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Comparing deliantra/server/common/object.C (file contents):
Revision 1.21 by root, Sat Sep 9 21:48:28 2006 UTC vs.
Revision 1.67 by root, Thu Dec 14 04:30:32 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.21 2006/09/09 21:48:28 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
42int nrofallocobjects = 0; 35int nrofallocobjects = 0;
36static UUID uuid;
37const uint64 UUID_SKIP = 1<<19;
43 38
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 39object *active_objects; /* List of active objects that need to be processed */
46 40
47short freearr_x[SIZEOFFREE]= 41short 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}; 42 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]= 43};
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, 44short 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}; 45 -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]= 46};
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, 47int 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}; 48 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
49};
56int freedir[SIZEOFFREE]= { 50int 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, 51 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}; 52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53};
54
55static void
56write_uuid (void)
57{
58 char filename1[MAX_BUF], filename2[MAX_BUF];
59
60 sprintf (filename1, "%s/uuid", settings.localdir);
61 sprintf (filename2, "%s/uuid~", settings.localdir);
62
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 FILE *fp;
84
85 if (!(fp = fopen (filename, "r")))
86 {
87 if (errno == ENOENT)
88 {
89 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0;
91 write_uuid ();
92 return;
93 }
94
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1);
97 }
98
99 int version;
100 unsigned long long uid;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
102 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
104 _exit (1);
105 }
106
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp);
111}
112
113UUID
114gen_uuid ()
115{
116 UUID uid;
117
118 uid.seq = ++uuid.seq;
119
120 if (!(uuid.seq & (UUID_SKIP - 1)))
121 write_uuid ();
122
123 return uid;
124}
125
126void
127init_uuid ()
128{
129 read_uuid ();
130}
59 131
60/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int
61static int compare_ob_value_lists_one(const object * wants, const object * has) { 134compare_ob_value_lists_one (const object *wants, const object *has)
135{
62 key_value * wants_field; 136 key_value *wants_field;
63 137
64 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
65 * objects with lists are rare, and lists stay short. If not, use a 139 * objects with lists are rare, and lists stay short. If not, use a
66 * different structure or at least keep the lists sorted... 140 * different structure or at least keep the lists sorted...
67 */ 141 */
68 142
69 /* For each field in wants, */ 143 /* For each field in wants, */
70 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
145 {
71 key_value * has_field; 146 key_value *has_field;
72 147
73 /* Look for a field in has with the same key. */ 148 /* Look for a field in has with the same key. */
74 has_field = get_ob_key_link(has, wants_field->key); 149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
75 152 {
76 if (has_field == NULL) {
77 /* No field with that name. */ 153 /* No field with that name. */
78 return FALSE; 154 return FALSE;
79 }
80 155 }
156
81 /* Found the matching field. */ 157 /* Found the matching field. */
82 if (has_field->value != wants_field->value) { 158 if (has_field->value != wants_field->value)
159 {
83 /* Values don't match, so this half of the comparison is false. */ 160 /* Values don't match, so this half of the comparison is false. */
84 return FALSE; 161 return FALSE;
85 } 162 }
86 163
87 /* If we get here, we found a match. Now for the next field in wants. */ 164 /* If we get here, we found a match. Now for the next field in wants. */
88 }
89 165 }
166
90 /* If we get here, every field in wants has a matching field in has. */ 167 /* If we get here, every field in wants has a matching field in has. */
91 return TRUE; 168 return TRUE;
92} 169}
93 170
94/* Returns TRUE if ob1 has the same key_values as ob2. */ 171/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int
95static int compare_ob_value_lists(const object * ob1, const object * ob2) { 173compare_ob_value_lists (const object *ob1, const object *ob2)
174{
96 /* However, there may be fields in has which aren't partnered in wants, 175 /* However, there may be fields in has which aren't partnered in wants,
97 * so we need to run the comparison *twice*. :( 176 * so we need to run the comparison *twice*. :(
98 */ 177 */
99 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
100} 179}
101 180
102/* Function examines the 2 objects given to it, and returns true if 181/* Function examines the 2 objects given to it, and returns true if
103 * they can be merged together. 182 * they can be merged together.
104 * 183 *
105 * Note that this function appears a lot longer than the macro it 184 * Note that this function appears a lot longer than the macro it
106 * replaces - this is mostly for clarity - a decent compiler should hopefully 185 * replaces - this is mostly for clarity - a decent compiler should hopefully
107 * reduce this to the same efficiency. 186 * reduce this to the same efficiency.
108 * 187 *
109 * Check nrof variable *before* calling CAN_MERGE() 188 * Check nrof variable *before* calling can_merge()
110 * 189 *
111 * Improvements made with merge: Better checking on potion, and also 190 * Improvements made with merge: Better checking on potion, and also
112 * check weight 191 * check weight
113 */ 192 */
114 193
115bool
116object::can_merge (object *ob1, object *ob2) 194bool object::can_merge_slow (object *ob1, object *ob2)
117{ 195{
118 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) 197 if (ob1 == ob2
198 || ob1->type != ob2->type
199 || ob1->speed != ob2->speed
200 || ob1->value != ob2->value
201 || ob1->name != ob2->name)
120 return 0; 202 return 0;
121 203
122 if (ob1->speed != ob2->speed) 204 //TODO: this ain't working well, use nicer and correct overflow check
123 return 0;
124
125 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
126 * value could not be stored in a sint32 (which unfortunately sometimes is 206 * value could not be stored in a sint32 (which unfortunately sometimes is
127 * used to store nrof). 207 * used to store nrof).
128 */ 208 */
129 if (ob1->nrof + ob2->nrof >= 1UL << 31) 209 if (ob1->nrof + ob2->nrof >= 1UL << 31)
169 (ob1->subtype != ob2->subtype) || 249 (ob1->subtype != ob2->subtype) ||
170 (ob1->move_type != ob2->move_type) || 250 (ob1->move_type != ob2->move_type) ||
171 (ob1->move_block != ob2->move_block) || 251 (ob1->move_block != ob2->move_block) ||
172 (ob1->move_allow != ob2->move_allow) || 252 (ob1->move_allow != ob2->move_allow) ||
173 (ob1->move_on != ob2->move_on) || 253 (ob1->move_on != ob2->move_on) ||
174 (ob1->move_off != ob2->move_off) || 254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
175 (ob1->move_slow != ob2->move_slow) ||
176 (ob1->move_slow_penalty != ob2->move_slow_penalty))
177 return 0; 255 return 0;
178 256
179 /* This is really a spellbook check - really, we should 257 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 258 * check all objects in the inventory.
181 */ 259 */
182 if (ob1->inv || ob2->inv) 260 if (ob1->inv || ob2->inv)
183 { 261 {
184 /* if one object has inventory but the other doesn't, not equiv */ 262 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 264 return 0;
187 265
188 /* Now check to see if the two inventory objects could merge */ 266 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 267 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 268 return 0;
191 269
192 /* inventory ok - still need to check rest of this object to see 270 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 271 * if it is valid.
194 */ 272 */
195 } 273 }
203 281
204 /* Note sure why the following is the case - either the object has to 282 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster 283 * be animated or have a very low speed. Is this an attempted monster
206 * check? 284 * check?
207 */ 285 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
209 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 return 0; 287 return 0;
211 288
212 switch (ob1->type) 289 switch (ob1->type)
213 { 290 {
214 case SCROLL: 291 case SCROLL:
215 if (ob1->level != ob2->level) 292 if (ob1->level != ob2->level)
216 return 0; 293 return 0;
217 break; 294 break;
218 } 295 }
219 296
220 if (ob1->key_values != NULL || ob2->key_values != NULL) 297 if (ob1->key_values != NULL || ob2->key_values != NULL)
221 { 298 {
222 /* At least one of these has key_values. */ 299 /* At least one of these has key_values. */
223 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 300 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
224 /* One has fields, but the other one doesn't. */ 301 /* One has fields, but the other one doesn't. */
225 return 0; 302 return 0;
226 else if (!compare_ob_value_lists (ob1, ob2)) 303 else if (!compare_ob_value_lists (ob1, ob2))
227 return 0; 304 return 0;
228 } 305 }
229 306
230 //TODO: generate an event or call into perl for additional checks 307 //TODO: generate an event or call into perl for additional checks
231 if (ob1->self || ob2->self) 308 if (ob1->self || ob2->self)
232 { 309 {
233 ob1->optimise (); 310 ob1->optimise ();
234 ob2->optimise (); 311 ob2->optimise ();
235 312
236 if (ob1->self || ob2->self) 313 if (ob1->self || ob2->self)
237 return 0; 314 return 0;
238 } 315 }
239 316
240 /* Everything passes, must be OK. */ 317 /* Everything passes, must be OK. */
241 return 1; 318 return 1;
242} 319}
320
243/* 321/*
244 * sum_weight() is a recursive function which calculates the weight 322 * sum_weight() is a recursive function which calculates the weight
245 * an object is carrying. It goes through in figures out how much 323 * an object is carrying. It goes through in figures out how much
246 * containers are carrying, and sums it up. 324 * containers are carrying, and sums it up.
247 */ 325 */
248signed long sum_weight(object *op) { 326long
327sum_weight (object *op)
328{
249 signed long sum; 329 long sum;
250 object *inv; 330 object *inv;
331
251 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
333 {
252 if (inv->inv) 334 if (inv->inv)
253 sum_weight(inv); 335 sum_weight (inv);
254 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 336 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
255 } 337 }
338
256 if (op->type == CONTAINER && op->stats.Str) 339 if (op->type == CONTAINER && op->stats.Str)
257 sum = (sum * (100 - op->stats.Str))/100; 340 sum = (sum * (100 - op->stats.Str)) / 100;
341
258 if(op->carrying != sum) 342 if (op->carrying != sum)
259 op->carrying = sum; 343 op->carrying = sum;
344
260 return sum; 345 return sum;
261} 346}
262 347
263/** 348/**
264 * Return the outermost environment object for a given object. 349 * Return the outermost environment object for a given object.
265 */ 350 */
266 351
352object *
267object *object_get_env_recursive (object *op) { 353object_get_env_recursive (object *op)
354{
268 while (op->env != NULL) 355 while (op->env != NULL)
269 op = op->env; 356 op = op->env;
270 return op; 357 return op;
271} 358}
272 359
273/* 360/*
274 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
275 * a better check. We basically keeping traversing up until we can't 362 * a better check. We basically keeping traversing up until we can't
276 * or find a player. 363 * or find a player.
277 */ 364 */
278 365
366object *
279object *is_player_inv (object *op) { 367is_player_inv (object *op)
368{
280 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 369 for (; op != NULL && op->type != PLAYER; op = op->env)
281 if (op->env==op) 370 if (op->env == op)
282 op->env = NULL; 371 op->env = NULL;
283 return op; 372 return op;
284} 373}
285 374
286/* 375/*
287 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
288 * Some error messages. 377 * Some error messages.
289 * The result of the dump is stored in the static global errmsg array. 378 * The result of the dump is stored in the static global errmsg array.
290 */ 379 */
291 380
292void dump_object2(object *op) { 381char *
293errmsg[0] = 0;
294return;
295 //TODO//D#d#
296#if 0
297 char *cp;
298/* object *tmp;*/
299
300 if(op->arch!=NULL) {
301 strcat(errmsg,"arch ");
302 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
303 strcat(errmsg,"\n");
304 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
305 strcat(errmsg,cp);
306#if 0
307 /* Don't dump player diffs - they are too long, mostly meaningless, and
308 * will overflow the buffer.
309 * Changed so that we don't dump inventory either. This may
310 * also overflow the buffer.
311 */
312 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
313 strcat(errmsg,cp);
314 for (tmp=op->inv; tmp; tmp=tmp->below)
315 dump_object2(tmp);
316#endif
317 strcat(errmsg,"end\n");
318 } else {
319 strcat(errmsg,"Object ");
320 if (op->name==NULL) strcat(errmsg, "(null)");
321 else strcat(errmsg,op->name);
322 strcat(errmsg,"\n");
323#if 0
324 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
325 strcat(errmsg,cp);
326 for (tmp=op->inv; tmp; tmp=tmp->below)
327 dump_object2(tmp);
328#endif
329 strcat(errmsg,"end\n");
330 }
331#endif
332}
333
334/*
335 * Dumps an object. Returns output in the static global errmsg array.
336 */
337
338void dump_object(object *op) { 382dump_object (object *op)
339 if(op==NULL) { 383{
340 strcpy(errmsg,"[NULL pointer]"); 384 if (!op)
341 return; 385 return strdup ("[NULLOBJ]");
342 }
343 errmsg[0]='\0';
344 dump_object2(op);
345}
346 386
347void dump_all_objects(void) { 387 object_freezer freezer;
348 object *op; 388 save_object (freezer, op, 3);
349 for(op=objects;op!=NULL;op=op->next) { 389 return freezer.as_string ();
350 dump_object(op);
351 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
352 }
353} 390}
354 391
355/* 392/*
356 * get_nearest_part(multi-object, object 2) returns the part of the 393 * get_nearest_part(multi-object, object 2) returns the part of the
357 * multi-object 1 which is closest to the second object. 394 * multi-object 1 which is closest to the second object.
358 * If it's not a multi-object, it is returned. 395 * If it's not a multi-object, it is returned.
359 */ 396 */
360 397
398object *
361object *get_nearest_part(object *op, const object *pl) { 399get_nearest_part (object *op, const object *pl)
400{
362 object *tmp,*closest; 401 object *tmp, *closest;
363 int last_dist,i; 402 int last_dist, i;
403
364 if(op->more==NULL) 404 if (op->more == NULL)
365 return op; 405 return op;
366 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 406 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
367 if((i=distance(tmp,pl))<last_dist) 407 if ((i = distance (tmp, pl)) < last_dist)
368 closest=tmp,last_dist=i; 408 closest = tmp, last_dist = i;
369 return closest; 409 return closest;
370} 410}
371 411
372/* 412/*
373 * Returns the object which has the count-variable equal to the argument. 413 * Returns the object which has the count-variable equal to the argument.
374 */ 414 */
375 415
416object *
376object *find_object(tag_t i) { 417find_object (tag_t i)
377 object *op; 418{
378 for(op=objects;op!=NULL;op=op->next) 419 for (object *op = object::first; op; op = op->next)
379 if(op->count==i) 420 if (op->count == i)
380 break; 421 return op;
422
381 return op; 423 return 0;
382} 424}
383 425
384/* 426/*
385 * Returns the first object which has a name equal to the argument. 427 * Returns the first object which has a name equal to the argument.
386 * Used only by the patch command, but not all that useful. 428 * Used only by the patch command, but not all that useful.
387 * Enables features like "patch <name-of-other-player> food 999" 429 * Enables features like "patch <name-of-other-player> food 999"
388 */ 430 */
389 431
432object *
390object *find_object_name(const char *str) { 433find_object_name (const char *str)
391 const char *name = shstr::find (str); 434{
435 shstr_cmp str_ (str);
392 object *op; 436 object *op;
437
393 for(op=objects;op!=NULL;op=op->next) 438 for (op = object::first; op != NULL; op = op->next)
394 if(&op->name == name) 439 if (op->name == str_)
395 break; 440 break;
396 441
397 return op; 442 return op;
398} 443}
399 444
445void
400void free_all_object_data () 446free_all_object_data ()
401{ 447{
402 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 448 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
403}
404
405/*
406 * Returns the object which this object marks as being the owner.
407 * A id-scheme is used to avoid pointing to objects which have been
408 * freed and are now reused. If this is detected, the owner is
409 * set to NULL, and NULL is returned.
410 * Changed 2004-02-12 - if the player is setting at the play again
411 * prompt, he is removed, and we don't want to treat him as an owner of
412 * anything, so check removed flag. I don't expect that this should break
413 * anything - once an object is removed, it is basically dead anyways.
414 */
415
416object *get_owner(object *op) {
417 if(op->owner==NULL)
418 return NULL;
419
420 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
421 op->owner->count==op->ownercount)
422 return op->owner;
423
424 op->owner=NULL;
425 op->ownercount=0;
426 return NULL;
427}
428
429void clear_owner(object *op)
430{
431 if (!op) return;
432
433 if (op->owner && op->ownercount == op->owner->count)
434 op->owner->refcount--;
435
436 op->owner = NULL;
437 op->ownercount = 0;
438} 449}
439 450
440/* 451/*
441 * Sets the owner and sets the skill and exp pointers to owner's current 452 * Sets the owner and sets the skill and exp pointers to owner's current
442 * skill and experience objects. 453 * skill and experience objects.
