight to an object, 1576 * add_weight(object, weight) adds the specified weight to an object,
1608 * and also updates how much the environment(s) is/are carrying. 1577 * and also updates how much the environment(s) is/are carrying.
1609 */ 1578 */
1610 1579
1580void
1611void add_weight (object *op, signed long weight) { 1581add_weight (object *op, signed long weight)
1582{
1612 while (op!=NULL) { 1583 while (op != NULL)
1584 {
1613 if (op->type == CONTAINER) { 1585 if (op->type == CONTAINER)
1614 weight=(signed long)(weight*(100-op->stats.Str)/100); 1586 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1615 } 1587
1616 op->carrying+=weight; 1588 op->carrying += weight;
1617 op=op->env; 1589 op = op->env;
1618 } 1590 }
1619} 1591}
1620 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
1621/* 1613/*
1622 * insert_ob_in_ob(op,environment): 1614 * env->insert (op)
1623 * This function inserts the object op in the linked list 1615 * This function inserts the object op in the linked list
1624 * inside the object environment. 1616 * inside the object environment.
1625 * 1617 *
1626 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1627 * the inventory at the last position or next to other objects of the same
1628 * type.
1629 * Frank: Now sorted by type, archetype and magic!
1630 *
1631 * 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
1632 * be != op, if items are merged. -Tero 1619 * be != op, if items are merged. -Tero
1633 */ 1620 */
1634 1621
1635object *insert_ob_in_ob(object *op,object *where) { 1622object *
1623object::insert (object *op)
1624{
1636 object *tmp, *otmp; 1625 object *tmp, *otmp;
1637 1626
1638 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1627 if (!QUERY_FLAG (op, FLAG_REMOVED))
1639 dump_object(op); 1628 op->remove ();
1640 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1629
1641 return op;
1642 }
1643 if(where==NULL) {
1644 dump_object(op);
1645 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1646 return op;
1647 }
1648 if (where->head) {
1649 LOG(llevDebug,
1650 "Warning: Tried to insert object wrong part of multipart object.\n");
1651 where = where->head;
1652 }
1653 if (op->more) { 1630 if (op->more)
1631 {
1654 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);
1655 &op->name, op->count);
1656 return op; 1633 return op;
1657 } 1634 }
1635
1658 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1636 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1659 CLEAR_FLAG(op, FLAG_REMOVED); 1637 CLEAR_FLAG (op, FLAG_REMOVED);
1660 if(op->nrof) { 1638 if (op->nrof)
1639 {
1661 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1640 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1662 if ( CAN_MERGE(tmp,op) ) { 1641 if (object::can_merge (tmp, op))
1642 {
1663 /* return the original object and remove inserted object 1643 /* return the original object and remove inserted object
1664 (client needs the original object) */ 1644 (client needs the original object) */
1665 tmp->nrof += op->nrof; 1645 tmp->nrof += op->nrof;
1666 /* Weight handling gets pretty funky. Since we are adding to 1646 /* Weight handling gets pretty funky. Since we are adding to
1667 * tmp->nrof, we need to increase the weight. 1647 * tmp->nrof, we need to increase the weight.
1668 */ 1648 */
1669 add_weight (where, op->weight*op->nrof); 1649 add_weight (this, op->weight * op->nrof);
1670 SET_FLAG(op, FLAG_REMOVED); 1650 SET_FLAG (op, FLAG_REMOVED);
1671 free_object(op); /* free the inserted object */ 1651 op->destroy (); /* free the inserted object */
1672 op = tmp; 1652 op = tmp;
1673 remove_ob (op); /* and fix old object's links */ 1653 op->remove (); /* and fix old object's links */
1674 CLEAR_FLAG(op, FLAG_REMOVED); 1654 CLEAR_FLAG (op, FLAG_REMOVED);
1675 break; 1655 break;
1676 } 1656 }
1677 1657
1678 /* I assume combined objects have no inventory 1658 /* I assume combined objects have no inventory
1679 * We add the weight - this object could have just been removed 1659 * We add the weight - this object could have just been removed
1680 * (if it was possible to merge). calling remove_ob will subtract 1660 * (if it was possible to merge). calling remove_ob will subtract
1681 * 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
1682 * the linking below 1662 * the linking below
1683 */ 1663 */
1684 add_weight (where, op->weight*op->nrof); 1664 add_weight (this, op->weight * op->nrof);
1665 }
1685 } else 1666 else
1686 add_weight (where, (op->weight+op->carrying)); 1667 add_weight (this, (op->weight + op->carrying));
1687 1668
1688 otmp=is_player_inv(where); 1669 otmp = this->in_player ();
1689 if (otmp&&otmp->contr!=NULL) { 1670 if (otmp && otmp->contr)
1690 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1671 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1691 fix_player(otmp); 1672 otmp->update_stats ();
1692 }
1693 1673
1694 op->map=NULL; 1674 op->map = 0;
1695 op->env=where; 1675 op->env = this;
1696 op->above=NULL; 1676 op->above = 0;
1697 op->below=NULL; 1677 op->below = 0;
1698 op->x=0,op->y=0; 1678 op->x = 0, op->y = 0;
1699 1679
1700 /* 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 */
1701 if((op->glow_radius!=0)&&where->map) 1681 if ((op->glow_radius != 0) && map)
1702 { 1682 {
1703#ifdef DEBUG_LIGHTS 1683#ifdef DEBUG_LIGHTS
1704 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);
1705 op->name);
1706#endif /* DEBUG_LIGHTS */ 1685#endif /* DEBUG_LIGHTS */
1707 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);
1708 } 1688 }
1709 1689
1710 /* 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.
1711 * It sure simplifies this function... 1691 * It sure simplifies this function...
1712 */ 1692 */
1713 if (where->inv==NULL) 1693 if (!inv)
1714 where->inv=op; 1694 inv = op;
1715 else { 1695 else
1696 {
1716 op->below = where->inv; 1697 op->below = inv;
1717 op->below->above = op; 1698 op->below->above = op;
1718 where->inv = op; 1699 inv = op;
1719 } 1700 }
1701
1702 INVOKE_OBJECT (INSERT, this);
1703
1720 return op; 1704 return op;
1721} 1705}
1722 1706
1723/* 1707/*
1724 * Checks if any objects has a move_type that matches objects 1708 * Checks if any objects has a move_type that matches objects
1738 * 1722 *
1739 * 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
1740 * 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
1741 * on top. 1725 * on top.
