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Comparing deliantra/server/common/object.C (file contents):
Revision 1.20 by root, Fri Sep 8 18:26:22 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 1.20 2006/09/08 18:26:22 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
529object *
628object::object () 530object::clone ()
629{ 531{
630 count = ++ob_count; 532 object *neu = create ();
631 533 copy_to (neu);
632 next = objects; 534 return neu;
633
634 if (objects)
635 objects->prev = this;
636
637 objects = this;
638
639 SET_FLAG (this, FLAG_REMOVED);
640
641 expmul = 1.0;
642 face = blank_face;
643 attacked_by_count = -1;
644}
645
646object::~object ()
647{
648} 535}
649 536
650/* 537/*
651 * 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
652 * 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
653 * 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.
654 */ 541 */
655 542void
656void update_turn_face(object *op) { 543update_turn_face (object *op)
544{
657 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
658 return; 546 return;
547
659 SET_ANIMATION(op, op->direction); 548 SET_ANIMATION (op, op->direction);
660 update_object(op,UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
661} 550}
662 551
663/* 552/*
664 * 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
665 * 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.
666 * 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.
667 */ 556 */
668 557void
669void update_ob_speed(object *op) { 558object::set_speed (float speed)
670 extern int arch_init; 559{
671 560 if (flag [FLAG_FREED] && speed)
672 /* No reason putting the archetypes objects on the speed list, 561 {
673 * since they never really need to be updated.
674 */
675
676 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
677 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
678#ifdef MANY_CORES
679 abort();
680#else
681 op->speed = 0; 563 speed = 0;
682#endif 564 }
565
566 this->speed = speed;
567
568 if (FABS (speed) > MIN_ACTIVE_SPEED)
683 } 569 {
684 if (arch_init) { 570 /* If already on active list, don't do anything */
571 if (active_next || active_prev || this == active_objects)
685 return; 572 return;
686 }
687 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
688 /* If already on active list, don't do anything */
689 if (op->active_next || op->active_prev || op==active_objects)
690 return;
691 573
692 /* process_events() expects us to insert the object at the beginning 574 /* process_events() expects us to insert the object at the beginning
693 * of the list. */ 575 * of the list. */
694 op->active_next = active_objects; 576 active_next = active_objects;
577
695 if (op->active_next!=NULL) 578 if (active_next)
696 op->active_next->active_prev = op; 579 active_next->active_prev = this;
580
697 active_objects = op; 581 active_objects = this;
582 }
583 else
698 } 584 {
699 else {
700 /* If not on the active list, nothing needs to be done */ 585 /* If not on the active list, nothing needs to be done */
701 if (!op->active_next && !op->active_prev && op!=active_objects) 586 if (!active_next && !active_prev && this != active_objects)
702 return;
703
704 if (op->active_prev==NULL) {
705 active_objects = op->active_next;
706 if (op->active_next!=NULL)
707 op->active_next->active_prev = NULL;
708 }
709 else {
710 op->active_prev->active_next = op->active_next;
711 if (op->active_next)
712 op->active_next->active_prev = op->active_prev;
713 }
714 op->active_next = NULL;
715 op->active_prev = NULL;
716 }
717}
718
719/* This function removes object 'op' from the list of active
720 * objects.
721 * This should only be used for style maps or other such
722 * reference maps where you don't want an object that isn't
723 * in play chewing up cpu time getting processed.
724 * The reverse of this is to call update_ob_speed, which
725 * will do the right thing based on the speed of the object.
726 */
727void remove_from_active_list(object *op)
728{
729 /* If not on the active list, nothing needs to be done */
730 if (!op->active_next && !op->active_prev && op!=active_objects)
731 return; 587 return;
732 588
733 if (op->active_prev==NULL) { 589 if (!active_prev)
590 {
734 active_objects = op->active_next; 591 active_objects = active_next;
592
735 if (op->active_next!=NULL) 593 if (active_next)
736 op->active_next->active_prev = NULL; 594 active_next->active_prev = 0;
737 } 595 }
738 else { 596 else
597 {
739 op->active_prev->active_next = op->active_next; 598 active_prev->active_next = active_next;
599
740 if (op->active_next) 600 if (active_next)
741 op->active_next->active_prev = op->active_prev; 601 active_next->active_prev = active_prev;
742 } 602 }
603
743 op->active_next = NULL; 604 active_next = 0;
744 op->active_prev = NULL; 605 active_prev = 0;
606 }
745} 607}
746 608
747/* 609/*
748 * update_object() updates the array which represents the map. 610 * update_object() updates the the map.
749 * It takes into account invisible objects (and represent squares covered 611 * It takes into account invisible objects (and represent squares covered
750 * 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
751 * invisible object, etc...) 613 * invisible object, etc...)
752 * 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
753 * 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
754 * updating that window, though, since update_object() is called _often_) 616 * updating that window, though, since update_object() is called _often_)
755 * 617 *
756 * 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.
757 * For example, if the only thing that has changed is the face (due to
758 * an animation), we don't need to call update_position until that actually
759 * comes into view of a player. OTOH, many other things, like addition/removal
760 * of walls or living creatures may need us to update the flags now.
761 * current action are: 619 * current action are:
762 * UP_OBJ_INSERT: op was inserted 620 * UP_OBJ_INSERT: op was inserted
763 * UP_OBJ_REMOVE: op was removed 621 * UP_OBJ_REMOVE: op was removed
764 * 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
765 * 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.
766 * UP_OBJ_FACE: only the objects face has changed. 624 * UP_OBJ_FACE: only the objects face has changed.
767 */ 625 */
768 626void
769void update_object(object *op, int action) { 627update_object (object *op, int action)
770 int update_now=0, flags; 628{
771 MoveType move_on, move_off, move_block, move_slow; 629 MoveType move_on, move_off, move_block, move_slow;
772 630
773 if (op == NULL) { 631 if (op == NULL)
632 {
774 /* this should never happen */ 633 /* this should never happen */
775 LOG(llevDebug,"update_object() called for NULL object.\n"); 634 LOG (llevDebug, "update_object() called for NULL object.\n");
776 return; 635 return;
777 }
778 636 }
779 if(op->env!=NULL) { 637
638 if (op->env)
639 {
780 /* Animation is currently handled by client, so nothing 640 /* Animation is currently handled by client, so nothing
781 * to do in this case. 641 * to do in this case.
782 */ 642 */
783 return; 643 return;
784 } 644 }
785 645
786 /* 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
787 * going to get freed anyways. 647 * going to get freed anyways.
788 */ 648 */
789 if (!op->map || op->map->in_memory == MAP_SAVING) return; 649 if (!op->map || op->map->in_memory == MAP_SAVING)
790 650 return;
651
791 /* make sure the object is within map boundaries */ 652 /* make sure the object is within map boundaries */
792 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)
793 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 654 {
794 LOG(llevError,"update_object() called for object out of map!\n"); 655 LOG (llevError, "update_object() called for object out of map!\n");
795#ifdef MANY_CORES 656#ifdef MANY_CORES
796 abort(); 657 abort ();
797#endif 658#endif
798 return; 659 return;
799 }
800 660 }
801 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
802 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
803 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
804 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
805 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
806 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
807 661
662 mapspace &m = op->ms ();
663
664 if (m.flags_ & P_NEED_UPDATE)
665 /* nop */;
808 if (action == UP_OBJ_INSERT) { 666 else if (action == UP_OBJ_INSERT)
667 {
668 // this is likely overkill, TODO: revisit (schmorp)
809 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 669 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
810 update_now=1;
811
812 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 670 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
813 update_now=1; 671 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
814 672 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
673 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
815 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 674 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
816 update_now=1; 675 || (m.move_on | op->move_on ) != m.move_on
817
818 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
819 update_now=1;
820
821 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
822 update_now=1;
823
824 if ((move_on | op->move_on) != move_on) update_now=1;
825
826 if ((move_off | op->move_off) != move_off) update_now=1; 676 || (m.move_off | op->move_off ) != m.move_off
827 677 || (m.move_slow | op->move_slow) != m.move_slow
828 /* 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
829 * to have move_allow right now. 679 * to have move_allow right now.
830 */ 680 */
831 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 681 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
832 update_now=1; 682 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
833 683 m.flags_ = P_NEED_UPDATE;
834 if ((move_slow | op->move_slow) != move_slow)
835 update_now=1;
836 } 684 }
837 /* if the object is being removed, we can't make intelligent 685 /* if the object is being removed, we can't make intelligent
838 * decisions, because remove_ob can't really pass the object 686 * decisions, because remove_ob can't really pass the object
839 * that is being removed. 687 * that is being removed.
840 */ 688 */
841 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 689 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
842 update_now=1; 690 m.flags_ = P_NEED_UPDATE;
843 } else if (action == UP_OBJ_FACE) { 691 else if (action == UP_OBJ_FACE)
844 /* Nothing to do for that case */ 692 /* Nothing to do for that case */ ;
845 }
846 else { 693 else
847 LOG(llevError,"update_object called with invalid action: %d\n", action); 694 LOG (llevError, "update_object called with invalid action: %d\n", action);
848 }
849 695
850 if (update_now) {
851 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
852 update_position(op->map, op->x, op->y);
853 }
854
855 if(op->more!=NULL) 696 if (op->more)
856 update_object(op->more, action); 697 update_object (op->more, action);
857} 698}
858 699
700object::vector object::objects; // not yet used
701object *object::first;
859 702
860/* 703object::object ()
861 * free_object() frees everything allocated by an object, removes 704{
862 * it from the list of used objects, and puts it on the list of 705 SET_FLAG (this, FLAG_REMOVED);
863 * free objects. The IS_FREED() flag is set in the object. 706
864 * The object must have been removed by remove_ob() first for 707 expmul = 1.0;
865 * this function to succeed. 708 face = blank_face;
866 * 709}
867 * If free_inventory is set, free inventory as well. Else drop items in 710
868 * inventory to the ground. 711object::~object ()
869 */ 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}
870 742
871void 743void
872free_object (object * ob) 744object::activate (bool recursive)
873{ 745{
874 free_object2 (ob, 0); 746 // uh, hack
875} 747 set_speed (speed);
876 748
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 */
877void 762void
878free_object2 (object * ob, int free_inventory) 763object::deactivate (bool recursive)
879{ 764{
880 object *tmp, *op; 765 /* If not on the active list, nothing needs to be done */
881 766 if (!active_next && !active_prev && this != active_objects)
882 if (!QUERY_FLAG (ob, FLAG_REMOVED))
883 {
884 LOG (llevDebug, "Free object called with non removed object\n");
885 dump_object (ob);
886#ifdef MANY_CORES
887 abort ();
888#endif
889 }
890
891 if (QUERY_FLAG (ob, FLAG_FRIENDLY))
892 {
893 LOG (llevMonster, "Warning: tried to free friendly object.\n");
894 remove_friendly_object (ob);
895 }
896
897 if (QUERY_FLAG (ob, FLAG_FREED))
898 {
899 dump_object (ob);
900 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
901 return; 767 return;
902 }
903 768
904 if (ob->more != NULL) 769 if (active_prev == 0)
905 {
906 free_object2 (ob->more, free_inventory);
907 ob->more = NULL;
908 }
909
910 if (ob->inv)
911 {
912 /* Only if the space blocks everything do we not process -
913 * if some form of movement is allowed, let objects
914 * drop on that space.
