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Comparing deliantra/server/common/object.C (file contents):
Revision 1.14 by root, Mon Sep 4 11:07:59 2006 UTC vs.
Revision 1.58 by pippijn, Mon Dec 4 17:48:35 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.14 2006/09/04 11:07:59 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
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};
59 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: %lld\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}
60 131
61/* 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
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 134compare_ob_value_lists_one (const object *wants, const object *has)
135{
63 key_value * wants_field; 136 key_value *wants_field;
64 137
65 /* 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
66 * 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
67 * different structure or at least keep the lists sorted... 140 * different structure or at least keep the lists sorted...
68 */ 141 */
69 142
70 /* For each field in wants, */ 143 /* For each field in wants, */
71 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 {
72 key_value * has_field; 146 key_value *has_field;
73 147
74 /* Look for a field in has with the same key. */ 148 /* Look for a field in has with the same key. */
75 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)
76 152 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 153 /* No field with that name. */
79 return FALSE; 154 return FALSE;
80 }
81 155 }
156
82 /* Found the matching field. */ 157 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 158 if (has_field->value != wants_field->value)
159 {
84 /* 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. */
85 return FALSE; 161 return FALSE;
86 } 162 }
87 163
88 /* 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. */
89 }
90 165 }
166
91 /* 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. */
92 return TRUE; 168 return TRUE;
93} 169}
94 170
95/* 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
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 173compare_ob_value_lists (const object *ob1, const object *ob2)
174{
97 /* 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,
98 * so we need to run the comparison *twice*. :( 176 * so we need to run the comparison *twice*. :(
99 */ 177 */
100 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);
101} 179}
102 180
103/* 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
104 * they can be merged together. 182 * they can be merged together.
105 * 183 *
111 * 189 *
112 * Improvements made with merge: Better checking on potion, and also 190 * Improvements made with merge: Better checking on potion, and also
113 * check weight 191 * check weight
114 */ 192 */
115 193
116int CAN_MERGE(object *ob1, object *ob2) { 194bool object::can_merge (object *ob1, object *ob2)
117 195{
118 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 197 if ((ob1 == ob2) || (ob1->type != ob2->type))
198 return 0;
120 199
121 if (ob1->speed != ob2->speed) return 0; 200 if (ob1->speed != ob2->speed)
122 /* Note sure why the following is the case - either the object has to 201 return 0;
123 * be animated or have a very low speed. Is this an attempted monster 202
124 * check? 203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof).
125 */ 206 */
126 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
208 return 0;
209
210 /* If the objects have been identified, set the BEEN_APPLIED flag.
211 * This is to the comparison of the flags below will be OK. We
212 * just can't ignore the been applied or identified flags, as they
213 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning.
215 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221
222
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) ||
233 (ob1->title != ob2->title) ||
234 (ob1->msg != ob2->msg) ||
235 (ob1->weight != ob2->weight) ||
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
238 (ob1->attacktype != ob2->attacktype) ||
239 (ob1->magic != ob2->magic) ||
240 (ob1->slaying != ob2->slaying) ||
241 (ob1->skill != ob2->skill) ||
242 (ob1->value != ob2->value) ||
243 (ob1->animation_id != ob2->animation_id) ||
244 (ob1->client_type != ob2->client_type) ||
245 (ob1->materialname != ob2->materialname) ||
246 (ob1->lore != ob2->lore) ||
247 (ob1->subtype != ob2->subtype) ||
248 (ob1->move_type != ob2->move_type) ||
249 (ob1->move_block != ob2->move_block) ||
250 (ob1->move_allow != ob2->move_allow) ||
251 (ob1->move_on != ob2->move_on) ||
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
253 return 0;
254
255 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory.
257 */
258 if (ob1->inv || ob2->inv)
259 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
127 return 0; 262 return 0;
128 263
129 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 264 /* Now check to see if the two inventory objects could merge */
130 * value could not be stored in a sint32 (which unfortunately sometimes is 265 if (!CAN_MERGE (ob1->inv, ob2->inv))
131 * used to store nrof).
132 */
133 if (ob1->nrof+ob2->nrof >= 1UL<<31)
134 return 0; 266 return 0;
135 267
136 /* This is really a spellbook check - really, we should
137 * check all objects in the inventory.
138 */
139 if (ob1->inv || ob2->inv) {
140 /* if one object has inventory but the other doesn't, not equiv */
141 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
142
143 /* Now check to see if the two inventory objects could merge */
144 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
145
146 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
147 * if it is valid. 269 * if it is valid.
148 */ 270 */
149 } 271 }
150 272
151 /* If the objects have been identified, set the BEEN_APPLIED flag.
152 * This is to the comparison of the flags below will be OK. We
153 * just can't ignore the been applied or identified flags, as they
154 * are not equal - just if it has been identified, the been_applied
155 * flags lose any meaning.
156 */
157 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
158 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
159
160 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
161 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
162
163
164 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
165 * being locked in inventory should prevent merging.
166 * 0x4 in flags3 is CLIENT_SENT
167 */
168 if ((ob1->arch != ob2->arch) ||
169 (ob1->flags[0] != ob2->flags[0]) ||
170 (ob1->flags[1] != ob2->flags[1]) ||
171 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
172 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
173 (ob1->name != ob2->name) ||
174 (ob1->title != ob2->title) ||
175 (ob1->msg != ob2->msg) ||
176 (ob1->weight != ob2->weight) ||
177 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
178 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
179 (ob1->attacktype != ob2->attacktype) ||
180 (ob1->magic != ob2->magic) ||
181 (ob1->slaying != ob2->slaying) ||
182 (ob1->skill != ob2->skill) ||
183 (ob1->value != ob2->value) ||
184 (ob1->animation_id != ob2->animation_id) ||
185 (ob1->client_type != ob2->client_type) ||
186 (ob1->materialname != ob2->materialname) ||
187 (ob1->lore != ob2->lore) ||
188 (ob1->subtype != ob2->subtype) ||
189 (ob1->move_type != ob2->move_type) ||
190 (ob1->move_block != ob2->move_block) ||
191 (ob1->move_allow != ob2->move_allow) ||
192 (ob1->move_on != ob2->move_on) ||
193 (ob1->move_off != ob2->move_off) ||
194 (ob1->move_slow != ob2->move_slow) ||
195 (ob1->move_slow_penalty != ob2->move_slow_penalty)
196 )
197 return 0;
198
199 /* Don't merge objects that are applied. With the new 'body' code, 273 /* Don't merge objects that are applied. With the new 'body' code,
200 * it is possible for most any character to have more than one of 274 * it is possible for most any character to have more than one of
201 * some items equipped, and we don't want those to merge. 275 * some items equipped, and we don't want those to merge.
202 */ 276 */
203 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
278 return 0;
279
280 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster
282 * check?
283 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
285 return 0;
286
287 switch (ob1->type)
288 {
289 case SCROLL:
290 if (ob1->level != ob2->level)
291 return 0;
292 break;
293 }
294
295 if (ob1->key_values != NULL || ob2->key_values != NULL)
296 {
297 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
299 /* One has fields, but the other one doesn't. */
204 return 0; 300 return 0;
205
206 switch (ob1->type) {
207 case SCROLL:
208 if (ob1->level != ob2->level) return 0;
209 break;
210
211 }
212 if (ob1->key_values != NULL || ob2->key_values != NULL) {
213 /* At least one of these has key_values. */
214 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
215 /* One has fields, but the other one doesn't. */
216 return 0;
217 } else if (!compare_ob_value_lists(ob1, ob2)) { 301 else if (!compare_ob_value_lists (ob1, ob2))
218 return 0; 302 return 0;
219 } 303 }
304
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self)
220 } 307 {
308 ob1->optimise ();
309 ob2->optimise ();
221 310
311 if (ob1->self || ob2->self)
312 return 0;
313 }
314
222 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
223 return 1; 316 return 1;
224} 317}
225 318
226/* 319/*
227 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
228 * an object is carrying. It goes through in figures out how much 321 * an object is carrying. It goes through in figures out how much
229 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
230 */ 323 */
231signed long sum_weight(object *op) { 324long
325sum_weight (object *op)
326{
232 signed long sum; 327 long sum;
233 object *inv; 328 object *inv;
329
234 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331 {
235 if (inv->inv) 332 if (inv->inv)
236 sum_weight(inv); 333 sum_weight (inv);
237 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
238 } 335 }
336
239 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
240 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
241 if(op->carrying != sum) 340 if (op->carrying != sum)
242 op->carrying = sum; 341 op->carrying = sum;
342
243 return sum; 343 return sum;
244} 344}
245 345
246/** 346/**
247 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
248 */ 348 */
249 349
350object *
250object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
251 while (op->env != NULL) 353 while (op->env != NULL)
252 op = op->env; 354 op = op->env;
253 return op; 355 return op;
254} 356}
255 357
256/* 358/*
257 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
258 * a better check. We basically keeping traversing up until we can't 360 * a better check. We basically keeping traversing up until we can't
259 * or find a player. 361 * or find a player.
260 */ 362 */
261 363
364object *
262object *is_player_inv (object *op) { 365is_player_inv (object *op)
366{
263 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 367 for (; op != NULL && op->type != PLAYER; op = op->env)
264 if (op->env==op) 368 if (op->env == op)
265 op->env = NULL; 369 op->env = NULL;
266 return op; 370 return op;
267} 371}
268 372
269/* 373/*
270 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
271 * Some error messages. 375 * Some error messages.
272 * The result of the dump is stored in the static global errmsg array. 376 * The result of the dump is stored in the static global errmsg array.
273 */ 377 */
274 378
275void dump_object2(object *op) { 379char *
276errmsg[0] = 0;
277return;
278 //TODO//D#d#
279#if 0
280 char *cp;
281/* object *tmp;*/
282
283 if(op->arch!=NULL) {
284 strcat(errmsg,"arch ");
285 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
286 strcat(errmsg,"\n");
287 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
288 strcat(errmsg,cp);
289#if 0
290 /* Don't dump player diffs - they are too long, mostly meaningless, and
291 * will overflow the buffer.
292 * Changed so that we don't dump inventory either. This may
293 * also overflow the buffer.
294 */
295 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297 for (tmp=op->inv; tmp; tmp=tmp->below)
298 dump_object2(tmp);
299#endif
300 strcat(errmsg,"end\n");
301 } else {
302 strcat(errmsg,"Object ");
303 if (op->name==NULL) strcat(errmsg, "(null)");
304 else strcat(errmsg,op->name);
305 strcat(errmsg,"\n");
306#if 0
307 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
308 strcat(errmsg,cp);
309 for (tmp=op->inv; tmp; tmp=tmp->below)
310 dump_object2(tmp);
311#endif
312 strcat(errmsg,"end\n");
313 }
314#endif
315}
316
317/*
318 * Dumps an object. Returns output in the static global errmsg array.
319 */
320
321void dump_object(object *op) { 380dump_object (object *op)
322 if(op==NULL) { 381{
323 strcpy(errmsg,"[NULL pointer]"); 382 if (!op)
324 return; 383 return strdup ("[NULLOBJ]");
325 }
326 errmsg[0]='\0';
327 dump_object2(op);
328}
329 384
330void dump_all_objects(void) { 385 object_freezer freezer;
331 object *op; 386 save_object (freezer, op, 3);
332 for(op=objects;op!=NULL;op=op->next) { 387 return freezer.as_string ();
333 dump_object(op);
334 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
335 }
336} 388}
337 389
338/* 390/*
339 * get_nearest_part(multi-object, object 2) returns the part of the 391 * get_nearest_part(multi-object, object 2) returns the part of the
340 * multi-object 1 which is closest to the second object. 392 * multi-object 1 which is closest to the second object.
341 * If it's not a multi-object, it is returned. 393 * If it's not a multi-object, it is returned.
342 */ 394 */
343 395
396object *
344object *get_nearest_part(object *op, const object *pl) { 397get_nearest_part (object *op, const object *pl)
398{
345 object *tmp,*closest; 399 object *tmp, *closest;
346 int last_dist,i; 400 int last_dist, i;
401
347 if(op->more==NULL) 402 if (op->more == NULL)
348 return op; 403 return op;
349 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
350 if((i=distance(tmp,pl))<last_dist) 405 if ((i = distance (tmp, pl)) < last_dist)
351 closest=tmp,last_dist=i; 406 closest = tmp, last_dist = i;
352 return closest; 407 return closest;
353} 408}
354 409
355/* 410/*
356 * Returns the object which has the count-variable equal to the argument. 411 * Returns the object which has the count-variable equal to the argument.
357 */ 412 */
358 413
414object *
359object *find_object(tag_t i) { 415find_object (tag_t i)
360 object *op; 416{
361 for(op=objects;op!=NULL;op=op->next) 417 for (object *op = object::first; op; op = op->next)
362 if(op->count==i) 418 if (op->count == i)
363 break; 419 return op;
420
364 return op; 421 return 0;
365} 422}
366 423
367/* 424/*
368 * Returns the first object which has a name equal to the argument. 425 * Returns the first object which has a name equal to the argument.
369 * Used only by the patch command, but not all that useful. 426 * Used only by the patch command, but not all that useful.
370 * Enables features like "patch <name-of-other-player> food 999" 427 * Enables features like "patch <name-of-other-player> food 999"
371 */ 428 */
372 429
430object *
373object *find_object_name(const char *str) { 431find_object_name (const char *str)
374 const char *name = shstr::find (str); 432{
433 shstr_cmp str_ (str);
375 object *op; 434 object *op;
435
376 for(op=objects;op!=NULL;op=op->next) 436 for (op = object::first; op != NULL; op = op->next)
377 if(&op->name == name) 437 if (op->name == str_)
378 break; 438 break;
379 439
380 return op; 440 return op;
381} 441}
382 442
443void
383void free_all_object_data () 444free_all_object_data ()
384{ 445{
385 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
386}
387
388/*
389 * Returns the object which this object marks as being the owner.
390 * A id-scheme is used to avoid pointing to objects which have been
391 * freed and are now reused. If this is detected, the owner is
392 * set to NULL, and NULL is returned.
393 * Changed 2004-02-12 - if the player is setting at the play again
394 * prompt, he is removed, and we don't want to treat him as an owner of
395 * anything, so check removed flag. I don't expect that this should break
396 * anything - once an object is removed, it is basically dead anyways.
397 */
398
399object *get_owner(object *op) {
400 if(op->owner==NULL)
401 return NULL;
402
403 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
404 op->owner->count==op->ownercount)
405 return op->owner;
406
407 op->owner=NULL;
408 op->ownercount=0;
409 return NULL;
410}
411
412void clear_owner(object *op)
413{
414 if (!op) return;
415
416 if (op->owner && op->ownercount == op->owner->count)
417 op->owner->refcount--;
418
419 op->owner = NULL;
420 op->ownercount = 0;
421} 447}
422 448
423/* 449/*
424 * Sets the owner and sets the skill and exp pointers to owner's current 450 * Sets the owner and sets the skill and exp pointers to owner's current
425 * skill and experience objects. 451 * skill and experience objects.
426 */ 452 */
427void set_owner (object *op, object *owner) 453void
454object::set_owner (object *owner)
428{ 455{
429 if(owner==NULL||op==NULL) 456 if (!owner)
430 return; 457 return;
431 458
432 /* next line added to allow objects which own objects */ 459 /* next line added to allow objects which own objects */
433 /* Add a check for ownercounts in here, as I got into an endless loop 460 /* Add a check for ownercounts in here, as I got into an endless loop
434 * with the fireball owning a poison cloud which then owned the 461 * with the fireball owning a poison cloud which then owned the
435 * fireball. I believe that was caused by one of the objects getting 462 * fireball. I believe that was caused by one of the objects getting
436 * freed and then another object replacing it. Since the ownercounts 463 * freed and then another object replacing it. Since the ownercounts
437 * didn't match, this check is valid and I believe that cause is valid. 464 * didn't match, this check is valid and I believe that cause is valid.
438 */ 465 */
439 while (owner->owner && owner!=owner->owner && 466 while (owner->owner)
440 owner->ownercount==owner->owner->count) owner=owner->owner; 467 owner = owner->owner;
441 468
442 /* IF the owner still has an owner, we did not resolve to a final owner.