1742 */ 1726 */
1743 1727int
1744int check_move_on (object *op, object *originator) 1728check_move_on (object *op, object *originator)
1745{ 1729{
1746 object *tmp; 1730 object *tmp;
1747 tag_t tag;
1748 mapstruct *m=op->map; 1731 maptile *m = op->map;
1749 int x=op->x, y=op->y; 1732 int x = op->x, y = op->y;
1733
1750 MoveType move_on, move_slow, move_block; 1734 MoveType move_on, move_slow, move_block;
1751 1735
1752 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1736 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1753 return 0; 1737 return 0;
1754 1738
1755 tag = op->count;
1756
1757 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1739 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1758 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1740 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1759 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1741 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1760 1742
1761 /* if nothing on this space will slow op down or be applied, 1743 /* if nothing on this space will slow op down or be applied,
1762 * no need to do checking below. have to make sure move_type 1744 * no need to do checking below. have to make sure move_type
1763 * is set, as lots of objects don't have it set - we treat that 1745 * is set, as lots of objects don't have it set - we treat that
1764 * as walking. 1746 * as walking.
1765 */ 1747 */
1766 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1748 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1767 return 0; 1749 return 0;
1768 1750
1769 /* This is basically inverse logic of that below - basically, 1751 /* This is basically inverse logic of that below - basically,
1770 * if the object can avoid the move on or slow move, they do so, 1752 * if the object can avoid the move on or slow move, they do so,
1771 * but can't do it if the alternate movement they are using is 1753 * but can't do it if the alternate movement they are using is
1772 * blocked. Logic on this seems confusing, but does seem correct. 1754 * blocked. Logic on this seems confusing, but does seem correct.
1773 */ 1755 */
1774 if ((op->move_type & ~move_on & ~move_block) != 0 && 1756 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1775 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1757 return 0;
1776 1758
1777 /* The objects have to be checked from top to bottom. 1759 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1760 * Hence, we first go to the top:
1779 */ 1761 */
1780 1762
1781 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1782 tmp->above!=NULL; tmp=tmp->above) { 1764 {
1783 /* Trim the search when we find the first other spell effect 1765 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects, 1766 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them. 1767 * we don't need to check all of them.
1786 */ 1768 */
1787 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1769 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1770 break;
1771 }
1772
1773 for (; tmp; tmp = tmp->below)
1788 } 1774 {
1789 for(;tmp!=NULL; tmp=tmp->below) { 1775 if (tmp == op)
1790 if (tmp == op) continue; /* Can't apply yourself */ 1776 continue; /* Can't apply yourself */
1791 1777
1792 /* Check to see if one of the movement types should be slowed down. 1778 /* Check to see if one of the movement types should be slowed down.
1793 * Second check makes sure that the movement types not being slowed 1779 * Second check makes sure that the movement types not being slowed
1794 * (~slow_move) is not blocked on this space - just because the 1780 * (~slow_move) is not blocked on this space - just because the
1795 * space doesn't slow down swimming (for example), if you can't actually 1781 * space doesn't slow down swimming (for example), if you can't actually
1796 * swim on that space, can't use it to avoid the penalty. 1782 * swim on that space, can't use it to avoid the penalty.
1797 */ 1783 */
1798 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1784 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1785 {
1799 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1786 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1800 ((op->move_type & tmp->move_slow) &&
1801 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1787 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1788 {
1802 1789
1803 float diff; 1790 float
1804
1805 diff = tmp->move_slow_penalty*FABS(op->speed); 1791 diff = tmp->move_slow_penalty * FABS (op->speed);
1792
1806 if (op->type == PLAYER) { 1793 if (op->type == PLAYER)
1807 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1794 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1808 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1795 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1809 diff /= 4.0; 1796 diff /= 4.0;
1810 } 1797
1811 }
1812 op->speed_left -= diff; 1798 op->speed_left -= diff;
1813 } 1799 }
1814 } 1800 }
1815 1801
1816 /* Basically same logic as above, except now for actual apply. */ 1802 /* Basically same logic as above, except now for actual apply. */
1817 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1803 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1818 ((op->move_type & tmp->move_on) &&
1819 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1804 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1820 1805 {
1821 move_apply(tmp, op, originator); 1806 move_apply (tmp, op, originator);
1807
1822 if (was_destroyed (op, tag)) 1808 if (op->destroyed ())
1823 return 1; 1809 return 1;
1824 1810
1825 /* what the person/creature stepped onto has moved the object 1811 /* what the person/creature stepped onto has moved the object
1826 * someplace new. Don't process any further - if we did, 1812 * someplace new. Don't process any further - if we did,
1827 * have a feeling strange problems would result. 1813 * have a feeling strange problems would result.
1828 */ 1814 */
1829 if (op->map != m || op->x != x || op->y != y) return 0; 1815 if (op->map != m || op->x != x || op->y != y)
1816 return 0;
1830 } 1817 }
1831 } 1818 }
1819
1832 return 0; 1820 return 0;
1833} 1821}
1834 1822
1835/* 1823/*
1836 * present_arch(arch, map, x, y) searches for any objects with 1824 * present_arch(arch, map, x, y) searches for any objects with
1837 * a matching archetype at the given map and coordinates. 1825 * a matching archetype at the given map and coordinates.
1838 * The first matching object is returned, or NULL if none. 1826 * The first matching object is returned, or NULL if none.
1839 */ 1827 */
1840 1828object *
1841object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1829present_arch (const archetype *at, maptile *m, int x, int y)
1842 object *tmp; 1830{
1843 if(m==NULL || out_of_map(m,x,y)) { 1831 if (m == NULL || out_of_map (m, x, y))
1832 {
1844 LOG(llevError,"Present_arch called outside map.\n"); 1833 LOG (llevError, "Present_arch called outside map.\n");
1845 return NULL; 1834 return NULL;
1846 } 1835 }
1836
1847 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1848 if(tmp->arch == at) 1838 if (tmp->arch == at)
1849 return tmp; 1839 return tmp;
1840
1850 return NULL; 1841 return NULL;
1851} 1842}
1852 1843
1853/* 1844/*
1854 * present(type, map, x, y) searches for any objects with 1845 * present(type, map, x, y) searches for any objects with
1855 * a matching type variable at the given map and coordinates. 1846 * a matching type variable at the given map and coordinates.
1856 * The first matching object is returned, or NULL if none. 1847 * The first matching object is returned, or NULL if none.