915 */
916 if (free_inventory || ob->map == NULL
917 || ob->map->in_memory != MAP_IN_MEMORY
918 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
919 {
920 op = ob->inv;
921
922 while (op != NULL)
923 { 770 {
924 tmp = op->below; 771 active_objects = active_next;
925 remove_ob (op); 772 if (active_next)
926 free_object2 (op, free_inventory); 773 active_next->active_prev = 0;
927 op = tmp;
928 }
929 }
930 else
931 { /* Put objects in inventory onto this space */
932 op = ob->inv;
933
934 while (op != NULL)
935 {
936 tmp = op->below;
937 remove_ob (op);
938
939 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
940 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
941 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
942 free_object (op);
943 else
944 {
945 op->x = ob->x;
946 op->y = ob->y;
947 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
948 }
949
950 op = tmp;
951 }
952 }
953 }
954
955 /* Remove object from the active list */
956 ob->speed = 0;
957 update_ob_speed (ob);
958
959 SET_FLAG (ob, FLAG_FREED);
960 ob->count = 0;
961
962 /* Remove this object from the list of used objects */
963 if (ob->prev == NULL)
964 {
965 objects = ob->next;
966
967 if (objects != NULL)
968 objects->prev = NULL;
969 } 774 }
970 else 775 else
971 { 776 {
972 ob->prev->next = ob->next; 777 active_prev->active_next = active_next;
778 if (active_next)
779 active_next->active_prev = active_prev;
780 }
973 781
974 if (ob->next != NULL) 782 active_next = 0;
975 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 ();
976 } 882 }
977 883
978 free_key_values (ob); 884 map = freed_map;
885 x = 1;
886 y = 1;
887 }
979 888
980 /* Now link it with the free_objects list: */ 889 head = 0;
981 ob->prev = 0;
982 ob->next = 0;
983 890
984 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 ();
985} 916}
986 917
987/* 918/*
988 * sub_weight() recursively (outwards) subtracts a number from the 919 * sub_weight() recursively (outwards) subtracts a number from the
989 * 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)).
990 */ 921 */
991 922void
992void sub_weight (object *op, signed long weight) { 923sub_weight (object *op, signed long weight)
924{
993 while (op != NULL) { 925 while (op != NULL)
926 {
994 if (op->type == CONTAINER) { 927 if (op->type == CONTAINER)
995 weight=(signed long)(weight*(100-op->stats.Str)/100); 928 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
996 } 929
997 op->carrying-=weight; 930 op->carrying -= weight;
998 op = op->env; 931 op = op->env;
999 } 932 }
1000} 933}
1001 934
1002/* remove_ob(op): 935/* op->remove ():
1003 * 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
1004 * 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
1005 * object will have no environment. If the object previously had an 938 * object will have no environment. If the object previously had an
1006 * environment, the x and y coordinates will be updated to 939 * environment, the x and y coordinates will be updated to
1007 * the previous environment. 940 * the previous environment.
1008 * Beware: This function is called from the editor as well! 941 * Beware: This function is called from the editor as well!
1009 */ 942 */
1010 943void
1011void remove_ob(object *op) { 944object::remove ()
945{
1012 object *tmp,*last=NULL; 946 object *tmp, *last = 0;
1013 object *otmp; 947 object *otmp;
1014 tag_t tag;
1015 int check_walk_off;
1016 mapstruct *m;
1017 sint16 x,y;
1018
1019 948
1020 if(QUERY_FLAG(op,FLAG_REMOVED)) { 949 if (QUERY_FLAG (this, FLAG_REMOVED))
1021 dump_object(op); 950 return;
1022 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1023 951
1024 /* Changed it to always dump core in this case. As has been learned
1025 * in the past, trying to recover from errors almost always
1026 * make things worse, and this is a real error here - something
1027 * that should not happen.
1028 * Yes, if this was a mission critical app, trying to do something
1029 * to recover may make sense, but that is because failure of the app
1030 * may have other disastrous problems. Cf runs out of a script
1031 * so is easily enough restarted without any real problems.
1032 * MSW 2001-07-01
1033 */
1034 abort();
1035 }
1036 if(op->more!=NULL)
1037 remove_ob(op->more);
1038
1039 SET_FLAG(op, FLAG_REMOVED); 952 SET_FLAG (this, FLAG_REMOVED);
953 INVOKE_OBJECT (REMOVE, this);
1040 954
955 if (more)
956 more->remove ();
957
1041 /* 958 /*
1042 * In this case, the object to be removed is in someones 959 * In this case, the object to be removed is in someones
1043 * inventory. 960 * inventory.
1044 */ 961 */
1045 if(op->env!=NULL) { 962 if (env)
963 {
1046 if(op->nrof) 964 if (nrof)
1047 sub_weight(op->env, op->weight*op->nrof); 965 sub_weight (env, weight * nrof);
1048 else 966 else
1049 sub_weight(op->env, op->weight+op->carrying); 967 sub_weight (env, weight + carrying);
1050 968
1051 /* 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
1052 * made to players inventory. If set, avoiding the call 970 * made to players inventory. If set, avoiding the call
1053 * to save cpu time. 971 * to save cpu time.
1054 */ 972 */
1055 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1056 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 974 otmp->update_stats ();
1057 fix_player(otmp);
1058 975
1059 if(op->above!=NULL) 976 if (above)
1060 op->above->below=op->below; 977 above->below = below;
1061 else 978 else
1062 op->env->inv=op->below; 979 env->inv = below;
1063 980
1064 if(op->below!=NULL) 981 if (below)
1065 op->below->above=op->above; 982 below->above = above;
1066 983
1067 /* we set up values so that it could be inserted into 984 /* we set up values so that it could be inserted into
1068 * 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
1069 * 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
1070 */ 1016 */
1071 op->x=op->env->x,op->y=op->env->y; 1017 if (GET_MAP_OB (map, x, y) != this)
1072 op->map=op->env->map; 1018 {
1073 op->above=NULL,op->below=NULL; 1019 char *dump = dump_object (this);
1074 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)
1075 return; 1035 return;
1076 }
1077 1036
1078 /* If we get here, we are removing it from a map */ 1037 int check_walk_off = !flag [FLAG_NO_APPLY];
1079 if (op->map == NULL) return;
1080 1038
1081 x = op->x; 1039 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1082 y = op->y;
1083 m = get_map_from_coord(op->map, &x, &y);
1084
1085 if (!m) {
1086 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1087 op->map->path, op->x, op->y);
1088 /* in old days, we used to set x and y to 0 and continue.
1089 * it seems if we get into this case, something is probablye
1090 * screwed up and should be fixed.
1091 */
1092 abort();
1093 }
1094 if (op->map != m) {
1095 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1096 op->map->path, m->path, op->x, op->y, x, y);
1097 }
1098
1099 /* Re did the following section of code - it looks like it had
1100 * lots of logic for things we no longer care about
1101 */
1102
1103 /* link the object above us */
1104 if (op->above)
1105 op->above->below=op->below;
1106 else
1107 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1108
1109 /* Relink the object below us, if there is one */
1110 if(op->below) {
1111 op->below->above=op->above;
1112 } else {
1113 /* Nothing below, which means we need to relink map object for this space
1114 * use translated coordinates in case some oddness with map tiling is
1115 * evident
1116 */
1117 if(GET_MAP_OB(m,x,y)!=op) {
1118 dump_object(op);
1119 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);
1120 dump_object(GET_MAP_OB(m,x,y));
1121 LOG(llevError,"%s\n",errmsg);
1122 } 1040 {
1123 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1124 }
1125 op->above=NULL;
1126 op->below=NULL;
1127
1128 if (op->map->in_memory == MAP_SAVING)
1129 return;
1130
1131 tag = op->count;
1132 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1133 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1134 /* 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
1135 * being removed. 1042 * being removed.
1136 */ 1043 */
1137 1044
1138 if(tmp->type==PLAYER && tmp!=op) { 1045 if (tmp->type == PLAYER && tmp != this)
1046 {
1139 /* If a container that the player is currently using somehow gets 1047 /* If a container that the player is currently using somehow gets
1140 * removed (most likely destroyed), update the player view 1048 * removed (most likely destroyed), update the player view
1141 * appropriately. 1049 * appropriately.
1142 */ 1050 */
1143 if (tmp->container==op) { 1051 if (tmp->container == this)
1144 CLEAR_FLAG(op, FLAG_APPLIED); 1052 {
1053 flag [FLAG_APPLIED] = 0;
1145 tmp->container=NULL; 1054 tmp->container = 0;
1055 }
1056
1057 if (tmp->contr->ns)
1058 tmp->contr->ns->floorbox_update ();
1146 } 1059 }
1147 tmp->contr->socket.update_look=1; 1060
1148 }
1149 /* See if player moving off should effect something */ 1061 /* See if object moving off should effect something */
1150 if (check_walk_off && ((op->move_type & tmp->move_off) && 1062 if (check_walk_off
1063 && ((move_type & tmp->move_off)
1151 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1064 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1152 1065 {
1153 move_apply(tmp, op, NULL); 1066 move_apply (tmp, this, 0);
1067
1154 if (was_destroyed (op, tag)) { 1068 if (destroyed ())
1155 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 ());
1156 "leaving object\n", &tmp->name, &tmp->arch->name);
1157 } 1070 }
1158 }
1159 1071
1160 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1072 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1161 1073 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1162 if(tmp->above == tmp) 1074 if (tmp->above == tmp)
1163 tmp->above = NULL; 1075 tmp->above = 0;
1076
1164 last=tmp; 1077 last = tmp;
1165 } 1078 }
1079
1166 /* last == NULL of there are no objects on this space */ 1080 /* last == NULL if there are no objects on this space */
1167 if (last==NULL) { 1081 //TODO: this makes little sense, why only update the topmost object?
1168 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1082 if (!last)
1169 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1083 map->at (x, y).flags_ = P_NEED_UPDATE;
1170 * those out anyways, and if there are any flags set right now, they won't
1171 * be correct anyways.
1172 */
1173 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1174 update_position(op->map, op->x, op->y);
1175 }
1176 else 1084 else
1177 update_object(last, UP_OBJ_REMOVE); 1085 update_object (last, UP_OBJ_REMOVE);
1178 1086
1179 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1087 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1180 update_all_los(op->map, op->x, op->y); 1088 update_all_los (map, x, y);
1181 1089 }
1182} 1090}
1183 1091
1184/* 1092/*
1185 * merge_ob(op,top): 1093 * merge_ob(op,top):
1186 * 1094 *
1187 * This function goes through all objects below and including top, and 1095 * This function goes through all objects below and including top, and
1188 * merges op to the first matching object. 1096 * merges op to the first matching object.