443 * so lets not add to that.
444 */
445 if (owner->owner) return;
446
447 op->owner=owner; 469 this->owner = owner;
448
449 op->ownercount=owner->count;
450 owner->refcount++;
451
452}
453
454/* Set the owner to clone's current owner and set the skill and experience
455 * objects to clone's objects (typically those objects that where the owner's
456 * current skill and experience objects at the time when clone's owner was
457 * set - not the owner's current skill and experience objects).
458 *
459 * Use this function if player created an object (e.g. fire bullet, swarm
460 * spell), and this object creates further objects whose kills should be
461 * accounted for the player's original skill, even if player has changed
462 * skills meanwhile.
463 */
464void copy_owner (object *op, object *clone)
465{
466 object *owner = get_owner (clone);
467 if (owner == NULL) {
468 /* players don't have owners - they own themselves. Update
469 * as appropriate.
470 */
471 if (clone->type == PLAYER) owner=clone;
472 else return;
473 }
474 set_owner(op, owner);
475
476} 470}
477 471
478/* Zero the key_values on op, decrementing the shared-string 472/* Zero the key_values on op, decrementing the shared-string
479 * refcounts and freeing the links. 473 * refcounts and freeing the links.
480 */ 474 */
475static void
481static void free_key_values(object * op) 476free_key_values (object *op)
482{ 477{
483 for (key_value *i = op->key_values; i != 0; ) 478 for (key_value *i = op->key_values; i != 0;)
484 { 479 {
485 key_value *next = i->next; 480 key_value *next = i->next;
486 delete i; 481 delete i;
482
487 i = next; 483 i = next;
488 } 484 }
489 485
490 op->key_values = 0; 486 op->key_values = 0;
491} 487}
492 488
493void object::clear () 489void object::clear ()
494{ 490{
495 attachable_base::clear (); 491 attachable_base::clear ();
496 492
497 free_key_values (this); 493 free_key_values (this);
498 494
499 name = 0; 495 owner = 0;
496 name = 0;
500 name_pl = 0; 497 name_pl = 0;
501 title = 0; 498 title = 0;
502 race = 0; 499 race = 0;
503 slaying = 0; 500 slaying = 0;
504 skill = 0; 501 skill = 0;
505 msg = 0; 502 msg = 0;
506 lore = 0; 503 lore = 0;
507 custom_name = 0; 504 custom_name = 0;
508 materialname = 0; 505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
509 517
510 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
511 519
512 SET_FLAG (this, FLAG_REMOVED); 520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
513} 529}
514 530
515void object::clone (object *destination) 531void object::clone (object *destination)
516{ 532{
517 *(object_copy *)destination = *(object_copy *)this; 533 *(object_copy *)destination = *this;
518 *(object_pod *)destination = *(object_pod *)this; 534 *(object_pod *)destination = *this;
519 535
520 if (self || cb) 536 if (self || cb)
521 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
522}
523
524/*
525 * clear_object() frees everything allocated by an object, and also
526 * clears all variables and flags to default settings.
527 */
528
529void clear_object (object *op)
530{
531 op->clear ();
532
533 op->contr = NULL;
534 op->below = NULL;
535 op->above = NULL;
536 op->inv = NULL;
537 op->container=NULL;
538 op->env=NULL;
539 op->more=NULL;
540 op->head=NULL;
541 op->map=NULL;
542 op->refcount=0;
543 op->active_next = NULL;
544 op->active_prev = NULL;
545 /* What is not cleared is next, prev, and count */
546
547 op->expmul = 1.0;
548 op->face = blank_face;
549 op->attacked_by_count = -1;
550
551 if (settings.casting_time)
552 op->casting_time = -1;
553} 538}
554 539
555/* 540/*
556 * copy object first frees everything allocated by the second object, 541 * copy object first frees everything allocated by the second object,
557 * and then copies the contends of the first object into the second 542 * and then copies the contends of the first object into the second
558 * object, allocating what needs to be allocated. Basically, any 543 * object, allocating what needs to be allocated. Basically, any
559 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 544 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
560 * if the first object is freed, the pointers in the new object 545 * if the first object is freed, the pointers in the new object
561 * will point at garbage. 546 * will point at garbage.
562 */ 547 */
563 548void
564void copy_object (object *op2, object *op) 549copy_object (object *op2, object *op)
565{ 550{
566 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 551 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
567 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
568 553
569 op2->clone (op); 554 op2->clone (op);
570 555
556 if (is_freed)
571 if (is_freed) SET_FLAG (op, FLAG_FREED); 557 SET_FLAG (op, FLAG_FREED);
558 if (is_removed)
572 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 559 SET_FLAG (op, FLAG_REMOVED);
573 560
574 if (op2->speed < 0) 561 if (op2->speed < 0)
575 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
576 563
577 /* Copy over key_values, if any. */ 564 /* Copy over key_values, if any. */
578 if (op2->key_values != NULL) 565 if (op2->key_values)
579 { 566 {
580 key_value *tail = NULL; 567 key_value *tail = 0;
581 key_value *i; 568 key_value *i;
582 569
583 op->key_values = NULL; 570 op->key_values = 0;
584 571
585 for (i = op2->key_values; i != NULL; i = i->next) 572 for (i = op2->key_values; i; i = i->next)
586 { 573 {
587 key_value *new_link = new key_value; 574 key_value *new_link = new key_value;
588 575
589 new_link->next = NULL; 576 new_link->next = 0;
590 new_link->key = i->key; 577 new_link->key = i->key;
591 new_link->value = i->value; 578 new_link->value = i->value;
592 579
593 /* Try and be clever here, too. */ 580 /* Try and be clever here, too. */
594 if (op->key_values == NULL) 581 if (!op->key_values)
595 { 582 {
596 op->key_values = new_link; 583 op->key_values = new_link;
597 tail = new_link; 584 tail = new_link;
598 } 585 }
599 else 586 else
606 593
607 update_ob_speed (op); 594 update_ob_speed (op);
608} 595}
609 596
610/* 597/*
611 * get_object() grabs an object from the list of unused objects, makes
612 * sure it is initialised, and returns it.
613 * If there are no free objects, expand_objects() is called to get more.
614 */
615
616object *get_object ()
617{
618 object *op = new object;
619
620 op->count = ++ob_count;
621
622 op->active_next = 0;
623 op->active_prev = 0;
624
625 op->next = objects;
626 op->prev = 0;
627
628 if (objects)
629 objects->prev = op;
630
631 objects = op;
632
633 SET_FLAG (op, FLAG_REMOVED);
634
635 return op;
636}
637
638/*
639 * If an object with the IS_TURNABLE() flag needs to be turned due 598 * If an object with the IS_TURNABLE() flag needs to be turned due
640 * to the closest player being on the other side, this function can 599 * to the closest player being on the other side, this function can
641 * be called to update the face variable, _and_ how it looks on the map. 600 * be called to update the face variable, _and_ how it looks on the map.
642 */ 601 */
643 602
603void
644void update_turn_face(object *op) { 604update_turn_face (object *op)
605{
645 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
646 return; 607 return;
647 SET_ANIMATION(op, op->direction); 608 SET_ANIMATION (op, op->direction);
648 update_object(op,UP_OBJ_FACE); 609 update_object (op, UP_OBJ_FACE);
649} 610}
650 611
651/* 612/*
652 * Updates the speed of an object. If the speed changes from 0 to another 613 * Updates the speed of an object. If the speed changes from 0 to another
653 * value, or vice versa, then add/remove the object from the active list. 614 * value, or vice versa, then add/remove the object from the active list.
654 * This function needs to be called whenever the speed of an object changes. 615 * This function needs to be called whenever the speed of an object changes.
655 */ 616 */
656 617void
657void update_ob_speed(object *op) { 618update_ob_speed (object *op)
619{
658 extern int arch_init; 620 extern int arch_init;
659 621
660 /* No reason putting the archetypes objects on the speed list, 622 /* No reason putting the archetypes objects on the speed list,
661 * since they never really need to be updated. 623 * since they never really need to be updated.
662 */ 624 */
663 625
664 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 {
665 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
666#ifdef MANY_CORES 629#ifdef MANY_CORES
667 abort(); 630 abort ();
668#else 631#else
669 op->speed = 0; 632 op->speed = 0;
670#endif 633#endif
671 } 634 }
635
672 if (arch_init) { 636 if (arch_init)
637 return;
638
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640 {
641 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects)
673 return; 643 return;
674 }
675 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
676 /* If already on active list, don't do anything */
677 if (op->active_next || op->active_prev || op==active_objects)
678 return;
679 644
680 /* process_events() expects us to insert the object at the beginning 645 /* process_events() expects us to insert the object at the beginning
681 * of the list. */ 646 * of the list. */
682 op->active_next = active_objects; 647 op->active_next = active_objects;
648
683 if (op->active_next!=NULL) 649 if (op->active_next != NULL)
684 op->active_next->active_prev = op; 650 op->active_next->active_prev = op;
651
685 active_objects = op; 652 active_objects = op;
653 }
654 else
686 } 655 {
687 else {
688 /* If not on the active list, nothing needs to be done */ 656 /* If not on the active list, nothing needs to be done */
689 if (!op->active_next && !op->active_prev && op!=active_objects) 657 if (!op->active_next && !op->active_prev && op != active_objects)
690 return; 658 return;
691 659
692 if (op->active_prev==NULL) { 660 if (op->active_prev == NULL)
661 {
693 active_objects = op->active_next; 662 active_objects = op->active_next;
663
694 if (op->active_next!=NULL) 664 if (op->active_next != NULL)
695 op->active_next->active_prev = NULL; 665 op->active_next->active_prev = NULL;
666 }
667 else
696 } 668 {
697 else {
698 op->active_prev->active_next = op->active_next; 669 op->active_prev->active_next = op->active_next;
670
699 if (op->active_next) 671 if (op->active_next)
700 op->active_next->active_prev = op->active_prev; 672 op->active_next->active_prev = op->active_prev;
701 } 673 }
674
702 op->active_next = NULL; 675 op->active_next = NULL;
703 op->active_prev = NULL; 676 op->active_prev = NULL;
704 } 677 }
705} 678}
706 679
707/* This function removes object 'op' from the list of active 680/* This function removes object 'op' from the list of active
708 * objects. 681 * objects.
710 * reference maps where you don't want an object that isn't 683 * reference maps where you don't want an object that isn't
711 * in play chewing up cpu time getting processed. 684 * in play chewing up cpu time getting processed.
712 * The reverse of this is to call update_ob_speed, which 685 * The reverse of this is to call update_ob_speed, which
713 * will do the right thing based on the speed of the object. 686 * will do the right thing based on the speed of the object.
714 */ 687 */
688void
715void remove_from_active_list(object *op) 689remove_from_active_list (object *op)
716{ 690{
717 /* If not on the active list, nothing needs to be done */ 691 /* If not on the active list, nothing needs to be done */
718 if (!op->active_next && !op->active_prev && op!=active_objects) 692 if (!op->active_next && !op->active_prev && op != active_objects)
719 return; 693 return;
720 694
721 if (op->active_prev==NULL) { 695 if (op->active_prev == NULL)
696 {
722 active_objects = op->active_next; 697 active_objects = op->active_next;
723 if (op->active_next!=NULL) 698 if (op->active_next != NULL)
724 op->active_next->active_prev = NULL; 699 op->active_next->active_prev = NULL;
700 }
701 else
725 } 702 {
726 else {
727 op->active_prev->active_next = op->active_next; 703 op->active_prev->active_next = op->active_next;
728 if (op->active_next) 704 if (op->active_next)
729 op->active_next->active_prev = op->active_prev; 705 op->active_next->active_prev = op->active_prev;
730 } 706 }
731 op->active_next = NULL; 707 op->active_next = NULL;
732 op->active_prev = NULL; 708 op->active_prev = NULL;
733} 709}
734 710
735/* 711/*
736 * update_object() updates the array which represents the map. 712 * update_object() updates the array which represents the map.
737 * It takes into account invisible objects (and represent squares covered 713 * It takes into account invisible objects (and represent squares covered
752 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
753 * as that is easier than trying to look at what may have changed. 729 * as that is easier than trying to look at what may have changed.
754 * UP_OBJ_FACE: only the objects face has changed. 730 * UP_OBJ_FACE: only the objects face has changed.
755 */ 731 */
756 732
733void
757void update_object(object *op, int action) { 734update_object (object *op, int action)
735{
758 int update_now=0, flags; 736 int update_now = 0, flags;
759 MoveType move_on, move_off, move_block, move_slow; 737 MoveType move_on, move_off, move_block, move_slow;
760 738
761 if (op == NULL) { 739 if (op == NULL)
740 {
762 /* this should never happen */ 741 /* this should never happen */
763 LOG(llevDebug,"update_object() called for NULL object.\n"); 742 LOG (llevDebug, "update_object() called for NULL object.\n");
764 return; 743 return;
765 }
766 744 }
745
767 if(op->env!=NULL) { 746 if (op->env != NULL)
747 {
768 /* Animation is currently handled by client, so nothing 748 /* Animation is currently handled by client, so nothing
769 * to do in this case. 749 * to do in this case.
770 */ 750 */
771 return; 751 return;
772 } 752 }
773 753
774 /* If the map is saving, don't do anything as everything is 754 /* If the map is saving, don't do anything as everything is
775 * going to get freed anyways. 755 * going to get freed anyways.
776 */ 756 */
777 if (!op->map || op->map->in_memory == MAP_SAVING) return; 757 if (!op->map || op->map->in_memory == MAP_SAVING)
778 758 return;
759
779 /* make sure the object is within map boundaries */ 760 /* make sure the object is within map boundaries */
780 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 761 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
781 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 762 {
782 LOG(llevError,"update_object() called for object out of map!\n"); 763 LOG (llevError, "update_object() called for object out of map!\n");
783#ifdef MANY_CORES 764#ifdef MANY_CORES
784 abort(); 765 abort ();
785#endif 766#endif
786 return; 767 return;
787 }
788 768 }
769
789 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 770 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
790 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
791 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
792 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
793 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
794 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
795 776
796 if (action == UP_OBJ_INSERT) { 777 if (action == UP_OBJ_INSERT)
778 {
797 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
798 update_now=1; 780 update_now = 1;
799 781
800 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
801 update_now=1; 783 update_now = 1;
802 784
803 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
804 update_now=1; 786 update_now = 1;
805 787
806 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
807 update_now=1; 789 update_now = 1;
808 790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
792 update_now = 1;
793
809 if ((move_on | op->move_on) != move_on) update_now=1; 794 if ((move_on | op->move_on) != move_on)
795 update_now = 1;
796
810 if ((move_off | op->move_off) != move_off) update_now=1; 797 if ((move_off | op->move_off) != move_off)
798 update_now = 1;
799
811 /* This isn't perfect, but I don't expect a lot of objects to 800 /* This isn't perfect, but I don't expect a lot of objects to
812 * to have move_allow right now. 801 * to have move_allow right now.
813 */ 802 */
814 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 803 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
815 update_now=1; 804 update_now = 1;
805
816 if ((move_slow | op->move_slow) != move_slow) update_now=1; 806 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1;
817 } 808 }
818 /* if the object is being removed, we can't make intelligent 809 /* if the object is being removed, we can't make intelligent
819 * decisions, because remove_ob can't really pass the object 810 * decisions, because remove_ob can't really pass the object
820 * that is being removed. 811 * that is being removed.
