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Comparing deliantra/server/common/object.C (file contents):
Revision 1.18 by root, Fri Sep 8 16:51:42 2006 UTC vs.
Revision 1.93 by root, Tue Dec 26 20:04:09 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.18 2006/09/08 16:51:42 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
36
42int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
43 40
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
46 42
47short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 45};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 48};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
56int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
59 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
60 133
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
63 key_value * wants_field; 138 key_value *wants_field;
64 139
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
68 */ 143 */
69 144
70 /* For each field in wants, */ 145 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 {
72 key_value * has_field; 148 key_value *has_field;
73 149
74 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
76 154 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 155 /* No field with that name. */
79 return FALSE; 156 return FALSE;
80 } 157 }
81 158
82 /* Found the matching field. */ 159 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
84 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 163 return FALSE;
86 } 164 }
87 165
88 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 167 }
168
91 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 170 return TRUE;
93} 171}
94 172
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
97 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
99 */ 179 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 181}
102 182
103/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 184 * they can be merged together.
105 * 185 *
106 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
109 * 189 *
110 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
111 * 191 *
112 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
113 * check weight 193 * check weight
114 */ 194 */
115 195
116bool
117object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
118{ 197{
119 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
121 return 0; 204 return 0;
122 205
123 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
124 return 0;
125
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof). 209 * used to store nrof).
129 */ 210 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 222
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 225
145 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || 248 || ob1->move_off != ob2->move_off
176 (ob1->move_slow != ob2->move_slow) || 249 || ob1->move_slow != ob2->move_slow
177 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
178 return 0; 251 return 0;
179 252
180 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 254 * check all objects in the inventory.
182 */ 255 */
183 if (ob1->inv || ob2->inv) 256 if (ob1->inv || ob2->inv)
184 { 257 {
185 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 260 return 0;
188 261
189 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
191 return 0; 264 return 0;
192 265
193 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 267 * if it is valid.
195 */ 268 */
196 } 269 }
204 277
205 /* Note sure why the following is the case - either the object has to 278 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 279 * be animated or have a very low speed. Is this an attempted monster
207 * check? 280 * check?
208 */ 281 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 283 return 0;
212 284
213 switch (ob1->type) 285 switch (ob1->type)
214 { 286 {
215 case SCROLL: 287 case SCROLL:
216 if (ob1->level != ob2->level) 288 if (ob1->level != ob2->level)
217 return 0; 289 return 0;
218 break; 290 break;
219 } 291 }
220 292
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 294 {
223 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 297 /* One has fields, but the other one doesn't. */
226 return 0; 298 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 299 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 300 return 0;
229 } 301 }
230 302
231 //TODO: generate an event or call into perl for additional checks 303 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
233 { 305 {
234 ob1->optimise (); 306 ob1->optimise ();
235 ob2->optimise (); 307 ob2->optimise ();
236 308
237 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
238 return 0; 310 return 0;
239 } 311 }
240 312
241 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
242 return 1; 314 return 1;
243} 315}
316
244/* 317/*
245 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
247 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
248 */ 321 */
249signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
250 signed long sum; 325 long sum;
251 object *inv; 326 object *inv;
327
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
253 if (inv->inv) 330 if (inv->inv)
254 sum_weight(inv); 331 sum_weight (inv);
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 333 }
334
257 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
259 if(op->carrying != sum) 338 if (op->carrying != sum)
260 op->carrying = sum; 339 op->carrying = sum;
340
261 return sum; 341 return sum;
262} 342}
263 343
264/** 344/**
265 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
266 */ 346 */
267 347
348object *
268object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
269 while (op->env != NULL) 351 while (op->env != NULL)
270 op = op->env; 352 op = op->env;
271 return op; 353 return op;
272}
273
274/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't
277 * or find a player.
278 */
279
280object *is_player_inv (object *op) {
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
282 if (op->env==op)
283 op->env = NULL;
284 return op;
285} 354}
286 355
287/* 356/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 358 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
291 */ 360 */
292 361
293void dump_object2(object *op) { 362char *
294errmsg[0] = 0;
295return;
296 //TODO//D#d#
297#if 0
298 char *cp;
299/* object *tmp;*/
300
301 if(op->arch!=NULL) {
302 strcat(errmsg,"arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
304 strcat(errmsg,"\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307#if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer.
312 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 } else {
320 strcat(errmsg,"Object ");
321 if (op->name==NULL) strcat(errmsg, "(null)");
322 else strcat(errmsg,op->name);
323 strcat(errmsg,"\n");
324#if 0
325 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326 strcat(errmsg,cp);
327 for (tmp=op->inv; tmp; tmp=tmp->below)
328 dump_object2(tmp);
329#endif
330 strcat(errmsg,"end\n");
331 }
332#endif
333}
334
335/*
336 * Dumps an object. Returns output in the static global errmsg array.
337 */
338
339void dump_object(object *op) { 363dump_object (object *op)
340 if(op==NULL) { 364{
341 strcpy(errmsg,"[NULL pointer]"); 365 if (!op)
342 return; 366 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 367
348void dump_all_objects(void) { 368 object_freezer freezer;
349 object *op; 369 save_object (freezer, op, 1);
350 for(op=objects;op!=NULL;op=op->next) { 370 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 371}
355 372
356/* 373/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
360 */ 377 */
361 378
379object *
362object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
363 object *tmp,*closest; 382 object *tmp, *closest;
364 int last_dist,i; 383 int last_dist, i;
384
365 if(op->more==NULL) 385 if (op->more == NULL)
366 return op; 386 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
370 return closest; 390 return closest;
371} 391}
372 392
373/* 393/*
374 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
375 */ 395 */
376 396
397object *
377object *find_object(tag_t i) { 398find_object (tag_t i)
378 object *op; 399{
379 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
380 if(op->count==i) 401 if (op->count == i)
381 break; 402 return op;
403
382 return op; 404 return 0;
383} 405}
384 406
385/* 407/*
386 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
389 */ 411 */
390 412
413object *
391object *find_object_name(const char *str) { 414find_object_name (const char *str)
392 const char *name = shstr::find (str); 415{
416 shstr_cmp str_ (str);
393 object *op; 417 object *op;
418
394 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
395 if(&op->name == name) 420 if (op->name == str_)
396 break; 421 break;
397 422
398 return op; 423 return op;
399} 424}
400 425
426void
401void free_all_object_data () 427free_all_object_data ()
402{ 428{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404}
405
406/*
407 * Returns the object which this object marks as being the owner.
408 * A id-scheme is used to avoid pointing to objects which have been
409 * freed and are now reused. If this is detected, the owner is
410 * set to NULL, and NULL is returned.
411 * Changed 2004-02-12 - if the player is setting at the play again
412 * prompt, he is removed, and we don't want to treat him as an owner of
413 * anything, so check removed flag. I don't expect that this should break
414 * anything - once an object is removed, it is basically dead anyways.
415 */
416
417object *get_owner(object *op) {
418 if(op->owner==NULL)
419 return NULL;
420
421 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 op->owner->count==op->ownercount)
423 return op->owner;
424
425 op->owner=NULL;
426 op->ownercount=0;
427 return NULL;
428}
429
430void clear_owner(object *op)
431{
432 if (!op) return;
433
434 if (op->owner && op->ownercount == op->owner->count)
435 op->owner->refcount--;
436
437 op->owner = NULL;
438 op->ownercount = 0;
439} 430}
440 431
441/* 432/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 434 * skill and experience objects.
444 */ 435 */
445void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
446{ 438{
447 if(owner==NULL||op==NULL) 439 if (!owner)
448 return; 440 return;
449 441
450 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* Add a check for ownercounts in here, as I got into an endless loop
452 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
455 * didn't match, this check is valid and I believe that cause is valid. 447 * didn't match, this check is valid and I believe that cause is valid.
456 */ 448 */
457 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
458 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
459 451
460 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that.
462 */
463 if (owner->owner) return;
464
465 op->owner=owner; 452 this->owner = owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470}
471
472/* Set the owner to clone's current owner and set the skill and experience
473 * objects to clone's objects (typically those objects that where the owner's
474 * current skill and experience objects at the time when clone's owner was
475 * set - not the owner's current skill and experience objects).
476 *
477 * Use this function if player created an object (e.g. fire bullet, swarm
478 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile.
481 */
482void copy_owner (object *op, object *clone)
483{
484 object *owner = get_owner (clone);
485 if (owner == NULL) {
486 /* players don't have owners - they own themselves. Update
487 * as appropriate.
488 */
489 if (clone->type == PLAYER) owner=clone;
490 else return;
491 }
492 set_owner(op, owner);
493
494} 453}
495 454
496/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 456 * refcounts and freeing the links.
498 */ 457 */
458static void
499static void free_key_values(object * op) 459free_key_values (object *op)
500{ 460{
501 for (key_value *i = op->key_values; i != 0; ) 461 for (key_value *i = op->key_values; i != 0;)
502 { 462 {
503 key_value *next = i->next; 463 key_value *next = i->next;
504 delete i; 464 delete i;
465
505 i = next; 466 i = next;
506 } 467 }
507 468
508 op->key_values = 0; 469 op->key_values = 0;
509} 470}
510 471
511void object::clear ()
512{
513 attachable_base::clear ();
514
515 free_key_values (this);
516
517 name = 0;
518 name_pl = 0;
519 title = 0;
520 race = 0;
521 slaying = 0;
522 skill = 0;
523 msg = 0;
524 lore = 0;
525 custom_name = 0;
526 materialname = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531}
532
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *(object_copy *)this;
536 *(object_pod *)destination = *(object_pod *)this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/* 472/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object (object *op)
548{
549 op->clear ();
550
551 op->contr = NULL;
552 op->below = NULL;
553 op->above = NULL;
554 op->inv = NULL;
555 op->container=NULL;
556 op->env=NULL;
557 op->more=NULL;
558 op->head=NULL;
559 op->map=NULL;
560 op->refcount=0;
561 op->active_next = NULL;
562 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */
564
565 op->expmul = 1.0;
566 op->face = blank_face;
567 op->attacked_by_count = -1;
568
569 if (settings.casting_time)
570 op->casting_time = -1;
571}
572
573/*
574 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
575 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
576 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
578 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 478 * will point at garbage.
580 */ 479 */
581 480void
582void copy_object (object *op2, object *op) 481object::copy_to (object *dst)
583{ 482{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
586 485
587 op2->clone (op); 486 *(object_copy *)dst = *this;
588 487
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 488 if (is_freed)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 489 SET_FLAG (dst, FLAG_FREED);
591 490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
592 if (op2->speed < 0) 494 if (speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
594 496
595 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 498 if (key_values)
597 { 499 {
598 key_value *tail = NULL; 500 key_value *tail = 0;
599 key_value *i; 501 key_value *i;
600 502
601 op->key_values = NULL; 503 dst->key_values = 0;
602 504
603 for (i = op2->key_values; i != NULL; i = i->next) 505 for (i = key_values; i; i = i->next)
604 { 506 {
605 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
606 508
607 new_link->next = NULL; 509 new_link->next = 0;
608 new_link->key = i->key; 510 new_link->key = i->key;
609 new_link->value = i->value; 511 new_link->value = i->value;
610 512
611 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 514 if (!dst->key_values)
613 { 515 {
614 op->key_values = new_link; 516 dst->key_values = new_link;
615 tail = new_link; 517 tail = new_link;
616 } 518 }
617 else 519 else
618 { 520 {
619 tail->next = new_link; 521 tail->next = new_link;
620 tail = new_link; 522 tail = new_link;
621 } 523 }
622 } 524 }
623 } 525 }
624 526
625 update_ob_speed (op); 527 dst->set_speed (dst->speed);
626} 528}
627 529
628/* 530object *
629 * get_object() grabs an object from the list of unused objects, makes 531object::clone ()
630 * sure it is initialised, and returns it.
631 * If there are no free objects, expand_objects() is called to get more.
632 */
633
634object *get_object ()
635{ 532{
636 object *op = new object; 533 object *neu = create ();
637 534 copy_to (neu);
638 op->count = ++ob_count;
639
640 op->next = objects;
641
642 if (objects)
643 objects->prev = op;
644
645 objects = op;
646
647 SET_FLAG (op, FLAG_REMOVED);
648
649 op->expmul = 1.0;
650 op->face = blank_face;
651 op->attacked_by_count = -1;
652
653 return op; 535 return neu;
654} 536}
655 537
656/* 538/*
657 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * If an object with the IS_TURNABLE() flag needs to be turned due
658 * to the closest player being on the other side, this function can 540 * to the closest player being on the other side, this function can
659 * be called to update the face variable, _and_ how it looks on the map. 541 * be called to update the face variable, _and_ how it looks on the map.
