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Comparing deliantra/server/common/object.C (file contents):
Revision 1.17 by root, Mon Sep 4 17:27:13 2006 UTC vs.
Revision 1.96 by root, Sat Dec 30 10:16:10 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.17 2006/09/04 17:27:13 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 }
81 157 }
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
116bool
117object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
118{ 196{
119 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
121 return 0; 203 return 0;
122 204
123 if (ob1->speed != ob2->speed) 205 //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 206 /* 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 207 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof). 208 * used to store nrof).
129 */ 209 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 221
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 224
145 225 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 226 || 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) || 227 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 246 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || 247 || ob1->move_off != ob2->move_off
176 (ob1->move_slow != ob2->move_slow) || 248 || ob1->move_slow != ob2->move_slow
177 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
178 return 0; 250 return 0;
179 251
180 /* This is really a spellbook check - really, we should 252 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 253 * check all objects in the inventory.
182 */ 254 */
183 if (ob1->inv || ob2->inv) 255 if (ob1->inv || ob2->inv)
184 { 256 {
185 /* if one object has inventory but the other doesn't, not equiv */ 257 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 259 return 0;
188 260
189 /* Now check to see if the two inventory objects could merge */ 261 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 262 if (!object::can_merge (ob1->inv, ob2->inv))
191 return 0; 263 return 0;
192 264
193 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 266 * if it is valid.
195 */ 267 */
196 } 268 }
204 276
205 /* Note sure why the following is the case - either the object has to 277 /* 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 278 * be animated or have a very low speed. Is this an attempted monster
207 * check? 279 * check?
208 */ 280 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 282 return 0;
212 283
213 switch (ob1->type) 284 switch (ob1->type)
214 { 285 {
215 case SCROLL: 286 case SCROLL:
216 if (ob1->level != ob2->level) 287 if (ob1->level != ob2->level)
217 return 0; 288 return 0;
218 break; 289 break;
219 } 290 }
220 291
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 292 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 293 {
223 /* At least one of these has key_values. */ 294 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 295 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 296 /* One has fields, but the other one doesn't. */
226 return 0; 297 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 298 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 299 return 0;
229 } 300 }
230 301
231 //TODO: generate an event or call into perl for additional checks 302 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 303 if (ob1->self || ob2->self)
233 { 304 {
234 ob1->optimise (); 305 ob1->optimise ();
235 ob2->optimise (); 306 ob2->optimise ();
236 307
237 if (ob1->self || ob2->self) 308 if (ob1->self || ob2->self)
238 return 0; 309 return 0;
239 } 310 }
240 311
241 /* Everything passes, must be OK. */ 312 /* Everything passes, must be OK. */
242 return 1; 313 return 1;
243} 314}
315
244/* 316/*
245 * sum_weight() is a recursive function which calculates the weight 317 * sum_weight() is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 318 * an object is carrying. It goes through in figures out how much
247 * containers are carrying, and sums it up. 319 * containers are carrying, and sums it up.
248 */ 320 */
249signed long sum_weight(object *op) { 321long
322sum_weight (object *op)
323{
250 signed long sum; 324 long sum;
251 object *inv; 325 object *inv;
326
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
328 {
253 if (inv->inv) 329 if (inv->inv)
254 sum_weight(inv); 330 sum_weight (inv);
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 332 }
333
257 if (op->type == CONTAINER && op->stats.Str) 334 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 335 sum = (sum * (100 - op->stats.Str)) / 100;
336
259 if(op->carrying != sum) 337 if (op->carrying != sum)
260 op->carrying = sum; 338 op->carrying = sum;
339
261 return sum; 340 return sum;
262} 341}
263 342
264/** 343/**
265 * Return the outermost environment object for a given object. 344 * Return the outermost environment object for a given object.
266 */ 345 */
267 346
347object *
268object *object_get_env_recursive (object *op) { 348object_get_env_recursive (object *op)
349{
269 while (op->env != NULL) 350 while (op->env != NULL)
270 op = op->env; 351 op = op->env;
271 return op; 352 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} 353}
286 354
287/* 355/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 357 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
291 */ 359 */
292 360
293void dump_object2(object *op) { 361char *
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) { 362dump_object (object *op)
340 if(op==NULL) { 363{
341 strcpy(errmsg,"[NULL pointer]"); 364 if (!op)
342 return; 365 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 366
348void dump_all_objects(void) { 367 object_freezer freezer;
349 object *op; 368 save_object (freezer, op, 1);
350 for(op=objects;op!=NULL;op=op->next) { 369 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 370}
355 371
356/* 372/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 375 * If it's not a multi-object, it is returned.
360 */ 376 */
361 377
378object *
362object *get_nearest_part(object *op, const object *pl) { 379get_nearest_part (object *op, const object *pl)
380{
363 object *tmp,*closest; 381 object *tmp, *closest;
364 int last_dist,i; 382 int last_dist, i;
383
365 if(op->more==NULL) 384 if (op->more == NULL)
366 return op; 385 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 386 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 387 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 388 closest = tmp, last_dist = i;
370 return closest; 389 return closest;
371} 390}
372 391
373/* 392/*
374 * Returns the object which has the count-variable equal to the argument. 393 * Returns the object which has the count-variable equal to the argument.
375 */ 394 */
376 395
396object *
377object *find_object(tag_t i) { 397find_object (tag_t i)
378 object *op; 398{
379 for(op=objects;op!=NULL;op=op->next) 399 for (object *op = object::first; op; op = op->next)
380 if(op->count==i) 400 if (op->count == i)
381 break; 401 return op;
402
382 return op; 403 return 0;
383} 404}
384 405
385/* 406/*
386 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
389 */ 410 */
390 411
412object *
391object *find_object_name(const char *str) { 413find_object_name (const char *str)
392 const char *name = shstr::find (str); 414{
415 shstr_cmp str_ (str);
393 object *op; 416 object *op;
417
394 for(op=objects;op!=NULL;op=op->next) 418 for (op = object::first; op != NULL; op = op->next)
395 if(&op->name == name) 419 if (op->name == str_)
396 break; 420 break;
397 421
398 return op; 422 return op;
399} 423}
400 424
425void
401void free_all_object_data () 426free_all_object_data ()
402{ 427{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 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} 429}
440 430
441/* 431/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 433 * skill and experience objects.
444 */ 434 */
445void set_owner (object *op, object *owner) 435void
436object::set_owner (object *owner)
446{ 437{
447 if(owner==NULL||op==NULL) 438 if (!owner)
448 return; 439 return;
449 440
450 /* next line added to allow objects which own objects */ 441 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop 442 /* 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 443 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting 444 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts 445 * 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. 446 * didn't match, this check is valid and I believe that cause is valid.
456 */ 447 */
457 while (owner->owner && owner!=owner->owner && 448 while (owner->owner)
458 owner->ownercount==owner->owner->count) owner=owner->owner; 449 owner = owner->owner;
459 450
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; 451 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} 452}
495 453
496/* Zero the key_values on op, decrementing the shared-string 454/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 455 * refcounts and freeing the links.
498 */ 456 */
457static void
499static void free_key_values(object * op) 458free_key_values (object *op)
500{ 459{
501 for (key_value *i = op->key_values; i != 0; ) 460 for (key_value *i = op->key_values; i != 0;)
502 { 461 {
503 key_value *next = i->next; 462 key_value *next = i->next;
504 delete i; 463 delete i;
464
505 i = next; 465 i = next;
506 } 466 }
507 467
508 op->key_values = 0; 468 op->key_values = 0;
509} 469}
510 470
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/* 471/*
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, 472 * copy_to first frees everything allocated by the dst object,
575 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
576 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * 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 476 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 477 * will point at garbage.
580 */ 478 */
581 479void
582void copy_object (object *op2, object *op) 480object::copy_to (object *dst)
583{ 481{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
586 484
587 op2->clone (op); 485 *(object_copy *)dst = *this;
588 486
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 487 if (is_freed)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 488 SET_FLAG (dst, FLAG_FREED);
591 489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
592 if (op2->speed < 0) 493 if (speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
594 495
595 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 497 if (key_values)
597 { 498 {
598 key_value *tail = NULL; 499 key_value *tail = 0;
599 key_value *i; 500 key_value *i;
600 501
601 op->key_values = NULL; 502 dst->key_values = 0;
602 503
603 for (i = op2->key_values; i != NULL; i = i->next) 504 for (i = key_values; i; i = i->next)
604 { 505 {
605 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
606 507
607 new_link->next = NULL; 508 new_link->next = 0;
608 new_link->key = i->key; 509 new_link->key = i->key;
609 new_link->value = i->value; 510 new_link->value = i->value;
610 511
611 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 513 if (!dst->key_values)
613 { 514 {
614 op->key_values = new_link; 515 dst->key_values = new_link;
615 tail = new_link; 516 tail = new_link;
616 } 517 }
617 else 518 else
618 { 519 {
619 tail->next = new_link; 520 tail->next = new_link;
620 tail = new_link; 521 tail = new_link;
621 } 522 }
622 } 523 }
623 } 524 }
624 525
625 update_ob_speed (op); 526 dst->set_speed (dst->speed);
626} 527}
627 528
628/* 529object *
629 * get_object() grabs an object from the list of unused objects, makes 530object::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{ 531{
636 object *op = new object; 532 object *neu = create ();
637 533 copy_to (neu);
638 op->count = ++ob_count;
639
640 op->active_next = 0;
641 op->active_prev = 0;
642
643 op->next = objects;
644 op->prev = 0;
645
646 if (objects)
647 objects->prev = op;
648
649 objects = op;
650
651 SET_FLAG (op, FLAG_REMOVED);
652
653 op->expmul = 1.0;
654 op->face = blank_face;
655 op->attacked_by_count = -1;
656
657 return op; 534 return neu;
658} 535}
659 536
660/* 537/*
661 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
662 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
663 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
664 */ 541 */
665 542void
666void update_turn_face(object *op) { 543update_turn_face (object *op)
544{
667 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
668 return; 546 return;
547
669 SET_ANIMATION(op, op->direction); 548 SET_ANIMATION (op, op->direction);
670 update_object(op,UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
671} 550}
672 551
673/* 552/*
674 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
675 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
676 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
677 */ 556 */
678 557void
679void update_ob_speed(object *op) { 558object::set_speed (float speed)
680 extern int arch_init; 559{
681 560 if (flag [FLAG_FREED] && speed)
682 /* No reason putting the archetypes objects on the speed list, 561 {
683 * since they never really need to be updated.
684 */
685
686 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
687 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
688#ifdef MANY_CORES
689 abort();
690#else
691 op->speed = 0; 563 speed = 0;
692#endif 564 }
565
566 this->speed = speed;
567
568 if (FABS (speed) > MIN_ACTIVE_SPEED)
693 } 569 {
694 if (arch_init) { 570 /* If already on active list, don't do anything */
571 if (active_next || active_prev || this == active_objects)
695 return; 572 return;
696 }
697 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
698 /* If already on active list, don't do anything */
699 if (op->active_next || op->active_prev || op==active_objects)
700 return;
701 573
702 /* process_events() expects us to insert the object at the beginning 574 /* process_events() expects us to insert the object at the beginning
703 * of the list. */ 575 * of the list. */
704 op->active_next = active_objects; 576 active_next = active_objects;
577
705 if (op->active_next!=NULL) 578 if (active_next)
706 op->active_next->active_prev = op; 579 active_next->active_prev = this;
580
707 active_objects = op; 581 active_objects = this;
582 }
583 else
708 } 584 {
709 else {
710 /* If not on the active list, nothing needs to be done */ 585 /* If not on the active list, nothing needs to be done */
711 if (!op->active_next && !op->active_prev && op!=active_objects) 586 if (!active_next && !active_prev && this != active_objects)
712 return;
713
714 if (op->active_prev==NULL) {
715 active_objects = op->active_next;
716 if (op->active_next!=NULL)
717 op->active_next->active_prev = NULL;
718 }
719 else {
720 op->active_prev->active_next = op->active_next;
721 if (op->active_next)
722 op->active_next->active_prev = op->active_prev;
723 }
724 op->active_next = NULL;
725 op->active_prev = NULL;
726 }
727}
728
729/* This function removes object 'op' from the list of active
730 * objects.
731 * This should only be used for style maps or other such
732 * reference maps where you don't want an object that isn't
733 * in play chewing up cpu time getting processed.
734 * The reverse of this is to call update_ob_speed, which
735 * will do the right thing based on the speed of the object.
736 */
737void remove_from_active_list(object *op)
738{
739 /* If not on the active list, nothing needs to be done */
740 if (!op->active_next && !op->active_prev && op!=active_objects)
741 return; 587 return;
742 588
743 if (op->active_prev==NULL) { 589 if (!active_prev)
590 {
744 active_objects = op->active_next; 591 active_objects = active_next;
592
745 if (op->active_next!=NULL) 593 if (active_next)
746 op->active_next->active_prev = NULL; 594 active_next->active_prev = 0;
747 } 595 }
748 else { 596 else
597 {
749 op->active_prev->active_next = op->active_next; 598 active_prev->active_next = active_next;
599
750 if (op->active_next) 600 if (active_next)
751 op->active_next->active_prev = op->active_prev; 601 active_next->active_prev = active_prev;
752 } 602 }
603
753 op->active_next = NULL; 604 active_next = 0;
754 op->active_prev = NULL; 605 active_prev = 0;
606 }
755} 607}
756 608
757/* 609/*
758 * update_object() updates the array which represents the map. 610 * update_object() updates the the map.
759 * It takes into account invisible objects (and represent squares covered 611 * It takes into account invisible objects (and represent squares covered
760 * by invisible objects by whatever is below them (unless it's another 612 * by invisible objects by whatever is below them (unless it's another
761 * invisible object, etc...) 613 * invisible object, etc...)
762 * If the object being updated is beneath a player, the look-window 614 * If the object being updated is beneath a player, the look-window
763 * of that player is updated (this might be a suboptimal way of 615 * of that player is updated (this might be a suboptimal way of
764 * updating that window, though, since update_object() is called _often_) 616 * updating that window, though, since update_object() is called _often_)
765 * 617 *
766 * action is a hint of what the caller believes need to be done. 618 * action is a hint of what the caller believes need to be done.
767 * For example, if the only thing that has changed is the face (due to
768 * an animation), we don't need to call update_position until that actually
769 * comes into view of a player. OTOH, many other things, like addition/removal
770 * of walls or living creatures may need us to update the flags now.