821 */ 812 */
822 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
823 update_now=1; 814 update_now = 1;
824 } else if (action == UP_OBJ_FACE) { 815 else if (action == UP_OBJ_FACE)
825 /* Nothing to do for that case */ 816 /* Nothing to do for that case */ ;
826 }
827 else { 817 else
828 LOG(llevError,"update_object called with invalid action: %d\n", action); 818 LOG (llevError, "update_object called with invalid action: %d\n", action);
829 }
830 819
831 if (update_now) { 820 if (update_now)
821 {
832 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
833 update_position(op->map, op->x, op->y); 823 update_position (op->map, op->x, op->y);
834 } 824 }
835 825
836 if(op->more!=NULL) 826 if (op->more != NULL)
837 update_object(op->more, action); 827 update_object (op->more, action);
838} 828}
839 829
830object::vector object::mortals;
831object::vector object::objects; // not yet used
832object *object::first;
833
834void object::free_mortals ()
835{
836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i;
842 mortals.erase (i);
843 }
844}
845
846object::object ()
847{
848 SET_FLAG (this, FLAG_REMOVED);
849
850 expmul = 1.0;
851 face = blank_face;
852}
853
854object::~object ()
855{
856 free_key_values (this);
857}
858
859void object::link ()
860{
861 count = ++ob_count;
862 uuid = gen_uuid ();
863
864 prev = 0;
865 next = object::first;
866
867 if (object::first)
868 object::first->prev = this;
869
870 object::first = this;
871}
872
873void object::unlink ()
874{
875 if (this == object::first)
876 object::first = next;
877
878 /* Remove this object from the list of used objects */
879 if (prev) prev->next = next;
880 if (next) next->prev = prev;
881
882 prev = 0;
883 next = 0;
884}
885
886object *object::create ()
887{
888 object *op = new object;
889 op->link ();
890 return op;
891}
840 892
841/* 893/*
842 * free_object() frees everything allocated by an object, removes 894 * free_object() frees everything allocated by an object, removes
843 * it from the list of used objects, and puts it on the list of 895 * it from the list of used objects, and puts it on the list of
844 * free objects. The IS_FREED() flag is set in the object. 896 * free objects. The IS_FREED() flag is set in the object.
845 * The object must have been removed by remove_ob() first for 897 * The object must have been removed by remove_ob() first for
846 * this function to succeed. 898 * this function to succeed.
847 * 899 *
848 * If free_inventory is set, free inventory as well. Else drop items in 900 * If destroy_inventory is set, free inventory as well. Else drop items in
849 * inventory to the ground. 901 * inventory to the ground.
850 */ 902 */
851 903void object::destroy (bool destroy_inventory)
852void
853free_object (object * ob)
854{ 904{
855 free_object2 (ob, 0);
856}
857
858void
859free_object2 (object * ob, int free_inventory)
860{
861 object *tmp, *op;
862
863 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 905 if (QUERY_FLAG (this, FLAG_FREED))
864 { 906 return;
865 LOG (llevDebug, "Free object called with non removed object\n");
866 dump_object (ob);
867#ifdef MANY_CORES
868 abort ();
869#endif
870 }
871 907
872 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 908 if (QUERY_FLAG (this, FLAG_FRIENDLY))
873 {
874 LOG (llevMonster, "Warning: tried to free friendly object.\n");
875 remove_friendly_object (ob); 909 remove_friendly_object (this);
876 }
877 910
878 if (QUERY_FLAG (ob, FLAG_FREED)) 911 if (!QUERY_FLAG (this, FLAG_REMOVED))
879 { 912 remove_ob (this);
880 dump_object (ob); 913
881 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 914 SET_FLAG (this, FLAG_FREED);
882 return; 915
916 if (more)
883 } 917 {
884 918 more->destroy (destroy_inventory);
885 if (ob->more != NULL) 919 more = 0;
886 { 920 }
887 free_object2 (ob->more, free_inventory);
888 ob->more = NULL;
889 }
890 921
891 if (ob->inv) 922 if (inv)
892 { 923 {
893 /* Only if the space blocks everything do we not process - 924 /* Only if the space blocks everything do we not process -
894 * if some form of movemnt is allowed, let objects 925 * if some form of movement is allowed, let objects
895 * drop on that space. 926 * drop on that space.
896 */ 927 */
897 if (free_inventory || ob->map == NULL 928 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
898 || ob->map->in_memory != MAP_IN_MEMORY 929 {
899 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 930 object *op = inv;
900 {
901 op = ob->inv;
902 931
903 while (op != NULL) 932 while (op)
904 { 933 {
905 tmp = op->below; 934 object *tmp = op->below;
906 remove_ob (op); 935 op->destroy (destroy_inventory);
907 free_object2 (op, free_inventory);
908 op = tmp; 936 op = tmp;
909 } 937 }
910 } 938 }
911 else 939 else
912 { /* Put objects in inventory onto this space */ 940 { /* Put objects in inventory onto this space */
913 op = ob->inv; 941 object *op = inv;
914 942
915 while (op != NULL) 943 while (op)
916 { 944 {
917 tmp = op->below; 945 object *tmp = op->below;
946
918 remove_ob (op); 947 remove_ob (op);
919 948
920 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 949 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
921 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 950 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
922 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 951 free_object (op);
923 free_object (op); 952 else
924 else 953 {
925 { 954 op->x = x;
926 op->x = ob->x; 955 op->y = y;
927 op->y = ob->y;
928 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ 956 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
929 } 957 }
930 958
931 op = tmp; 959 op = tmp;
960 }
961 }
932 } 962 }
933 } 963
964 // hack to ensure that freed objects still have a valid map
965 {
966 static maptile *freed_map; // freed objects are moved here to avoid crashes
967
968 if (!freed_map)
969 {
970 freed_map = new maptile;
971
972 freed_map->name = "/internal/freed_objects_map";
973 freed_map->width = 3;
974 freed_map->height = 3;
975
976 freed_map->allocate ();
934 } 977 }
978
979 map = freed_map;
980 x = 1;
981 y = 1;
982 }
983
984 // clear those pointers that likely might have circular references to us
985 owner = 0;
986 enemy = 0;
987 attacked_by = 0;
988
989 // only relevant for players(?), but make sure of it anyways
990 contr = 0;
935 991
936 /* Remove object from the active list */ 992 /* Remove object from the active list */
937 ob->speed = 0; 993 speed = 0;
938 update_ob_speed (ob); 994 update_ob_speed (this);
939 995
940 SET_FLAG (ob, FLAG_FREED); 996 unlink ();
941 ob->count = 0;
942 997
943 /* Remove this object from the list of used objects */ 998 mortals.push_back (this);
944 if (ob->prev == NULL)
945 {
946 objects = ob->next;
947
948 if (objects != NULL)
949 objects->prev = NULL;
950 }
951 else
952 {
953 ob->prev->next = ob->next;
954
955 if (ob->next != NULL)
956 ob->next->prev = ob->prev;
957 }
958
959 free_key_values (ob);
960
961 /* Now link it with the free_objects list: */
962 ob->prev = 0;
963 ob->next = 0;
964
965 delete ob;
966} 999}
967 1000
968/* 1001/*
969 * sub_weight() recursively (outwards) subtracts a number from the 1002 * sub_weight() recursively (outwards) subtracts a number from the
970 * weight of an object (and what is carried by it's environment(s)). 1003 * weight of an object (and what is carried by it's environment(s)).
971 */ 1004 */
972 1005
1006void
973void sub_weight (object *op, signed long weight) { 1007sub_weight (object *op, signed long weight)
1008{
974 while (op != NULL) { 1009 while (op != NULL)
1010 {
975 if (op->type == CONTAINER) { 1011 if (op->type == CONTAINER)
976 weight=(signed long)(weight*(100-op->stats.Str)/100); 1012 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
977 } 1013
978 op->carrying-=weight; 1014 op->carrying -= weight;
979 op = op->env; 1015 op = op->env;
980 } 1016 }
981} 1017}
982 1018
983/* remove_ob(op): 1019/* remove_ob(op):
984 * This function removes the object op from the linked list of objects 1020 * This function removes the object op from the linked list of objects
985 * which it is currently tied to. When this function is done, the 1021 * which it is currently tied to. When this function is done, the
987 * environment, the x and y coordinates will be updated to 1023 * environment, the x and y coordinates will be updated to
988 * the previous environment. 1024 * the previous environment.
989 * Beware: This function is called from the editor as well! 1025 * Beware: This function is called from the editor as well!
990 */ 1026 */
991 1027
1028void
992void remove_ob(object *op) { 1029remove_ob (object *op)
1030{
993 object *tmp,*last=NULL; 1031 object *tmp, *last = 0;
994 object *otmp; 1032 object *otmp;
995 tag_t tag; 1033
996 int check_walk_off; 1034 int check_walk_off;
997 mapstruct *m; 1035 maptile *m;
1036
998 sint16 x,y; 1037 sint16 x, y;
999
1000 1038
1001 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1039 if (QUERY_FLAG (op, FLAG_REMOVED))
1002 dump_object(op); 1040 return;
1003 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1004 1041
1005 /* Changed it to always dump core in this case. As has been learned
1006 * in the past, trying to recover from errors almost always
1007 * make things worse, and this is a real error here - something
1008 * that should not happen.
1009 * Yes, if this was a mission critical app, trying to do something
1010 * to recover may make sense, but that is because failure of the app
1011 * may have other disastrous problems. Cf runs out of a script
1012 * so is easily enough restarted without any real problems.
1013 * MSW 2001-07-01
1014 */
1015 abort();
1016 }
1017 if(op->more!=NULL)
1018 remove_ob(op->more);
1019
1020 SET_FLAG(op, FLAG_REMOVED); 1042 SET_FLAG (op, FLAG_REMOVED);
1021 1043
1044 if (op->more != NULL)
1045 remove_ob (op->more);
1046
1022 /* 1047 /*
1023 * In this case, the object to be removed is in someones 1048 * In this case, the object to be removed is in someones
1024 * inventory. 1049 * inventory.
1025 */ 1050 */
1026 if(op->env!=NULL) { 1051 if (op->env != NULL)
1052 {
1027 if(op->nrof) 1053 if (op->nrof)
1028 sub_weight(op->env, op->weight*op->nrof); 1054 sub_weight (op->env, op->weight * op->nrof);
1029 else 1055 else
1030 sub_weight(op->env, op->weight+op->carrying); 1056 sub_weight (op->env, op->weight + op->carrying);
1031 1057
1032 /* NO_FIX_PLAYER is set when a great many changes are being 1058 /* NO_FIX_PLAYER is set when a great many changes are being
1033 * made to players inventory. If set, avoiding the call 1059 * made to players inventory. If set, avoiding the call
1034 * to save cpu time. 1060 * to save cpu time.
1035 */ 1061 */
1036 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1062 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1037 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1038 fix_player(otmp); 1063 fix_player (otmp);
1039 1064
1040 if(op->above!=NULL) 1065 if (op->above != NULL)
1041 op->above->below=op->below; 1066 op->above->below = op->below;
1042 else 1067 else
1043 op->env->inv=op->below; 1068 op->env->inv = op->below;
1044 1069
1045 if(op->below!=NULL) 1070 if (op->below != NULL)
1046 op->below->above=op->above; 1071 op->below->above = op->above;
1047 1072
1048 /* we set up values so that it could be inserted into 1073 /* we set up values so that it could be inserted into
1049 * the map, but we don't actually do that - it is up 1074 * the map, but we don't actually do that - it is up
1050 * to the caller to decide what we want to do. 1075 * to the caller to decide what we want to do.
1051 */ 1076 */
1052 op->x=op->env->x,op->y=op->env->y; 1077 op->x = op->env->x, op->y = op->env->y;
1053 op->map=op->env->map; 1078 op->map = op->env->map;
1054 op->above=NULL,op->below=NULL; 1079 op->above = NULL, op->below = NULL;
1055 op->env=NULL; 1080 op->env = NULL;
1081 }
1082 else if (op->map)
1083 {
1084 x = op->x;
1085 y = op->y;
1086 m = get_map_from_coord (op->map, &x, &y);
1087
1088 if (!m)
1089 {
1090 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1091 op->map->path, op->x, op->y);
1092 /* in old days, we used to set x and y to 0 and continue.
1093 * it seems if we get into this case, something is probablye
1094 * screwed up and should be fixed.
1095 */
1096 abort ();
1097 }
1098
1099 if (op->map != m)
1100 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1101 op->map->path, m->path, op->x, op->y, x, y);
1102
1103 /* Re did the following section of code - it looks like it had
1104 * lots of logic for things we no longer care about
1105 */
1106
1107 /* link the object above us */
1108 if (op->above)
1109 op->above->below = op->below;
1110 else
1111 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1112
1113 /* Relink the object below us, if there is one */
1114 if (op->below)
1115 op->below->above = op->above;
1116 else
1117 {
1118 /* Nothing below, which means we need to relink map object for this space
1119 * use translated coordinates in case some oddness with map tiling is
1120 * evident
1121 */
1122 if (GET_MAP_OB (m, x, y) != op)
1123 {
1124 char *dump = dump_object (op);
1125 LOG (llevError,
1126 "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);
1127 free (dump);
1128 dump = dump_object (GET_MAP_OB (m, x, y));
1129 LOG (llevError, "%s\n", dump);
1130 free (dump);
1131 }
1132
1133 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1134 }
1135
1136 op->above = 0;
1137 op->below = 0;
1138
1139 if (op->map->in_memory == MAP_SAVING)
1056 return; 1140 return;
1057 }
1058 1141
1059 /* If we get here, we are removing it from a map */
1060 if (op->map == NULL) return;
1061
1062 x = op->x;
1063 y = op->y;
1064 m = get_map_from_coord(op->map, &x, &y);
1065
1066 if (!m) {
1067 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1068 op->map->path, op->x, op->y);
1069 /* in old days, we used to set x and y to 0 and continue.
1070 * it seems if we get into this case, something is probablye
1071 * screwed up and should be fixed.
1072 */
1073 abort();
1074 }
1075 if (op->map != m) {
1076 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1077 op->map->path, m->path, op->x, op->y, x, y);
1078 }
1079
1080 /* Re did the following section of code - it looks like it had
1081 * lots of logic for things we no longer care about
1082 */
1083
1084 /* link the object above us */
1085 if (op->above)
1086 op->above->below=op->below;
1087 else
1088 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1089
1090 /* Relink the object below us, if there is one */
1091 if(op->below) {
1092 op->below->above=op->above;
1093 } else {
1094 /* Nothing below, which means we need to relink map object for this space
1095 * use translated coordinates in case some oddness with map tiling is
1096 * evident
1097 */
1098 if(GET_MAP_OB(m,x,y)!=op) {
1099 dump_object(op);
1100 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1101 dump_object(GET_MAP_OB(m,x,y));
1102 LOG(llevError,"%s\n",errmsg);
1103 }
1104 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1105 }
1106 op->above=NULL;
1107 op->below=NULL;
1108
1109 if (op->map->in_memory == MAP_SAVING)
1110 return;
1111
1112 tag = op->count;
1113 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1142 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1143
1114 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1144 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1145 {
1115 /* No point updating the players look faces if he is the object 1146 /* No point updating the players look faces if he is the object
1116 * being removed. 1147 * being removed.
1117 */ 1148 */
1118 1149
1119 if(tmp->type==PLAYER && tmp!=op) { 1150 if (tmp->type == PLAYER && tmp != op)
1151 {
1120 /* If a container that the player is currently using somehow gets 1152 /* If a container that the player is currently using somehow gets
1121 * removed (most likely destroyed), update the player view 1153 * removed (most likely destroyed), update the player view
1122 * appropriately. 1154 * appropriately.
1123 */ 1155 */
1124 if (tmp->container==op) { 1156 if (tmp->container == op)
1157 {
1125 CLEAR_FLAG(op, FLAG_APPLIED); 1158 CLEAR_FLAG (op, FLAG_APPLIED);
1126 tmp->container=NULL; 1159 tmp->container = NULL;
1160 }
1161
1162 tmp->contr->socket.update_look = 1;
1127 } 1163 }
1128 tmp->contr->socket.update_look=1; 1164
1129 }
1130 /* See if player moving off should effect something */ 1165 /* See if player moving off should effect something */
1166 if (check_walk_off
1131 if (check_walk_off && ((op->move_type & tmp->move_off) && 1167 && ((op->move_type & tmp->move_off)
1132 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1168 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1133 1169 {
1134 move_apply(tmp, op, NULL); 1170 move_apply (tmp, op, NULL);
1171
1135 if (was_destroyed (op, tag)) { 1172 if (op->destroyed ())
1136 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1173 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1137 "leaving object\n", &tmp->name, &tmp->arch->name);
1138 } 1174 }
1139 }
1140 1175
1141 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1176 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1142 1177
1143 if(tmp->above == tmp) 1178 if (tmp->above == tmp)
1144 tmp->above = NULL; 1179 tmp->above = NULL;
1180
1145 last=tmp; 1181 last = tmp;
1146 } 1182 }
1183
1147 /* last == NULL of there are no objects on this space */ 1184 /* last == NULL of there are no objects on this space */
1148 if (last==NULL) { 1185 if (last == NULL)
1186 {
1149 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1187 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1150 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1188 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1151 * those out anyways, and if there are any flags set right now, they won't 1189 * those out anyways, and if there are any flags set right now, they won't
1152 * be correct anyways. 1190 * be correct anyways.