660 */ 542 */
661 543
544void
662void update_turn_face(object *op) { 545update_turn_face (object *op)
546{
663 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
664 return; 548 return;
665 SET_ANIMATION(op, op->direction); 549 SET_ANIMATION (op, op->direction);
666 update_object(op,UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
667} 551}
668 552
669/* 553/*
670 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
671 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
672 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
673 */ 557 */
674 558void
675void update_ob_speed(object *op) { 559object::set_speed (float speed)
560{
676 extern int arch_init; 561 extern int arch_init;
677 562
678 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
679 * since they never really need to be updated. 564 * since they never really need to be updated.
680 */ 565 */
681 566 if (flag [FLAG_FREED] && speed)
682 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 567 {
683 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
684#ifdef MANY_CORES
685 abort();
686#else
687 op->speed = 0; 569 speed = 0;
688#endif
689 } 570 }
571
572 this->speed = speed;
573
690 if (arch_init) { 574 if (arch_init)
575 return;
576
577 if (FABS (speed) > MIN_ACTIVE_SPEED)
578 {
579 /* If already on active list, don't do anything */
580 if (active_next || active_prev || this == active_objects)
691 return; 581 return;
692 }
693 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
694 /* If already on active list, don't do anything */
695 if (op->active_next || op->active_prev || op==active_objects)
696 return;
697 582
698 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
699 * of the list. */ 584 * of the list. */
700 op->active_next = active_objects; 585 active_next = active_objects;
586
701 if (op->active_next!=NULL) 587 if (active_next)
702 op->active_next->active_prev = op; 588 active_next->active_prev = this;
589
703 active_objects = op; 590 active_objects = this;
591 }
592 else
704 } 593 {
705 else {
706 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects) 595 if (!active_next && !active_prev && this != active_objects)
708 return; 596 return;
709 597
710 if (op->active_prev==NULL) { 598 if (!active_prev)
599 {
711 active_objects = op->active_next; 600 active_objects = active_next;
601
712 if (op->active_next!=NULL) 602 if (active_next)
713 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
714 } 604 }
715 else { 605 else
606 {
716 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
608
717 if (op->active_next) 609 if (active_next)
718 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
719 } 611 }
612
720 op->active_next = NULL; 613 active_next = 0;
721 op->active_prev = NULL; 614 active_prev = 0;
722 } 615 }
723} 616}
724 617
725/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
726 * objects. 619 * objects.
728 * reference maps where you don't want an object that isn't 621 * reference maps where you don't want an object that isn't
729 * in play chewing up cpu time getting processed. 622 * in play chewing up cpu time getting processed.
730 * The reverse of this is to call update_ob_speed, which 623 * The reverse of this is to call update_ob_speed, which
731 * will do the right thing based on the speed of the object. 624 * will do the right thing based on the speed of the object.
732 */ 625 */
626void
733void remove_from_active_list(object *op) 627remove_from_active_list (object *op)
734{ 628{
735 /* If not on the active list, nothing needs to be done */ 629 /* If not on the active list, nothing needs to be done */
736 if (!op->active_next && !op->active_prev && op!=active_objects) 630 if (!op->active_next && !op->active_prev && op != active_objects)
737 return; 631 return;
738 632
739 if (op->active_prev==NULL) { 633 if (op->active_prev == NULL)
634 {
740 active_objects = op->active_next; 635 active_objects = op->active_next;
741 if (op->active_next!=NULL) 636 if (op->active_next != NULL)
742 op->active_next->active_prev = NULL; 637 op->active_next->active_prev = NULL;
638 }
639 else
743 } 640 {
744 else {
745 op->active_prev->active_next = op->active_next; 641 op->active_prev->active_next = op->active_next;
746 if (op->active_next) 642 if (op->active_next)
747 op->active_next->active_prev = op->active_prev; 643 op->active_next->active_prev = op->active_prev;
748 } 644 }
749 op->active_next = NULL; 645 op->active_next = NULL;
750 op->active_prev = NULL; 646 op->active_prev = NULL;
751} 647}
752 648
753/* 649/*
754 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
755 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
756 * by invisible objects by whatever is below them (unless it's another 652 * by invisible objects by whatever is below them (unless it's another
757 * invisible object, etc...) 653 * invisible object, etc...)
758 * If the object being updated is beneath a player, the look-window 654 * If the object being updated is beneath a player, the look-window
759 * of that player is updated (this might be a suboptimal way of 655 * of that player is updated (this might be a suboptimal way of
760 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
761 * 657 *
762 * action is a hint of what the caller believes need to be done. 658 * action is a hint of what the caller believes need to be done.
763 * For example, if the only thing that has changed is the face (due to
764 * an animation), we don't need to call update_position until that actually
765 * comes into view of a player. OTOH, many other things, like addition/removal
766 * of walls or living creatures may need us to update the flags now.
767 * current action are: 659 * current action are:
768 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
769 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
770 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 662 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
771 * as that is easier than trying to look at what may have changed. 663 * as that is easier than trying to look at what may have changed.
772 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
773 */ 665 */
774 666void
775void update_object(object *op, int action) { 667update_object (object *op, int action)
776 int update_now=0, flags; 668{
777 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
778 670
779 if (op == NULL) { 671 if (op == NULL)
672 {
780 /* this should never happen */ 673 /* this should never happen */
781 LOG(llevDebug,"update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
782 return; 675 return;
783 }
784 676 }
785 if(op->env!=NULL) { 677
678 if (op->env)
679 {
786 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
787 * to do in this case. 681 * to do in this case.
788 */ 682 */
789 return; 683 return;
790 } 684 }
791 685
792 /* If the map is saving, don't do anything as everything is 686 /* If the map is saving, don't do anything as everything is
793 * going to get freed anyways. 687 * going to get freed anyways.
794 */ 688 */
795 if (!op->map || op->map->in_memory == MAP_SAVING) return; 689 if (!op->map || op->map->in_memory == MAP_SAVING)
796 690 return;
691
797 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
798 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 693 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
799 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 694 {
800 LOG(llevError,"update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
801#ifdef MANY_CORES 696#ifdef MANY_CORES
802 abort(); 697 abort ();
803#endif 698#endif
804 return; 699 return;
805 }
806 700 }
807 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
808 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
809 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
810 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
811 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
812 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
813 701
702 mapspace &m = op->ms ();
703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
814 if (action == UP_OBJ_INSERT) { 706 else if (action == UP_OBJ_INSERT)
707 {
708 // this is likely overkill, TODO: revisit (schmorp)
815 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
816 update_now=1;
817
818 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
819 update_now=1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
820 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
821 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
822 update_now=1; 715 || (m.move_on | op->move_on ) != m.move_on
823
824 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
825 update_now=1;
826
827 if ((move_on | op->move_on) != move_on) update_now=1;
828 if ((move_off | op->move_off) != move_off) update_now=1; 716 || (m.move_off | op->move_off ) != m.move_off
717 || (m.move_slow | op->move_slow) != m.move_slow
829 /* This isn't perfect, but I don't expect a lot of objects to 718 /* This isn't perfect, but I don't expect a lot of objects to
830 * to have move_allow right now. 719 * to have move_allow right now.
831 */ 720 */
832 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
833 update_now=1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
834 if ((move_slow | op->move_slow) != move_slow) update_now=1; 723 m.flags_ = P_NEED_UPDATE;
835 } 724 }
836 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
837 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
838 * that is being removed. 727 * that is being removed.
839 */ 728 */
840 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
841 update_now=1; 730 m.flags_ = P_NEED_UPDATE;
842 } else if (action == UP_OBJ_FACE) { 731 else if (action == UP_OBJ_FACE)
843 /* Nothing to do for that case */ 732 /* Nothing to do for that case */ ;
844 }
845 else { 733 else
846 LOG(llevError,"update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
847 }
848 735
849 if (update_now) {
850 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
851 update_position(op->map, op->x, op->y);
852 }
853
854 if(op->more!=NULL) 736 if (op->more)
855 update_object(op->more, action); 737 update_object (op->more, action);
856} 738}
857 739
740object::vector object::objects; // not yet used
741object *object::first;
858 742
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
859/* 783/*
860 * free_object() frees everything allocated by an object, removes 784 * Remove and free all objects in the inventory of the given object.
861 * it from the list of used objects, and puts it on the list of 785 * object.c ?
862 * free objects. The IS_FREED() flag is set in the object.
863 * The object must have been removed by remove_ob() first for
864 * this function to succeed.
865 * 786 */
866 * If free_inventory is set, free inventory as well. Else drop items in
867 * inventory to the ground.
868 */
869
870void 787void
871free_object (object * ob) 788object::destroy_inv (bool drop_to_ground)
872{ 789{
873 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;
874} 828}
875 829
876void 830void
877free_object2 (object * ob, int free_inventory) 831object::do_destroy ()
878{ 832{
879 object *tmp, *op; 833 if (flag [FLAG_IS_LINKED])
834 remove_button_link (this);
880 835
881 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 836 if (flag [FLAG_FRIENDLY])
882 {
883 LOG (llevDebug, "Free object called with non removed object\n");
884 dump_object (ob);
885#ifdef MANY_CORES
886 abort ();
887#endif
888 }
889
890 if (QUERY_FLAG (ob, FLAG_FRIENDLY))
891 {
892 LOG (llevMonster, "Warning: tried to free friendly object.\n");
893 remove_friendly_object (ob); 837 remove_friendly_object (this);
894 }
895 838
896 if (QUERY_FLAG (ob, FLAG_FREED)) 839 if (!flag [FLAG_REMOVED])
897 { 840 remove ();
898 dump_object (ob); 841
899 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 842 if (flag [FLAG_FREED])
900 return; 843 return;
901 }
902 844
903 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)
904 { 859 {
905 free_object2 (ob->more, free_inventory); 860 freed_map = new maptile;
906 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 ();
907 } 867 }
908 868
909 if (ob->inv) 869 map = freed_map;
910 { 870 x = 1;
911 /* Only if the space blocks everything do we not process - 871 y = 1;
912 * if some form of movement is allowed, let objects 872 }
913 * drop on that space.
914 */
915 if (free_inventory || ob->map == NULL
916 || ob->map->in_memory != MAP_IN_MEMORY
917 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
918 {
919 op = ob->inv;
920 873
921 while (op != NULL) 874 head = 0;
875
876 if (more)
922 { 877 {
923 tmp = op->below; 878 more->destroy ();
924 remove_ob (op); 879 more = 0;
925 free_object2 (op, free_inventory);
926 op = tmp;
927 } 880 }
928 }
929 else
930 { /* Put objects in inventory onto this space */
931 op = ob->inv;
932 881
933 while (op != NULL) 882 // clear those pointers that likely might have circular references to us
934 { 883 owner = 0;
935 tmp = op->below; 884 enemy = 0;
936 remove_ob (op); 885 attacked_by = 0;
937 886
938 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 887 // only relevant for players(?), but make sure of it anyways
939 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 888 contr = 0;
940 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 889}
941 free_object (op);
942 else
943 {
944 op->x = ob->x;
945 op->y = ob->y;
946 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
947 }
948 890
949 op = tmp; 891void
950 } 892object::destroy (bool destroy_inventory)
951 } 893{
952 } 894 if (destroyed ())
895 return;
953 896
954 /* Remove object from the active list */ 897 if (destroy_inventory)
955 ob->speed = 0; 898 destroy_inv (false);
956 update_ob_speed (ob);
957 899
958 SET_FLAG (ob, FLAG_FREED); 900 attachable::destroy ();
959 ob->count = 0;
960
961 /* Remove this object from the list of used objects */
962 if (ob->prev == NULL)
963 {
964 objects = ob->next;
965
966 if (objects != NULL)
967 objects->prev = NULL;
968 }
969 else
970 {
971 ob->prev->next = ob->next;
972
973 if (ob->next != NULL)
974 ob->next->prev = ob->prev;
975 }
976
977 free_key_values (ob);
978
979 /* Now link it with the free_objects list: */
980 ob->prev = 0;
981 ob->next = 0;
982
983 delete ob;
984} 901}
985 902
986/* 903/*
987 * sub_weight() recursively (outwards) subtracts a number from the 904 * sub_weight() recursively (outwards) subtracts a number from the
988 * 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)).
