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Comparing deliantra/server/common/object.C (file contents):
Revision 1.23 by root, Sun Sep 10 14:54:02 2006 UTC vs.
Revision 1.68 by root, Mon Dec 18 02:35:00 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.23 2006/09/10 14:54:02 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
36
42int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
43 40
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
46 42
47short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 45};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 48};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
56int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
59 133
60/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
61static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
62 key_value * wants_field; 138 key_value *wants_field;
63 139
64 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
65 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
66 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
67 */ 143 */
68 144
69 /* For each field in wants, */ 145 /* For each field in wants, */
70 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
147 {
71 key_value * has_field; 148 key_value *has_field;
72 149
73 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
74 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
75 154 {
76 if (has_field == NULL) {
77 /* No field with that name. */ 155 /* No field with that name. */
78 return FALSE; 156 return FALSE;
79 }
80 157 }
158
81 /* Found the matching field. */ 159 /* Found the matching field. */
82 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
83 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
84 return FALSE; 163 return FALSE;
85 } 164 }
86 165
87 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
88 }
89 167 }
168
90 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
91 return TRUE; 170 return TRUE;
92} 171}
93 172
94/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
95static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
96 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
97 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
98 */ 179 */
99 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
100} 181}
101 182
102/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
103 * they can be merged together. 184 * they can be merged together.
104 * 185 *
105 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
106 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
107 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
108 * 189 *
109 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
110 * 191 *
111 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
112 * check weight 193 * check weight
113 */ 194 */
114 195
115bool
116object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
117{ 197{
118 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
120 return 0; 204 return 0;
121 205
122 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
123 return 0;
124
125 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
126 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
127 * used to store nrof). 209 * used to store nrof).
128 */ 210 */
129 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 222
141 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
142 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
143 225
144 226
145 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 * being locked in inventory should prevent merging. 228 || ob1->arch != ob2->arch
147 * 0x4 in flags3 is CLIENT_SENT
148 */
149 if ((ob1->arch != ob2->arch) ||
150 (ob1->flags[0] != ob2->flags[0]) ||
151 (ob1->flags[1] != ob2->flags[1]) ||
152 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
153 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
154 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
155 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
156 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
157 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
158 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
159 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
160 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
161 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
162 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
163 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
164 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
165 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
166 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
167 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
168 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
169 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
170 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
171 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
172 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
173 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
174 (ob1->move_off != ob2->move_off) || 249 || ob1->move_off != ob2->move_off
175 (ob1->move_slow != ob2->move_slow) || 250 || ob1->move_slow != ob2->move_slow
176 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 252 return 0;
178 253
179 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 255 * check all objects in the inventory.
181 */ 256 */
182 if (ob1->inv || ob2->inv) 257 if (ob1->inv || ob2->inv)
183 { 258 {
184 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 261 return 0;
187 262
188 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 265 return 0;
191 266
192 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 268 * if it is valid.
194 */ 269 */
195 } 270 }
203 278
204 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
206 * check? 281 * check?
207 */ 282 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
209 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 return 0; 284 return 0;
211 285
212 switch (ob1->type) 286 switch (ob1->type)
213 { 287 {
214 case SCROLL: 288 case SCROLL:
215 if (ob1->level != ob2->level) 289 if (ob1->level != ob2->level)
216 return 0; 290 return 0;
217 break; 291 break;
218 } 292 }
219 293
220 if (ob1->key_values != NULL || ob2->key_values != NULL) 294 if (ob1->key_values != NULL || ob2->key_values != NULL)
221 { 295 {
222 /* At least one of these has key_values. */ 296 /* At least one of these has key_values. */
223 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
224 /* One has fields, but the other one doesn't. */ 298 /* One has fields, but the other one doesn't. */
225 return 0; 299 return 0;
226 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
227 return 0; 301 return 0;
228 } 302 }
229 303
230 //TODO: generate an event or call into perl for additional checks 304 //TODO: generate an event or call into perl for additional checks
231 if (ob1->self || ob2->self) 305 if (ob1->self || ob2->self)
232 { 306 {
233 ob1->optimise (); 307 ob1->optimise ();
234 ob2->optimise (); 308 ob2->optimise ();
235 309
236 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
237 return 0; 311 return 0;
238 } 312 }
239 313
240 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
241 return 1; 315 return 1;
242} 316}
317
243/* 318/*
244 * sum_weight() is a recursive function which calculates the weight 319 * sum_weight() is a recursive function which calculates the weight
245 * an object is carrying. It goes through in figures out how much 320 * an object is carrying. It goes through in figures out how much
246 * containers are carrying, and sums it up. 321 * containers are carrying, and sums it up.
247 */ 322 */
248signed long sum_weight(object *op) { 323long
324sum_weight (object *op)
325{
249 signed long sum; 326 long sum;
250 object *inv; 327 object *inv;
328
251 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
330 {
252 if (inv->inv) 331 if (inv->inv)
253 sum_weight(inv); 332 sum_weight (inv);
254 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
255 } 334 }
335
256 if (op->type == CONTAINER && op->stats.Str) 336 if (op->type == CONTAINER && op->stats.Str)
257 sum = (sum * (100 - op->stats.Str))/100; 337 sum = (sum * (100 - op->stats.Str)) / 100;
338
258 if(op->carrying != sum) 339 if (op->carrying != sum)
259 op->carrying = sum; 340 op->carrying = sum;
341
260 return sum; 342 return sum;
261} 343}
262 344
263/** 345/**
264 * Return the outermost environment object for a given object. 346 * Return the outermost environment object for a given object.
265 */ 347 */
266 348
349object *
267object *object_get_env_recursive (object *op) { 350object_get_env_recursive (object *op)
351{
268 while (op->env != NULL) 352 while (op->env != NULL)
269 op = op->env; 353 op = op->env;
270 return op; 354 return op;
271} 355}
272 356
273/* 357/*
274 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 358 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
275 * a better check. We basically keeping traversing up until we can't 359 * a better check. We basically keeping traversing up until we can't
276 * or find a player. 360 * or find a player.
277 */ 361 */
278 362
363object *
279object *is_player_inv (object *op) { 364is_player_inv (object *op)
365{
280 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 366 for (; op != NULL && op->type != PLAYER; op = op->env)
281 if (op->env==op) 367 if (op->env == op)
282 op->env = NULL; 368 op->env = NULL;
283 return op; 369 return op;
284} 370}
285 371
286/* 372/*
287 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 373 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
288 * Some error messages. 374 * Some error messages.
289 * The result of the dump is stored in the static global errmsg array. 375 * The result of the dump is stored in the static global errmsg array.
290 */ 376 */
291 377
292void dump_object2(object *op) { 378char *
293errmsg[0] = 0;
294return;
295 //TODO//D#d#
296#if 0
297 char *cp;
298/* object *tmp;*/
299
300 if(op->arch!=NULL) {
301 strcat(errmsg,"arch ");
302 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
303 strcat(errmsg,"\n");
304 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
305 strcat(errmsg,cp);
306#if 0
307 /* Don't dump player diffs - they are too long, mostly meaningless, and
308 * will overflow the buffer.
309 * Changed so that we don't dump inventory either. This may
310 * also overflow the buffer.
311 */
312 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
313 strcat(errmsg,cp);
314 for (tmp=op->inv; tmp; tmp=tmp->below)
315 dump_object2(tmp);
316#endif
317 strcat(errmsg,"end\n");
318 } else {
319 strcat(errmsg,"Object ");
320 if (op->name==NULL) strcat(errmsg, "(null)");
321 else strcat(errmsg,op->name);
322 strcat(errmsg,"\n");
323#if 0
324 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
325 strcat(errmsg,cp);
326 for (tmp=op->inv; tmp; tmp=tmp->below)
327 dump_object2(tmp);
328#endif
329 strcat(errmsg,"end\n");
330 }
331#endif
332}
333
334/*
335 * Dumps an object. Returns output in the static global errmsg array.
336 */
337
338void dump_object(object *op) { 379dump_object (object *op)
339 if(op==NULL) { 380{
340 strcpy(errmsg,"[NULL pointer]"); 381 if (!op)
341 return; 382 return strdup ("[NULLOBJ]");
342 }
343 errmsg[0]='\0';
344 dump_object2(op);
345}
346 383
347void dump_all_objects(void) { 384 object_freezer freezer;
348 object *op; 385 save_object (freezer, op, 3);
349 for(op=objects;op!=NULL;op=op->next) { 386 return freezer.as_string ();
350 dump_object(op);
351 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
352 }
353} 387}
354 388
355/* 389/*
356 * get_nearest_part(multi-object, object 2) returns the part of the 390 * get_nearest_part(multi-object, object 2) returns the part of the
357 * multi-object 1 which is closest to the second object. 391 * multi-object 1 which is closest to the second object.
358 * If it's not a multi-object, it is returned. 392 * If it's not a multi-object, it is returned.
359 */ 393 */
360 394
395object *
361object *get_nearest_part(object *op, const object *pl) { 396get_nearest_part (object *op, const object *pl)
397{
362 object *tmp,*closest; 398 object *tmp, *closest;
363 int last_dist,i; 399 int last_dist, i;
400
364 if(op->more==NULL) 401 if (op->more == NULL)
365 return op; 402 return op;
366 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 403 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
367 if((i=distance(tmp,pl))<last_dist) 404 if ((i = distance (tmp, pl)) < last_dist)
368 closest=tmp,last_dist=i; 405 closest = tmp, last_dist = i;
369 return closest; 406 return closest;
370} 407}
371 408
372/* 409/*
373 * Returns the object which has the count-variable equal to the argument. 410 * Returns the object which has the count-variable equal to the argument.
374 */ 411 */
375 412
413object *
376object *find_object(tag_t i) { 414find_object (tag_t i)
377 object *op; 415{
378 for(op=objects;op!=NULL;op=op->next) 416 for (object *op = object::first; op; op = op->next)
379 if(op->count==i) 417 if (op->count == i)
380 break; 418 return op;
419
381 return op; 420 return 0;
382} 421}
383 422
384/* 423/*
385 * Returns the first object which has a name equal to the argument. 424 * Returns the first object which has a name equal to the argument.
386 * Used only by the patch command, but not all that useful. 425 * Used only by the patch command, but not all that useful.
387 * Enables features like "patch <name-of-other-player> food 999" 426 * Enables features like "patch <name-of-other-player> food 999"
388 */ 427 */
389 428
429object *
390object *find_object_name(const char *str) { 430find_object_name (const char *str)
391 const char *name = shstr::find (str); 431{
432 shstr_cmp str_ (str);
392 object *op; 433 object *op;
434
393 for(op=objects;op!=NULL;op=op->next) 435 for (op = object::first; op != NULL; op = op->next)
394 if(&op->name == name) 436 if (op->name == str_)
395 break; 437 break;
396 438
397 return op; 439 return op;
398} 440}
399 441
442void
400void free_all_object_data () 443free_all_object_data ()
401{ 444{
402 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 445 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
403}
404
405/*
406 * Returns the object which this object marks as being the owner.
407 * A id-scheme is used to avoid pointing to objects which have been
408 * freed and are now reused. If this is detected, the owner is
409 * set to NULL, and NULL is returned.