771 * current action are: 619 * current action are:
772 * UP_OBJ_INSERT: op was inserted 620 * UP_OBJ_INSERT: op was inserted
773 * UP_OBJ_REMOVE: op was removed 621 * UP_OBJ_REMOVE: op was removed
774 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 622 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
775 * as that is easier than trying to look at what may have changed. 623 * as that is easier than trying to look at what may have changed.
776 * UP_OBJ_FACE: only the objects face has changed. 624 * UP_OBJ_FACE: only the objects face has changed.
777 */ 625 */
778 626void
779void update_object(object *op, int action) { 627update_object (object *op, int action)
780 int update_now=0, flags; 628{
781 MoveType move_on, move_off, move_block, move_slow; 629 MoveType move_on, move_off, move_block, move_slow;
782 630
783 if (op == NULL) { 631 if (op == NULL)
632 {
784 /* this should never happen */ 633 /* this should never happen */
785 LOG(llevDebug,"update_object() called for NULL object.\n"); 634 LOG (llevDebug, "update_object() called for NULL object.\n");
786 return; 635 return;
787 }
788 636 }
789 if(op->env!=NULL) { 637
638 if (op->env)
639 {
790 /* Animation is currently handled by client, so nothing 640 /* Animation is currently handled by client, so nothing
791 * to do in this case. 641 * to do in this case.
792 */ 642 */
793 return; 643 return;
794 } 644 }
795 645
796 /* If the map is saving, don't do anything as everything is 646 /* If the map is saving, don't do anything as everything is
797 * going to get freed anyways. 647 * going to get freed anyways.
798 */ 648 */
799 if (!op->map || op->map->in_memory == MAP_SAVING) return; 649 if (!op->map || op->map->in_memory == MAP_SAVING)
800 650 return;
651
801 /* make sure the object is within map boundaries */ 652 /* make sure the object is within map boundaries */
802 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 653 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
803 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 654 {
804 LOG(llevError,"update_object() called for object out of map!\n"); 655 LOG (llevError, "update_object() called for object out of map!\n");
805#ifdef MANY_CORES 656#ifdef MANY_CORES
806 abort(); 657 abort ();
807#endif 658#endif
808 return; 659 return;
809 }
810 660 }
811 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
812 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
813 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
814 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
815 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
816 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
817 661
662 mapspace &m = op->ms ();
663
664 if (m.flags_ & P_NEED_UPDATE)
665 /* nop */;
818 if (action == UP_OBJ_INSERT) { 666 else if (action == UP_OBJ_INSERT)
667 {
668 // this is likely overkill, TODO: revisit (schmorp)
819 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 669 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
820 update_now=1;
821
822 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 670 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
823 update_now=1; 671 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
824 672 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
673 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
825 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 674 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
826 update_now=1; 675 || (m.move_on | op->move_on ) != m.move_on
827
828 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
829 update_now=1;
830
831 if ((move_on | op->move_on) != move_on) update_now=1;
832 if ((move_off | op->move_off) != move_off) update_now=1; 676 || (m.move_off | op->move_off ) != m.move_off
677 || (m.move_slow | op->move_slow) != m.move_slow
833 /* This isn't perfect, but I don't expect a lot of objects to 678 /* This isn't perfect, but I don't expect a lot of objects to
834 * to have move_allow right now. 679 * to have move_allow right now.
835 */ 680 */
836 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 681 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
837 update_now=1; 682 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
838 if ((move_slow | op->move_slow) != move_slow) update_now=1; 683 m.flags_ = P_NEED_UPDATE;
839 } 684 }
840 /* if the object is being removed, we can't make intelligent 685 /* if the object is being removed, we can't make intelligent
841 * decisions, because remove_ob can't really pass the object 686 * decisions, because remove_ob can't really pass the object
842 * that is being removed. 687 * that is being removed.
843 */ 688 */
844 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 689 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
845 update_now=1; 690 m.flags_ = P_NEED_UPDATE;
846 } else if (action == UP_OBJ_FACE) { 691 else if (action == UP_OBJ_FACE)
847 /* Nothing to do for that case */ 692 /* Nothing to do for that case */ ;
848 }
849 else { 693 else
850 LOG(llevError,"update_object called with invalid action: %d\n", action); 694 LOG (llevError, "update_object called with invalid action: %d\n", action);
851 }
852 695
853 if (update_now) {
854 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
855 update_position(op->map, op->x, op->y);
856 }
857
858 if(op->more!=NULL) 696 if (op->more)
859 update_object(op->more, action); 697 update_object (op->more, action);
860} 698}
861 699
700object::vector object::objects; // not yet used
701object *object::first;
862 702
863/* 703object::object ()
864 * free_object() frees everything allocated by an object, removes 704{
865 * it from the list of used objects, and puts it on the list of 705 SET_FLAG (this, FLAG_REMOVED);
866 * free objects. The IS_FREED() flag is set in the object. 706
867 * The object must have been removed by remove_ob() first for 707 expmul = 1.0;
868 * this function to succeed. 708 face = blank_face;
869 * 709}
870 * If free_inventory is set, free inventory as well. Else drop items in 710
871 * inventory to the ground. 711object::~object ()
872 */ 712{
713 free_key_values (this);
714}
715
716void object::link ()
717{
718 count = ++ob_count;
719 uuid = gen_uuid ();
720
721 prev = 0;
722 next = object::first;
723
724 if (object::first)
725 object::first->prev = this;
726
727 object::first = this;
728}
729
730void object::unlink ()
731{
732 if (this == object::first)
733 object::first = next;
734
735 /* Remove this object from the list of used objects */
736 if (prev) prev->next = next;
737 if (next) next->prev = prev;
738
739 prev = 0;
740 next = 0;
741}
873 742
874void 743void
875free_object (object * ob) 744object::activate (bool recursive)
876{ 745{
877 free_object2 (ob, 0); 746 // uh, hack
878} 747 set_speed (speed);
879 748
749 if (recursive)
750 for (object *op = inv; op; op = op->above)
751 op->activate (1);
752}
753
754/* This function removes object 'op' from the list of active
755 * objects.
756 * This should only be used for style maps or other such
757 * reference maps where you don't want an object that isn't
758 * in play chewing up cpu time getting processed.
759 * The reverse of this is to call update_ob_speed, which
760 * will do the right thing based on the speed of the object.
761 */
880void 762void
881free_object2 (object * ob, int free_inventory) 763object::deactivate (bool recursive)
882{ 764{
883 object *tmp, *op; 765 /* If not on the active list, nothing needs to be done */
884 766 if (!active_next && !active_prev && this != active_objects)
885 if (!QUERY_FLAG (ob, FLAG_REMOVED))
886 {
887 LOG (llevDebug, "Free object called with non removed object\n");
888 dump_object (ob);
889#ifdef MANY_CORES
890 abort ();
891#endif
892 }
893
894 if (QUERY_FLAG (ob, FLAG_FRIENDLY))
895 {
896 LOG (llevMonster, "Warning: tried to free friendly object.\n");
897 remove_friendly_object (ob);
898 }
899
900 if (QUERY_FLAG (ob, FLAG_FREED))
901 {
902 dump_object (ob);
903 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
904 return; 767 return;
905 }
906 768
907 if (ob->more != NULL) 769 if (active_prev == 0)
908 {
909 free_object2 (ob->more, free_inventory);
910 ob->more = NULL;
911 }
912
913 if (ob->inv)
914 {
915 /* Only if the space blocks everything do we not process -
916 * if some form of movement is allowed, let objects
917 * drop on that space.
918 */
919 if (free_inventory || ob->map == NULL
920 || ob->map->in_memory != MAP_IN_MEMORY
921 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
922 {
923 op = ob->inv;
924
925 while (op != NULL)
926 { 770 {
927 tmp = op->below; 771 active_objects = active_next;
928 remove_ob (op); 772 if (active_next)
929 free_object2 (op, free_inventory); 773 active_next->active_prev = 0;
930 op = tmp;
931 }
932 }
933 else
934 { /* Put objects in inventory onto this space */
935 op = ob->inv;
936
937 while (op != NULL)
938 {
939 tmp = op->below;
940 remove_ob (op);
941
942 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
943 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
944 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
945 free_object (op);
946 else
947 {
948 op->x = ob->x;
949 op->y = ob->y;
950 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
951 }
952
953 op = tmp;
954 }
955 }
956 }
957
958 /* Remove object from the active list */
959 ob->speed = 0;
960 update_ob_speed (ob);
961
962 SET_FLAG (ob, FLAG_FREED);
963 ob->count = 0;
964
965 /* Remove this object from the list of used objects */
966 if (ob->prev == NULL)
967 {
968 objects = ob->next;
969
970 if (objects != NULL)
971 objects->prev = NULL;
972 } 774 }
973 else 775 else
974 { 776 {
975 ob->prev->next = ob->next; 777 active_prev->active_next = active_next;
778 if (active_next)
779 active_next->active_prev = active_prev;
780 }
976 781
977 if (ob->next != NULL) 782 active_next = 0;
978 ob->next->prev = ob->prev; 783 active_prev = 0;
784
785 if (recursive)
786 for (object *op = inv; op; op = op->above)
787 op->deactivate (1);
788}
789
790/*
791 * Remove and free all objects in the inventory of the given object.
792 * object.c ?
793 */
794void
795object::destroy_inv (bool drop_to_ground)
796{
797 // need to check first, because the checks below might segfault
798 // as we might be on an invalid mapspace and crossfire code
799 // is too buggy to ensure that the inventory is empty.
800 // corollary: if you create arrows etc. with stuff in tis inventory,
801 // cf will crash below with off-map x and y
802 if (!inv)
803 return;
804
805 /* Only if the space blocks everything do we not process -
806 * if some form of movement is allowed, let objects
807 * drop on that space.
808 */
809 if (!drop_to_ground
810 || !map
811 || map->in_memory != MAP_IN_MEMORY
812 || ms ().move_block == MOVE_ALL)
813 {
814 while (inv)
815 {
816 inv->destroy_inv (drop_to_ground);
817 inv->destroy ();
818 }
819 }
820 else
821 { /* Put objects in inventory onto this space */
822 while (inv)
823 {
824 object *op = inv;
825
826 if (op->flag [FLAG_STARTEQUIP]
827 || op->flag [FLAG_NO_DROP]
828 || op->type == RUNE
829 || op->type == TRAP
830 || op->flag [FLAG_IS_A_TEMPLATE])
831 op->destroy ();
832 else
833 map->insert (op, x, y);
834 }
835 }
836}
837
838object *object::create ()
839{
840 object *op = new object;
841 op->link ();
842 return op;
843}
844
845void
846object::do_destroy ()
847{
848 if (flag [FLAG_IS_LINKED])
849 remove_button_link (this);
850
851 if (flag [FLAG_FRIENDLY])
852 remove_friendly_object (this);
853
854 if (!flag [FLAG_REMOVED])
855 remove ();
856
857 if (flag [FLAG_FREED])
858 return;
859
860 set_speed (0);
861
862 flag [FLAG_FREED] = 1;
863
864 attachable::do_destroy ();
865
866 destroy_inv (true);
867 unlink ();
868
869 // hack to ensure that freed objects still have a valid map
870 {
871 static maptile *freed_map; // freed objects are moved here to avoid crashes
872
873 if (!freed_map)
874 {
875 freed_map = new maptile;
876
877 freed_map->name = "/internal/freed_objects_map";
878 freed_map->width = 3;
879 freed_map->height = 3;
880
881 freed_map->alloc ();
979 } 882 }
980 883
981 free_key_values (ob); 884 map = freed_map;
885 x = 1;
886 y = 1;
887 }
982 888
983 /* Now link it with the free_objects list: */ 889 head = 0;
984 ob->prev = 0;
985 ob->next = 0;
986 890
987 delete ob; 891 if (more)
892 {
893 more->destroy ();
894 more = 0;
895 }
896
897 // clear those pointers that likely might have circular references to us
898 owner = 0;
899 enemy = 0;
900 attacked_by = 0;
901
902 // only relevant for players(?), but make sure of it anyways
903 contr = 0;
904}
905
906void
907object::destroy (bool destroy_inventory)
908{
909 if (destroyed ())
910 return;
911
912 if (destroy_inventory)
913 destroy_inv (false);
914
915 attachable::destroy ();
988} 916}
989 917
990/* 918/*
991 * sub_weight() recursively (outwards) subtracts a number from the 919 * sub_weight() recursively (outwards) subtracts a number from the
992 * weight of an object (and what is carried by it's environment(s)). 920 * weight of an object (and what is carried by it's environment(s)).
993 */ 921 */
994 922void
995void sub_weight (object *op, signed long weight) { 923sub_weight (object *op, signed long weight)
924{
996 while (op != NULL) { 925 while (op != NULL)
926 {
997 if (op->type == CONTAINER) { 927 if (op->type == CONTAINER)
998 weight=(signed long)(weight*(100-op->stats.Str)/100); 928 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
999 } 929
1000 op->carrying-=weight; 930 op->carrying -= weight;
1001 op = op->env; 931 op = op->env;
1002 } 932 }
1003} 933}
1004 934
1005/* remove_ob(op): 935/* op->remove ():
1006 * This function removes the object op from the linked list of objects 936 * This function removes the object op from the linked list of objects
1007 * which it is currently tied to. When this function is done, the 937 * which it is currently tied to. When this function is done, the
1008 * object will have no environment. If the object previously had an 938 * object will have no environment. If the object previously had an
1009 * environment, the x and y coordinates will be updated to 939 * environment, the x and y coordinates will be updated to
1010 * the previous environment. 940 * the previous environment.
1011 * Beware: This function is called from the editor as well! 941 * Beware: This function is called from the editor as well!
1012 */ 942 */
1013 943void
1014void remove_ob(object *op) { 944object::remove ()
945{
1015 object *tmp,*last=NULL; 946 object *tmp, *last = 0;
1016 object *otmp; 947 object *otmp;
1017 tag_t tag;
1018 int check_walk_off;
1019 mapstruct *m;
1020 sint16 x,y;
1021
1022 948
1023 if(QUERY_FLAG(op,FLAG_REMOVED)) { 949 if (QUERY_FLAG (this, FLAG_REMOVED))
1024 dump_object(op); 950 return;
1025 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1026 951
1027 /* Changed it to always dump core in this case. As has been learned
1028 * in the past, trying to recover from errors almost always
1029 * make things worse, and this is a real error here - something
1030 * that should not happen.