443 */ 454 */
444void set_owner (object *op, object *owner) 455void
456object::set_owner (object *owner)
445{ 457{
446 if(owner==NULL||op==NULL) 458 if (!owner)
447 return; 459 return;
448 460
449 /* next line added to allow objects which own objects */ 461 /* next line added to allow objects which own objects */
450 /* Add a check for ownercounts in here, as I got into an endless loop 462 /* Add a check for ownercounts in here, as I got into an endless loop
451 * with the fireball owning a poison cloud which then owned the 463 * with the fireball owning a poison cloud which then owned the
452 * fireball. I believe that was caused by one of the objects getting 464 * fireball. I believe that was caused by one of the objects getting
453 * freed and then another object replacing it. Since the ownercounts 465 * freed and then another object replacing it. Since the ownercounts
454 * didn't match, this check is valid and I believe that cause is valid. 466 * didn't match, this check is valid and I believe that cause is valid.
455 */ 467 */
456 while (owner->owner && owner!=owner->owner && 468 while (owner->owner)
457 owner->ownercount==owner->owner->count) owner=owner->owner; 469 owner = owner->owner;
458 470
459 /* IF the owner still has an owner, we did not resolve to a final owner.
460 * so lets not add to that.
461 */
462 if (owner->owner) return;
463
464 op->owner=owner; 471 this->owner = owner;
465
466 op->ownercount=owner->count;
467 owner->refcount++;
468
469}
470
471/* Set the owner to clone's current owner and set the skill and experience
472 * objects to clone's objects (typically those objects that where the owner's
473 * current skill and experience objects at the time when clone's owner was
474 * set - not the owner's current skill and experience objects).
475 *
476 * Use this function if player created an object (e.g. fire bullet, swarm
477 * spell), and this object creates further objects whose kills should be
478 * accounted for the player's original skill, even if player has changed
479 * skills meanwhile.
480 */
481void copy_owner (object *op, object *clone)
482{
483 object *owner = get_owner (clone);
484 if (owner == NULL) {
485 /* players don't have owners - they own themselves. Update
486 * as appropriate.
487 */
488 if (clone->type == PLAYER) owner=clone;
489 else return;
490 }
491 set_owner(op, owner);
492
493} 472}
494 473
495/* Zero the key_values on op, decrementing the shared-string 474/* Zero the key_values on op, decrementing the shared-string
496 * refcounts and freeing the links. 475 * refcounts and freeing the links.
497 */ 476 */
477static void
498static void free_key_values(object * op) 478free_key_values (object *op)
499{ 479{
500 for (key_value *i = op->key_values; i != 0; ) 480 for (key_value *i = op->key_values; i != 0;)
501 { 481 {
502 key_value *next = i->next; 482 key_value *next = i->next;
503 delete i; 483 delete i;
484
504 i = next; 485 i = next;
505 } 486 }
506 487
507 op->key_values = 0; 488 op->key_values = 0;
508} 489}
509 490
510void object::clear () 491void object::clear ()
511{ 492{
512 attachable_base::clear (); 493 attachable_base::clear ();
513 494
514 free_key_values (this); 495 free_key_values (this);
515 496
516 name = 0; 497 owner = 0;
498 name = 0;
517 name_pl = 0; 499 name_pl = 0;
518 title = 0; 500 title = 0;
519 race = 0; 501 race = 0;
520 slaying = 0; 502 slaying = 0;
521 skill = 0; 503 skill = 0;
522 msg = 0; 504 msg = 0;
523 lore = 0; 505 lore = 0;
524 custom_name = 0; 506 custom_name = 0;
525 materialname = 0; 507 materialname = 0;
508 contr = 0;
509 below = 0;
510 above = 0;
511 inv = 0;
512 container = 0;
513 env = 0;
514 more = 0;
515 head = 0;
516 map = 0;
517 active_next = 0;
518 active_prev = 0;
526 519
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 520 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528 521
529 SET_FLAG (this, FLAG_REMOVED); 522 SET_FLAG (this, FLAG_REMOVED);
530}
531 523
532void object::clone (object *destination)
533{
534 *(object_copy *)destination = *(object_copy *)this;
535 *(object_pod *)destination = *(object_pod *)this;
536
537 if (self || cb)
538 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
539}
540
541/*
542 * clear_object() frees everything allocated by an object, and also
543 * clears all variables and flags to default settings.
544 */
545
546void clear_object (object *op)
547{
548 op->clear ();
549
550 op->contr = NULL;
551 op->below = NULL;
552 op->above = NULL;
553 op->inv = NULL;
554 op->container=NULL;
555 op->env=NULL;
556 op->more=NULL;
557 op->head=NULL;
558 op->map=NULL;
559 op->refcount=0;
560 op->active_next = NULL;
561 op->active_prev = NULL;
562 /* What is not cleared is next, prev, and count */ 524 /* What is not cleared is next, prev, and count */
563 525
564 op->expmul = 1.0; 526 expmul = 1.0;
565 op->face = blank_face; 527 face = blank_face;
566 op->attacked_by_count = -1;
567 528
568 if (settings.casting_time) 529 if (settings.casting_time)
569 op->casting_time = -1; 530 casting_time = -1;
570} 531}
571 532
572/* 533/*
573 * copy object first frees everything allocated by the second object, 534 * copy_to first frees everything allocated by the dst object,
574 * and then copies the contends of the first object into the second 535 * and then copies the contents of itself into the second
575 * object, allocating what needs to be allocated. Basically, any 536 * object, allocating what needs to be allocated. Basically, any
576 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 537 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
577 * if the first object is freed, the pointers in the new object 538 * if the first object is freed, the pointers in the new object
578 * will point at garbage. 539 * will point at garbage.
579 */ 540 */
580 541void
581void copy_object (object *op2, object *op) 542object::copy_to (object *dst)
582{ 543{
583 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 544 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
584 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 545 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
585 546
586 op2->clone (op); 547 *(object_copy *)dst = *this;
548 *(object_pod *)dst = *this;
587 549
588 if (is_freed) SET_FLAG (op, FLAG_FREED); 550 if (self || cb)
589 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 551 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
590 552
553 if (is_freed)
554 SET_FLAG (dst, FLAG_FREED);
555
556 if (is_removed)
557 SET_FLAG (dst, FLAG_REMOVED);
558
591 if (op2->speed < 0) 559 if (speed < 0)
592 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 560 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
593 561
594 /* Copy over key_values, if any. */ 562 /* Copy over key_values, if any. */
595 if (op2->key_values != NULL) 563 if (key_values)
596 { 564 {
597 key_value *tail = NULL; 565 key_value *tail = 0;
598 key_value *i; 566 key_value *i;
599 567
600 op->key_values = NULL; 568 dst->key_values = 0;
601 569
602 for (i = op2->key_values; i != NULL; i = i->next) 570 for (i = key_values; i; i = i->next)
603 { 571 {
604 key_value *new_link = new key_value; 572 key_value *new_link = new key_value;
605 573
606 new_link->next = NULL; 574 new_link->next = 0;
607 new_link->key = i->key; 575 new_link->key = i->key;
608 new_link->value = i->value; 576 new_link->value = i->value;
609 577
610 /* Try and be clever here, too. */ 578 /* Try and be clever here, too. */
611 if (op->key_values == NULL) 579 if (!dst->key_values)
612 { 580 {
613 op->key_values = new_link; 581 dst->key_values = new_link;
614 tail = new_link; 582 tail = new_link;
615 } 583 }
616 else 584 else
617 { 585 {
618 tail->next = new_link; 586 tail->next = new_link;
619 tail = new_link; 587 tail = new_link;
620 } 588 }
621 } 589 }
622 } 590 }
623 591
624 update_ob_speed (op); 592 update_ob_speed (dst);
593}
594
595object *
596object::clone ()
597{
598 object *neu = create ();
599 copy_to (neu);
600 return neu;
625} 601}
626 602
627/* 603/*
628 * If an object with the IS_TURNABLE() flag needs to be turned due 604 * If an object with the IS_TURNABLE() flag needs to be turned due
629 * to the closest player being on the other side, this function can 605 * to the closest player being on the other side, this function can
630 * be called to update the face variable, _and_ how it looks on the map. 606 * be called to update the face variable, _and_ how it looks on the map.
631 */ 607 */
632 608
609void
633void update_turn_face(object *op) { 610update_turn_face (object *op)
611{
634 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 612 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
635 return; 613 return;
636 SET_ANIMATION(op, op->direction); 614 SET_ANIMATION (op, op->direction);
637 update_object(op,UP_OBJ_FACE); 615 update_object (op, UP_OBJ_FACE);
638} 616}
639 617
640/* 618/*
641 * Updates the speed of an object. If the speed changes from 0 to another 619 * Updates the speed of an object. If the speed changes from 0 to another
642 * value, or vice versa, then add/remove the object from the active list. 620 * value, or vice versa, then add/remove the object from the active list.
643 * This function needs to be called whenever the speed of an object changes. 621 * This function needs to be called whenever the speed of an object changes.
644 */ 622 */
645 623void
646void update_ob_speed(object *op) { 624update_ob_speed (object *op)
625{
647 extern int arch_init; 626 extern int arch_init;
648 627
649 /* No reason putting the archetypes objects on the speed list, 628 /* No reason putting the archetypes objects on the speed list,
650 * since they never really need to be updated. 629 * since they never really need to be updated.
651 */ 630 */
652 631
653 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 632 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
633 {
654 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 634 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
655#ifdef MANY_CORES 635#ifdef MANY_CORES
656 abort(); 636 abort ();
657#else 637#else
658 op->speed = 0; 638 op->speed = 0;
659#endif 639#endif
660 } 640 }
641
661 if (arch_init) { 642 if (arch_init)
643 return;
644
645 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
646 {
647 /* If already on active list, don't do anything */
648 if (op->active_next || op->active_prev || op == active_objects)
662 return; 649 return;
663 }
664 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
665 /* If already on active list, don't do anything */
666 if (op->active_next || op->active_prev || op==active_objects)
667 return;
668 650
669 /* process_events() expects us to insert the object at the beginning 651 /* process_events() expects us to insert the object at the beginning
670 * of the list. */ 652 * of the list. */
671 op->active_next = active_objects; 653 op->active_next = active_objects;
654
672 if (op->active_next!=NULL) 655 if (op->active_next != NULL)
673 op->active_next->active_prev = op; 656 op->active_next->active_prev = op;
657
674 active_objects = op; 658 active_objects = op;
659 }
660 else
675 } 661 {
676 else {
677 /* If not on the active list, nothing needs to be done */ 662 /* If not on the active list, nothing needs to be done */
678 if (!op->active_next && !op->active_prev && op!=active_objects) 663 if (!op->active_next && !op->active_prev && op != active_objects)
679 return; 664 return;
680 665
681 if (op->active_prev==NULL) { 666 if (op->active_prev == NULL)
667 {
682 active_objects = op->active_next; 668 active_objects = op->active_next;
669
683 if (op->active_next!=NULL) 670 if (op->active_next != NULL)
684 op->active_next->active_prev = NULL; 671 op->active_next->active_prev = NULL;
672 }
673 else
685 } 674 {
686 else {
687 op->active_prev->active_next = op->active_next; 675 op->active_prev->active_next = op->active_next;
676
688 if (op->active_next) 677 if (op->active_next)
689 op->active_next->active_prev = op->active_prev; 678 op->active_next->active_prev = op->active_prev;
690 } 679 }
680
691 op->active_next = NULL; 681 op->active_next = NULL;
692 op->active_prev = NULL; 682 op->active_prev = NULL;
693 } 683 }
694} 684}
695 685
696/* This function removes object 'op' from the list of active 686/* This function removes object 'op' from the list of active
697 * objects. 687 * objects.
699 * reference maps where you don't want an object that isn't 689 * reference maps where you don't want an object that isn't
700 * in play chewing up cpu time getting processed. 690 * in play chewing up cpu time getting processed.
701 * The reverse of this is to call update_ob_speed, which 691 * The reverse of this is to call update_ob_speed, which
702 * will do the right thing based on the speed of the object. 692 * will do the right thing based on the speed of the object.
703 */ 693 */
694void
704void remove_from_active_list(object *op) 695remove_from_active_list (object *op)
705{ 696{
706 /* If not on the active list, nothing needs to be done */ 697 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects) 698 if (!op->active_next && !op->active_prev && op != active_objects)
708 return; 699 return;
709 700
710 if (op->active_prev==NULL) { 701 if (op->active_prev == NULL)
702 {
711 active_objects = op->active_next; 703 active_objects = op->active_next;
712 if (op->active_next!=NULL) 704 if (op->active_next != NULL)
713 op->active_next->active_prev = NULL; 705 op->active_next->active_prev = NULL;
706 }
707 else
714 } 708 {
715 else {
716 op->active_prev->active_next = op->active_next; 709 op->active_prev->active_next = op->active_next;
717 if (op->active_next) 710 if (op->active_next)
718 op->active_next->active_prev = op->active_prev; 711 op->active_next->active_prev = op->active_prev;
719 } 712 }
720 op->active_next = NULL; 713 op->active_next = NULL;
721 op->active_prev = NULL; 714 op->active_prev = NULL;
722} 715}
723 716
724/* 717/*
725 * update_object() updates the array which represents the map. 718 * update_object() updates the array which represents the map.
726 * It takes into account invisible objects (and represent squares covered 719 * It takes into account invisible objects (and represent squares covered
741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 734 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
742 * as that is easier than trying to look at what may have changed. 735 * as that is easier than trying to look at what may have changed.
743 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
744 */ 737 */
745 738
739void
746void update_object(object *op, int action) { 740update_object (object *op, int action)
741{
747 int update_now=0, flags; 742 int update_now = 0, flags;
748 MoveType move_on, move_off, move_block, move_slow; 743 MoveType move_on, move_off, move_block, move_slow;
749 744
750 if (op == NULL) { 745 if (op == NULL)
746 {
751 /* this should never happen */ 747 /* this should never happen */
752 LOG(llevDebug,"update_object() called for NULL object.\n"); 748 LOG (llevDebug, "update_object() called for NULL object.\n");
753 return; 749 return;
754 }
755 750 }
751
756 if(op->env!=NULL) { 752 if (op->env != NULL)
753 {
757 /* Animation is currently handled by client, so nothing 754 /* Animation is currently handled by client, so nothing
758 * to do in this case. 755 * to do in this case.
759 */ 756 */
760 return; 757 return;
761 } 758 }
762 759
763 /* If the map is saving, don't do anything as everything is 760 /* If the map is saving, don't do anything as everything is
764 * going to get freed anyways. 761 * going to get freed anyways.
765 */ 762 */
766 if (!op->map || op->map->in_memory == MAP_SAVING) return; 763 if (!op->map || op->map->in_memory == MAP_SAVING)
767 764 return;
765
768 /* make sure the object is within map boundaries */ 766 /* make sure the object is within map boundaries */
769 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 767 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
770 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 768 {
771 LOG(llevError,"update_object() called for object out of map!\n"); 769 LOG (llevError, "update_object() called for object out of map!\n");
772#ifdef MANY_CORES 770#ifdef MANY_CORES
773 abort(); 771 abort ();
774#endif 772#endif
775 return; 773 return;
776 }
777 774 }
775
778 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 776 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
779 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 777 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
780 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 778 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
781 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 779 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
782 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 780 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
783 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 781 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
784 782
785 if (action == UP_OBJ_INSERT) { 783 if (action == UP_OBJ_INSERT)
784 {
786 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 785 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
787 update_now=1; 786 update_now = 1;
788 787
789 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 788 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
790 update_now=1; 789 update_now = 1;
791 790
792 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 791 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
793 update_now=1; 792 update_now = 1;
794 793
795 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 794 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now=1; 795 update_now = 1;
797 796
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 797 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now=1; 798 update_now = 1;
800 799
801 if ((move_on | op->move_on) != move_on) update_now=1; 800 if ((move_on | op->move_on) != move_on)
801 update_now = 1;
802 802
803 if ((move_off | op->move_off) != move_off) update_now=1; 803 if ((move_off | op->move_off) != move_off)
804 update_now = 1;
804 805
805 /* This isn't perfect, but I don't expect a lot of objects to 806 /* This isn't perfect, but I don't expect a lot of objects to
806 * to have move_allow right now. 807 * to have move_allow right now.