410 * Changed 2004-02-12 - if the player is setting at the play again
411 * prompt, he is removed, and we don't want to treat him as an owner of
412 * anything, so check removed flag. I don't expect that this should break
413 * anything - once an object is removed, it is basically dead anyways.
414 */
415
416object *get_owner(object *op) {
417 if(op->owner==NULL)
418 return NULL;
419
420 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
421 op->owner->count==op->ownercount)
422 return op->owner;
423
424 op->owner=NULL;
425 op->ownercount=0;
426 return NULL;
427}
428
429void clear_owner(object *op)
430{
431 if (!op) return;
432
433 if (op->owner && op->ownercount == op->owner->count)
434 op->owner->refcount--;
435
436 op->owner = NULL;
437 op->ownercount = 0;
438} 446}
439 447
440/* 448/*
441 * Sets the owner and sets the skill and exp pointers to owner's current 449 * Sets the owner and sets the skill and exp pointers to owner's current
442 * skill and experience objects. 450 * skill and experience objects.
443 */ 451 */
444void set_owner (object *op, object *owner) 452void
453object::set_owner (object *owner)
445{ 454{
446 if(owner==NULL||op==NULL) 455 if (!owner)
447 return; 456 return;
448 457
449 /* next line added to allow objects which own objects */ 458 /* next line added to allow objects which own objects */
450 /* Add a check for ownercounts in here, as I got into an endless loop 459 /* Add a check for ownercounts in here, as I got into an endless loop
451 * with the fireball owning a poison cloud which then owned the 460 * with the fireball owning a poison cloud which then owned the
452 * fireball. I believe that was caused by one of the objects getting 461 * fireball. I believe that was caused by one of the objects getting
453 * freed and then another object replacing it. Since the ownercounts 462 * freed and then another object replacing it. Since the ownercounts
454 * didn't match, this check is valid and I believe that cause is valid. 463 * didn't match, this check is valid and I believe that cause is valid.
455 */ 464 */
456 while (owner->owner && owner!=owner->owner && 465 while (owner->owner)
457 owner->ownercount==owner->owner->count) owner=owner->owner; 466 owner = owner->owner;
458 467
459 /* IF the owner still has an owner, we did not resolve to a final owner.
460 * so lets not add to that.
461 */
462 if (owner->owner) return;
463
464 op->owner=owner; 468 this->owner = owner;
465
466 op->ownercount=owner->count;
467 owner->refcount++;
468
469}
470
471/* Set the owner to clone's current owner and set the skill and experience
472 * objects to clone's objects (typically those objects that where the owner's
473 * current skill and experience objects at the time when clone's owner was
474 * set - not the owner's current skill and experience objects).
475 *
476 * Use this function if player created an object (e.g. fire bullet, swarm
477 * spell), and this object creates further objects whose kills should be
478 * accounted for the player's original skill, even if player has changed
479 * skills meanwhile.
480 */
481void copy_owner (object *op, object *clone)
482{
483 object *owner = get_owner (clone);
484 if (owner == NULL) {
485 /* players don't have owners - they own themselves. Update
486 * as appropriate.
487 */
488 if (clone->type == PLAYER) owner=clone;
489 else return;
490 }
491 set_owner(op, owner);
492
493} 469}
494 470
495/* Zero the key_values on op, decrementing the shared-string 471/* Zero the key_values on op, decrementing the shared-string
496 * refcounts and freeing the links. 472 * refcounts and freeing the links.
497 */ 473 */
474static void
498static void free_key_values(object * op) 475free_key_values (object *op)
499{ 476{
500 for (key_value *i = op->key_values; i != 0; ) 477 for (key_value *i = op->key_values; i != 0;)
501 { 478 {
502 key_value *next = i->next; 479 key_value *next = i->next;
503 delete i; 480 delete i;
481
504 i = next; 482 i = next;
505 } 483 }
506 484
507 op->key_values = 0; 485 op->key_values = 0;
508} 486}
509 487
510void object::clear () 488void object::clear ()
511{ 489{
512 attachable_base::clear (); 490 attachable_base::clear ();
513 491
514 free_key_values (this); 492 free_key_values (this);
515 493
516 name = 0; 494 owner = 0;
495 name = 0;
517 name_pl = 0; 496 name_pl = 0;
518 title = 0; 497 title = 0;
519 race = 0; 498 race = 0;
520 slaying = 0; 499 slaying = 0;
521 skill = 0; 500 skill = 0;
522 msg = 0; 501 msg = 0;
523 lore = 0; 502 lore = 0;
524 custom_name = 0; 503 custom_name = 0;
525 materialname = 0; 504 materialname = 0;
505 contr = 0;
506 below = 0;
507 above = 0;
508 inv = 0;
509 container = 0;
510 env = 0;
511 more = 0;
512 head = 0;
513 map = 0;
514 active_next = 0;
515 active_prev = 0;
526 516
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 517 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528 518
529 SET_FLAG (this, FLAG_REMOVED); 519 SET_FLAG (this, FLAG_REMOVED);
530}
531 520
532void object::clone (object *destination)
533{
534 *(object_copy *)destination = *this;
535 *(object_pod *)destination = *this;
536
537 if (self || cb)
538 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
539}
540
541/*
542 * clear_object() frees everything allocated by an object, and also
543 * clears all variables and flags to default settings.
544 */
545
546void clear_object (object *op)
547{
548 op->clear ();
549
550 op->contr = NULL;
551 op->below = NULL;
552 op->above = NULL;
553 op->inv = NULL;
554 op->container=NULL;
555 op->env=NULL;
556 op->more=NULL;
557 op->head=NULL;
558 op->map=NULL;
559 op->refcount=0;
560 op->active_next = NULL;
561 op->active_prev = NULL;
562 /* What is not cleared is next, prev, and count */ 521 /* What is not cleared is next, prev, and count */
563 522
564 op->expmul = 1.0; 523 expmul = 1.0;
565 op->face = blank_face; 524 face = blank_face;
566 op->attacked_by_count = -1;
567 525
568 if (settings.casting_time) 526 if (settings.casting_time)
569 op->casting_time = -1; 527 casting_time = -1;
570} 528}
571 529
572/* 530/*
573 * copy object first frees everything allocated by the second object, 531 * copy_to first frees everything allocated by the dst object,
574 * and then copies the contends of the first object into the second 532 * and then copies the contents of itself into the second
575 * object, allocating what needs to be allocated. Basically, any 533 * object, allocating what needs to be allocated. Basically, any
576 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 534 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
577 * if the first object is freed, the pointers in the new object 535 * if the first object is freed, the pointers in the new object
578 * will point at garbage. 536 * will point at garbage.
579 */ 537 */
580 538void
581void copy_object (object *op2, object *op) 539object::copy_to (object *dst)
582{ 540{
583 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 541 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
584 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 542 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
585 543
586 op2->clone (op); 544 *(object_copy *)dst = *this;
545 *(object_pod *)dst = *this;
587 546
588 if (is_freed) SET_FLAG (op, FLAG_FREED); 547 if (self || cb)
589 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
590 549
550 if (is_freed)
551 SET_FLAG (dst, FLAG_FREED);
552
553 if (is_removed)
554 SET_FLAG (dst, FLAG_REMOVED);
555
591 if (op2->speed < 0) 556 if (speed < 0)
592 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 557 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
593 558
594 /* Copy over key_values, if any. */ 559 /* Copy over key_values, if any. */
595 if (op2->key_values) 560 if (key_values)
596 { 561 {
597 key_value *tail = 0; 562 key_value *tail = 0;
598 key_value *i; 563 key_value *i;
599 564
600 op->key_values = 0; 565 dst->key_values = 0;
601 566
602 for (i = op2->key_values; i; i = i->next) 567 for (i = key_values; i; i = i->next)
603 { 568 {
604 key_value *new_link = new key_value; 569 key_value *new_link = new key_value;
605 570
606 new_link->next = 0; 571 new_link->next = 0;
607 new_link->key = i->key; 572 new_link->key = i->key;
608 new_link->value = i->value; 573 new_link->value = i->value;
609 574
610 /* Try and be clever here, too. */ 575 /* Try and be clever here, too. */
611 if (!op->key_values) 576 if (!dst->key_values)
612 { 577 {
613 op->key_values = new_link; 578 dst->key_values = new_link;
614 tail = new_link; 579 tail = new_link;
615 } 580 }
616 else 581 else
617 { 582 {
618 tail->next = new_link; 583 tail->next = new_link;
619 tail = new_link; 584 tail = new_link;
620 } 585 }
621 } 586 }
622 } 587 }
623 588
624 update_ob_speed (op); 589 update_ob_speed (dst);
590}
591
592object *
593object::clone ()
594{
595 object *neu = create ();
596 copy_to (neu);
597 return neu;
625} 598}
626 599
627/* 600/*
628 * If an object with the IS_TURNABLE() flag needs to be turned due 601 * If an object with the IS_TURNABLE() flag needs to be turned due
629 * to the closest player being on the other side, this function can 602 * to the closest player being on the other side, this function can
630 * be called to update the face variable, _and_ how it looks on the map. 603 * be called to update the face variable, _and_ how it looks on the map.
631 */ 604 */
632 605
606void
633void update_turn_face(object *op) { 607update_turn_face (object *op)
608{
634 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 609 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
635 return; 610 return;
636 SET_ANIMATION(op, op->direction); 611 SET_ANIMATION (op, op->direction);
637 update_object(op,UP_OBJ_FACE); 612 update_object (op, UP_OBJ_FACE);
638} 613}
639 614
640/* 615/*
641 * Updates the speed of an object. If the speed changes from 0 to another 616 * Updates the speed of an object. If the speed changes from 0 to another
642 * value, or vice versa, then add/remove the object from the active list. 617 * value, or vice versa, then add/remove the object from the active list.
643 * This function needs to be called whenever the speed of an object changes. 618 * This function needs to be called whenever the speed of an object changes.
644 */ 619 */
645 620void
646void update_ob_speed(object *op) { 621update_ob_speed (object *op)
622{
647 extern int arch_init; 623 extern int arch_init;
648 624
649 /* No reason putting the archetypes objects on the speed list, 625 /* No reason putting the archetypes objects on the speed list,
650 * since they never really need to be updated. 626 * since they never really need to be updated.