989 */ 906 */
990 907void
991void sub_weight (object *op, signed long weight) { 908sub_weight (object *op, signed long weight)
909{
992 while (op != NULL) { 910 while (op != NULL)
911 {
993 if (op->type == CONTAINER) { 912 if (op->type == CONTAINER)
994 weight=(signed long)(weight*(100-op->stats.Str)/100); 913 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
995 } 914
996 op->carrying-=weight; 915 op->carrying -= weight;
997 op = op->env; 916 op = op->env;
998 } 917 }
999} 918}
1000 919
1001/* remove_ob(op): 920/* op->remove ():
1002 * 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
1003 * 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
1004 * object will have no environment. If the object previously had an 923 * object will have no environment. If the object previously had an
1005 * environment, the x and y coordinates will be updated to 924 * environment, the x and y coordinates will be updated to
1006 * the previous environment. 925 * the previous environment.
1007 * Beware: This function is called from the editor as well! 926 * Beware: This function is called from the editor as well!
1008 */ 927 */
1009 928void
1010void remove_ob(object *op) { 929object::remove ()
930{
1011 object *tmp,*last=NULL; 931 object *tmp, *last = 0;
1012 object *otmp; 932 object *otmp;
1013 tag_t tag;
1014 int check_walk_off;
1015 mapstruct *m;
1016 sint16 x,y;
1017
1018 933
1019 if(QUERY_FLAG(op,FLAG_REMOVED)) { 934 if (QUERY_FLAG (this, FLAG_REMOVED))
1020 dump_object(op); 935 return;
1021 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1022 936
1023 /* Changed it to always dump core in this case. As has been learned
1024 * in the past, trying to recover from errors almost always
1025 * make things worse, and this is a real error here - something
1026 * that should not happen.
1027 * Yes, if this was a mission critical app, trying to do something
1028 * to recover may make sense, but that is because failure of the app
1029 * may have other disastrous problems. Cf runs out of a script
1030 * so is easily enough restarted without any real problems.
1031 * MSW 2001-07-01
1032 */
1033 abort();
1034 }
1035 if(op->more!=NULL)
1036 remove_ob(op->more);
1037
1038 SET_FLAG(op, FLAG_REMOVED); 937 SET_FLAG (this, FLAG_REMOVED);
938 INVOKE_OBJECT (REMOVE, this);
1039 939
940 if (more)
941 more->remove ();
942
1040 /* 943 /*
1041 * In this case, the object to be removed is in someones 944 * In this case, the object to be removed is in someones
1042 * inventory. 945 * inventory.
1043 */ 946 */
1044 if(op->env!=NULL) { 947 if (env)
948 {
1045 if(op->nrof) 949 if (nrof)
1046 sub_weight(op->env, op->weight*op->nrof); 950 sub_weight (env, weight * nrof);
1047 else 951 else
1048 sub_weight(op->env, op->weight+op->carrying); 952 sub_weight (env, weight + carrying);
1049 953
1050 /* 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
1051 * made to players inventory. If set, avoiding the call 955 * made to players inventory. If set, avoiding the call
1052 * to save cpu time. 956 * to save cpu time.
1053 */ 957 */
1054 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 958 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1055 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 959 otmp->update_stats ();
1056 fix_player(otmp);
1057 960
1058 if(op->above!=NULL) 961 if (above != NULL)
1059 op->above->below=op->below; 962 above->below = below;
1060 else 963 else
1061 op->env->inv=op->below; 964 env->inv = below;
1062 965
1063 if(op->below!=NULL) 966 if (below != NULL)
1064 op->below->above=op->above; 967 below->above = above;
1065 968
1066 /* we set up values so that it could be inserted into 969 /* we set up values so that it could be inserted into
1067 * 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
1068 * 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
1069 */ 998 */
1070 op->x=op->env->x,op->y=op->env->y; 999 if (GET_MAP_OB (map, x, y) != this)
1071 op->map=op->env->map; 1000 {
1072 op->above=NULL,op->below=NULL; 1001 char *dump = dump_object (this);
1073 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)
1074 return; 1017 return;
1075 }
1076 1018
1077 /* If we get here, we are removing it from a map */ 1019 int check_walk_off = !flag [FLAG_NO_APPLY];
1078 if (op->map == NULL) return;
1079 1020
1080 x = op->x; 1021 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1081 y = op->y; 1022 {
1082 m = get_map_from_coord(op->map, &x, &y); 1023 /* No point updating the players look faces if he is the object
1083 1024 * being removed.
1084 if (!m) {
1085 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1086 op->map->path, op->x, op->y);
1087 /* in old days, we used to set x and y to 0 and continue.
1088 * it seems if we get into this case, something is probablye
1089 * screwed up and should be fixed.
1090 */ 1025 */
1091 abort();
1092 }
1093 if (op->map != m) {
1094 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1095 op->map->path, m->path, op->x, op->y, x, y);
1096 }
1097 1026
1098 /* Re did the following section of code - it looks like it had 1027 if (tmp->type == PLAYER && tmp != this)
1099 * lots of logic for things we no longer care about 1028 {
1100 */ 1029 /* If a container that the player is currently using somehow gets
1101 1030 * removed (most likely destroyed), update the player view
1102 /* link the object above us */ 1031 * appropriately.
1103 if (op->above)
1104 op->above->below=op->below;
1105 else
1106 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1107
1108 /* Relink the object below us, if there is one */
1109 if(op->below) {
1110 op->below->above=op->above;
1111 } else {
1112 /* Nothing below, which means we need to relink map object for this space
1113 * use translated coordinates in case some oddness with map tiling is
1114 * evident
1115 */ 1032 */
1116 if(GET_MAP_OB(m,x,y)!=op) { 1033 if (tmp->container == this)
1117 dump_object(op); 1034 {
1118 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1035 flag [FLAG_APPLIED] = 0;
1119 dump_object(GET_MAP_OB(m,x,y)); 1036 tmp->container = 0;
1120 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;
1121 } 1060 }
1122 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1123 }
1124 op->above=NULL;
1125 op->below=NULL;
1126 1061
1127 if (op->map->in_memory == MAP_SAVING)
1128 return;
1129
1130 tag = op->count;
1131 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1132 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1133 /* No point updating the players look faces if he is the object
1134 * being removed.
1135 */
1136
1137 if(tmp->type==PLAYER && tmp!=op) {
1138 /* If a container that the player is currently using somehow gets
1139 * removed (most likely destroyed), update the player view
1140 * appropriately.
1141 */
1142 if (tmp->container==op) {
1143 CLEAR_FLAG(op, FLAG_APPLIED);
1144 tmp->container=NULL;
1145 }
1146 tmp->contr->socket.update_look=1;
1147 }
1148 /* See if player moving off should effect something */
1149 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1150 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1151
1152 move_apply(tmp, op, NULL);
1153 if (was_destroyed (op, tag)) {
1154 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1155 "leaving object\n", &tmp->name, &tmp->arch->name);
1156 }
1157 }
1158
1159 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1160
1161 if(tmp->above == tmp)
1162 tmp->above = NULL;
1163 last=tmp;
1164 }
1165 /* last == NULL of there are no objects on this space */ 1062 /* last == NULL of there are no objects on this space */
1166 if (last==NULL) { 1063 if (!last)
1167 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1064 map->at (x, y).flags_ = P_NEED_UPDATE;
1168 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1169 * those out anyways, and if there are any flags set right now, they won't
1170 * be correct anyways.
1171 */
1172 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1173 update_position(op->map, op->x, op->y);
1174 }
1175 else 1065 else
1176 update_object(last, UP_OBJ_REMOVE); 1066 update_object (last, UP_OBJ_REMOVE);
1177 1067
1178 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1068 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1179 update_all_los(op->map, op->x, op->y); 1069 update_all_los (map, x, y);
1180 1070 }
1181} 1071}
1182 1072
1183/* 1073/*
1184 * merge_ob(op,top): 1074 * merge_ob(op,top):
1185 * 1075 *
1186 * This function goes through all objects below and including top, and 1076 * This function goes through all objects below and including top, and
1187 * merges op to the first matching object. 1077 * merges op to the first matching object.
1188 * If top is NULL, it is calculated. 1078 * If top is NULL, it is calculated.
1189 * 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
1190 */ 1080 */
1191 1081object *
1192object *merge_ob(object *op, object *top) { 1082merge_ob (object *op, object *top)
1083{
1193 if(!op->nrof) 1084 if (!op->nrof)
1194 return 0; 1085 return 0;
1195 if(top==NULL) 1086
1087 if (top)
1196 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1088 for (top = op; top && top->above; top = top->above)
1089 ;
1090
1197 for(;top!=NULL;top=top->below) { 1091 for (; top; top = top->below)
1092 {
1198 if(top==op) 1093 if (top == op)
1199 continue; 1094 continue;
1200 if (CAN_MERGE(op,top)) 1095
1201 { 1096 if (object::can_merge (op, top))
1097 {
1202 top->nrof+=op->nrof; 1098 top->nrof += op->nrof;
1099
1203/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1100/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1204 op->weight = 0; /* Don't want any adjustements now */ 1101 op->weight = 0; /* Don't want any adjustements now */
1205 remove_ob(op); 1102 op->destroy ();
1206 free_object(op);
1207 return top; 1103 return top;
1208 } 1104 }
1209 } 1105 }
1106
1210 return NULL; 1107 return 0;
1211} 1108}
1212 1109
1213/* 1110/*
1214 * 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
1215 * job preparing multi-part monsters 1112 * job preparing multi-part monsters
1216 */ 1113 */
1114object *
1217object *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)
1218 object* tmp; 1116{
1219 if (op->head) 1117 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1220 op=op->head; 1118 {
1221 for (tmp=op;tmp;tmp=tmp->more){
1222 tmp->x=x+tmp->arch->clone.x; 1119 tmp->x = x + tmp->arch->clone.x;
1223 tmp->y=y+tmp->arch->clone.y; 1120 tmp->y = y + tmp->arch->clone.y;
1224 } 1121 }
1122
1225 return insert_ob_in_map (op, m, originator, flag); 1123 return insert_ob_in_map (op, m, originator, flag);
1226} 1124}
1227 1125
1228/* 1126/*
1229 * insert_ob_in_map (op, map, originator, flag): 1127 * insert_ob_in_map (op, map, originator, flag):
1230 * This function inserts the object in the two-way linked list 1128 * This function inserts the object in the two-way linked list
1243 * Return value: 1141 * Return value:
1244 * new object if 'op' was merged with other object 1142 * new object if 'op' was merged with other object
1245 * NULL if 'op' was destroyed 1143 * NULL if 'op' was destroyed
1246 * just 'op' otherwise 1144 * just 'op' otherwise
1247 */ 1145 */
1248 1146object *
1249object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1147insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1250{ 1148{
1251 object *tmp, *top, *floor=NULL; 1149 object *tmp, *top, *floor = NULL;
1252 sint16 x,y; 1150 sint16 x, y;
1253 1151
1254 if (QUERY_FLAG (op, FLAG_FREED)) { 1152 if (QUERY_FLAG (op, FLAG_FREED))
1153 {
1255 LOG (llevError, "Trying to insert freed object!\n"); 1154 LOG (llevError, "Trying to insert freed object!\n");
1256 return NULL; 1155 return NULL;
1156 }
1157
1158 if (m == NULL)
1257 } 1159 {
1258 if(m==NULL) {
1259 dump_object(op); 1160 char *dump = dump_object (op);
1260 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);
1261 return op; 1163 return op;
1262 } 1164 }
1165
1263 if(out_of_map(m,op->x,op->y)) { 1166 if (out_of_map (m, op->x, op->y))
1167 {
1264 dump_object(op); 1168 char *dump = dump_object (op);
1265 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);
1266#ifdef MANY_CORES 1170#ifdef MANY_CORES
1267 /* 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
1268 * 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
1269 * improperly inserted. 1173 * improperly inserted.
1270 */ 1174 */
1271 abort(); 1175 abort ();
1272#endif 1176#endif
1177 free (dump);
1273 return op; 1178 return op;
1274 } 1179 }
1180
1275 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1181 if (!QUERY_FLAG (op, FLAG_REMOVED))
1182 {
1276 dump_object(op); 1183 char *dump = dump_object (op);
1277 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);
1278 return op; 1186 return op;
1187 }
1188
1189 if (op->more)
1279 } 1190 {
1280 if(op->more!=NULL) {
1281 /* The part may be on a different map. */ 1191 /* The part may be on a different map. */
1282 1192
1283 object *more = op->more; 1193 object *more = op->more;
1284 1194
1285 /* We really need the caller to normalize coordinates - if 1195 /* We really need the caller to normalize coordinates - if
1286 * 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
1287 * 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
1288 * is clear wrong do we normalize it. 1198 * is clear wrong do we normalize it.