807 */ 808 */
808 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 809 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
809 update_now=1; 810 update_now = 1;
810 811
811 if ((move_slow | op->move_slow) != move_slow) 812 if ((move_slow | op->move_slow) != move_slow)
812 update_now=1; 813 update_now = 1;
813 } 814 }
815
814 /* if the object is being removed, we can't make intelligent 816 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 817 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 818 * that is being removed.
817 */ 819 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 820 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now=1; 821 update_now = 1;
820 } else if (action == UP_OBJ_FACE) { 822 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ 823 /* Nothing to do for that case */ ;
822 }
823 else { 824 else
824 LOG(llevError,"update_object called with invalid action: %d\n", action); 825 LOG (llevError, "update_object called with invalid action: %d\n", action);
825 }
826 826
827 if (update_now) { 827 if (update_now)
828 {
828 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 829 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
829 update_position(op->map, op->x, op->y); 830 update_position (op->map, op->x, op->y);
830 } 831 }
831 832
832 if(op->more!=NULL) 833 if (op->more != NULL)
833 update_object(op->more, action); 834 update_object (op->more, action);
834} 835}
835 836
836static std::vector<object *> mortals; 837object::vector object::mortals;
838object::vector object::objects; // not yet used
839object *object::first;
837 840
838void object::free_mortals () 841void object::free_mortals ()
839{ 842{
840 for (std::vector<object *>::iterator i = mortals.begin (); i != mortals.end (); ++i) 843 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
844 if ((*i)->refcnt)
845 ++i; // further delay freeing
846 else
847 {
841 delete *i; 848 delete *i;
842 849 mortals.erase (i);
843 mortals.clear (); 850 }
844} 851}
845 852
846object::object () 853object::object ()
847{ 854{
848 count = ++ob_count;
849
850 prev = 0;
851 next = objects;
852
853 if (objects)
854 objects->prev = this;
855
856 objects = this;
857
858 SET_FLAG (this, FLAG_REMOVED); 855 SET_FLAG (this, FLAG_REMOVED);
859 856
860 expmul = 1.0; 857 expmul = 1.0;
861 face = blank_face; 858 face = blank_face;
862 attacked_by_count = -1;
863} 859}
864 860
865object::~object () 861object::~object ()
866{ 862{
863 free_key_values (this);
864}
865
866void object::link ()
867{
868 count = ++ob_count;
869 uuid = gen_uuid ();
870
871 prev = 0;
872 next = object::first;
873
874 if (object::first)
875 object::first->prev = this;
876
877 object::first = this;
878}
879
880void object::unlink ()
881{
882 if (this == object::first)
883 object::first = next;
884
885 /* Remove this object from the list of used objects */
886 if (prev) prev->next = next;
887 if (next) next->prev = prev;
888
889 prev = 0;
890 next = 0;
867} 891}
868 892
869object *object::create () 893object *object::create ()
870{ 894{
871 return new object; 895 object *op = new object;
896 op->link ();
897 return op;
872} 898}
873 899
874/* 900/*
875 * free_object() frees everything allocated by an object, removes 901 * free_object() frees everything allocated by an object, removes
876 * it from the list of used objects, and puts it on the list of 902 * it from the list of used objects, and puts it on the list of
877 * free objects. The IS_FREED() flag is set in the object. 903 * free objects. The IS_FREED() flag is set in the object.
878 * The object must have been removed by remove_ob() first for 904 * The object must have been removed by remove_ob() first for
879 * this function to succeed. 905 * this function to succeed.
880 * 906 *
881 * If free_inventory is set, free inventory as well. Else drop items in 907 * If destroy_inventory is set, free inventory as well. Else drop items in
882 * inventory to the ground. 908 * inventory to the ground.
883 */ 909 */
884void 910void object::destroy (bool destroy_inventory)
885object::free (bool free_inventory)
886{ 911{
912 if (QUERY_FLAG (this, FLAG_FREED))
913 return;
914
915 if (QUERY_FLAG (this, FLAG_FRIENDLY))
916 remove_friendly_object (this);
917
887 if (!QUERY_FLAG (this, FLAG_REMOVED)) 918 if (!QUERY_FLAG (this, FLAG_REMOVED))
888 { 919 remove ();
889 LOG (llevDebug, "Free object called with non removed object\n");
890 dump_object (this);
891#ifdef MANY_CORES
892 abort ();
893#endif
894 }
895 920
896 if (QUERY_FLAG (this, FLAG_FRIENDLY))
897 {
898 LOG (llevMonster, "Warning: tried to free friendly object.\n");
899 remove_friendly_object (this);
900 }
901
902 if (QUERY_FLAG (this, FLAG_FREED)) 921 SET_FLAG (this, FLAG_FREED);
903 {
904 dump_object (this);
905 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
906 return;
907 }
908 922
909 if (more) 923 if (more)
910 { 924 {
911 more->free (free_inventory); 925 more->destroy (destroy_inventory);
912 more = 0; 926 more = 0;
913 } 927 }
914 928
915 if (inv) 929 if (inv)
916 { 930 {
917 /* Only if the space blocks everything do we not process - 931 /* Only if the space blocks everything do we not process -
918 * if some form of movement is allowed, let objects 932 * if some form of movement is allowed, let objects
919 * drop on that space. 933 * drop on that space.
920 */ 934 */
921 if (free_inventory || !map 935 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
922 || map->in_memory != MAP_IN_MEMORY 936 {
923 || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
924 {
925 object *op = inv; 937 object *op = inv;
926 938
927 while (op) 939 while (op)
928 { 940 {
929 object *tmp = op->below; 941 object *tmp = op->below;
930 remove_ob (op);
931 op->free (free_inventory); 942 op->destroy (destroy_inventory);
932 op = tmp; 943 op = tmp;
933 } 944 }
934 } 945 }
935 else 946 else
936 { /* Put objects in inventory onto this space */ 947 { /* Put objects in inventory onto this space */
937 object *op = inv; 948 object *op = inv;
938 949
939 while (op) 950 while (op)
940 { 951 {
941 object *tmp = op->below; 952 object *tmp = op->below;
942 remove_ob (op);
943 953
954 op->remove ();
955
944 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 956 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
945 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 957 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
946 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 958 op->destroy ();
947 free_object (op); 959 else
948 else 960 {
949 { 961 op->x = x;
950 op->x = x; 962 op->y = y;
951 op->y = y;
952 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */ 963 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
953 } 964 }
954 965
955 op = tmp; 966 op = tmp;
967 }
968 }
956 } 969 }
957 } 970
971 // hack to ensure that freed objects still have a valid map
972 {
973 static maptile *freed_map; // freed objects are moved here to avoid crashes
974
975 if (!freed_map)
976 {
977 freed_map = new maptile;
978
979 freed_map->name = "/internal/freed_objects_map";
980 freed_map->width = 3;
981 freed_map->height = 3;
982
983 freed_map->allocate ();
958 } 984 }
985
986 map = freed_map;
987 x = 1;
988 y = 1;
989 }
990
991 // clear those pointers that likely might have circular references to us
992 owner = 0;
993 enemy = 0;
994 attacked_by = 0;
995
996 // only relevant for players(?), but make sure of it anyways
997 contr = 0;
959 998
960 /* Remove object from the active list */ 999 /* Remove object from the active list */
961 speed = 0; 1000 speed = 0;
962 update_ob_speed (this); 1001 update_ob_speed (this);
963 1002
964 SET_FLAG (this, FLAG_FREED); 1003 unlink ();
965
966 mortalise ();
967}
968
969void
970object::mortalise ()
971{
972 count = 0;
973
974 /* Remove this object from the list of used objects */
975 if (prev) prev->next = next;
976 if (next) next->prev = prev;
977 if (this == objects) objects = next;
978
979 free_key_values (this);
980 1004
981 mortals.push_back (this); 1005 mortals.push_back (this);
982} 1006}
983 1007
984/* 1008/*
985 * sub_weight() recursively (outwards) subtracts a number from the 1009 * sub_weight() recursively (outwards) subtracts a number from the
986 * weight of an object (and what is carried by it's environment(s)). 1010 * weight of an object (and what is carried by it's environment(s)).
987 */ 1011 */
988 1012void
989void sub_weight (object *op, signed long weight) { 1013sub_weight (object *op, signed long weight)
1014{
990 while (op != NULL) { 1015 while (op != NULL)
1016 {
991 if (op->type == CONTAINER) { 1017 if (op->type == CONTAINER)
992 weight=(signed long)(weight*(100-op->stats.Str)/100); 1018 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
993 } 1019
994 op->carrying-=weight; 1020 op->carrying -= weight;
995 op = op->env; 1021 op = op->env;
996 } 1022 }
997} 1023}
998 1024
999/* remove_ob(op): 1025/* op->remove ():
1000 * This function removes the object op from the linked list of objects 1026 * This function removes the object op from the linked list of objects
1001 * which it is currently tied to. When this function is done, the 1027 * which it is currently tied to. When this function is done, the
1002 * object will have no environment. If the object previously had an 1028 * object will have no environment. If the object previously had an
1003 * environment, the x and y coordinates will be updated to 1029 * environment, the x and y coordinates will be updated to
1004 * the previous environment. 1030 * the previous environment.
1005 * Beware: This function is called from the editor as well! 1031 * Beware: This function is called from the editor as well!
1006 */ 1032 */
1007 1033void
1008void remove_ob(object *op) { 1034object::remove ()
1035{
1009 object *tmp,*last=NULL; 1036 object *tmp, *last = 0;
1010 object *otmp; 1037 object *otmp;
1011 tag_t tag; 1038
1012 int check_walk_off; 1039 int check_walk_off;
1013 mapstruct *m;
1014 sint16 x,y;
1015
1016 1040
1017 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1041 if (QUERY_FLAG (this, FLAG_REMOVED))
1018 dump_object(op); 1042 return;
1019 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1020 1043
1021 /* Changed it to always dump core in this case. As has been learned
1022 * in the past, trying to recover from errors almost always
1023 * make things worse, and this is a real error here - something
1024 * that should not happen.
1025 * Yes, if this was a mission critical app, trying to do something
1026 * to recover may make sense, but that is because failure of the app
1027 * may have other disastrous problems. Cf runs out of a script
1028 * so is easily enough restarted without any real problems.
1029 * MSW 2001-07-01
1030 */
1031 abort();
1032 }
1033 if(op->more!=NULL)
1034 remove_ob(op->more);
1035
1036 SET_FLAG(op, FLAG_REMOVED); 1044 SET_FLAG (this, FLAG_REMOVED);
1037 1045
1046 if (more)
1047 more->remove ();
1048
1038 /* 1049 /*
1039 * In this case, the object to be removed is in someones 1050 * In this case, the object to be removed is in someones
1040 * inventory. 1051 * inventory.
1041 */ 1052 */
1042 if(op->env!=NULL) { 1053 if (env)
1054 {
1043 if(op->nrof) 1055 if (nrof)
1044 sub_weight(op->env, op->weight*op->nrof); 1056 sub_weight (env, weight * nrof);
1045 else 1057 else
1046 sub_weight(op->env, op->weight+op->carrying); 1058 sub_weight (env, weight + carrying);
1047 1059
1048 /* NO_FIX_PLAYER is set when a great many changes are being 1060 /* NO_FIX_PLAYER is set when a great many changes are being
1049 * made to players inventory. If set, avoiding the call 1061 * made to players inventory. If set, avoiding the call
1050 * to save cpu time. 1062 * to save cpu time.
1051 */ 1063 */
1052 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1064 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1053 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1054 fix_player(otmp); 1065 fix_player (otmp);
1055 1066
1056 if(op->above!=NULL) 1067 if (above != NULL)
1057 op->above->below=op->below; 1068 above->below = below;
1058 else 1069 else
1059 op->env->inv=op->below; 1070 env->inv = below;
1060 1071
1061 if(op->below!=NULL) 1072 if (below != NULL)
1062 op->below->above=op->above; 1073 below->above = above;
1063 1074
1064 /* we set up values so that it could be inserted into 1075 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up 1076 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do. 1077 * to the caller to decide what we want to do.
1078 */
1079 x = env->x, y = env->y;
1080 map = env->map;
1081 above = 0, below = 0;
1082 env = 0;
1083 }
1084 else if (map)
1085 {
1086 /* Re did the following section of code - it looks like it had
1087 * lots of logic for things we no longer care about
1088 */
1089
1090 /* link the object above us */
1091 if (above)
1092 above->below = below;
1093 else
1094 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1095
1096 /* Relink the object below us, if there is one */
1097 if (below)
1098 below->above = above;
1099 else
1100 {
1101 /* Nothing below, which means we need to relink map object for this space
1102 * use translated coordinates in case some oddness with map tiling is
1103 * evident
1067 */ 1104 */
1068 op->x=op->env->x,op->y=op->env->y; 1105 if (GET_MAP_OB (map, x, y) != this)
1069 op->map=op->env->map; 1106 {
1070 op->above=NULL,op->below=NULL; 1107 char *dump = dump_object (this);
1071 op->env=NULL; 1108 LOG (llevError,
1109 "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);
1110 free (dump);
1111 dump = dump_object (GET_MAP_OB (map, x, y));
1112 LOG (llevError, "%s\n", dump);
1113 free (dump);
1114 }
1115
1116 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1117 }
1118
1119 above = 0;
1120 below = 0;
1121
1122 if (map->in_memory == MAP_SAVING)
1072 return; 1123 return;
1073 }
1074 1124
1075 /* If we get here, we are removing it from a map */
1076 if (op->map == NULL) return;
1077
1078 x = op->x;
1079 y = op->y;
1080 m = get_map_from_coord(op->map, &x, &y);
1081
1082 if (!m) {
1083 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1084 op->map->path, op->x, op->y);
1085 /* in old days, we used to set x and y to 0 and continue.
1086 * it seems if we get into this case, something is probablye
1087 * screwed up and should be fixed.
1088 */
1089 abort();
1090 }
1091 if (op->map != m) {
1092 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1093 op->map->path, m->path, op->x, op->y, x, y);
1094 }
1095
1096 /* Re did the following section of code - it looks like it had
1097 * lots of logic for things we no longer care about
1098 */
1099
1100 /* link the object above us */
1101 if (op->above)
1102 op->above->below=op->below;
1103 else
1104 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1105
1106 /* Relink the object below us, if there is one */
1107 if(op->below) {
1108 op->below->above=op->above;
1109 } else {
1110 /* Nothing below, which means we need to relink map object for this space
1111 * use translated coordinates in case some oddness with map tiling is
1112 * evident
1113 */
1114 if(GET_MAP_OB(m,x,y)!=op) {
1115 dump_object(op);
1116 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);
1117 dump_object(GET_MAP_OB(m,x,y));
1118 LOG(llevError,"%s\n",errmsg);
1119 }
1120 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1121 }
1122 op->above=NULL;
1123 op->below=NULL;
1124
1125 if (op->map->in_memory == MAP_SAVING)
1126 return;
1127
1128 tag = op->count;
1129 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1125 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1126
1130 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1127 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1128 {
1131 /* No point updating the players look faces if he is the object 1129 /* No point updating the players look faces if he is the object
1132 * being removed. 1130 * being removed.
1133 */ 1131 */
1134 1132
1135 if(tmp->type==PLAYER && tmp!=op) { 1133 if (tmp->type == PLAYER && tmp != this)
1134 {
1136 /* If a container that the player is currently using somehow gets 1135 /* If a container that the player is currently using somehow gets
1137 * removed (most likely destroyed), update the player view 1136 * removed (most likely destroyed), update the player view
1138 * appropriately. 1137 * appropriately.