1857 */ 1848 */
1858 1849object *
1859object *present(unsigned char type,mapstruct *m, int x,int y) { 1850present (unsigned char type, maptile *m, int x, int y)
1860 object *tmp; 1851{
1861 if(out_of_map(m,x,y)) { 1852 if (out_of_map (m, x, y))
1853 {
1862 LOG(llevError,"Present called outside map.\n"); 1854 LOG (llevError, "Present called outside map.\n");
1863 return NULL; 1855 return NULL;
1864 } 1856 }
1857
1865 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1866 if(tmp->type==type) 1859 if (tmp->type == type)
1867 return tmp; 1860 return tmp;
1861
1868 return NULL; 1862 return NULL;
1869} 1863}
1870 1864
1871/* 1865/*
1872 * present_in_ob(type, object) searches for any objects with 1866 * present_in_ob(type, object) searches for any objects with
1873 * a matching type variable in the inventory of the given object. 1867 * a matching type variable in the inventory of the given object.
1874 * The first matching object is returned, or NULL if none. 1868 * The first matching object is returned, or NULL if none.
1875 */ 1869 */
1876 1870object *
1877object *present_in_ob(unsigned char type, const object *op) { 1871present_in_ob (unsigned char type, const object *op)
1878 object *tmp; 1872{
1879 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1873 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1880 if(tmp->type==type) 1874 if (tmp->type == type)
1881 return tmp; 1875 return tmp;
1876
1882 return NULL; 1877 return NULL;
1883} 1878}
1884 1879
1885/* 1880/*
1886 * present_in_ob (type, str, object) searches for any objects with 1881 * present_in_ob (type, str, object) searches for any objects with
1894 * str is the string to match against. Note that we match against 1889 * str is the string to match against. Note that we match against
1895 * the object name, not the archetype name. this is so that the 1890 * the object name, not the archetype name. this is so that the
1896 * spell code can use one object type (force), but change it's name 1891 * spell code can use one object type (force), but change it's name
1897 * to be unique. 1892 * to be unique.
1898 */ 1893 */
1899 1894object *
1900object *present_in_ob_by_name(int type, const char *str, const object *op) { 1895present_in_ob_by_name (int type, const char *str, const object *op)
1901 object *tmp; 1896{
1902
1903 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1897 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1904 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1898 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1905 return tmp; 1899 return tmp;
1906 } 1900
1907 return NULL; 1901 return 0;
1908} 1902}
1909 1903
1910/* 1904/*
1911 * present_arch_in_ob(archetype, object) searches for any objects with 1905 * present_arch_in_ob(archetype, object) searches for any objects with
1912 * a matching archetype in the inventory of the given object. 1906 * a matching archetype in the inventory of the given object.
1913 * The first matching object is returned, or NULL if none. 1907 * The first matching object is returned, or NULL if none.
1914 */ 1908 */
1915 1909object *
1916object *present_arch_in_ob(const archetype *at, const object *op) { 1910present_arch_in_ob (const archetype *at, const object *op)
1917 object *tmp; 1911{
1918 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1912 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1919 if( tmp->arch == at) 1913 if (tmp->arch == at)
1920 return tmp; 1914 return tmp;
1915
1921 return NULL; 1916 return NULL;
1922} 1917}
1923 1918
1924/* 1919/*
1925 * activate recursively a flag on an object inventory 1920 * activate recursively a flag on an object inventory
1926 */ 1921 */
1922void
1927void flag_inv(object*op, int flag){ 1923flag_inv (object *op, int flag)
1928 object *tmp; 1924{
1929 if(op->inv) 1925 if (op->inv)
1930 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1926 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1927 {
1931 SET_FLAG(tmp, flag); 1928 SET_FLAG (tmp, flag);
1932 flag_inv(tmp,flag); 1929 flag_inv (tmp, flag);
1933 } 1930 }
1931}
1932
1934}/* 1933/*
1935 * desactivate recursively a flag on an object inventory 1934 * deactivate recursively a flag on an object inventory
1936 */ 1935 */
1936void
1937void unflag_inv(object*op, int flag){ 1937unflag_inv (object *op, int flag)
1938 object *tmp; 1938{
1939 if(op->inv) 1939 if (op->inv)
1940 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1940 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1941 {
1941 CLEAR_FLAG(tmp, flag); 1942 CLEAR_FLAG (tmp, flag);
1942 unflag_inv(tmp,flag); 1943 unflag_inv (tmp, flag);
1943 } 1944 }
1944} 1945}
1945 1946
1946/* 1947/*
1947 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1948 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1948 * all it's inventory (recursively). 1949 * all it's inventory (recursively).
1949 * If checksums are used, a player will get set_cheat called for 1950 * If checksums are used, a player will get set_cheat called for
1950 * him/her-self and all object carried by a call to this function. 1951 * him/her-self and all object carried by a call to this function.
1951 */ 1952 */
1952 1953void
1953void set_cheat(object *op) { 1954set_cheat (object *op)
1955{
1954 SET_FLAG(op, FLAG_WAS_WIZ); 1956 SET_FLAG (op, FLAG_WAS_WIZ);
1955 flag_inv(op, FLAG_WAS_WIZ); 1957 flag_inv (op, FLAG_WAS_WIZ);
1956} 1958}
1957 1959
1958/* 1960/*
1959 * find_free_spot(object, map, x, y, start, stop) will search for 1961 * find_free_spot(object, map, x, y, start, stop) will search for
1960 * a spot at the given map and coordinates which will be able to contain 1962 * a spot at the given map and coordinates which will be able to contain
1974 * because arch_blocked (now ob_blocked) needs to know the movement type 1976 * because arch_blocked (now ob_blocked) needs to know the movement type
1975 * to know if the space in question will block the object. We can't use 1977 * to know if the space in question will block the object. We can't use
1976 * the archetype because that isn't correct if the monster has been 1978 * the archetype because that isn't correct if the monster has been
1977 * customized, changed states, etc. 1979 * customized, changed states, etc.
1978 */ 1980 */
1979 1981int
1980int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1982find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1983{
1981 int i,index=0, flag; 1984 int index = 0, flag;
1982 static int altern[SIZEOFFREE]; 1985 int altern[SIZEOFFREE];
1983 1986
1984 for(i=start;i<stop;i++) { 1987 for (int i = start; i < stop; i++)
1988 {
1985 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1989 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1986 if(!flag) 1990 if (!flag)
1987 altern[index++]=i; 1991 altern [index++] = i;
1988 1992
1989 /* Basically, if we find a wall on a space, we cut down the search size. 1993 /* Basically, if we find a wall on a space, we cut down the search size.
1990 * In this way, we won't return spaces that are on another side of a wall. 1994 * In this way, we won't return spaces that are on another side of a wall.