1153 */ 1191 */
1154 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1192 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1155 update_position(op->map, op->x, op->y); 1193 update_position (op->map, op->x, op->y);
1156 } 1194 }
1157 else 1195 else
1158 update_object(last, UP_OBJ_REMOVE); 1196 update_object (last, UP_OBJ_REMOVE);
1159 1197
1160 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1198 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1161 update_all_los(op->map, op->x, op->y); 1199 update_all_los (op->map, op->x, op->y);
1162 1200 }
1163} 1201}
1164 1202
1165/* 1203/*
1166 * merge_ob(op,top): 1204 * merge_ob(op,top):
1167 * 1205 *
1168 * This function goes through all objects below and including top, and 1206 * This function goes through all objects below and including top, and
1169 * merges op to the first matching object. 1207 * merges op to the first matching object.
1170 * If top is NULL, it is calculated. 1208 * If top is NULL, it is calculated.
1171 * Returns pointer to object if it succeded in the merge, otherwise NULL 1209 * Returns pointer to object if it succeded in the merge, otherwise NULL
1172 */ 1210 */
1173 1211object *
1174object *merge_ob(object *op, object *top) { 1212merge_ob (object *op, object *top)
1213{
1175 if(!op->nrof) 1214 if (!op->nrof)
1176 return 0; 1215 return 0;
1216
1177 if(top==NULL) 1217 if (top == NULL)
1178 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1218 for (top = op; top != NULL && top->above != NULL; top = top->above);
1219
1179 for(;top!=NULL;top=top->below) { 1220 for (; top != NULL; top = top->below)
1221 {
1180 if(top==op) 1222 if (top == op)
1181 continue; 1223 continue;
1182 if (CAN_MERGE(op,top)) 1224 if (CAN_MERGE (op, top))
1183 { 1225 {
1184 top->nrof+=op->nrof; 1226 top->nrof += op->nrof;
1227
1185/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1228/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1186 op->weight = 0; /* Don't want any adjustements now */ 1229 op->weight = 0; /* Don't want any adjustements now */
1187 remove_ob(op); 1230 remove_ob (op);
1188 free_object(op); 1231 free_object (op);
1189 return top; 1232 return top;
1190 } 1233 }
1191 } 1234 }
1235
1192 return NULL; 1236 return 0;
1193} 1237}
1194 1238
1195/* 1239/*
1196 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1240 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1197 * job preparing multi-part monsters 1241 * job preparing multi-part monsters
1198 */ 1242 */
1243object *
1199object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1244insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1245{
1200 object* tmp; 1246 object *tmp;
1247
1201 if (op->head) 1248 if (op->head)
1202 op=op->head; 1249 op = op->head;
1250
1203 for (tmp=op;tmp;tmp=tmp->more){ 1251 for (tmp = op; tmp; tmp = tmp->more)
1252 {
1204 tmp->x=x+tmp->arch->clone.x; 1253 tmp->x = x + tmp->arch->clone.x;
1205 tmp->y=y+tmp->arch->clone.y; 1254 tmp->y = y + tmp->arch->clone.y;
1206 } 1255 }
1256
1207 return insert_ob_in_map (op, m, originator, flag); 1257 return insert_ob_in_map (op, m, originator, flag);
1208} 1258}
1209 1259
1210/* 1260/*
1211 * insert_ob_in_map (op, map, originator, flag): 1261 * insert_ob_in_map (op, map, originator, flag):
1212 * This function inserts the object in the two-way linked list 1262 * This function inserts the object in the two-way linked list
1226 * new object if 'op' was merged with other object 1276 * new object if 'op' was merged with other object
1227 * NULL if 'op' was destroyed 1277 * NULL if 'op' was destroyed
1228 * just 'op' otherwise 1278 * just 'op' otherwise
1229 */ 1279 */
1230 1280
1281object *
1231object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1282insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1232{ 1283{
1233 object *tmp, *top, *floor=NULL; 1284 object *tmp, *top, *floor = NULL;
1234 sint16 x,y; 1285 sint16 x, y;
1235 1286
1236 if (QUERY_FLAG (op, FLAG_FREED)) { 1287 if (QUERY_FLAG (op, FLAG_FREED))
1288 {
1237 LOG (llevError, "Trying to insert freed object!\n"); 1289 LOG (llevError, "Trying to insert freed object!\n");
1290 return NULL;
1291 }
1292
1293 if (m == NULL)
1294 {
1295 char *dump = dump_object (op);
1296 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1297 free (dump);
1298 return op;
1299 }
1300
1301 if (out_of_map (m, op->x, op->y))
1302 {
1303 char *dump = dump_object (op);
1304 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1305#ifdef MANY_CORES
1306 /* Better to catch this here, as otherwise the next use of this object
1307 * is likely to cause a crash. Better to find out where it is getting
1308 * improperly inserted.
1309 */
1310 abort ();
1311#endif
1312 free (dump);
1313 return op;
1314 }
1315
1316 if (!QUERY_FLAG (op, FLAG_REMOVED))
1317 {
1318 char *dump = dump_object (op);
1319 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1320 free (dump);
1321 return op;
1322 }
1323
1324 if (op->more != NULL)
1325 {
1326 /* The part may be on a different map. */
1327
1328 object *more = op->more;
1329
1330 /* We really need the caller to normalize coordinates - if
1331 * we set the map, that doesn't work if the location is within
1332 * a map and this is straddling an edge. So only if coordinate
1333 * is clear wrong do we normalize it.
1334 */
1335 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1336 more->map = get_map_from_coord (m, &more->x, &more->y);
1337 else if (!more->map)
1338 {
1339 /* For backwards compatibility - when not dealing with tiled maps,
1340 * more->map should always point to the parent.
1341 */
1342 more->map = m;
1343 }
1344
1345 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1346 {
1347 if (!op->head)
1348 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1349
1350 return NULL;
1351 }
1352 }
1353
1354 CLEAR_FLAG (op, FLAG_REMOVED);
1355
1356 /* Ideally, the caller figures this out. However, it complicates a lot
1357 * of areas of callers (eg, anything that uses find_free_spot would now
1358 * need extra work
1359 */
1360 op->map = get_map_from_coord (m, &op->x, &op->y);
1361 x = op->x;
1362 y = op->y;
1363
1364 /* this has to be done after we translate the coordinates.
1365 */
1366 if (op->nrof && !(flag & INS_NO_MERGE))
1367 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1368 if (CAN_MERGE (op, tmp))
1369 {
1370 op->nrof += tmp->nrof;
1371 remove_ob (tmp);
1372 free_object (tmp);
1373 }
1374
1375 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1376 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1377
1378 if (!QUERY_FLAG (op, FLAG_ALIVE))
1379 CLEAR_FLAG (op, FLAG_NO_STEAL);
1380
1381 if (flag & INS_BELOW_ORIGINATOR)
1382 {
1383 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1384 {
1385 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1386 abort ();
1387 }
1388
1389 op->above = originator;
1390 op->below = originator->below;
1391
1392 if (op->below)
1393 op->below->above = op;
1394 else
1395 SET_MAP_OB (op->map, op->x, op->y, op);
1396
1397 /* since *below* originator, no need to update top */
1398 originator->below = op;
1399 }
1400 else
1401 {
1402 /* If there are other objects, then */
1403 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1404 {
1405 object *last = NULL;
1406
1407 /*
1408 * If there are multiple objects on this space, we do some trickier handling.
1409 * We've already dealt with merging if appropriate.
1410 * Generally, we want to put the new object on top. But if
1411 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1412 * floor, we want to insert above that and no further.
1413 * Also, if there are spell objects on this space, we stop processing
1414 * once we get to them. This reduces the need to traverse over all of
1415 * them when adding another one - this saves quite a bit of cpu time
1416 * when lots of spells are cast in one area. Currently, it is presumed
1417 * that flying non pickable objects are spell objects.
1418 */
1419
1420 while (top != NULL)
1421 {
1422 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1423 floor = top;
1424
1425 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1426 {
1427 /* We insert above top, so we want this object below this */
1428 top = top->below;
1429 break;
1430 }
1431
1432 last = top;
1433 top = top->above;
1434 }
1435
1436 /* Don't want top to be NULL, so set it to the last valid object */
1437 top = last;
1438
1439 /* We let update_position deal with figuring out what the space
1440 * looks like instead of lots of conditions here.
1441 * makes things faster, and effectively the same result.
1442 */
1443
1444 /* Have object 'fall below' other objects that block view.
1445 * Unless those objects are exits, type 66
1446 * If INS_ON_TOP is used, don't do this processing
1447 * Need to find the object that in fact blocks view, otherwise
1448 * stacking is a bit odd.
1449 */
1450 if (!(flag & INS_ON_TOP) &&
1451 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1452 {
1453 for (last = top; last != floor; last = last->below)
1454 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1455 break;
1456 /* Check to see if we found the object that blocks view,
1457 * and make sure we have a below pointer for it so that
1458 * we can get inserted below this one, which requires we
1459 * set top to the object below us.
1460 */
1461 if (last && last->below && last != floor)
1462 top = last->below;
1463 }
1464 } /* If objects on this space */
1465
1466 if (flag & INS_MAP_LOAD)
1467 top = GET_MAP_TOP (op->map, op->x, op->y);
1468
1469 if (flag & INS_ABOVE_FLOOR_ONLY)
1470 top = floor;
1471
1472 /* Top is the object that our object (op) is going to get inserted above.
1473 */
1474
1475 /* First object on this space */
1476 if (!top)
1477 {
1478 op->above = GET_MAP_OB (op->map, op->x, op->y);
1479
1480 if (op->above)
1481 op->above->below = op;
1482
1483 op->below = NULL;
1484 SET_MAP_OB (op->map, op->x, op->y, op);
1485 }
1486 else
1487 { /* get inserted into the stack above top */
1488 op->above = top->above;
1489
1490 if (op->above)
1491 op->above->below = op;
1492
1493 op->below = top;
1494 top->above = op;
1495 }
1496
1497 if (op->above == NULL)
1498 SET_MAP_TOP (op->map, op->x, op->y, op);
1499 } /* else not INS_BELOW_ORIGINATOR */
1500
1501 if (op->type == PLAYER)
1502 op->contr->do_los = 1;
1503
1504 /* If we have a floor, we know the player, if any, will be above
1505 * it, so save a few ticks and start from there.
1506 */
1507 if (!(flag & INS_MAP_LOAD))
1508 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1509 if (tmp->type == PLAYER)
1510 tmp->contr->socket.update_look = 1;
1511
1512 /* If this object glows, it may affect lighting conditions that are
1513 * visible to others on this map. But update_all_los is really
1514 * an inefficient way to do this, as it means los for all players
1515 * on the map will get recalculated. The players could very well
1516 * be far away from this change and not affected in any way -
1517 * this should get redone to only look for players within range,
1518 * or just updating the P_NEED_UPDATE for spaces within this area
1519 * of effect may be sufficient.
1520 */
1521 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1522 update_all_los (op->map, op->x, op->y);
1523
1524 /* updates flags (blocked, alive, no magic, etc) for this map space */
1525 update_object (op, UP_OBJ_INSERT);
1526
1527 /* Don't know if moving this to the end will break anything. However,
1528 * we want to have update_look set above before calling this.
1529 *
1530 * check_move_on() must be after this because code called from
1531 * check_move_on() depends on correct map flags (so functions like
1532 * blocked() and wall() work properly), and these flags are updated by
1533 * update_object().
1534 */
1535
1536 /* if this is not the head or flag has been passed, don't check walk on status */
1537 if (!(flag & INS_NO_WALK_ON) && !op->head)
1538 {
1539 if (check_move_on (op, originator))
1238 return NULL; 1540 return NULL;
1239 }
1240 if(m==NULL) {
1241 dump_object(op);
1242 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1243 return op;
1244 }
1245 if(out_of_map(m,op->x,op->y)) {
1246 dump_object(op);
1247 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1248#ifdef MANY_CORES
1249 /* Better to catch this here, as otherwise the next use of this object
1250 * is likely to cause a crash. Better to find out where it is getting
1251 * improperly inserted.
1252 */
1253 abort();
1254#endif
1255 return op;
1256 }
1257 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1258 dump_object(op);
1259 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1260 return op;
1261 }
1262 if(op->more!=NULL) {
1263 /* The part may be on a different map. */
1264 1541
1265 object *more = op->more;
1266
1267 /* We really need the caller to normalize coordinates - if
1268 * we set the map, that doesn't work if the location is within
1269 * a map and this is straddling an edge. So only if coordinate
1270 * is clear wrong do we normalize it.
1271 */
1272 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1273 more->map = get_map_from_coord(m, &more->x, &more->y);
1274 } else if (!more->map) {
1275 /* For backwards compatibility - when not dealing with tiled maps,
1276 * more->map should always point to the parent.
1277 */
1278 more->map = m;
1279 }
1280
1281 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1282 if ( ! op->head)
1283 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1284 return NULL;
1285 }
1286 }
1287 CLEAR_FLAG(op,FLAG_REMOVED);
1288
1289 /* Ideally, the caller figures this out. However, it complicates a lot
1290 * of areas of callers (eg, anything that uses find_free_spot would now
1291 * need extra work
1292 */
1293 op->map=get_map_from_coord(m, &op->x, &op->y);
1294 x = op->x;
1295 y = op->y;
1296
1297 /* this has to be done after we translate the coordinates.
1298 */
1299 if(op->nrof && !(flag & INS_NO_MERGE)) {
1300 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1301 if (CAN_MERGE(op,tmp)) {
1302 op->nrof+=tmp->nrof;
1303 remove_ob(tmp);
1304 free_object(tmp);
1305 }
1306 }
1307
1308 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1309 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1310 if (!QUERY_FLAG(op, FLAG_ALIVE))
1311 CLEAR_FLAG(op, FLAG_NO_STEAL);
1312
1313 if (flag & INS_BELOW_ORIGINATOR) {
1314 if (originator->map != op->map || originator->x != op->x ||
1315 originator->y != op->y) {
1316 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1317 abort();
1318 }
1319 op->above = originator;
1320 op->below = originator->below;
1321 if (op->below) op->below->above = op;
1322 else SET_MAP_OB(op->map, op->x, op->y, op);
1323 /* since *below* originator, no need to update top */
1324 originator->below = op;
1325 } else {
1326 /* If there are other objects, then */
1327 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1328 object *last=NULL;
1329 /*
1330 * If there are multiple objects on this space, we do some trickier handling.
1331 * We've already dealt with merging if appropriate.
1332 * Generally, we want to put the new object on top. But if
1333 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1334 * floor, we want to insert above that and no further.
1335 * Also, if there are spell objects on this space, we stop processing
1336 * once we get to them. This reduces the need to traverse over all of
1337 * them when adding another one - this saves quite a bit of cpu time
1338 * when lots of spells are cast in one area. Currently, it is presumed
1339 * that flying non pickable objects are spell objects.
1340 */
1341
1342 while (top != NULL) {
1343 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1344 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1345 if (QUERY_FLAG(top, FLAG_NO_PICK)
1346 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1347 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1348 {
1349 /* We insert above top, so we want this object below this */
1350 top=top->below;
1351 break;
1352 }
1353 last = top;
1354 top = top->above;
1355 }
1356 /* Don't want top to be NULL, so set it to the last valid object */
1357 top = last;
1358
1359 /* We let update_position deal with figuring out what the space
1360 * looks like instead of lots of conditions here.
1361 * makes things faster, and effectively the same result.
1362 */
1363
1364 /* Have object 'fall below' other objects that block view.
1365 * Unless those objects are exits, type 66
1366 * If INS_ON_TOP is used, don't do this processing
1367 * Need to find the object that in fact blocks view, otherwise
1368 * stacking is a bit odd.