1139 */ 1138 */
1140 if (tmp->container==op) { 1139 if (tmp->container == this)
1140 {
1141 CLEAR_FLAG(op, FLAG_APPLIED); 1141 CLEAR_FLAG (this, FLAG_APPLIED);
1142 tmp->container=NULL; 1142 tmp->container = 0;
1143 }
1144
1145 tmp->contr->socket->update_look = 1;
1143 } 1146 }
1144 tmp->contr->socket.update_look=1; 1147
1145 }
1146 /* See if player moving off should effect something */ 1148 /* See if player moving off should effect something */
1147 if (check_walk_off && ((op->move_type & tmp->move_off) && 1149 if (check_walk_off
1150 && ((move_type & tmp->move_off)
1148 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1149 1152 {
1150 move_apply(tmp, op, NULL); 1153 move_apply (tmp, this, 0);
1154
1151 if (was_destroyed (op, tag)) { 1155 if (destroyed ())
1152 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1156 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1153 "leaving object\n", &tmp->name, &tmp->arch->name);
1154 } 1157 }
1155 }
1156 1158
1157 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1159 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1158 1160
1159 if(tmp->above == tmp) 1161 if (tmp->above == tmp)
1160 tmp->above = NULL; 1162 tmp->above = 0;
1163
1161 last=tmp; 1164 last = tmp;
1162 } 1165 }
1166
1163 /* last == NULL of there are no objects on this space */ 1167 /* last == NULL of there are no objects on this space */
1164 if (last==NULL) { 1168 if (!last)
1169 {
1165 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1166 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1171 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1167 * those out anyways, and if there are any flags set right now, they won't 1172 * those out anyways, and if there are any flags set right now, they won't
1168 * be correct anyways. 1173 * be correct anyways.
1169 */ 1174 */
1170 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1175 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1171 update_position(op->map, op->x, op->y); 1176 update_position (map, x, y);
1172 } 1177 }
1173 else 1178 else
1174 update_object(last, UP_OBJ_REMOVE); 1179 update_object (last, UP_OBJ_REMOVE);
1175 1180
1176 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1181 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1177 update_all_los(op->map, op->x, op->y); 1182 update_all_los (map, x, y);
1178 1183 }
1179} 1184}
1180 1185
1181/* 1186/*
1182 * merge_ob(op,top): 1187 * merge_ob(op,top):
1183 * 1188 *
1184 * This function goes through all objects below and including top, and 1189 * This function goes through all objects below and including top, and
1185 * merges op to the first matching object. 1190 * merges op to the first matching object.
1186 * If top is NULL, it is calculated. 1191 * If top is NULL, it is calculated.
1187 * Returns pointer to object if it succeded in the merge, otherwise NULL 1192 * Returns pointer to object if it succeded in the merge, otherwise NULL
1188 */ 1193 */
1189 1194object *
1190object *merge_ob(object *op, object *top) { 1195merge_ob (object *op, object *top)
1196{
1191 if(!op->nrof) 1197 if (!op->nrof)
1192 return 0; 1198 return 0;
1199
1193 if(top==NULL) 1200 if (top == NULL)
1194 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1201 for (top = op; top != NULL && top->above != NULL; top = top->above);
1202
1195 for(;top!=NULL;top=top->below) { 1203 for (; top != NULL; top = top->below)
1204 {
1196 if(top==op) 1205 if (top == op)
1197 continue; 1206 continue;
1198 if (CAN_MERGE(op,top)) 1207
1199 { 1208 if (object::can_merge (op, top))
1209 {
1200 top->nrof+=op->nrof; 1210 top->nrof += op->nrof;
1211
1201/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1212/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1202 op->weight = 0; /* Don't want any adjustements now */ 1213 op->weight = 0; /* Don't want any adjustements now */
1203 remove_ob(op); 1214 op->destroy ();
1204 free_object(op);
1205 return top; 1215 return top;
1206 } 1216 }
1207 } 1217 }
1218
1208 return NULL; 1219 return 0;
1209} 1220}
1210 1221
1211/* 1222/*
1212 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1223 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1213 * job preparing multi-part monsters 1224 * job preparing multi-part monsters
1214 */ 1225 */
1226object *
1215object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1227insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1228{
1216 object* tmp; 1229 object *tmp;
1230
1217 if (op->head) 1231 if (op->head)
1218 op=op->head; 1232 op = op->head;
1233
1219 for (tmp=op;tmp;tmp=tmp->more){ 1234 for (tmp = op; tmp; tmp = tmp->more)
1235 {
1220 tmp->x=x+tmp->arch->clone.x; 1236 tmp->x = x + tmp->arch->clone.x;
1221 tmp->y=y+tmp->arch->clone.y; 1237 tmp->y = y + tmp->arch->clone.y;
1222 } 1238 }
1239
1223 return insert_ob_in_map (op, m, originator, flag); 1240 return insert_ob_in_map (op, m, originator, flag);
1224} 1241}
1225 1242
1226/* 1243/*
1227 * insert_ob_in_map (op, map, originator, flag): 1244 * insert_ob_in_map (op, map, originator, flag):
1228 * This function inserts the object in the two-way linked list 1245 * This function inserts the object in the two-way linked list
1242 * new object if 'op' was merged with other object 1259 * new object if 'op' was merged with other object
1243 * NULL if 'op' was destroyed 1260 * NULL if 'op' was destroyed
1244 * just 'op' otherwise 1261 * just 'op' otherwise
1245 */ 1262 */
1246 1263
1264object *
1247object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1265insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1248{ 1266{
1249 object *tmp, *top, *floor=NULL; 1267 object *tmp, *top, *floor = NULL;
1250 sint16 x,y; 1268 sint16 x, y;
1251 1269
1252 if (QUERY_FLAG (op, FLAG_FREED)) { 1270 if (QUERY_FLAG (op, FLAG_FREED))
1271 {
1253 LOG (llevError, "Trying to insert freed object!\n"); 1272 LOG (llevError, "Trying to insert freed object!\n");
1273 return NULL;
1274 }
1275
1276 if (m == NULL)
1277 {
1278 char *dump = dump_object (op);
1279 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1280 free (dump);
1281 return op;
1282 }
1283
1284 if (out_of_map (m, op->x, op->y))
1285 {
1286 char *dump = dump_object (op);
1287 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1288#ifdef MANY_CORES
1289 /* Better to catch this here, as otherwise the next use of this object
1290 * is likely to cause a crash. Better to find out where it is getting
1291 * improperly inserted.
1292 */
1293 abort ();
1294#endif
1295 free (dump);
1296 return op;
1297 }
1298
1299 if (!QUERY_FLAG (op, FLAG_REMOVED))
1300 {
1301 char *dump = dump_object (op);
1302 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1303 free (dump);
1304 return op;
1305 }
1306
1307 if (op->more != NULL)
1308 {
1309 /* The part may be on a different map. */
1310
1311 object *more = op->more;
1312
1313 /* We really need the caller to normalize coordinates - if
1314 * we set the map, that doesn't work if the location is within
1315 * a map and this is straddling an edge. So only if coordinate
1316 * is clear wrong do we normalize it.
1317 */
1318 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1319 more->map = get_map_from_coord (m, &more->x, &more->y);
1320 else if (!more->map)
1321 {
1322 /* For backwards compatibility - when not dealing with tiled maps,
1323 * more->map should always point to the parent.
1324 */
1325 more->map = m;
1326 }
1327
1328 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1329 {
1330 if (!op->head)
1331 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1332
1333 return NULL;
1334 }
1335 }
1336
1337 CLEAR_FLAG (op, FLAG_REMOVED);
1338
1339 /* Ideally, the caller figures this out. However, it complicates a lot
1340 * of areas of callers (eg, anything that uses find_free_spot would now
1341 * need extra work
1342 */
1343 op->map = get_map_from_coord (m, &op->x, &op->y);
1344 x = op->x;
1345 y = op->y;
1346
1347 /* this has to be done after we translate the coordinates.
1348 */
1349 if (op->nrof && !(flag & INS_NO_MERGE))
1350 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1351 if (object::can_merge (op, tmp))
1352 {
1353 op->nrof += tmp->nrof;
1354 tmp->destroy ();
1355 }
1356
1357 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1358 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1359
1360 if (!QUERY_FLAG (op, FLAG_ALIVE))
1361 CLEAR_FLAG (op, FLAG_NO_STEAL);
1362
1363 if (flag & INS_BELOW_ORIGINATOR)
1364 {
1365 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1366 {
1367 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1368 abort ();
1369 }
1370
1371 op->above = originator;
1372 op->below = originator->below;
1373
1374 if (op->below)
1375 op->below->above = op;
1376 else
1377 SET_MAP_OB (op->map, op->x, op->y, op);
1378
1379 /* since *below* originator, no need to update top */
1380 originator->below = op;
1381 }
1382 else
1383 {
1384 /* If there are other objects, then */
1385 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1386 {
1387 object *last = NULL;
1388
1389 /*
1390 * If there are multiple objects on this space, we do some trickier handling.
1391 * We've already dealt with merging if appropriate.
1392 * Generally, we want to put the new object on top. But if
1393 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1394 * floor, we want to insert above that and no further.
1395 * Also, if there are spell objects on this space, we stop processing
1396 * once we get to them. This reduces the need to traverse over all of
1397 * them when adding another one - this saves quite a bit of cpu time
1398 * when lots of spells are cast in one area. Currently, it is presumed
1399 * that flying non pickable objects are spell objects.
1400 */
1401
1402 while (top != NULL)
1403 {
1404 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1405 floor = top;
1406
1407 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1408 {
1409 /* We insert above top, so we want this object below this */
1410 top = top->below;
1411 break;
1412 }
1413
1414 last = top;
1415 top = top->above;
1416 }
1417
1418 /* Don't want top to be NULL, so set it to the last valid object */
1419 top = last;
1420
1421 /* We let update_position deal with figuring out what the space
1422 * looks like instead of lots of conditions here.
1423 * makes things faster, and effectively the same result.
1424 */
1425
1426 /* Have object 'fall below' other objects that block view.
1427 * Unless those objects are exits, type 66
1428 * If INS_ON_TOP is used, don't do this processing
1429 * Need to find the object that in fact blocks view, otherwise
1430 * stacking is a bit odd.
1431 */
1432 if (!(flag & INS_ON_TOP) &&
1433 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1434 {
1435 for (last = top; last != floor; last = last->below)
1436 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1437 break;
1438 /* Check to see if we found the object that blocks view,
1439 * and make sure we have a below pointer for it so that
1440 * we can get inserted below this one, which requires we
1441 * set top to the object below us.
1442 */
1443 if (last && last->below && last != floor)
1444 top = last->below;
1445 }
1446 } /* If objects on this space */
1447
1448 if (flag & INS_MAP_LOAD)
1449 top = GET_MAP_TOP (op->map, op->x, op->y);
1450
1451 if (flag & INS_ABOVE_FLOOR_ONLY)
1452 top = floor;
1453
1454 /* Top is the object that our object (op) is going to get inserted above.
1455 */
1456
1457 /* First object on this space */
1458 if (!top)
1459 {
1460 op->above = GET_MAP_OB (op->map, op->x, op->y);
1461
1462 if (op->above)
1463 op->above->below = op;
1464
1465 op->below = NULL;
1466 SET_MAP_OB (op->map, op->x, op->y, op);
1467 }
1468 else
1469 { /* get inserted into the stack above top */
1470 op->above = top->above;
1471
1472 if (op->above)
1473 op->above->below = op;
1474
1475 op->below = top;
1476 top->above = op;
1477 }
1478
1479 if (op->above == NULL)
1480 SET_MAP_TOP (op->map, op->x, op->y, op);
1481 } /* else not INS_BELOW_ORIGINATOR */
1482
1483 if (op->type == PLAYER)
1484 op->contr->do_los = 1;
1485
1486 /* If we have a floor, we know the player, if any, will be above
1487 * it, so save a few ticks and start from there.
1488 */
1489 if (!(flag & INS_MAP_LOAD))
1490 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1491 if (tmp->type == PLAYER)
1492 tmp->contr->socket->update_look = 1;
1493
1494 /* If this object glows, it may affect lighting conditions that are
1495 * visible to others on this map. But update_all_los is really
1496 * an inefficient way to do this, as it means los for all players
1497 * on the map will get recalculated. The players could very well
1498 * be far away from this change and not affected in any way -
1499 * this should get redone to only look for players within range,
1500 * or just updating the P_NEED_UPDATE for spaces within this area
1501 * of effect may be sufficient.
1502 */
1503 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1504 update_all_los (op->map, op->x, op->y);
1505
1506 /* updates flags (blocked, alive, no magic, etc) for this map space */
1507 update_object (op, UP_OBJ_INSERT);
1508
1509 /* Don't know if moving this to the end will break anything. However,
1510 * we want to have update_look set above before calling this.
1511 *
1512 * check_move_on() must be after this because code called from
1513 * check_move_on() depends on correct map flags (so functions like
1514 * blocked() and wall() work properly), and these flags are updated by
1515 * update_object().
1516 */
1517
1518 /* if this is not the head or flag has been passed, don't check walk on status */
1519 if (!(flag & INS_NO_WALK_ON) && !op->head)
1520 {
1521 if (check_move_on (op, originator))
1254 return NULL; 1522 return NULL;
1255 }
1256 if(m==NULL) {
1257 dump_object(op);
1258 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1259 return op;
1260 }
1261 if(out_of_map(m,op->x,op->y)) {
1262 dump_object(op);
1263 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1264#ifdef MANY_CORES
1265 /* Better to catch this here, as otherwise the next use of this object
1266 * is likely to cause a crash. Better to find out where it is getting
1267 * improperly inserted.
1268 */
1269 abort();
1270#endif
1271 return op;
1272 }
1273 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1274 dump_object(op);
1275 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1276 return op;
1277 }
1278 if(op->more!=NULL) {
1279 /* The part may be on a different map. */
1280 1523
1281 object *more = op->more;
1282
1283 /* We really need the caller to normalize coordinates - if
1284 * we set the map, that doesn't work if the location is within
1285 * a map and this is straddling an edge. So only if coordinate
1286 * is clear wrong do we normalize it.
1287 */
1288 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1289 more->map = get_map_from_coord(m, &more->x, &more->y);
1290 } else if (!more->map) {
1291 /* For backwards compatibility - when not dealing with tiled maps,
1292 * more->map should always point to the parent.
1293 */
1294 more->map = m;
1295 }
1296
1297 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1298 if ( ! op->head)
1299 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1300 return NULL;
1301 }
1302 }
1303 CLEAR_FLAG(op,FLAG_REMOVED);
1304
1305 /* Ideally, the caller figures this out. However, it complicates a lot
1306 * of areas of callers (eg, anything that uses find_free_spot would now
1307 * need extra work
1308 */
1309 op->map=get_map_from_coord(m, &op->x, &op->y);
1310 x = op->x;
1311 y = op->y;
1312
1313 /* this has to be done after we translate the coordinates.
1314 */
1315 if(op->nrof && !(flag & INS_NO_MERGE)) {
1316 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1317 if (CAN_MERGE(op,tmp)) {
1318 op->nrof+=tmp->nrof;
1319 remove_ob(tmp);
1320 free_object(tmp);
1321 }
1322 }
1323
1324 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1325 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1326 if (!QUERY_FLAG(op, FLAG_ALIVE))
1327 CLEAR_FLAG(op, FLAG_NO_STEAL);
1328
1329 if (flag & INS_BELOW_ORIGINATOR) {
1330 if (originator->map != op->map || originator->x != op->x ||
1331 originator->y != op->y) {
1332 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1333 abort();
1334 }
1335 op->above = originator;
1336 op->below = originator->below;
1337 if (op->below) op->below->above = op;
1338 else SET_MAP_OB(op->map, op->x, op->y, op);
1339 /* since *below* originator, no need to update top */
1340 originator->below = op;
1341 } else {
1342 /* If there are other objects, then */
1343 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1344 object *last=NULL;
1345 /*
1346 * If there are multiple objects on this space, we do some trickier handling.
1347 * We've already dealt with merging if appropriate.
1348 * Generally, we want to put the new object on top. But if
1349 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1350 * floor, we want to insert above that and no further.
1351 * Also, if there are spell objects on this space, we stop processing
1352 * once we get to them. This reduces the need to traverse over all of
1353 * them when adding another one - this saves quite a bit of cpu time
1354 * when lots of spells are cast in one area. Currently, it is presumed
1355 * that flying non pickable objects are spell objects.
1356 */
1357
1358 while (top != NULL) {
1359 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1360 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1361 if (QUERY_FLAG(top, FLAG_NO_PICK)
1362 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1363 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1364 {
1365 /* We insert above top, so we want this object below this */
1366 top=top->below;
1367 break;
1368 }
1369 last = top;
1370 top = top->above;
1371 }
1372 /* Don't want top to be NULL, so set it to the last valid object */
1373 top = last;
1374
1375 /* We let update_position deal with figuring out what the space
1376 * looks like instead of lots of conditions here.