1991 * This mostly work, but it cuts down the search size in all directions - 1995 * This mostly work, but it cuts down the search size in all directions -
1992 * if the space being examined only has a wall to the north and empty 1996 * if the space being examined only has a wall to the north and empty
1993 * spaces in all the other directions, this will reduce the search space 1997 * spaces in all the other directions, this will reduce the search space
1994 * to only the spaces immediately surrounding the target area, and 1998 * to only the spaces immediately surrounding the target area, and
1995 * won't look 2 spaces south of the target space. 1999 * won't look 2 spaces south of the target space.
1996 */ 2000 */
1997 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2001 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
1998 stop=maxfree[i]; 2002 stop = maxfree[i];
1999 } 2003 }
2000 if(!index) return -1; 2004
2005 if (!index)
2006 return -1;
2007
2001 return altern[RANDOM()%index]; 2008 return altern[RANDOM () % index];
2002} 2009}
2003 2010
2004/* 2011/*
2005 * find_first_free_spot(archetype, mapstruct, x, y) works like 2012 * find_first_free_spot(archetype, maptile, x, y) works like
2006 * find_free_spot(), but it will search max number of squares. 2013 * find_free_spot(), but it will search max number of squares.
2007 * But it will return the first available spot, not a random choice. 2014 * But it will return the first available spot, not a random choice.
2008 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2015 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2009 */ 2016 */
2010 2017int
2011int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2018find_first_free_spot (const object *ob, maptile *m, int x, int y)
2012 int i; 2019{
2013 for(i=0;i<SIZEOFFREE;i++) { 2020 for (int i = 0; i < SIZEOFFREE; i++)
2014 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2021 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2015 return i; 2022 return i;
2016 } 2023
2017 return -1; 2024 return -1;
2018} 2025}
2019 2026
2020/* 2027/*
2021 * The function permute(arr, begin, end) randomly reorders the array 2028 * The function permute(arr, begin, end) randomly reorders the array
2022 * arr[begin..end-1]. 2029 * arr[begin..end-1].
2030 * now uses a fisher-yates shuffle, old permute was broken
2023 */ 2031 */
2032static void
2024static void permute(int *arr, int begin, int end) 2033permute (int *arr, int begin, int end)
2025{ 2034{
2026 int i, j, tmp, len; 2035 arr += begin;
2036 end -= begin;
2027 2037
2028 len = end-begin; 2038 while (--end)
2029 for(i = begin; i < end; i++) 2039 swap (arr [end], arr [RANDOM () % (end + 1)]);
2030 {
2031 j = begin+RANDOM()%len;
2032
2033 tmp = arr[i];
2034 arr[i] = arr[j];
2035 arr[j] = tmp;
2036 }
2037} 2040}
2038 2041
2039/* new function to make monster searching more efficient, and effective! 2042/* new function to make monster searching more efficient, and effective!
2040 * This basically returns a randomized array (in the passed pointer) of 2043 * This basically returns a randomized array (in the passed pointer) of
2041 * the spaces to find monsters. In this way, it won't always look for 2044 * the spaces to find monsters. In this way, it won't always look for
2042 * monsters to the north first. However, the size of the array passed 2045 * monsters to the north first. However, the size of the array passed
2043 * covers all the spaces, so within that size, all the spaces within 2046 * covers all the spaces, so within that size, all the spaces within
2044 * the 3x3 area will be searched, just not in a predictable order. 2047 * the 3x3 area will be searched, just not in a predictable order.
2045 */ 2048 */
2049void
2046void get_search_arr(int *search_arr) 2050get_search_arr (int *search_arr)
2047{ 2051{
2048 int i; 2052 int i;
2049 2053
2050 for(i = 0; i < SIZEOFFREE; i++) 2054 for (i = 0; i < SIZEOFFREE; i++)
2051 {
2052 search_arr[i] = i; 2055 search_arr[i] = i;
2053 }
2054 2056
2055 permute(search_arr, 1, SIZEOFFREE1+1); 2057 permute (search_arr, 1, SIZEOFFREE1 + 1);
2056 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2058 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2057 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2059 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2058} 2060}
2059 2061
2060/* 2062/*
2061 * find_dir(map, x, y, exclude) will search some close squares in the 2063 * find_dir(map, x, y, exclude) will search some close squares in the
2062 * given map at the given coordinates for live objects. 2064 * given map at the given coordinates for live objects.
2067 * Perhaps incorrectly, but I'm making the assumption that exclude 2069 * Perhaps incorrectly, but I'm making the assumption that exclude
2068 * is actually want is going to try and move there. We need this info 2070 * is actually want is going to try and move there. We need this info
2069 * because we have to know what movement the thing looking to move 2071 * because we have to know what movement the thing looking to move
2070 * there is capable of. 2072 * there is capable of.
2071 */ 2073 */
2072 2074int
2073int find_dir(mapstruct *m, int x, int y, object *exclude) { 2075find_dir (maptile *m, int x, int y, object *exclude)
2076{
2074 int i,max=SIZEOFFREE, mflags; 2077 int i, max = SIZEOFFREE, mflags;
2078
2075 sint16 nx, ny; 2079 sint16 nx, ny;
2076 object *tmp; 2080 object *tmp;
2077 mapstruct *mp; 2081 maptile *mp;
2082
2078 MoveType blocked, move_type; 2083 MoveType blocked, move_type;
2079 2084
2080 if (exclude && exclude->head) { 2085 if (exclude && exclude->head)
2086 {
2081 exclude = exclude->head; 2087 exclude = exclude->head;
2082 move_type = exclude->move_type; 2088 move_type = exclude->move_type;
2083 } else { 2089 }
2090 else
2091 {
2084 /* If we don't have anything, presume it can use all movement types. */ 2092 /* If we don't have anything, presume it can use all movement types. */
2085 move_type=MOVE_ALL; 2093 move_type = MOVE_ALL;
2094 }
2095
2096 for (i = 1; i < max; i++)
2086 } 2097 {
2087
2088 for(i=1;i<max;i++) {
2089 mp = m; 2098 mp = m;
2090 nx = x + freearr_x[i]; 2099 nx = x + freearr_x[i];
2091 ny = y + freearr_y[i]; 2100 ny = y + freearr_y[i];
2092 2101
2093 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2102 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2103
2094 if (mflags & P_OUT_OF_MAP) { 2104 if (mflags & P_OUT_OF_MAP)
2105 max = maxfree[i];
2106 else
2107 {
2108 mapspace &ms = mp->at (nx, ny);
2109
2110 blocked = ms.move_block;
2111
2112 if ((move_type & blocked) == move_type)
2095 max = maxfree[i]; 2113 max = maxfree[i];
2096 } else {
2097 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2098
2099 if ((move_type & blocked) == move_type) {
2100 max=maxfree[i];
2101 } else if (mflags & P_IS_ALIVE) { 2114 else if (mflags & P_IS_ALIVE)
2102 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2115 {
2116 for (tmp = ms.bot; tmp; tmp = tmp->above)
2103 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2104 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2118 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2105 break; 2119 break;
2106 } 2120
2107 }
2108 if(tmp) { 2121 if (tmp)
2109 return freedir[i]; 2122 return freedir[i];
2110 }
2111 } 2123 }
2112 } 2124 }
2113 } 2125 }
2126
2114 return 0; 2127 return 0;
2115} 2128}
2116 2129
2117/* 2130/*
2118 * distance(object 1, object 2) will return the square of the 2131 * distance(object 1, object 2) will return the square of the
2119 * distance between the two given objects. 2132 * distance between the two given objects.