1189 * If top is NULL, it is calculated. 1097 * If top is NULL, it is calculated.
1190 * 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
1191 */ 1099 */
1192 1100object *
1193object *merge_ob(object *op, object *top) { 1101merge_ob (object *op, object *top)
1102{
1194 if(!op->nrof) 1103 if (!op->nrof)
1195 return 0; 1104 return 0;
1196 if(top==NULL) 1105
1106 if (top)
1197 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1107 for (top = op; top && top->above; top = top->above)
1108 ;
1109
1198 for(;top!=NULL;top=top->below) { 1110 for (; top; top = top->below)
1111 {
1199 if(top==op) 1112 if (top == op)
1200 continue; 1113 continue;
1201 if (CAN_MERGE(op,top)) 1114
1202 { 1115 if (object::can_merge (op, top))
1116 {
1203 top->nrof+=op->nrof; 1117 top->nrof += op->nrof;
1118
1204/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1119/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1205 op->weight = 0; /* Don't want any adjustements now */ 1120 op->weight = 0; /* Don't want any adjustements now */
1206 remove_ob(op); 1121 op->destroy ();
1207 free_object(op);
1208 return top; 1122 return top;
1209 } 1123 }
1210 } 1124 }
1125
1211 return NULL; 1126 return 0;
1212} 1127}
1213 1128
1214/* 1129/*
1215 * 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
1216 * job preparing multi-part monsters 1131 * job preparing multi-part monsters
1217 */ 1132 */
1133object *
1218object *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)
1219 object* tmp; 1135{
1220 if (op->head) 1136 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1221 op=op->head; 1137 {
1222 for (tmp=op;tmp;tmp=tmp->more){
1223 tmp->x=x+tmp->arch->clone.x; 1138 tmp->x = x + tmp->arch->clone.x;
1224 tmp->y=y+tmp->arch->clone.y; 1139 tmp->y = y + tmp->arch->clone.y;
1225 } 1140 }
1141
1226 return insert_ob_in_map (op, m, originator, flag); 1142 return insert_ob_in_map (op, m, originator, flag);
1227} 1143}
1228 1144
1229/* 1145/*
1230 * insert_ob_in_map (op, map, originator, flag): 1146 * insert_ob_in_map (op, map, originator, flag):
1231 * This function inserts the object in the two-way linked list 1147 * This function inserts the object in the two-way linked list
1244 * Return value: 1160 * Return value:
1245 * new object if 'op' was merged with other object 1161 * new object if 'op' was merged with other object
1246 * NULL if 'op' was destroyed 1162 * NULL if 'op' was destroyed
1247 * just 'op' otherwise 1163 * just 'op' otherwise
1248 */ 1164 */
1249 1165object *
1250object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1251{ 1167{
1252 object *tmp, *top, *floor=NULL; 1168 object *tmp, *top, *floor = NULL;
1253 sint16 x,y; 1169 sint16 x, y;
1254 1170
1255 if (QUERY_FLAG (op, FLAG_FREED)) { 1171 if (QUERY_FLAG (op, FLAG_FREED))
1172 {
1256 LOG (llevError, "Trying to insert freed object!\n"); 1173 LOG (llevError, "Trying to insert freed object!\n");
1257 return NULL; 1174 return NULL;
1175 }
1176
1177 if (!m)
1258 } 1178 {
1259 if(m==NULL) {
1260 dump_object(op); 1179 char *dump = dump_object (op);
1261 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);
1262 return op; 1182 return op;
1263 } 1183 }
1184
1264 if(out_of_map(m,op->x,op->y)) { 1185 if (out_of_map (m, op->x, op->y))
1186 {
1265 dump_object(op); 1187 char *dump = dump_object (op);
1266 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);
1267#ifdef MANY_CORES 1189#ifdef MANY_CORES
1268 /* 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
1269 * 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
1270 * improperly inserted. 1192 * improperly inserted.
1271 */ 1193 */
1272 abort(); 1194 abort ();
1273#endif 1195#endif
1196 free (dump);
1274 return op; 1197 return op;
1275 } 1198 }
1199
1276 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1201 {
1277 dump_object(op); 1202 char *dump = dump_object (op);
1278 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);
1279 return op; 1205 return op;
1206 }
1207
1208 if (op->more)
1280 } 1209 {
1281 if(op->more!=NULL) {
1282 /* The part may be on a different map. */ 1210 /* The part may be on a different map. */
1283 1211
1284 object *more = op->more; 1212 object *more = op->more;
1285 1213
1286 /* We really need the caller to normalize coordinates - if 1214 /* We really need the caller to normalize coordinates - if
1287 * 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
1288 * 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
1289 * is clear wrong do we normalize it. 1217 * is clear wrong do we normalize it.
1290 */ 1218 */
1291 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1292 more->map = get_map_from_coord(m, &more->x, &more->y); 1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1293 } else if (!more->map) { 1221 else if (!more->map)
1222 {
1294 /* For backwards compatibility - when not dealing with tiled maps, 1223 /* For backwards compatibility - when not dealing with tiled maps,
1295 * more->map should always point to the parent. 1224 * more->map should always point to the parent.
1296 */ 1225 */
1297 more->map = m; 1226 more->map = m;
1298 } 1227 }
1299 1228
1300 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 {
1301 if ( ! op->head) 1231 if (!op->head)
1302 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
1303 return NULL; 1234 return 0;
1304 } 1235 }
1305 } 1236 }
1237
1306 CLEAR_FLAG(op,FLAG_REMOVED); 1238 CLEAR_FLAG (op, FLAG_REMOVED);
1307 1239
1308 /* Ideally, the caller figures this out. However, it complicates a lot 1240 /* Ideally, the caller figures this out. However, it complicates a lot
1309 * 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
1310 * need extra work 1242 * need extra work
1311 */ 1243 */
1312 op->map=get_map_from_coord(m, &op->x, &op->y); 1244 op->map = get_map_from_coord (m, &op->x, &op->y);
1313 x = op->x; 1245 x = op->x;
1314 y = op->y; 1246 y = op->y;
1315 1247
1316 /* this has to be done after we translate the coordinates. 1248 /* this has to be done after we translate the coordinates.
1317 */ 1249 */
1318 if(op->nrof && !(flag & INS_NO_MERGE)) { 1250 if (op->nrof && !(flag & INS_NO_MERGE))
1319 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)
1320 if (CAN_MERGE(op,tmp)) { 1252 if (object::can_merge (op, tmp))
1253 {
1321 op->nrof+=tmp->nrof; 1254 op->nrof += tmp->nrof;
1322 remove_ob(tmp); 1255 tmp->destroy ();
1323 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;
1324 } 1316 }
1325 }
1326 1317
1327 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 */
1328 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1319 top = last;
1329 if (!QUERY_FLAG(op, FLAG_ALIVE))
1330 CLEAR_FLAG(op, FLAG_NO_STEAL);
1331 1320
1332 if (flag & INS_BELOW_ORIGINATOR) { 1321 /* We let update_position deal with figuring out what the space
1333 if (originator->map != op->map || originator->x != op->x || 1322 * looks like instead of lots of conditions here.
1334 originator->y != op->y) { 1323 * makes things faster, and effectively the same result.
1335 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1336 abort();
1337 }
1338 op->above = originator;
1339 op->below = originator->below;
1340 if (op->below) op->below->above = op;
1341 else SET_MAP_OB(op->map, op->x, op->y, op);
1342 /* since *below* originator, no need to update top */
1343 originator->below = op;
1344 } else {
1345 /* If there are other objects, then */
1346 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1347 object *last=NULL;
1348 /* 1324 */
1349 * If there are multiple objects on this space, we do some trickier handling. 1325
1350 * We've already dealt with merging if appropriate. 1326 /* Have object 'fall below' other objects that block view.
1351 * Generally, we want to put the new object on top. But if 1327 * Unless those objects are exits, type 66
1352 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1328 * If INS_ON_TOP is used, don't do this processing
1353 * floor, we want to insert above that and no further. 1329 * Need to find the object that in fact blocks view, otherwise
1354 * Also, if there are spell objects on this space, we stop processing 1330 * stacking is a bit odd.
1355 * once we get to them. This reduces the need to traverse over all of 1331 */
1356 * them when adding another one - this saves quite a bit of cpu time 1332 if (!(flag & INS_ON_TOP) &&
1357 * 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))
1358 * 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.
1359 */ 1342 */
1360 1343 if (last && last->below && last != floor)
1361 while (top != NULL) {
1362 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1363 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1364 if (QUERY_FLAG(top, FLAG_NO_PICK)
1365 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1366 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1367 {
1368 /* We insert above top, so we want this object below this */
1369 top=top->below;
1370 break;
1371 }
1372 last = top;
1373 top = top->above; 1344 top = last->below;
1374 } 1345 }
1375 /* Don't want top to be NULL, so set it to the last valid object */
1376 top = last;
1377
1378 /* We let update_position deal with figuring out what the space
1379 * looks like instead of lots of conditions here.
1380 * makes things faster, and effectively the same result.
1381 */
1382
1383 /* Have object 'fall below' other objects that block view.
1384 * Unless those objects are exits, type 66
1385 * If INS_ON_TOP is used, don't do this processing
1386 * Need to find the object that in fact blocks view, otherwise
1387 * stacking is a bit odd.
1388 */
1389 if (!(flag & INS_ON_TOP) &&
1390 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1391 (op->face && !op->face->visibility)) {
1392 for (last=top; last != floor; last=last->below)
1393 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1394 /* Check to see if we found the object that blocks view,
1395 * and make sure we have a below pointer for it so that
1396 * we can get inserted below this one, which requires we
1397 * set top to the object below us.
1398 */
1399 if (last && last->below && last != floor) top=last->below;
1400 }
1401 } /* If objects on this space */ 1346 } /* If objects on this space */
1347
1402 if (flag & INS_MAP_LOAD) 1348 if (flag & INS_MAP_LOAD)
1403 top = GET_MAP_TOP(op->map,op->x,op->y); 1349 top = GET_MAP_TOP (op->map, op->x, op->y);
1350
1404 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1351 if (flag & INS_ABOVE_FLOOR_ONLY)
1352 top = floor;
1405 1353
1406 /* 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.