1377 * makes things faster, and effectively the same result.
1378 */
1379
1380 /* Have object 'fall below' other objects that block view.
1381 * Unless those objects are exits, type 66
1382 * If INS_ON_TOP is used, don't do this processing
1383 * Need to find the object that in fact blocks view, otherwise
1384 * stacking is a bit odd.
1385 */
1386 if (!(flag & INS_ON_TOP) &&
1387 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1388 (op->face && !op->face->visibility)) {
1389 for (last=top; last != floor; last=last->below)
1390 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1391 /* Check to see if we found the object that blocks view,
1392 * and make sure we have a below pointer for it so that
1393 * we can get inserted below this one, which requires we
1394 * set top to the object below us.
1395 */
1396 if (last && last->below && last != floor) top=last->below;
1397 }
1398 } /* If objects on this space */
1399 if (flag & INS_MAP_LOAD)
1400 top = GET_MAP_TOP(op->map,op->x,op->y);
1401 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1402
1403 /* Top is the object that our object (op) is going to get inserted above.
1404 */
1405
1406 /* First object on this space */
1407 if (!top) {
1408 op->above = GET_MAP_OB(op->map, op->x, op->y);
1409 if (op->above) op->above->below = op;
1410 op->below = NULL;
1411 SET_MAP_OB(op->map, op->x, op->y, op);
1412 } else { /* get inserted into the stack above top */
1413 op->above = top->above;
1414 if (op->above) op->above->below = op;
1415 op->below = top;
1416 top->above = op;
1417 }
1418 if (op->above==NULL)
1419 SET_MAP_TOP(op->map,op->x, op->y, op);
1420 } /* else not INS_BELOW_ORIGINATOR */
1421
1422 if(op->type==PLAYER)
1423 op->contr->do_los=1;
1424
1425 /* If we have a floor, we know the player, if any, will be above
1426 * it, so save a few ticks and start from there.
1427 */
1428 if (!(flag & INS_MAP_LOAD))
1429 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1430 if (tmp->type == PLAYER)
1431 tmp->contr->socket.update_look=1;
1432 }
1433
1434 /* If this object glows, it may affect lighting conditions that are
1435 * visible to others on this map. But update_all_los is really
1436 * an inefficient way to do this, as it means los for all players
1437 * on the map will get recalculated. The players could very well
1438 * be far away from this change and not affected in any way -
1439 * this should get redone to only look for players within range,
1440 * or just updating the P_NEED_UPDATE for spaces within this area
1441 * of effect may be sufficient.
1442 */
1443 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1444 update_all_los(op->map, op->x, op->y);
1445
1446
1447 /* updates flags (blocked, alive, no magic, etc) for this map space */
1448 update_object(op,UP_OBJ_INSERT);
1449
1450
1451 /* Don't know if moving this to the end will break anything. However,
1452 * we want to have update_look set above before calling this.
1453 *
1454 * check_move_on() must be after this because code called from
1455 * check_move_on() depends on correct map flags (so functions like
1456 * blocked() and wall() work properly), and these flags are updated by
1457 * update_object().
1458 */
1459
1460 /* if this is not the head or flag has been passed, don't check walk on status */
1461
1462 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1463 if (check_move_on(op, originator))
1464 return NULL;
1465
1466 /* If we are a multi part object, lets work our way through the check 1524 /* If we are a multi part object, lets work our way through the check
1467 * walk on's. 1525 * walk on's.
1468 */ 1526 */
1469 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1527 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1470 if (check_move_on (tmp, originator)) 1528 if (check_move_on (tmp, originator))
1471 return NULL; 1529 return NULL;
1472 } 1530 }
1531
1473 return op; 1532 return op;
1474} 1533}
1475 1534
1476/* this function inserts an object in the map, but if it 1535/* this function inserts an object in the map, but if it
1477 * finds an object of its own type, it'll remove that one first. 1536 * finds an object of its own type, it'll remove that one first.
1478 * op is the object to insert it under: supplies x and the map. 1537 * op is the object to insert it under: supplies x and the map.
1479 */ 1538 */
1539void
1480void replace_insert_ob_in_map(const char *arch_string, object *op) { 1540replace_insert_ob_in_map (const char *arch_string, object *op)
1541{
1481 object *tmp; 1542 object *
1482 object *tmp1; 1543 tmp;
1544 object *
1545 tmp1;
1483 1546
1484 /* first search for itself and remove any old instances */ 1547 /* first search for itself and remove any old instances */
1485 1548
1486 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1549 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1487 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1550 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1488 remove_ob(tmp); 1551 tmp->destroy ();
1489 free_object(tmp);
1490 }
1491 }
1492 1552
1493 tmp1=arch_to_object(find_archetype(arch_string)); 1553 tmp1 = arch_to_object (archetype::find (arch_string));
1494 1554
1495 1555 tmp1->x = op->x;
1496 tmp1->x = op->x; tmp1->y = op->y; 1556 tmp1->y = op->y;
1497 insert_ob_in_map(tmp1,op->map,op,0); 1557 insert_ob_in_map (tmp1, op->map, op, 0);
1498} 1558}
1499 1559
1500/* 1560/*
1501 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1561 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1502 * is returned contains nr objects, and the remaining parts contains 1562 * is returned contains nr objects, and the remaining parts contains
1503 * the rest (or is removed and freed if that number is 0). 1563 * the rest (or is removed and freed if that number is 0).
1504 * On failure, NULL is returned, and the reason put into the 1564 * On failure, NULL is returned, and the reason put into the
1505 * global static errmsg array. 1565 * global static errmsg array.
1506 */ 1566 */
1507 1567
1568object *
1508object *get_split_ob(object *orig_ob, uint32 nr) { 1569get_split_ob (object *orig_ob, uint32 nr)
1570{
1509 object *newob; 1571 object *newob;
1510 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1572 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1511 1573
1512 if(orig_ob->nrof<nr) { 1574 if (orig_ob->nrof < nr)
1513 sprintf(errmsg,"There are only %d %ss.", 1575 {
1514 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1576 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1515 return NULL; 1577 return NULL;
1516 } 1578 }
1579
1517 newob = object_create_clone(orig_ob); 1580 newob = object_create_clone (orig_ob);
1581
1518 if((orig_ob->nrof-=nr)<1) { 1582 if ((orig_ob->nrof -= nr) < 1)
1519 if ( ! is_removed) 1583 orig_ob->destroy (1);
1520 remove_ob(orig_ob);
1521 free_object2(orig_ob, 1);
1522 }
1523 else if ( ! is_removed) { 1584 else if (!is_removed)
1585 {
1524 if(orig_ob->env!=NULL) 1586 if (orig_ob->env != NULL)
1525 sub_weight (orig_ob->env,orig_ob->weight*nr); 1587 sub_weight (orig_ob->env, orig_ob->weight * nr);
1526 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1588 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1589 {
1527 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1590 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1528 LOG(llevDebug,
1529 "Error, Tried to split object whose map is not in memory.\n"); 1591 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1530 return NULL; 1592 return NULL;
1531 } 1593 }
1532 } 1594 }
1595
1533 newob->nrof=nr; 1596 newob->nrof = nr;
1534 1597
1535 return newob; 1598 return newob;
1536} 1599}
1537 1600
1538/* 1601/*
1539 * decrease_ob_nr(object, number) decreases a specified number from 1602 * decrease_ob_nr(object, number) decreases a specified number from
1540 * the amount of an object. If the amount reaches 0, the object 1603 * the amount of an object. If the amount reaches 0, the object
1541 * is subsequently removed and freed. 1604 * is subsequently removed and freed.
1542 * 1605 *
1543 * Return value: 'op' if something is left, NULL if the amount reached 0 1606 * Return value: 'op' if something is left, NULL if the amount reached 0
1544 */ 1607 */
1545 1608
1609object *
1546object *decrease_ob_nr (object *op, uint32 i) 1610decrease_ob_nr (object *op, uint32 i)
1547{ 1611{
1548 object *tmp; 1612 object *tmp;
1549 player *pl; 1613 player *pl;
1550 1614
1551 if (i == 0) /* objects with op->nrof require this check */ 1615 if (i == 0) /* objects with op->nrof require this check */
1552 return op; 1616 return op;
1553 1617
1554 if (i > op->nrof) 1618 if (i > op->nrof)
1555 i = op->nrof; 1619 i = op->nrof;
1556 1620
1557 if (QUERY_FLAG (op, FLAG_REMOVED)) 1621 if (QUERY_FLAG (op, FLAG_REMOVED))
1622 op->nrof -= i;
1623 else if (op->env != NULL)
1624 {
1625 /* is this object in the players inventory, or sub container
1626 * therein?
1627 */
1628 tmp = is_player_inv (op->env);
1629 /* nope. Is this a container the player has opened?
1630 * If so, set tmp to that player.
1631 * IMO, searching through all the players will mostly
1632 * likely be quicker than following op->env to the map,
1633 * and then searching the map for a player.
1634 */
1635 if (!tmp)
1636 {
1637 for (pl = first_player; pl; pl = pl->next)
1638 if (pl->ob->container == op->env)
1639 break;
1640 if (pl)
1641 tmp = pl->ob;
1642 else
1643 tmp = NULL;
1644 }
1645
1646 if (i < op->nrof)
1647 {
1648 sub_weight (op->env, op->weight * i);
1649 op->nrof -= i;
1650 if (tmp)
1651 {
1652 esrv_send_item (tmp, op);
1653 }
1654 }
1655 else
1656 {
1657 op->remove ();
1658 op->nrof = 0;
1659 if (tmp)
1660 {
1661 esrv_del_item (tmp->contr, op->count);
1662 }
1663 }
1558 { 1664 }
1665 else
1666 {
1667 object *above = op->above;
1668
1669 if (i < op->nrof)
1559 op->nrof -= i; 1670 op->nrof -= i;
1560 } 1671 else
1561 else if (op->env != NULL)
1562 {
1563 /* is this object in the players inventory, or sub container
1564 * therein?
1565 */
1566 tmp = is_player_inv (op->env);
1567 /* nope. Is this a container the player has opened?
1568 * If so, set tmp to that player.
1569 * IMO, searching through all the players will mostly
1570 * likely be quicker than following op->env to the map,
1571 * and then searching the map for a player.
1572 */
1573 if (!tmp) {
1574 for (pl=first_player; pl; pl=pl->next)
1575 if (pl->ob->container == op->env) break;
1576 if (pl) tmp=pl->ob;
1577 else tmp=NULL;
1578 } 1672 {
1579
1580 if (i < op->nrof) {
1581 sub_weight (op->env, op->weight * i);
1582 op->nrof -= i;
1583 if (tmp) {
1584 esrv_send_item(tmp, op);
1585 }
1586 } else {
1587 remove_ob (op); 1673 op->remove ();
1588 op->nrof = 0; 1674 op->nrof = 0;
1589 if (tmp) {
1590 esrv_del_item(tmp->contr, op->count);
1591 } 1675 }
1592 }
1593 }
1594 else
1595 {
1596 object *above = op->above;
1597 1676
1598 if (i < op->nrof) {
1599 op->nrof -= i;
1600 } else {
1601 remove_ob (op);
1602 op->nrof = 0;
1603 }
1604 /* Since we just removed op, op->above is null */ 1677 /* Since we just removed op, op->above is null */
1605 for (tmp = above; tmp != NULL; tmp = tmp->above) 1678 for (tmp = above; tmp != NULL; tmp = tmp->above)
1606 if (tmp->type == PLAYER) { 1679 if (tmp->type == PLAYER)
1680 {
1607 if (op->nrof) 1681 if (op->nrof)
1608 esrv_send_item(tmp, op); 1682 esrv_send_item (tmp, op);
1609 else 1683 else
1610 esrv_del_item(tmp->contr, op->count); 1684 esrv_del_item (tmp->contr, op->count);
1611 } 1685 }
1612 } 1686 }
1613 1687
1614 if (op->nrof) { 1688 if (op->nrof)
1615 return op; 1689 return op;
1616 } else { 1690 else
1617 free_object (op); 1691 {
1692 op->destroy ();
1618 return NULL; 1693 return NULL;
1619 } 1694 }
1620} 1695}
1621 1696
1622/* 1697/*
1623 * add_weight(object, weight) adds the specified weight to an object, 1698 * add_weight(object, weight) adds the specified weight to an object,
1624 * and also updates how much the environment(s) is/are carrying. 1699 * and also updates how much the environment(s) is/are carrying.
1625 */ 1700 */
1626 1701
1702void
1627void add_weight (object *op, signed long weight) { 1703add_weight (object *op, signed long weight)
1704{
1628 while (op!=NULL) { 1705 while (op != NULL)
1706 {
1629 if (op->type == CONTAINER) { 1707 if (op->type == CONTAINER)
1630 weight=(signed long)(weight*(100-op->stats.Str)/100); 1708 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1631 } 1709
1632 op->carrying+=weight; 1710 op->carrying += weight;
1633 op=op->env; 1711 op = op->env;
1634 } 1712 }
1635} 1713}
1636 1714
1715object *
1716insert_ob_in_ob (object *op, object *where)
1717{
1718 if (!where)
1719 {
1720 char *dump = dump_object (op);
1721 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1722 free (dump);
1723 return op;
1724 }
1725
1726 if (where->head)
1727 {
1728 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1729 where = where->head;
1730 }
1731
1732 return where->insert (op);
1733}
1734
1637/* 1735/*
1638 * insert_ob_in_ob(op,environment): 1736 * env->insert (op)
1639 * This function inserts the object op in the linked list 1737 * This function inserts the object op in the linked list
1640 * inside the object environment. 1738 * inside the object environment.
1641 * 1739 *
1642 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1643 * the inventory at the last position or next to other objects of the same
1644 * type.
1645 * Frank: Now sorted by type, archetype and magic!
1646 *
1647 * The function returns now pointer to inserted item, and return value can 1740 * The function returns now pointer to inserted item, and return value can
1648 * be != op, if items are merged. -Tero 1741 * be != op, if items are merged. -Tero
1649 */ 1742 */
1650 1743
1651object *insert_ob_in_ob(object *op,object *where) { 1744object *
1745object::insert (object *op)
1746{
1652 object *tmp, *otmp; 1747 object *tmp, *otmp;
1653 1748
1654 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1749 if (!QUERY_FLAG (op, FLAG_REMOVED))
1655 dump_object(op); 1750 op->remove ();
1656 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1751
1657 return op;
1658 }
1659 if(where==NULL) {
1660 dump_object(op);
1661 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1662 return op;
1663 }
1664 if (where->head) {
1665 LOG(llevDebug,
1666 "Warning: Tried to insert object wrong part of multipart object.\n");
1667 where = where->head;
1668 }
1669 if (op->more) { 1752 if (op->more)
1753 {
1670 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1754 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1671 &op->name, op->count);
1672 return op; 1755 return op;
1673 } 1756 }
1757
1674 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1758 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1675 CLEAR_FLAG(op, FLAG_REMOVED); 1759 CLEAR_FLAG (op, FLAG_REMOVED);
1676 if(op->nrof) { 1760 if (op->nrof)
1761 {
1677 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1762 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1678 if ( CAN_MERGE(tmp,op) ) { 1763 if (object::can_merge (tmp, op))
1764 {
1679 /* return the original object and remove inserted object 1765 /* return the original object and remove inserted object
1680 (client needs the original object) */ 1766 (client needs the original object) */
1681 tmp->nrof += op->nrof; 1767 tmp->nrof += op->nrof;
1682 /* Weight handling gets pretty funky. Since we are adding to 1768 /* Weight handling gets pretty funky. Since we are adding to
1683 * tmp->nrof, we need to increase the weight. 1769 * tmp->nrof, we need to increase the weight.