1289 */ 1199 */
1290 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1200 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1291 more->map = get_map_from_coord(m, &more->x, &more->y); 1201 more->map = get_map_from_coord (m, &more->x, &more->y);
1292 } else if (!more->map) { 1202 else if (!more->map)
1203 {
1293 /* For backwards compatibility - when not dealing with tiled maps, 1204 /* For backwards compatibility - when not dealing with tiled maps,
1294 * more->map should always point to the parent. 1205 * more->map should always point to the parent.
1295 */ 1206 */
1296 more->map = m; 1207 more->map = m;
1297 } 1208 }
1298 1209
1299 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1210 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1211 {
1300 if ( ! op->head) 1212 if (!op->head)
1301 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
1302 return NULL; 1215 return 0;
1303 } 1216 }
1304 } 1217 }
1218
1305 CLEAR_FLAG(op,FLAG_REMOVED); 1219 CLEAR_FLAG (op, FLAG_REMOVED);
1306 1220
1307 /* Ideally, the caller figures this out. However, it complicates a lot 1221 /* Ideally, the caller figures this out. However, it complicates a lot
1308 * of areas of callers (eg, anything that uses find_free_spot would now 1222 * of areas of callers (eg, anything that uses find_free_spot would now
1309 * need extra work 1223 * need extra work
1310 */ 1224 */
1311 op->map=get_map_from_coord(m, &op->x, &op->y); 1225 op->map = get_map_from_coord (m, &op->x, &op->y);
1312 x = op->x; 1226 x = op->x;
1313 y = op->y; 1227 y = op->y;
1314 1228
1315 /* this has to be done after we translate the coordinates. 1229 /* this has to be done after we translate the coordinates.
1316 */ 1230 */
1317 if(op->nrof && !(flag & INS_NO_MERGE)) { 1231 if (op->nrof && !(flag & INS_NO_MERGE))
1318 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)
1319 if (CAN_MERGE(op,tmp)) { 1233 if (object::can_merge (op, tmp))
1234 {
1320 op->nrof+=tmp->nrof; 1235 op->nrof += tmp->nrof;
1321 remove_ob(tmp); 1236 tmp->destroy ();
1322 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;
1323 } 1298 }
1324 }
1325 1299
1326 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 */
1327 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1301 top = last;
1328 if (!QUERY_FLAG(op, FLAG_ALIVE))
1329 CLEAR_FLAG(op, FLAG_NO_STEAL);
1330 1302
1331 if (flag & INS_BELOW_ORIGINATOR) { 1303 /* We let update_position deal with figuring out what the space
1332 if (originator->map != op->map || originator->x != op->x || 1304 * looks like instead of lots of conditions here.
1333 originator->y != op->y) { 1305 * makes things faster, and effectively the same result.
1334 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1306 */
1335 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;
1336 } 1349 }
1337 op->above = originator;
1338 op->below = originator->below;
1339 if (op->below) op->below->above = op;
1340 else SET_MAP_OB(op->map, op->x, op->y, op);
1341 /* since *below* originator, no need to update top */
1342 originator->below = op;
1343 } else { 1350 else
1344 /* If there are other objects, then */
1345 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1346 object *last=NULL;
1347 /*
1348 * If there are multiple objects on this space, we do some trickier handling.
1349 * We've already dealt with merging if appropriate.
1350 * Generally, we want to put the new object on top. But if
1351 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1352 * floor, we want to insert above that and no further.
1353 * Also, if there are spell objects on this space, we stop processing
1354 * once we get to them. This reduces the need to traverse over all of
1355 * them when adding another one - this saves quite a bit of cpu time
1356 * when lots of spells are cast in one area. Currently, it is presumed
1357 * that flying non pickable objects are spell objects.
1358 */
1359
1360 while (top != NULL) {
1361 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1362 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1363 if (QUERY_FLAG(top, FLAG_NO_PICK)
1364 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1365 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1366 {
1367 /* We insert above top, so we want this object below this */
1368 top=top->below;
1369 break;
1370 }
1371 last = top;
1372 top = top->above;
1373 }
1374 /* Don't want top to be NULL, so set it to the last valid object */
1375 top = last;
1376
1377 /* We let update_position deal with figuring out what the space
1378 * looks like instead of lots of conditions here.
1379 * makes things faster, and effectively the same result.
1380 */
1381
1382 /* Have object 'fall below' other objects that block view.
1383 * Unless those objects are exits, type 66
1384 * If INS_ON_TOP is used, don't do this processing
1385 * Need to find the object that in fact blocks view, otherwise
1386 * stacking is a bit odd.
1387 */
1388 if (!(flag & INS_ON_TOP) &&
1389 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1390 (op->face && !op->face->visibility)) {
1391 for (last=top; last != floor; last=last->below)
1392 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1393 /* Check to see if we found the object that blocks view,
1394 * and make sure we have a below pointer for it so that
1395 * we can get inserted below this one, which requires we
1396 * set top to the object below us.
1397 */
1398 if (last && last->below && last != floor) top=last->below;
1399 }
1400 } /* If objects on this space */
1401 if (flag & INS_MAP_LOAD)
1402 top = GET_MAP_TOP(op->map,op->x,op->y);
1403 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1404
1405 /* Top is the object that our object (op) is going to get inserted above.
1406 */
1407
1408 /* First object on this space */
1409 if (!top) {
1410 op->above = GET_MAP_OB(op->map, op->x, op->y);
1411 if (op->above) op->above->below = op;
1412 op->below = NULL;
1413 SET_MAP_OB(op->map, op->x, op->y, op);
1414 } else { /* get inserted into the stack above top */ 1351 { /* get inserted into the stack above top */
1415 op->above = top->above; 1352 op->above = top->above;
1353
1354 if (op->above)
1416 if (op->above) op->above->below = op; 1355 op->above->below = op;
1356
1417 op->below = top; 1357 op->below = top;
1418 top->above = op; 1358 top->above = op;
1419 } 1359 }
1360
1420 if (op->above==NULL) 1361 if (op->above == NULL)
1421 SET_MAP_TOP(op->map,op->x, op->y, op); 1362 op->ms ().top = op;
1422 } /* else not INS_BELOW_ORIGINATOR */ 1363 } /* else not INS_BELOW_ORIGINATOR */
1423 1364
1424 if(op->type==PLAYER) 1365 if (op->type == PLAYER)
1425 op->contr->do_los=1; 1366 op->contr->do_los = 1;
1426 1367
1427 /* 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
1428 * it, so save a few ticks and start from there. 1369 * it, so save a few ticks and start from there.
1429 */ 1370 */
1430 if (!(flag & INS_MAP_LOAD)) 1371 if (!(flag & INS_MAP_LOAD))
1431 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 ())
1432 if (tmp->type == PLAYER) 1373 if (pl->contr->ns)
1433 tmp->contr->socket.update_look=1; 1374 pl->contr->ns->floorbox_update ();
1434 }
1435 1375
1436 /* If this object glows, it may affect lighting conditions that are 1376 /* If this object glows, it may affect lighting conditions that are
1437 * 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
1438 * 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
1439 * on the map will get recalculated. The players could very well 1379 * on the map will get recalculated. The players could very well
1440 * 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 -
1441 * this should get redone to only look for players within range, 1381 * this should get redone to only look for players within range,
1442 * 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
1443 * of effect may be sufficient. 1383 * of effect may be sufficient.
1444 */ 1384 */
1445 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1385 if (op->map->darkness && (op->glow_radius != 0))
1446 update_all_los(op->map, op->x, op->y); 1386 update_all_los (op->map, op->x, op->y);
1447 1387
1448
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1388 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object(op,UP_OBJ_INSERT); 1389 update_object (op, UP_OBJ_INSERT);
1451 1390
1391 INVOKE_OBJECT (INSERT, op);
1452 1392
1453 /* 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,
1454 * we want to have update_look set above before calling this. 1394 * we want to have floorbox_update called before calling this.
1455 * 1395 *
1456 * check_move_on() must be after this because code called from 1396 * check_move_on() must be after this because code called from
1457 * check_move_on() depends on correct map flags (so functions like 1397 * check_move_on() depends on correct map flags (so functions like
1458 * blocked() and wall() work properly), and these flags are updated by 1398 * blocked() and wall() work properly), and these flags are updated by
1459 * update_object(). 1399 * update_object().
1460 */ 1400 */
1461 1401
1462 /* 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 */
1463
1464 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1403 if (!(flag & INS_NO_WALK_ON) && !op->head)
1404 {
1465 if (check_move_on(op, originator)) 1405 if (check_move_on (op, originator))
1466 return NULL; 1406 return 0;
1467 1407
1468 /* 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
1469 * walk on's. 1409 * walk on's.
1470 */ 1410 */
1471 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1411 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1472 if (check_move_on (tmp, originator)) 1412 if (check_move_on (tmp, originator))
1473 return NULL; 1413 return 0;
1474 } 1414 }
1415
1475 return op; 1416 return op;
1476} 1417}
1477 1418
1478/* this function inserts an object in the map, but if it 1419/* this function inserts an object in the map, but if it
1479 * finds an object of its own type, it'll remove that one first. 1420 * finds an object of its own type, it'll remove that one first.
1480 * op is the object to insert it under: supplies x and the map. 1421 * op is the object to insert it under: supplies x and the map.
1481 */ 1422 */
1423void
1482void replace_insert_ob_in_map(const char *arch_string, object *op) { 1424replace_insert_ob_in_map (const char *arch_string, object *op)
1483 object *tmp; 1425{
1484 object *tmp1; 1426 object *tmp, *tmp1;
1485 1427
1486 /* first search for itself and remove any old instances */ 1428 /* first search for itself and remove any old instances */
1487 1429
1488 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)
1489 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1490 remove_ob(tmp); 1432 tmp->destroy ();
1491 free_object(tmp);
1492 }
1493 }
1494 1433
1495 tmp1=arch_to_object(find_archetype(arch_string)); 1434 tmp1 = arch_to_object (archetype::find (arch_string));
1496 1435
1497 1436 tmp1->x = op->x;
1498 tmp1->x = op->x; tmp1->y = op->y; 1437 tmp1->y = op->y;
1499 insert_ob_in_map(tmp1,op->map,op,0); 1438 insert_ob_in_map (tmp1, op->map, op, 0);
1500} 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}
1501 1446
1502/* 1447/*
1503 * 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
1504 * is returned contains nr objects, and the remaining parts contains 1449 * is returned contains nr objects, and the remaining parts contains
1505 * 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).
1506 * On failure, NULL is returned, and the reason put into the 1451 * On failure, NULL is returned, and the reason put into the
1507 * global static errmsg array. 1452 * global static errmsg array.
1508 */ 1453 */
1509 1454object *
1510object *get_split_ob(object *orig_ob, uint32 nr) { 1455get_split_ob (object *orig_ob, uint32 nr)
1456{
1511 object *newob; 1457 object *newob;
1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1458 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1513 1459
1514 if(orig_ob->nrof<nr) { 1460 if (orig_ob->nrof < nr)
1515 sprintf(errmsg,"There are only %d %ss.", 1461 {
1516 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);
1517 return NULL; 1463 return NULL;
1518 } 1464 }
1465
1519 newob = object_create_clone(orig_ob); 1466 newob = object_create_clone (orig_ob);
1467
1520 if((orig_ob->nrof-=nr)<1) { 1468 if ((orig_ob->nrof -= nr) < 1)
1521 if ( ! is_removed) 1469 orig_ob->destroy (1);
1522 remove_ob(orig_ob);
1523 free_object2(orig_ob, 1);
1524 }
1525 else if ( ! is_removed) { 1470 else if (!is_removed)
1471 {
1526 if(orig_ob->env!=NULL) 1472 if (orig_ob->env != NULL)
1527 sub_weight (orig_ob->env,orig_ob->weight*nr); 1473 sub_weight (orig_ob->env, orig_ob->weight * nr);
1528 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 {
1529 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.");
1530 LOG(llevDebug,
1531 "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");
1532 return NULL; 1478 return NULL;
1533 } 1479 }
1534 } 1480 }
1481
1535 newob->nrof=nr; 1482 newob->nrof = nr;
1536 1483
1537 return newob; 1484 return newob;
1538} 1485}
1539 1486
1540/* 1487/*
1541 * decrease_ob_nr(object, number) decreases a specified number from 1488 * decrease_ob_nr(object, number) decreases a specified number from
1542 * 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
1543 * is subsequently removed and freed. 1490 * is subsequently removed and freed.