1031 * Yes, if this was a mission critical app, trying to do something
1032 * to recover may make sense, but that is because failure of the app
1033 * may have other disastrous problems. Cf runs out of a script
1034 * so is easily enough restarted without any real problems.
1035 * MSW 2001-07-01
1036 */
1037 abort();
1038 }
1039 if(op->more!=NULL)
1040 remove_ob(op->more);
1041
1042 SET_FLAG(op, FLAG_REMOVED); 952 SET_FLAG (this, FLAG_REMOVED);
953 INVOKE_OBJECT (REMOVE, this);
1043 954
955 if (more)
956 more->remove ();
957
1044 /* 958 /*
1045 * In this case, the object to be removed is in someones 959 * In this case, the object to be removed is in someones
1046 * inventory. 960 * inventory.
1047 */ 961 */
1048 if(op->env!=NULL) { 962 if (env)
963 {
1049 if(op->nrof) 964 if (nrof)
1050 sub_weight(op->env, op->weight*op->nrof); 965 sub_weight (env, weight * nrof);
1051 else 966 else
1052 sub_weight(op->env, op->weight+op->carrying); 967 sub_weight (env, weight + carrying);
1053 968
1054 /* NO_FIX_PLAYER is set when a great many changes are being 969 /* NO_FIX_PLAYER is set when a great many changes are being
1055 * made to players inventory. If set, avoiding the call 970 * made to players inventory. If set, avoiding the call
1056 * to save cpu time. 971 * to save cpu time.
1057 */ 972 */
1058 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1059 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 974 otmp->update_stats ();
1060 fix_player(otmp);
1061 975
1062 if(op->above!=NULL) 976 if (above)
1063 op->above->below=op->below; 977 above->below = below;
1064 else 978 else
1065 op->env->inv=op->below; 979 env->inv = below;
1066 980
1067 if(op->below!=NULL) 981 if (below)
1068 op->below->above=op->above; 982 below->above = above;
1069 983
1070 /* we set up values so that it could be inserted into 984 /* we set up values so that it could be inserted into
1071 * the map, but we don't actually do that - it is up 985 * the map, but we don't actually do that - it is up
1072 * to the caller to decide what we want to do. 986 * to the caller to decide what we want to do.
987 */
988 x = env->x, y = env->y;
989 map = env->map;
990 above = 0, below = 0;
991 env = 0;
992 }
993 else if (map)
994 {
995 if (type == PLAYER)
996 {
997 --map->players;
998 map->last_access = runtime;
999 }
1000
1001
1002 /* link the object above us */
1003 if (above)
1004 above->below = below;
1005 else
1006 map->at (x, y).top = below; /* we were top, set new top */
1007
1008 /* Relink the object below us, if there is one */
1009 if (below)
1010 below->above = above;
1011 else
1012 {
1013 /* Nothing below, which means we need to relink map object for this space
1014 * use translated coordinates in case some oddness with map tiling is
1015 * evident
1073 */ 1016 */
1074 op->x=op->env->x,op->y=op->env->y; 1017 if (GET_MAP_OB (map, x, y) != this)
1075 op->map=op->env->map; 1018 {
1076 op->above=NULL,op->below=NULL; 1019 char *dump = dump_object (this);
1077 op->env=NULL; 1020 LOG (llevError,
1021 "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);
1022 free (dump);
1023 dump = dump_object (GET_MAP_OB (map, x, y));
1024 LOG (llevError, "%s\n", dump);
1025 free (dump);
1026 }
1027
1028 map->at (x, y).bot = above; /* goes on above it. */
1029 }
1030
1031 above = 0;
1032 below = 0;
1033
1034 if (map->in_memory == MAP_SAVING)
1078 return; 1035 return;
1079 }
1080 1036
1081 /* If we get here, we are removing it from a map */ 1037 int check_walk_off = !flag [FLAG_NO_APPLY];
1082 if (op->map == NULL) return;
1083 1038
1084 x = op->x; 1039 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1085 y = op->y;
1086 m = get_map_from_coord(op->map, &x, &y);
1087
1088 if (!m) {
1089 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1090 op->map->path, op->x, op->y);
1091 /* in old days, we used to set x and y to 0 and continue.
1092 * it seems if we get into this case, something is probablye
1093 * screwed up and should be fixed.
1094 */
1095 abort();
1096 }
1097 if (op->map != m) {
1098 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1099 op->map->path, m->path, op->x, op->y, x, y);
1100 }
1101
1102 /* Re did the following section of code - it looks like it had
1103 * lots of logic for things we no longer care about
1104 */
1105
1106 /* link the object above us */
1107 if (op->above)
1108 op->above->below=op->below;
1109 else
1110 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1111
1112 /* Relink the object below us, if there is one */
1113 if(op->below) {
1114 op->below->above=op->above;
1115 } else {
1116 /* Nothing below, which means we need to relink map object for this space
1117 * use translated coordinates in case some oddness with map tiling is
1118 * evident
1119 */
1120 if(GET_MAP_OB(m,x,y)!=op) {
1121 dump_object(op);
1122 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);
1123 dump_object(GET_MAP_OB(m,x,y));
1124 LOG(llevError,"%s\n",errmsg);
1125 } 1040 {
1126 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1127 }
1128 op->above=NULL;
1129 op->below=NULL;
1130
1131 if (op->map->in_memory == MAP_SAVING)
1132 return;
1133
1134 tag = op->count;
1135 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1136 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1137 /* No point updating the players look faces if he is the object 1041 /* No point updating the players look faces if he is the object
1138 * being removed. 1042 * being removed.
1139 */ 1043 */
1140 1044
1141 if(tmp->type==PLAYER && tmp!=op) { 1045 if (tmp->type == PLAYER && tmp != this)
1046 {
1142 /* If a container that the player is currently using somehow gets 1047 /* If a container that the player is currently using somehow gets
1143 * removed (most likely destroyed), update the player view 1048 * removed (most likely destroyed), update the player view
1144 * appropriately. 1049 * appropriately.
1145 */ 1050 */
1146 if (tmp->container==op) { 1051 if (tmp->container == this)
1147 CLEAR_FLAG(op, FLAG_APPLIED); 1052 {
1053 flag [FLAG_APPLIED] = 0;
1148 tmp->container=NULL; 1054 tmp->container = 0;
1055 }
1056
1057 if (tmp->contr->ns)
1058 tmp->contr->ns->floorbox_update ();
1149 } 1059 }
1150 tmp->contr->socket.update_look=1; 1060
1151 }
1152 /* See if player moving off should effect something */ 1061 /* See if object moving off should effect something */
1153 if (check_walk_off && ((op->move_type & tmp->move_off) && 1062 if (check_walk_off
1063 && ((move_type & tmp->move_off)
1154 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1064 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1155 1065 {
1156 move_apply(tmp, op, NULL); 1066 move_apply (tmp, this, 0);
1067
1157 if (was_destroyed (op, tag)) { 1068 if (destroyed ())
1158 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1069 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1159 "leaving object\n", &tmp->name, &tmp->arch->name);
1160 } 1070 }
1161 }
1162 1071
1163 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1072 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1164 1073 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1165 if(tmp->above == tmp) 1074 if (tmp->above == tmp)
1166 tmp->above = NULL; 1075 tmp->above = 0;
1076
1167 last=tmp; 1077 last = tmp;
1168 } 1078 }
1079
1169 /* last == NULL of there are no objects on this space */ 1080 /* last == NULL if there are no objects on this space */
1170 if (last==NULL) { 1081 //TODO: this makes little sense, why only update the topmost object?
1171 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1082 if (!last)
1172 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1083 map->at (x, y).flags_ = P_NEED_UPDATE;
1173 * those out anyways, and if there are any flags set right now, they won't
1174 * be correct anyways.
1175 */
1176 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1177 update_position(op->map, op->x, op->y);
1178 }
1179 else 1084 else
1180 update_object(last, UP_OBJ_REMOVE); 1085 update_object (last, UP_OBJ_REMOVE);
1181 1086
1182 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1087 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1183 update_all_los(op->map, op->x, op->y); 1088 update_all_los (map, x, y);
1184 1089 }
1185} 1090}
1186 1091
1187/* 1092/*
1188 * merge_ob(op,top): 1093 * merge_ob(op,top):
1189 * 1094 *
1190 * This function goes through all objects below and including top, and 1095 * This function goes through all objects below and including top, and
1191 * merges op to the first matching object. 1096 * merges op to the first matching object.
1192 * If top is NULL, it is calculated. 1097 * If top is NULL, it is calculated.
1193 * Returns pointer to object if it succeded in the merge, otherwise NULL 1098 * Returns pointer to object if it succeded in the merge, otherwise NULL
1194 */ 1099 */
1195 1100object *
1196object *merge_ob(object *op, object *top) { 1101merge_ob (object *op, object *top)
1102{
1197 if(!op->nrof) 1103 if (!op->nrof)
1198 return 0; 1104 return 0;
1199 if(top==NULL) 1105
1106 if (top)
1200 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1107 for (top = op; top && top->above; top = top->above)
1108 ;
1109
1201 for(;top!=NULL;top=top->below) { 1110 for (; top; top = top->below)
1111 {
1202 if(top==op) 1112 if (top == op)
1203 continue; 1113 continue;
1204 if (CAN_MERGE(op,top)) 1114
1205 { 1115 if (object::can_merge (op, top))
1116 {
1206 top->nrof+=op->nrof; 1117 top->nrof += op->nrof;
1118
1207/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1119/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1208 op->weight = 0; /* Don't want any adjustements now */ 1120 op->weight = 0; /* Don't want any adjustements now */
1209 remove_ob(op); 1121 op->destroy ();
1210 free_object(op);
1211 return top; 1122 return top;
1212 } 1123 }
1213 } 1124 }
1125
1214 return NULL; 1126 return 0;
1215} 1127}
1216 1128
1217/* 1129/*
1218 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1130 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1219 * job preparing multi-part monsters 1131 * job preparing multi-part monsters
1220 */ 1132 */
1133object *
1221object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1134insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1222 object* tmp; 1135{
1223 if (op->head) 1136 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1224 op=op->head; 1137 {
1225 for (tmp=op;tmp;tmp=tmp->more){
1226 tmp->x=x+tmp->arch->clone.x; 1138 tmp->x = x + tmp->arch->clone.x;
1227 tmp->y=y+tmp->arch->clone.y; 1139 tmp->y = y + tmp->arch->clone.y;
1228 } 1140 }
1141
1229 return insert_ob_in_map (op, m, originator, flag); 1142 return insert_ob_in_map (op, m, originator, flag);
1230} 1143}
1231 1144
1232/* 1145/*
1233 * insert_ob_in_map (op, map, originator, flag): 1146 * insert_ob_in_map (op, map, originator, flag):
1234 * This function inserts the object in the two-way linked list 1147 * This function inserts the object in the two-way linked list
1247 * Return value: 1160 * Return value:
1248 * new object if 'op' was merged with other object 1161 * new object if 'op' was merged with other object
1249 * NULL if 'op' was destroyed 1162 * NULL if 'op' was destroyed
1250 * just 'op' otherwise 1163 * just 'op' otherwise
1251 */ 1164 */
1252 1165object *
1253object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1254{ 1167{
1255 object *tmp, *top, *floor=NULL; 1168 object *tmp, *top, *floor = NULL;
1256 sint16 x,y; 1169 sint16 x, y;
1257 1170
1258 if (QUERY_FLAG (op, FLAG_FREED)) { 1171 if (QUERY_FLAG (op, FLAG_FREED))
1172 {
1259 LOG (llevError, "Trying to insert freed object!\n"); 1173 LOG (llevError, "Trying to insert freed object!\n");
1260 return NULL; 1174 return NULL;
1175 }
1176
1177 if (!m)
1261 } 1178 {
1262 if(m==NULL) {
1263 dump_object(op); 1179 char *dump = dump_object (op);
1264 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1181 free (dump);
1265 return op; 1182 return op;
1266 } 1183 }
1184
1267 if(out_of_map(m,op->x,op->y)) { 1185 if (out_of_map (m, op->x, op->y))
1186 {
1268 dump_object(op); 1187 char *dump = dump_object (op);
1269 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1270#ifdef MANY_CORES 1189#ifdef MANY_CORES
1271 /* Better to catch this here, as otherwise the next use of this object 1190 /* Better to catch this here, as otherwise the next use of this object
1272 * is likely to cause a crash. Better to find out where it is getting 1191 * is likely to cause a crash. Better to find out where it is getting
1273 * improperly inserted. 1192 * improperly inserted.
1274 */ 1193 */
1275 abort(); 1194 abort ();
1276#endif 1195#endif
1196 free (dump);
1277 return op; 1197 return op;
1278 } 1198 }
1199
1279 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1201 {
1280 dump_object(op); 1202 char *dump = dump_object (op);
1281 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1282 return op; 1205 return op;
1206 }
1207
1208 if (op->more)
1283 } 1209 {
1284 if(op->more!=NULL) {
1285 /* The part may be on a different map. */ 1210 /* The part may be on a different map. */
1286 1211
1287 object *more = op->more; 1212 object *more = op->more;
1288 1213
1289 /* We really need the caller to normalize coordinates - if 1214 /* We really need the caller to normalize coordinates - if
1290 * we set the map, that doesn't work if the location is within 1215 * we set the map, that doesn't work if the location is within
1291 * a map and this is straddling an edge. So only if coordinate 1216 * a map and this is straddling an edge. So only if coordinate
1292 * is clear wrong do we normalize it. 1217 * is clear wrong do we normalize it.
1293 */ 1218 */
1294 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1295 more->map = get_map_from_coord(m, &more->x, &more->y); 1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1296 } else if (!more->map) { 1221 else if (!more->map)
1222 {
1297 /* For backwards compatibility - when not dealing with tiled maps, 1223 /* For backwards compatibility - when not dealing with tiled maps,
1298 * more->map should always point to the parent. 1224 * more->map should always point to the parent.