1684 */ 1770 */
1685 add_weight (where, op->weight*op->nrof); 1771 add_weight (this, op->weight * op->nrof);
1686 SET_FLAG(op, FLAG_REMOVED); 1772 SET_FLAG (op, FLAG_REMOVED);
1687 free_object(op); /* free the inserted object */ 1773 op->destroy (); /* free the inserted object */
1688 op = tmp; 1774 op = tmp;
1689 remove_ob (op); /* and fix old object's links */ 1775 op->remove (); /* and fix old object's links */
1690 CLEAR_FLAG(op, FLAG_REMOVED); 1776 CLEAR_FLAG (op, FLAG_REMOVED);
1691 break; 1777 break;
1692 } 1778 }
1693 1779
1694 /* I assume combined objects have no inventory 1780 /* I assume combined objects have no inventory
1695 * We add the weight - this object could have just been removed 1781 * We add the weight - this object could have just been removed
1696 * (if it was possible to merge). calling remove_ob will subtract 1782 * (if it was possible to merge). calling remove_ob will subtract
1697 * the weight, so we need to add it in again, since we actually do 1783 * the weight, so we need to add it in again, since we actually do
1698 * the linking below 1784 * the linking below
1699 */ 1785 */
1700 add_weight (where, op->weight*op->nrof); 1786 add_weight (this, op->weight * op->nrof);
1787 }
1701 } else 1788 else
1702 add_weight (where, (op->weight+op->carrying)); 1789 add_weight (this, (op->weight + op->carrying));
1703 1790
1704 otmp=is_player_inv(where); 1791 otmp = is_player_inv (this);
1705 if (otmp&&otmp->contr!=NULL) { 1792 if (otmp && otmp->contr)
1706 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1793 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1707 fix_player(otmp); 1794 fix_player (otmp);
1708 }
1709 1795
1710 op->map=NULL; 1796 op->map = NULL;
1711 op->env=where; 1797 op->env = this;
1712 op->above=NULL; 1798 op->above = NULL;
1713 op->below=NULL; 1799 op->below = NULL;
1714 op->x=0,op->y=0; 1800 op->x = 0, op->y = 0;
1715 1801
1716 /* reset the light list and los of the players on the map */ 1802 /* reset the light list and los of the players on the map */
1717 if((op->glow_radius!=0)&&where->map) 1803 if ((op->glow_radius != 0) && map)
1718 { 1804 {
1719#ifdef DEBUG_LIGHTS 1805#ifdef DEBUG_LIGHTS
1720 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1806 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1721 op->name);
1722#endif /* DEBUG_LIGHTS */ 1807#endif /* DEBUG_LIGHTS */
1723 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1808 if (MAP_DARKNESS (map))
1809 update_all_los (map, x, y);
1724 } 1810 }
1725 1811
1726 /* Client has no idea of ordering so lets not bother ordering it here. 1812 /* Client has no idea of ordering so lets not bother ordering it here.
1727 * It sure simplifies this function... 1813 * It sure simplifies this function...
1728 */ 1814 */
1729 if (where->inv==NULL) 1815 if (!inv)
1730 where->inv=op; 1816 inv = op;
1731 else { 1817 else
1818 {
1732 op->below = where->inv; 1819 op->below = inv;
1733 op->below->above = op; 1820 op->below->above = op;
1734 where->inv = op; 1821 inv = op;
1735 } 1822 }
1823
1736 return op; 1824 return op;
1737} 1825}
1738 1826
1739/* 1827/*
1740 * Checks if any objects has a move_type that matches objects 1828 * Checks if any objects has a move_type that matches objects
1755 * MSW 2001-07-08: Check all objects on space, not just those below 1843 * MSW 2001-07-08: Check all objects on space, not just those below
1756 * object being inserted. insert_ob_in_map may not put new objects 1844 * object being inserted. insert_ob_in_map may not put new objects
1757 * on top. 1845 * on top.
1758 */ 1846 */
1759 1847
1848int
1760int check_move_on (object *op, object *originator) 1849check_move_on (object *op, object *originator)
1761{ 1850{
1762 object *tmp; 1851 object *tmp;
1763 tag_t tag;
1764 mapstruct *m=op->map; 1852 maptile *m = op->map;
1765 int x=op->x, y=op->y; 1853 int x = op->x, y = op->y;
1854
1766 MoveType move_on, move_slow, move_block; 1855 MoveType move_on, move_slow, move_block;
1767 1856
1768 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1857 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1769 return 0; 1858 return 0;
1770 1859
1771 tag = op->count;
1772
1773 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1860 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1774 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1861 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1775 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1862 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1776 1863
1777 /* if nothing on this space will slow op down or be applied, 1864 /* if nothing on this space will slow op down or be applied,
1778 * no need to do checking below. have to make sure move_type 1865 * no need to do checking below. have to make sure move_type
1779 * is set, as lots of objects don't have it set - we treat that 1866 * is set, as lots of objects don't have it set - we treat that
1780 * as walking. 1867 * as walking.
1781 */ 1868 */
1782 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1869 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1783 return 0; 1870 return 0;
1784 1871
1785 /* This is basically inverse logic of that below - basically, 1872 /* This is basically inverse logic of that below - basically,
1786 * if the object can avoid the move on or slow move, they do so, 1873 * if the object can avoid the move on or slow move, they do so,
1787 * but can't do it if the alternate movement they are using is 1874 * but can't do it if the alternate movement they are using is
1788 * blocked. Logic on this seems confusing, but does seem correct. 1875 * blocked. Logic on this seems confusing, but does seem correct.
1789 */ 1876 */
1790 if ((op->move_type & ~move_on & ~move_block) != 0 && 1877 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1791 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1878 return 0;
1792 1879
1793 /* The objects have to be checked from top to bottom. 1880 /* The objects have to be checked from top to bottom.
1794 * Hence, we first go to the top: 1881 * Hence, we first go to the top:
1795 */ 1882 */
1796 1883
1797 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1884 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1798 tmp->above!=NULL; tmp=tmp->above) { 1885 {
1799 /* Trim the search when we find the first other spell effect 1886 /* Trim the search when we find the first other spell effect
1800 * this helps performance so that if a space has 50 spell objects, 1887 * this helps performance so that if a space has 50 spell objects,
1801 * we don't need to check all of them. 1888 * we don't need to check all of them.
1802 */ 1889 */
1803 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1890 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1891 break;
1892 }
1893
1894 for (; tmp; tmp = tmp->below)
1804 } 1895 {
1805 for(;tmp!=NULL; tmp=tmp->below) { 1896 if (tmp == op)
1806 if (tmp == op) continue; /* Can't apply yourself */ 1897 continue; /* Can't apply yourself */
1807 1898
1808 /* Check to see if one of the movement types should be slowed down. 1899 /* Check to see if one of the movement types should be slowed down.
1809 * Second check makes sure that the movement types not being slowed 1900 * Second check makes sure that the movement types not being slowed
1810 * (~slow_move) is not blocked on this space - just because the 1901 * (~slow_move) is not blocked on this space - just because the
1811 * space doesn't slow down swimming (for example), if you can't actually 1902 * space doesn't slow down swimming (for example), if you can't actually
1812 * swim on that space, can't use it to avoid the penalty. 1903 * swim on that space, can't use it to avoid the penalty.
1813 */ 1904 */
1814 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1905 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1906 {
1815 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1907 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1816 ((op->move_type & tmp->move_slow) &&
1817 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1908 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1909 {
1818 1910
1819 float diff; 1911 float
1820
1821 diff = tmp->move_slow_penalty*FABS(op->speed); 1912 diff = tmp->move_slow_penalty * FABS (op->speed);
1913
1822 if (op->type == PLAYER) { 1914 if (op->type == PLAYER)
1823 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1915 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1824 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1916 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1825 diff /= 4.0; 1917 diff /= 4.0;
1826 } 1918
1827 }
1828 op->speed_left -= diff; 1919 op->speed_left -= diff;
1829 } 1920 }
1830 } 1921 }
1831 1922
1832 /* Basically same logic as above, except now for actual apply. */ 1923 /* Basically same logic as above, except now for actual apply. */
1833 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1924 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1834 ((op->move_type & tmp->move_on) &&
1835 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1925 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1836 1926 {
1837 move_apply(tmp, op, originator); 1927 move_apply (tmp, op, originator);
1928
1838 if (was_destroyed (op, tag)) 1929 if (op->destroyed ())
1839 return 1; 1930 return 1;
1840 1931
1841 /* what the person/creature stepped onto has moved the object 1932 /* what the person/creature stepped onto has moved the object
1842 * someplace new. Don't process any further - if we did, 1933 * someplace new. Don't process any further - if we did,
1843 * have a feeling strange problems would result. 1934 * have a feeling strange problems would result.
1844 */ 1935 */
1845 if (op->map != m || op->x != x || op->y != y) return 0; 1936 if (op->map != m || op->x != x || op->y != y)
1937 return 0;
1846 } 1938 }
1847 } 1939 }
1940
1848 return 0; 1941 return 0;
1849} 1942}
1850 1943
1851/* 1944/*
1852 * present_arch(arch, map, x, y) searches for any objects with 1945 * present_arch(arch, map, x, y) searches for any objects with
1853 * a matching archetype at the given map and coordinates. 1946 * a matching archetype at the given map and coordinates.
1854 * The first matching object is returned, or NULL if none. 1947 * The first matching object is returned, or NULL if none.
1855 */ 1948 */
1856 1949
1950object *
1857object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1951present_arch (const archetype *at, maptile *m, int x, int y)
1952{
1858 object *tmp; 1953 object *
1954 tmp;
1955
1859 if(m==NULL || out_of_map(m,x,y)) { 1956 if (m == NULL || out_of_map (m, x, y))
1957 {
1860 LOG(llevError,"Present_arch called outside map.\n"); 1958 LOG (llevError, "Present_arch called outside map.\n");
1861 return NULL; 1959 return NULL;
1862 } 1960 }
1863 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1961 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1864 if(tmp->arch == at) 1962 if (tmp->arch == at)
1865 return tmp; 1963 return tmp;
1866 return NULL; 1964 return NULL;
1867} 1965}
1868 1966
1869/* 1967/*
1870 * present(type, map, x, y) searches for any objects with 1968 * present(type, map, x, y) searches for any objects with
1871 * a matching type variable at the given map and coordinates. 1969 * a matching type variable at the given map and coordinates.
1872 * The first matching object is returned, or NULL if none. 1970 * The first matching object is returned, or NULL if none.
1873 */ 1971 */
1874 1972
1973object *
1875object *present(unsigned char type,mapstruct *m, int x,int y) { 1974present (unsigned char type, maptile *m, int x, int y)
1975{
1876 object *tmp; 1976 object *
1977 tmp;
1978
1877 if(out_of_map(m,x,y)) { 1979 if (out_of_map (m, x, y))
1980 {
1878 LOG(llevError,"Present called outside map.\n"); 1981 LOG (llevError, "Present called outside map.\n");
1879 return NULL; 1982 return NULL;
1880 } 1983 }
1881 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1984 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1882 if(tmp->type==type) 1985 if (tmp->type == type)
1883 return tmp; 1986 return tmp;
1884 return NULL; 1987 return NULL;
1885} 1988}
1886 1989
1887/* 1990/*
1888 * present_in_ob(type, object) searches for any objects with 1991 * present_in_ob(type, object) searches for any objects with
1889 * a matching type variable in the inventory of the given object. 1992 * a matching type variable in the inventory of the given object.
1890 * The first matching object is returned, or NULL if none. 1993 * The first matching object is returned, or NULL if none.
1891 */ 1994 */
1892 1995
1996object *
1893object *present_in_ob(unsigned char type, const object *op) { 1997present_in_ob (unsigned char type, const object *op)
1998{
1894 object *tmp; 1999 object *
2000 tmp;
2001
1895 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2002 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1896 if(tmp->type==type) 2003 if (tmp->type == type)
1897 return tmp; 2004 return tmp;
1898 return NULL; 2005 return NULL;
1899} 2006}
1900 2007
1901/* 2008/*
1911 * the object name, not the archetype name. this is so that the 2018 * the object name, not the archetype name. this is so that the
1912 * spell code can use one object type (force), but change it's name 2019 * spell code can use one object type (force), but change it's name
1913 * to be unique. 2020 * to be unique.
1914 */ 2021 */
1915 2022
2023object *
1916object *present_in_ob_by_name(int type, const char *str, const object *op) { 2024present_in_ob_by_name (int type, const char *str, const object *op)
2025{
1917 object *tmp; 2026 object *
2027 tmp;
1918 2028
1919 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2029 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2030 {
1920 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2031 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1921 return tmp; 2032 return tmp;
1922 } 2033 }
1923 return NULL; 2034 return NULL;
1924} 2035}
1925 2036
1926/* 2037/*
1927 * present_arch_in_ob(archetype, object) searches for any objects with 2038 * present_arch_in_ob(archetype, object) searches for any objects with
1928 * a matching archetype in the inventory of the given object. 2039 * a matching archetype in the inventory of the given object.
1929 * The first matching object is returned, or NULL if none. 2040 * The first matching object is returned, or NULL if none.
1930 */ 2041 */
1931 2042
2043object *
1932object *present_arch_in_ob(const archetype *at, const object *op) { 2044present_arch_in_ob (const archetype *at, const object *op)
2045{
1933 object *tmp; 2046 object *
2047 tmp;
2048
1934 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2049 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1935 if( tmp->arch == at) 2050 if (tmp->arch == at)
1936 return tmp; 2051 return tmp;
1937 return NULL; 2052 return NULL;
1938} 2053}
1939 2054
1940/* 2055/*
1941 * activate recursively a flag on an object inventory 2056 * activate recursively a flag on an object inventory
1942 */ 2057 */
2058void
1943void flag_inv(object*op, int flag){ 2059flag_inv (object *op, int flag)
2060{
1944 object *tmp; 2061 object *
2062 tmp;
2063
1945 if(op->inv) 2064 if (op->inv)
1946 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2065 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2066 {
1947 SET_FLAG(tmp, flag); 2067 SET_FLAG (tmp, flag);
1948 flag_inv(tmp,flag); 2068 flag_inv (tmp, flag);
1949 } 2069 }
1950}/* 2070} /*
1951 * desactivate recursively a flag on an object inventory 2071 * desactivate recursively a flag on an object inventory
1952 */ 2072 */
2073void
1953void unflag_inv(object*op, int flag){ 2074unflag_inv (object *op, int flag)
2075{
1954 object *tmp; 2076 object *
2077 tmp;
2078
1955 if(op->inv) 2079 if (op->inv)
1956 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2080 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2081 {
1957 CLEAR_FLAG(tmp, flag); 2082 CLEAR_FLAG (tmp, flag);
1958 unflag_inv(tmp,flag); 2083 unflag_inv (tmp, flag);
1959 } 2084 }
1960} 2085}
1961 2086
1962/* 2087/*
1963 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2088 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1964 * all it's inventory (recursively). 2089 * all it's inventory (recursively).
1965 * If checksums are used, a player will get set_cheat called for 2090 * If checksums are used, a player will get set_cheat called for
1966 * him/her-self and all object carried by a call to this function. 2091 * him/her-self and all object carried by a call to this function.
1967 */ 2092 */
1968 2093
2094void
1969void set_cheat(object *op) { 2095set_cheat (object *op)
2096{
1970 SET_FLAG(op, FLAG_WAS_WIZ); 2097 SET_FLAG (op, FLAG_WAS_WIZ);
1971 flag_inv(op, FLAG_WAS_WIZ); 2098 flag_inv (op, FLAG_WAS_WIZ);
1972} 2099}
1973 2100
1974/* 2101/*
1975 * find_free_spot(object, map, x, y, start, stop) will search for 2102 * find_free_spot(object, map, x, y, start, stop) will search for
1976 * a spot at the given map and coordinates which will be able to contain 2103 * a spot at the given map and coordinates which will be able to contain
1991 * to know if the space in question will block the object. We can't use 2118 * to know if the space in question will block the object. We can't use
1992 * the archetype because that isn't correct if the monster has been 2119 * the archetype because that isn't correct if the monster has been
1993 * customized, changed states, etc. 2120 * customized, changed states, etc.
1994 */ 2121 */
1995 2122
2123int
1996int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2124find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2125{
2126 int
2127 i,
1997 int i,index=0, flag; 2128 index = 0, flag;
2129 static int
1998 static int altern[SIZEOFFREE]; 2130 altern[SIZEOFFREE];
1999 2131
2000 for(i=start;i<stop;i++) { 2132 for (i = start; i < stop; i++)
2133 {
2001 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2134 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2002 if(!flag) 2135 if (!flag)
2003 altern[index++]=i; 2136 altern[index++] = i;
2004 2137
2005 /* Basically, if we find a wall on a space, we cut down the search size. 2138 /* Basically, if we find a wall on a space, we cut down the search size.