1544 * 1491 *
1545 * 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
1546 */ 1493 */
1547 1494
1495object *
1548object *decrease_ob_nr (object *op, uint32 i) 1496decrease_ob_nr (object *op, uint32 i)
1549{ 1497{
1550 object *tmp; 1498 object *tmp;
1551 player *pl;
1552 1499
1553 if (i == 0) /* objects with op->nrof require this check */ 1500 if (i == 0) /* objects with op->nrof require this check */
1554 return op; 1501 return op;
1555 1502
1556 if (i > op->nrof) 1503 if (i > op->nrof)
1557 i = op->nrof; 1504 i = op->nrof;
1558 1505
1559 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 }
1560 { 1542 }
1543 else
1544 {
1545 object *above = op->above;
1546
1547 if (i < op->nrof)
1561 op->nrof -= i; 1548 op->nrof -= i;
1562 } 1549 else
1563 else if (op->env != NULL)
1564 {
1565 /* is this object in the players inventory, or sub container
1566 * therein?
1567 */ 1550 {
1568 tmp = is_player_inv (op->env); 1551 op->remove ();
1569 /* nope. Is this a container the player has opened? 1552 op->nrof = 0;
1570 * If so, set tmp to that player.
1571 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player.
1574 */
1575 if (!tmp) {
1576 for (pl=first_player; pl; pl=pl->next)
1577 if (pl->ob->container == op->env) break;
1578 if (pl) tmp=pl->ob;
1579 else tmp=NULL;
1580 } 1553 }
1581 1554
1582 if (i < op->nrof) {
1583 sub_weight (op->env, op->weight * i);
1584 op->nrof -= i;
1585 if (tmp) {
1586 esrv_send_item(tmp, op);
1587 }
1588 } else {
1589 remove_ob (op);
1590 op->nrof = 0;
1591 if (tmp) {
1592 esrv_del_item(tmp->contr, op->count);
1593 }
1594 }
1595 }
1596 else
1597 {
1598 object *above = op->above;
1599
1600 if (i < op->nrof) {
1601 op->nrof -= i;
1602 } else {
1603 remove_ob (op);
1604 op->nrof = 0;
1605 }
1606 /* Since we just removed op, op->above is null */ 1555 /* Since we just removed op, op->above is null */
1607 for (tmp = above; tmp != NULL; tmp = tmp->above) 1556 for (tmp = above; tmp; tmp = tmp->above)
1608 if (tmp->type == PLAYER) { 1557 if (tmp->type == PLAYER)
1558 {
1609 if (op->nrof) 1559 if (op->nrof)
1610 esrv_send_item(tmp, op); 1560 esrv_send_item (tmp, op);
1611 else 1561 else
1612 esrv_del_item(tmp->contr, op->count); 1562 esrv_del_item (tmp->contr, op->count);
1613 } 1563 }
1614 } 1564 }
1615 1565
1616 if (op->nrof) { 1566 if (op->nrof)
1617 return op; 1567 return op;
1618 } else { 1568 else
1619 free_object (op); 1569 {
1570 op->destroy ();
1620 return NULL; 1571 return 0;
1621 } 1572 }
1622} 1573}
1623 1574
1624/* 1575/*
1625 * add_weight(object, weight) adds the specified weight to an object, 1576 * add_weight(object, weight) adds the specified weight to an object,
1626 * and also updates how much the environment(s) is/are carrying. 1577 * and also updates how much the environment(s) is/are carrying.
1627 */ 1578 */
1628 1579
1580void
1629void add_weight (object *op, signed long weight) { 1581add_weight (object *op, signed long weight)
1582{
1630 while (op!=NULL) { 1583 while (op != NULL)
1584 {
1631 if (op->type == CONTAINER) { 1585 if (op->type == CONTAINER)
1632 weight=(signed long)(weight*(100-op->stats.Str)/100); 1586 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1633 } 1587
1634 op->carrying+=weight; 1588 op->carrying += weight;
1635 op=op->env; 1589 op = op->env;
1636 } 1590 }
1637} 1591}
1638 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
1639/* 1613/*
1640 * insert_ob_in_ob(op,environment): 1614 * env->insert (op)
1641 * This function inserts the object op in the linked list 1615 * This function inserts the object op in the linked list
1642 * inside the object environment. 1616 * inside the object environment.
1643 * 1617 *
1644 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1645 * the inventory at the last position or next to other objects of the same
1646 * type.
1647 * Frank: Now sorted by type, archetype and magic!
1648 *
1649 * The function returns now pointer to inserted item, and return value can 1618 * The function returns now pointer to inserted item, and return value can
1650 * be != op, if items are merged. -Tero 1619 * be != op, if items are merged. -Tero
1651 */ 1620 */
1652 1621
1653object *insert_ob_in_ob(object *op,object *where) { 1622object *
1623object::insert (object *op)
1624{
1654 object *tmp, *otmp; 1625 object *tmp, *otmp;
1655 1626
1656 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1627 if (!QUERY_FLAG (op, FLAG_REMOVED))
1657 dump_object(op); 1628 op->remove ();
1658 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1629
1659 return op;
1660 }
1661 if(where==NULL) {
1662 dump_object(op);
1663 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1664 return op;
1665 }
1666 if (where->head) {
1667 LOG(llevDebug,
1668 "Warning: Tried to insert object wrong part of multipart object.\n");
1669 where = where->head;
1670 }
1671 if (op->more) { 1630 if (op->more)
1631 {
1672 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);
1673 &op->name, op->count);
1674 return op; 1633 return op;
1675 } 1634 }
1635
1676 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1636 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1677 CLEAR_FLAG(op, FLAG_REMOVED); 1637 CLEAR_FLAG (op, FLAG_REMOVED);
1678 if(op->nrof) { 1638 if (op->nrof)
1639 {
1679 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1640 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1680 if ( CAN_MERGE(tmp,op) ) { 1641 if (object::can_merge (tmp, op))
1642 {
1681 /* return the original object and remove inserted object 1643 /* return the original object and remove inserted object
1682 (client needs the original object) */ 1644 (client needs the original object) */
1683 tmp->nrof += op->nrof; 1645 tmp->nrof += op->nrof;
1684 /* Weight handling gets pretty funky. Since we are adding to 1646 /* Weight handling gets pretty funky. Since we are adding to
1685 * tmp->nrof, we need to increase the weight. 1647 * tmp->nrof, we need to increase the weight.
1686 */ 1648 */
1687 add_weight (where, op->weight*op->nrof); 1649 add_weight (this, op->weight * op->nrof);
1688 SET_FLAG(op, FLAG_REMOVED); 1650 SET_FLAG (op, FLAG_REMOVED);
1689 free_object(op); /* free the inserted object */ 1651 op->destroy (); /* free the inserted object */
1690 op = tmp; 1652 op = tmp;
1691 remove_ob (op); /* and fix old object's links */ 1653 op->remove (); /* and fix old object's links */
1692 CLEAR_FLAG(op, FLAG_REMOVED); 1654 CLEAR_FLAG (op, FLAG_REMOVED);
1693 break; 1655 break;
1694 } 1656 }
1695 1657
1696 /* I assume combined objects have no inventory 1658 /* I assume combined objects have no inventory
1697 * We add the weight - this object could have just been removed 1659 * We add the weight - this object could have just been removed
1698 * (if it was possible to merge). calling remove_ob will subtract 1660 * (if it was possible to merge). calling remove_ob will subtract
1699 * the weight, so we need to add it in again, since we actually do 1661 * the weight, so we need to add it in again, since we actually do
1700 * the linking below 1662 * the linking below
1701 */ 1663 */
1702 add_weight (where, op->weight*op->nrof); 1664 add_weight (this, op->weight * op->nrof);
1665 }
1703 } else 1666 else
1704 add_weight (where, (op->weight+op->carrying)); 1667 add_weight (this, (op->weight + op->carrying));
1705 1668
1706 otmp=is_player_inv(where); 1669 otmp = this->in_player ();
1707 if (otmp&&otmp->contr!=NULL) { 1670 if (otmp && otmp->contr)
1708 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1671 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1709 fix_player(otmp); 1672 otmp->update_stats ();
1710 }
1711 1673
1712 op->map=NULL; 1674 op->map = 0;
1713 op->env=where; 1675 op->env = this;
1714 op->above=NULL; 1676 op->above = 0;
1715 op->below=NULL; 1677 op->below = 0;
1716 op->x=0,op->y=0; 1678 op->x = 0, op->y = 0;
1717 1679
1718 /* 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 */
1719 if((op->glow_radius!=0)&&where->map) 1681 if ((op->glow_radius != 0) && map)
1720 { 1682 {
1721#ifdef DEBUG_LIGHTS 1683#ifdef DEBUG_LIGHTS
1722 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);
1723 op->name);
1724#endif /* DEBUG_LIGHTS */ 1685#endif /* DEBUG_LIGHTS */
1725 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);
1726 } 1688 }
1727 1689
1728 /* 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.
1729 * It sure simplifies this function... 1691 * It sure simplifies this function...
1730 */ 1692 */
1731 if (where->inv==NULL) 1693 if (!inv)
1732 where->inv=op; 1694 inv = op;
1733 else { 1695 else
1696 {
1734 op->below = where->inv; 1697 op->below = inv;
1735 op->below->above = op; 1698 op->below->above = op;
1736 where->inv = op; 1699 inv = op;
1737 } 1700 }
1701
1702 INVOKE_OBJECT (INSERT, this);
1703
1738 return op; 1704 return op;
1739} 1705}
1740 1706
1741/* 1707/*
1742 * Checks if any objects has a move_type that matches objects 1708 * Checks if any objects has a move_type that matches objects
1756 * 1722 *
1757 * 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
1758 * 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
1759 * on top. 1725 * on top.
1760 */ 1726 */
1761 1727int
1762int check_move_on (object *op, object *originator) 1728check_move_on (object *op, object *originator)
1763{ 1729{
1764 object *tmp; 1730 object *tmp;
1765 tag_t tag;
1766 mapstruct *m=op->map; 1731 maptile *m = op->map;
1767 int x=op->x, y=op->y; 1732 int x = op->x, y = op->y;
1733
1768 MoveType move_on, move_slow, move_block; 1734 MoveType move_on, move_slow, move_block;
1769 1735
1770 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1736 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1771 return 0; 1737 return 0;
1772 1738
1773 tag = op->count;
1774
1775 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);
1776 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);
1777 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);
1778 1742
1779 /* 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,
1780 * 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
1781 * 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
1782 * as walking. 1746 * as walking.
1783 */ 1747 */
1784 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))
1785 return 0; 1749 return 0;
1786 1750
1787 /* This is basically inverse logic of that below - basically, 1751 /* This is basically inverse logic of that below - basically,
1788 * 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,
1789 * 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
1790 * blocked. Logic on this seems confusing, but does seem correct. 1754 * blocked. Logic on this seems confusing, but does seem correct.
1791 */ 1755 */
1792 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)
1793 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1757 return 0;
1794 1758
1795 /* The objects have to be checked from top to bottom. 1759 /* The objects have to be checked from top to bottom.
1796 * Hence, we first go to the top: 1760 * Hence, we first go to the top:
1797 */ 1761 */
1798 1762
1799 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)
1800 tmp->above!=NULL; tmp=tmp->above) { 1764 {
1801 /* Trim the search when we find the first other spell effect 1765 /* Trim the search when we find the first other spell effect
1802 * 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,
1803 * we don't need to check all of them. 1767 * we don't need to check all of them.
1804 */ 1768 */
1805 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)
1806 } 1774 {
1807 for(;tmp!=NULL; tmp=tmp->below) { 1775 if (tmp == op)
1808 if (tmp == op) continue; /* Can't apply yourself */ 1776 continue; /* Can't apply yourself */
1809 1777
1810 /* 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.
1811 * Second check makes sure that the movement types not being slowed 1779 * Second check makes sure that the movement types not being slowed
1812 * (~slow_move) is not blocked on this space - just because the 1780 * (~slow_move) is not blocked on this space - just because the
1813 * space doesn't slow down swimming (for example), if you can't actually 1781 * space doesn't slow down swimming (for example), if you can't actually
1814 * swim on that space, can't use it to avoid the penalty. 1782 * swim on that space, can't use it to avoid the penalty.