651 */ 627 */
652 628
653 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 629 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
630 {
654 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 631 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
655#ifdef MANY_CORES 632#ifdef MANY_CORES
656 abort(); 633 abort ();
657#else 634#else
658 op->speed = 0; 635 op->speed = 0;
659#endif 636#endif
660 } 637 }
638
661 if (arch_init) { 639 if (arch_init)
640 return;
641
642 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
643 {
644 /* If already on active list, don't do anything */
645 if (op->active_next || op->active_prev || op == active_objects)
662 return; 646 return;
663 }
664 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
665 /* If already on active list, don't do anything */
666 if (op->active_next || op->active_prev || op==active_objects)
667 return;
668 647
669 /* process_events() expects us to insert the object at the beginning 648 /* process_events() expects us to insert the object at the beginning
670 * of the list. */ 649 * of the list. */
671 op->active_next = active_objects; 650 op->active_next = active_objects;
651
672 if (op->active_next!=NULL) 652 if (op->active_next != NULL)
673 op->active_next->active_prev = op; 653 op->active_next->active_prev = op;
654
674 active_objects = op; 655 active_objects = op;
656 }
657 else
675 } 658 {
676 else {
677 /* If not on the active list, nothing needs to be done */ 659 /* If not on the active list, nothing needs to be done */
678 if (!op->active_next && !op->active_prev && op!=active_objects) 660 if (!op->active_next && !op->active_prev && op != active_objects)
679 return; 661 return;
680 662
681 if (op->active_prev==NULL) { 663 if (op->active_prev == NULL)
664 {
682 active_objects = op->active_next; 665 active_objects = op->active_next;
666
683 if (op->active_next!=NULL) 667 if (op->active_next != NULL)
684 op->active_next->active_prev = NULL; 668 op->active_next->active_prev = NULL;
669 }
670 else
685 } 671 {
686 else {
687 op->active_prev->active_next = op->active_next; 672 op->active_prev->active_next = op->active_next;
673
688 if (op->active_next) 674 if (op->active_next)
689 op->active_next->active_prev = op->active_prev; 675 op->active_next->active_prev = op->active_prev;
690 } 676 }
677
691 op->active_next = NULL; 678 op->active_next = NULL;
692 op->active_prev = NULL; 679 op->active_prev = NULL;
693 } 680 }
694} 681}
695 682
696/* This function removes object 'op' from the list of active 683/* This function removes object 'op' from the list of active
697 * objects. 684 * objects.
699 * reference maps where you don't want an object that isn't 686 * reference maps where you don't want an object that isn't
700 * in play chewing up cpu time getting processed. 687 * in play chewing up cpu time getting processed.
701 * The reverse of this is to call update_ob_speed, which 688 * The reverse of this is to call update_ob_speed, which
702 * will do the right thing based on the speed of the object. 689 * will do the right thing based on the speed of the object.
703 */ 690 */
691void
704void remove_from_active_list(object *op) 692remove_from_active_list (object *op)
705{ 693{
706 /* If not on the active list, nothing needs to be done */ 694 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects) 695 if (!op->active_next && !op->active_prev && op != active_objects)
708 return; 696 return;
709 697
710 if (op->active_prev==NULL) { 698 if (op->active_prev == NULL)
699 {
711 active_objects = op->active_next; 700 active_objects = op->active_next;
712 if (op->active_next!=NULL) 701 if (op->active_next != NULL)
713 op->active_next->active_prev = NULL; 702 op->active_next->active_prev = NULL;
703 }
704 else
714 } 705 {
715 else {
716 op->active_prev->active_next = op->active_next; 706 op->active_prev->active_next = op->active_next;
717 if (op->active_next) 707 if (op->active_next)
718 op->active_next->active_prev = op->active_prev; 708 op->active_next->active_prev = op->active_prev;
719 } 709 }
720 op->active_next = NULL; 710 op->active_next = NULL;
721 op->active_prev = NULL; 711 op->active_prev = NULL;
722} 712}
723 713
724/* 714/*
725 * update_object() updates the array which represents the map. 715 * update_object() updates the array which represents the map.
726 * It takes into account invisible objects (and represent squares covered 716 * It takes into account invisible objects (and represent squares covered
741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 731 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
742 * as that is easier than trying to look at what may have changed. 732 * as that is easier than trying to look at what may have changed.
743 * UP_OBJ_FACE: only the objects face has changed. 733 * UP_OBJ_FACE: only the objects face has changed.
744 */ 734 */
745 735
736void
746void update_object(object *op, int action) { 737update_object (object *op, int action)
738{
747 int update_now=0, flags; 739 int update_now = 0, flags;
748 MoveType move_on, move_off, move_block, move_slow; 740 MoveType move_on, move_off, move_block, move_slow;
749 741
750 if (op == NULL) { 742 if (op == NULL)
743 {
751 /* this should never happen */ 744 /* this should never happen */
752 LOG(llevDebug,"update_object() called for NULL object.\n"); 745 LOG (llevDebug, "update_object() called for NULL object.\n");
753 return; 746 return;
754 }
755 747 }
748
756 if(op->env!=NULL) { 749 if (op->env != NULL)
750 {
757 /* Animation is currently handled by client, so nothing 751 /* Animation is currently handled by client, so nothing
758 * to do in this case. 752 * to do in this case.
759 */ 753 */
760 return; 754 return;
761 } 755 }
762 756
763 /* If the map is saving, don't do anything as everything is 757 /* If the map is saving, don't do anything as everything is
764 * going to get freed anyways. 758 * going to get freed anyways.
765 */ 759 */
766 if (!op->map || op->map->in_memory == MAP_SAVING) return; 760 if (!op->map || op->map->in_memory == MAP_SAVING)
767 761 return;
762
768 /* make sure the object is within map boundaries */ 763 /* make sure the object is within map boundaries */
769 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 764 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
770 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 765 {
771 LOG(llevError,"update_object() called for object out of map!\n"); 766 LOG (llevError, "update_object() called for object out of map!\n");
772#ifdef MANY_CORES 767#ifdef MANY_CORES
773 abort(); 768 abort ();
774#endif 769#endif
775 return; 770 return;
776 }
777 771 }
772
778 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 773 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
779 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 774 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
780 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 775 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
781 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 776 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
782 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 777 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
783 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 778 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
784 779
785 if (action == UP_OBJ_INSERT) { 780 if (action == UP_OBJ_INSERT)
781 {
786 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 782 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
787 update_now=1; 783 update_now = 1;
788 784
789 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 785 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
790 update_now=1; 786 update_now = 1;
791 787
792 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 788 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
793 update_now=1; 789 update_now = 1;
794 790
795 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 791 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now=1; 792 update_now = 1;
797 793
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 794 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now=1; 795 update_now = 1;
800 796
801 if ((move_on | op->move_on) != move_on) update_now=1; 797 if ((move_on | op->move_on) != move_on)
798 update_now = 1;
802 799
803 if ((move_off | op->move_off) != move_off) update_now=1; 800 if ((move_off | op->move_off) != move_off)
801 update_now = 1;
804 802
805 /* This isn't perfect, but I don't expect a lot of objects to 803 /* This isn't perfect, but I don't expect a lot of objects to
806 * to have move_allow right now. 804 * to have move_allow right now.
807 */ 805 */
808 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 806 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
809 update_now=1; 807 update_now = 1;
810 808
811 if ((move_slow | op->move_slow) != move_slow) 809 if ((move_slow | op->move_slow) != move_slow)
812 update_now=1; 810 update_now = 1;
813 } 811 }
812
814 /* if the object is being removed, we can't make intelligent 813 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 814 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 815 * that is being removed.
817 */ 816 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 817 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now=1; 818 update_now = 1;
820 } else if (action == UP_OBJ_FACE) { 819 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ 820 /* Nothing to do for that case */ ;
822 }
823 else { 821 else
824 LOG(llevError,"update_object called with invalid action: %d\n", action); 822 LOG (llevError, "update_object called with invalid action: %d\n", action);
825 }
826 823
827 if (update_now) { 824 if (update_now)
825 {
828 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 826 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
829 update_position(op->map, op->x, op->y); 827 update_position (op->map, op->x, op->y);
830 } 828 }
831 829
832 if(op->more!=NULL) 830 if (op->more != NULL)
833 update_object(op->more, action); 831 update_object (op->more, action);
834} 832}
835 833
836static std::vector<object *> mortals; 834object::vector object::mortals;
835object::vector object::objects; // not yet used
836object *object::first;
837 837
838void object::free_mortals () 838void object::free_mortals ()
839{ 839{
840 for (std::vector<object *>::iterator i = mortals.begin (); i != mortals.end (); ++i) 840 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
841 if ((*i)->refcnt)
842 ++i; // further delay freeing
843 else
844 {
841 delete *i; 845 delete *i;
842 846 mortals.erase (i);
843 mortals.clear (); 847 }
844} 848}
845 849
846object::object () 850object::object ()
847{ 851{
848 SET_FLAG (this, FLAG_REMOVED); 852 SET_FLAG (this, FLAG_REMOVED);
849 853
850 expmul = 1.0; 854 expmul = 1.0;
851 face = blank_face; 855 face = blank_face;
852 attacked_by_count = -1;
853} 856}
854 857
855object::~object () 858object::~object ()
856{ 859{
857 free_key_values (this); 860 free_key_values (this);
858} 861}
859 862
860void
861object::link () 863void object::link ()
862{ 864{
863 count = ++ob_count; 865 count = ++ob_count;
866 uuid = gen_uuid ();
864 867
865 prev = 0; 868 prev = 0;
866 next = objects; 869 next = object::first;
867 870
868 if (objects) 871 if (object::first)
869 objects->prev = this; 872 object::first->prev = this;
870 873
871 objects = this; 874 object::first = this;
872} 875}
873 876
874void
875object::unlink () 877void object::unlink ()
876{ 878{
877 count = 0; 879 if (this == object::first)
880 object::first = next;
878 881
879 /* Remove this object from the list of used objects */ 882 /* Remove this object from the list of used objects */
880 if (prev) prev->next = next; 883 if (prev) prev->next = next;
881 if (next) next->prev = prev; 884 if (next) next->prev = prev;
882 if (this == objects) objects = next; 885
883} 886 prev = 0;
887 next = 0;
888}
884 889
885object *object::create () 890object *object::create ()
886{ 891{
887 object *op = new object; 892 object *op = new object;
888 op->link (); 893 op->link ();
894 * it from the list of used objects, and puts it on the list of 899 * it from the list of used objects, and puts it on the list of
895 * free objects. The IS_FREED() flag is set in the object. 900 * free objects. The IS_FREED() flag is set in the object.
896 * The object must have been removed by remove_ob() first for 901 * The object must have been removed by remove_ob() first for
897 * this function to succeed. 902 * this function to succeed.
898 * 903 *
899 * If free_inventory is set, free inventory as well. Else drop items in 904 * If destroy_inventory is set, free inventory as well. Else drop items in
900 * inventory to the ground. 905 * inventory to the ground.
901 */ 906 */
902void 907void object::destroy (bool destroy_inventory)
903object::free (bool free_inventory)
904{ 908{
909 if (QUERY_FLAG (this, FLAG_FREED))
910 return;
911
912 if (QUERY_FLAG (this, FLAG_FRIENDLY))
913 remove_friendly_object (this);
914
905 if (!QUERY_FLAG (this, FLAG_REMOVED)) 915 if (!QUERY_FLAG (this, FLAG_REMOVED))
906 { 916 remove ();
907 LOG (llevDebug, "Free object called with non removed object\n");
908 dump_object (this);
909#ifdef MANY_CORES
910 abort ();
911#endif
912 }
913 917
914 if (QUERY_FLAG (this, FLAG_FRIENDLY))
915 {
916 LOG (llevMonster, "Warning: tried to free friendly object.\n");
917 remove_friendly_object (this);
918 }
919
920 if (QUERY_FLAG (this, FLAG_FREED)) 918 SET_FLAG (this, FLAG_FREED);
921 {
922 dump_object (this);
923 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
924 return;
925 }
926 919
927 if (more) 920 if (more)
928 { 921 {
929 more->free (free_inventory); 922 more->destroy (destroy_inventory);
930 more = 0; 923 more = 0;
931 } 924 }
932 925
933 if (inv) 926 if (inv)
934 { 927 {
935 /* Only if the space blocks everything do we not process - 928 /* Only if the space blocks everything do we not process -
936 * if some form of movement is allowed, let objects 929 * if some form of movement is allowed, let objects
937 * drop on that space. 930 * drop on that space.