2006 * In this way, we won't return spaces that are on another side of a wall. 2139 * In this way, we won't return spaces that are on another side of a wall.
2007 * This mostly work, but it cuts down the search size in all directions - 2140 * This mostly work, but it cuts down the search size in all directions -
2008 * if the space being examined only has a wall to the north and empty 2141 * if the space being examined only has a wall to the north and empty
2009 * spaces in all the other directions, this will reduce the search space 2142 * spaces in all the other directions, this will reduce the search space
2010 * to only the spaces immediately surrounding the target area, and 2143 * to only the spaces immediately surrounding the target area, and
2011 * won't look 2 spaces south of the target space. 2144 * won't look 2 spaces south of the target space.
2012 */ 2145 */
2013 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2146 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2014 stop=maxfree[i]; 2147 stop = maxfree[i];
2015 } 2148 }
2016 if(!index) return -1; 2149 if (!index)
2150 return -1;
2017 return altern[RANDOM()%index]; 2151 return altern[RANDOM () % index];
2018} 2152}
2019 2153
2020/* 2154/*
2021 * find_first_free_spot(archetype, mapstruct, x, y) works like 2155 * find_first_free_spot(archetype, maptile, x, y) works like
2022 * find_free_spot(), but it will search max number of squares. 2156 * find_free_spot(), but it will search max number of squares.
2023 * But it will return the first available spot, not a random choice. 2157 * But it will return the first available spot, not a random choice.
2024 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2158 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2025 */ 2159 */
2026 2160
2161int
2027int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2162find_first_free_spot (const object *ob, maptile *m, int x, int y)
2163{
2164 int
2028 int i; 2165 i;
2166
2029 for(i=0;i<SIZEOFFREE;i++) { 2167 for (i = 0; i < SIZEOFFREE; i++)
2168 {
2030 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2169 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2031 return i; 2170 return i;
2032 } 2171 }
2033 return -1; 2172 return -1;
2034} 2173}
2035 2174
2036/* 2175/*
2037 * The function permute(arr, begin, end) randomly reorders the array 2176 * The function permute(arr, begin, end) randomly reorders the array
2038 * arr[begin..end-1]. 2177 * arr[begin..end-1].
2039 */ 2178 */
2179static void
2040static void permute(int *arr, int begin, int end) 2180permute (int *arr, int begin, int end)
2041{ 2181{
2042 int i, j, tmp, len; 2182 int
2183 i,
2184 j,
2185 tmp,
2186 len;
2043 2187
2044 len = end-begin; 2188 len = end - begin;
2045 for(i = begin; i < end; i++) 2189 for (i = begin; i < end; i++)
2046 { 2190 {
2047 j = begin+RANDOM()%len; 2191 j = begin + RANDOM () % len;
2048 2192
2049 tmp = arr[i]; 2193 tmp = arr[i];
2050 arr[i] = arr[j]; 2194 arr[i] = arr[j];
2051 arr[j] = tmp; 2195 arr[j] = tmp;
2052 } 2196 }
2053} 2197}
2054 2198
2055/* new function to make monster searching more efficient, and effective! 2199/* new function to make monster searching more efficient, and effective!
2056 * This basically returns a randomized array (in the passed pointer) of 2200 * This basically returns a randomized array (in the passed pointer) of
2057 * the spaces to find monsters. In this way, it won't always look for 2201 * the spaces to find monsters. In this way, it won't always look for
2058 * monsters to the north first. However, the size of the array passed 2202 * monsters to the north first. However, the size of the array passed
2059 * covers all the spaces, so within that size, all the spaces within 2203 * covers all the spaces, so within that size, all the spaces within
2060 * the 3x3 area will be searched, just not in a predictable order. 2204 * the 3x3 area will be searched, just not in a predictable order.
2061 */ 2205 */
2206void
2062void get_search_arr(int *search_arr) 2207get_search_arr (int *search_arr)
2063{ 2208{
2209 int
2064 int i; 2210 i;
2065 2211
2066 for(i = 0; i < SIZEOFFREE; i++) 2212 for (i = 0; i < SIZEOFFREE; i++)
2067 { 2213 {
2068 search_arr[i] = i; 2214 search_arr[i] = i;
2069 } 2215 }
2070 2216
2071 permute(search_arr, 1, SIZEOFFREE1+1); 2217 permute (search_arr, 1, SIZEOFFREE1 + 1);
2072 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2218 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2073 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2219 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2074} 2220}
2075 2221
2076/* 2222/*
2077 * find_dir(map, x, y, exclude) will search some close squares in the 2223 * find_dir(map, x, y, exclude) will search some close squares in the
2078 * given map at the given coordinates for live objects. 2224 * given map at the given coordinates for live objects.
2084 * is actually want is going to try and move there. We need this info 2230 * is actually want is going to try and move there. We need this info
2085 * because we have to know what movement the thing looking to move 2231 * because we have to know what movement the thing looking to move
2086 * there is capable of. 2232 * there is capable of.
2087 */ 2233 */
2088 2234
2235int
2089int find_dir(mapstruct *m, int x, int y, object *exclude) { 2236find_dir (maptile *m, int x, int y, object *exclude)
2237{
2238 int
2239 i,
2090 int i,max=SIZEOFFREE, mflags; 2240 max = SIZEOFFREE, mflags;
2241
2091 sint16 nx, ny; 2242 sint16 nx, ny;
2092 object *tmp; 2243 object *
2093 mapstruct *mp; 2244 tmp;
2245 maptile *
2246 mp;
2247
2094 MoveType blocked, move_type; 2248 MoveType blocked, move_type;
2095 2249
2096 if (exclude && exclude->head) { 2250 if (exclude && exclude->head)
2251 {
2097 exclude = exclude->head; 2252 exclude = exclude->head;
2098 move_type = exclude->move_type; 2253 move_type = exclude->move_type;
2099 } else { 2254 }
2255 else
2256 {
2100 /* If we don't have anything, presume it can use all movement types. */ 2257 /* If we don't have anything, presume it can use all movement types. */
2101 move_type=MOVE_ALL; 2258 move_type = MOVE_ALL;
2259 }
2260
2261 for (i = 1; i < max; i++)
2102 } 2262 {
2103
2104 for(i=1;i<max;i++) {
2105 mp = m; 2263 mp = m;
2106 nx = x + freearr_x[i]; 2264 nx = x + freearr_x[i];
2107 ny = y + freearr_y[i]; 2265 ny = y + freearr_y[i];
2108 2266
2109 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2267 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2110 if (mflags & P_OUT_OF_MAP) { 2268 if (mflags & P_OUT_OF_MAP)
2269 {
2111 max = maxfree[i]; 2270 max = maxfree[i];
2271 }
2112 } else { 2272 else
2273 {
2113 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2274 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2114 2275
2115 if ((move_type & blocked) == move_type) { 2276 if ((move_type & blocked) == move_type)
2277 {
2116 max=maxfree[i]; 2278 max = maxfree[i];
2279 }
2117 } else if (mflags & P_IS_ALIVE) { 2280 else if (mflags & P_IS_ALIVE)
2281 {
2118 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2282 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2119 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2283 {
2120 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2284 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2285 {
2121 break; 2286 break;
2122 } 2287 }
2123 } 2288 }
2124 if(tmp) { 2289 if (tmp)
2290 {
2125 return freedir[i]; 2291 return freedir[i];
2126 } 2292 }
2127 } 2293 }
2128 } 2294 }
2129 } 2295 }
2130 return 0; 2296 return 0;
2131} 2297}
2132 2298
2133/* 2299/*
2134 * distance(object 1, object 2) will return the square of the 2300 * distance(object 1, object 2) will return the square of the
2135 * distance between the two given objects. 2301 * distance between the two given objects.
2136 */ 2302 */
2137 2303
2304int
2138int distance(const object *ob1, const object *ob2) { 2305distance (const object *ob1, const object *ob2)
2306{
2139 int i; 2307 int
2140 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2308 i;
2141 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2309
2310 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2142 return i; 2311 return i;
2143} 2312}
2144 2313
2145/* 2314/*
2146 * find_dir_2(delta-x,delta-y) will return a direction in which 2315 * find_dir_2(delta-x,delta-y) will return a direction in which
2147 * an object which has subtracted the x and y coordinates of another 2316 * an object which has subtracted the x and y coordinates of another
2148 * object, needs to travel toward it. 2317 * object, needs to travel toward it.
2149 */ 2318 */
2150 2319
2320int
2151int find_dir_2(int x, int y) { 2321find_dir_2 (int x, int y)
2322{
2152 int q; 2323 int
2324 q;
2153 2325
2154 if(y) 2326 if (y)
2155 q=x*100/y; 2327 q = x * 100 / y;
2156 else if (x) 2328 else if (x)
2157 q= -300*x; 2329 q = -300 * x;
2158 else 2330 else
2159 return 0; 2331 return 0;
2160 2332
2161 if(y>0) { 2333 if (y > 0)
2334 {
2162 if(q < -242) 2335 if (q < -242)
2163 return 3 ; 2336 return 3;
2164 if (q < -41) 2337 if (q < -41)
2165 return 2 ; 2338 return 2;
2166 if (q < 41) 2339 if (q < 41)
2167 return 1 ; 2340 return 1;
2168 if (q < 242) 2341 if (q < 242)
2169 return 8 ; 2342 return 8;
2170 return 7 ; 2343 return 7;
2171 } 2344 }
2172 2345
2173 if (q < -242) 2346 if (q < -242)
2174 return 7 ; 2347 return 7;
2175 if (q < -41) 2348 if (q < -41)
2176 return 6 ; 2349 return 6;
2177 if (q < 41) 2350 if (q < 41)
2178 return 5 ; 2351 return 5;
2179 if (q < 242) 2352 if (q < 242)
2180 return 4 ; 2353 return 4;
2181 2354
2182 return 3 ; 2355 return 3;
2183} 2356}
2184 2357
2185/* 2358/*
2186 * absdir(int): Returns a number between 1 and 8, which represent 2359 * absdir(int): Returns a number between 1 and 8, which represent
2187 * the "absolute" direction of a number (it actually takes care of 2360 * the "absolute" direction of a number (it actually takes care of
2188 * "overflow" in previous calculations of a direction). 2361 * "overflow" in previous calculations of a direction).
2189 */ 2362 */
2190 2363
2364int
2191int absdir(int d) { 2365absdir (int d)
2192 while(d<1) d+=8; 2366{
2193 while(d>8) d-=8; 2367 while (d < 1)
2368 d += 8;
2369 while (d > 8)
2370 d -= 8;
2194 return d; 2371 return d;
2195} 2372}
2196 2373
2197/* 2374/*
2198 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2375 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2199 * between two directions (which are expected to be absolute (see absdir()) 2376 * between two directions (which are expected to be absolute (see absdir())
2200 */ 2377 */
2201 2378
2379int
2202int dirdiff(int dir1, int dir2) { 2380dirdiff (int dir1, int dir2)
2381{
2203 int d; 2382 int
2383 d;
2384
2204 d = abs(dir1 - dir2); 2385 d = abs (dir1 - dir2);
2205 if(d>4) 2386 if (d > 4)
2206 d = 8 - d; 2387 d = 8 - d;
2207 return d; 2388 return d;
2208} 2389}
2209 2390
2210/* peterm: 2391/* peterm:
2215 * direction 4, 14, or 16 to get back to where we are. 2396 * direction 4, 14, or 16 to get back to where we are.
2216 * Moved from spell_util.c to object.c with the other related direction 2397 * Moved from spell_util.c to object.c with the other related direction
2217 * functions. 2398 * functions.
2218 */ 2399 */
2219 2400
2401int
2220int reduction_dir[SIZEOFFREE][3] = { 2402 reduction_dir[SIZEOFFREE][3] = {
2221 {0,0,0}, /* 0 */ 2403 {0, 0, 0}, /* 0 */
2222 {0,0,0}, /* 1 */ 2404 {0, 0, 0}, /* 1 */
2223 {0,0,0}, /* 2 */ 2405 {0, 0, 0}, /* 2 */
2224 {0,0,0}, /* 3 */ 2406 {0, 0, 0}, /* 3 */
2225 {0,0,0}, /* 4 */ 2407 {0, 0, 0}, /* 4 */
2226 {0,0,0}, /* 5 */ 2408 {0, 0, 0}, /* 5 */
2227 {0,0,0}, /* 6 */ 2409 {0, 0, 0}, /* 6 */
2228 {0,0,0}, /* 7 */ 2410 {0, 0, 0}, /* 7 */
2229 {0,0,0}, /* 8 */ 2411 {0, 0, 0}, /* 8 */
2230 {8,1,2}, /* 9 */ 2412 {8, 1, 2}, /* 9 */
2231 {1,2,-1}, /* 10 */ 2413 {1, 2, -1}, /* 10 */
2232 {2,10,12}, /* 11 */ 2414 {2, 10, 12}, /* 11 */
2233 {2,3,-1}, /* 12 */ 2415 {2, 3, -1}, /* 12 */
2234 {2,3,4}, /* 13 */ 2416 {2, 3, 4}, /* 13 */
2235 {3,4,-1}, /* 14 */ 2417 {3, 4, -1}, /* 14 */
2236 {4,14,16}, /* 15 */ 2418 {4, 14, 16}, /* 15 */
2237 {5,4,-1}, /* 16 */ 2419 {5, 4, -1}, /* 16 */
2238 {4,5,6}, /* 17 */ 2420 {4, 5, 6}, /* 17 */
2239 {6,5,-1}, /* 18 */ 2421 {6, 5, -1}, /* 18 */
2240 {6,20,18}, /* 19 */ 2422 {6, 20, 18}, /* 19 */
2241 {7,6,-1}, /* 20 */ 2423 {7, 6, -1}, /* 20 */
2242 {6,7,8}, /* 21 */ 2424 {6, 7, 8}, /* 21 */
2243 {7,8,-1}, /* 22 */ 2425 {7, 8, -1}, /* 22 */
2244 {8,22,24}, /* 23 */ 2426 {8, 22, 24}, /* 23 */
2245 {8,1,-1}, /* 24 */ 2427 {8, 1, -1}, /* 24 */
2246 {24,9,10}, /* 25 */ 2428 {24, 9, 10}, /* 25 */
2247 {9,10,-1}, /* 26 */ 2429 {9, 10, -1}, /* 26 */
2248 {10,11,-1}, /* 27 */ 2430 {10, 11, -1}, /* 27 */
2249 {27,11,29}, /* 28 */ 2431 {27, 11, 29}, /* 28 */
2250 {11,12,-1}, /* 29 */ 2432 {11, 12, -1}, /* 29 */
2251 {12,13,-1}, /* 30 */ 2433 {12, 13, -1}, /* 30 */
2252 {12,13,14}, /* 31 */ 2434 {12, 13, 14}, /* 31 */
2253 {13,14,-1}, /* 32 */ 2435 {13, 14, -1}, /* 32 */
2254 {14,15,-1}, /* 33 */ 2436 {14, 15, -1}, /* 33 */
2255 {33,15,35}, /* 34 */ 2437 {33, 15, 35}, /* 34 */
2256 {16,15,-1}, /* 35 */ 2438 {16, 15, -1}, /* 35 */
2257 {17,16,-1}, /* 36 */ 2439 {17, 16, -1}, /* 36 */
2258 {18,17,16}, /* 37 */ 2440 {18, 17, 16}, /* 37 */
2259 {18,17,-1}, /* 38 */ 2441 {18, 17, -1}, /* 38 */
2260 {18,19,-1}, /* 39 */ 2442 {18, 19, -1}, /* 39 */
2261 {41,19,39}, /* 40 */ 2443 {41, 19, 39}, /* 40 */
2262 {19,20,-1}, /* 41 */ 2444 {19, 20, -1}, /* 41 */
2263 {20,21,-1}, /* 42 */ 2445 {20, 21, -1}, /* 42 */
2264 {20,21,22}, /* 43 */ 2446 {20, 21, 22}, /* 43 */
2265 {21,22,-1}, /* 44 */ 2447 {21, 22, -1}, /* 44 */
2266 {23,22,-1}, /* 45 */ 2448 {23, 22, -1}, /* 45 */
2267 {45,47,23}, /* 46 */ 2449 {45, 47, 23}, /* 46 */
2268 {23,24,-1}, /* 47 */ 2450 {23, 24, -1}, /* 47 */
2269 {24,9,-1}}; /* 48 */ 2451 {24, 9, -1}
2452}; /* 48 */
2270 2453
2271/* Recursive routine to step back and see if we can 2454/* Recursive routine to step back and see if we can
2272 * find a path to that monster that we found. If not, 2455 * find a path to that monster that we found. If not,
2273 * we don't bother going toward it. Returns 1 if we 2456 * we don't bother going toward it. Returns 1 if we
2274 * can see a direct way to get it 2457 * can see a direct way to get it
2275 * Modified to be map tile aware -.MSW 2458 * Modified to be map tile aware -.MSW
2276 */ 2459 */
2277
2278 2460
2461
2462int
2279int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2463can_see_monsterP (maptile *m, int x, int y, int dir)
2464{
2280 sint16 dx, dy; 2465 sint16 dx, dy;
2466 int
2281 int mflags; 2467 mflags;
2282 2468
2469 if (dir < 0)
2283 if(dir<0) return 0; /* exit condition: invalid direction */ 2470 return 0; /* exit condition: invalid direction */
2284 2471
2285 dx = x + freearr_x[dir]; 2472 dx = x + freearr_x[dir];
2286 dy = y + freearr_y[dir]; 2473 dy = y + freearr_y[dir];
2287 2474
2288 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2475 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2289 2476
2290 /* This functional arguably was incorrect before - it was 2477 /* This functional arguably was incorrect before - it was
2291 * checking for P_WALL - that was basically seeing if 2478 * checking for P_WALL - that was basically seeing if
2292 * we could move to the monster - this is being more 2479 * we could move to the monster - this is being more
2293 * literal on if we can see it. To know if we can actually 2480 * literal on if we can see it. To know if we can actually
2294 * move to the monster, we'd need the monster passed in or 2481 * move to the monster, we'd need the monster passed in or
2295 * at least its move type. 2482 * at least its move type.