1815 */ 1783 */
1816 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1784 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1785 {
1817 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1786 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1818 ((op->move_type & tmp->move_slow) &&
1819 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1787 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1788 {
1820 1789
1821 float diff; 1790 float
1822
1823 diff = tmp->move_slow_penalty*FABS(op->speed); 1791 diff = tmp->move_slow_penalty * FABS (op->speed);
1792
1824 if (op->type == PLAYER) { 1793 if (op->type == PLAYER)
1825 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)) ||
1826 (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)))
1827 diff /= 4.0; 1796 diff /= 4.0;
1828 } 1797
1829 }
1830 op->speed_left -= diff; 1798 op->speed_left -= diff;
1831 } 1799 }
1832 } 1800 }
1833 1801
1834 /* Basically same logic as above, except now for actual apply. */ 1802 /* Basically same logic as above, except now for actual apply. */
1835 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1803 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1836 ((op->move_type & tmp->move_on) &&
1837 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1804 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1838 1805 {
1839 move_apply(tmp, op, originator); 1806 move_apply (tmp, op, originator);
1807
1840 if (was_destroyed (op, tag)) 1808 if (op->destroyed ())
1841 return 1; 1809 return 1;
1842 1810
1843 /* what the person/creature stepped onto has moved the object 1811 /* what the person/creature stepped onto has moved the object
1844 * someplace new. Don't process any further - if we did, 1812 * someplace new. Don't process any further - if we did,
1845 * have a feeling strange problems would result. 1813 * have a feeling strange problems would result.
1846 */ 1814 */
1847 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;
1848 } 1817 }
1849 } 1818 }
1819
1850 return 0; 1820 return 0;
1851} 1821}
1852 1822
1853/* 1823/*
1854 * present_arch(arch, map, x, y) searches for any objects with 1824 * present_arch(arch, map, x, y) searches for any objects with
1855 * a matching archetype at the given map and coordinates. 1825 * a matching archetype at the given map and coordinates.
1856 * The first matching object is returned, or NULL if none. 1826 * The first matching object is returned, or NULL if none.
1857 */ 1827 */
1858 1828object *
1859object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1829present_arch (const archetype *at, maptile *m, int x, int y)
1860 object *tmp; 1830{
1861 if(m==NULL || out_of_map(m,x,y)) { 1831 if (m == NULL || out_of_map (m, x, y))
1832 {
1862 LOG(llevError,"Present_arch called outside map.\n"); 1833 LOG (llevError, "Present_arch called outside map.\n");
1863 return NULL; 1834 return NULL;
1864 } 1835 }
1836
1865 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)
1866 if(tmp->arch == at) 1838 if (tmp->arch == at)
1867 return tmp; 1839 return tmp;
1840
1868 return NULL; 1841 return NULL;
1869} 1842}
1870 1843
1871/* 1844/*
1872 * present(type, map, x, y) searches for any objects with 1845 * present(type, map, x, y) searches for any objects with
1873 * a matching type variable at the given map and coordinates. 1846 * a matching type variable at the given map and coordinates.
1874 * The first matching object is returned, or NULL if none. 1847 * The first matching object is returned, or NULL if none.
1875 */ 1848 */
1876 1849object *
1877object *present(unsigned char type,mapstruct *m, int x,int y) { 1850present (unsigned char type, maptile *m, int x, int y)
1878 object *tmp; 1851{
1879 if(out_of_map(m,x,y)) { 1852 if (out_of_map (m, x, y))
1853 {
1880 LOG(llevError,"Present called outside map.\n"); 1854 LOG (llevError, "Present called outside map.\n");
1881 return NULL; 1855 return NULL;
1882 } 1856 }
1857
1883 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)
1884 if(tmp->type==type) 1859 if (tmp->type == type)
1885 return tmp; 1860 return tmp;
1861
1886 return NULL; 1862 return NULL;
1887} 1863}
1888 1864
1889/* 1865/*
1890 * present_in_ob(type, object) searches for any objects with 1866 * present_in_ob(type, object) searches for any objects with
1891 * a matching type variable in the inventory of the given object. 1867 * a matching type variable in the inventory of the given object.
1892 * The first matching object is returned, or NULL if none. 1868 * The first matching object is returned, or NULL if none.
1893 */ 1869 */
1894 1870object *
1895object *present_in_ob(unsigned char type, const object *op) { 1871present_in_ob (unsigned char type, const object *op)
1896 object *tmp; 1872{
1897 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1873 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1898 if(tmp->type==type) 1874 if (tmp->type == type)
1899 return tmp; 1875 return tmp;
1876
1900 return NULL; 1877 return NULL;
1901} 1878}
1902 1879
1903/* 1880/*
1904 * present_in_ob (type, str, object) searches for any objects with 1881 * present_in_ob (type, str, object) searches for any objects with
1912 * 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
1913 * 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
1914 * 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
1915 * to be unique. 1892 * to be unique.
1916 */ 1893 */
1917 1894object *
1918object *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)
1919 object *tmp; 1896{
1920
1921 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1897 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1922 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1898 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1923 return tmp; 1899 return tmp;
1924 } 1900
1925 return NULL; 1901 return 0;
1926} 1902}
1927 1903
1928/* 1904/*
1929 * present_arch_in_ob(archetype, object) searches for any objects with 1905 * present_arch_in_ob(archetype, object) searches for any objects with
1930 * a matching archetype in the inventory of the given object. 1906 * a matching archetype in the inventory of the given object.
1931 * The first matching object is returned, or NULL if none. 1907 * The first matching object is returned, or NULL if none.
1932 */ 1908 */
1933 1909object *
1934object *present_arch_in_ob(const archetype *at, const object *op) { 1910present_arch_in_ob (const archetype *at, const object *op)
1935 object *tmp; 1911{
1936 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1912 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1937 if( tmp->arch == at) 1913 if (tmp->arch == at)
1938 return tmp; 1914 return tmp;
1915
1939 return NULL; 1916 return NULL;
1940} 1917}
1941 1918
1942/* 1919/*
1943 * activate recursively a flag on an object inventory 1920 * activate recursively a flag on an object inventory
1944 */ 1921 */
1922void
1945void flag_inv(object*op, int flag){ 1923flag_inv (object *op, int flag)
1946 object *tmp; 1924{
1947 if(op->inv) 1925 if (op->inv)
1948 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1926 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1927 {
1949 SET_FLAG(tmp, flag); 1928 SET_FLAG (tmp, flag);
1950 flag_inv(tmp,flag); 1929 flag_inv (tmp, flag);
1951 } 1930 }
1931}
1932
1952}/* 1933/*
1953 * desactivate recursively a flag on an object inventory 1934 * deactivate recursively a flag on an object inventory
1954 */ 1935 */
1936void
1955void unflag_inv(object*op, int flag){ 1937unflag_inv (object *op, int flag)
1956 object *tmp; 1938{
1957 if(op->inv) 1939 if (op->inv)
1958 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1940 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1941 {
1959 CLEAR_FLAG(tmp, flag); 1942 CLEAR_FLAG (tmp, flag);
1960 unflag_inv(tmp,flag); 1943 unflag_inv (tmp, flag);
1961 } 1944 }
1962} 1945}
1963 1946
1964/* 1947/*
1965 * 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
1966 * all it's inventory (recursively). 1949 * all it's inventory (recursively).
1967 * 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
1968 * 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.
1969 */ 1952 */
1970 1953void
1971void set_cheat(object *op) { 1954set_cheat (object *op)
1955{
1972 SET_FLAG(op, FLAG_WAS_WIZ); 1956 SET_FLAG (op, FLAG_WAS_WIZ);
1973 flag_inv(op, FLAG_WAS_WIZ); 1957 flag_inv (op, FLAG_WAS_WIZ);
1974} 1958}
1975 1959
1976/* 1960/*
1977 * 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
1978 * 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
1992 * 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
1993 * 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
1994 * 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
1995 * customized, changed states, etc. 1979 * customized, changed states, etc.
1996 */ 1980 */
1997 1981int
1998int 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{
1999 int i,index=0, flag; 1984 int index = 0, flag;
2000 static int altern[SIZEOFFREE]; 1985 int altern[SIZEOFFREE];
2001 1986
2002 for(i=start;i<stop;i++) { 1987 for (int i = start; i < stop; i++)
1988 {
2003 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]);
2004 if(!flag) 1990 if (!flag)
2005 altern[index++]=i; 1991 altern [index++] = i;
2006 1992
2007 /* 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.
2008 * 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.
2009 * 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 -
2010 * 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
2011 * 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
2012 * to only the spaces immediately surrounding the target area, and 1998 * to only the spaces immediately surrounding the target area, and
2013 * won't look 2 spaces south of the target space. 1999 * won't look 2 spaces south of the target space.
2014 */ 2000 */
2015 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2001 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2016 stop=maxfree[i]; 2002 stop = maxfree[i];
2017 } 2003 }
2018 if(!index) return -1; 2004
2005 if (!index)
2006 return -1;
2007
2019 return altern[RANDOM()%index]; 2008 return altern[RANDOM () % index];
2020} 2009}
2021 2010
2022/* 2011/*
2023 * find_first_free_spot(archetype, mapstruct, x, y) works like 2012 * find_first_free_spot(archetype, maptile, x, y) works like
2024 * find_free_spot(), but it will search max number of squares. 2013 * find_free_spot(), but it will search max number of squares.
2025 * 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.
2026 * 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.
2027 */ 2016 */
2028 2017int
2029int 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)
2030 int i; 2019{
2031 for(i=0;i<SIZEOFFREE;i++) { 2020 for (int i = 0; i < SIZEOFFREE; i++)
2032 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]))
2033 return i; 2022 return i;
2034 } 2023
2035 return -1; 2024 return -1;
2036} 2025}
2037 2026
2038/* 2027/*
2039 * The function permute(arr, begin, end) randomly reorders the array 2028 * The function permute(arr, begin, end) randomly reorders the array
2040 * arr[begin..end-1]. 2029 * arr[begin..end-1].
2030 * now uses a fisher-yates shuffle, old permute was broken
2041 */ 2031 */
2032static void
2042static void permute(int *arr, int begin, int end) 2033permute (int *arr, int begin, int end)
2043{ 2034{
2044 int i, j, tmp, len; 2035 arr += begin;
2036 end -= begin;
2045 2037
2046 len = end-begin; 2038 while (--end)
2047 for(i = begin; i < end; i++) 2039 swap (arr [end], arr [RANDOM () % (end + 1)]);
2048 {
2049 j = begin+RANDOM()%len;
2050
2051 tmp = arr[i];
2052 arr[i] = arr[j];
2053 arr[j] = tmp;
2054 }
2055} 2040}
2056 2041
2057/* new function to make monster searching more efficient, and effective! 2042/* new function to make monster searching more efficient, and effective!
2058 * This basically returns a randomized array (in the passed pointer) of 2043 * This basically returns a randomized array (in the passed pointer) of
2059 * the spaces to find monsters. In this way, it won't always look for 2044 * the spaces to find monsters. In this way, it won't always look for
2060 * monsters to the north first. However, the size of the array passed 2045 * monsters to the north first. However, the size of the array passed
2061 * covers all the spaces, so within that size, all the spaces within 2046 * covers all the spaces, so within that size, all the spaces within
2062 * the 3x3 area will be searched, just not in a predictable order. 2047 * the 3x3 area will be searched, just not in a predictable order.
2063 */ 2048 */
2049void
2064void get_search_arr(int *search_arr) 2050get_search_arr (int *search_arr)
2065{ 2051{
2066 int i; 2052 int i;
2067 2053
2068 for(i = 0; i < SIZEOFFREE; i++) 2054 for (i = 0; i < SIZEOFFREE; i++)
2069 {
2070 search_arr[i] = i; 2055 search_arr[i] = i;
2071 }
2072 2056
2073 permute(search_arr, 1, SIZEOFFREE1+1); 2057 permute (search_arr, 1, SIZEOFFREE1 + 1);
2074 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2058 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2075 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2059 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2076} 2060}
2077 2061
2078/* 2062/*
2079 * 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
2080 * given map at the given coordinates for live objects. 2064 * given map at the given coordinates for live objects.