1299 */ 1225 */
1300 more->map = m; 1226 more->map = m;
1301 } 1227 }
1302 1228
1303 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 {
1304 if ( ! op->head) 1231 if (!op->head)
1305 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233
1306 return NULL; 1234 return 0;
1307 } 1235 }
1308 } 1236 }
1237
1309 CLEAR_FLAG(op,FLAG_REMOVED); 1238 CLEAR_FLAG (op, FLAG_REMOVED);
1310 1239
1311 /* Ideally, the caller figures this out. However, it complicates a lot 1240 /* Ideally, the caller figures this out. However, it complicates a lot
1312 * of areas of callers (eg, anything that uses find_free_spot would now 1241 * of areas of callers (eg, anything that uses find_free_spot would now
1313 * need extra work 1242 * need extra work
1314 */ 1243 */
1315 op->map=get_map_from_coord(m, &op->x, &op->y); 1244 op->map = get_map_from_coord (m, &op->x, &op->y);
1316 x = op->x; 1245 x = op->x;
1317 y = op->y; 1246 y = op->y;
1318 1247
1319 /* this has to be done after we translate the coordinates. 1248 /* this has to be done after we translate the coordinates.
1320 */ 1249 */
1321 if(op->nrof && !(flag & INS_NO_MERGE)) { 1250 if (op->nrof && !(flag & INS_NO_MERGE))
1322 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1323 if (CAN_MERGE(op,tmp)) { 1252 if (object::can_merge (op, tmp))
1253 {
1324 op->nrof+=tmp->nrof; 1254 op->nrof += tmp->nrof;
1325 remove_ob(tmp); 1255 tmp->destroy ();
1326 free_object(tmp); 1256 }
1257
1258 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1259 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1260
1261 if (!QUERY_FLAG (op, FLAG_ALIVE))
1262 CLEAR_FLAG (op, FLAG_NO_STEAL);
1263
1264 if (flag & INS_BELOW_ORIGINATOR)
1265 {
1266 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1267 {
1268 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1269 abort ();
1270 }
1271
1272 op->above = originator;
1273 op->below = originator->below;
1274
1275 if (op->below)
1276 op->below->above = op;
1277 else
1278 op->ms ().bot = op;
1279
1280 /* since *below* originator, no need to update top */
1281 originator->below = op;
1282 }
1283 else
1284 {
1285 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1287 {
1288 object *last = 0;
1289
1290 /*
1291 * If there are multiple objects on this space, we do some trickier handling.
1292 * We've already dealt with merging if appropriate.
1293 * Generally, we want to put the new object on top. But if
1294 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1295 * floor, we want to insert above that and no further.
1296 * Also, if there are spell objects on this space, we stop processing
1297 * once we get to them. This reduces the need to traverse over all of
1298 * them when adding another one - this saves quite a bit of cpu time
1299 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects.
1301 */
1302 while (top)
1303 {
1304 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1305 floor = top;
1306
1307 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1308 {
1309 /* We insert above top, so we want this object below this */
1310 top = top->below;
1311 break;
1312 }
1313
1314 last = top;
1315 top = top->above;
1327 } 1316 }
1328 }
1329 1317
1330 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1318 /* Don't want top to be NULL, so set it to the last valid object */
1331 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1319 top = last;
1332 if (!QUERY_FLAG(op, FLAG_ALIVE))
1333 CLEAR_FLAG(op, FLAG_NO_STEAL);
1334 1320
1335 if (flag & INS_BELOW_ORIGINATOR) { 1321 /* We let update_position deal with figuring out what the space
1336 if (originator->map != op->map || originator->x != op->x || 1322 * looks like instead of lots of conditions here.
1337 originator->y != op->y) { 1323 * makes things faster, and effectively the same result.
1338 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1339 abort();
1340 }
1341 op->above = originator;
1342 op->below = originator->below;
1343 if (op->below) op->below->above = op;
1344 else SET_MAP_OB(op->map, op->x, op->y, op);
1345 /* since *below* originator, no need to update top */
1346 originator->below = op;
1347 } else {
1348 /* If there are other objects, then */
1349 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1350 object *last=NULL;
1351 /* 1324 */
1352 * If there are multiple objects on this space, we do some trickier handling. 1325
1353 * We've already dealt with merging if appropriate. 1326 /* Have object 'fall below' other objects that block view.
1354 * Generally, we want to put the new object on top. But if 1327 * Unless those objects are exits, type 66
1355 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1328 * If INS_ON_TOP is used, don't do this processing
1356 * floor, we want to insert above that and no further. 1329 * Need to find the object that in fact blocks view, otherwise
1357 * Also, if there are spell objects on this space, we stop processing 1330 * stacking is a bit odd.
1358 * once we get to them. This reduces the need to traverse over all of 1331 */
1359 * them when adding another one - this saves quite a bit of cpu time 1332 if (!(flag & INS_ON_TOP) &&
1360 * when lots of spells are cast in one area. Currently, it is presumed 1333 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1361 * that flying non pickable objects are spell objects. 1334 {
1335 for (last = top; last != floor; last = last->below)
1336 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1337 break;
1338 /* Check to see if we found the object that blocks view,
1339 * and make sure we have a below pointer for it so that
1340 * we can get inserted below this one, which requires we
1341 * set top to the object below us.
1362 */ 1342 */
1363 1343 if (last && last->below && last != floor)
1364 while (top != NULL) {
1365 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1366 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1367 if (QUERY_FLAG(top, FLAG_NO_PICK)
1368 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1369 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1370 {
1371 /* We insert above top, so we want this object below this */
1372 top=top->below;
1373 break;
1374 }
1375 last = top;
1376 top = top->above; 1344 top = last->below;
1377 } 1345 }
1378 /* Don't want top to be NULL, so set it to the last valid object */
1379 top = last;
1380
1381 /* We let update_position deal with figuring out what the space
1382 * looks like instead of lots of conditions here.
1383 * makes things faster, and effectively the same result.
1384 */
1385
1386 /* Have object 'fall below' other objects that block view.
1387 * Unless those objects are exits, type 66
1388 * If INS_ON_TOP is used, don't do this processing
1389 * Need to find the object that in fact blocks view, otherwise
1390 * stacking is a bit odd.
1391 */
1392 if (!(flag & INS_ON_TOP) &&
1393 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1394 (op->face && !op->face->visibility)) {
1395 for (last=top; last != floor; last=last->below)
1396 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1397 /* Check to see if we found the object that blocks view,
1398 * and make sure we have a below pointer for it so that
1399 * we can get inserted below this one, which requires we
1400 * set top to the object below us.
1401 */
1402 if (last && last->below && last != floor) top=last->below;
1403 }
1404 } /* If objects on this space */ 1346 } /* If objects on this space */
1347
1405 if (flag & INS_MAP_LOAD) 1348 if (flag & INS_MAP_LOAD)
1406 top = GET_MAP_TOP(op->map,op->x,op->y); 1349 top = GET_MAP_TOP (op->map, op->x, op->y);
1350
1407 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1351 if (flag & INS_ABOVE_FLOOR_ONLY)
1352 top = floor;
1408 1353
1409 /* Top is the object that our object (op) is going to get inserted above. 1354 /* Top is the object that our object (op) is going to get inserted above.
1410 */ 1355 */
1411 1356
1412 /* First object on this space */ 1357 /* First object on this space */
1413 if (!top) { 1358 if (!top)
1359 {
1414 op->above = GET_MAP_OB(op->map, op->x, op->y); 1360 op->above = GET_MAP_OB (op->map, op->x, op->y);
1361
1362 if (op->above)
1415 if (op->above) op->above->below = op; 1363 op->above->below = op;
1364
1416 op->below = NULL; 1365 op->below = 0;
1417 SET_MAP_OB(op->map, op->x, op->y, op); 1366 op->ms ().bot = op;
1367 }
1368 else
1418 } else { /* get inserted into the stack above top */ 1369 { /* get inserted into the stack above top */
1419 op->above = top->above; 1370 op->above = top->above;
1371
1372 if (op->above)
1420 if (op->above) op->above->below = op; 1373 op->above->below = op;
1374
1421 op->below = top; 1375 op->below = top;
1422 top->above = op; 1376 top->above = op;
1423 } 1377 }
1378
1424 if (op->above==NULL) 1379 if (!op->above)
1425 SET_MAP_TOP(op->map,op->x, op->y, op); 1380 op->ms ().top = op;
1426 } /* else not INS_BELOW_ORIGINATOR */ 1381 } /* else not INS_BELOW_ORIGINATOR */
1427 1382
1428 if(op->type==PLAYER) 1383 if (op->type == PLAYER)
1384 {
1429 op->contr->do_los=1; 1385 op->contr->do_los = 1;
1386 ++op->map->players;
1387 op->map->last_access = runtime;
1388 }
1430 1389
1431 /* If we have a floor, we know the player, if any, will be above 1390 /* If we have a floor, we know the player, if any, will be above
1432 * it, so save a few ticks and start from there. 1391 * it, so save a few ticks and start from there.
1433 */ 1392 */
1434 if (!(flag & INS_MAP_LOAD)) 1393 if (!(flag & INS_MAP_LOAD))
1435 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1394 if (object *pl = op->ms ().player ())
1436 if (tmp->type == PLAYER) 1395 if (pl->contr->ns)
1437 tmp->contr->socket.update_look=1; 1396 pl->contr->ns->floorbox_update ();
1438 }
1439 1397
1440 /* If this object glows, it may affect lighting conditions that are 1398 /* If this object glows, it may affect lighting conditions that are
1441 * visible to others on this map. But update_all_los is really 1399 * visible to others on this map. But update_all_los is really
1442 * an inefficient way to do this, as it means los for all players 1400 * an inefficient way to do this, as it means los for all players
1443 * on the map will get recalculated. The players could very well 1401 * on the map will get recalculated. The players could very well
1444 * be far away from this change and not affected in any way - 1402 * be far away from this change and not affected in any way -
1445 * this should get redone to only look for players within range, 1403 * this should get redone to only look for players within range,
1446 * or just updating the P_NEED_UPDATE for spaces within this area 1404 * or just updating the P_NEED_UPDATE for spaces within this area
1447 * of effect may be sufficient. 1405 * of effect may be sufficient.
1448 */ 1406 */
1449 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1407 if (op->map->darkness && (op->glow_radius != 0))
1450 update_all_los(op->map, op->x, op->y); 1408 update_all_los (op->map, op->x, op->y);
1451 1409
1452
1453 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1410 /* updates flags (blocked, alive, no magic, etc) for this map space */
1454 update_object(op,UP_OBJ_INSERT); 1411 update_object (op, UP_OBJ_INSERT);
1455 1412
1413 INVOKE_OBJECT (INSERT, op);
1456 1414
1457 /* Don't know if moving this to the end will break anything. However, 1415 /* Don't know if moving this to the end will break anything. However,
1458 * we want to have update_look set above before calling this. 1416 * we want to have floorbox_update called before calling this.
1459 * 1417 *
1460 * check_move_on() must be after this because code called from 1418 * check_move_on() must be after this because code called from
1461 * check_move_on() depends on correct map flags (so functions like 1419 * check_move_on() depends on correct map flags (so functions like
1462 * blocked() and wall() work properly), and these flags are updated by 1420 * blocked() and wall() work properly), and these flags are updated by
1463 * update_object(). 1421 * update_object().
1464 */ 1422 */
1465 1423
1466 /* if this is not the head or flag has been passed, don't check walk on status */ 1424 /* if this is not the head or flag has been passed, don't check walk on status */
1467
1468 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1425 if (!(flag & INS_NO_WALK_ON) && !op->head)
1426 {
1469 if (check_move_on(op, originator)) 1427 if (check_move_on (op, originator))
1470 return NULL; 1428 return 0;
1471 1429
1472 /* If we are a multi part object, lets work our way through the check 1430 /* If we are a multi part object, lets work our way through the check
1473 * walk on's. 1431 * walk on's.
1474 */ 1432 */
1475 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1476 if (check_move_on (tmp, originator)) 1434 if (check_move_on (tmp, originator))
1477 return NULL; 1435 return 0;
1478 } 1436 }
1437
1479 return op; 1438 return op;
1480} 1439}
1481 1440
1482/* this function inserts an object in the map, but if it 1441/* this function inserts an object in the map, but if it
1483 * finds an object of its own type, it'll remove that one first. 1442 * finds an object of its own type, it'll remove that one first.
1484 * op is the object to insert it under: supplies x and the map. 1443 * op is the object to insert it under: supplies x and the map.
1485 */ 1444 */
1445void
1486void replace_insert_ob_in_map(const char *arch_string, object *op) { 1446replace_insert_ob_in_map (const char *arch_string, object *op)
1487 object *tmp; 1447{
1488 object *tmp1; 1448 object *tmp, *tmp1;
1489 1449
1490 /* first search for itself and remove any old instances */ 1450 /* first search for itself and remove any old instances */
1491 1451
1492 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1493 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1494 remove_ob(tmp); 1454 tmp->destroy ();
1495 free_object(tmp);
1496 }
1497 }
1498 1455
1499 tmp1=arch_to_object(find_archetype(arch_string)); 1456 tmp1 = arch_to_object (archetype::find (arch_string));
1500 1457
1501 1458 tmp1->x = op->x;
1502 tmp1->x = op->x; tmp1->y = op->y; 1459 tmp1->y = op->y;
1503 insert_ob_in_map(tmp1,op->map,op,0); 1460 insert_ob_in_map (tmp1, op->map, op, 0);
1504} 1461}
1462
1463object *
1464object::insert_at (object *where, object *originator, int flags)
1465{
1466 where->map->insert (this, where->x, where->y, originator, flags);
1467}
1505 1468
1506/* 1469/*
1507 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1470 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1508 * is returned contains nr objects, and the remaining parts contains 1471 * is returned contains nr objects, and the remaining parts contains
1509 * the rest (or is removed and freed if that number is 0). 1472 * the rest (or is removed and freed if that number is 0).
1510 * On failure, NULL is returned, and the reason put into the 1473 * On failure, NULL is returned, and the reason put into the
1511 * global static errmsg array. 1474 * global static errmsg array.