2120 */ 2133 */
2121 2134int
2122int distance(const object *ob1, const object *ob2) { 2135distance (const object *ob1, const object *ob2)
2123 int i; 2136{
2124 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2137 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2125 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2126 return i;
2127} 2138}
2128 2139
2129/* 2140/*
2130 * find_dir_2(delta-x,delta-y) will return a direction in which 2141 * find_dir_2(delta-x,delta-y) will return a direction in which
2131 * an object which has subtracted the x and y coordinates of another 2142 * an object which has subtracted the x and y coordinates of another
2132 * object, needs to travel toward it. 2143 * object, needs to travel toward it.
2133 */ 2144 */
2134 2145int
2135int find_dir_2(int x, int y) { 2146find_dir_2 (int x, int y)
2147{
2136 int q; 2148 int q;
2137 2149
2138 if(y) 2150 if (y)
2139 q=x*100/y; 2151 q = x * 100 / y;
2140 else if (x) 2152 else if (x)
2141 q= -300*x; 2153 q = -300 * x;
2142 else 2154 else
2143 return 0; 2155 return 0;
2144 2156
2145 if(y>0) { 2157 if (y > 0)
2158 {
2146 if(q < -242) 2159 if (q < -242)
2147 return 3 ; 2160 return 3;
2148 if (q < -41) 2161 if (q < -41)
2149 return 2 ; 2162 return 2;
2150 if (q < 41) 2163 if (q < 41)
2151 return 1 ; 2164 return 1;
2152 if (q < 242) 2165 if (q < 242)
2153 return 8 ; 2166 return 8;
2154 return 7 ; 2167 return 7;
2155 } 2168 }
2156 2169
2157 if (q < -242) 2170 if (q < -242)
2158 return 7 ; 2171 return 7;
2159 if (q < -41) 2172 if (q < -41)
2160 return 6 ; 2173 return 6;
2161 if (q < 41) 2174 if (q < 41)
2162 return 5 ; 2175 return 5;
2163 if (q < 242) 2176 if (q < 242)
2164 return 4 ; 2177 return 4;
2165 2178
2166 return 3 ; 2179 return 3;
2167} 2180}
2168 2181
2169/* 2182/*
2170 * absdir(int): Returns a number between 1 and 8, which represent 2183 * absdir(int): Returns a number between 1 and 8, which represent
2171 * the "absolute" direction of a number (it actually takes care of 2184 * the "absolute" direction of a number (it actually takes care of
2172 * "overflow" in previous calculations of a direction). 2185 * "overflow" in previous calculations of a direction).
2173 */ 2186 */
2174 2187
2188int
2175int absdir(int d) { 2189absdir (int d)
2176 while(d<1) d+=8; 2190{
2177 while(d>8) d-=8; 2191 while (d < 1)
2192 d += 8;
2193
2194 while (d > 8)
2195 d -= 8;
2196
2178 return d; 2197 return d;
2179} 2198}
2180 2199
2181/* 2200/*
2182 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2183 * between two directions (which are expected to be absolute (see absdir()) 2202 * between two directions (which are expected to be absolute (see absdir())
2184 */ 2203 */
2185 2204
2205int
2186int dirdiff(int dir1, int dir2) { 2206dirdiff (int dir1, int dir2)
2207{
2187 int d; 2208 int d;
2209
2188 d = abs(dir1 - dir2); 2210 d = abs (dir1 - dir2);
2189 if(d>4) 2211 if (d > 4)
2190 d = 8 - d; 2212 d = 8 - d;
2213
2191 return d; 2214 return d;
2192} 2215}
2193 2216
2194/* peterm: 2217/* peterm:
2195 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2218 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2198 * This basically means that if direction is 15, then it could either go 2221 * This basically means that if direction is 15, then it could either go
2199 * direction 4, 14, or 16 to get back to where we are. 2222 * direction 4, 14, or 16 to get back to where we are.
2200 * Moved from spell_util.c to object.c with the other related direction 2223 * Moved from spell_util.c to object.c with the other related direction
2201 * functions. 2224 * functions.