2085 * Perhaps incorrectly, but I'm making the assumption that exclude 2069 * Perhaps incorrectly, but I'm making the assumption that exclude
2086 * is actually want is going to try and move there. We need this info 2070 * is actually want is going to try and move there. We need this info
2087 * because we have to know what movement the thing looking to move 2071 * because we have to know what movement the thing looking to move
2088 * there is capable of. 2072 * there is capable of.
2089 */ 2073 */
2090 2074int
2091int find_dir(mapstruct *m, int x, int y, object *exclude) { 2075find_dir (maptile *m, int x, int y, object *exclude)
2076{
2092 int i,max=SIZEOFFREE, mflags; 2077 int i, max = SIZEOFFREE, mflags;
2078
2093 sint16 nx, ny; 2079 sint16 nx, ny;
2094 object *tmp; 2080 object *tmp;
2095 mapstruct *mp; 2081 maptile *mp;
2082
2096 MoveType blocked, move_type; 2083 MoveType blocked, move_type;
2097 2084
2098 if (exclude && exclude->head) { 2085 if (exclude && exclude->head)
2086 {
2099 exclude = exclude->head; 2087 exclude = exclude->head;
2100 move_type = exclude->move_type; 2088 move_type = exclude->move_type;
2101 } else { 2089 }
2090 else
2091 {
2102 /* 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. */
2103 move_type=MOVE_ALL; 2093 move_type = MOVE_ALL;
2094 }
2095
2096 for (i = 1; i < max; i++)
2104 } 2097 {
2105
2106 for(i=1;i<max;i++) {
2107 mp = m; 2098 mp = m;
2108 nx = x + freearr_x[i]; 2099 nx = x + freearr_x[i];
2109 ny = y + freearr_y[i]; 2100 ny = y + freearr_y[i];
2110 2101
2111 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2102 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2103
2112 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)
2113 max = maxfree[i]; 2113 max = maxfree[i];
2114 } else {
2115 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2116
2117 if ((move_type & blocked) == move_type) {
2118 max=maxfree[i];
2119 } else if (mflags & P_IS_ALIVE) { 2114 else if (mflags & P_IS_ALIVE)
2120 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2115 {
2116 for (tmp = ms.bot; tmp; tmp = tmp->above)
2121 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2122 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2118 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2123 break; 2119 break;
2124 } 2120
2125 }
2126 if(tmp) { 2121 if (tmp)
2127 return freedir[i]; 2122 return freedir[i];
2128 }
2129 } 2123 }
2130 } 2124 }
2131 } 2125 }
2126
2132 return 0; 2127 return 0;
2133} 2128}
2134 2129
2135/* 2130/*
2136 * distance(object 1, object 2) will return the square of the 2131 * distance(object 1, object 2) will return the square of the
2137 * distance between the two given objects. 2132 * distance between the two given objects.
2138 */ 2133 */
2139 2134int
2140int distance(const object *ob1, const object *ob2) { 2135distance (const object *ob1, const object *ob2)
2141 int i; 2136{
2142 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);
2143 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2144 return i;
2145} 2138}
2146 2139
2147/* 2140/*
2148 * 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
2149 * 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
2150 * object, needs to travel toward it. 2143 * object, needs to travel toward it.
2151 */ 2144 */
2152 2145int
2153int find_dir_2(int x, int y) { 2146find_dir_2 (int x, int y)
2147{
2154 int q; 2148 int q;
2155 2149
2156 if(y) 2150 if (y)
2157 q=x*100/y; 2151 q = x * 100 / y;
2158 else if (x) 2152 else if (x)
2159 q= -300*x; 2153 q = -300 * x;
2160 else 2154 else
2161 return 0; 2155 return 0;
2162 2156
2163 if(y>0) { 2157 if (y > 0)
2158 {
2164 if(q < -242) 2159 if (q < -242)
2165 return 3 ; 2160 return 3;
2166 if (q < -41) 2161 if (q < -41)
2167 return 2 ; 2162 return 2;
2168 if (q < 41) 2163 if (q < 41)
2169 return 1 ; 2164 return 1;
2170 if (q < 242) 2165 if (q < 242)
2171 return 8 ; 2166 return 8;
2172 return 7 ; 2167 return 7;
2173 } 2168 }
2174 2169
2175 if (q < -242) 2170 if (q < -242)
2176 return 7 ; 2171 return 7;
2177 if (q < -41) 2172 if (q < -41)
2178 return 6 ; 2173 return 6;
2179 if (q < 41) 2174 if (q < 41)
2180 return 5 ; 2175 return 5;
2181 if (q < 242) 2176 if (q < 242)
2182 return 4 ; 2177 return 4;
2183 2178
2184 return 3 ; 2179 return 3;
2185} 2180}
2186 2181
2187/* 2182/*
2188 * absdir(int): Returns a number between 1 and 8, which represent 2183 * absdir(int): Returns a number between 1 and 8, which represent
2189 * the "absolute" direction of a number (it actually takes care of 2184 * the "absolute" direction of a number (it actually takes care of
2190 * "overflow" in previous calculations of a direction). 2185 * "overflow" in previous calculations of a direction).
2191 */ 2186 */
2192 2187
2188int
2193int absdir(int d) { 2189absdir (int d)
2194 while(d<1) d+=8; 2190{
2195 while(d>8) d-=8; 2191 while (d < 1)
2192 d += 8;
2193
2194 while (d > 8)
2195 d -= 8;
2196
2196 return d; 2197 return d;
2197} 2198}
2198 2199
2199/* 2200/*
2200 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2201 * between two directions (which are expected to be absolute (see absdir()) 2202 * between two directions (which are expected to be absolute (see absdir())
2202 */ 2203 */
2203 2204
2205int
2204int dirdiff(int dir1, int dir2) { 2206dirdiff (int dir1, int dir2)
2207{
2205 int d; 2208 int d;
2209
2206 d = abs(dir1 - dir2); 2210 d = abs (dir1 - dir2);
2207 if(d>4) 2211 if (d > 4)
2208 d = 8 - d; 2212 d = 8 - d;
2213
2209 return d; 2214 return d;
2210} 2215}
2211 2216
2212/* peterm: 2217/* peterm:
2213 * 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.
2216 * 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
2217 * 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.
2218 * 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
2219 * functions. 2224 * functions.
2220 */ 2225 */
2221
2222int reduction_dir[SIZEOFFREE][3] = { 2226int reduction_dir[SIZEOFFREE][3] = {
2223 {0,0,0}, /* 0 */ 2227 {0, 0, 0}, /* 0 */
2224 {0,0,0}, /* 1 */ 2228 {0, 0, 0}, /* 1 */
2225 {0,0,0}, /* 2 */ 2229 {0, 0, 0}, /* 2 */
2226 {0,0,0}, /* 3 */ 2230 {0, 0, 0}, /* 3 */
2227 {0,0,0}, /* 4 */ 2231 {0, 0, 0}, /* 4 */
2228 {0,0,0}, /* 5 */ 2232 {0, 0, 0}, /* 5 */
2229 {0,0,0}, /* 6 */ 2233 {0, 0, 0}, /* 6 */
2230 {0,0,0}, /* 7 */ 2234 {0, 0, 0}, /* 7 */
2231 {0,0,0}, /* 8 */ 2235 {0, 0, 0}, /* 8 */
2232 {8,1,2}, /* 9 */ 2236 {8, 1, 2}, /* 9 */
2233 {1,2,-1}, /* 10 */ 2237 {1, 2, -1}, /* 10 */
2234 {2,10,12}, /* 11 */ 2238 {2, 10, 12}, /* 11 */
2235 {2,3,-1}, /* 12 */ 2239 {2, 3, -1}, /* 12 */
2236 {2,3,4}, /* 13 */ 2240 {2, 3, 4}, /* 13 */
2237 {3,4,-1}, /* 14 */ 2241 {3, 4, -1}, /* 14 */
2238 {4,14,16}, /* 15 */ 2242 {4, 14, 16}, /* 15 */
2239 {5,4,-1}, /* 16 */ 2243 {5, 4, -1}, /* 16 */
2240 {4,5,6}, /* 17 */ 2244 {4, 5, 6}, /* 17 */
2241 {6,5,-1}, /* 18 */ 2245 {6, 5, -1}, /* 18 */
2242 {6,20,18}, /* 19 */ 2246 {6, 20, 18}, /* 19 */
2243 {7,6,-1}, /* 20 */ 2247 {7, 6, -1}, /* 20 */
2244 {6,7,8}, /* 21 */ 2248 {6, 7, 8}, /* 21 */
2245 {7,8,-1}, /* 22 */ 2249 {7, 8, -1}, /* 22 */
2246 {8,22,24}, /* 23 */ 2250 {8, 22, 24}, /* 23 */
2247 {8,1,-1}, /* 24 */ 2251 {8, 1, -1}, /* 24 */
2248 {24,9,10}, /* 25 */ 2252 {24, 9, 10}, /* 25 */
2249 {9,10,-1}, /* 26 */ 2253 {9, 10, -1}, /* 26 */
2250 {10,11,-1}, /* 27 */ 2254 {10, 11, -1}, /* 27 */
2251 {27,11,29}, /* 28 */ 2255 {27, 11, 29}, /* 28 */
2252 {11,12,-1}, /* 29 */ 2256 {11, 12, -1}, /* 29 */
2253 {12,13,-1}, /* 30 */ 2257 {12, 13, -1}, /* 30 */
2254 {12,13,14}, /* 31 */ 2258 {12, 13, 14}, /* 31 */
2255 {13,14,-1}, /* 32 */ 2259 {13, 14, -1}, /* 32 */
2256 {14,15,-1}, /* 33 */ 2260 {14, 15, -1}, /* 33 */
2257 {33,15,35}, /* 34 */ 2261 {33, 15, 35}, /* 34 */
2258 {16,15,-1}, /* 35 */ 2262 {16, 15, -1}, /* 35 */
2259 {17,16,-1}, /* 36 */ 2263 {17, 16, -1}, /* 36 */
2260 {18,17,16}, /* 37 */ 2264 {18, 17, 16}, /* 37 */
2261 {18,17,-1}, /* 38 */ 2265 {18, 17, -1}, /* 38 */
2262 {18,19,-1}, /* 39 */ 2266 {18, 19, -1}, /* 39 */
2263 {41,19,39}, /* 40 */ 2267 {41, 19, 39}, /* 40 */
2264 {19,20,-1}, /* 41 */ 2268 {19, 20, -1}, /* 41 */
2265 {20,21,-1}, /* 42 */ 2269 {20, 21, -1}, /* 42 */
2266 {20,21,22}, /* 43 */ 2270 {20, 21, 22}, /* 43 */
2267 {21,22,-1}, /* 44 */ 2271 {21, 22, -1}, /* 44 */
2268 {23,22,-1}, /* 45 */ 2272 {23, 22, -1}, /* 45 */
2269 {45,47,23}, /* 46 */ 2273 {45, 47, 23}, /* 46 */
2270 {23,24,-1}, /* 47 */ 2274 {23, 24, -1}, /* 47 */
2271 {24,9,-1}}; /* 48 */ 2275 {24, 9, -1}
2276}; /* 48 */
2272 2277
2273/* Recursive routine to step back and see if we can 2278/* Recursive routine to step back and see if we can
2274 * find a path to that monster that we found. If not, 2279 * find a path to that monster that we found. If not,
2275 * we don't bother going toward it. Returns 1 if we 2280 * we don't bother going toward it. Returns 1 if we
2276 * can see a direct way to get it 2281 * can see a direct way to get it
2277 * Modified to be map tile aware -.MSW 2282 * Modified to be map tile aware -.MSW
2278 */ 2283 */
2279 2284int
2280
2281int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2285can_see_monsterP (maptile *m, int x, int y, int dir)
2286{
2282 sint16 dx, dy; 2287 sint16 dx, dy;
2283 int mflags; 2288 int mflags;
2284 2289
2290 if (dir < 0)
2285 if(dir<0) return 0; /* exit condition: invalid direction */ 2291 return 0; /* exit condition: invalid direction */
2286 2292
2287 dx = x + freearr_x[dir]; 2293 dx = x + freearr_x[dir];
2288 dy = y + freearr_y[dir]; 2294 dy = y + freearr_y[dir];
2289 2295
2290 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2296 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2291 2297
2292 /* This functional arguably was incorrect before - it was 2298 /* This functional arguably was incorrect before - it was
2293 * checking for P_WALL - that was basically seeing if 2299 * checking for P_WALL - that was basically seeing if
2294 * we could move to the monster - this is being more 2300 * we could move to the monster - this is being more
2295 * 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
2296 * 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
2297 * at least its move type. 2303 * at least its move type.