938 */ 931 */
939 if (free_inventory || !map 932 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
940 || map->in_memory != MAP_IN_MEMORY 933 {
941 || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
942 {
943 object *op = inv; 934 object *op = inv;
944 935
945 while (op) 936 while (op)
946 { 937 {
947 object *tmp = op->below; 938 object *tmp = op->below;
948 remove_ob (op);
949 op->free (free_inventory); 939 op->destroy (destroy_inventory);
950 op = tmp; 940 op = tmp;
951 } 941 }
952 } 942 }
953 else 943 else
954 { /* Put objects in inventory onto this space */ 944 { /* Put objects in inventory onto this space */
955 object *op = inv; 945 object *op = inv;
956 946
957 while (op) 947 while (op)
958 { 948 {
959 object *tmp = op->below; 949 object *tmp = op->below;
960 remove_ob (op);
961 950
951 op->remove ();
952
962 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 953 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
963 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 954 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
964 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 955 op->destroy ();
965 free_object (op); 956 else
966 else 957 {
967 { 958 op->x = x;
968 op->x = x; 959 op->y = y;
969 op->y = y;
970 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */ 960 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
971 } 961 }
972 962
973 op = tmp; 963 op = tmp;
964 }
965 }
974 } 966 }
975 } 967
968 // hack to ensure that freed objects still have a valid map
969 {
970 static maptile *freed_map; // freed objects are moved here to avoid crashes
971
972 if (!freed_map)
973 {
974 freed_map = new maptile;
975
976 freed_map->name = "/internal/freed_objects_map";
977 freed_map->width = 3;
978 freed_map->height = 3;
979
980 freed_map->allocate ();
976 } 981 }
982
983 map = freed_map;
984 x = 1;
985 y = 1;
986 }
987
988 // clear those pointers that likely might have circular references to us
989 owner = 0;
990 enemy = 0;
991 attacked_by = 0;
992
993 // only relevant for players(?), but make sure of it anyways
994 contr = 0;
977 995
978 /* Remove object from the active list */ 996 /* Remove object from the active list */
979 speed = 0; 997 speed = 0;
980 update_ob_speed (this); 998 update_ob_speed (this);
981 999
982 unlink (); 1000 unlink ();
983 1001
984 SET_FLAG (this, FLAG_FREED);
985
986 mortals.push_back (this); 1002 mortals.push_back (this);
987} 1003}
988 1004
989/* 1005/*
990 * sub_weight() recursively (outwards) subtracts a number from the 1006 * sub_weight() recursively (outwards) subtracts a number from the
991 * weight of an object (and what is carried by it's environment(s)). 1007 * weight of an object (and what is carried by it's environment(s)).
992 */ 1008 */
993 1009void
994void sub_weight (object *op, signed long weight) { 1010sub_weight (object *op, signed long weight)
1011{
995 while (op != NULL) { 1012 while (op != NULL)
1013 {
996 if (op->type == CONTAINER) { 1014 if (op->type == CONTAINER)
997 weight=(signed long)(weight*(100-op->stats.Str)/100); 1015 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
998 } 1016
999 op->carrying-=weight; 1017 op->carrying -= weight;
1000 op = op->env; 1018 op = op->env;
1001 } 1019 }
1002} 1020}
1003 1021
1004/* remove_ob(op): 1022/* op->remove ():
1005 * This function removes the object op from the linked list of objects 1023 * This function removes the object op from the linked list of objects
1006 * which it is currently tied to. When this function is done, the 1024 * which it is currently tied to. When this function is done, the
1007 * object will have no environment. If the object previously had an 1025 * object will have no environment. If the object previously had an
1008 * environment, the x and y coordinates will be updated to 1026 * environment, the x and y coordinates will be updated to
1009 * the previous environment. 1027 * the previous environment.
1010 * Beware: This function is called from the editor as well! 1028 * Beware: This function is called from the editor as well!
1011 */ 1029 */
1012 1030void
1013void remove_ob(object *op) { 1031object::remove ()
1032{
1014 object *tmp,*last=NULL; 1033 object *tmp, *last = 0;
1015 object *otmp; 1034 object *otmp;
1016 tag_t tag; 1035
1017 int check_walk_off; 1036 int check_walk_off;
1018 mapstruct *m;
1019 sint16 x,y;
1020
1021 1037
1022 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1038 if (QUERY_FLAG (this, FLAG_REMOVED))
1023 dump_object(op); 1039 return;
1024 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1025 1040
1026 /* Changed it to always dump core in this case. As has been learned
1027 * in the past, trying to recover from errors almost always
1028 * make things worse, and this is a real error here - something
1029 * that should not happen.
1030 * Yes, if this was a mission critical app, trying to do something
1031 * to recover may make sense, but that is because failure of the app
1032 * may have other disastrous problems. Cf runs out of a script
1033 * so is easily enough restarted without any real problems.
1034 * MSW 2001-07-01
1035 */
1036 abort();
1037 }
1038 if(op->more!=NULL)
1039 remove_ob(op->more);
1040
1041 SET_FLAG(op, FLAG_REMOVED); 1041 SET_FLAG (this, FLAG_REMOVED);
1042 1042
1043 if (more)
1044 more->remove ();
1045
1043 /* 1046 /*
1044 * In this case, the object to be removed is in someones 1047 * In this case, the object to be removed is in someones
1045 * inventory. 1048 * inventory.
1046 */ 1049 */
1047 if(op->env!=NULL) { 1050 if (env)
1051 {
1048 if(op->nrof) 1052 if (nrof)
1049 sub_weight(op->env, op->weight*op->nrof); 1053 sub_weight (env, weight * nrof);
1050 else 1054 else
1051 sub_weight(op->env, op->weight+op->carrying); 1055 sub_weight (env, weight + carrying);
1052 1056
1053 /* NO_FIX_PLAYER is set when a great many changes are being 1057 /* NO_FIX_PLAYER is set when a great many changes are being
1054 * made to players inventory. If set, avoiding the call 1058 * made to players inventory. If set, avoiding the call
1055 * to save cpu time. 1059 * to save cpu time.
1056 */ 1060 */
1057 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1061 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1058 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1059 fix_player(otmp); 1062 fix_player (otmp);
1060 1063
1061 if(op->above!=NULL) 1064 if (above != NULL)
1062 op->above->below=op->below; 1065 above->below = below;
1063 else 1066 else
1064 op->env->inv=op->below; 1067 env->inv = below;
1065 1068
1066 if(op->below!=NULL) 1069 if (below != NULL)
1067 op->below->above=op->above; 1070 below->above = above;
1068 1071
1069 /* we set up values so that it could be inserted into 1072 /* we set up values so that it could be inserted into
1070 * the map, but we don't actually do that - it is up 1073 * the map, but we don't actually do that - it is up
1071 * to the caller to decide what we want to do. 1074 * to the caller to decide what we want to do.
1075 */
1076 x = env->x, y = env->y;
1077 map = env->map;
1078 above = 0, below = 0;
1079 env = 0;
1080 }
1081 else if (map)
1082 {
1083 /* Re did the following section of code - it looks like it had
1084 * lots of logic for things we no longer care about
1085 */
1086
1087 /* link the object above us */
1088 if (above)
1089 above->below = below;
1090 else
1091 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1092
1093 /* Relink the object below us, if there is one */
1094 if (below)
1095 below->above = above;
1096 else
1097 {
1098 /* Nothing below, which means we need to relink map object for this space
1099 * use translated coordinates in case some oddness with map tiling is
1100 * evident
1072 */ 1101 */
1073 op->x=op->env->x,op->y=op->env->y; 1102 if (GET_MAP_OB (map, x, y) != this)
1074 op->map=op->env->map; 1103 {
1075 op->above=NULL,op->below=NULL; 1104 char *dump = dump_object (this);
1076 op->env=NULL; 1105 LOG (llevError,
1106 "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);
1107 free (dump);
1108 dump = dump_object (GET_MAP_OB (map, x, y));
1109 LOG (llevError, "%s\n", dump);
1110 free (dump);
1111 }
1112
1113 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1114 }
1115
1116 above = 0;
1117 below = 0;
1118
1119 if (map->in_memory == MAP_SAVING)
1077 return; 1120 return;
1078 }
1079 1121
1080 /* If we get here, we are removing it from a map */
1081 if (op->map == NULL) return;
1082
1083 x = op->x;
1084 y = op->y;
1085 m = get_map_from_coord(op->map, &x, &y);
1086
1087 if (!m) {
1088 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1089 op->map->path, op->x, op->y);
1090 /* in old days, we used to set x and y to 0 and continue.
1091 * it seems if we get into this case, something is probablye
1092 * screwed up and should be fixed.
1093 */
1094 abort();
1095 }
1096 if (op->map != m) {
1097 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1098 op->map->path, m->path, op->x, op->y, x, y);
1099 }
1100
1101 /* Re did the following section of code - it looks like it had
1102 * lots of logic for things we no longer care about
1103 */
1104
1105 /* link the object above us */
1106 if (op->above)
1107 op->above->below=op->below;
1108 else
1109 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1110
1111 /* Relink the object below us, if there is one */
1112 if(op->below) {
1113 op->below->above=op->above;
1114 } else {
1115 /* Nothing below, which means we need to relink map object for this space
1116 * use translated coordinates in case some oddness with map tiling is
1117 * evident
1118 */
1119 if(GET_MAP_OB(m,x,y)!=op) {
1120 dump_object(op);
1121 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);
1122 dump_object(GET_MAP_OB(m,x,y));
1123 LOG(llevError,"%s\n",errmsg);
1124 }
1125 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1126 }
1127 op->above=NULL;
1128 op->below=NULL;
1129
1130 if (op->map->in_memory == MAP_SAVING)
1131 return;
1132
1133 tag = op->count;
1134 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1122 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1123
1135 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1124 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1125 {
1136 /* No point updating the players look faces if he is the object 1126 /* No point updating the players look faces if he is the object
1137 * being removed. 1127 * being removed.
1138 */ 1128 */
1139 1129
1140 if(tmp->type==PLAYER && tmp!=op) { 1130 if (tmp->type == PLAYER && tmp != this)
1131 {
1141 /* If a container that the player is currently using somehow gets 1132 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view 1133 * removed (most likely destroyed), update the player view
1143 * appropriately. 1134 * appropriately.