1512 */ 1475 */
1513 1476object *
1514object *get_split_ob(object *orig_ob, uint32 nr) { 1477get_split_ob (object *orig_ob, uint32 nr)
1478{
1515 object *newob; 1479 object *newob;
1516 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1517 1481
1518 if(orig_ob->nrof<nr) { 1482 if (orig_ob->nrof < nr)
1519 sprintf(errmsg,"There are only %d %ss.", 1483 {
1520 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1484 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1521 return NULL; 1485 return NULL;
1522 } 1486 }
1487
1523 newob = object_create_clone(orig_ob); 1488 newob = object_create_clone (orig_ob);
1489
1524 if((orig_ob->nrof-=nr)<1) { 1490 if ((orig_ob->nrof -= nr) < 1)
1525 if ( ! is_removed) 1491 orig_ob->destroy (1);
1526 remove_ob(orig_ob);
1527 free_object2(orig_ob, 1);
1528 }
1529 else if ( ! is_removed) { 1492 else if (!is_removed)
1493 {
1530 if(orig_ob->env!=NULL) 1494 if (orig_ob->env != NULL)
1531 sub_weight (orig_ob->env,orig_ob->weight*nr); 1495 sub_weight (orig_ob->env, orig_ob->weight * nr);
1532 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1496 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1497 {
1533 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1498 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1534 LOG(llevDebug,
1535 "Error, Tried to split object whose map is not in memory.\n"); 1499 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1536 return NULL; 1500 return NULL;
1537 } 1501 }
1538 } 1502 }
1503
1539 newob->nrof=nr; 1504 newob->nrof = nr;
1540 1505
1541 return newob; 1506 return newob;
1542} 1507}
1543 1508
1544/* 1509/*
1545 * decrease_ob_nr(object, number) decreases a specified number from 1510 * decrease_ob_nr(object, number) decreases a specified number from
1546 * the amount of an object. If the amount reaches 0, the object 1511 * the amount of an object. If the amount reaches 0, the object
1547 * is subsequently removed and freed. 1512 * is subsequently removed and freed.
1548 * 1513 *
1549 * Return value: 'op' if something is left, NULL if the amount reached 0 1514 * Return value: 'op' if something is left, NULL if the amount reached 0
1550 */ 1515 */
1551 1516
1517object *
1552object *decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1553{ 1519{
1554 object *tmp; 1520 object *tmp;
1555 player *pl;
1556 1521
1557 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1558 return op; 1523 return op;
1559 1524
1560 if (i > op->nrof) 1525 if (i > op->nrof)
1561 i = op->nrof; 1526 i = op->nrof;
1562 1527
1563 if (QUERY_FLAG (op, FLAG_REMOVED)) 1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1529 op->nrof -= i;
1530 else if (op->env)
1531 {
1532 /* is this object in the players inventory, or sub container
1533 * therein?
1534 */
1535 tmp = op->in_player ();
1536 /* nope. Is this a container the player has opened?
1537 * If so, set tmp to that player.
1538 * IMO, searching through all the players will mostly
1539 * likely be quicker than following op->env to the map,
1540 * and then searching the map for a player.
1541 */
1542 if (!tmp)
1543 for_all_players (pl)
1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1547 break;
1548 }
1549
1550 if (i < op->nrof)
1551 {
1552 sub_weight (op->env, op->weight * i);
1553 op->nrof -= i;
1554 if (tmp)
1555 esrv_send_item (tmp, op);
1556 }
1557 else
1558 {
1559 op->remove ();
1560 op->nrof = 0;
1561 if (tmp)
1562 esrv_del_item (tmp->contr, op->count);
1563 }
1564 { 1564 }
1565 else
1566 {
1567 object *above = op->above;
1568
1569 if (i < op->nrof)
1565 op->nrof -= i; 1570 op->nrof -= i;
1566 } 1571 else
1567 else if (op->env != NULL)
1568 {
1569 /* is this object in the players inventory, or sub container
1570 * therein?
1571 */
1572 tmp = is_player_inv (op->env);
1573 /* nope. Is this a container the player has opened?
1574 * If so, set tmp to that player.
1575 * IMO, searching through all the players will mostly
1576 * likely be quicker than following op->env to the map,
1577 * and then searching the map for a player.
1578 */
1579 if (!tmp) {
1580 for (pl=first_player; pl; pl=pl->next)
1581 if (pl->ob->container == op->env) break;
1582 if (pl) tmp=pl->ob;
1583 else tmp=NULL;
1584 } 1572 {
1585
1586 if (i < op->nrof) {
1587 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i;
1589 if (tmp) {
1590 esrv_send_item(tmp, op);
1591 }
1592 } else {
1593 remove_ob (op); 1573 op->remove ();
1594 op->nrof = 0; 1574 op->nrof = 0;
1595 if (tmp) {
1596 esrv_del_item(tmp->contr, op->count);
1597 } 1575 }
1598 }
1599 }
1600 else
1601 {
1602 object *above = op->above;
1603 1576
1604 if (i < op->nrof) {
1605 op->nrof -= i;
1606 } else {
1607 remove_ob (op);
1608 op->nrof = 0;
1609 }
1610 /* Since we just removed op, op->above is null */ 1577 /* Since we just removed op, op->above is null */
1611 for (tmp = above; tmp != NULL; tmp = tmp->above) 1578 for (tmp = above; tmp; tmp = tmp->above)
1612 if (tmp->type == PLAYER) { 1579 if (tmp->type == PLAYER)
1580 {
1613 if (op->nrof) 1581 if (op->nrof)
1614 esrv_send_item(tmp, op); 1582 esrv_send_item (tmp, op);
1615 else 1583 else
1616 esrv_del_item(tmp->contr, op->count); 1584 esrv_del_item (tmp->contr, op->count);
1617 } 1585 }
1618 } 1586 }
1619 1587
1620 if (op->nrof) { 1588 if (op->nrof)
1621 return op; 1589 return op;
1622 } else { 1590 else
1623 free_object (op); 1591 {
1592 op->destroy ();
1624 return NULL; 1593 return 0;
1625 } 1594 }
1626} 1595}
1627 1596
1628/* 1597/*
1629 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1630 * and also updates how much the environment(s) is/are carrying. 1599 * and also updates how much the environment(s) is/are carrying.
1631 */ 1600 */
1632 1601
1602void
1633void add_weight (object *op, signed long weight) { 1603add_weight (object *op, signed long weight)
1604{
1634 while (op!=NULL) { 1605 while (op != NULL)
1606 {
1635 if (op->type == CONTAINER) { 1607 if (op->type == CONTAINER)
1636 weight=(signed long)(weight*(100-op->stats.Str)/100); 1608 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1637 } 1609
1638 op->carrying+=weight; 1610 op->carrying += weight;
1639 op=op->env; 1611 op = op->env;
1640 } 1612 }
1641} 1613}
1642 1614
1615object *
1616insert_ob_in_ob (object *op, object *where)
1617{
1618 if (!where)
1619 {
1620 char *dump = dump_object (op);
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump);
1623 return op;
1624 }
1625
1626 if (where->head)
1627 {
1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head;
1630 }
1631
1632 return where->insert (op);
1633}
1634
1643/* 1635/*
1644 * insert_ob_in_ob(op,environment): 1636 * env->insert (op)
1645 * This function inserts the object op in the linked list 1637 * This function inserts the object op in the linked list
1646 * inside the object environment. 1638 * inside the object environment.
1647 * 1639 *
1648 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1649 * the inventory at the last position or next to other objects of the same
1650 * type.
1651 * Frank: Now sorted by type, archetype and magic!
1652 *
1653 * The function returns now pointer to inserted item, and return value can 1640 * The function returns now pointer to inserted item, and return value can
1654 * be != op, if items are merged. -Tero 1641 * be != op, if items are merged. -Tero
1655 */ 1642 */
1656 1643
1657object *insert_ob_in_ob(object *op,object *where) { 1644object *
1645object::insert (object *op)
1646{
1658 object *tmp, *otmp; 1647 object *tmp, *otmp;
1659 1648
1660 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1661 dump_object(op); 1650 op->remove ();
1662 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1651
1663 return op;
1664 }
1665 if(where==NULL) {
1666 dump_object(op);
1667 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1668 return op;
1669 }
1670 if (where->head) {
1671 LOG(llevDebug,
1672 "Warning: Tried to insert object wrong part of multipart object.\n");
1673 where = where->head;
1674 }
1675 if (op->more) { 1652 if (op->more)
1653 {
1676 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1654 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1677 &op->name, op->count);
1678 return op; 1655 return op;
1679 } 1656 }
1657
1680 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1681 CLEAR_FLAG(op, FLAG_REMOVED); 1659 CLEAR_FLAG (op, FLAG_REMOVED);
1682 if(op->nrof) { 1660 if (op->nrof)
1661 {
1683 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1662 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1684 if ( CAN_MERGE(tmp,op) ) { 1663 if (object::can_merge (tmp, op))
1664 {
1685 /* return the original object and remove inserted object 1665 /* return the original object and remove inserted object
1686 (client needs the original object) */ 1666 (client needs the original object) */
1687 tmp->nrof += op->nrof; 1667 tmp->nrof += op->nrof;
1688 /* Weight handling gets pretty funky. Since we are adding to 1668 /* Weight handling gets pretty funky. Since we are adding to
1689 * tmp->nrof, we need to increase the weight. 1669 * tmp->nrof, we need to increase the weight.
1690 */ 1670 */
1691 add_weight (where, op->weight*op->nrof); 1671 add_weight (this, op->weight * op->nrof);
1692 SET_FLAG(op, FLAG_REMOVED); 1672 SET_FLAG (op, FLAG_REMOVED);
1693 free_object(op); /* free the inserted object */ 1673 op->destroy (); /* free the inserted object */
1694 op = tmp; 1674 op = tmp;
1695 remove_ob (op); /* and fix old object's links */ 1675 op->remove (); /* and fix old object's links */
1696 CLEAR_FLAG(op, FLAG_REMOVED); 1676 CLEAR_FLAG (op, FLAG_REMOVED);
1697 break; 1677 break;
1698 } 1678 }
1699 1679
1700 /* I assume combined objects have no inventory 1680 /* I assume combined objects have no inventory
1701 * We add the weight - this object could have just been removed 1681 * We add the weight - this object could have just been removed
1702 * (if it was possible to merge). calling remove_ob will subtract 1682 * (if it was possible to merge). calling remove_ob will subtract
1703 * the weight, so we need to add it in again, since we actually do 1683 * the weight, so we need to add it in again, since we actually do
1704 * the linking below 1684 * the linking below
1705 */ 1685 */
1706 add_weight (where, op->weight*op->nrof); 1686 add_weight (this, op->weight * op->nrof);
1687 }
1707 } else 1688 else
1708 add_weight (where, (op->weight+op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1709 1690
1710 otmp=is_player_inv(where); 1691 otmp = this->in_player ();
1711 if (otmp&&otmp->contr!=NULL) { 1692 if (otmp && otmp->contr)
1712 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1713 fix_player(otmp); 1694 otmp->update_stats ();
1714 }
1715 1695
1716 op->map=NULL; 1696 op->map = 0;
1717 op->env=where; 1697 op->env = this;
1718 op->above=NULL; 1698 op->above = 0;
1719 op->below=NULL; 1699 op->below = 0;
1720 op->x=0,op->y=0; 1700 op->x = 0, op->y = 0;
1721 1701
1722 /* reset the light list and los of the players on the map */ 1702 /* reset the light list and los of the players on the map */
1723 if((op->glow_radius!=0)&&where->map) 1703 if ((op->glow_radius != 0) && map)
1724 { 1704 {
1725#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1726 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1727 op->name);
1728#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1729 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1708 if (map->darkness)
1709 update_all_los (map, x, y);
1730 } 1710 }
1731 1711
1732 /* Client has no idea of ordering so lets not bother ordering it here. 1712 /* Client has no idea of ordering so lets not bother ordering it here.
1733 * It sure simplifies this function... 1713 * It sure simplifies this function...
1734 */ 1714 */
1735 if (where->inv==NULL) 1715 if (!inv)
1736 where->inv=op; 1716 inv = op;
1737 else { 1717 else
1718 {
1738 op->below = where->inv; 1719 op->below = inv;
1739 op->below->above = op; 1720 op->below->above = op;
1740 where->inv = op; 1721 inv = op;
1741 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1725
1742 return op; 1726 return op;
1743} 1727}
1744 1728
1745/* 1729/*
1746 * Checks if any objects has a move_type that matches objects 1730 * Checks if any objects has a move_type that matches objects
1760 * 1744 *
1761 * MSW 2001-07-08: Check all objects on space, not just those below 1745 * MSW 2001-07-08: Check all objects on space, not just those below
1762 * object being inserted. insert_ob_in_map may not put new objects 1746 * object being inserted. insert_ob_in_map may not put new objects
1763 * on top. 1747 * on top.
1764 */ 1748 */
1765 1749int
1766int check_move_on (object *op, object *originator) 1750check_move_on (object *op, object *originator)
1767{ 1751{
1768 object *tmp; 1752 object *tmp;
1769 tag_t tag;
1770 mapstruct *m=op->map; 1753 maptile *m = op->map;
1771 int x=op->x, y=op->y; 1754 int x = op->x, y = op->y;
1755
1772 MoveType move_on, move_slow, move_block; 1756 MoveType move_on, move_slow, move_block;
1773 1757
1774 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1758 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1775 return 0; 1759 return 0;
1776 1760
1777 tag = op->count;
1778
1779 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1761 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1780 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1762 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1781 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1763 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1782 1764
1783 /* if nothing on this space will slow op down or be applied, 1765 /* if nothing on this space will slow op down or be applied,
1784 * no need to do checking below. have to make sure move_type 1766 * no need to do checking below. have to make sure move_type
1785 * is set, as lots of objects don't have it set - we treat that 1767 * is set, as lots of objects don't have it set - we treat that
1786 * as walking. 1768 * as walking.
1787 */ 1769 */
1788 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1770 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1789 return 0; 1771 return 0;
1790 1772
1791 /* This is basically inverse logic of that below - basically, 1773 /* This is basically inverse logic of that below - basically,
1792 * if the object can avoid the move on or slow move, they do so, 1774 * if the object can avoid the move on or slow move, they do so,
1793 * but can't do it if the alternate movement they are using is 1775 * but can't do it if the alternate movement they are using is
1794 * blocked. Logic on this seems confusing, but does seem correct. 1776 * blocked. Logic on this seems confusing, but does seem correct.
1795 */ 1777 */
1796 if ((op->move_type & ~move_on & ~move_block) != 0 && 1778 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1797 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1779 return 0;
1798 1780
1799 /* The objects have to be checked from top to bottom. 1781 /* The objects have to be checked from top to bottom.