2298 */ 2304 */
2299 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2305 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2306 return 0;
2300 2307
2301 /* yes, can see. */ 2308 /* yes, can see. */
2302 if(dir < 9) return 1; 2309 if (dir < 9)
2310 return 1;
2311
2303 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2312 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2304 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2313 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2305 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2314 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2306} 2315}
2307 2316
2308
2309
2310/* 2317/*
2311 * 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
2312 * picked up by the picker. Returnes 1 if it can be 2319 * picked up by the picker. Returnes 1 if it can be
2313 * picked up, otherwise 0. 2320 * picked up, otherwise 0.
2314 * 2321 *
2316 * core dumps if they do. 2323 * core dumps if they do.
2317 * 2324 *
2318 * 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)
2319 */ 2326 */
2320 2327
2328int
2321int can_pick(const object *who, const object *item) { 2329can_pick (const object *who, const object *item)
2330{
2322 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2331 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2323 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2332 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2324 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2333 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2325 (who->type==PLAYER||item->weight<who->weight/3));
2326} 2334}
2327
2328 2335
2329/* 2336/*
2330 * create clone from object to another 2337 * create clone from object to another
2331 */ 2338 */
2339object *
2332object *object_create_clone (object *asrc) { 2340object_create_clone (object *asrc)
2341{
2333 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2342 object *dst = 0, *tmp, *src, *part, *prev, *item;
2334 2343
2335 if(!asrc) return NULL; 2344 if (!asrc)
2345 return 0;
2346
2336 src = asrc; 2347 src = asrc;
2337 if(src->head) 2348 if (src->head)
2338 src = src->head; 2349 src = src->head;
2339 2350
2340 prev = NULL; 2351 prev = 0;
2341 for(part = src; part; part = part->more) { 2352 for (part = src; part; part = part->more)
2342 tmp = get_object(); 2353 {
2343 copy_object(part,tmp); 2354 tmp = part->clone ();
2344 tmp->x -= src->x; 2355 tmp->x -= src->x;
2345 tmp->y -= src->y; 2356 tmp->y -= src->y;
2357
2346 if(!part->head) { 2358 if (!part->head)
2359 {
2347 dst = tmp; 2360 dst = tmp;
2348 tmp->head = NULL;
2349 } else {
2350 tmp->head = dst; 2361 tmp->head = 0;
2351 } 2362 }
2363 else
2364 tmp->head = dst;
2365
2352 tmp->more = NULL; 2366 tmp->more = 0;
2367
2353 if(prev) 2368 if (prev)
2354 prev->more = tmp; 2369 prev->more = tmp;
2370
2355 prev = tmp; 2371 prev = tmp;
2356 } 2372 }
2357 /*** copy inventory ***/ 2373
2358 for(item = src->inv; item; item = item->below) { 2374 for (item = src->inv; item; item = item->below)
2359 (void) insert_ob_in_ob(object_create_clone(item),dst); 2375 insert_ob_in_ob (object_create_clone (item), dst);
2360 }
2361 2376
2362 return dst; 2377 return dst;
2363}
2364
2365/* return true if the object was destroyed, 0 otherwise */
2366int was_destroyed (const object *op, tag_t old_tag)
2367{
2368 /* checking for FLAG_FREED isn't necessary, but makes this function more
2369 * robust */
2370 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2371} 2378}
2372 2379
2373/* GROS - Creates an object using a string representing its content. */ 2380/* GROS - Creates an object using a string representing its content. */
2374/* Basically, we save the content of the string to a temp file, then call */ 2381/* Basically, we save the content of the string to a temp file, then call */
2375/* load_object on it. I admit it is a highly inefficient way to make things, */ 2382/* load_object on it. I admit it is a highly inefficient way to make things, */
2376/* but it was simple to make and allows reusing the load_object function. */ 2383/* but it was simple to make and allows reusing the load_object function. */
2377/* Remember not to use load_object_str in a time-critical situation. */ 2384/* Remember not to use load_object_str in a time-critical situation. */
2378/* Also remember that multiparts objects are not supported for now. */ 2385/* Also remember that multiparts objects are not supported for now. */
2379 2386object *
2380object* load_object_str(const char *obstr) 2387load_object_str (const char *obstr)
2381{ 2388{
2382 object *op; 2389 object *op;
2383 char filename[MAX_BUF]; 2390 char filename[MAX_BUF];
2391
2384 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2392 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2385 2393
2386 FILE *tempfile=fopen(filename,"w"); 2394 FILE *tempfile = fopen (filename, "w");
2395
2387 if (tempfile == NULL) 2396 if (tempfile == NULL)
2388 { 2397 {
2389 LOG(llevError,"Error - Unable to access load object temp file\n"); 2398 LOG (llevError, "Error - Unable to access load object temp file\n");
2390 return NULL; 2399 return NULL;
2391 }; 2400 }
2401
2392 fprintf(tempfile,obstr); 2402 fprintf (tempfile, obstr);
2393 fclose(tempfile); 2403 fclose (tempfile);
2394 2404
2395 op=get_object(); 2405 op = object::create ();
2396 2406
2397 object_thawer thawer (filename); 2407 object_thawer thawer (filename);
2398 2408
2399 if (thawer) 2409 if (thawer)
2400 load_object(thawer,op,0); 2410 load_object (thawer, op, 0);
2401 2411
2402 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2412 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2403 CLEAR_FLAG(op,FLAG_REMOVED); 2413 CLEAR_FLAG (op, FLAG_REMOVED);
2404 2414
2405 return op; 2415 return op;
2406} 2416}
2407 2417
2408/* This returns the first object in who's inventory that 2418/* This returns the first object in who's inventory that
2409 * has the same type and subtype match. 2419 * has the same type and subtype match.
2410 * returns NULL if no match. 2420 * returns NULL if no match.
2411 */ 2421 */
2422object *
2412object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2423find_obj_by_type_subtype (const object *who, int type, int subtype)
2413{ 2424{
2414 object *tmp;
2415
2416 for (tmp=who->inv; tmp; tmp=tmp->below) 2425 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2417 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2426 if (tmp->type == type && tmp->subtype == subtype)
2427 return tmp;
2418 2428
2419 return NULL; 2429 return 0;
2420} 2430}
2421 2431
2422/* 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,
2423 * otherwise return NULL. 2433 * otherwise return NULL.
2424 * 2434 *
2425 * 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
2426 * do the desired thing. 2436 * do the desired thing.
2427 */ 2437 */
2438key_value *
2428key_value * get_ob_key_link(const object * ob, const char * key) { 2439get_ob_key_link (const object *ob, const char *key)
2429 key_value * link; 2440{
2430
2431 for (link = ob->key_values; link != NULL; link = link->next) { 2441 for (key_value *link = ob->key_values; link; link = link->next)
2432 if (link->key == key) { 2442 if (link->key == key)
2433 return link; 2443 return link;
2434 } 2444
2435 } 2445 return 0;
2436 2446}
2437 return NULL;
2438}
2439 2447
2440/* 2448/*
2441 * 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.
2442 * 2450 *
2443 * The argument doesn't need to be a shared string. 2451 * The argument doesn't need to be a shared string.
2444 * 2452 *
2445 * The returned string is shared. 2453 * The returned string is shared.
2446 */ 2454 */
2455const char *
2447const char * get_ob_key_value(const object * op, const char * const key) { 2456get_ob_key_value (const object *op, const char *const key)
2457{
2448 key_value * link; 2458 key_value *link;
2449 const char * canonical_key; 2459 shstr_cmp canonical_key (key);
2460
2461 if (!canonical_key)
2450 2462 {
2451 canonical_key = shstr::find (key);
2452
2453 if (canonical_key == NULL) {
2454 /* 1. There being a field named key on any object 2463 /* 1. There being a field named key on any object
2455 * implies there'd be a shared string to find. 2464 * implies there'd be a shared string to find.
2456 * 2. Since there isn't, no object has this field. 2465 * 2. Since there isn't, no object has this field.
2457 * 3. Therefore, *this* object doesn't have this field. 2466 * 3. Therefore, *this* object doesn't have this field.
2458 */ 2467 */
2459 return NULL; 2468 return 0;
2460 } 2469 }
2461 2470
2462 /* This is copied from get_ob_key_link() above - 2471 /* This is copied from get_ob_key_link() above -
2463 * only 4 lines, and saves the function call overhead. 2472 * only 4 lines, and saves the function call overhead.
2464 */ 2473 */
2465 for (link = op->key_values; link != NULL; link = link->next) { 2474 for (link = op->key_values; link; link = link->next)
2466 if (link->key == canonical_key) { 2475 if (link->key == canonical_key)
2467 return link->value; 2476 return link->value;
2468 } 2477
2469 } 2478 return 0;
2470 return NULL;
2471} 2479}
2472 2480
2473 2481
2474/* 2482/*
2475 * Updates the canonical_key in op to value. 2483 * Updates the canonical_key in op to value.
2479 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2487 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2480 * keys. 2488 * keys.
2481 * 2489 *
2482 * Returns TRUE on success. 2490 * Returns TRUE on success.
2483 */ 2491 */
2492int
2484int 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{
2485 key_value * field = NULL, *last=NULL; 2495 key_value *field = NULL, *last = NULL;
2486 2496
2487 for (field=op->key_values; field != NULL; field=field->next) { 2497 for (field = op->key_values; field != NULL; field = field->next)
2498 {
2488 if (field->key != canonical_key) { 2499 if (field->key != canonical_key)
2500 {
2489 last = field; 2501 last = field;
2490 continue; 2502 continue;
2491 } 2503 }
2492 2504
2493 if (value) 2505 if (value)
2494 field->value = value; 2506 field->value = value;
2495 else { 2507 else
2508 {
2496 /* Basically, if the archetype has this key set, 2509 /* Basically, if the archetype has this key set,
2497 * we need to store the null value so when we save 2510 * we need to store the null value so when we save
2498 * it, we save the empty value so that when we load, 2511 * it, we save the empty value so that when we load,
2499 * we get this value back again. 2512 * we get this value back again.
2500 */ 2513 */
2501 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2514 if (get_ob_key_link (&op->arch->clone, canonical_key))
2502 field->value = 0; 2515 field->value = 0;
2516 else
2517 {
2518 if (last)
2519 last->next = field->next;
2503 else 2520 else
2504 {
2505 if (last) last->next = field->next;
2506 else op->key_values = field->next; 2521 op->key_values = field->next;
2507 2522
2508 delete field; 2523 delete field;
2509 } 2524 }
2510 } 2525 }
2511 return TRUE; 2526 return TRUE;
2512 } 2527 }
2513 /* IF we get here, key doesn't exist */ 2528 /* IF we get here, key doesn't exist */
2514 2529
2515 /* No field, we'll have to add it. */ 2530 /* No field, we'll have to add it. */
2516 2531
2517 if (!add_key) { 2532 if (!add_key)
2518 return FALSE; 2533 return FALSE;
2519 } 2534
2520 /* There isn't any good reason to store a null 2535 /* There isn't any good reason to store a null
2521 * value in the key/value list. If the archetype has 2536 * value in the key/value list. If the archetype has
2522 * this key, then we should also have it, so shouldn't 2537 * this key, then we should also have it, so shouldn't
2523 * be here. If user wants to store empty strings, 2538 * be here. If user wants to store empty strings,
2524 * should pass in "" 2539 * should pass in ""
2525 */ 2540 */
2526 if (value == NULL) return TRUE; 2541 if (value == NULL)
2527
2528 field = new key_value;
2529
2530 field->key = canonical_key;
2531 field->value = value;
2532 /* Usual prepend-addition. */
2533 field->next = op->key_values;
2534 op->key_values = field;
2535
2536 return TRUE; 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;
2537} 2553}
2538 2554
2539/* 2555/*
2540 * Updates the key in op to value. 2556 * Updates the key in op to value.
2541 * 2557 *
2543 * and not add new ones. 2559 * and not add new ones.
2544 * 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
2545 * 2561 *
2546 * Returns TRUE on success. 2562 * Returns TRUE on success.
2547 */ 2563 */
2564int
2548int 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)
2549{ 2566{
2550 shstr key_ (key); 2567 shstr key_ (key);
2568
2551 return set_ob_key_value_s (op, key_, value, add_key); 2569 return set_ob_key_value_s (op, key_, value, add_key);
2552} 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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