2296 */ 2483 */
2297 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2484 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2485 return 0;
2298 2486
2299 /* yes, can see. */ 2487 /* yes, can see. */
2300 if(dir < 9) return 1; 2488 if (dir < 9)
2489 return 1;
2301 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2490 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2302 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2491 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2303 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2304} 2492}
2305 2493
2306 2494
2307 2495
2308/* 2496/*
2309 * can_pick(picker, item): finds out if an object is possible to be 2497 * can_pick(picker, item): finds out if an object is possible to be
2310 * picked up by the picker. Returnes 1 if it can be 2498 * picked up by the picker. Returnes 1 if it can be
2311 * picked up, otherwise 0. 2499 * picked up, otherwise 0.
2312 * 2500 *
2314 * core dumps if they do. 2502 * core dumps if they do.
2315 * 2503 *
2316 * Add a check so we can't pick up invisible objects (0.93.8) 2504 * Add a check so we can't pick up invisible objects (0.93.8)
2317 */ 2505 */
2318 2506
2507int
2319int can_pick(const object *who, const object *item) { 2508can_pick (const object *who, const object *item)
2509{
2320 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2510 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2321 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2511 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2322 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2512 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2323 (who->type==PLAYER||item->weight<who->weight/3));
2324} 2513}
2325 2514
2326 2515
2327/* 2516/*
2328 * create clone from object to another 2517 * create clone from object to another
2329 */ 2518 */
2519object *
2330object *object_create_clone (object *asrc) { 2520object_create_clone (object *asrc)
2521{
2331 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2522 object *dst = 0, *tmp, *src, *part, *prev, *item;
2332 2523
2333 if(!asrc) return NULL; 2524 if (!asrc)
2525 return 0;
2526
2334 src = asrc; 2527 src = asrc;
2335 if(src->head) 2528 if (src->head)
2336 src = src->head; 2529 src = src->head;
2337 2530
2338 prev = NULL; 2531 prev = 0;
2339 for(part = src; part; part = part->more) { 2532 for (part = src; part; part = part->more)
2340 tmp = get_object(); 2533 {
2341 copy_object(part,tmp); 2534 tmp = part->clone ();
2342 tmp->x -= src->x; 2535 tmp->x -= src->x;
2343 tmp->y -= src->y; 2536 tmp->y -= src->y;
2537
2344 if(!part->head) { 2538 if (!part->head)
2539 {
2345 dst = tmp; 2540 dst = tmp;
2346 tmp->head = NULL; 2541 tmp->head = 0;
2542 }
2347 } else { 2543 else
2544 {
2348 tmp->head = dst; 2545 tmp->head = dst;
2349 } 2546 }
2547
2350 tmp->more = NULL; 2548 tmp->more = 0;
2549
2351 if(prev) 2550 if (prev)
2352 prev->more = tmp; 2551 prev->more = tmp;
2552
2353 prev = tmp; 2553 prev = tmp;
2354 } 2554 }
2355 /*** copy inventory ***/ 2555
2356 for(item = src->inv; item; item = item->below) { 2556 for (item = src->inv; item; item = item->below)
2357 (void) insert_ob_in_ob(object_create_clone(item),dst); 2557 insert_ob_in_ob (object_create_clone (item), dst);
2358 }
2359 2558
2360 return dst; 2559 return dst;
2361}
2362
2363/* return true if the object was destroyed, 0 otherwise */
2364int was_destroyed (const object *op, tag_t old_tag)
2365{
2366 /* checking for FLAG_FREED isn't necessary, but makes this function more
2367 * robust */
2368 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2369} 2560}
2370 2561
2371/* GROS - Creates an object using a string representing its content. */ 2562/* GROS - Creates an object using a string representing its content. */
2372/* Basically, we save the content of the string to a temp file, then call */ 2563/* Basically, we save the content of the string to a temp file, then call */
2373/* load_object on it. I admit it is a highly inefficient way to make things, */ 2564/* load_object on it. I admit it is a highly inefficient way to make things, */
2374/* but it was simple to make and allows reusing the load_object function. */ 2565/* but it was simple to make and allows reusing the load_object function. */
2375/* Remember not to use load_object_str in a time-critical situation. */ 2566/* Remember not to use load_object_str in a time-critical situation. */
2376/* Also remember that multiparts objects are not supported for now. */ 2567/* Also remember that multiparts objects are not supported for now. */
2377 2568
2569object *
2378object* load_object_str(const char *obstr) 2570load_object_str (const char *obstr)
2379{ 2571{
2380 object *op; 2572 object *op;
2381 char filename[MAX_BUF]; 2573 char filename[MAX_BUF];
2574
2382 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2575 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2383 2576
2384 FILE *tempfile=fopen(filename,"w"); 2577 FILE *tempfile = fopen (filename, "w");
2578
2385 if (tempfile == NULL) 2579 if (tempfile == NULL)
2386 { 2580 {
2387 LOG(llevError,"Error - Unable to access load object temp file\n"); 2581 LOG (llevError, "Error - Unable to access load object temp file\n");
2388 return NULL; 2582 return NULL;
2389 }; 2583 }
2584
2390 fprintf(tempfile,obstr); 2585 fprintf (tempfile, obstr);
2391 fclose(tempfile); 2586 fclose (tempfile);
2392 2587
2393 op=get_object(); 2588 op = object::create ();
2394 2589
2395 object_thawer thawer (filename); 2590 object_thawer thawer (filename);
2396 2591
2397 if (thawer) 2592 if (thawer)
2398 load_object(thawer,op,0); 2593 load_object (thawer, op, 0);
2399 2594
2400 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2595 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2401 CLEAR_FLAG(op,FLAG_REMOVED); 2596 CLEAR_FLAG (op, FLAG_REMOVED);
2402 2597
2403 return op; 2598 return op;
2404} 2599}
2405 2600
2406/* This returns the first object in who's inventory that 2601/* This returns the first object in who's inventory that
2407 * has the same type and subtype match. 2602 * has the same type and subtype match.
2408 * returns NULL if no match. 2603 * returns NULL if no match.
2409 */ 2604 */
2605object *
2410object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2606find_obj_by_type_subtype (const object *who, int type, int subtype)
2411{ 2607{
2412 object *tmp; 2608 object *tmp;
2413 2609
2414 for (tmp=who->inv; tmp; tmp=tmp->below) 2610 for (tmp = who->inv; tmp; tmp = tmp->below)
2415 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2611 if (tmp->type == type && tmp->subtype == subtype)
2612 return tmp;
2416 2613
2417 return NULL; 2614 return NULL;
2418} 2615}
2419 2616
2420/* If ob has a field named key, return the link from the list, 2617/* If ob has a field named key, return the link from the list,
2421 * otherwise return NULL. 2618 * otherwise return NULL.
2422 * 2619 *
2423 * key must be a passed in shared string - otherwise, this won't 2620 * key must be a passed in shared string - otherwise, this won't
2424 * do the desired thing. 2621 * do the desired thing.
2425 */ 2622 */
2623key_value *
2426key_value * get_ob_key_link(const object * ob, const char * key) { 2624get_ob_key_link (const object *ob, const char *key)
2625{
2427 key_value * link; 2626 key_value *link;
2428 2627
2429 for (link = ob->key_values; link != NULL; link = link->next) { 2628 for (link = ob->key_values; link != NULL; link = link->next)
2430 if (link->key == key) { 2629 if (link->key == key)
2431 return link; 2630 return link;
2432 } 2631
2433 }
2434
2435 return NULL; 2632 return NULL;
2436} 2633}
2437 2634
2438/* 2635/*
2439 * Returns the value of op has an extra_field for key, or NULL. 2636 * Returns the value of op has an extra_field for key, or NULL.
2440 * 2637 *
2441 * The argument doesn't need to be a shared string. 2638 * The argument doesn't need to be a shared string.
2442 * 2639 *
2443 * The returned string is shared. 2640 * The returned string is shared.
2444 */ 2641 */
2642const char *
2445const char * get_ob_key_value(const object * op, const char * const key) { 2643get_ob_key_value (const object *op, const char *const key)
2644{
2446 key_value * link; 2645 key_value *link;
2447 const char * canonical_key; 2646 shstr_cmp canonical_key (key);
2647
2648 if (!canonical_key)
2448 2649 {
2449 canonical_key = shstr::find (key);
2450
2451 if (canonical_key == NULL) {
2452 /* 1. There being a field named key on any object 2650 /* 1. There being a field named key on any object
2453 * implies there'd be a shared string to find. 2651 * implies there'd be a shared string to find.
2454 * 2. Since there isn't, no object has this field. 2652 * 2. Since there isn't, no object has this field.
2455 * 3. Therefore, *this* object doesn't have this field. 2653 * 3. Therefore, *this* object doesn't have this field.
2456 */ 2654 */
2457 return NULL; 2655 return 0;
2458 } 2656 }
2459 2657
2460 /* This is copied from get_ob_key_link() above - 2658 /* This is copied from get_ob_key_link() above -
2461 * only 4 lines, and saves the function call overhead. 2659 * only 4 lines, and saves the function call overhead.
2462 */ 2660 */
2463 for (link = op->key_values; link != NULL; link = link->next) { 2661 for (link = op->key_values; link; link = link->next)
2464 if (link->key == canonical_key) { 2662 if (link->key == canonical_key)
2465 return link->value; 2663 return link->value;
2466 } 2664
2467 } 2665 return 0;
2468 return NULL;
2469} 2666}
2470 2667
2471 2668
2472/* 2669/*
2473 * Updates the canonical_key in op to value. 2670 * Updates the canonical_key in op to value.
2477 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2674 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2478 * keys. 2675 * keys.
2479 * 2676 *
2480 * Returns TRUE on success. 2677 * Returns TRUE on success.
2481 */ 2678 */
2679int
2482int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2680set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2681{
2682 key_value *
2483 key_value * field = NULL, *last=NULL; 2683 field = NULL, *last = NULL;
2484 2684
2485 for (field=op->key_values; field != NULL; field=field->next) { 2685 for (field = op->key_values; field != NULL; field = field->next)
2686 {
2486 if (field->key != canonical_key) { 2687 if (field->key != canonical_key)
2688 {
2487 last = field; 2689 last = field;
2488 continue; 2690 continue;
2489 } 2691 }
2490 2692
2491 if (value) 2693 if (value)
2492 field->value = value; 2694 field->value = value;
2493 else { 2695 else
2696 {
2494 /* Basically, if the archetype has this key set, 2697 /* Basically, if the archetype has this key set,
2495 * we need to store the null value so when we save 2698 * we need to store the null value so when we save
2496 * it, we save the empty value so that when we load, 2699 * it, we save the empty value so that when we load,
2497 * we get this value back again. 2700 * we get this value back again.
2498 */ 2701 */
2499 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2702 if (get_ob_key_link (&op->arch->clone, canonical_key))
2500 field->value = 0; 2703 field->value = 0;
2704 else
2705 {
2706 if (last)
2707 last->next = field->next;
2501 else 2708 else
2502 {
2503 if (last) last->next = field->next;
2504 else op->key_values = field->next; 2709 op->key_values = field->next;
2505 2710
2506 delete field; 2711 delete field;
2507 } 2712 }
2508 } 2713 }
2509 return TRUE; 2714 return TRUE;
2510 } 2715 }
2511 /* IF we get here, key doesn't exist */ 2716 /* IF we get here, key doesn't exist */
2512 2717
2513 /* No field, we'll have to add it. */ 2718 /* No field, we'll have to add it. */
2719
2720 if (!add_key)
2514 2721 {
2515 if (!add_key) {
2516 return FALSE; 2722 return FALSE;
2517 } 2723 }
2518 /* There isn't any good reason to store a null 2724 /* There isn't any good reason to store a null
2519 * value in the key/value list. If the archetype has 2725 * value in the key/value list. If the archetype has
2520 * this key, then we should also have it, so shouldn't 2726 * this key, then we should also have it, so shouldn't
2521 * be here. If user wants to store empty strings, 2727 * be here. If user wants to store empty strings,
2522 * should pass in "" 2728 * should pass in ""
2523 */ 2729 */
2524 if (value == NULL) return TRUE; 2730 if (value == NULL)
2525
2526 field = new key_value;
2527
2528 field->key = canonical_key;
2529 field->value = value;
2530 /* Usual prepend-addition. */
2531 field->next = op->key_values;
2532 op->key_values = field;
2533
2534 return TRUE; 2731 return TRUE;
2732
2733 field = new key_value;
2734
2735 field->key = canonical_key;
2736 field->value = value;
2737 /* Usual prepend-addition. */
2738 field->next = op->key_values;
2739 op->key_values = field;
2740
2741 return TRUE;
2535} 2742}
2536 2743
2537/* 2744/*
2538 * Updates the key in op to value. 2745 * Updates the key in op to value.
2539 * 2746 *
2541 * and not add new ones. 2748 * and not add new ones.
2542 * In general, should be little reason FALSE is ever passed in for add_key 2749 * In general, should be little reason FALSE is ever passed in for add_key
2543 * 2750 *
2544 * Returns TRUE on success. 2751 * Returns TRUE on success.
2545 */ 2752 */
2753int
2546int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2754set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2547{ 2755{
2548 shstr key_ (key); 2756 shstr key_ (key);
2757
2549 return set_ob_key_value_s (op, key_, value, add_key); 2758 return set_ob_key_value_s (op, key_, value, add_key);
2550} 2759}
2760
2761object::depth_iterator::depth_iterator (object *container)
2762: iterator_base (container)
2763{
2764 while (item->inv)
2765 item = item->inv;
2766}
2767
2768void
2769object::depth_iterator::next ()
2770{
2771 if (item->below)
2772 {
2773 item = item->below;
2774
2775 while (item->inv)
2776 item = item->inv;
2777 }
2778 else
2779 item = item->env;
2780}
2781
2782// return a suitable string describing an objetc in enough detail to find it
2783const char *
2784object::debug_desc (char *info) const
2785{
2786 char info2[256 * 3];
2787 char *p = info;
2788
2789 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2790 count,
2791 &name,
2792 title ? " " : "",
2793 title ? (const char *)title : "");
2794
2795 if (env)
2796 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2797
2798 if (map)
2799 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2800
2801 return info;
2802}
2803
2804const char *
2805object::debug_desc () const
2806{
2807 static char info[256 * 3];
2808 return debug_desc (info);
2809}
2810

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