1407 */ 1355 */
1408 1356
1409 /* First object on this space */ 1357 /* First object on this space */
1410 if (!top) { 1358 if (!top)
1359 {
1411 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)
1412 if (op->above) op->above->below = op; 1363 op->above->below = op;
1364
1413 op->below = NULL; 1365 op->below = 0;
1414 SET_MAP_OB(op->map, op->x, op->y, op); 1366 op->ms ().bot = op;
1367 }
1368 else
1415 } else { /* get inserted into the stack above top */ 1369 { /* get inserted into the stack above top */
1416 op->above = top->above; 1370 op->above = top->above;
1371
1372 if (op->above)
1417 if (op->above) op->above->below = op; 1373 op->above->below = op;
1374
1418 op->below = top; 1375 op->below = top;
1419 top->above = op; 1376 top->above = op;
1420 } 1377 }
1378
1421 if (op->above==NULL) 1379 if (!op->above)
1422 SET_MAP_TOP(op->map,op->x, op->y, op); 1380 op->ms ().top = op;
1423 } /* else not INS_BELOW_ORIGINATOR */ 1381 } /* else not INS_BELOW_ORIGINATOR */
1424 1382
1425 if(op->type==PLAYER) 1383 if (op->type == PLAYER)
1384 {
1426 op->contr->do_los=1; 1385 op->contr->do_los = 1;
1386 ++op->map->players;
1387 op->map->last_access = runtime;
1388 }
1427 1389
1428 /* 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
1429 * it, so save a few ticks and start from there. 1391 * it, so save a few ticks and start from there.
1430 */ 1392 */
1431 if (!(flag & INS_MAP_LOAD)) 1393 if (!(flag & INS_MAP_LOAD))
1432 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 ())
1433 if (tmp->type == PLAYER) 1395 if (pl->contr->ns)
1434 tmp->contr->socket.update_look=1; 1396 pl->contr->ns->floorbox_update ();
1435 }
1436 1397
1437 /* If this object glows, it may affect lighting conditions that are 1398 /* If this object glows, it may affect lighting conditions that are
1438 * 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
1439 * 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
1440 * on the map will get recalculated. The players could very well 1401 * on the map will get recalculated. The players could very well
1441 * 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 -
1442 * this should get redone to only look for players within range, 1403 * this should get redone to only look for players within range,
1443 * 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
1444 * of effect may be sufficient. 1405 * of effect may be sufficient.
1445 */ 1406 */
1446 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1407 if (op->map->darkness && (op->glow_radius != 0))
1447 update_all_los(op->map, op->x, op->y); 1408 update_all_los (op->map, op->x, op->y);
1448 1409
1449
1450 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1410 /* updates flags (blocked, alive, no magic, etc) for this map space */
1451 update_object(op,UP_OBJ_INSERT); 1411 update_object (op, UP_OBJ_INSERT);
1452 1412
1413 INVOKE_OBJECT (INSERT, op);
1453 1414
1454 /* 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,
1455 * we want to have update_look set above before calling this. 1416 * we want to have floorbox_update called before calling this.
1456 * 1417 *
1457 * check_move_on() must be after this because code called from 1418 * check_move_on() must be after this because code called from
1458 * check_move_on() depends on correct map flags (so functions like 1419 * check_move_on() depends on correct map flags (so functions like
1459 * blocked() and wall() work properly), and these flags are updated by 1420 * blocked() and wall() work properly), and these flags are updated by
1460 * update_object(). 1421 * update_object().
1461 */ 1422 */
1462 1423
1463 /* 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 */
1464
1465 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1425 if (!(flag & INS_NO_WALK_ON) && !op->head)
1426 {
1466 if (check_move_on(op, originator)) 1427 if (check_move_on (op, originator))
1467 return NULL; 1428 return 0;
1468 1429
1469 /* 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
1470 * walk on's. 1431 * walk on's.
1471 */ 1432 */
1472 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1473 if (check_move_on (tmp, originator)) 1434 if (check_move_on (tmp, originator))
1474 return NULL; 1435 return 0;
1475 } 1436 }
1437
1476 return op; 1438 return op;
1477} 1439}
1478 1440
1479/* this function inserts an object in the map, but if it 1441/* this function inserts an object in the map, but if it
1480 * 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.
1481 * 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.
1482 */ 1444 */
1445void
1483void replace_insert_ob_in_map(const char *arch_string, object *op) { 1446replace_insert_ob_in_map (const char *arch_string, object *op)
1484 object *tmp; 1447{
1485 object *tmp1; 1448 object *tmp, *tmp1;
1486 1449
1487 /* first search for itself and remove any old instances */ 1450 /* first search for itself and remove any old instances */
1488 1451
1489 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)
1490 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1491 remove_ob(tmp); 1454 tmp->destroy ();
1492 free_object(tmp);
1493 }
1494 }
1495 1455
1496 tmp1=arch_to_object(find_archetype(arch_string)); 1456 tmp1 = arch_to_object (archetype::find (arch_string));
1497 1457
1498 1458 tmp1->x = op->x;
1499 tmp1->x = op->x; tmp1->y = op->y; 1459 tmp1->y = op->y;
1500 insert_ob_in_map(tmp1,op->map,op,0); 1460 insert_ob_in_map (tmp1, op->map, op, 0);
1501} 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}
1502 1468
1503/* 1469/*
1504 * 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
1505 * is returned contains nr objects, and the remaining parts contains 1471 * is returned contains nr objects, and the remaining parts contains
1506 * 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).
1507 * On failure, NULL is returned, and the reason put into the 1473 * On failure, NULL is returned, and the reason put into the
1508 * global static errmsg array. 1474 * global static errmsg array.
1509 */ 1475 */
1510 1476object *
1511object *get_split_ob(object *orig_ob, uint32 nr) { 1477get_split_ob (object *orig_ob, uint32 nr)
1478{
1512 object *newob; 1479 object *newob;
1513 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1514 1481
1515 if(orig_ob->nrof<nr) { 1482 if (orig_ob->nrof < nr)
1516 sprintf(errmsg,"There are only %d %ss.", 1483 {
1517 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);
1518 return NULL; 1485 return NULL;
1519 } 1486 }
1487
1520 newob = object_create_clone(orig_ob); 1488 newob = object_create_clone (orig_ob);
1489
1521 if((orig_ob->nrof-=nr)<1) { 1490 if ((orig_ob->nrof -= nr) < 1)
1522 if ( ! is_removed) 1491 orig_ob->destroy (1);
1523 remove_ob(orig_ob);
1524 free_object2(orig_ob, 1);
1525 }
1526 else if ( ! is_removed) { 1492 else if (!is_removed)
1493 {
1527 if(orig_ob->env!=NULL) 1494 if (orig_ob->env != NULL)
1528 sub_weight (orig_ob->env,orig_ob->weight*nr); 1495 sub_weight (orig_ob->env, orig_ob->weight * nr);
1529 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 {
1530 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.");
1531 LOG(llevDebug,
1532 "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");
1533 return NULL; 1500 return NULL;
1534 } 1501 }
1535 } 1502 }
1503
1536 newob->nrof=nr; 1504 newob->nrof = nr;
1537 1505
1538 return newob; 1506 return newob;
1539} 1507}
1540 1508
1541/* 1509/*
1542 * decrease_ob_nr(object, number) decreases a specified number from 1510 * decrease_ob_nr(object, number) decreases a specified number from
1543 * 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
1544 * is subsequently removed and freed. 1512 * is subsequently removed and freed.
1545 * 1513 *
1546 * 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
1547 */ 1515 */
1548 1516
1517object *
1549object *decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1550{ 1519{
1551 object *tmp; 1520 object *tmp;
1552 player *pl;
1553 1521
1554 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1555 return op; 1523 return op;
1556 1524
1557 if (i > op->nrof) 1525 if (i > op->nrof)
1558 i = op->nrof; 1526 i = op->nrof;
1559 1527
1560 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 }
1561 { 1564 }
1565 else
1566 {
1567 object *above = op->above;
1568
1569 if (i < op->nrof)
1562 op->nrof -= i; 1570 op->nrof -= i;
1563 } 1571 else
1564 else if (op->env != NULL)
1565 {
1566 /* is this object in the players inventory, or sub container
1567 * therein?
1568 */
1569 tmp = is_player_inv (op->env);
1570 /* nope. Is this a container the player has opened?
1571 * If so, set tmp to that player.
1572 * IMO, searching through all the players will mostly
1573 * likely be quicker than following op->env to the map,
1574 * and then searching the map for a player.
1575 */
1576 if (!tmp) {
1577 for (pl=first_player; pl; pl=pl->next)
1578 if (pl->ob->container == op->env) break;
1579 if (pl) tmp=pl->ob;
1580 else tmp=NULL;
1581 } 1572 {
1582
1583 if (i < op->nrof) {
1584 sub_weight (op->env, op->weight * i);
1585 op->nrof -= i;
1586 if (tmp) {
1587 esrv_send_item(tmp, op);
1588 }
1589 } else {
1590 remove_ob (op); 1573 op->remove ();
1591 op->nrof = 0; 1574 op->nrof = 0;
1592 if (tmp) {
1593 esrv_del_item(tmp->contr, op->count);
1594 } 1575 }
1595 }
1596 }
1597 else
1598 {
1599 object *above = op->above;
1600 1576
1601 if (i < op->nrof) {
1602 op->nrof -= i;
1603 } else {
1604 remove_ob (op);
1605 op->nrof = 0;
1606 }
1607 /* Since we just removed op, op->above is null */ 1577 /* Since we just removed op, op->above is null */
1608 for (tmp = above; tmp != NULL; tmp = tmp->above) 1578 for (tmp = above; tmp; tmp = tmp->above)
1609 if (tmp->type == PLAYER) { 1579 if (tmp->type == PLAYER)
1580 {
1610 if (op->nrof) 1581 if (op->nrof)
1611 esrv_send_item(tmp, op); 1582 esrv_send_item (tmp, op);
1612 else 1583 else
1613 esrv_del_item(tmp->contr, op->count); 1584 esrv_del_item (tmp->contr, op->count);
1614 } 1585 }
1615 } 1586 }
1616 1587
1617 if (op->nrof) { 1588 if (op->nrof)
1618 return op; 1589 return op;
1619 } else { 1590 else
1620 free_object (op); 1591 {
1592 op->destroy ();
1621 return NULL; 1593 return 0;
1622 } 1594 }
1623} 1595}
1624 1596
1625/* 1597/*
1626 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1627 * and also updates how much the environment(s) is/are carrying. 1599 * and also updates how much the environment(s) is/are carrying.
1628 */ 1600 */
1629 1601
1602void
1630void add_weight (object *op, signed long weight) { 1603add_weight (object *op, signed long weight)
1604{
1631 while (op!=NULL) { 1605 while (op != NULL)
1606 {
1632 if (op->type == CONTAINER) { 1607 if (op->type == CONTAINER)
1633 weight=(signed long)(weight*(100-op->stats.Str)/100); 1608 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1634 } 1609
1635 op->carrying+=weight; 1610 op->carrying += weight;
1636 op=op->env; 1611 op = op->env;
1637 } 1612 }
1638} 1613}
1639 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
1640/* 1635/*
1641 * insert_ob_in_ob(op,environment): 1636 * env->insert (op)
1642 * This function inserts the object op in the linked list 1637 * This function inserts the object op in the linked list
1643 * inside the object environment. 1638 * inside the object environment.