1369 */
1370 if (!(flag & INS_ON_TOP) &&
1371 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1372 (op->face && !op->face->visibility)) {
1373 for (last=top; last != floor; last=last->below)
1374 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1375 /* Check to see if we found the object that blocks view,
1376 * and make sure we have a below pointer for it so that
1377 * we can get inserted below this one, which requires we
1378 * set top to the object below us.
1379 */
1380 if (last && last->below && last != floor) top=last->below;
1381 }
1382 } /* If objects on this space */
1383 if (flag & INS_MAP_LOAD)
1384 top = GET_MAP_TOP(op->map,op->x,op->y);
1385 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1386
1387 /* Top is the object that our object (op) is going to get inserted above.
1388 */
1389
1390 /* First object on this space */
1391 if (!top) {
1392 op->above = GET_MAP_OB(op->map, op->x, op->y);
1393 if (op->above) op->above->below = op;
1394 op->below = NULL;
1395 SET_MAP_OB(op->map, op->x, op->y, op);
1396 } else { /* get inserted into the stack above top */
1397 op->above = top->above;
1398 if (op->above) op->above->below = op;
1399 op->below = top;
1400 top->above = op;
1401 }
1402 if (op->above==NULL)
1403 SET_MAP_TOP(op->map,op->x, op->y, op);
1404 } /* else not INS_BELOW_ORIGINATOR */
1405
1406 if(op->type==PLAYER)
1407 op->contr->do_los=1;
1408
1409 /* If we have a floor, we know the player, if any, will be above
1410 * it, so save a few ticks and start from there.
1411 */
1412 if (!(flag & INS_MAP_LOAD))
1413 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1414 if (tmp->type == PLAYER)
1415 tmp->contr->socket.update_look=1;
1416 }
1417
1418 /* If this object glows, it may affect lighting conditions that are
1419 * visible to others on this map. But update_all_los is really
1420 * an inefficient way to do this, as it means los for all players
1421 * on the map will get recalculated. The players could very well
1422 * be far away from this change and not affected in any way -
1423 * this should get redone to only look for players within range,
1424 * or just updating the P_NEED_UPDATE for spaces within this area
1425 * of effect may be sufficient.
1426 */
1427 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1428 update_all_los(op->map, op->x, op->y);
1429
1430
1431 /* updates flags (blocked, alive, no magic, etc) for this map space */
1432 update_object(op,UP_OBJ_INSERT);
1433
1434
1435 /* Don't know if moving this to the end will break anything. However,
1436 * we want to have update_look set above before calling this.
1437 *
1438 * check_move_on() must be after this because code called from
1439 * check_move_on() depends on correct map flags (so functions like
1440 * blocked() and wall() work properly), and these flags are updated by
1441 * update_object().
1442 */
1443
1444 /* if this is not the head or flag has been passed, don't check walk on status */
1445
1446 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1447 if (check_move_on(op, originator))
1448 return NULL;
1449
1450 /* If we are a multi part object, lets work our way through the check 1542 /* If we are a multi part object, lets work our way through the check
1451 * walk on's. 1543 * walk on's.
1452 */ 1544 */
1453 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1545 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1454 if (check_move_on (tmp, originator)) 1546 if (check_move_on (tmp, originator))
1455 return NULL; 1547 return NULL;
1456 } 1548 }
1549
1457 return op; 1550 return op;
1458} 1551}
1459 1552
1460/* this function inserts an object in the map, but if it 1553/* this function inserts an object in the map, but if it
1461 * finds an object of its own type, it'll remove that one first. 1554 * finds an object of its own type, it'll remove that one first.
1462 * op is the object to insert it under: supplies x and the map. 1555 * op is the object to insert it under: supplies x and the map.
1463 */ 1556 */
1557void
1464void replace_insert_ob_in_map(const char *arch_string, object *op) { 1558replace_insert_ob_in_map (const char *arch_string, object *op)
1559{
1465 object *tmp; 1560 object *
1466 object *tmp1; 1561 tmp;
1562 object *
1563 tmp1;
1467 1564
1468 /* first search for itself and remove any old instances */ 1565 /* first search for itself and remove any old instances */
1469 1566
1470 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1567 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1568 {
1471 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1569 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1570 {
1472 remove_ob(tmp); 1571 remove_ob (tmp);
1473 free_object(tmp); 1572 free_object (tmp);
1474 } 1573 }
1475 } 1574 }
1476 1575
1477 tmp1=arch_to_object(find_archetype(arch_string)); 1576 tmp1 = arch_to_object (archetype::find (arch_string));
1478 1577
1479 1578 tmp1->x = op->x;
1480 tmp1->x = op->x; tmp1->y = op->y; 1579 tmp1->y = op->y;
1481 insert_ob_in_map(tmp1,op->map,op,0); 1580 insert_ob_in_map (tmp1, op->map, op, 0);
1482} 1581}
1483 1582
1484/* 1583/*
1485 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1584 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1486 * is returned contains nr objects, and the remaining parts contains 1585 * is returned contains nr objects, and the remaining parts contains
1487 * the rest (or is removed and freed if that number is 0). 1586 * the rest (or is removed and freed if that number is 0).
1488 * On failure, NULL is returned, and the reason put into the 1587 * On failure, NULL is returned, and the reason put into the
1489 * global static errmsg array. 1588 * global static errmsg array.
1490 */ 1589 */
1491 1590
1591object *
1492object *get_split_ob(object *orig_ob, uint32 nr) { 1592get_split_ob (object *orig_ob, uint32 nr)
1493 object *newob; 1593{
1594 object *
1595 newob;
1596 int
1494 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1597 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1495 1598
1496 if(orig_ob->nrof<nr) { 1599 if (orig_ob->nrof < nr)
1497 sprintf(errmsg,"There are only %d %ss.", 1600 {
1498 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1601 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1499 return NULL; 1602 return NULL;
1500 } 1603 }
1604
1501 newob = object_create_clone(orig_ob); 1605 newob = object_create_clone (orig_ob);
1606
1502 if((orig_ob->nrof-=nr)<1) { 1607 if ((orig_ob->nrof -= nr) < 1)
1608 {
1503 if ( ! is_removed) 1609 if (!is_removed)
1504 remove_ob(orig_ob); 1610 remove_ob (orig_ob);
1505 free_object2(orig_ob, 1); 1611 free_object2 (orig_ob, 1);
1506 } 1612 }
1507 else if ( ! is_removed) { 1613 else if (!is_removed)
1614 {
1508 if(orig_ob->env!=NULL) 1615 if (orig_ob->env != NULL)
1509 sub_weight (orig_ob->env,orig_ob->weight*nr); 1616 sub_weight (orig_ob->env, orig_ob->weight * nr);
1510 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1617 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1618 {
1511 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1619 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1512 LOG(llevDebug,
1513 "Error, Tried to split object whose map is not in memory.\n"); 1620 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1514 return NULL; 1621 return NULL;
1515 } 1622 }
1516 } 1623 }
1624
1517 newob->nrof=nr; 1625 newob->nrof = nr;
1518 1626
1519 return newob; 1627 return newob;
1520} 1628}
1521 1629
1522/* 1630/*
1523 * decrease_ob_nr(object, number) decreases a specified number from 1631 * decrease_ob_nr(object, number) decreases a specified number from
1524 * the amount of an object. If the amount reaches 0, the object 1632 * the amount of an object. If the amount reaches 0, the object
1525 * is subsequently removed and freed. 1633 * is subsequently removed and freed.
1526 * 1634 *
1527 * Return value: 'op' if something is left, NULL if the amount reached 0 1635 * Return value: 'op' if something is left, NULL if the amount reached 0
1528 */ 1636 */
1529 1637
1638object *
1530object *decrease_ob_nr (object *op, uint32 i) 1639decrease_ob_nr (object *op, uint32 i)
1531{ 1640{
1532 object *tmp; 1641 object *tmp;
1533 player *pl; 1642 player *pl;
1534 1643
1535 if (i == 0) /* objects with op->nrof require this check */ 1644 if (i == 0) /* objects with op->nrof require this check */
1536 return op; 1645 return op;
1537 1646
1538 if (i > op->nrof) 1647 if (i > op->nrof)
1539 i = op->nrof; 1648 i = op->nrof;
1540 1649
1541 if (QUERY_FLAG (op, FLAG_REMOVED)) 1650 if (QUERY_FLAG (op, FLAG_REMOVED))
1651 op->nrof -= i;
1652 else if (op->env != NULL)
1653 {
1654 /* is this object in the players inventory, or sub container
1655 * therein?
1656 */
1657 tmp = is_player_inv (op->env);
1658 /* nope. Is this a container the player has opened?
1659 * If so, set tmp to that player.
1660 * IMO, searching through all the players will mostly
1661 * likely be quicker than following op->env to the map,
1662 * and then searching the map for a player.
1663 */
1664 if (!tmp)
1665 {
1666 for (pl = first_player; pl; pl = pl->next)
1667 if (pl->ob->container == op->env)
1668 break;
1669 if (pl)
1670 tmp = pl->ob;
1671 else
1672 tmp = NULL;
1673 }
1674
1675 if (i < op->nrof)
1676 {
1677 sub_weight (op->env, op->weight * i);
1678 op->nrof -= i;
1679 if (tmp)
1680 {
1681 esrv_send_item (tmp, op);
1682 }
1683 }
1684 else
1685 {
1686 remove_ob (op);
1687 op->nrof = 0;
1688 if (tmp)
1689 {
1690 esrv_del_item (tmp->contr, op->count);
1691 }
1692 }
1542 { 1693 }
1694 else
1695 {
1696 object *above = op->above;
1697
1698 if (i < op->nrof)
1543 op->nrof -= i; 1699 op->nrof -= i;
1544 } 1700 else
1545 else if (op->env != NULL)
1546 {
1547 /* is this object in the players inventory, or sub container
1548 * therein?
1549 */
1550 tmp = is_player_inv (op->env);
1551 /* nope. Is this a container the player has opened?
1552 * If so, set tmp to that player.
1553 * IMO, searching through all the players will mostly
1554 * likely be quicker than following op->env to the map,
1555 * and then searching the map for a player.
1556 */
1557 if (!tmp) {
1558 for (pl=first_player; pl; pl=pl->next)
1559 if (pl->ob->container == op->env) break;
1560 if (pl) tmp=pl->ob;
1561 else tmp=NULL;
1562 } 1701 {
1563
1564 if (i < op->nrof) {
1565 sub_weight (op->env, op->weight * i);
1566 op->nrof -= i;
1567 if (tmp) {
1568 esrv_send_item(tmp, op);
1569 }
1570 } else {
1571 remove_ob (op); 1702 remove_ob (op);
1572 op->nrof = 0; 1703 op->nrof = 0;
1573 if (tmp) {
1574 esrv_del_item(tmp->contr, op->count);
1575 } 1704 }
1576 }
1577 }
1578 else
1579 {
1580 object *above = op->above;
1581 1705
1582 if (i < op->nrof) {
1583 op->nrof -= i;
1584 } else {
1585 remove_ob (op);
1586 op->nrof = 0;
1587 }
1588 /* Since we just removed op, op->above is null */ 1706 /* Since we just removed op, op->above is null */
1589 for (tmp = above; tmp != NULL; tmp = tmp->above) 1707 for (tmp = above; tmp != NULL; tmp = tmp->above)
1590 if (tmp->type == PLAYER) { 1708 if (tmp->type == PLAYER)
1709 {
1591 if (op->nrof) 1710 if (op->nrof)
1592 esrv_send_item(tmp, op); 1711 esrv_send_item (tmp, op);
1593 else 1712 else
1594 esrv_del_item(tmp->contr, op->count); 1713 esrv_del_item (tmp->contr, op->count);
1595 } 1714 }
1596 } 1715 }
1597 1716
1598 if (op->nrof) { 1717 if (op->nrof)
1599 return op; 1718 return op;
1600 } else { 1719 else
1720 {
1601 free_object (op); 1721 free_object (op);
1602 return NULL; 1722 return NULL;
1603 } 1723 }
1604} 1724}
1605 1725
1606/* 1726/*
1607 * add_weight(object, weight) adds the specified weight to an object, 1727 * add_weight(object, weight) adds the specified weight to an object,
1608 * and also updates how much the environment(s) is/are carrying. 1728 * and also updates how much the environment(s) is/are carrying.
1609 */ 1729 */
1610 1730
1731void
1611void add_weight (object *op, signed long weight) { 1732add_weight (object *op, signed long weight)
1733{
1612 while (op!=NULL) { 1734 while (op != NULL)
1735 {
1613 if (op->type == CONTAINER) { 1736 if (op->type == CONTAINER)
1614 weight=(signed long)(weight*(100-op->stats.Str)/100); 1737 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1615 } 1738
1616 op->carrying+=weight; 1739 op->carrying += weight;
1617 op=op->env; 1740 op = op->env;
1618 } 1741 }
1619} 1742}
1620 1743
1621/* 1744/*
1622 * insert_ob_in_ob(op,environment): 1745 * insert_ob_in_ob(op,environment):
1623 * This function inserts the object op in the linked list 1746 * This function inserts the object op in the linked list
1630 * 1753 *
1631 * The function returns now pointer to inserted item, and return value can 1754 * The function returns now pointer to inserted item, and return value can
1632 * be != op, if items are merged. -Tero 1755 * be != op, if items are merged. -Tero
1633 */ 1756 */
1634 1757
1758object *
1635object *insert_ob_in_ob(object *op,object *where) { 1759insert_ob_in_ob (object *op, object *where)
1636 object *tmp, *otmp; 1760{
1761 object *
1762 tmp, *
1763 otmp;
1637 1764
1638 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1765 if (!QUERY_FLAG (op, FLAG_REMOVED))
1639 dump_object(op); 1766 {
1767 char *dump = dump_object (op);
1640 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1768 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1769 free (dump);
1641 return op; 1770 return op;
1642 } 1771 }
1772
1643 if(where==NULL) { 1773 if (where == NULL)
1644 dump_object(op); 1774 {
1775 char *dump = dump_object (op);
1645 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1776 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1777 free (dump);
1646 return op; 1778 return op;
1647 } 1779 }
1780
1648 if (where->head) { 1781 if (where->head)
1649 LOG(llevDebug, 1782 {
1650 "Warning: Tried to insert object wrong part of multipart object.\n"); 1783 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1651 where = where->head; 1784 where = where->head;
1652 } 1785 }
1786
1653 if (op->more) { 1787 if (op->more)
1788 {
1654 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1789 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1655 &op->name, op->count);
1656 return op; 1790 return op;
1657 } 1791 }
1792
1658 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1793 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1659 CLEAR_FLAG(op, FLAG_REMOVED); 1794 CLEAR_FLAG (op, FLAG_REMOVED);
1660 if(op->nrof) { 1795 if (op->nrof)
1796 {
1661 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1797 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1662 if ( CAN_MERGE(tmp,op) ) { 1798 if (CAN_MERGE (tmp, op))
1799 {
1663 /* return the original object and remove inserted object 1800 /* return the original object and remove inserted object
1664 (client needs the original object) */ 1801 (client needs the original object) */
1665 tmp->nrof += op->nrof; 1802 tmp->nrof += op->nrof;
1666 /* Weight handling gets pretty funky. Since we are adding to 1803 /* Weight handling gets pretty funky. Since we are adding to
1667 * tmp->nrof, we need to increase the weight. 1804 * tmp->nrof, we need to increase the weight.