1144 */ 1135 */
1145 if (tmp->container==op) { 1136 if (tmp->container == this)
1137 {
1146 CLEAR_FLAG(op, FLAG_APPLIED); 1138 CLEAR_FLAG (this, FLAG_APPLIED);
1147 tmp->container=NULL; 1139 tmp->container = 0;
1140 }
1141
1142 tmp->contr->socket->update_look = 1;
1148 } 1143 }
1149 tmp->contr->socket.update_look=1; 1144
1150 }
1151 /* See if player moving off should effect something */ 1145 /* See if player moving off should effect something */
1152 if (check_walk_off && ((op->move_type & tmp->move_off) && 1146 if (check_walk_off
1147 && ((move_type & tmp->move_off)
1153 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1148 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1154 1149 {
1155 move_apply(tmp, op, NULL); 1150 move_apply (tmp, this, 0);
1151
1156 if (was_destroyed (op, tag)) { 1152 if (destroyed ())
1157 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1153 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1158 "leaving object\n", &tmp->name, &tmp->arch->name);
1159 } 1154 }
1160 }
1161 1155
1162 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1156 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1163 1157
1164 if(tmp->above == tmp) 1158 if (tmp->above == tmp)
1165 tmp->above = NULL; 1159 tmp->above = 0;
1160
1166 last=tmp; 1161 last = tmp;
1167 } 1162 }
1163
1168 /* last == NULL of there are no objects on this space */ 1164 /* last == NULL of there are no objects on this space */
1169 if (last==NULL) { 1165 if (!last)
1166 {
1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1167 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1171 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1168 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1172 * those out anyways, and if there are any flags set right now, they won't 1169 * those out anyways, and if there are any flags set right now, they won't
1173 * be correct anyways. 1170 * be correct anyways.
1174 */ 1171 */
1175 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1172 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1176 update_position(op->map, op->x, op->y); 1173 update_position (map, x, y);
1177 } 1174 }
1178 else 1175 else
1179 update_object(last, UP_OBJ_REMOVE); 1176 update_object (last, UP_OBJ_REMOVE);
1180 1177
1181 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1178 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1182 update_all_los(op->map, op->x, op->y); 1179 update_all_los (map, x, y);
1183 1180 }
1184} 1181}
1185 1182
1186/* 1183/*
1187 * merge_ob(op,top): 1184 * merge_ob(op,top):
1188 * 1185 *
1189 * This function goes through all objects below and including top, and 1186 * This function goes through all objects below and including top, and
1190 * merges op to the first matching object. 1187 * merges op to the first matching object.
1191 * If top is NULL, it is calculated. 1188 * If top is NULL, it is calculated.
1192 * Returns pointer to object if it succeded in the merge, otherwise NULL 1189 * Returns pointer to object if it succeded in the merge, otherwise NULL
1193 */ 1190 */
1194 1191object *
1195object *merge_ob(object *op, object *top) { 1192merge_ob (object *op, object *top)
1193{
1196 if(!op->nrof) 1194 if (!op->nrof)
1197 return 0; 1195 return 0;
1196
1198 if(top==NULL) 1197 if (top == NULL)
1199 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1198 for (top = op; top != NULL && top->above != NULL; top = top->above);
1199
1200 for(;top!=NULL;top=top->below) { 1200 for (; top != NULL; top = top->below)
1201 {
1201 if(top==op) 1202 if (top == op)
1202 continue; 1203 continue;
1203 if (CAN_MERGE(op,top)) 1204
1204 { 1205 if (object::can_merge (op, top))
1206 {
1205 top->nrof+=op->nrof; 1207 top->nrof += op->nrof;
1208
1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1209/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1207 op->weight = 0; /* Don't want any adjustements now */ 1210 op->weight = 0; /* Don't want any adjustements now */
1208 remove_ob(op); 1211 op->destroy ();
1209 free_object(op);
1210 return top; 1212 return top;
1211 } 1213 }
1212 } 1214 }
1215
1213 return NULL; 1216 return 0;
1214} 1217}
1215 1218
1216/* 1219/*
1217 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1220 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1218 * job preparing multi-part monsters 1221 * job preparing multi-part monsters
1219 */ 1222 */
1223object *
1220object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1224insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1225{
1221 object* tmp; 1226 object *tmp;
1227
1222 if (op->head) 1228 if (op->head)
1223 op=op->head; 1229 op = op->head;
1230
1224 for (tmp=op;tmp;tmp=tmp->more){ 1231 for (tmp = op; tmp; tmp = tmp->more)
1232 {
1225 tmp->x=x+tmp->arch->clone.x; 1233 tmp->x = x + tmp->arch->clone.x;
1226 tmp->y=y+tmp->arch->clone.y; 1234 tmp->y = y + tmp->arch->clone.y;
1227 } 1235 }
1236
1228 return insert_ob_in_map (op, m, originator, flag); 1237 return insert_ob_in_map (op, m, originator, flag);
1229} 1238}
1230 1239
1231/* 1240/*
1232 * insert_ob_in_map (op, map, originator, flag): 1241 * insert_ob_in_map (op, map, originator, flag):
1233 * This function inserts the object in the two-way linked list 1242 * This function inserts the object in the two-way linked list
1247 * new object if 'op' was merged with other object 1256 * new object if 'op' was merged with other object
1248 * NULL if 'op' was destroyed 1257 * NULL if 'op' was destroyed
1249 * just 'op' otherwise 1258 * just 'op' otherwise
1250 */ 1259 */
1251 1260
1261object *
1252object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1262insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1253{ 1263{
1254 object *tmp, *top, *floor=NULL; 1264 object *tmp, *top, *floor = NULL;
1255 sint16 x,y; 1265 sint16 x, y;
1256 1266
1257 if (QUERY_FLAG (op, FLAG_FREED)) { 1267 if (QUERY_FLAG (op, FLAG_FREED))
1268 {
1258 LOG (llevError, "Trying to insert freed object!\n"); 1269 LOG (llevError, "Trying to insert freed object!\n");
1270 return NULL;
1271 }
1272
1273 if (m == NULL)
1274 {
1275 char *dump = dump_object (op);
1276 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1277 free (dump);
1278 return op;
1279 }
1280
1281 if (out_of_map (m, op->x, op->y))
1282 {
1283 char *dump = dump_object (op);
1284 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1285#ifdef MANY_CORES
1286 /* Better to catch this here, as otherwise the next use of this object
1287 * is likely to cause a crash. Better to find out where it is getting
1288 * improperly inserted.
1289 */
1290 abort ();
1291#endif
1292 free (dump);
1293 return op;
1294 }
1295
1296 if (!QUERY_FLAG (op, FLAG_REMOVED))
1297 {
1298 char *dump = dump_object (op);
1299 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1300 free (dump);
1301 return op;
1302 }
1303
1304 if (op->more != NULL)
1305 {
1306 /* The part may be on a different map. */
1307
1308 object *more = op->more;
1309
1310 /* We really need the caller to normalize coordinates - if
1311 * we set the map, that doesn't work if the location is within
1312 * a map and this is straddling an edge. So only if coordinate
1313 * is clear wrong do we normalize it.
1314 */
1315 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1316 more->map = get_map_from_coord (m, &more->x, &more->y);
1317 else if (!more->map)
1318 {
1319 /* For backwards compatibility - when not dealing with tiled maps,
1320 * more->map should always point to the parent.
1321 */
1322 more->map = m;
1323 }
1324
1325 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1326 {
1327 if (!op->head)
1328 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1329
1330 return NULL;
1331 }
1332 }
1333
1334 CLEAR_FLAG (op, FLAG_REMOVED);
1335
1336 /* Ideally, the caller figures this out. However, it complicates a lot
1337 * of areas of callers (eg, anything that uses find_free_spot would now
1338 * need extra work
1339 */
1340 op->map = get_map_from_coord (m, &op->x, &op->y);
1341 x = op->x;
1342 y = op->y;
1343
1344 /* this has to be done after we translate the coordinates.
1345 */
1346 if (op->nrof && !(flag & INS_NO_MERGE))
1347 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1348 if (object::can_merge (op, tmp))
1349 {
1350 op->nrof += tmp->nrof;
1351 tmp->destroy ();
1352 }
1353
1354 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1355 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1356
1357 if (!QUERY_FLAG (op, FLAG_ALIVE))
1358 CLEAR_FLAG (op, FLAG_NO_STEAL);
1359
1360 if (flag & INS_BELOW_ORIGINATOR)
1361 {
1362 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1363 {
1364 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1365 abort ();
1366 }
1367
1368 op->above = originator;
1369 op->below = originator->below;
1370
1371 if (op->below)
1372 op->below->above = op;
1373 else
1374 SET_MAP_OB (op->map, op->x, op->y, op);
1375
1376 /* since *below* originator, no need to update top */
1377 originator->below = op;
1378 }
1379 else
1380 {
1381 /* If there are other objects, then */
1382 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1383 {
1384 object *last = NULL;
1385
1386 /*
1387 * If there are multiple objects on this space, we do some trickier handling.
1388 * We've already dealt with merging if appropriate.
1389 * Generally, we want to put the new object on top. But if
1390 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1391 * floor, we want to insert above that and no further.
1392 * Also, if there are spell objects on this space, we stop processing
1393 * once we get to them. This reduces the need to traverse over all of
1394 * them when adding another one - this saves quite a bit of cpu time
1395 * when lots of spells are cast in one area. Currently, it is presumed
1396 * that flying non pickable objects are spell objects.
1397 */
1398
1399 while (top != NULL)
1400 {
1401 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1402 floor = top;
1403
1404 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1405 {
1406 /* We insert above top, so we want this object below this */
1407 top = top->below;
1408 break;
1409 }
1410
1411 last = top;
1412 top = top->above;
1413 }
1414
1415 /* Don't want top to be NULL, so set it to the last valid object */
1416 top = last;
1417
1418 /* We let update_position deal with figuring out what the space
1419 * looks like instead of lots of conditions here.
1420 * makes things faster, and effectively the same result.
1421 */
1422
1423 /* Have object 'fall below' other objects that block view.
1424 * Unless those objects are exits, type 66
1425 * If INS_ON_TOP is used, don't do this processing
1426 * Need to find the object that in fact blocks view, otherwise
1427 * stacking is a bit odd.
1428 */
1429 if (!(flag & INS_ON_TOP) &&
1430 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1431 {
1432 for (last = top; last != floor; last = last->below)
1433 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1434 break;
1435 /* Check to see if we found the object that blocks view,
1436 * and make sure we have a below pointer for it so that
1437 * we can get inserted below this one, which requires we
1438 * set top to the object below us.
1439 */
1440 if (last && last->below && last != floor)
1441 top = last->below;
1442 }
1443 } /* If objects on this space */
1444
1445 if (flag & INS_MAP_LOAD)
1446 top = GET_MAP_TOP (op->map, op->x, op->y);
1447
1448 if (flag & INS_ABOVE_FLOOR_ONLY)
1449 top = floor;
1450
1451 /* Top is the object that our object (op) is going to get inserted above.