1644 * 1639 *
1645 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1646 * the inventory at the last position or next to other objects of the same
1647 * type.
1648 * Frank: Now sorted by type, archetype and magic!
1649 *
1650 * 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
1651 * be != op, if items are merged. -Tero 1641 * be != op, if items are merged. -Tero
1652 */ 1642 */
1653 1643
1654object *insert_ob_in_ob(object *op,object *where) { 1644object *
1645object::insert (object *op)
1646{
1655 object *tmp, *otmp; 1647 object *tmp, *otmp;
1656 1648
1657 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1658 dump_object(op); 1650 op->remove ();
1659 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1651
1660 return op;
1661 }
1662 if(where==NULL) {
1663 dump_object(op);
1664 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1665 return op;
1666 }
1667 if (where->head) {
1668 LOG(llevDebug,
1669 "Warning: Tried to insert object wrong part of multipart object.\n");
1670 where = where->head;
1671 }
1672 if (op->more) { 1652 if (op->more)
1653 {
1673 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);
1674 &op->name, op->count);
1675 return op; 1655 return op;
1676 } 1656 }
1657
1677 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1678 CLEAR_FLAG(op, FLAG_REMOVED); 1659 CLEAR_FLAG (op, FLAG_REMOVED);
1679 if(op->nrof) { 1660 if (op->nrof)
1661 {
1680 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1662 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1681 if ( CAN_MERGE(tmp,op) ) { 1663 if (object::can_merge (tmp, op))
1664 {
1682 /* return the original object and remove inserted object 1665 /* return the original object and remove inserted object
1683 (client needs the original object) */ 1666 (client needs the original object) */
1684 tmp->nrof += op->nrof; 1667 tmp->nrof += op->nrof;
1685 /* Weight handling gets pretty funky. Since we are adding to 1668 /* Weight handling gets pretty funky. Since we are adding to
1686 * tmp->nrof, we need to increase the weight. 1669 * tmp->nrof, we need to increase the weight.
1687 */ 1670 */
1688 add_weight (where, op->weight*op->nrof); 1671 add_weight (this, op->weight * op->nrof);
1689 SET_FLAG(op, FLAG_REMOVED); 1672 SET_FLAG (op, FLAG_REMOVED);
1690 free_object(op); /* free the inserted object */ 1673 op->destroy (); /* free the inserted object */
1691 op = tmp; 1674 op = tmp;
1692 remove_ob (op); /* and fix old object's links */ 1675 op->remove (); /* and fix old object's links */
1693 CLEAR_FLAG(op, FLAG_REMOVED); 1676 CLEAR_FLAG (op, FLAG_REMOVED);
1694 break; 1677 break;
1695 } 1678 }
1696 1679
1697 /* I assume combined objects have no inventory 1680 /* I assume combined objects have no inventory
1698 * We add the weight - this object could have just been removed 1681 * We add the weight - this object could have just been removed
1699 * (if it was possible to merge). calling remove_ob will subtract 1682 * (if it was possible to merge). calling remove_ob will subtract
1700 * 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
1701 * the linking below 1684 * the linking below
1702 */ 1685 */
1703 add_weight (where, op->weight*op->nrof); 1686 add_weight (this, op->weight * op->nrof);
1687 }
1704 } else 1688 else
1705 add_weight (where, (op->weight+op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1706 1690
1707 otmp=is_player_inv(where); 1691 otmp = this->in_player ();
1708 if (otmp&&otmp->contr!=NULL) { 1692 if (otmp && otmp->contr)
1709 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1710 fix_player(otmp); 1694 otmp->update_stats ();
1711 }
1712 1695
1713 op->map=NULL; 1696 op->map = 0;
1714 op->env=where; 1697 op->env = this;
1715 op->above=NULL; 1698 op->above = 0;
1716 op->below=NULL; 1699 op->below = 0;
1717 op->x=0,op->y=0; 1700 op->x = 0, op->y = 0;
1718 1701
1719 /* 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 */
1720 if((op->glow_radius!=0)&&where->map) 1703 if ((op->glow_radius != 0) && map)
1721 { 1704 {
1722#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1723 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);
1724 op->name);
1725#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1726 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);
1727 } 1710 }
1728 1711
1729 /* 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.
1730 * It sure simplifies this function... 1713 * It sure simplifies this function...
1731 */ 1714 */
1732 if (where->inv==NULL) 1715 if (!inv)
1733 where->inv=op; 1716 inv = op;
1734 else { 1717 else
1718 {
1735 op->below = where->inv; 1719 op->below = inv;
1736 op->below->above = op; 1720 op->below->above = op;
1737 where->inv = op; 1721 inv = op;
1738 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1725
1739 return op; 1726 return op;
1740} 1727}
1741 1728
1742/* 1729/*
1743 * Checks if any objects has a move_type that matches objects 1730 * Checks if any objects has a move_type that matches objects
1757 * 1744 *
1758 * 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
1759 * 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
1760 * on top. 1747 * on top.
1761 */ 1748 */
1762 1749int
1763int check_move_on (object *op, object *originator) 1750check_move_on (object *op, object *originator)
1764{ 1751{
1765 object *tmp; 1752 object *tmp;
1766 tag_t tag;
1767 mapstruct *m=op->map; 1753 maptile *m = op->map;
1768 int x=op->x, y=op->y; 1754 int x = op->x, y = op->y;
1755
1769 MoveType move_on, move_slow, move_block; 1756 MoveType move_on, move_slow, move_block;
1770 1757
1771 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1758 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1772 return 0; 1759 return 0;
1773 1760
1774 tag = op->count;
1775
1776 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);
1777 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);
1778 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);
1779 1764
1780 /* 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,
1781 * 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
1782 * 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
1783 * as walking. 1768 * as walking.
1784 */ 1769 */
1785 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))
1786 return 0; 1771 return 0;
1787 1772
1788 /* This is basically inverse logic of that below - basically, 1773 /* This is basically inverse logic of that below - basically,
1789 * 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,
1790 * 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
1791 * blocked. Logic on this seems confusing, but does seem correct. 1776 * blocked. Logic on this seems confusing, but does seem correct.
1792 */ 1777 */
1793 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)
1794 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1779 return 0;
1795 1780
1796 /* The objects have to be checked from top to bottom. 1781 /* The objects have to be checked from top to bottom.
1797 * Hence, we first go to the top: 1782 * Hence, we first go to the top:
1798 */ 1783 */
1799 1784
1800 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)
1801 tmp->above!=NULL; tmp=tmp->above) { 1786 {
1802 /* Trim the search when we find the first other spell effect 1787 /* Trim the search when we find the first other spell effect
1803 * 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,
1804 * we don't need to check all of them. 1789 * we don't need to check all of them.
1805 */ 1790 */
1806 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)
1807 } 1796 {
1808 for(;tmp!=NULL; tmp=tmp->below) { 1797 if (tmp == op)
1809 if (tmp == op) continue; /* Can't apply yourself */ 1798 continue; /* Can't apply yourself */
1810 1799
1811 /* 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.
1812 * Second check makes sure that the movement types not being slowed 1801 * Second check makes sure that the movement types not being slowed
1813 * (~slow_move) is not blocked on this space - just because the 1802 * (~slow_move) is not blocked on this space - just because the
1814 * 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
1815 * 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.
1816 */ 1805 */
1817 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1806 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1807 {
1818 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1819 ((op->move_type & tmp->move_slow) &&
1820 (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 {
1821 1811
1822 float diff; 1812 float
1823
1824 diff = tmp->move_slow_penalty*FABS(op->speed); 1813 diff = tmp->move_slow_penalty * FABS (op->speed);
1814
1825 if (op->type == PLAYER) { 1815 if (op->type == PLAYER)
1826 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)) ||
1827 (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)))
1828 diff /= 4.0; 1818 diff /= 4.0;
1829 } 1819
1830 }
1831 op->speed_left -= diff; 1820 op->speed_left -= diff;
1832 } 1821 }
1833 } 1822 }
1834 1823
1835 /* Basically same logic as above, except now for actual apply. */ 1824 /* Basically same logic as above, except now for actual apply. */
1836 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1825 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1837 ((op->move_type & tmp->move_on) &&
1838 (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))
1839 1827 {
1840 move_apply(tmp, op, originator); 1828 move_apply (tmp, op, originator);
1829
1841 if (was_destroyed (op, tag)) 1830 if (op->destroyed ())
1842 return 1; 1831 return 1;
1843 1832
1844 /* what the person/creature stepped onto has moved the object 1833 /* what the person/creature stepped onto has moved the object
1845 * someplace new. Don't process any further - if we did, 1834 * someplace new. Don't process any further - if we did,
1846 * have a feeling strange problems would result. 1835 * have a feeling strange problems would result.
1847 */ 1836 */
1848 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;
1849 } 1839 }
1850 } 1840 }
1841
1851 return 0; 1842 return 0;
1852} 1843}
1853 1844
1854/* 1845/*
1855 * present_arch(arch, map, x, y) searches for any objects with 1846 * present_arch(arch, map, x, y) searches for any objects with
1856 * a matching archetype at the given map and coordinates. 1847 * a matching archetype at the given map and coordinates.
1857 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
1858 */ 1849 */
1859 1850object *
1860object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1851present_arch (const archetype *at, maptile *m, int x, int y)
1861 object *tmp; 1852{
1862 if(m==NULL || out_of_map(m,x,y)) { 1853 if (m == NULL || out_of_map (m, x, y))
1854 {
1863 LOG(llevError,"Present_arch called outside map.\n"); 1855 LOG (llevError, "Present_arch called outside map.\n");
1864 return NULL; 1856 return NULL;
1865 } 1857 }
1858
1866 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)
1867 if(tmp->arch == at) 1860 if (tmp->arch == at)
1868 return tmp; 1861 return tmp;
1862
1869 return NULL; 1863 return NULL;
1870} 1864}
1871 1865
1872/* 1866/*
1873 * present(type, map, x, y) searches for any objects with 1867 * present(type, map, x, y) searches for any objects with
1874 * a matching type variable at the given map and coordinates. 1868 * a matching type variable at the given map and coordinates.
1875 * The first matching object is returned, or NULL if none. 1869 * The first matching object is returned, or NULL if none.