2202 */ 2225 */
2203
2204int reduction_dir[SIZEOFFREE][3] = { 2226int reduction_dir[SIZEOFFREE][3] = {
2205 {0,0,0}, /* 0 */ 2227 {0, 0, 0}, /* 0 */
2206 {0,0,0}, /* 1 */ 2228 {0, 0, 0}, /* 1 */
2207 {0,0,0}, /* 2 */ 2229 {0, 0, 0}, /* 2 */
2208 {0,0,0}, /* 3 */ 2230 {0, 0, 0}, /* 3 */
2209 {0,0,0}, /* 4 */ 2231 {0, 0, 0}, /* 4 */
2210 {0,0,0}, /* 5 */ 2232 {0, 0, 0}, /* 5 */
2211 {0,0,0}, /* 6 */ 2233 {0, 0, 0}, /* 6 */
2212 {0,0,0}, /* 7 */ 2234 {0, 0, 0}, /* 7 */
2213 {0,0,0}, /* 8 */ 2235 {0, 0, 0}, /* 8 */
2214 {8,1,2}, /* 9 */ 2236 {8, 1, 2}, /* 9 */
2215 {1,2,-1}, /* 10 */ 2237 {1, 2, -1}, /* 10 */
2216 {2,10,12}, /* 11 */ 2238 {2, 10, 12}, /* 11 */
2217 {2,3,-1}, /* 12 */ 2239 {2, 3, -1}, /* 12 */
2218 {2,3,4}, /* 13 */ 2240 {2, 3, 4}, /* 13 */
2219 {3,4,-1}, /* 14 */ 2241 {3, 4, -1}, /* 14 */
2220 {4,14,16}, /* 15 */ 2242 {4, 14, 16}, /* 15 */
2221 {5,4,-1}, /* 16 */ 2243 {5, 4, -1}, /* 16 */
2222 {4,5,6}, /* 17 */ 2244 {4, 5, 6}, /* 17 */
2223 {6,5,-1}, /* 18 */ 2245 {6, 5, -1}, /* 18 */
2224 {6,20,18}, /* 19 */ 2246 {6, 20, 18}, /* 19 */
2225 {7,6,-1}, /* 20 */ 2247 {7, 6, -1}, /* 20 */
2226 {6,7,8}, /* 21 */ 2248 {6, 7, 8}, /* 21 */
2227 {7,8,-1}, /* 22 */ 2249 {7, 8, -1}, /* 22 */
2228 {8,22,24}, /* 23 */ 2250 {8, 22, 24}, /* 23 */
2229 {8,1,-1}, /* 24 */ 2251 {8, 1, -1}, /* 24 */
2230 {24,9,10}, /* 25 */ 2252 {24, 9, 10}, /* 25 */
2231 {9,10,-1}, /* 26 */ 2253 {9, 10, -1}, /* 26 */
2232 {10,11,-1}, /* 27 */ 2254 {10, 11, -1}, /* 27 */
2233 {27,11,29}, /* 28 */ 2255 {27, 11, 29}, /* 28 */
2234 {11,12,-1}, /* 29 */ 2256 {11, 12, -1}, /* 29 */
2235 {12,13,-1}, /* 30 */ 2257 {12, 13, -1}, /* 30 */
2236 {12,13,14}, /* 31 */ 2258 {12, 13, 14}, /* 31 */
2237 {13,14,-1}, /* 32 */ 2259 {13, 14, -1}, /* 32 */
2238 {14,15,-1}, /* 33 */ 2260 {14, 15, -1}, /* 33 */
2239 {33,15,35}, /* 34 */ 2261 {33, 15, 35}, /* 34 */
2240 {16,15,-1}, /* 35 */ 2262 {16, 15, -1}, /* 35 */
2241 {17,16,-1}, /* 36 */ 2263 {17, 16, -1}, /* 36 */
2242 {18,17,16}, /* 37 */ 2264 {18, 17, 16}, /* 37 */
2243 {18,17,-1}, /* 38 */ 2265 {18, 17, -1}, /* 38 */
2244 {18,19,-1}, /* 39 */ 2266 {18, 19, -1}, /* 39 */
2245 {41,19,39}, /* 40 */ 2267 {41, 19, 39}, /* 40 */
2246 {19,20,-1}, /* 41 */ 2268 {19, 20, -1}, /* 41 */
2247 {20,21,-1}, /* 42 */ 2269 {20, 21, -1}, /* 42 */
2248 {20,21,22}, /* 43 */ 2270 {20, 21, 22}, /* 43 */
2249 {21,22,-1}, /* 44 */ 2271 {21, 22, -1}, /* 44 */
2250 {23,22,-1}, /* 45 */ 2272 {23, 22, -1}, /* 45 */
2251 {45,47,23}, /* 46 */ 2273 {45, 47, 23}, /* 46 */
2252 {23,24,-1}, /* 47 */ 2274 {23, 24, -1}, /* 47 */
2253 {24,9,-1}}; /* 48 */ 2275 {24, 9, -1}
2276}; /* 48 */
2254 2277
2255/* Recursive routine to step back and see if we can 2278/* Recursive routine to step back and see if we can
2256 * find a path to that monster that we found. If not, 2279 * find a path to that monster that we found. If not,
2257 * we don't bother going toward it. Returns 1 if we 2280 * we don't bother going toward it. Returns 1 if we
2258 * can see a direct way to get it 2281 * can see a direct way to get it
2259 * Modified to be map tile aware -.MSW 2282 * Modified to be map tile aware -.MSW
2260 */ 2283 */
2261 2284int
2262
2263int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2285can_see_monsterP (maptile *m, int x, int y, int dir)
2286{
2264 sint16 dx, dy; 2287 sint16 dx, dy;
2265 int mflags; 2288 int mflags;
2266 2289
2290 if (dir < 0)
2267 if(dir<0) return 0; /* exit condition: invalid direction */ 2291 return 0; /* exit condition: invalid direction */
2268 2292
2269 dx = x + freearr_x[dir]; 2293 dx = x + freearr_x[dir];
2270 dy = y + freearr_y[dir]; 2294 dy = y + freearr_y[dir];
2271 2295
2272 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2296 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2273 2297
2274 /* This functional arguably was incorrect before - it was 2298 /* This functional arguably was incorrect before - it was
2275 * checking for P_WALL - that was basically seeing if 2299 * checking for P_WALL - that was basically seeing if
2276 * we could move to the monster - this is being more 2300 * we could move to the monster - this is being more
2277 * literal on if we can see it. To know if we can actually 2301 * literal on if we can see it. To know if we can actually
2278 * move to the monster, we'd need the monster passed in or 2302 * move to the monster, we'd need the monster passed in or
2279 * at least its move type. 2303 * at least its move type.
2280 */ 2304 */
2281 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2305 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2306 return 0;
2282 2307
2283 /* yes, can see. */ 2308 /* yes, can see. */
2284 if(dir < 9) return 1; 2309 if (dir < 9)
2310 return 1;
2311
2285 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2312 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2286 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2313 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2287 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2314 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2288} 2315}
2289 2316
2290
2291
2292/* 2317/*
2293 * can_pick(picker, item): finds out if an object is possible to be 2318 * can_pick(picker, item): finds out if an object is possible to be
2294 * picked up by the picker. Returnes 1 if it can be 2319 * picked up by the picker. Returnes 1 if it can be
2295 * picked up, otherwise 0. 2320 * picked up, otherwise 0.
2296 * 2321 *
2298 * core dumps if they do. 2323 * core dumps if they do.