1452 */
1453
1454 /* First object on this space */
1455 if (!top)
1456 {
1457 op->above = GET_MAP_OB (op->map, op->x, op->y);
1458
1459 if (op->above)
1460 op->above->below = op;
1461
1462 op->below = NULL;
1463 SET_MAP_OB (op->map, op->x, op->y, op);
1464 }
1465 else
1466 { /* get inserted into the stack above top */
1467 op->above = top->above;
1468
1469 if (op->above)
1470 op->above->below = op;
1471
1472 op->below = top;
1473 top->above = op;
1474 }
1475
1476 if (op->above == NULL)
1477 SET_MAP_TOP (op->map, op->x, op->y, op);
1478 } /* else not INS_BELOW_ORIGINATOR */
1479
1480 if (op->type == PLAYER)
1481 op->contr->do_los = 1;
1482
1483 /* If we have a floor, we know the player, if any, will be above
1484 * it, so save a few ticks and start from there.
1485 */
1486 if (!(flag & INS_MAP_LOAD))
1487 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1488 if (tmp->type == PLAYER)
1489 tmp->contr->socket->update_look = 1;
1490
1491 /* If this object glows, it may affect lighting conditions that are
1492 * visible to others on this map. But update_all_los is really
1493 * an inefficient way to do this, as it means los for all players
1494 * on the map will get recalculated. The players could very well
1495 * be far away from this change and not affected in any way -
1496 * this should get redone to only look for players within range,
1497 * or just updating the P_NEED_UPDATE for spaces within this area
1498 * of effect may be sufficient.
1499 */
1500 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1501 update_all_los (op->map, op->x, op->y);
1502
1503 /* updates flags (blocked, alive, no magic, etc) for this map space */
1504 update_object (op, UP_OBJ_INSERT);
1505
1506 /* Don't know if moving this to the end will break anything. However,
1507 * we want to have update_look set above before calling this.
1508 *
1509 * check_move_on() must be after this because code called from
1510 * check_move_on() depends on correct map flags (so functions like
1511 * blocked() and wall() work properly), and these flags are updated by
1512 * update_object().
1513 */
1514
1515 /* if this is not the head or flag has been passed, don't check walk on status */
1516 if (!(flag & INS_NO_WALK_ON) && !op->head)
1517 {
1518 if (check_move_on (op, originator))
1259 return NULL; 1519 return NULL;
1260 }
1261 if(m==NULL) {
1262 dump_object(op);
1263 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1264 return op;
1265 }
1266 if(out_of_map(m,op->x,op->y)) {
1267 dump_object(op);
1268 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1269#ifdef MANY_CORES
1270 /* Better to catch this here, as otherwise the next use of this object
1271 * is likely to cause a crash. Better to find out where it is getting
1272 * improperly inserted.
1273 */
1274 abort();
1275#endif
1276 return op;
1277 }
1278 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1279 dump_object(op);
1280 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1281 return op;
1282 }
1283 if(op->more!=NULL) {
1284 /* The part may be on a different map. */
1285 1520
1286 object *more = op->more;
1287
1288 /* We really need the caller to normalize coordinates - if
1289 * we set the map, that doesn't work if the location is within
1290 * a map and this is straddling an edge. So only if coordinate
1291 * is clear wrong do we normalize it.
1292 */
1293 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1294 more->map = get_map_from_coord(m, &more->x, &more->y);
1295 } else if (!more->map) {
1296 /* For backwards compatibility - when not dealing with tiled maps,
1297 * more->map should always point to the parent.
1298 */
1299 more->map = m;
1300 }
1301
1302 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1303 if ( ! op->head)
1304 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1305 return NULL;
1306 }
1307 }
1308 CLEAR_FLAG(op,FLAG_REMOVED);
1309
1310 /* Ideally, the caller figures this out. However, it complicates a lot
1311 * of areas of callers (eg, anything that uses find_free_spot would now
1312 * need extra work
1313 */
1314 op->map=get_map_from_coord(m, &op->x, &op->y);
1315 x = op->x;
1316 y = op->y;
1317
1318 /* this has to be done after we translate the coordinates.
1319 */
1320 if(op->nrof && !(flag & INS_NO_MERGE)) {
1321 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1322 if (CAN_MERGE(op,tmp)) {
1323 op->nrof+=tmp->nrof;
1324 remove_ob(tmp);
1325 free_object(tmp);
1326 }
1327 }
1328
1329 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1330 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1331 if (!QUERY_FLAG(op, FLAG_ALIVE))
1332 CLEAR_FLAG(op, FLAG_NO_STEAL);
1333
1334 if (flag & INS_BELOW_ORIGINATOR) {
1335 if (originator->map != op->map || originator->x != op->x ||
1336 originator->y != op->y) {
1337 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1338 abort();
1339 }
1340 op->above = originator;
1341 op->below = originator->below;
1342 if (op->below) op->below->above = op;
1343 else SET_MAP_OB(op->map, op->x, op->y, op);
1344 /* since *below* originator, no need to update top */
1345 originator->below = op;
1346 } else {
1347 /* If there are other objects, then */
1348 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1349 object *last=NULL;
1350 /*
1351 * If there are multiple objects on this space, we do some trickier handling.
1352 * We've already dealt with merging if appropriate.
1353 * Generally, we want to put the new object on top. But if
1354 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1355 * floor, we want to insert above that and no further.
1356 * Also, if there are spell objects on this space, we stop processing
1357 * once we get to them. This reduces the need to traverse over all of
1358 * them when adding another one - this saves quite a bit of cpu time
1359 * when lots of spells are cast in one area. Currently, it is presumed
1360 * that flying non pickable objects are spell objects.
1361 */
1362
1363 while (top != NULL) {
1364 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1365 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1366 if (QUERY_FLAG(top, FLAG_NO_PICK)
1367 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1368 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1369 {
1370 /* We insert above top, so we want this object below this */
1371 top=top->below;
1372 break;
1373 }
1374 last = top;
1375 top = top->above;
1376 }
1377 /* Don't want top to be NULL, so set it to the last valid object */
1378 top = last;
1379
1380 /* We let update_position deal with figuring out what the space
1381 * looks like instead of lots of conditions here.
1382 * makes things faster, and effectively the same result.
1383 */
1384
1385 /* Have object 'fall below' other objects that block view.
1386 * Unless those objects are exits, type 66
1387 * If INS_ON_TOP is used, don't do this processing
1388 * Need to find the object that in fact blocks view, otherwise
1389 * stacking is a bit odd.
1390 */
1391 if (!(flag & INS_ON_TOP) &&
1392 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1393 (op->face && !op->face->visibility)) {
1394 for (last=top; last != floor; last=last->below)
1395 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1396 /* Check to see if we found the object that blocks view,
1397 * and make sure we have a below pointer for it so that
1398 * we can get inserted below this one, which requires we
1399 * set top to the object below us.
1400 */
1401 if (last && last->below && last != floor) top=last->below;
1402 }
1403 } /* If objects on this space */
1404 if (flag & INS_MAP_LOAD)
1405 top = GET_MAP_TOP(op->map,op->x,op->y);
1406 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1407
1408 /* Top is the object that our object (op) is going to get inserted above.
1409 */
1410
1411 /* First object on this space */
1412 if (!top) {
1413 op->above = GET_MAP_OB(op->map, op->x, op->y);
1414 if (op->above) op->above->below = op;
1415 op->below = NULL;
1416 SET_MAP_OB(op->map, op->x, op->y, op);
1417 } else { /* get inserted into the stack above top */
1418 op->above = top->above;
1419 if (op->above) op->above->below = op;
1420 op->below = top;
1421 top->above = op;
1422 }
1423 if (op->above==NULL)
1424 SET_MAP_TOP(op->map,op->x, op->y, op);
1425 } /* else not INS_BELOW_ORIGINATOR */
1426
1427 if(op->type==PLAYER)
1428 op->contr->do_los=1;
1429
1430 /* If we have a floor, we know the player, if any, will be above
1431 * it, so save a few ticks and start from there.
1432 */
1433 if (!(flag & INS_MAP_LOAD))
1434 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1435 if (tmp->type == PLAYER)
1436 tmp->contr->socket.update_look=1;
1437 }
1438
1439 /* If this object glows, it may affect lighting conditions that are
1440 * visible to others on this map. But update_all_los is really
1441 * an inefficient way to do this, as it means los for all players
1442 * on the map will get recalculated. The players could very well
1443 * be far away from this change and not affected in any way -
1444 * this should get redone to only look for players within range,
1445 * or just updating the P_NEED_UPDATE for spaces within this area
1446 * of effect may be sufficient.
1447 */
1448 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1449 update_all_los(op->map, op->x, op->y);
1450
1451
1452 /* updates flags (blocked, alive, no magic, etc) for this map space */
1453 update_object(op,UP_OBJ_INSERT);
1454
1455
1456 /* Don't know if moving this to the end will break anything. However,
1457 * we want to have update_look set above before calling this.
1458 *
1459 * check_move_on() must be after this because code called from
1460 * check_move_on() depends on correct map flags (so functions like
1461 * blocked() and wall() work properly), and these flags are updated by
1462 * update_object().
1463 */
1464
1465 /* if this is not the head or flag has been passed, don't check walk on status */
1466
1467 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1468 if (check_move_on(op, originator))
1469 return NULL;
1470
1471 /* If we are a multi part object, lets work our way through the check 1521 /* If we are a multi part object, lets work our way through the check
1472 * walk on's. 1522 * walk on's.
1473 */ 1523 */
1474 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1524 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1475 if (check_move_on (tmp, originator)) 1525 if (check_move_on (tmp, originator))
1476 return NULL; 1526 return NULL;
1477 } 1527 }
1528
1478 return op; 1529 return op;
1479} 1530}
1480 1531
1481/* this function inserts an object in the map, but if it 1532/* this function inserts an object in the map, but if it
1482 * finds an object of its own type, it'll remove that one first. 1533 * finds an object of its own type, it'll remove that one first.
1483 * op is the object to insert it under: supplies x and the map. 1534 * op is the object to insert it under: supplies x and the map.
1484 */ 1535 */
1536void
1485void replace_insert_ob_in_map(const char *arch_string, object *op) { 1537replace_insert_ob_in_map (const char *arch_string, object *op)
1538{
1486 object *tmp; 1539 object *
1487 object *tmp1; 1540 tmp;
1541 object *
1542 tmp1;
1488 1543
1489 /* first search for itself and remove any old instances */ 1544 /* first search for itself and remove any old instances */
1490 1545
1491 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1546 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1492 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1493 remove_ob(tmp); 1548 tmp->destroy ();
1494 free_object(tmp);
1495 }
1496 }
1497 1549
1498 tmp1=arch_to_object(find_archetype(arch_string)); 1550 tmp1 = arch_to_object (archetype::find (arch_string));
1499 1551
1500 1552 tmp1->x = op->x;
1501 tmp1->x = op->x; tmp1->y = op->y; 1553 tmp1->y = op->y;
1502 insert_ob_in_map(tmp1,op->map,op,0); 1554 insert_ob_in_map (tmp1, op->map, op, 0);
1503} 1555}
1504 1556
1505/* 1557/*
1506 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1558 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1507 * is returned contains nr objects, and the remaining parts contains 1559 * is returned contains nr objects, and the remaining parts contains
1508 * the rest (or is removed and freed if that number is 0). 1560 * the rest (or is removed and freed if that number is 0).
1509 * On failure, NULL is returned, and the reason put into the 1561 * On failure, NULL is returned, and the reason put into the
1510 * global static errmsg array. 1562 * global static errmsg array.