1876 */ 1870 */
1877 1871object *
1878object *present(unsigned char type,mapstruct *m, int x,int y) { 1872present (unsigned char type, maptile *m, int x, int y)
1879 object *tmp; 1873{
1880 if(out_of_map(m,x,y)) { 1874 if (out_of_map (m, x, y))
1875 {
1881 LOG(llevError,"Present called outside map.\n"); 1876 LOG (llevError, "Present called outside map.\n");
1882 return NULL; 1877 return NULL;
1883 } 1878 }
1879
1884 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)
1885 if(tmp->type==type) 1881 if (tmp->type == type)
1886 return tmp; 1882 return tmp;
1883
1887 return NULL; 1884 return NULL;
1888} 1885}
1889 1886
1890/* 1887/*
1891 * present_in_ob(type, object) searches for any objects with 1888 * present_in_ob(type, object) searches for any objects with
1892 * a matching type variable in the inventory of the given object. 1889 * a matching type variable in the inventory of the given object.
1893 * The first matching object is returned, or NULL if none. 1890 * The first matching object is returned, or NULL if none.
1894 */ 1891 */
1895 1892object *
1896object *present_in_ob(unsigned char type, const object *op) { 1893present_in_ob (unsigned char type, const object *op)
1897 object *tmp; 1894{
1898 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1895 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1899 if(tmp->type==type) 1896 if (tmp->type == type)
1900 return tmp; 1897 return tmp;
1898
1901 return NULL; 1899 return NULL;
1902} 1900}
1903 1901
1904/* 1902/*
1905 * present_in_ob (type, str, object) searches for any objects with 1903 * present_in_ob (type, str, object) searches for any objects with
1913 * 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
1914 * 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
1915 * 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
1916 * to be unique. 1914 * to be unique.
1917 */ 1915 */
1918 1916object *
1919object *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)
1920 object *tmp; 1918{
1921
1922 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1919 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1923 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1920 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1924 return tmp; 1921 return tmp;
1925 } 1922
1926 return NULL; 1923 return 0;
1927} 1924}
1928 1925
1929/* 1926/*
1930 * present_arch_in_ob(archetype, object) searches for any objects with 1927 * present_arch_in_ob(archetype, object) searches for any objects with
1931 * a matching archetype in the inventory of the given object. 1928 * a matching archetype in the inventory of the given object.
1932 * The first matching object is returned, or NULL if none. 1929 * The first matching object is returned, or NULL if none.
1933 */ 1930 */
1934 1931object *
1935object *present_arch_in_ob(const archetype *at, const object *op) { 1932present_arch_in_ob (const archetype *at, const object *op)
1936 object *tmp; 1933{
1937 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1938 if( tmp->arch == at) 1935 if (tmp->arch == at)
1939 return tmp; 1936 return tmp;
1937
1940 return NULL; 1938 return NULL;
1941} 1939}
1942 1940
1943/* 1941/*
1944 * activate recursively a flag on an object inventory 1942 * activate recursively a flag on an object inventory
1945 */ 1943 */
1944void
1946void flag_inv(object*op, int flag){ 1945flag_inv (object *op, int flag)
1947 object *tmp; 1946{
1948 if(op->inv) 1947 if (op->inv)
1949 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1948 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1949 {
1950 SET_FLAG(tmp, flag); 1950 SET_FLAG (tmp, flag);
1951 flag_inv(tmp,flag); 1951 flag_inv (tmp, flag);
1952 } 1952 }
1953}
1954
1953}/* 1955/*
1954 * desactivate recursively a flag on an object inventory 1956 * deactivate recursively a flag on an object inventory
1955 */ 1957 */
1958void
1956void unflag_inv(object*op, int flag){ 1959unflag_inv (object *op, int flag)
1957 object *tmp; 1960{
1958 if(op->inv) 1961 if (op->inv)
1959 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1962 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1963 {
1960 CLEAR_FLAG(tmp, flag); 1964 CLEAR_FLAG (tmp, flag);
1961 unflag_inv(tmp,flag); 1965 unflag_inv (tmp, flag);
1962 } 1966 }
1963} 1967}
1964 1968
1965/* 1969/*
1966 * 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
1967 * all it's inventory (recursively). 1971 * all it's inventory (recursively).
1968 * 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
1969 * 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.
1970 */ 1974 */
1971 1975void
1972void set_cheat(object *op) { 1976set_cheat (object *op)
1977{
1973 SET_FLAG(op, FLAG_WAS_WIZ); 1978 SET_FLAG (op, FLAG_WAS_WIZ);
1974 flag_inv(op, FLAG_WAS_WIZ); 1979 flag_inv (op, FLAG_WAS_WIZ);
1975} 1980}
1976 1981
1977/* 1982/*
1978 * 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
1979 * 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
1993 * 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
1994 * 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
1995 * 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
1996 * customized, changed states, etc. 2001 * customized, changed states, etc.
1997 */ 2002 */
1998 2003int
1999int 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{
2000 int i,index=0, flag; 2006 int index = 0, flag;
2001 static int altern[SIZEOFFREE]; 2007 int altern[SIZEOFFREE];
2002 2008
2003 for(i=start;i<stop;i++) { 2009 for (int i = start; i < stop; i++)
2010 {
2004 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]);
2005 if(!flag) 2012 if (!flag)
2006 altern[index++]=i; 2013 altern [index++] = i;
2007 2014
2008 /* 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.
2009 * 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.
2010 * 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 -
2011 * 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
2012 * 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
2013 * to only the spaces immediately surrounding the target area, and 2020 * to only the spaces immediately surrounding the target area, and
2014 * won't look 2 spaces south of the target space. 2021 * won't look 2 spaces south of the target space.
2015 */ 2022 */
2016 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2023 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2017 stop=maxfree[i]; 2024 stop = maxfree[i];
2018 } 2025 }
2019 if(!index) return -1; 2026
2027 if (!index)
2028 return -1;
2029
2020 return altern[RANDOM()%index]; 2030 return altern[RANDOM () % index];
2021} 2031}
2022 2032
2023/* 2033/*
2024 * find_first_free_spot(archetype, mapstruct, x, y) works like 2034 * find_first_free_spot(archetype, maptile, x, y) works like
2025 * find_free_spot(), but it will search max number of squares. 2035 * find_free_spot(), but it will search max number of squares.
2026 * 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.
2027 * 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.
2028 */ 2038 */
2029 2039int
2030int 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)
2031 int i; 2041{
2032 for(i=0;i<SIZEOFFREE;i++) { 2042 for (int i = 0; i < SIZEOFFREE; i++)
2033 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]))
2034 return i; 2044 return i;
2035 } 2045
2036 return -1; 2046 return -1;
2037} 2047}
2038 2048
2039/* 2049/*
2040 * The function permute(arr, begin, end) randomly reorders the array 2050 * The function permute(arr, begin, end) randomly reorders the array
2041 * arr[begin..end-1]. 2051 * arr[begin..end-1].
2052 * now uses a fisher-yates shuffle, old permute was broken
2042 */ 2053 */
2054static void
2043static void permute(int *arr, int begin, int end) 2055permute (int *arr, int begin, int end)
2044{ 2056{
2045 int i, j, tmp, len; 2057 arr += begin;
2058 end -= begin;
2046 2059
2047 len = end-begin; 2060 while (--end)
2048 for(i = begin; i < end; i++) 2061 swap (arr [end], arr [RANDOM () % (end + 1)]);
2049 {
2050 j = begin+RANDOM()%len;
2051
2052 tmp = arr[i];
2053 arr[i] = arr[j];
2054 arr[j] = tmp;
2055 }
2056} 2062}
2057 2063
2058/* new function to make monster searching more efficient, and effective! 2064/* new function to make monster searching more efficient, and effective!
2059 * This basically returns a randomized array (in the passed pointer) of 2065 * This basically returns a randomized array (in the passed pointer) of
2060 * 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
2061 * 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
2062 * 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
2063 * 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.
2064 */ 2070 */
2071void
2065void get_search_arr(int *search_arr) 2072get_search_arr (int *search_arr)
2066{ 2073{
2067 int i; 2074 int i;
2068 2075
2069 for(i = 0; i < SIZEOFFREE; i++) 2076 for (i = 0; i < SIZEOFFREE; i++)
2070 {
2071 search_arr[i] = i; 2077 search_arr[i] = i;
2072 }
2073 2078
2074 permute(search_arr, 1, SIZEOFFREE1+1); 2079 permute (search_arr, 1, SIZEOFFREE1 + 1);
2075 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2080 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2076 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2081 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2077} 2082}
2078 2083
2079/* 2084/*
2080 * 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
2081 * given map at the given coordinates for live objects. 2086 * given map at the given coordinates for live objects.
2086 * Perhaps incorrectly, but I'm making the assumption that exclude 2091 * Perhaps incorrectly, but I'm making the assumption that exclude
2087 * 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
2088 * 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
2089 * there is capable of. 2094 * there is capable of.
2090 */ 2095 */
2091 2096int
2092int find_dir(mapstruct *m, int x, int y, object *exclude) { 2097find_dir (maptile *m, int x, int y, object *exclude)
2098{
2093 int i,max=SIZEOFFREE, mflags; 2099 int i, max = SIZEOFFREE, mflags;
2100
2094 sint16 nx, ny; 2101 sint16 nx, ny;
2095 object *tmp; 2102 object *tmp;
2096 mapstruct *mp; 2103 maptile *mp;
2104
2097 MoveType blocked, move_type; 2105 MoveType blocked, move_type;
2098 2106
2099 if (exclude && exclude->head) { 2107 if (exclude && exclude->head)
2108 {
2100 exclude = exclude->head; 2109 exclude = exclude->head;
2101 move_type = exclude->move_type; 2110 move_type = exclude->move_type;
2102 } else { 2111 }
2112 else
2113 {
2103 /* 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. */
2104 move_type=MOVE_ALL; 2115 move_type = MOVE_ALL;
2116 }
2117
2118 for (i = 1; i < max; i++)
2105 } 2119 {
2106
2107 for(i=1;i<max;i++) {
2108 mp = m; 2120 mp = m;
2109 nx = x + freearr_x[i]; 2121 nx = x + freearr_x[i];
2110 ny = y + freearr_y[i]; 2122 ny = y + freearr_y[i];
2111 2123
2112 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2124 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2125
2113 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)
2114 max = maxfree[i]; 2135 max = maxfree[i];
2115 } else {
2116 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2117
2118 if ((move_type & blocked) == move_type) {
2119 max=maxfree[i];
2120 } else if (mflags & P_IS_ALIVE) { 2136 else if (mflags & P_IS_ALIVE)
2121 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2137 {
2138 for (tmp = ms.bot; tmp; tmp = tmp->above)
2122 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2123 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2140 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2124 break; 2141 break;
2125 } 2142
2126 }
2127 if(tmp) { 2143 if (tmp)
2128 return freedir[i]; 2144 return freedir[i];
2129 }
2130 } 2145 }
2131 } 2146 }
2132 } 2147 }
2148
2133 return 0; 2149 return 0;
2134} 2150}
2135 2151
2136/* 2152/*
2137 * distance(object 1, object 2) will return the square of the 2153 * distance(object 1, object 2) will return the square of the
2138 * distance between the two given objects. 2154 * distance between the two given objects.