1800 * Hence, we first go to the top: 1782 * Hence, we first go to the top:
1801 */ 1783 */
1802 1784
1803 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1785 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1804 tmp->above!=NULL; tmp=tmp->above) { 1786 {
1805 /* Trim the search when we find the first other spell effect 1787 /* Trim the search when we find the first other spell effect
1806 * this helps performance so that if a space has 50 spell objects, 1788 * this helps performance so that if a space has 50 spell objects,
1807 * we don't need to check all of them. 1789 * we don't need to check all of them.
1808 */ 1790 */
1809 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1791 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1792 break;
1793 }
1794
1795 for (; tmp; tmp = tmp->below)
1810 } 1796 {
1811 for(;tmp!=NULL; tmp=tmp->below) { 1797 if (tmp == op)
1812 if (tmp == op) continue; /* Can't apply yourself */ 1798 continue; /* Can't apply yourself */
1813 1799
1814 /* Check to see if one of the movement types should be slowed down. 1800 /* Check to see if one of the movement types should be slowed down.
1815 * Second check makes sure that the movement types not being slowed 1801 * Second check makes sure that the movement types not being slowed
1816 * (~slow_move) is not blocked on this space - just because the 1802 * (~slow_move) is not blocked on this space - just because the
1817 * space doesn't slow down swimming (for example), if you can't actually 1803 * space doesn't slow down swimming (for example), if you can't actually
1818 * swim on that space, can't use it to avoid the penalty. 1804 * swim on that space, can't use it to avoid the penalty.
1819 */ 1805 */
1820 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1806 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1807 {
1821 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1822 ((op->move_type & tmp->move_slow) &&
1823 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1809 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1810 {
1824 1811
1825 float diff; 1812 float
1826
1827 diff = tmp->move_slow_penalty*FABS(op->speed); 1813 diff = tmp->move_slow_penalty * FABS (op->speed);
1814
1828 if (op->type == PLAYER) { 1815 if (op->type == PLAYER)
1829 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1816 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1830 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1817 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1831 diff /= 4.0; 1818 diff /= 4.0;
1832 } 1819
1833 }
1834 op->speed_left -= diff; 1820 op->speed_left -= diff;
1835 } 1821 }
1836 } 1822 }
1837 1823
1838 /* Basically same logic as above, except now for actual apply. */ 1824 /* Basically same logic as above, except now for actual apply. */
1839 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1825 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1840 ((op->move_type & tmp->move_on) &&
1841 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1826 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1842 1827 {
1843 move_apply(tmp, op, originator); 1828 move_apply (tmp, op, originator);
1829
1844 if (was_destroyed (op, tag)) 1830 if (op->destroyed ())
1845 return 1; 1831 return 1;
1846 1832
1847 /* what the person/creature stepped onto has moved the object 1833 /* what the person/creature stepped onto has moved the object
1848 * someplace new. Don't process any further - if we did, 1834 * someplace new. Don't process any further - if we did,
1849 * have a feeling strange problems would result. 1835 * have a feeling strange problems would result.
1850 */ 1836 */
1851 if (op->map != m || op->x != x || op->y != y) return 0; 1837 if (op->map != m || op->x != x || op->y != y)
1838 return 0;
1852 } 1839 }
1853 } 1840 }
1841
1854 return 0; 1842 return 0;
1855} 1843}
1856 1844
1857/* 1845/*
1858 * present_arch(arch, map, x, y) searches for any objects with 1846 * present_arch(arch, map, x, y) searches for any objects with
1859 * a matching archetype at the given map and coordinates. 1847 * a matching archetype at the given map and coordinates.
1860 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
1861 */ 1849 */
1862 1850object *
1863object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1851present_arch (const archetype *at, maptile *m, int x, int y)
1864 object *tmp; 1852{
1865 if(m==NULL || out_of_map(m,x,y)) { 1853 if (m == NULL || out_of_map (m, x, y))
1854 {
1866 LOG(llevError,"Present_arch called outside map.\n"); 1855 LOG (llevError, "Present_arch called outside map.\n");
1867 return NULL; 1856 return NULL;
1868 } 1857 }
1858
1869 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1870 if(tmp->arch == at) 1860 if (tmp->arch == at)
1871 return tmp; 1861 return tmp;
1862
1872 return NULL; 1863 return NULL;
1873} 1864}
1874 1865
1875/* 1866/*
1876 * present(type, map, x, y) searches for any objects with 1867 * present(type, map, x, y) searches for any objects with
1877 * a matching type variable at the given map and coordinates. 1868 * a matching type variable at the given map and coordinates.
1878 * The first matching object is returned, or NULL if none. 1869 * The first matching object is returned, or NULL if none.
1879 */ 1870 */
1880 1871object *
1881object *present(unsigned char type,mapstruct *m, int x,int y) { 1872present (unsigned char type, maptile *m, int x, int y)
1882 object *tmp; 1873{
1883 if(out_of_map(m,x,y)) { 1874 if (out_of_map (m, x, y))
1875 {
1884 LOG(llevError,"Present called outside map.\n"); 1876 LOG (llevError, "Present called outside map.\n");
1885 return NULL; 1877 return NULL;
1886 } 1878 }
1879
1887 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1880 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1888 if(tmp->type==type) 1881 if (tmp->type == type)
1889 return tmp; 1882 return tmp;
1883
1890 return NULL; 1884 return NULL;
1891} 1885}
1892 1886
1893/* 1887/*
1894 * present_in_ob(type, object) searches for any objects with 1888 * present_in_ob(type, object) searches for any objects with
1895 * a matching type variable in the inventory of the given object. 1889 * a matching type variable in the inventory of the given object.
1896 * The first matching object is returned, or NULL if none. 1890 * The first matching object is returned, or NULL if none.
1897 */ 1891 */
1898 1892object *
1899object *present_in_ob(unsigned char type, const object *op) { 1893present_in_ob (unsigned char type, const object *op)
1900 object *tmp; 1894{
1901 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1895 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1902 if(tmp->type==type) 1896 if (tmp->type == type)
1903 return tmp; 1897 return tmp;
1898
1904 return NULL; 1899 return NULL;
1905} 1900}
1906 1901
1907/* 1902/*
1908 * present_in_ob (type, str, object) searches for any objects with 1903 * present_in_ob (type, str, object) searches for any objects with
1916 * str is the string to match against. Note that we match against 1911 * str is the string to match against. Note that we match against
1917 * the object name, not the archetype name. this is so that the 1912 * the object name, not the archetype name. this is so that the
1918 * spell code can use one object type (force), but change it's name 1913 * spell code can use one object type (force), but change it's name
1919 * to be unique. 1914 * to be unique.
1920 */ 1915 */
1921 1916object *
1922object *present_in_ob_by_name(int type, const char *str, const object *op) { 1917present_in_ob_by_name (int type, const char *str, const object *op)
1923 object *tmp; 1918{
1924
1925 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1919 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1926 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1920 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1927 return tmp; 1921 return tmp;
1928 } 1922
1929 return NULL; 1923 return 0;
1930} 1924}
1931 1925
1932/* 1926/*
1933 * present_arch_in_ob(archetype, object) searches for any objects with 1927 * present_arch_in_ob(archetype, object) searches for any objects with
1934 * a matching archetype in the inventory of the given object. 1928 * a matching archetype in the inventory of the given object.
1935 * The first matching object is returned, or NULL if none. 1929 * The first matching object is returned, or NULL if none.
1936 */ 1930 */
1937 1931object *
1938object *present_arch_in_ob(const archetype *at, const object *op) { 1932present_arch_in_ob (const archetype *at, const object *op)
1939 object *tmp; 1933{
1940 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1941 if( tmp->arch == at) 1935 if (tmp->arch == at)
1942 return tmp; 1936 return tmp;
1937
1943 return NULL; 1938 return NULL;
1944} 1939}
1945 1940
1946/* 1941/*
1947 * activate recursively a flag on an object inventory 1942 * activate recursively a flag on an object inventory
1948 */ 1943 */
1944void
1949void flag_inv(object*op, int flag){ 1945flag_inv (object *op, int flag)
1950 object *tmp; 1946{
1951 if(op->inv) 1947 if (op->inv)
1952 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1948 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1949 {
1953 SET_FLAG(tmp, flag); 1950 SET_FLAG (tmp, flag);
1954 flag_inv(tmp,flag); 1951 flag_inv (tmp, flag);
1955 } 1952 }
1953}
1954
1956}/* 1955/*
1957 * desactivate recursively a flag on an object inventory 1956 * deactivate recursively a flag on an object inventory
1958 */ 1957 */
1958void
1959void unflag_inv(object*op, int flag){ 1959unflag_inv (object *op, int flag)
1960 object *tmp; 1960{
1961 if(op->inv) 1961 if (op->inv)
1962 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1962 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1963 {
1963 CLEAR_FLAG(tmp, flag); 1964 CLEAR_FLAG (tmp, flag);
1964 unflag_inv(tmp,flag); 1965 unflag_inv (tmp, flag);
1965 } 1966 }
1966} 1967}
1967 1968
1968/* 1969/*
1969 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1970 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1970 * all it's inventory (recursively). 1971 * all it's inventory (recursively).
1971 * If checksums are used, a player will get set_cheat called for 1972 * If checksums are used, a player will get set_cheat called for
1972 * him/her-self and all object carried by a call to this function. 1973 * him/her-self and all object carried by a call to this function.
1973 */ 1974 */
1974 1975void
1975void set_cheat(object *op) { 1976set_cheat (object *op)
1977{
1976 SET_FLAG(op, FLAG_WAS_WIZ); 1978 SET_FLAG (op, FLAG_WAS_WIZ);
1977 flag_inv(op, FLAG_WAS_WIZ); 1979 flag_inv (op, FLAG_WAS_WIZ);
1978} 1980}
1979 1981
1980/* 1982/*
1981 * find_free_spot(object, map, x, y, start, stop) will search for 1983 * find_free_spot(object, map, x, y, start, stop) will search for
1982 * a spot at the given map and coordinates which will be able to contain 1984 * a spot at the given map and coordinates which will be able to contain
1996 * because arch_blocked (now ob_blocked) needs to know the movement type 1998 * because arch_blocked (now ob_blocked) needs to know the movement type
1997 * to know if the space in question will block the object. We can't use 1999 * to know if the space in question will block the object. We can't use
1998 * the archetype because that isn't correct if the monster has been 2000 * the archetype because that isn't correct if the monster has been
1999 * customized, changed states, etc. 2001 * customized, changed states, etc.
2000 */ 2002 */
2001 2003int
2002int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2004find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2005{
2003 int i,index=0, flag; 2006 int index = 0, flag;
2004 static int altern[SIZEOFFREE]; 2007 int altern[SIZEOFFREE];
2005 2008
2006 for(i=start;i<stop;i++) { 2009 for (int i = start; i < stop; i++)
2010 {
2007 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2011 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2008 if(!flag) 2012 if (!flag)
2009 altern[index++]=i; 2013 altern [index++] = i;
2010 2014
2011 /* Basically, if we find a wall on a space, we cut down the search size. 2015 /* Basically, if we find a wall on a space, we cut down the search size.
2012 * In this way, we won't return spaces that are on another side of a wall. 2016 * In this way, we won't return spaces that are on another side of a wall.
2013 * This mostly work, but it cuts down the search size in all directions - 2017 * This mostly work, but it cuts down the search size in all directions -
2014 * if the space being examined only has a wall to the north and empty 2018 * if the space being examined only has a wall to the north and empty
2015 * spaces in all the other directions, this will reduce the search space 2019 * spaces in all the other directions, this will reduce the search space
2016 * to only the spaces immediately surrounding the target area, and 2020 * to only the spaces immediately surrounding the target area, and
2017 * won't look 2 spaces south of the target space. 2021 * won't look 2 spaces south of the target space.
2018 */ 2022 */
2019 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2023 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2020 stop=maxfree[i]; 2024 stop = maxfree[i];
2021 } 2025 }
2022 if(!index) return -1; 2026
2027 if (!index)
2028 return -1;
2029
2023 return altern[RANDOM()%index]; 2030 return altern[RANDOM () % index];
2024} 2031}
2025 2032
2026/* 2033/*
2027 * find_first_free_spot(archetype, mapstruct, x, y) works like 2034 * find_first_free_spot(archetype, maptile, x, y) works like
2028 * find_free_spot(), but it will search max number of squares. 2035 * find_free_spot(), but it will search max number of squares.
2029 * But it will return the first available spot, not a random choice. 2036 * But it will return the first available spot, not a random choice.
2030 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2037 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2031 */ 2038 */
2032 2039int
2033int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2040find_first_free_spot (const object *ob, maptile *m, int x, int y)
2034 int i; 2041{
2035 for(i=0;i<SIZEOFFREE;i++) { 2042 for (int i = 0; i < SIZEOFFREE; i++)
2036 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2043 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2037 return i; 2044 return i;
2038 } 2045
2039 return -1; 2046 return -1;
2040} 2047}
2041 2048
2042/* 2049/*
2043 * The function permute(arr, begin, end) randomly reorders the array 2050 * The function permute(arr, begin, end) randomly reorders the array
2044 * arr[begin..end-1]. 2051 * arr[begin..end-1].
2052 * now uses a fisher-yates shuffle, old permute was broken
2045 */ 2053 */
2054static void
2046static void permute(int *arr, int begin, int end) 2055permute (int *arr, int begin, int end)
2047{ 2056{
2048 int i, j, tmp, len; 2057 arr += begin;
2058 end -= begin;
2049 2059
2050 len = end-begin; 2060 while (--end)
2051 for(i = begin; i < end; i++) 2061 swap (arr [end], arr [RANDOM () % (end + 1)]);
2052 {
2053 j = begin+RANDOM()%len;
2054
2055 tmp = arr[i];
2056 arr[i] = arr[j];
2057 arr[j] = tmp;
2058 }
2059} 2062}
2060 2063
2061/* new function to make monster searching more efficient, and effective! 2064/* new function to make monster searching more efficient, and effective!
2062 * This basically returns a randomized array (in the passed pointer) of 2065 * This basically returns a randomized array (in the passed pointer) of
2063 * the spaces to find monsters. In this way, it won't always look for 2066 * the spaces to find monsters. In this way, it won't always look for
2064 * monsters to the north first. However, the size of the array passed 2067 * monsters to the north first. However, the size of the array passed
2065 * covers all the spaces, so within that size, all the spaces within 2068 * covers all the spaces, so within that size, all the spaces within
2066 * the 3x3 area will be searched, just not in a predictable order. 2069 * the 3x3 area will be searched, just not in a predictable order.