2299 * 2324 *
2300 * Add a check so we can't pick up invisible objects (0.93.8) 2325 * Add a check so we can't pick up invisible objects (0.93.8)
2301 */ 2326 */
2302 2327
2328int
2303int can_pick(const object *who, const object *item) { 2329can_pick (const object *who, const object *item)
2330{
2304 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2331 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2305 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2332 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2306 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2333 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2307 (who->type==PLAYER||item->weight<who->weight/3));
2308} 2334}
2309
2310 2335
2311/* 2336/*
2312 * create clone from object to another 2337 * create clone from object to another
2313 */ 2338 */
2339object *
2314object *object_create_clone (object *asrc) { 2340object_create_clone (object *asrc)
2341{
2315 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2342 object *dst = 0, *tmp, *src, *part, *prev, *item;
2316 2343
2317 if(!asrc) return NULL; 2344 if (!asrc)
2345 return 0;
2346
2318 src = asrc; 2347 src = asrc;
2319 if(src->head) 2348 if (src->head)
2320 src = src->head; 2349 src = src->head;
2321 2350
2322 prev = NULL; 2351 prev = 0;
2323 for(part = src; part; part = part->more) { 2352 for (part = src; part; part = part->more)
2324 tmp = get_object(); 2353 {
2325 copy_object(part,tmp); 2354 tmp = part->clone ();
2326 tmp->x -= src->x; 2355 tmp->x -= src->x;
2327 tmp->y -= src->y; 2356 tmp->y -= src->y;
2357
2328 if(!part->head) { 2358 if (!part->head)
2359 {
2329 dst = tmp; 2360 dst = tmp;
2330 tmp->head = NULL;
2331 } else {
2332 tmp->head = dst; 2361 tmp->head = 0;
2333 } 2362 }
2363 else
2364 tmp->head = dst;
2365
2334 tmp->more = NULL; 2366 tmp->more = 0;
2367
2335 if(prev) 2368 if (prev)
2336 prev->more = tmp; 2369 prev->more = tmp;
2370
2337 prev = tmp; 2371 prev = tmp;
2338 } 2372 }
2339 /*** copy inventory ***/ 2373
2340 for(item = src->inv; item; item = item->below) { 2374 for (item = src->inv; item; item = item->below)
2341 (void) insert_ob_in_ob(object_create_clone(item),dst); 2375 insert_ob_in_ob (object_create_clone (item), dst);
2342 }
2343 2376
2344 return dst; 2377 return dst;
2345}
2346
2347/* return true if the object was destroyed, 0 otherwise */
2348int was_destroyed (const object *op, tag_t old_tag)
2349{
2350 /* checking for FLAG_FREED isn't necessary, but makes this function more
2351 * robust */
2352 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2353} 2378}
2354 2379
2355/* GROS - Creates an object using a string representing its content. */ 2380/* GROS - Creates an object using a string representing its content. */
2356/* Basically, we save the content of the string to a temp file, then call */ 2381/* Basically, we save the content of the string to a temp file, then call */
2357/* load_object on it. I admit it is a highly inefficient way to make things, */ 2382/* load_object on it. I admit it is a highly inefficient way to make things, */
2358/* but it was simple to make and allows reusing the load_object function. */ 2383/* but it was simple to make and allows reusing the load_object function. */
2359/* Remember not to use load_object_str in a time-critical situation. */ 2384/* Remember not to use load_object_str in a time-critical situation. */
2360/* Also remember that multiparts objects are not supported for now. */ 2385/* Also remember that multiparts objects are not supported for now. */
2361 2386object *
2362object* load_object_str(const char *obstr) 2387load_object_str (const char *obstr)
2363{ 2388{
2364 object *op; 2389 object *op;
2365 char filename[MAX_BUF]; 2390 char filename[MAX_BUF];
2391
2366 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2392 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2367 2393
2368 FILE *tempfile=fopen(filename,"w"); 2394 FILE *tempfile = fopen (filename, "w");
2395
2369 if (tempfile == NULL) 2396 if (tempfile == NULL)
2370 { 2397 {
2371 LOG(llevError,"Error - Unable to access load object temp file\n"); 2398 LOG (llevError, "Error - Unable to access load object temp file\n");
2372 return NULL; 2399 return NULL;
2373 }; 2400 }
2401
2374 fprintf(tempfile,obstr); 2402 fprintf (tempfile, obstr);
2375 fclose(tempfile); 2403 fclose (tempfile);
2376 2404
2377 op=get_object(); 2405 op = object::create ();
2378 2406
2379 object_thawer thawer (filename); 2407 object_thawer thawer (filename);
2380 2408
2381 if (thawer) 2409 if (thawer)
2382 load_object(thawer,op,0); 2410 load_object (thawer, op, 0);
2383 2411
2384 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2412 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2385 CLEAR_FLAG(op,FLAG_REMOVED); 2413 CLEAR_FLAG (op, FLAG_REMOVED);
2386 2414
2387 return op; 2415 return op;
2388} 2416}
2389 2417
2390/* This returns the first object in who's inventory that 2418/* This returns the first object in who's inventory that
2391 * has the same type and subtype match. 2419 * has the same type and subtype match.
2392 * returns NULL if no match. 2420 * returns NULL if no match.
2393 */ 2421 */
2422object *
2394object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2423find_obj_by_type_subtype (const object *who, int type, int subtype)
2395{ 2424{
2396 object *tmp;
2397
2398 for (tmp=who->inv; tmp; tmp=tmp->below) 2425 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2399 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2426 if (tmp->type == type && tmp->subtype == subtype)
2427 return tmp;
2400 2428
2401 return NULL; 2429 return 0;
2402} 2430}
2403 2431
2404/* If ob has a field named key, return the link from the list, 2432/* If ob has a field named key, return the link from the list,
2405 * otherwise return NULL. 2433 * otherwise return NULL.
2406 * 2434 *
2407 * key must be a passed in shared string - otherwise, this won't 2435 * key must be a passed in shared string - otherwise, this won't
2408 * do the desired thing. 2436 * do the desired thing.
2409 */ 2437 */
2438key_value *
2410key_value * get_ob_key_link(const object * ob, const char * key) { 2439get_ob_key_link (const object *ob, const char *key)
2411 key_value * link; 2440{
2412
2413 for (link = ob->key_values; link != NULL; link = link->next) { 2441 for (key_value *link = ob->key_values; link; link = link->next)
2414 if (link->key == key) { 2442 if (link->key == key)
2415 return link; 2443 return link;
2416 } 2444
2417 } 2445 return 0;
2418 2446}
2419 return NULL;
2420}
2421 2447
2422/* 2448/*
2423 * Returns the value of op has an extra_field for key, or NULL. 2449 * Returns the value of op has an extra_field for key, or NULL.
2424 * 2450 *
2425 * The argument doesn't need to be a shared string. 2451 * The argument doesn't need to be a shared string.
2426 * 2452 *
2427 * The returned string is shared. 2453 * The returned string is shared.