2139 */ 2155 */
2140 2156int
2141int distance(const object *ob1, const object *ob2) { 2157distance (const object *ob1, const object *ob2)
2142 int i; 2158{
2143 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);
2144 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2145 return i;
2146} 2160}
2147 2161
2148/* 2162/*
2149 * 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
2150 * 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
2151 * object, needs to travel toward it. 2165 * object, needs to travel toward it.
2152 */ 2166 */
2153 2167int
2154int find_dir_2(int x, int y) { 2168find_dir_2 (int x, int y)
2169{
2155 int q; 2170 int q;
2156 2171
2157 if(y) 2172 if (y)
2158 q=x*100/y; 2173 q = x * 100 / y;
2159 else if (x) 2174 else if (x)
2160 q= -300*x; 2175 q = -300 * x;
2161 else 2176 else
2162 return 0; 2177 return 0;
2163 2178
2164 if(y>0) { 2179 if (y > 0)
2180 {
2165 if(q < -242) 2181 if (q < -242)
2166 return 3 ; 2182 return 3;
2167 if (q < -41) 2183 if (q < -41)
2168 return 2 ; 2184 return 2;
2169 if (q < 41) 2185 if (q < 41)
2170 return 1 ; 2186 return 1;
2171 if (q < 242) 2187 if (q < 242)
2172 return 8 ; 2188 return 8;
2173 return 7 ; 2189 return 7;
2174 } 2190 }
2175 2191
2176 if (q < -242) 2192 if (q < -242)
2177 return 7 ; 2193 return 7;
2178 if (q < -41) 2194 if (q < -41)
2179 return 6 ; 2195 return 6;
2180 if (q < 41) 2196 if (q < 41)
2181 return 5 ; 2197 return 5;
2182 if (q < 242) 2198 if (q < 242)
2183 return 4 ; 2199 return 4;
2184 2200
2185 return 3 ; 2201 return 3;
2186} 2202}
2187 2203
2188/* 2204/*
2189 * absdir(int): Returns a number between 1 and 8, which represent 2205 * absdir(int): Returns a number between 1 and 8, which represent
2190 * the "absolute" direction of a number (it actually takes care of 2206 * the "absolute" direction of a number (it actually takes care of
2191 * "overflow" in previous calculations of a direction). 2207 * "overflow" in previous calculations of a direction).
2192 */ 2208 */
2193 2209
2210int
2194int absdir(int d) { 2211absdir (int d)
2195 while(d<1) d+=8; 2212{
2196 while(d>8) d-=8; 2213 while (d < 1)
2214 d += 8;
2215
2216 while (d > 8)
2217 d -= 8;
2218
2197 return d; 2219 return d;
2198} 2220}
2199 2221
2200/* 2222/*
2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2223 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2224 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2225 */
2204 2226
2227int
2205int dirdiff(int dir1, int dir2) { 2228dirdiff (int dir1, int dir2)
2229{
2206 int d; 2230 int d;
2231
2207 d = abs(dir1 - dir2); 2232 d = abs (dir1 - dir2);
2208 if(d>4) 2233 if (d > 4)
2209 d = 8 - d; 2234 d = 8 - d;
2235
2210 return d; 2236 return d;
2211} 2237}
2212 2238
2213/* peterm: 2239/* peterm:
2214 * 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.
2217 * 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
2218 * 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.
2219 * 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
2220 * functions. 2246 * functions.
2221 */ 2247 */
2222
2223int reduction_dir[SIZEOFFREE][3] = { 2248int reduction_dir[SIZEOFFREE][3] = {
2224 {0,0,0}, /* 0 */ 2249 {0, 0, 0}, /* 0 */
2225 {0,0,0}, /* 1 */ 2250 {0, 0, 0}, /* 1 */
2226 {0,0,0}, /* 2 */ 2251 {0, 0, 0}, /* 2 */
2227 {0,0,0}, /* 3 */ 2252 {0, 0, 0}, /* 3 */
2228 {0,0,0}, /* 4 */ 2253 {0, 0, 0}, /* 4 */
2229 {0,0,0}, /* 5 */ 2254 {0, 0, 0}, /* 5 */
2230 {0,0,0}, /* 6 */ 2255 {0, 0, 0}, /* 6 */
2231 {0,0,0}, /* 7 */ 2256 {0, 0, 0}, /* 7 */
2232 {0,0,0}, /* 8 */ 2257 {0, 0, 0}, /* 8 */
2233 {8,1,2}, /* 9 */ 2258 {8, 1, 2}, /* 9 */
2234 {1,2,-1}, /* 10 */ 2259 {1, 2, -1}, /* 10 */
2235 {2,10,12}, /* 11 */ 2260 {2, 10, 12}, /* 11 */
2236 {2,3,-1}, /* 12 */ 2261 {2, 3, -1}, /* 12 */
2237 {2,3,4}, /* 13 */ 2262 {2, 3, 4}, /* 13 */
2238 {3,4,-1}, /* 14 */ 2263 {3, 4, -1}, /* 14 */
2239 {4,14,16}, /* 15 */ 2264 {4, 14, 16}, /* 15 */
2240 {5,4,-1}, /* 16 */ 2265 {5, 4, -1}, /* 16 */
2241 {4,5,6}, /* 17 */ 2266 {4, 5, 6}, /* 17 */
2242 {6,5,-1}, /* 18 */ 2267 {6, 5, -1}, /* 18 */
2243 {6,20,18}, /* 19 */ 2268 {6, 20, 18}, /* 19 */
2244 {7,6,-1}, /* 20 */ 2269 {7, 6, -1}, /* 20 */
2245 {6,7,8}, /* 21 */ 2270 {6, 7, 8}, /* 21 */
2246 {7,8,-1}, /* 22 */ 2271 {7, 8, -1}, /* 22 */
2247 {8,22,24}, /* 23 */ 2272 {8, 22, 24}, /* 23 */
2248 {8,1,-1}, /* 24 */ 2273 {8, 1, -1}, /* 24 */
2249 {24,9,10}, /* 25 */ 2274 {24, 9, 10}, /* 25 */
2250 {9,10,-1}, /* 26 */ 2275 {9, 10, -1}, /* 26 */
2251 {10,11,-1}, /* 27 */ 2276 {10, 11, -1}, /* 27 */
2252 {27,11,29}, /* 28 */ 2277 {27, 11, 29}, /* 28 */
2253 {11,12,-1}, /* 29 */ 2278 {11, 12, -1}, /* 29 */
2254 {12,13,-1}, /* 30 */ 2279 {12, 13, -1}, /* 30 */
2255 {12,13,14}, /* 31 */ 2280 {12, 13, 14}, /* 31 */
2256 {13,14,-1}, /* 32 */ 2281 {13, 14, -1}, /* 32 */
2257 {14,15,-1}, /* 33 */ 2282 {14, 15, -1}, /* 33 */
2258 {33,15,35}, /* 34 */ 2283 {33, 15, 35}, /* 34 */
2259 {16,15,-1}, /* 35 */ 2284 {16, 15, -1}, /* 35 */
2260 {17,16,-1}, /* 36 */ 2285 {17, 16, -1}, /* 36 */
2261 {18,17,16}, /* 37 */ 2286 {18, 17, 16}, /* 37 */
2262 {18,17,-1}, /* 38 */ 2287 {18, 17, -1}, /* 38 */
2263 {18,19,-1}, /* 39 */ 2288 {18, 19, -1}, /* 39 */
2264 {41,19,39}, /* 40 */ 2289 {41, 19, 39}, /* 40 */
2265 {19,20,-1}, /* 41 */ 2290 {19, 20, -1}, /* 41 */
2266 {20,21,-1}, /* 42 */ 2291 {20, 21, -1}, /* 42 */
2267 {20,21,22}, /* 43 */ 2292 {20, 21, 22}, /* 43 */
2268 {21,22,-1}, /* 44 */ 2293 {21, 22, -1}, /* 44 */
2269 {23,22,-1}, /* 45 */ 2294 {23, 22, -1}, /* 45 */
2270 {45,47,23}, /* 46 */ 2295 {45, 47, 23}, /* 46 */
2271 {23,24,-1}, /* 47 */ 2296 {23, 24, -1}, /* 47 */
2272 {24,9,-1}}; /* 48 */ 2297 {24, 9, -1}
2298}; /* 48 */
2273 2299
2274/* Recursive routine to step back and see if we can 2300/* Recursive routine to step back and see if we can
2275 * find a path to that monster that we found. If not, 2301 * find a path to that monster that we found. If not,
2276 * we don't bother going toward it. Returns 1 if we 2302 * we don't bother going toward it. Returns 1 if we
2277 * can see a direct way to get it 2303 * can see a direct way to get it
2278 * Modified to be map tile aware -.MSW 2304 * Modified to be map tile aware -.MSW
2279 */ 2305 */
2280 2306int
2281
2282int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2307can_see_monsterP (maptile *m, int x, int y, int dir)
2308{
2283 sint16 dx, dy; 2309 sint16 dx, dy;
2284 int mflags; 2310 int mflags;
2285 2311
2312 if (dir < 0)
2286 if(dir<0) return 0; /* exit condition: invalid direction */ 2313 return 0; /* exit condition: invalid direction */
2287 2314
2288 dx = x + freearr_x[dir]; 2315 dx = x + freearr_x[dir];
2289 dy = y + freearr_y[dir]; 2316 dy = y + freearr_y[dir];
2290 2317
2291 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2318 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2292 2319
2293 /* This functional arguably was incorrect before - it was 2320 /* This functional arguably was incorrect before - it was
2294 * checking for P_WALL - that was basically seeing if 2321 * checking for P_WALL - that was basically seeing if
2295 * we could move to the monster - this is being more 2322 * we could move to the monster - this is being more
2296 * 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
2297 * 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
2298 * at least its move type. 2325 * at least its move type.
2299 */ 2326 */
2300 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2327 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2328 return 0;
2301 2329
2302 /* yes, can see. */ 2330 /* yes, can see. */
2303 if(dir < 9) return 1; 2331 if (dir < 9)
2332 return 1;
2333
2304 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2334 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2305 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2335 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2306 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2336 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2307} 2337}
2308 2338
2309
2310
2311/* 2339/*
2312 * 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
2313 * picked up by the picker. Returnes 1 if it can be 2341 * picked up by the picker. Returnes 1 if it can be
2314 * picked up, otherwise 0. 2342 * picked up, otherwise 0.
2315 * 2343 *
2317 * core dumps if they do. 2345 * core dumps if they do.