1511 */ 1563 */
1512 1564
1565object *
1513object *get_split_ob(object *orig_ob, uint32 nr) { 1566get_split_ob (object *orig_ob, uint32 nr)
1567{
1514 object *newob; 1568 object *newob;
1515 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1569 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1516 1570
1517 if(orig_ob->nrof<nr) { 1571 if (orig_ob->nrof < nr)
1518 sprintf(errmsg,"There are only %d %ss.", 1572 {
1519 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1573 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1520 return NULL; 1574 return NULL;
1521 } 1575 }
1576
1522 newob = object_create_clone(orig_ob); 1577 newob = object_create_clone (orig_ob);
1578
1523 if((orig_ob->nrof-=nr)<1) { 1579 if ((orig_ob->nrof -= nr) < 1)
1524 if ( ! is_removed) 1580 orig_ob->destroy (1);
1525 remove_ob(orig_ob);
1526 free_object2(orig_ob, 1);
1527 }
1528 else if ( ! is_removed) { 1581 else if (!is_removed)
1582 {
1529 if(orig_ob->env!=NULL) 1583 if (orig_ob->env != NULL)
1530 sub_weight (orig_ob->env,orig_ob->weight*nr); 1584 sub_weight (orig_ob->env, orig_ob->weight * nr);
1531 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1585 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1586 {
1532 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1587 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1533 LOG(llevDebug,
1534 "Error, Tried to split object whose map is not in memory.\n"); 1588 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1535 return NULL; 1589 return NULL;
1536 } 1590 }
1537 } 1591 }
1592
1538 newob->nrof=nr; 1593 newob->nrof = nr;
1539 1594
1540 return newob; 1595 return newob;
1541} 1596}
1542 1597
1543/* 1598/*
1544 * decrease_ob_nr(object, number) decreases a specified number from 1599 * decrease_ob_nr(object, number) decreases a specified number from
1545 * the amount of an object. If the amount reaches 0, the object 1600 * the amount of an object. If the amount reaches 0, the object
1546 * is subsequently removed and freed. 1601 * is subsequently removed and freed.
1547 * 1602 *
1548 * Return value: 'op' if something is left, NULL if the amount reached 0 1603 * Return value: 'op' if something is left, NULL if the amount reached 0
1549 */ 1604 */
1550 1605
1606object *
1551object *decrease_ob_nr (object *op, uint32 i) 1607decrease_ob_nr (object *op, uint32 i)
1552{ 1608{
1553 object *tmp; 1609 object *tmp;
1554 player *pl; 1610 player *pl;
1555 1611
1556 if (i == 0) /* objects with op->nrof require this check */ 1612 if (i == 0) /* objects with op->nrof require this check */
1557 return op; 1613 return op;
1558 1614
1559 if (i > op->nrof) 1615 if (i > op->nrof)
1560 i = op->nrof; 1616 i = op->nrof;
1561 1617
1562 if (QUERY_FLAG (op, FLAG_REMOVED)) 1618 if (QUERY_FLAG (op, FLAG_REMOVED))
1619 op->nrof -= i;
1620 else if (op->env != NULL)
1621 {
1622 /* is this object in the players inventory, or sub container
1623 * therein?
1624 */
1625 tmp = is_player_inv (op->env);
1626 /* nope. Is this a container the player has opened?
1627 * If so, set tmp to that player.
1628 * IMO, searching through all the players will mostly
1629 * likely be quicker than following op->env to the map,
1630 * and then searching the map for a player.
1631 */
1632 if (!tmp)
1633 {
1634 for (pl = first_player; pl; pl = pl->next)
1635 if (pl->ob->container == op->env)
1636 break;
1637 if (pl)
1638 tmp = pl->ob;
1639 else
1640 tmp = NULL;
1641 }
1642
1643 if (i < op->nrof)
1644 {
1645 sub_weight (op->env, op->weight * i);
1646 op->nrof -= i;
1647 if (tmp)
1648 {
1649 esrv_send_item (tmp, op);
1650 }
1651 }
1652 else
1653 {
1654 op->remove ();
1655 op->nrof = 0;
1656 if (tmp)
1657 {
1658 esrv_del_item (tmp->contr, op->count);
1659 }
1660 }
1563 { 1661 }
1662 else
1663 {
1664 object *above = op->above;
1665
1666 if (i < op->nrof)
1564 op->nrof -= i; 1667 op->nrof -= i;
1565 } 1668 else
1566 else if (op->env != NULL)
1567 {
1568 /* is this object in the players inventory, or sub container
1569 * therein?
1570 */
1571 tmp = is_player_inv (op->env);
1572 /* nope. Is this a container the player has opened?
1573 * If so, set tmp to that player.
1574 * IMO, searching through all the players will mostly
1575 * likely be quicker than following op->env to the map,
1576 * and then searching the map for a player.
1577 */
1578 if (!tmp) {
1579 for (pl=first_player; pl; pl=pl->next)
1580 if (pl->ob->container == op->env) break;
1581 if (pl) tmp=pl->ob;
1582 else tmp=NULL;
1583 } 1669 {
1584
1585 if (i < op->nrof) {
1586 sub_weight (op->env, op->weight * i);
1587 op->nrof -= i;
1588 if (tmp) {
1589 esrv_send_item(tmp, op);
1590 }
1591 } else {
1592 remove_ob (op); 1670 op->remove ();
1593 op->nrof = 0; 1671 op->nrof = 0;
1594 if (tmp) {
1595 esrv_del_item(tmp->contr, op->count);
1596 } 1672 }
1597 }
1598 }
1599 else
1600 {
1601 object *above = op->above;
1602 1673
1603 if (i < op->nrof) {
1604 op->nrof -= i;
1605 } else {
1606 remove_ob (op);
1607 op->nrof = 0;
1608 }
1609 /* Since we just removed op, op->above is null */ 1674 /* Since we just removed op, op->above is null */
1610 for (tmp = above; tmp != NULL; tmp = tmp->above) 1675 for (tmp = above; tmp != NULL; tmp = tmp->above)
1611 if (tmp->type == PLAYER) { 1676 if (tmp->type == PLAYER)
1677 {
1612 if (op->nrof) 1678 if (op->nrof)
1613 esrv_send_item(tmp, op); 1679 esrv_send_item (tmp, op);
1614 else 1680 else
1615 esrv_del_item(tmp->contr, op->count); 1681 esrv_del_item (tmp->contr, op->count);
1616 } 1682 }
1617 } 1683 }
1618 1684
1619 if (op->nrof) { 1685 if (op->nrof)
1620 return op; 1686 return op;
1621 } else { 1687 else
1622 free_object (op); 1688 {
1689 op->destroy ();
1623 return NULL; 1690 return NULL;
1624 } 1691 }
1625} 1692}
1626 1693
1627/* 1694/*
1628 * add_weight(object, weight) adds the specified weight to an object, 1695 * add_weight(object, weight) adds the specified weight to an object,
1629 * and also updates how much the environment(s) is/are carrying. 1696 * and also updates how much the environment(s) is/are carrying.
1630 */ 1697 */
1631 1698
1699void
1632void add_weight (object *op, signed long weight) { 1700add_weight (object *op, signed long weight)
1701{
1633 while (op!=NULL) { 1702 while (op != NULL)
1703 {
1634 if (op->type == CONTAINER) { 1704 if (op->type == CONTAINER)
1635 weight=(signed long)(weight*(100-op->stats.Str)/100); 1705 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1636 } 1706
1637 op->carrying+=weight; 1707 op->carrying += weight;
1638 op=op->env; 1708 op = op->env;
1639 } 1709 }
1640} 1710}
1641 1711
1712object *
1713insert_ob_in_ob (object *op, object *where)
1714{
1715 if (!where)
1716 {
1717 char *dump = dump_object (op);
1718 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1719 free (dump);
1720 return op;
1721 }
1722
1723 if (where->head)
1724 {
1725 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1726 where = where->head;
1727 }
1728
1729 return where->insert (op);
1730}
1731
1642/* 1732/*
1643 * insert_ob_in_ob(op,environment): 1733 * env->insert (op)
1644 * This function inserts the object op in the linked list 1734 * This function inserts the object op in the linked list
1645 * inside the object environment. 1735 * inside the object environment.
1646 * 1736 *
1647 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1648 * the inventory at the last position or next to other objects of the same
1649 * type.
1650 * Frank: Now sorted by type, archetype and magic!
1651 *
1652 * The function returns now pointer to inserted item, and return value can 1737 * The function returns now pointer to inserted item, and return value can
1653 * be != op, if items are merged. -Tero 1738 * be != op, if items are merged. -Tero
1654 */ 1739 */
1655 1740
1656object *insert_ob_in_ob(object *op,object *where) { 1741object *
1742object::insert (object *op)
1743{
1657 object *tmp, *otmp; 1744 object *tmp, *otmp;
1658 1745
1659 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1746 if (!QUERY_FLAG (op, FLAG_REMOVED))
1660 dump_object(op); 1747 op->remove ();
1661 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1748
1662 return op;
1663 }
1664 if(where==NULL) {
1665 dump_object(op);
1666 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1667 return op;
1668 }
1669 if (where->head) {
1670 LOG(llevDebug,
1671 "Warning: Tried to insert object wrong part of multipart object.\n");
1672 where = where->head;
1673 }
1674 if (op->more) { 1749 if (op->more)
1750 {
1675 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1751 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1676 &op->name, op->count);
1677 return op; 1752 return op;
1678 } 1753 }
1754
1679 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1755 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1680 CLEAR_FLAG(op, FLAG_REMOVED); 1756 CLEAR_FLAG (op, FLAG_REMOVED);
1681 if(op->nrof) { 1757 if (op->nrof)
1758 {
1682 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1759 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1683 if ( CAN_MERGE(tmp,op) ) { 1760 if (object::can_merge (tmp, op))
1761 {
1684 /* return the original object and remove inserted object 1762 /* return the original object and remove inserted object
1685 (client needs the original object) */ 1763 (client needs the original object) */
1686 tmp->nrof += op->nrof; 1764 tmp->nrof += op->nrof;
1687 /* Weight handling gets pretty funky. Since we are adding to 1765 /* Weight handling gets pretty funky. Since we are adding to
1688 * tmp->nrof, we need to increase the weight. 1766 * tmp->nrof, we need to increase the weight.