2428 */ 2454 */
2455const char *
2429const char * get_ob_key_value(const object * op, const char * const key) { 2456get_ob_key_value (const object *op, const char *const key)
2457{
2430 key_value * link; 2458 key_value *link;
2431 const char * canonical_key; 2459 shstr_cmp canonical_key (key);
2460
2461 if (!canonical_key)
2432 2462 {
2433 canonical_key = shstr::find (key);
2434
2435 if (canonical_key == NULL) {
2436 /* 1. There being a field named key on any object 2463 /* 1. There being a field named key on any object
2437 * implies there'd be a shared string to find. 2464 * implies there'd be a shared string to find.
2438 * 2. Since there isn't, no object has this field. 2465 * 2. Since there isn't, no object has this field.
2439 * 3. Therefore, *this* object doesn't have this field. 2466 * 3. Therefore, *this* object doesn't have this field.
2440 */ 2467 */
2441 return NULL; 2468 return 0;
2442 } 2469 }
2443 2470
2444 /* This is copied from get_ob_key_link() above - 2471 /* This is copied from get_ob_key_link() above -
2445 * only 4 lines, and saves the function call overhead. 2472 * only 4 lines, and saves the function call overhead.
2446 */ 2473 */
2447 for (link = op->key_values; link != NULL; link = link->next) { 2474 for (link = op->key_values; link; link = link->next)
2448 if (link->key == canonical_key) { 2475 if (link->key == canonical_key)
2449 return link->value; 2476 return link->value;
2450 } 2477
2451 } 2478 return 0;
2452 return NULL;
2453} 2479}
2454 2480
2455 2481
2456/* 2482/*
2457 * Updates the canonical_key in op to value. 2483 * Updates the canonical_key in op to value.
2461 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2487 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2462 * keys. 2488 * keys.
2463 * 2489 *
2464 * Returns TRUE on success. 2490 * Returns TRUE on success.
2465 */ 2491 */
2492int
2466int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2493set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2494{
2467 key_value * field = NULL, *last=NULL; 2495 key_value *field = NULL, *last = NULL;
2468 2496
2469 for (field=op->key_values; field != NULL; field=field->next) { 2497 for (field = op->key_values; field != NULL; field = field->next)
2498 {
2470 if (field->key != canonical_key) { 2499 if (field->key != canonical_key)
2500 {
2471 last = field; 2501 last = field;
2472 continue; 2502 continue;
2473 } 2503 }
2474 2504
2475 if (value) 2505 if (value)
2476 field->value = value; 2506 field->value = value;
2477 else { 2507 else
2508 {
2478 /* Basically, if the archetype has this key set, 2509 /* Basically, if the archetype has this key set,
2479 * we need to store the null value so when we save 2510 * we need to store the null value so when we save
2480 * it, we save the empty value so that when we load, 2511 * it, we save the empty value so that when we load,
2481 * we get this value back again. 2512 * we get this value back again.
2482 */ 2513 */
2483 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2514 if (get_ob_key_link (&op->arch->clone, canonical_key))
2484 field->value = 0; 2515 field->value = 0;
2516 else
2517 {
2518 if (last)
2519 last->next = field->next;
2485 else 2520 else
2486 {
2487 if (last) last->next = field->next;
2488 else op->key_values = field->next; 2521 op->key_values = field->next;
2489 2522
2490 delete field; 2523 delete field;
2491 } 2524 }
2492 } 2525 }
2493 return TRUE; 2526 return TRUE;
2494 } 2527 }
2495 /* IF we get here, key doesn't exist */ 2528 /* IF we get here, key doesn't exist */
2496 2529
2497 /* No field, we'll have to add it. */ 2530 /* No field, we'll have to add it. */
2498 2531
2499 if (!add_key) { 2532 if (!add_key)
2500 return FALSE; 2533 return FALSE;
2501 } 2534
2502 /* There isn't any good reason to store a null 2535 /* There isn't any good reason to store a null
2503 * value in the key/value list. If the archetype has 2536 * value in the key/value list. If the archetype has
2504 * this key, then we should also have it, so shouldn't 2537 * this key, then we should also have it, so shouldn't
2505 * be here. If user wants to store empty strings, 2538 * be here. If user wants to store empty strings,
2506 * should pass in "" 2539 * should pass in ""
2507 */ 2540 */
2508 if (value == NULL) return TRUE; 2541 if (value == NULL)
2509
2510 field = new key_value;
2511
2512 field->key = canonical_key;
2513 field->value = value;
2514 /* Usual prepend-addition. */
2515 field->next = op->key_values;
2516 op->key_values = field;
2517
2518 return TRUE; 2542 return TRUE;
2543
2544 field = new key_value;
2545
2546 field->key = canonical_key;
2547 field->value = value;
2548 /* Usual prepend-addition. */
2549 field->next = op->key_values;
2550 op->key_values = field;
2551
2552 return TRUE;
2519} 2553}
2520 2554
2521/* 2555/*
2522 * Updates the key in op to value. 2556 * Updates the key in op to value.
2523 * 2557 *
2525 * and not add new ones. 2559 * and not add new ones.
2526 * In general, should be little reason FALSE is ever passed in for add_key 2560 * In general, should be little reason FALSE is ever passed in for add_key
2527 * 2561 *
2528 * Returns TRUE on success. 2562 * Returns TRUE on success.
2529 */ 2563 */
2564int
2530int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2565set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2531{ 2566{
2532 shstr key_ (key); 2567 shstr key_ (key);
2568
2533 return set_ob_key_value_s (op, key_, value, add_key); 2569 return set_ob_key_value_s (op, key_, value, add_key);
2534} 2570}
2571
2572object::depth_iterator::depth_iterator (object *container)
2573: iterator_base (container)
2574{
2575 while (item->inv)
2576 item = item->inv;
2577}
2578
2579void
2580object::depth_iterator::next ()
2581{
2582 if (item->below)
2583 {
2584 item = item->below;
2585
2586 while (item->inv)
2587 item = item->inv;
2588 }
2589 else
2590 item = item->env;
2591}
2592
2593// return a suitable string describing an objetc in enough detail to find it
2594const char *
2595object::debug_desc (char *info) const
2596{
2597 char info2[256 * 3];
2598 char *p = info;
2599
2600 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2601 count,
2602 &name,
2603 title ? " " : "",
2604 title ? (const char *)title : "");
2605
2606 if (env)
2607 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2608
2609 if (map)
2610 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2611
2612 return info;
2613}
2614
2615const char *
2616object::debug_desc () const
2617{
2618 static char info[256 * 3];
2619 return debug_desc (info);
2620}
2621

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