2318 * 2346 *
2319 * 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)
2320 */ 2348 */
2321 2349
2350int
2322int can_pick(const object *who, const object *item) { 2351can_pick (const object *who, const object *item)
2352{
2323 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2324 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2325 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2355 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2326 (who->type==PLAYER||item->weight<who->weight/3));
2327} 2356}
2328
2329 2357
2330/* 2358/*
2331 * create clone from object to another 2359 * create clone from object to another
2332 */ 2360 */
2361object *
2333object *object_create_clone (object *asrc) { 2362object_create_clone (object *asrc)
2363{
2334 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2364 object *dst = 0, *tmp, *src, *part, *prev, *item;
2335 2365
2336 if(!asrc) return NULL; 2366 if (!asrc)
2367 return 0;
2368
2337 src = asrc; 2369 src = asrc;
2338 if(src->head) 2370 if (src->head)
2339 src = src->head; 2371 src = src->head;
2340 2372
2341 prev = NULL; 2373 prev = 0;
2342 for(part = src; part; part = part->more) { 2374 for (part = src; part; part = part->more)
2343 tmp = get_object(); 2375 {
2344 copy_object(part,tmp); 2376 tmp = part->clone ();
2345 tmp->x -= src->x; 2377 tmp->x -= src->x;
2346 tmp->y -= src->y; 2378 tmp->y -= src->y;
2379
2347 if(!part->head) { 2380 if (!part->head)
2381 {
2348 dst = tmp; 2382 dst = tmp;
2349 tmp->head = NULL; 2383 tmp->head = 0;
2384 }
2350 } else { 2385 else
2351 tmp->head = dst; 2386 tmp->head = dst;
2352 } 2387
2353 tmp->more = NULL; 2388 tmp->more = 0;
2389
2354 if(prev) 2390 if (prev)
2355 prev->more = tmp; 2391 prev->more = tmp;
2392
2356 prev = tmp; 2393 prev = tmp;
2357 } 2394 }
2358 /*** copy inventory ***/ 2395
2359 for(item = src->inv; item; item = item->below) { 2396 for (item = src->inv; item; item = item->below)
2360 (void) insert_ob_in_ob(object_create_clone(item),dst); 2397 insert_ob_in_ob (object_create_clone (item), dst);
2361 }
2362 2398
2363 return dst; 2399 return dst;
2364}
2365
2366/* return true if the object was destroyed, 0 otherwise */
2367int was_destroyed (const object *op, tag_t old_tag)
2368{
2369 /* checking for FLAG_FREED isn't necessary, but makes this function more
2370 * robust */
2371 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2372} 2400}
2373 2401
2374/* GROS - Creates an object using a string representing its content. */ 2402/* GROS - Creates an object using a string representing its content. */
2375/* 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 */
2376/* 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, */
2377/* 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. */
2378/* 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. */
2379/* Also remember that multiparts objects are not supported for now. */ 2407/* Also remember that multiparts objects are not supported for now. */
2380 2408object *
2381object* load_object_str(const char *obstr) 2409load_object_str (const char *obstr)
2382{ 2410{
2383 object *op; 2411 object *op;
2384 char filename[MAX_BUF]; 2412 char filename[MAX_BUF];
2413
2385 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2414 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2386 2415
2387 FILE *tempfile=fopen(filename,"w"); 2416 FILE *tempfile = fopen (filename, "w");
2417
2388 if (tempfile == NULL) 2418 if (tempfile == NULL)
2389 { 2419 {
2390 LOG(llevError,"Error - Unable to access load object temp file\n"); 2420 LOG (llevError, "Error - Unable to access load object temp file\n");
2391 return NULL; 2421 return NULL;
2392 }; 2422 }
2423
2393 fprintf(tempfile,obstr); 2424 fprintf (tempfile, obstr);
2394 fclose(tempfile); 2425 fclose (tempfile);
2395 2426
2396 op=get_object(); 2427 op = object::create ();
2397 2428
2398 object_thawer thawer (filename); 2429 object_thawer thawer (filename);
2399 2430
2400 if (thawer) 2431 if (thawer)
2401 load_object(thawer,op,0); 2432 load_object (thawer, op, 0);
2402 2433
2403 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2434 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2404 CLEAR_FLAG(op,FLAG_REMOVED); 2435 CLEAR_FLAG (op, FLAG_REMOVED);
2405 2436
2406 return op; 2437 return op;
2407} 2438}
2408 2439
2409/* This returns the first object in who's inventory that 2440/* This returns the first object in who's inventory that
2410 * has the same type and subtype match. 2441 * has the same type and subtype match.
2411 * returns NULL if no match. 2442 * returns NULL if no match.
2412 */ 2443 */
2444object *
2413object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2445find_obj_by_type_subtype (const object *who, int type, int subtype)
2414{ 2446{
2415 object *tmp;
2416
2417 for (tmp=who->inv; tmp; tmp=tmp->below) 2447 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2418 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2448 if (tmp->type == type && tmp->subtype == subtype)
2449 return tmp;
2419 2450
2420 return NULL; 2451 return 0;
2421} 2452}
2422 2453
2423/* 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,
2424 * otherwise return NULL. 2455 * otherwise return NULL.
2425 * 2456 *
2426 * 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
2427 * do the desired thing. 2458 * do the desired thing.
2428 */ 2459 */
2460key_value *
2429key_value * get_ob_key_link(const object * ob, const char * key) { 2461get_ob_key_link (const object *ob, const char *key)
2430 key_value * link; 2462{
2431
2432 for (link = ob->key_values; link != NULL; link = link->next) { 2463 for (key_value *link = ob->key_values; link; link = link->next)
2433 if (link->key == key) { 2464 if (link->key == key)
2434 return link; 2465 return link;
2435 } 2466
2436 } 2467 return 0;
2437 2468}
2438 return NULL;
2439}
2440 2469
2441/* 2470/*
2442 * 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.
2443 * 2472 *
2444 * The argument doesn't need to be a shared string. 2473 * The argument doesn't need to be a shared string.
2445 * 2474 *
2446 * The returned string is shared. 2475 * The returned string is shared.
2447 */ 2476 */
2477const char *
2448const char * get_ob_key_value(const object * op, const char * const key) { 2478get_ob_key_value (const object *op, const char *const key)
2479{
2449 key_value * link; 2480 key_value *link;
2450 const char * canonical_key; 2481 shstr_cmp canonical_key (key);
2482
2483 if (!canonical_key)
2451 2484 {
2452 canonical_key = shstr::find (key);
2453
2454 if (canonical_key == NULL) {
2455 /* 1. There being a field named key on any object 2485 /* 1. There being a field named key on any object
2456 * implies there'd be a shared string to find. 2486 * implies there'd be a shared string to find.
2457 * 2. Since there isn't, no object has this field. 2487 * 2. Since there isn't, no object has this field.
2458 * 3. Therefore, *this* object doesn't have this field. 2488 * 3. Therefore, *this* object doesn't have this field.
2459 */ 2489 */
2460 return NULL; 2490 return 0;
2461 } 2491 }
2462 2492
2463 /* This is copied from get_ob_key_link() above - 2493 /* This is copied from get_ob_key_link() above -
2464 * only 4 lines, and saves the function call overhead. 2494 * only 4 lines, and saves the function call overhead.
2465 */ 2495 */
2466 for (link = op->key_values; link != NULL; link = link->next) { 2496 for (link = op->key_values; link; link = link->next)
2467 if (link->key == canonical_key) { 2497 if (link->key == canonical_key)
2468 return link->value; 2498 return link->value;
2469 } 2499
2470 } 2500 return 0;
2471 return NULL;
2472} 2501}
2473 2502
2474 2503
2475/* 2504/*
2476 * Updates the canonical_key in op to value. 2505 * Updates the canonical_key in op to value.
2480 * 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
2481 * keys. 2510 * keys.
2482 * 2511 *
2483 * Returns TRUE on success. 2512 * Returns TRUE on success.
2484 */ 2513 */
2514int
2485int 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{
2486 key_value * field = NULL, *last=NULL; 2517 key_value *field = NULL, *last = NULL;
2487 2518
2488 for (field=op->key_values; field != NULL; field=field->next) { 2519 for (field = op->key_values; field != NULL; field = field->next)
2520 {
2489 if (field->key != canonical_key) { 2521 if (field->key != canonical_key)
2522 {
2490 last = field; 2523 last = field;
2491 continue; 2524 continue;
2492 } 2525 }
2493 2526
2494 if (value) 2527 if (value)
2495 field->value = value; 2528 field->value = value;
2496 else { 2529 else
2530 {
2497 /* Basically, if the archetype has this key set, 2531 /* Basically, if the archetype has this key set,
2498 * we need to store the null value so when we save 2532 * we need to store the null value so when we save
2499 * it, we save the empty value so that when we load, 2533 * it, we save the empty value so that when we load,
2500 * we get this value back again. 2534 * we get this value back again.
2501 */ 2535 */
2502 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2536 if (get_ob_key_link (&op->arch->clone, canonical_key))
2503 field->value = 0; 2537 field->value = 0;
2538 else
2539 {
2540 if (last)
2541 last->next = field->next;
2504 else 2542 else
2505 {
2506 if (last) last->next = field->next;
2507 else op->key_values = field->next; 2543 op->key_values = field->next;
2508 2544
2509 delete field; 2545 delete field;
2510 } 2546 }
2511 } 2547 }
2512 return TRUE; 2548 return TRUE;
2513 } 2549 }
2514 /* IF we get here, key doesn't exist */ 2550 /* IF we get here, key doesn't exist */
2515 2551
2516 /* No field, we'll have to add it. */ 2552 /* No field, we'll have to add it. */
2517 2553
2518 if (!add_key) { 2554 if (!add_key)
2519 return FALSE; 2555 return FALSE;
2520 } 2556
2521 /* There isn't any good reason to store a null 2557 /* There isn't any good reason to store a null
2522 * value in the key/value list. If the archetype has 2558 * value in the key/value list. If the archetype has
2523 * this key, then we should also have it, so shouldn't 2559 * this key, then we should also have it, so shouldn't
2524 * be here. If user wants to store empty strings, 2560 * be here. If user wants to store empty strings,
2525 * should pass in "" 2561 * should pass in ""
2526 */ 2562 */
2527 if (value == NULL) return TRUE; 2563 if (value == NULL)
2528
2529 field = new key_value;
2530
2531 field->key = canonical_key;
2532 field->value = value;
2533 /* Usual prepend-addition. */
2534 field->next = op->key_values;
2535 op->key_values = field;
2536
2537 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;
2538} 2575}
2539 2576
2540/* 2577/*
2541 * Updates the key in op to value. 2578 * Updates the key in op to value.
2542 * 2579 *
2544 * and not add new ones. 2581 * and not add new ones.
2545 * 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
2546 * 2583 *
2547 * Returns TRUE on success. 2584 * Returns TRUE on success.
2548 */ 2585 */
2586int
2549int 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)
2550{ 2588{
2551 shstr key_ (key); 2589 shstr key_ (key);
2590
2552 return set_ob_key_value_s (op, key_, value, add_key); 2591 return set_ob_key_value_s (op, key_, value, add_key);
2553} 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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