1668 */ 1805 */
1669 add_weight (where, op->weight*op->nrof); 1806 add_weight (where, op->weight * op->nrof);
1670 SET_FLAG(op, FLAG_REMOVED); 1807 SET_FLAG (op, FLAG_REMOVED);
1671 free_object(op); /* free the inserted object */ 1808 free_object (op); /* free the inserted object */
1672 op = tmp; 1809 op = tmp;
1673 remove_ob (op); /* and fix old object's links */ 1810 remove_ob (op); /* and fix old object's links */
1674 CLEAR_FLAG(op, FLAG_REMOVED); 1811 CLEAR_FLAG (op, FLAG_REMOVED);
1675 break; 1812 break;
1676 } 1813 }
1677 1814
1678 /* I assume combined objects have no inventory 1815 /* I assume combined objects have no inventory
1679 * We add the weight - this object could have just been removed 1816 * We add the weight - this object could have just been removed
1680 * (if it was possible to merge). calling remove_ob will subtract 1817 * (if it was possible to merge). calling remove_ob will subtract
1681 * the weight, so we need to add it in again, since we actually do 1818 * the weight, so we need to add it in again, since we actually do
1682 * the linking below 1819 * the linking below
1683 */ 1820 */
1684 add_weight (where, op->weight*op->nrof); 1821 add_weight (where, op->weight * op->nrof);
1822 }
1685 } else 1823 else
1686 add_weight (where, (op->weight+op->carrying)); 1824 add_weight (where, (op->weight + op->carrying));
1687 1825
1688 otmp=is_player_inv(where); 1826 otmp = is_player_inv (where);
1689 if (otmp&&otmp->contr!=NULL) { 1827 if (otmp && otmp->contr != NULL)
1828 {
1690 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1829 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1691 fix_player(otmp); 1830 fix_player (otmp);
1692 } 1831 }
1693 1832
1694 op->map=NULL; 1833 op->map = NULL;
1695 op->env=where; 1834 op->env = where;
1696 op->above=NULL; 1835 op->above = NULL;
1697 op->below=NULL; 1836 op->below = NULL;
1698 op->x=0,op->y=0; 1837 op->x = 0, op->y = 0;
1699 1838
1700 /* reset the light list and los of the players on the map */ 1839 /* reset the light list and los of the players on the map */
1701 if((op->glow_radius!=0)&&where->map) 1840 if ((op->glow_radius != 0) && where->map)
1702 { 1841 {
1703#ifdef DEBUG_LIGHTS 1842#ifdef DEBUG_LIGHTS
1704 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1843 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1705 op->name);
1706#endif /* DEBUG_LIGHTS */ 1844#endif /* DEBUG_LIGHTS */
1845 if (MAP_DARKNESS (where->map))
1707 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1846 update_all_los (where->map, where->x, where->y);
1708 } 1847 }
1709 1848
1710 /* Client has no idea of ordering so lets not bother ordering it here. 1849 /* Client has no idea of ordering so lets not bother ordering it here.
1711 * It sure simplifies this function... 1850 * It sure simplifies this function...
1712 */ 1851 */
1713 if (where->inv==NULL) 1852 if (where->inv == NULL)
1714 where->inv=op; 1853 where->inv = op;
1715 else { 1854 else
1855 {
1716 op->below = where->inv; 1856 op->below = where->inv;
1717 op->below->above = op; 1857 op->below->above = op;
1718 where->inv = op; 1858 where->inv = op;
1719 } 1859 }
1720 return op; 1860 return op;
1721} 1861}
1722 1862
1723/* 1863/*
1724 * Checks if any objects has a move_type that matches objects 1864 * Checks if any objects has a move_type that matches objects
1739 * MSW 2001-07-08: Check all objects on space, not just those below 1879 * MSW 2001-07-08: Check all objects on space, not just those below
1740 * object being inserted. insert_ob_in_map may not put new objects 1880 * object being inserted. insert_ob_in_map may not put new objects
1741 * on top. 1881 * on top.
1742 */ 1882 */
1743 1883
1884int
1744int check_move_on (object *op, object *originator) 1885check_move_on (object *op, object *originator)
1745{ 1886{
1746 object *tmp; 1887 object *tmp;
1747 tag_t tag;
1748 mapstruct *m=op->map; 1888 maptile *m = op->map;
1749 int x=op->x, y=op->y; 1889 int x = op->x, y = op->y;
1890
1750 MoveType move_on, move_slow, move_block; 1891 MoveType move_on, move_slow, move_block;
1751 1892
1752 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1893 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1753 return 0; 1894 return 0;
1754 1895
1755 tag = op->count;
1756
1757 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1896 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1758 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1897 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1759 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1898 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1760 1899
1761 /* if nothing on this space will slow op down or be applied, 1900 /* if nothing on this space will slow op down or be applied,
1762 * no need to do checking below. have to make sure move_type 1901 * no need to do checking below. have to make sure move_type
1763 * is set, as lots of objects don't have it set - we treat that 1902 * is set, as lots of objects don't have it set - we treat that
1764 * as walking. 1903 * as walking.
1765 */ 1904 */
1766 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1905 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1767 return 0; 1906 return 0;
1768 1907
1769 /* This is basically inverse logic of that below - basically, 1908 /* This is basically inverse logic of that below - basically,
1770 * if the object can avoid the move on or slow move, they do so, 1909 * if the object can avoid the move on or slow move, they do so,
1771 * but can't do it if the alternate movement they are using is 1910 * but can't do it if the alternate movement they are using is
1772 * blocked. Logic on this seems confusing, but does seem correct. 1911 * blocked. Logic on this seems confusing, but does seem correct.
1773 */ 1912 */
1774 if ((op->move_type & ~move_on & ~move_block) != 0 && 1913 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1775 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1914 return 0;
1776 1915
1777 /* The objects have to be checked from top to bottom. 1916 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1917 * Hence, we first go to the top:
1779 */ 1918 */
1780 1919
1781 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1920 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1782 tmp->above!=NULL; tmp=tmp->above) { 1921 {
1783 /* Trim the search when we find the first other spell effect 1922 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects, 1923 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them. 1924 * we don't need to check all of them.
1786 */ 1925 */
1787 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1926 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1927 break;
1928 }
1929
1930 for (; tmp; tmp = tmp->below)
1788 } 1931 {
1789 for(;tmp!=NULL; tmp=tmp->below) { 1932 if (tmp == op)
1790 if (tmp == op) continue; /* Can't apply yourself */ 1933 continue; /* Can't apply yourself */
1791 1934
1792 /* Check to see if one of the movement types should be slowed down. 1935 /* Check to see if one of the movement types should be slowed down.
1793 * Second check makes sure that the movement types not being slowed 1936 * Second check makes sure that the movement types not being slowed
1794 * (~slow_move) is not blocked on this space - just because the 1937 * (~slow_move) is not blocked on this space - just because the
1795 * space doesn't slow down swimming (for example), if you can't actually 1938 * space doesn't slow down swimming (for example), if you can't actually
1796 * swim on that space, can't use it to avoid the penalty. 1939 * swim on that space, can't use it to avoid the penalty.
1797 */ 1940 */
1798 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1941 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1942 {
1799 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1943 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1800 ((op->move_type & tmp->move_slow) &&
1801 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1944 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1945 {
1802 1946
1803 float diff; 1947 float
1804
1805 diff = tmp->move_slow_penalty*FABS(op->speed); 1948 diff = tmp->move_slow_penalty * FABS (op->speed);
1949
1806 if (op->type == PLAYER) { 1950 if (op->type == PLAYER)
1807 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1951 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1808 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1952 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1809 diff /= 4.0; 1953 diff /= 4.0;
1810 } 1954
1811 }
1812 op->speed_left -= diff; 1955 op->speed_left -= diff;
1813 } 1956 }
1814 } 1957 }
1815 1958
1816 /* Basically same logic as above, except now for actual apply. */ 1959 /* Basically same logic as above, except now for actual apply. */
1817 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1960 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1818 ((op->move_type & tmp->move_on) &&
1819 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1961 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1820 1962 {
1821 move_apply(tmp, op, originator); 1963 move_apply (tmp, op, originator);
1964
1822 if (was_destroyed (op, tag)) 1965 if (op->destroyed ())
1823 return 1; 1966 return 1;
1824 1967
1825 /* what the person/creature stepped onto has moved the object 1968 /* what the person/creature stepped onto has moved the object
1826 * someplace new. Don't process any further - if we did, 1969 * someplace new. Don't process any further - if we did,
1827 * have a feeling strange problems would result. 1970 * have a feeling strange problems would result.
1828 */ 1971 */
1829 if (op->map != m || op->x != x || op->y != y) return 0; 1972 if (op->map != m || op->x != x || op->y != y)
1973 return 0;
1830 } 1974 }
1831 } 1975 }
1976
1832 return 0; 1977 return 0;
1833} 1978}
1834 1979
1835/* 1980/*
1836 * present_arch(arch, map, x, y) searches for any objects with 1981 * present_arch(arch, map, x, y) searches for any objects with
1837 * a matching archetype at the given map and coordinates. 1982 * a matching archetype at the given map and coordinates.
1838 * The first matching object is returned, or NULL if none. 1983 * The first matching object is returned, or NULL if none.
1839 */ 1984 */
1840 1985
1986object *
1841object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1987present_arch (const archetype *at, maptile *m, int x, int y)
1988{
1842 object *tmp; 1989 object *
1990 tmp;
1991
1843 if(m==NULL || out_of_map(m,x,y)) { 1992 if (m == NULL || out_of_map (m, x, y))
1993 {
1844 LOG(llevError,"Present_arch called outside map.\n"); 1994 LOG (llevError, "Present_arch called outside map.\n");
1845 return NULL; 1995 return NULL;
1846 } 1996 }
1847 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1997 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1848 if(tmp->arch == at) 1998 if (tmp->arch == at)
1849 return tmp; 1999 return tmp;
1850 return NULL; 2000 return NULL;
1851} 2001}
1852 2002
1853/* 2003/*
1854 * present(type, map, x, y) searches for any objects with 2004 * present(type, map, x, y) searches for any objects with
1855 * a matching type variable at the given map and coordinates. 2005 * a matching type variable at the given map and coordinates.
1856 * The first matching object is returned, or NULL if none. 2006 * The first matching object is returned, or NULL if none.
1857 */ 2007 */
1858 2008
2009object *
1859object *present(unsigned char type,mapstruct *m, int x,int y) { 2010present (unsigned char type, maptile *m, int x, int y)
2011{
1860 object *tmp; 2012 object *
2013 tmp;
2014
1861 if(out_of_map(m,x,y)) { 2015 if (out_of_map (m, x, y))
2016 {
1862 LOG(llevError,"Present called outside map.\n"); 2017 LOG (llevError, "Present called outside map.\n");
1863 return NULL; 2018 return NULL;
1864 } 2019 }
1865 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2020 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1866 if(tmp->type==type) 2021 if (tmp->type == type)
1867 return tmp; 2022 return tmp;
1868 return NULL; 2023 return NULL;
1869} 2024}
1870 2025
1871/* 2026/*
1872 * present_in_ob(type, object) searches for any objects with 2027 * present_in_ob(type, object) searches for any objects with
1873 * a matching type variable in the inventory of the given object. 2028 * a matching type variable in the inventory of the given object.
1874 * The first matching object is returned, or NULL if none. 2029 * The first matching object is returned, or NULL if none.
1875 */ 2030 */
1876 2031
2032object *
1877object *present_in_ob(unsigned char type, const object *op) { 2033present_in_ob (unsigned char type, const object *op)
2034{
1878 object *tmp; 2035 object *
2036 tmp;
2037
1879 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2038 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1880 if(tmp->type==type) 2039 if (tmp->type == type)
1881 return tmp; 2040 return tmp;
1882 return NULL; 2041 return NULL;
1883} 2042}
1884 2043
1885/* 2044/*
1895 * the object name, not the archetype name. this is so that the 2054 * the object name, not the archetype name. this is so that the
1896 * spell code can use one object type (force), but change it's name 2055 * spell code can use one object type (force), but change it's name
1897 * to be unique. 2056 * to be unique.
1898 */ 2057 */
1899 2058
2059object *
1900object *present_in_ob_by_name(int type, const char *str, const object *op) { 2060present_in_ob_by_name (int type, const char *str, const object *op)
2061{
1901 object *tmp; 2062 object *
2063 tmp;
1902 2064
1903 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2065 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2066 {
1904 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2067 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1905 return tmp; 2068 return tmp;
1906 } 2069 }
1907 return NULL; 2070 return NULL;
1908} 2071}
1909 2072
1910/* 2073/*
1911 * present_arch_in_ob(archetype, object) searches for any objects with 2074 * present_arch_in_ob(archetype, object) searches for any objects with
1912 * a matching archetype in the inventory of the given object. 2075 * a matching archetype in the inventory of the given object.
1913 * The first matching object is returned, or NULL if none. 2076 * The first matching object is returned, or NULL if none.
1914 */ 2077 */
1915 2078
2079object *
1916object *present_arch_in_ob(const archetype *at, const object *op) { 2080present_arch_in_ob (const archetype *at, const object *op)
2081{
1917 object *tmp; 2082 object *
2083 tmp;
2084
1918 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2085 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1919 if( tmp->arch == at) 2086 if (tmp->arch == at)
1920 return tmp; 2087 return tmp;
1921 return NULL; 2088 return NULL;
1922} 2089}
1923 2090
1924/* 2091/*
1925 * activate recursively a flag on an object inventory 2092 * activate recursively a flag on an object inventory
1926 */ 2093 */
2094void
1927void flag_inv(object*op, int flag){ 2095flag_inv (object *op, int flag)
2096{
1928 object *tmp; 2097 object *
2098 tmp;
2099
1929 if(op->inv) 2100 if (op->inv)
1930 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2101 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2102 {
1931 SET_FLAG(tmp, flag); 2103 SET_FLAG (tmp, flag);
1932 flag_inv(tmp,flag); 2104 flag_inv (tmp, flag);
1933 } 2105 }
1934}/* 2106} /*
1935 * desactivate recursively a flag on an object inventory 2107 * desactivate recursively a flag on an object inventory
1936 */ 2108 */
2109void
1937void unflag_inv(object*op, int flag){ 2110unflag_inv (object *op, int flag)
2111{
1938 object *tmp; 2112 object *
2113 tmp;
2114
1939 if(op->inv) 2115 if (op->inv)
1940 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2116 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2117 {
1941 CLEAR_FLAG(tmp, flag); 2118 CLEAR_FLAG (tmp, flag);
1942 unflag_inv(tmp,flag); 2119 unflag_inv (tmp, flag);
1943 } 2120 }
1944} 2121}
1945 2122
1946/* 2123/*
1947 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2124 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1948 * all it's inventory (recursively). 2125 * all it's inventory (recursively).
1949 * If checksums are used, a player will get set_cheat called for 2126 * If checksums are used, a player will get set_cheat called for
1950 * him/her-self and all object carried by a call to this function. 2127 * him/her-self and all object carried by a call to this function.
1951 */ 2128 */
1952 2129
2130void
1953void set_cheat(object *op) { 2131set_cheat (object *op)
2132{
1954 SET_FLAG(op, FLAG_WAS_WIZ); 2133 SET_FLAG (op, FLAG_WAS_WIZ);
1955 flag_inv(op, FLAG_WAS_WIZ); 2134 flag_inv (op, FLAG_WAS_WIZ);
1956} 2135}
1957 2136
1958/* 2137/*
1959 * find_free_spot(object, map, x, y, start, stop) will search for 2138 * find_free_spot(object, map, x, y, start, stop) will search for
1960 * a spot at the given map and coordinates which will be able to contain 2139 * a spot at the given map and coordinates which will be able to contain
1975 * to know if the space in question will block the object. We can't use 2154 * to know if the space in question will block the object. We can't use
1976 * the archetype because that isn't correct if the monster has been 2155 * the archetype because that isn't correct if the monster has been
1977 * customized, changed states, etc. 2156 * customized, changed states, etc.
1978 */ 2157 */
1979 2158
2159int
1980int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2160find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2161{
2162 int
2163 i,
1981 int i,index=0, flag; 2164 index = 0, flag;
2165 static int
1982 static int altern[SIZEOFFREE]; 2166 altern[SIZEOFFREE];
1983 2167
1984 for(i=start;i<stop;i++) { 2168 for (i = start; i < stop; i++)
2169 {
1985 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2170 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1986 if(!flag) 2171 if (!flag)
1987 altern[index++]=i; 2172 altern[index++] = i;
1988 2173
1989 /* Basically, if we find a wall on a space, we cut down the search size. 2174 /* Basically, if we find a wall on a space, we cut down the search size.
1990 * In this way, we won't return spaces that are on another side of a wall. 2175 * In this way, we won't return spaces that are on another side of a wall.