2067 */ 2070 */
2071void
2068void get_search_arr(int *search_arr) 2072get_search_arr (int *search_arr)
2069{ 2073{
2070 int i; 2074 int i;
2071 2075
2072 for(i = 0; i < SIZEOFFREE; i++) 2076 for (i = 0; i < SIZEOFFREE; i++)
2073 {
2074 search_arr[i] = i; 2077 search_arr[i] = i;
2075 }
2076 2078
2077 permute(search_arr, 1, SIZEOFFREE1+1); 2079 permute (search_arr, 1, SIZEOFFREE1 + 1);
2078 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2080 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2079 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2081 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2080} 2082}
2081 2083
2082/* 2084/*
2083 * find_dir(map, x, y, exclude) will search some close squares in the 2085 * find_dir(map, x, y, exclude) will search some close squares in the
2084 * given map at the given coordinates for live objects. 2086 * given map at the given coordinates for live objects.
2089 * Perhaps incorrectly, but I'm making the assumption that exclude 2091 * Perhaps incorrectly, but I'm making the assumption that exclude
2090 * is actually want is going to try and move there. We need this info 2092 * is actually want is going to try and move there. We need this info
2091 * because we have to know what movement the thing looking to move 2093 * because we have to know what movement the thing looking to move
2092 * there is capable of. 2094 * there is capable of.
2093 */ 2095 */
2094 2096int
2095int find_dir(mapstruct *m, int x, int y, object *exclude) { 2097find_dir (maptile *m, int x, int y, object *exclude)
2098{
2096 int i,max=SIZEOFFREE, mflags; 2099 int i, max = SIZEOFFREE, mflags;
2100
2097 sint16 nx, ny; 2101 sint16 nx, ny;
2098 object *tmp; 2102 object *tmp;
2099 mapstruct *mp; 2103 maptile *mp;
2104
2100 MoveType blocked, move_type; 2105 MoveType blocked, move_type;
2101 2106
2102 if (exclude && exclude->head) { 2107 if (exclude && exclude->head)
2108 {
2103 exclude = exclude->head; 2109 exclude = exclude->head;
2104 move_type = exclude->move_type; 2110 move_type = exclude->move_type;
2105 } else { 2111 }
2112 else
2113 {
2106 /* If we don't have anything, presume it can use all movement types. */ 2114 /* If we don't have anything, presume it can use all movement types. */
2107 move_type=MOVE_ALL; 2115 move_type = MOVE_ALL;
2116 }
2117
2118 for (i = 1; i < max; i++)
2108 } 2119 {
2109
2110 for(i=1;i<max;i++) {
2111 mp = m; 2120 mp = m;
2112 nx = x + freearr_x[i]; 2121 nx = x + freearr_x[i];
2113 ny = y + freearr_y[i]; 2122 ny = y + freearr_y[i];
2114 2123
2115 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2124 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2125
2116 if (mflags & P_OUT_OF_MAP) { 2126 if (mflags & P_OUT_OF_MAP)
2127 max = maxfree[i];
2128 else
2129 {
2130 mapspace &ms = mp->at (nx, ny);
2131
2132 blocked = ms.move_block;
2133
2134 if ((move_type & blocked) == move_type)
2117 max = maxfree[i]; 2135 max = maxfree[i];
2118 } else {
2119 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2120
2121 if ((move_type & blocked) == move_type) {
2122 max=maxfree[i];
2123 } else if (mflags & P_IS_ALIVE) { 2136 else if (mflags & P_IS_ALIVE)
2124 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2137 {
2138 for (tmp = ms.bot; tmp; tmp = tmp->above)
2125 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2126 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2140 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2127 break; 2141 break;
2128 } 2142
2129 }
2130 if(tmp) { 2143 if (tmp)
2131 return freedir[i]; 2144 return freedir[i];
2132 }
2133 } 2145 }
2134 } 2146 }
2135 } 2147 }
2148
2136 return 0; 2149 return 0;
2137} 2150}
2138 2151
2139/* 2152/*
2140 * distance(object 1, object 2) will return the square of the 2153 * distance(object 1, object 2) will return the square of the
2141 * distance between the two given objects. 2154 * distance between the two given objects.
2142 */ 2155 */
2143 2156int
2144int distance(const object *ob1, const object *ob2) { 2157distance (const object *ob1, const object *ob2)
2145 int i; 2158{
2146 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2159 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2147 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2148 return i;
2149} 2160}
2150 2161
2151/* 2162/*
2152 * find_dir_2(delta-x,delta-y) will return a direction in which 2163 * find_dir_2(delta-x,delta-y) will return a direction in which
2153 * an object which has subtracted the x and y coordinates of another 2164 * an object which has subtracted the x and y coordinates of another
2154 * object, needs to travel toward it. 2165 * object, needs to travel toward it.
2155 */ 2166 */
2156 2167int
2157int find_dir_2(int x, int y) { 2168find_dir_2 (int x, int y)
2169{
2158 int q; 2170 int q;
2159 2171
2160 if(y) 2172 if (y)
2161 q=x*100/y; 2173 q = x * 100 / y;
2162 else if (x) 2174 else if (x)
2163 q= -300*x; 2175 q = -300 * x;
2164 else 2176 else
2165 return 0; 2177 return 0;
2166 2178
2167 if(y>0) { 2179 if (y > 0)
2180 {
2168 if(q < -242) 2181 if (q < -242)
2169 return 3 ; 2182 return 3;
2170 if (q < -41) 2183 if (q < -41)
2171 return 2 ; 2184 return 2;
2172 if (q < 41) 2185 if (q < 41)
2173 return 1 ; 2186 return 1;
2174 if (q < 242) 2187 if (q < 242)
2175 return 8 ; 2188 return 8;
2176 return 7 ; 2189 return 7;
2177 } 2190 }
2178 2191
2179 if (q < -242) 2192 if (q < -242)
2180 return 7 ; 2193 return 7;
2181 if (q < -41) 2194 if (q < -41)
2182 return 6 ; 2195 return 6;
2183 if (q < 41) 2196 if (q < 41)
2184 return 5 ; 2197 return 5;
2185 if (q < 242) 2198 if (q < 242)
2186 return 4 ; 2199 return 4;
2187 2200
2188 return 3 ; 2201 return 3;
2189} 2202}
2190 2203
2191/* 2204/*
2192 * absdir(int): Returns a number between 1 and 8, which represent 2205 * absdir(int): Returns a number between 1 and 8, which represent
2193 * the "absolute" direction of a number (it actually takes care of 2206 * the "absolute" direction of a number (it actually takes care of
2194 * "overflow" in previous calculations of a direction). 2207 * "overflow" in previous calculations of a direction).
2195 */ 2208 */
2196 2209
2210int
2197int absdir(int d) { 2211absdir (int d)
2198 while(d<1) d+=8; 2212{
2199 while(d>8) d-=8; 2213 while (d < 1)
2214 d += 8;
2215
2216 while (d > 8)
2217 d -= 8;
2218
2200 return d; 2219 return d;
2201} 2220}
2202 2221
2203/* 2222/*
2204 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2223 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2205 * between two directions (which are expected to be absolute (see absdir()) 2224 * between two directions (which are expected to be absolute (see absdir())
2206 */ 2225 */
2207 2226
2227int
2208int dirdiff(int dir1, int dir2) { 2228dirdiff (int dir1, int dir2)
2229{
2209 int d; 2230 int d;
2231
2210 d = abs(dir1 - dir2); 2232 d = abs (dir1 - dir2);
2211 if(d>4) 2233 if (d > 4)
2212 d = 8 - d; 2234 d = 8 - d;
2235
2213 return d; 2236 return d;
2214} 2237}
2215 2238
2216/* peterm: 2239/* peterm:
2217 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2240 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2220 * This basically means that if direction is 15, then it could either go 2243 * This basically means that if direction is 15, then it could either go
2221 * direction 4, 14, or 16 to get back to where we are. 2244 * direction 4, 14, or 16 to get back to where we are.
2222 * Moved from spell_util.c to object.c with the other related direction 2245 * Moved from spell_util.c to object.c with the other related direction
2223 * functions. 2246 * functions.
2224 */ 2247 */
2225
2226int reduction_dir[SIZEOFFREE][3] = { 2248int reduction_dir[SIZEOFFREE][3] = {
2227 {0,0,0}, /* 0 */ 2249 {0, 0, 0}, /* 0 */
2228 {0,0,0}, /* 1 */ 2250 {0, 0, 0}, /* 1 */
2229 {0,0,0}, /* 2 */ 2251 {0, 0, 0}, /* 2 */
2230 {0,0,0}, /* 3 */ 2252 {0, 0, 0}, /* 3 */
2231 {0,0,0}, /* 4 */ 2253 {0, 0, 0}, /* 4 */
2232 {0,0,0}, /* 5 */ 2254 {0, 0, 0}, /* 5 */
2233 {0,0,0}, /* 6 */ 2255 {0, 0, 0}, /* 6 */
2234 {0,0,0}, /* 7 */ 2256 {0, 0, 0}, /* 7 */
2235 {0,0,0}, /* 8 */ 2257 {0, 0, 0}, /* 8 */
2236 {8,1,2}, /* 9 */ 2258 {8, 1, 2}, /* 9 */
2237 {1,2,-1}, /* 10 */ 2259 {1, 2, -1}, /* 10 */
2238 {2,10,12}, /* 11 */ 2260 {2, 10, 12}, /* 11 */
2239 {2,3,-1}, /* 12 */ 2261 {2, 3, -1}, /* 12 */
2240 {2,3,4}, /* 13 */ 2262 {2, 3, 4}, /* 13 */
2241 {3,4,-1}, /* 14 */ 2263 {3, 4, -1}, /* 14 */
2242 {4,14,16}, /* 15 */ 2264 {4, 14, 16}, /* 15 */
2243 {5,4,-1}, /* 16 */ 2265 {5, 4, -1}, /* 16 */
2244 {4,5,6}, /* 17 */ 2266 {4, 5, 6}, /* 17 */
2245 {6,5,-1}, /* 18 */ 2267 {6, 5, -1}, /* 18 */
2246 {6,20,18}, /* 19 */ 2268 {6, 20, 18}, /* 19 */
2247 {7,6,-1}, /* 20 */ 2269 {7, 6, -1}, /* 20 */
2248 {6,7,8}, /* 21 */ 2270 {6, 7, 8}, /* 21 */
2249 {7,8,-1}, /* 22 */ 2271 {7, 8, -1}, /* 22 */
2250 {8,22,24}, /* 23 */ 2272 {8, 22, 24}, /* 23 */
2251 {8,1,-1}, /* 24 */ 2273 {8, 1, -1}, /* 24 */
2252 {24,9,10}, /* 25 */ 2274 {24, 9, 10}, /* 25 */
2253 {9,10,-1}, /* 26 */ 2275 {9, 10, -1}, /* 26 */
2254 {10,11,-1}, /* 27 */ 2276 {10, 11, -1}, /* 27 */
2255 {27,11,29}, /* 28 */ 2277 {27, 11, 29}, /* 28 */
2256 {11,12,-1}, /* 29 */ 2278 {11, 12, -1}, /* 29 */
2257 {12,13,-1}, /* 30 */ 2279 {12, 13, -1}, /* 30 */
2258 {12,13,14}, /* 31 */ 2280 {12, 13, 14}, /* 31 */
2259 {13,14,-1}, /* 32 */ 2281 {13, 14, -1}, /* 32 */
2260 {14,15,-1}, /* 33 */ 2282 {14, 15, -1}, /* 33 */
2261 {33,15,35}, /* 34 */ 2283 {33, 15, 35}, /* 34 */
2262 {16,15,-1}, /* 35 */ 2284 {16, 15, -1}, /* 35 */
2263 {17,16,-1}, /* 36 */ 2285 {17, 16, -1}, /* 36 */
2264 {18,17,16}, /* 37 */ 2286 {18, 17, 16}, /* 37 */
2265 {18,17,-1}, /* 38 */ 2287 {18, 17, -1}, /* 38 */
2266 {18,19,-1}, /* 39 */ 2288 {18, 19, -1}, /* 39 */
2267 {41,19,39}, /* 40 */ 2289 {41, 19, 39}, /* 40 */
2268 {19,20,-1}, /* 41 */ 2290 {19, 20, -1}, /* 41 */
2269 {20,21,-1}, /* 42 */ 2291 {20, 21, -1}, /* 42 */
2270 {20,21,22}, /* 43 */ 2292 {20, 21, 22}, /* 43 */
2271 {21,22,-1}, /* 44 */ 2293 {21, 22, -1}, /* 44 */
2272 {23,22,-1}, /* 45 */ 2294 {23, 22, -1}, /* 45 */
2273 {45,47,23}, /* 46 */ 2295 {45, 47, 23}, /* 46 */
2274 {23,24,-1}, /* 47 */ 2296 {23, 24, -1}, /* 47 */
2275 {24,9,-1}}; /* 48 */ 2297 {24, 9, -1}
2298}; /* 48 */
2276 2299
2277/* Recursive routine to step back and see if we can 2300/* Recursive routine to step back and see if we can
2278 * find a path to that monster that we found. If not, 2301 * find a path to that monster that we found. If not,
2279 * we don't bother going toward it. Returns 1 if we 2302 * we don't bother going toward it. Returns 1 if we
2280 * can see a direct way to get it 2303 * can see a direct way to get it
2281 * Modified to be map tile aware -.MSW 2304 * Modified to be map tile aware -.MSW
2282 */ 2305 */
2283 2306int
2284
2285int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2307can_see_monsterP (maptile *m, int x, int y, int dir)
2308{
2286 sint16 dx, dy; 2309 sint16 dx, dy;
2287 int mflags; 2310 int mflags;
2288 2311
2312 if (dir < 0)
2289 if(dir<0) return 0; /* exit condition: invalid direction */ 2313 return 0; /* exit condition: invalid direction */
2290 2314
2291 dx = x + freearr_x[dir]; 2315 dx = x + freearr_x[dir];
2292 dy = y + freearr_y[dir]; 2316 dy = y + freearr_y[dir];
2293 2317
2294 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2318 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2295 2319
2296 /* This functional arguably was incorrect before - it was 2320 /* This functional arguably was incorrect before - it was
2297 * checking for P_WALL - that was basically seeing if 2321 * checking for P_WALL - that was basically seeing if
2298 * we could move to the monster - this is being more 2322 * we could move to the monster - this is being more
2299 * literal on if we can see it. To know if we can actually 2323 * literal on if we can see it. To know if we can actually
2300 * move to the monster, we'd need the monster passed in or 2324 * move to the monster, we'd need the monster passed in or
2301 * at least its move type. 2325 * at least its move type.
2302 */ 2326 */
2303 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2327 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2328 return 0;
2304 2329
2305 /* yes, can see. */ 2330 /* yes, can see. */
2306 if(dir < 9) return 1; 2331 if (dir < 9)
2332 return 1;
2333
2307 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2334 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2308 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2335 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2309 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2336 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2310} 2337}
2311 2338
2312
2313
2314/* 2339/*
2315 * can_pick(picker, item): finds out if an object is possible to be 2340 * can_pick(picker, item): finds out if an object is possible to be
2316 * picked up by the picker. Returnes 1 if it can be 2341 * picked up by the picker. Returnes 1 if it can be
2317 * picked up, otherwise 0. 2342 * picked up, otherwise 0.
2318 * 2343 *
2320 * core dumps if they do. 2345 * core dumps if they do.
2321 * 2346 *
2322 * Add a check so we can't pick up invisible objects (0.93.8) 2347 * Add a check so we can't pick up invisible objects (0.93.8)
2323 */ 2348 */
2324 2349
2350int
2325int can_pick(const object *who, const object *item) { 2351can_pick (const object *who, const object *item)
2352{
2326 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2327 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2328 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2355 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2329 (who->type==PLAYER||item->weight<who->weight/3));
2330} 2356}
2331
2332 2357
2333/* 2358/*
2334 * create clone from object to another 2359 * create clone from object to another
2335 */ 2360 */
2361object *
2336object *object_create_clone (object *asrc) { 2362object_create_clone (object *asrc)
2363{
2337 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2364 object *dst = 0, *tmp, *src, *part, *prev, *item;
2338 2365
2339 if(!asrc) return NULL; 2366 if (!asrc)
2367 return 0;
2368
2340 src = asrc; 2369 src = asrc;
2341 if(src->head) 2370 if (src->head)
2342 src = src->head; 2371 src = src->head;
2343 2372
2344 prev = NULL; 2373 prev = 0;
2345 for(part = src; part; part = part->more) { 2374 for (part = src; part; part = part->more)
2346 tmp = get_object(); 2375 {
2347 copy_object(part,tmp); 2376 tmp = part->clone ();
2348 tmp->x -= src->x; 2377 tmp->x -= src->x;
2349 tmp->y -= src->y; 2378 tmp->y -= src->y;
2379
2350 if(!part->head) { 2380 if (!part->head)
2381 {
2351 dst = tmp; 2382 dst = tmp;
2352 tmp->head = NULL; 2383 tmp->head = 0;
2384 }
2353 } else { 2385 else
2354 tmp->head = dst; 2386 tmp->head = dst;
2355 } 2387
2356 tmp->more = NULL; 2388 tmp->more = 0;
2389
2357 if(prev) 2390 if (prev)
2358 prev->more = tmp; 2391 prev->more = tmp;
2392
2359 prev = tmp; 2393 prev = tmp;
2360 } 2394 }
2361 /*** copy inventory ***/ 2395
2362 for(item = src->inv; item; item = item->below) { 2396 for (item = src->inv; item; item = item->below)
2363 (void) insert_ob_in_ob(object_create_clone(item),dst); 2397 insert_ob_in_ob (object_create_clone (item), dst);
2364 }
2365 2398
2366 return dst; 2399 return dst;
2367}
2368
2369/* return true if the object was destroyed, 0 otherwise */
2370int was_destroyed (const object *op, tag_t old_tag)
2371{
2372 /* checking for FLAG_FREED isn't necessary, but makes this function more
2373 * robust */
2374 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2375} 2400}
2376 2401
2377/* GROS - Creates an object using a string representing its content. */ 2402/* GROS - Creates an object using a string representing its content. */
2378/* Basically, we save the content of the string to a temp file, then call */ 2403/* Basically, we save the content of the string to a temp file, then call */
2379/* load_object on it. I admit it is a highly inefficient way to make things, */ 2404/* load_object on it. I admit it is a highly inefficient way to make things, */
2380/* but it was simple to make and allows reusing the load_object function. */ 2405/* but it was simple to make and allows reusing the load_object function. */
2381/* Remember not to use load_object_str in a time-critical situation. */ 2406/* Remember not to use load_object_str in a time-critical situation. */
2382/* Also remember that multiparts objects are not supported for now. */ 2407/* Also remember that multiparts objects are not supported for now. */
2383 2408object *
2384object* load_object_str(const char *obstr) 2409load_object_str (const char *obstr)
2385{ 2410{
2386 object *op; 2411 object *op;
2387 char filename[MAX_BUF]; 2412 char filename[MAX_BUF];
2413
2388 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2414 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2389 2415
2390 FILE *tempfile=fopen(filename,"w"); 2416 FILE *tempfile = fopen (filename, "w");
2417
2391 if (tempfile == NULL) 2418 if (tempfile == NULL)
2392 { 2419 {
2393 LOG(llevError,"Error - Unable to access load object temp file\n"); 2420 LOG (llevError, "Error - Unable to access load object temp file\n");
2394 return NULL; 2421 return NULL;
2395 }; 2422 }
2423
2396 fprintf(tempfile,obstr); 2424 fprintf (tempfile, obstr);
2397 fclose(tempfile); 2425 fclose (tempfile);
2398 2426
2399 op=get_object(); 2427 op = object::create ();
2400 2428
2401 object_thawer thawer (filename); 2429 object_thawer thawer (filename);
2402 2430
2403 if (thawer) 2431 if (thawer)
2404 load_object(thawer,op,0); 2432 load_object (thawer, op, 0);
2405 2433
2406 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2434 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2407 CLEAR_FLAG(op,FLAG_REMOVED); 2435 CLEAR_FLAG (op, FLAG_REMOVED);
2408 2436
2409 return op; 2437 return op;
2410} 2438}
2411 2439
2412/* This returns the first object in who's inventory that 2440/* This returns the first object in who's inventory that
2413 * has the same type and subtype match. 2441 * has the same type and subtype match.
2414 * returns NULL if no match. 2442 * returns NULL if no match.
2415 */ 2443 */
2444object *
2416object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2445find_obj_by_type_subtype (const object *who, int type, int subtype)
2417{ 2446{
2418 object *tmp;
2419
2420 for (tmp=who->inv; tmp; tmp=tmp->below) 2447 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2421 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2448 if (tmp->type == type && tmp->subtype == subtype)
2449 return tmp;
2422 2450
2423 return NULL; 2451 return 0;
2424} 2452}
2425 2453
2426/* If ob has a field named key, return the link from the list, 2454/* If ob has a field named key, return the link from the list,
2427 * otherwise return NULL. 2455 * otherwise return NULL.
2428 * 2456 *
2429 * key must be a passed in shared string - otherwise, this won't 2457 * key must be a passed in shared string - otherwise, this won't
2430 * do the desired thing. 2458 * do the desired thing.
2431 */ 2459 */
2460key_value *
2432key_value * get_ob_key_link(const object * ob, const char * key) { 2461get_ob_key_link (const object *ob, const char *key)
2433 key_value * link; 2462{
2434
2435 for (link = ob->key_values; link != NULL; link = link->next) { 2463 for (key_value *link = ob->key_values; link; link = link->next)
2436 if (link->key == key) { 2464 if (link->key == key)
2437 return link; 2465 return link;
2438 } 2466
2439 } 2467 return 0;
2440 2468}
2441 return NULL;
2442}
2443 2469
2444/* 2470/*
2445 * Returns the value of op has an extra_field for key, or NULL. 2471 * Returns the value of op has an extra_field for key, or NULL.
2446 * 2472 *
2447 * The argument doesn't need to be a shared string. 2473 * The argument doesn't need to be a shared string.
2448 * 2474 *
2449 * The returned string is shared. 2475 * The returned string is shared.
2450 */ 2476 */
2477const char *
2451const char * get_ob_key_value(const object * op, const char * const key) { 2478get_ob_key_value (const object *op, const char *const key)
2479{
2452 key_value * link; 2480 key_value *link;
2453 const char * canonical_key; 2481 shstr_cmp canonical_key (key);
2482
2483 if (!canonical_key)
2454 2484 {
2455 canonical_key = shstr::find (key);
2456
2457 if (canonical_key == NULL) {
2458 /* 1. There being a field named key on any object 2485 /* 1. There being a field named key on any object
2459 * implies there'd be a shared string to find. 2486 * implies there'd be a shared string to find.
2460 * 2. Since there isn't, no object has this field. 2487 * 2. Since there isn't, no object has this field.
2461 * 3. Therefore, *this* object doesn't have this field. 2488 * 3. Therefore, *this* object doesn't have this field.
2462 */ 2489 */
2463 return NULL; 2490 return 0;
2464 } 2491 }
2465 2492
2466 /* This is copied from get_ob_key_link() above - 2493 /* This is copied from get_ob_key_link() above -
2467 * only 4 lines, and saves the function call overhead. 2494 * only 4 lines, and saves the function call overhead.
2468 */ 2495 */
2469 for (link = op->key_values; link != NULL; link = link->next) { 2496 for (link = op->key_values; link; link = link->next)
2470 if (link->key == canonical_key) { 2497 if (link->key == canonical_key)
2471 return link->value; 2498 return link->value;
2472 } 2499
2473 } 2500 return 0;
2474 return NULL;
2475} 2501}
2476 2502
2477 2503
2478/* 2504/*
2479 * Updates the canonical_key in op to value. 2505 * Updates the canonical_key in op to value.
2483 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2509 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2484 * keys. 2510 * keys.
2485 * 2511 *
2486 * Returns TRUE on success. 2512 * Returns TRUE on success.
2487 */ 2513 */
2514int
2488int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2515set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2516{
2489 key_value * field = NULL, *last=NULL; 2517 key_value *field = NULL, *last = NULL;
2490 2518
2491 for (field=op->key_values; field != NULL; field=field->next) { 2519 for (field = op->key_values; field != NULL; field = field->next)
2520 {
2492 if (field->key != canonical_key) { 2521 if (field->key != canonical_key)
2522 {
2493 last = field; 2523 last = field;
2494 continue; 2524 continue;
2495 } 2525 }
2496 2526
2497 if (value) 2527 if (value)
2498 field->value = value; 2528 field->value = value;
2499 else { 2529 else
2530 {
2500 /* Basically, if the archetype has this key set, 2531 /* Basically, if the archetype has this key set,
2501 * we need to store the null value so when we save 2532 * we need to store the null value so when we save
2502 * it, we save the empty value so that when we load, 2533 * it, we save the empty value so that when we load,
2503 * we get this value back again. 2534 * we get this value back again.
2504 */ 2535 */
2505 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2536 if (get_ob_key_link (&op->arch->clone, canonical_key))
2506 field->value = 0; 2537 field->value = 0;
2538 else
2539 {
2540 if (last)
2541 last->next = field->next;
2507 else 2542 else
2508 {
2509 if (last) last->next = field->next;
2510 else op->key_values = field->next; 2543 op->key_values = field->next;
2511 2544
2512 delete field; 2545 delete field;
2513 } 2546 }
2514 } 2547 }
2515 return TRUE; 2548 return TRUE;
2516 } 2549 }
2517 /* IF we get here, key doesn't exist */ 2550 /* IF we get here, key doesn't exist */
2518 2551
2519 /* No field, we'll have to add it. */ 2552 /* No field, we'll have to add it. */
2520 2553
2521 if (!add_key) { 2554 if (!add_key)
2522 return FALSE; 2555 return FALSE;
2523 } 2556
2524 /* There isn't any good reason to store a null 2557 /* There isn't any good reason to store a null
2525 * value in the key/value list. If the archetype has 2558 * value in the key/value list. If the archetype has
2526 * this key, then we should also have it, so shouldn't 2559 * this key, then we should also have it, so shouldn't
2527 * be here. If user wants to store empty strings, 2560 * be here. If user wants to store empty strings,
2528 * should pass in "" 2561 * should pass in ""
2529 */ 2562 */
2530 if (value == NULL) return TRUE; 2563 if (value == NULL)
2531
2532 field = new key_value;
2533
2534 field->key = canonical_key;
2535 field->value = value;
2536 /* Usual prepend-addition. */
2537 field->next = op->key_values;
2538 op->key_values = field;
2539
2540 return TRUE; 2564 return TRUE;
2565
2566 field = new key_value;
2567
2568 field->key = canonical_key;
2569 field->value = value;
2570 /* Usual prepend-addition. */
2571 field->next = op->key_values;
2572 op->key_values = field;
2573
2574 return TRUE;
2541} 2575}
2542 2576
2543/* 2577/*
2544 * Updates the key in op to value. 2578 * Updates the key in op to value.
2545 * 2579 *
2547 * and not add new ones. 2581 * and not add new ones.
2548 * In general, should be little reason FALSE is ever passed in for add_key 2582 * In general, should be little reason FALSE is ever passed in for add_key
2549 * 2583 *
2550 * Returns TRUE on success. 2584 * Returns TRUE on success.
2551 */ 2585 */
2586int
2552int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2587set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2553{ 2588{
2554 shstr key_ (key); 2589 shstr key_ (key);
2590
2555 return set_ob_key_value_s (op, key_, value, add_key); 2591 return set_ob_key_value_s (op, key_, value, add_key);
2556} 2592}
2593
2594object::depth_iterator::depth_iterator (object *container)
2595: iterator_base (container)
2596{
2597 while (item->inv)
2598 item = item->inv;
2599}
2600
2601void
2602object::depth_iterator::next ()
2603{
2604 if (item->below)
2605 {
2606 item = item->below;
2607
2608 while (item->inv)
2609 item = item->inv;
2610 }
2611 else
2612 item = item->env;
2613}
2614
2615// return a suitable string describing an objetc in enough detail to find it
2616const char *
2617object::debug_desc (char *info) const
2618{
2619 char info2[256 * 3];
2620 char *p = info;
2621
2622 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2623 count,
2624 &name,
2625 title ? " " : "",
2626 title ? (const char *)title : "");
2627
2628 if (env)
2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2630
2631 if (map)
2632 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2633
2634 return info;
2635}
2636
2637const char *
2638object::debug_desc () const
2639{
2640 static char info[256 * 3];
2641 return debug_desc (info);
2642}
2643

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