1991 * This mostly work, but it cuts down the search size in all directions - 2176 * This mostly work, but it cuts down the search size in all directions -
1992 * if the space being examined only has a wall to the north and empty 2177 * if the space being examined only has a wall to the north and empty
1993 * spaces in all the other directions, this will reduce the search space 2178 * spaces in all the other directions, this will reduce the search space
1994 * to only the spaces immediately surrounding the target area, and 2179 * to only the spaces immediately surrounding the target area, and
1995 * won't look 2 spaces south of the target space. 2180 * won't look 2 spaces south of the target space.
1996 */ 2181 */
1997 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2182 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
1998 stop=maxfree[i]; 2183 stop = maxfree[i];
1999 } 2184 }
2000 if(!index) return -1; 2185 if (!index)
2186 return -1;
2001 return altern[RANDOM()%index]; 2187 return altern[RANDOM () % index];
2002} 2188}
2003 2189
2004/* 2190/*
2005 * find_first_free_spot(archetype, mapstruct, x, y) works like 2191 * find_first_free_spot(archetype, maptile, x, y) works like
2006 * find_free_spot(), but it will search max number of squares. 2192 * find_free_spot(), but it will search max number of squares.
2007 * But it will return the first available spot, not a random choice. 2193 * But it will return the first available spot, not a random choice.
2008 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2194 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2009 */ 2195 */
2010 2196
2197int
2011int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2198find_first_free_spot (const object *ob, maptile *m, int x, int y)
2199{
2200 int
2012 int i; 2201 i;
2202
2013 for(i=0;i<SIZEOFFREE;i++) { 2203 for (i = 0; i < SIZEOFFREE; i++)
2204 {
2014 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2205 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2015 return i; 2206 return i;
2016 } 2207 }
2017 return -1; 2208 return -1;
2018} 2209}
2019 2210
2020/* 2211/*
2021 * The function permute(arr, begin, end) randomly reorders the array 2212 * The function permute(arr, begin, end) randomly reorders the array
2022 * arr[begin..end-1]. 2213 * arr[begin..end-1].
2023 */ 2214 */
2215static void
2024static void permute(int *arr, int begin, int end) 2216permute (int *arr, int begin, int end)
2025{ 2217{
2026 int i, j, tmp, len; 2218 int
2219 i,
2220 j,
2221 tmp,
2222 len;
2027 2223
2028 len = end-begin; 2224 len = end - begin;
2029 for(i = begin; i < end; i++) 2225 for (i = begin; i < end; i++)
2030 { 2226 {
2031 j = begin+RANDOM()%len; 2227 j = begin + RANDOM () % len;
2032 2228
2033 tmp = arr[i]; 2229 tmp = arr[i];
2034 arr[i] = arr[j]; 2230 arr[i] = arr[j];
2035 arr[j] = tmp; 2231 arr[j] = tmp;
2036 } 2232 }
2037} 2233}
2038 2234
2039/* new function to make monster searching more efficient, and effective! 2235/* new function to make monster searching more efficient, and effective!
2040 * This basically returns a randomized array (in the passed pointer) of 2236 * This basically returns a randomized array (in the passed pointer) of
2041 * the spaces to find monsters. In this way, it won't always look for 2237 * the spaces to find monsters. In this way, it won't always look for
2042 * monsters to the north first. However, the size of the array passed 2238 * monsters to the north first. However, the size of the array passed
2043 * covers all the spaces, so within that size, all the spaces within 2239 * covers all the spaces, so within that size, all the spaces within
2044 * the 3x3 area will be searched, just not in a predictable order. 2240 * the 3x3 area will be searched, just not in a predictable order.
2045 */ 2241 */
2242void
2046void get_search_arr(int *search_arr) 2243get_search_arr (int *search_arr)
2047{ 2244{
2245 int
2048 int i; 2246 i;
2049 2247
2050 for(i = 0; i < SIZEOFFREE; i++) 2248 for (i = 0; i < SIZEOFFREE; i++)
2051 { 2249 {
2052 search_arr[i] = i; 2250 search_arr[i] = i;
2053 } 2251 }
2054 2252
2055 permute(search_arr, 1, SIZEOFFREE1+1); 2253 permute (search_arr, 1, SIZEOFFREE1 + 1);
2056 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2254 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2057 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2255 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2058} 2256}
2059 2257
2060/* 2258/*
2061 * find_dir(map, x, y, exclude) will search some close squares in the 2259 * find_dir(map, x, y, exclude) will search some close squares in the
2062 * given map at the given coordinates for live objects. 2260 * given map at the given coordinates for live objects.
2068 * is actually want is going to try and move there. We need this info 2266 * is actually want is going to try and move there. We need this info
2069 * because we have to know what movement the thing looking to move 2267 * because we have to know what movement the thing looking to move
2070 * there is capable of. 2268 * there is capable of.
2071 */ 2269 */
2072 2270
2271int
2073int find_dir(mapstruct *m, int x, int y, object *exclude) { 2272find_dir (maptile *m, int x, int y, object *exclude)
2273{
2274 int
2275 i,
2074 int i,max=SIZEOFFREE, mflags; 2276 max = SIZEOFFREE, mflags;
2277
2075 sint16 nx, ny; 2278 sint16 nx, ny;
2076 object *tmp; 2279 object *
2077 mapstruct *mp; 2280 tmp;
2281 maptile *
2282 mp;
2283
2078 MoveType blocked, move_type; 2284 MoveType blocked, move_type;
2079 2285
2080 if (exclude && exclude->head) { 2286 if (exclude && exclude->head)
2287 {
2081 exclude = exclude->head; 2288 exclude = exclude->head;
2082 move_type = exclude->move_type; 2289 move_type = exclude->move_type;
2083 } else { 2290 }
2291 else
2292 {
2084 /* If we don't have anything, presume it can use all movement types. */ 2293 /* If we don't have anything, presume it can use all movement types. */
2085 move_type=MOVE_ALL; 2294 move_type = MOVE_ALL;
2295 }
2296
2297 for (i = 1; i < max; i++)
2086 } 2298 {
2087
2088 for(i=1;i<max;i++) {
2089 mp = m; 2299 mp = m;
2090 nx = x + freearr_x[i]; 2300 nx = x + freearr_x[i];
2091 ny = y + freearr_y[i]; 2301 ny = y + freearr_y[i];
2092 2302
2093 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2303 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2094 if (mflags & P_OUT_OF_MAP) { 2304 if (mflags & P_OUT_OF_MAP)
2305 {
2095 max = maxfree[i]; 2306 max = maxfree[i];
2307 }
2096 } else { 2308 else
2309 {
2097 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2310 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2098 2311
2099 if ((move_type & blocked) == move_type) { 2312 if ((move_type & blocked) == move_type)
2313 {
2100 max=maxfree[i]; 2314 max = maxfree[i];
2315 }
2101 } else if (mflags & P_IS_ALIVE) { 2316 else if (mflags & P_IS_ALIVE)
2317 {
2102 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2318 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2103 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2319 {
2104 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2320 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2321 {
2105 break; 2322 break;
2106 } 2323 }
2107 } 2324 }
2108 if(tmp) { 2325 if (tmp)
2326 {
2109 return freedir[i]; 2327 return freedir[i];
2110 } 2328 }
2111 } 2329 }
2112 } 2330 }
2113 } 2331 }
2114 return 0; 2332 return 0;
2115} 2333}
2116 2334
2117/* 2335/*
2118 * distance(object 1, object 2) will return the square of the 2336 * distance(object 1, object 2) will return the square of the
2119 * distance between the two given objects. 2337 * distance between the two given objects.
2120 */ 2338 */
2121 2339
2340int
2122int distance(const object *ob1, const object *ob2) { 2341distance (const object *ob1, const object *ob2)
2342{
2123 int i; 2343 int
2124 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2344 i;
2125 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2345
2346 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2126 return i; 2347 return i;
2127} 2348}
2128 2349
2129/* 2350/*
2130 * find_dir_2(delta-x,delta-y) will return a direction in which 2351 * find_dir_2(delta-x,delta-y) will return a direction in which
2131 * an object which has subtracted the x and y coordinates of another 2352 * an object which has subtracted the x and y coordinates of another
2132 * object, needs to travel toward it. 2353 * object, needs to travel toward it.
2133 */ 2354 */
2134 2355
2356int
2135int find_dir_2(int x, int y) { 2357find_dir_2 (int x, int y)
2358{
2136 int q; 2359 int
2360 q;
2137 2361
2138 if(y) 2362 if (y)
2139 q=x*100/y; 2363 q = x * 100 / y;
2140 else if (x) 2364 else if (x)
2141 q= -300*x; 2365 q = -300 * x;
2142 else 2366 else
2143 return 0; 2367 return 0;
2144 2368
2145 if(y>0) { 2369 if (y > 0)
2370 {
2146 if(q < -242) 2371 if (q < -242)
2147 return 3 ; 2372 return 3;
2148 if (q < -41) 2373 if (q < -41)
2149 return 2 ; 2374 return 2;
2150 if (q < 41) 2375 if (q < 41)
2151 return 1 ; 2376 return 1;
2152 if (q < 242) 2377 if (q < 242)
2153 return 8 ; 2378 return 8;
2154 return 7 ; 2379 return 7;
2155 } 2380 }
2156 2381
2157 if (q < -242) 2382 if (q < -242)
2158 return 7 ; 2383 return 7;
2159 if (q < -41) 2384 if (q < -41)
2160 return 6 ; 2385 return 6;
2161 if (q < 41) 2386 if (q < 41)
2162 return 5 ; 2387 return 5;
2163 if (q < 242) 2388 if (q < 242)
2164 return 4 ; 2389 return 4;
2165 2390
2166 return 3 ; 2391 return 3;
2167} 2392}
2168 2393
2169/* 2394/*
2170 * absdir(int): Returns a number between 1 and 8, which represent 2395 * absdir(int): Returns a number between 1 and 8, which represent
2171 * the "absolute" direction of a number (it actually takes care of 2396 * the "absolute" direction of a number (it actually takes care of
2172 * "overflow" in previous calculations of a direction). 2397 * "overflow" in previous calculations of a direction).
2173 */ 2398 */
2174 2399
2400int
2175int absdir(int d) { 2401absdir (int d)
2176 while(d<1) d+=8; 2402{
2177 while(d>8) d-=8; 2403 while (d < 1)
2404 d += 8;
2405 while (d > 8)
2406 d -= 8;
2178 return d; 2407 return d;
2179} 2408}
2180 2409
2181/* 2410/*
2182 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2411 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2183 * between two directions (which are expected to be absolute (see absdir()) 2412 * between two directions (which are expected to be absolute (see absdir())
2184 */ 2413 */
2185 2414
2415int
2186int dirdiff(int dir1, int dir2) { 2416dirdiff (int dir1, int dir2)
2417{
2187 int d; 2418 int
2419 d;
2420
2188 d = abs(dir1 - dir2); 2421 d = abs (dir1 - dir2);
2189 if(d>4) 2422 if (d > 4)
2190 d = 8 - d; 2423 d = 8 - d;
2191 return d; 2424 return d;
2192} 2425}
2193 2426
2194/* peterm: 2427/* peterm:
2199 * direction 4, 14, or 16 to get back to where we are. 2432 * direction 4, 14, or 16 to get back to where we are.
2200 * Moved from spell_util.c to object.c with the other related direction 2433 * Moved from spell_util.c to object.c with the other related direction
2201 * functions. 2434 * functions.
2202 */ 2435 */
2203 2436
2437int
2204int reduction_dir[SIZEOFFREE][3] = { 2438 reduction_dir[SIZEOFFREE][3] = {
2205 {0,0,0}, /* 0 */ 2439 {0, 0, 0}, /* 0 */
2206 {0,0,0}, /* 1 */ 2440 {0, 0, 0}, /* 1 */
2207 {0,0,0}, /* 2 */ 2441 {0, 0, 0}, /* 2 */
2208 {0,0,0}, /* 3 */ 2442 {0, 0, 0}, /* 3 */
2209 {0,0,0}, /* 4 */ 2443 {0, 0, 0}, /* 4 */
2210 {0,0,0}, /* 5 */ 2444 {0, 0, 0}, /* 5 */
2211 {0,0,0}, /* 6 */ 2445 {0, 0, 0}, /* 6 */
2212 {0,0,0}, /* 7 */ 2446 {0, 0, 0}, /* 7 */
2213 {0,0,0}, /* 8 */ 2447 {0, 0, 0}, /* 8 */
2214 {8,1,2}, /* 9 */ 2448 {8, 1, 2}, /* 9 */
2215 {1,2,-1}, /* 10 */ 2449 {1, 2, -1}, /* 10 */
2216 {2,10,12}, /* 11 */ 2450 {2, 10, 12}, /* 11 */
2217 {2,3,-1}, /* 12 */ 2451 {2, 3, -1}, /* 12 */
2218 {2,3,4}, /* 13 */ 2452 {2, 3, 4}, /* 13 */
2219 {3,4,-1}, /* 14 */ 2453 {3, 4, -1}, /* 14 */
2220 {4,14,16}, /* 15 */ 2454 {4, 14, 16}, /* 15 */
2221 {5,4,-1}, /* 16 */ 2455 {5, 4, -1}, /* 16 */
2222 {4,5,6}, /* 17 */ 2456 {4, 5, 6}, /* 17 */
2223 {6,5,-1}, /* 18 */ 2457 {6, 5, -1}, /* 18 */
2224 {6,20,18}, /* 19 */ 2458 {6, 20, 18}, /* 19 */
2225 {7,6,-1}, /* 20 */ 2459 {7, 6, -1}, /* 20 */
2226 {6,7,8}, /* 21 */ 2460 {6, 7, 8}, /* 21 */
2227 {7,8,-1}, /* 22 */ 2461 {7, 8, -1}, /* 22 */
2228 {8,22,24}, /* 23 */ 2462 {8, 22, 24}, /* 23 */
2229 {8,1,-1}, /* 24 */ 2463 {8, 1, -1}, /* 24 */
2230 {24,9,10}, /* 25 */ 2464 {24, 9, 10}, /* 25 */
2231 {9,10,-1}, /* 26 */ 2465 {9, 10, -1}, /* 26 */
2232 {10,11,-1}, /* 27 */ 2466 {10, 11, -1}, /* 27 */
2233 {27,11,29}, /* 28 */ 2467 {27, 11, 29}, /* 28 */
2234 {11,12,-1}, /* 29 */ 2468 {11, 12, -1}, /* 29 */
2235 {12,13,-1}, /* 30 */ 2469 {12, 13, -1}, /* 30 */
2236 {12,13,14}, /* 31 */ 2470 {12, 13, 14}, /* 31 */
2237 {13,14,-1}, /* 32 */ 2471 {13, 14, -1}, /* 32 */
2238 {14,15,-1}, /* 33 */ 2472 {14, 15, -1}, /* 33 */
2239 {33,15,35}, /* 34 */ 2473 {33, 15, 35}, /* 34 */
2240 {16,15,-1}, /* 35 */ 2474 {16, 15, -1}, /* 35 */
2241 {17,16,-1}, /* 36 */ 2475 {17, 16, -1}, /* 36 */
2242 {18,17,16}, /* 37 */ 2476 {18, 17, 16}, /* 37 */
2243 {18,17,-1}, /* 38 */ 2477 {18, 17, -1}, /* 38 */
2244 {18,19,-1}, /* 39 */ 2478 {18, 19, -1}, /* 39 */
2245 {41,19,39}, /* 40 */ 2479 {41, 19, 39}, /* 40 */
2246 {19,20,-1}, /* 41 */ 2480 {19, 20, -1}, /* 41 */
2247 {20,21,-1}, /* 42 */ 2481 {20, 21, -1}, /* 42 */
2248 {20,21,22}, /* 43 */ 2482 {20, 21, 22}, /* 43 */
2249 {21,22,-1}, /* 44 */ 2483 {21, 22, -1}, /* 44 */
2250 {23,22,-1}, /* 45 */ 2484 {23, 22, -1}, /* 45 */
2251 {45,47,23}, /* 46 */ 2485 {45, 47, 23}, /* 46 */
2252 {23,24,-1}, /* 47 */ 2486 {23, 24, -1}, /* 47 */
2253 {24,9,-1}}; /* 48 */ 2487 {24, 9, -1}
2488}; /* 48 */
2254 2489
2255/* Recursive routine to step back and see if we can 2490/* Recursive routine to step back and see if we can
2256 * find a path to that monster that we found. If not, 2491 * find a path to that monster that we found. If not,
2257 * we don't bother going toward it. Returns 1 if we 2492 * we don't bother going toward it. Returns 1 if we
2258 * can see a direct way to get it 2493 * can see a direct way to get it
2259 * Modified to be map tile aware -.MSW 2494 * Modified to be map tile aware -.MSW
2260 */ 2495 */
2261
2262 2496
2497
2498int
2263int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2499can_see_monsterP (maptile *m, int x, int y, int dir)
2500{
2264 sint16 dx, dy; 2501 sint16 dx, dy;
2502 int
2265 int mflags; 2503 mflags;
2266 2504
2505 if (dir < 0)
2267 if(dir<0) return 0; /* exit condition: invalid direction */ 2506 return 0; /* exit condition: invalid direction */
2268 2507
2269 dx = x + freearr_x[dir]; 2508 dx = x + freearr_x[dir];
2270 dy = y + freearr_y[dir]; 2509 dy = y + freearr_y[dir];
2271 2510
2272 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2511 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2273 2512
2274 /* This functional arguably was incorrect before - it was 2513 /* This functional arguably was incorrect before - it was
2275 * checking for P_WALL - that was basically seeing if 2514 * checking for P_WALL - that was basically seeing if
2276 * we could move to the monster - this is being more 2515 * we could move to the monster - this is being more
2277 * literal on if we can see it. To know if we can actually 2516 * literal on if we can see it. To know if we can actually
2278 * move to the monster, we'd need the monster passed in or 2517 * move to the monster, we'd need the monster passed in or
2279 * at least its move type. 2518 * at least its move type.
2280 */ 2519 */
2281 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2520 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2521 return 0;
2282 2522
2283 /* yes, can see. */ 2523 /* yes, can see. */
2284 if(dir < 9) return 1; 2524 if (dir < 9)
2525 return 1;
2285 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2526 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2286 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2527 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2287 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2288} 2528}
2289 2529
2290 2530
2291 2531
2292/* 2532/*
2293 * can_pick(picker, item): finds out if an object is possible to be 2533 * can_pick(picker, item): finds out if an object is possible to be
2294 * picked up by the picker. Returnes 1 if it can be 2534 * picked up by the picker. Returnes 1 if it can be
2295 * picked up, otherwise 0. 2535 * picked up, otherwise 0.
2296 * 2536 *
2298 * core dumps if they do. 2538 * core dumps if they do.
2299 * 2539 *
2300 * Add a check so we can't pick up invisible objects (0.93.8) 2540 * Add a check so we can't pick up invisible objects (0.93.8)
2301 */ 2541 */
2302 2542
2543int
2303int can_pick(const object *who, const object *item) { 2544can_pick (const object *who, const object *item)
2545{
2304 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2546 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2305 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2547 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2306 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2548 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2307 (who->type==PLAYER||item->weight<who->weight/3));
2308} 2549}
2309 2550
2310 2551
2311/* 2552/*
2312 * create clone from object to another 2553 * create clone from object to another
2313 */ 2554 */
2555object *
2314object *object_create_clone (object *asrc) { 2556object_create_clone (object *asrc)
2557{
2558 object *
2315 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2559 dst = NULL, *tmp, *src, *part, *prev, *item;
2316 2560
2561 if (!asrc)
2317 if(!asrc) return NULL; 2562 return NULL;
2318 src = asrc; 2563 src = asrc;
2319 if(src->head) 2564 if (src->head)
2320 src = src->head; 2565 src = src->head;
2321 2566
2322 prev = NULL; 2567 prev = NULL;
2323 for(part = src; part; part = part->more) { 2568 for (part = src; part; part = part->more)
2569 {
2324 tmp = get_object(); 2570 tmp = get_object ();
2325 copy_object(part,tmp); 2571 copy_object (part, tmp);
2326 tmp->x -= src->x; 2572 tmp->x -= src->x;
2327 tmp->y -= src->y; 2573 tmp->y -= src->y;
2328 if(!part->head) { 2574 if (!part->head)
2575 {
2329 dst = tmp; 2576 dst = tmp;
2330 tmp->head = NULL; 2577 tmp->head = NULL;
2578 }
2331 } else { 2579 else
2580 {
2332 tmp->head = dst; 2581 tmp->head = dst;
2333 } 2582 }
2334 tmp->more = NULL; 2583 tmp->more = NULL;
2335 if(prev) 2584 if (prev)
2336 prev->more = tmp; 2585 prev->more = tmp;
2337 prev = tmp; 2586 prev = tmp;
2338 } 2587 }
2339 /*** copy inventory ***/ 2588
2340 for(item = src->inv; item; item = item->below) { 2589 for (item = src->inv; item; item = item->below)
2341 (void) insert_ob_in_ob(object_create_clone(item),dst); 2590 insert_ob_in_ob (object_create_clone (item), dst);
2342 }
2343 2591
2344 return dst; 2592 return dst;
2345}
2346
2347/* return true if the object was destroyed, 0 otherwise */
2348int was_destroyed (const object *op, tag_t old_tag)
2349{
2350 /* checking for FLAG_FREED isn't necessary, but makes this function more
2351 * robust */
2352 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2353} 2593}
2354 2594
2355/* GROS - Creates an object using a string representing its content. */ 2595/* GROS - Creates an object using a string representing its content. */
2356/* Basically, we save the content of the string to a temp file, then call */ 2596/* Basically, we save the content of the string to a temp file, then call */
2357/* load_object on it. I admit it is a highly inefficient way to make things, */ 2597/* load_object on it. I admit it is a highly inefficient way to make things, */
2358/* but it was simple to make and allows reusing the load_object function. */ 2598/* but it was simple to make and allows reusing the load_object function. */
2359/* Remember not to use load_object_str in a time-critical situation. */ 2599/* Remember not to use load_object_str in a time-critical situation. */
2360/* Also remember that multiparts objects are not supported for now. */ 2600/* Also remember that multiparts objects are not supported for now. */
2361 2601
2602object *
2362object* load_object_str(const char *obstr) 2603load_object_str (const char *obstr)
2363{ 2604{
2364 object *op; 2605 object *op;
2365 char filename[MAX_BUF]; 2606 char filename[MAX_BUF];
2607
2366 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2608 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2367 2609
2368 FILE *tempfile=fopen(filename,"w"); 2610 FILE *tempfile = fopen (filename, "w");
2611
2369 if (tempfile == NULL) 2612 if (tempfile == NULL)
2370 { 2613 {
2371 LOG(llevError,"Error - Unable to access load object temp file\n"); 2614 LOG (llevError, "Error - Unable to access load object temp file\n");
2372 return NULL; 2615 return NULL;
2373 }; 2616 }
2617
2374 fprintf(tempfile,obstr); 2618 fprintf (tempfile, obstr);
2375 fclose(tempfile); 2619 fclose (tempfile);
2376 2620
2377 op=get_object(); 2621 op = get_object ();
2378 2622
2379 object_thawer thawer (filename); 2623 object_thawer thawer (filename);
2380 2624
2381 if (thawer) 2625 if (thawer)
2382 load_object(thawer,op,0); 2626 load_object (thawer, op, 0);
2383 2627
2384 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2628 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2385 CLEAR_FLAG(op,FLAG_REMOVED); 2629 CLEAR_FLAG (op, FLAG_REMOVED);
2386 2630
2387 return op; 2631 return op;
2388} 2632}
2389 2633
2390/* This returns the first object in who's inventory that 2634/* This returns the first object in who's inventory that
2391 * has the same type and subtype match. 2635 * has the same type and subtype match.
2392 * returns NULL if no match. 2636 * returns NULL if no match.
2393 */ 2637 */
2638object *
2394object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2639find_obj_by_type_subtype (const object *who, int type, int subtype)
2395{ 2640{
2396 object *tmp; 2641 object *tmp;
2397 2642
2398 for (tmp=who->inv; tmp; tmp=tmp->below) 2643 for (tmp = who->inv; tmp; tmp = tmp->below)
2399 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2644 if (tmp->type == type && tmp->subtype == subtype)
2645 return tmp;
2400 2646
2401 return NULL; 2647 return NULL;
2402} 2648}
2403 2649
2404/* If ob has a field named key, return the link from the list, 2650/* If ob has a field named key, return the link from the list,
2405 * otherwise return NULL. 2651 * otherwise return NULL.
2406 * 2652 *
2407 * key must be a passed in shared string - otherwise, this won't 2653 * key must be a passed in shared string - otherwise, this won't
2408 * do the desired thing. 2654 * do the desired thing.
2409 */ 2655 */
2656key_value *
2410key_value * get_ob_key_link(const object * ob, const char * key) { 2657get_ob_key_link (const object *ob, const char *key)
2658{
2411 key_value * link; 2659 key_value *link;
2412 2660
2413 for (link = ob->key_values; link != NULL; link = link->next) { 2661 for (link = ob->key_values; link != NULL; link = link->next)
2414 if (link->key == key) { 2662 if (link->key == key)
2415 return link; 2663 return link;
2416 } 2664
2417 }
2418
2419 return NULL; 2665 return NULL;
2420} 2666}
2421 2667
2422/* 2668/*
2423 * Returns the value of op has an extra_field for key, or NULL. 2669 * Returns the value of op has an extra_field for key, or NULL.
2424 * 2670 *
2425 * The argument doesn't need to be a shared string. 2671 * The argument doesn't need to be a shared string.
2426 * 2672 *
2427 * The returned string is shared. 2673 * The returned string is shared.
2428 */ 2674 */
2675const char *
2429const char * get_ob_key_value(const object * op, const char * const key) { 2676get_ob_key_value (const object *op, const char *const key)
2677{
2430 key_value * link; 2678 key_value *link;
2431 const char * canonical_key; 2679 shstr_cmp canonical_key (key);
2680
2681 if (!canonical_key)
2432 2682 {
2433 canonical_key = shstr::find (key);
2434
2435 if (canonical_key == NULL) {
2436 /* 1. There being a field named key on any object 2683 /* 1. There being a field named key on any object
2437 * implies there'd be a shared string to find. 2684 * implies there'd be a shared string to find.
2438 * 2. Since there isn't, no object has this field. 2685 * 2. Since there isn't, no object has this field.
2439 * 3. Therefore, *this* object doesn't have this field. 2686 * 3. Therefore, *this* object doesn't have this field.
2440 */ 2687 */
2441 return NULL; 2688 return 0;
2442 } 2689 }
2443 2690
2444 /* This is copied from get_ob_key_link() above - 2691 /* This is copied from get_ob_key_link() above -
2445 * only 4 lines, and saves the function call overhead. 2692 * only 4 lines, and saves the function call overhead.
2446 */ 2693 */
2447 for (link = op->key_values; link != NULL; link = link->next) { 2694 for (link = op->key_values; link; link = link->next)
2448 if (link->key == canonical_key) { 2695 if (link->key == canonical_key)
2449 return link->value; 2696 return link->value;
2450 } 2697
2451 } 2698 return 0;
2452 return NULL;
2453} 2699}
2454 2700
2455 2701
2456/* 2702/*
2457 * Updates the canonical_key in op to value. 2703 * Updates the canonical_key in op to value.
2461 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2707 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2462 * keys. 2708 * keys.
2463 * 2709 *
2464 * Returns TRUE on success. 2710 * Returns TRUE on success.
2465 */ 2711 */
2712int
2466int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2713set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2714{
2715 key_value *
2467 key_value * field = NULL, *last=NULL; 2716 field = NULL, *last = NULL;
2468 2717
2469 for (field=op->key_values; field != NULL; field=field->next) { 2718 for (field = op->key_values; field != NULL; field = field->next)
2719 {
2470 if (field->key != canonical_key) { 2720 if (field->key != canonical_key)
2721 {
2471 last = field; 2722 last = field;
2472 continue; 2723 continue;
2473 } 2724 }
2474 2725
2475 if (value) 2726 if (value)
2476 field->value = value; 2727 field->value = value;
2477 else { 2728 else
2729 {
2478 /* Basically, if the archetype has this key set, 2730 /* Basically, if the archetype has this key set,
2479 * we need to store the null value so when we save 2731 * we need to store the null value so when we save
2480 * it, we save the empty value so that when we load, 2732 * it, we save the empty value so that when we load,
2481 * we get this value back again. 2733 * we get this value back again.
2482 */ 2734 */
2483 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2735 if (get_ob_key_link (&op->arch->clone, canonical_key))
2484 field->value = 0; 2736 field->value = 0;
2737 else
2738 {
2739 if (last)
2740 last->next = field->next;
2485 else 2741 else
2486 {
2487 if (last) last->next = field->next;
2488 else op->key_values = field->next; 2742 op->key_values = field->next;
2489 2743
2490 delete field; 2744 delete field;
2491 } 2745 }
2492 } 2746 }
2493 return TRUE; 2747 return TRUE;
2494 } 2748 }
2495 /* IF we get here, key doesn't exist */ 2749 /* IF we get here, key doesn't exist */
2496 2750
2497 /* No field, we'll have to add it. */ 2751 /* No field, we'll have to add it. */
2752
2753 if (!add_key)
2498 2754 {
2499 if (!add_key) {
2500 return FALSE; 2755 return FALSE;
2501 } 2756 }
2502 /* There isn't any good reason to store a null 2757 /* There isn't any good reason to store a null
2503 * value in the key/value list. If the archetype has 2758 * value in the key/value list. If the archetype has
2504 * this key, then we should also have it, so shouldn't 2759 * this key, then we should also have it, so shouldn't
2505 * be here. If user wants to store empty strings, 2760 * be here. If user wants to store empty strings,
2506 * should pass in "" 2761 * should pass in ""
2507 */ 2762 */
2508 if (value == NULL) return TRUE; 2763 if (value == NULL)
2509
2510 field = new key_value;
2511
2512 field->key = canonical_key;
2513 field->value = value;
2514 /* Usual prepend-addition. */
2515 field->next = op->key_values;
2516 op->key_values = field;
2517
2518 return TRUE; 2764 return TRUE;
2765
2766 field = new key_value;
2767
2768 field->key = canonical_key;
2769 field->value = value;
2770 /* Usual prepend-addition. */
2771 field->next = op->key_values;
2772 op->key_values = field;
2773
2774 return TRUE;
2519} 2775}
2520 2776
2521/* 2777/*
2522 * Updates the key in op to value. 2778 * Updates the key in op to value.
2523 * 2779 *
2525 * and not add new ones. 2781 * and not add new ones.
2526 * In general, should be little reason FALSE is ever passed in for add_key 2782 * In general, should be little reason FALSE is ever passed in for add_key
2527 * 2783 *
2528 * Returns TRUE on success. 2784 * Returns TRUE on success.
2529 */ 2785 */
2786int
2530int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2787set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2531{ 2788{
2532 shstr key_ (key); 2789 shstr key_ (key);
2790
2533 return set_ob_key_value_s (op, key_, value, add_key); 2791 return set_ob_key_value_s (op, key_, value, add_key);
2534} 2792}
2793
2794object::depth_iterator::depth_iterator (object *container)
2795: iterator_base (container)
2796{
2797 while (item->inv)
2798 item = item->inv;
2799}
2800
2801void
2802object::depth_iterator::next ()
2803{
2804 if (item->below)
2805 {
2806 item = item->below;
2807
2808 while (item->inv)
2809 item = item->inv;
2810 }
2811 else
2812 item = item->env;
2813}
2814
2815// return a suitable string describing an objetc in enough detail to find it
2816const char *
2817object::debug_desc (char *info) const
2818{
2819 char info2[256 * 3];
2820 char *p = info;
2821
2822 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2823 count,
2824 &name,
2825 title ? " " : "",
2826 title ? (const char *)title : "");
2827
2828 if (env)
2829 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2830
2831 if (map)
2832 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2833
2834 return info;
2835}
2836
2837const char *
2838object::debug_desc () const
2839{
2840 static char info[256 * 3];
2841 return debug_desc (info);
2842}
2843

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