1689 */ 1767 */
1690 add_weight (where, op->weight*op->nrof); 1768 add_weight (this, op->weight * op->nrof);
1691 SET_FLAG(op, FLAG_REMOVED); 1769 SET_FLAG (op, FLAG_REMOVED);
1692 free_object(op); /* free the inserted object */ 1770 op->destroy (); /* free the inserted object */
1693 op = tmp; 1771 op = tmp;
1694 remove_ob (op); /* and fix old object's links */ 1772 op->remove (); /* and fix old object's links */
1695 CLEAR_FLAG(op, FLAG_REMOVED); 1773 CLEAR_FLAG (op, FLAG_REMOVED);
1696 break; 1774 break;
1697 } 1775 }
1698 1776
1699 /* I assume combined objects have no inventory 1777 /* I assume combined objects have no inventory
1700 * We add the weight - this object could have just been removed 1778 * We add the weight - this object could have just been removed
1701 * (if it was possible to merge). calling remove_ob will subtract 1779 * (if it was possible to merge). calling remove_ob will subtract
1702 * the weight, so we need to add it in again, since we actually do 1780 * the weight, so we need to add it in again, since we actually do
1703 * the linking below 1781 * the linking below
1704 */ 1782 */
1705 add_weight (where, op->weight*op->nrof); 1783 add_weight (this, op->weight * op->nrof);
1784 }
1706 } else 1785 else
1707 add_weight (where, (op->weight+op->carrying)); 1786 add_weight (this, (op->weight + op->carrying));
1708 1787
1709 otmp=is_player_inv(where); 1788 otmp = is_player_inv (this);
1710 if (otmp&&otmp->contr!=NULL) { 1789 if (otmp && otmp->contr)
1711 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1790 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1712 fix_player(otmp); 1791 fix_player (otmp);
1713 }
1714 1792
1715 op->map=NULL; 1793 op->map = NULL;
1716 op->env=where; 1794 op->env = this;
1717 op->above=NULL; 1795 op->above = NULL;
1718 op->below=NULL; 1796 op->below = NULL;
1719 op->x=0,op->y=0; 1797 op->x = 0, op->y = 0;
1720 1798
1721 /* reset the light list and los of the players on the map */ 1799 /* reset the light list and los of the players on the map */
1722 if((op->glow_radius!=0)&&where->map) 1800 if ((op->glow_radius != 0) && map)
1723 { 1801 {
1724#ifdef DEBUG_LIGHTS 1802#ifdef DEBUG_LIGHTS
1725 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1803 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1726 op->name);
1727#endif /* DEBUG_LIGHTS */ 1804#endif /* DEBUG_LIGHTS */
1728 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1805 if (MAP_DARKNESS (map))
1806 update_all_los (map, x, y);
1729 } 1807 }
1730 1808
1731 /* Client has no idea of ordering so lets not bother ordering it here. 1809 /* Client has no idea of ordering so lets not bother ordering it here.
1732 * It sure simplifies this function... 1810 * It sure simplifies this function...
1733 */ 1811 */
1734 if (where->inv==NULL) 1812 if (!inv)
1735 where->inv=op; 1813 inv = op;
1736 else { 1814 else
1815 {
1737 op->below = where->inv; 1816 op->below = inv;
1738 op->below->above = op; 1817 op->below->above = op;
1739 where->inv = op; 1818 inv = op;
1740 } 1819 }
1820
1741 return op; 1821 return op;
1742} 1822}
1743 1823
1744/* 1824/*
1745 * Checks if any objects has a move_type that matches objects 1825 * Checks if any objects has a move_type that matches objects
1760 * MSW 2001-07-08: Check all objects on space, not just those below 1840 * MSW 2001-07-08: Check all objects on space, not just those below
1761 * object being inserted. insert_ob_in_map may not put new objects 1841 * object being inserted. insert_ob_in_map may not put new objects
1762 * on top. 1842 * on top.
1763 */ 1843 */
1764 1844
1845int
1765int check_move_on (object *op, object *originator) 1846check_move_on (object *op, object *originator)
1766{ 1847{
1767 object *tmp; 1848 object *tmp;
1768 tag_t tag;
1769 mapstruct *m=op->map; 1849 maptile *m = op->map;
1770 int x=op->x, y=op->y; 1850 int x = op->x, y = op->y;
1851
1771 MoveType move_on, move_slow, move_block; 1852 MoveType move_on, move_slow, move_block;
1772 1853
1773 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1854 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1774 return 0; 1855 return 0;
1775 1856
1776 tag = op->count;
1777
1778 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1857 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1779 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1858 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1780 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1859 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1781 1860
1782 /* if nothing on this space will slow op down or be applied, 1861 /* if nothing on this space will slow op down or be applied,
1783 * no need to do checking below. have to make sure move_type 1862 * no need to do checking below. have to make sure move_type
1784 * is set, as lots of objects don't have it set - we treat that 1863 * is set, as lots of objects don't have it set - we treat that
1785 * as walking. 1864 * as walking.
1786 */ 1865 */
1787 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1866 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1788 return 0; 1867 return 0;
1789 1868
1790 /* This is basically inverse logic of that below - basically, 1869 /* This is basically inverse logic of that below - basically,
1791 * if the object can avoid the move on or slow move, they do so, 1870 * if the object can avoid the move on or slow move, they do so,
1792 * but can't do it if the alternate movement they are using is 1871 * but can't do it if the alternate movement they are using is
1793 * blocked. Logic on this seems confusing, but does seem correct. 1872 * blocked. Logic on this seems confusing, but does seem correct.
1794 */ 1873 */
1795 if ((op->move_type & ~move_on & ~move_block) != 0 && 1874 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1796 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1875 return 0;
1797 1876
1798 /* The objects have to be checked from top to bottom. 1877 /* The objects have to be checked from top to bottom.
1799 * Hence, we first go to the top: 1878 * Hence, we first go to the top:
1800 */ 1879 */
1801 1880
1802 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1881 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1803 tmp->above!=NULL; tmp=tmp->above) { 1882 {
1804 /* Trim the search when we find the first other spell effect 1883 /* Trim the search when we find the first other spell effect
1805 * this helps performance so that if a space has 50 spell objects, 1884 * this helps performance so that if a space has 50 spell objects,
1806 * we don't need to check all of them. 1885 * we don't need to check all of them.
1807 */ 1886 */
1808 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1887 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1888 break;
1889 }
1890
1891 for (; tmp; tmp = tmp->below)
1809 } 1892 {
1810 for(;tmp!=NULL; tmp=tmp->below) { 1893 if (tmp == op)
1811 if (tmp == op) continue; /* Can't apply yourself */ 1894 continue; /* Can't apply yourself */
1812 1895
1813 /* Check to see if one of the movement types should be slowed down. 1896 /* Check to see if one of the movement types should be slowed down.
1814 * Second check makes sure that the movement types not being slowed 1897 * Second check makes sure that the movement types not being slowed
1815 * (~slow_move) is not blocked on this space - just because the 1898 * (~slow_move) is not blocked on this space - just because the
1816 * space doesn't slow down swimming (for example), if you can't actually 1899 * space doesn't slow down swimming (for example), if you can't actually
1817 * swim on that space, can't use it to avoid the penalty. 1900 * swim on that space, can't use it to avoid the penalty.
1818 */ 1901 */
1819 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1902 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1903 {
1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1904 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1821 ((op->move_type & tmp->move_slow) &&
1822 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1905 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1906 {
1823 1907
1824 float diff; 1908 float
1825
1826 diff = tmp->move_slow_penalty*FABS(op->speed); 1909 diff = tmp->move_slow_penalty * FABS (op->speed);
1910
1827 if (op->type == PLAYER) { 1911 if (op->type == PLAYER)
1828 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1912 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1829 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1913 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1830 diff /= 4.0; 1914 diff /= 4.0;
1831 } 1915
1832 }
1833 op->speed_left -= diff; 1916 op->speed_left -= diff;
1834 } 1917 }
1835 } 1918 }
1836 1919
1837 /* Basically same logic as above, except now for actual apply. */ 1920 /* Basically same logic as above, except now for actual apply. */
1838 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1921 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1839 ((op->move_type & tmp->move_on) &&
1840 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1922 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1841 1923 {
1842 move_apply(tmp, op, originator); 1924 move_apply (tmp, op, originator);
1925
1843 if (was_destroyed (op, tag)) 1926 if (op->destroyed ())
1844 return 1; 1927 return 1;
1845 1928
1846 /* what the person/creature stepped onto has moved the object 1929 /* what the person/creature stepped onto has moved the object
1847 * someplace new. Don't process any further - if we did, 1930 * someplace new. Don't process any further - if we did,
1848 * have a feeling strange problems would result. 1931 * have a feeling strange problems would result.
1849 */ 1932 */
1850 if (op->map != m || op->x != x || op->y != y) return 0; 1933 if (op->map != m || op->x != x || op->y != y)
1934 return 0;
1851 } 1935 }
1852 } 1936 }
1937
1853 return 0; 1938 return 0;
1854} 1939}
1855 1940
1856/* 1941/*
1857 * present_arch(arch, map, x, y) searches for any objects with 1942 * present_arch(arch, map, x, y) searches for any objects with
1858 * a matching archetype at the given map and coordinates. 1943 * a matching archetype at the given map and coordinates.
1859 * The first matching object is returned, or NULL if none. 1944 * The first matching object is returned, or NULL if none.
1860 */ 1945 */
1861 1946
1947object *
1862object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1948present_arch (const archetype *at, maptile *m, int x, int y)
1949{
1863 object *tmp; 1950 object *
1951 tmp;
1952
1864 if(m==NULL || out_of_map(m,x,y)) { 1953 if (m == NULL || out_of_map (m, x, y))
1954 {
1865 LOG(llevError,"Present_arch called outside map.\n"); 1955 LOG (llevError, "Present_arch called outside map.\n");
1866 return NULL; 1956 return NULL;
1867 } 1957 }
1868 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1958 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1869 if(tmp->arch == at) 1959 if (tmp->arch == at)
1870 return tmp; 1960 return tmp;
1871 return NULL; 1961 return NULL;
1872} 1962}
1873 1963
1874/* 1964/*
1875 * present(type, map, x, y) searches for any objects with 1965 * present(type, map, x, y) searches for any objects with
1876 * a matching type variable at the given map and coordinates. 1966 * a matching type variable at the given map and coordinates.
1877 * The first matching object is returned, or NULL if none. 1967 * The first matching object is returned, or NULL if none.
1878 */ 1968 */
1879 1969
1970object *
1880object *present(unsigned char type,mapstruct *m, int x,int y) { 1971present (unsigned char type, maptile *m, int x, int y)
1972{
1881 object *tmp; 1973 object *
1974 tmp;
1975
1882 if(out_of_map(m,x,y)) { 1976 if (out_of_map (m, x, y))
1977 {
1883 LOG(llevError,"Present called outside map.\n"); 1978 LOG (llevError, "Present called outside map.\n");
1884 return NULL; 1979 return NULL;
1885 } 1980 }
1886 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1981 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1887 if(tmp->type==type) 1982 if (tmp->type == type)
1888 return tmp; 1983 return tmp;
1889 return NULL; 1984 return NULL;
1890} 1985}
1891 1986
1892/* 1987/*
1893 * present_in_ob(type, object) searches for any objects with 1988 * present_in_ob(type, object) searches for any objects with
1894 * a matching type variable in the inventory of the given object. 1989 * a matching type variable in the inventory of the given object.
1895 * The first matching object is returned, or NULL if none. 1990 * The first matching object is returned, or NULL if none.
1896 */ 1991 */
1897 1992
1993object *
1898object *present_in_ob(unsigned char type, const object *op) { 1994present_in_ob (unsigned char type, const object *op)
1995{
1899 object *tmp; 1996 object *
1997 tmp;
1998
1900 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1999 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1901 if(tmp->type==type) 2000 if (tmp->type == type)
1902 return tmp; 2001 return tmp;
1903 return NULL; 2002 return NULL;
1904} 2003}
1905 2004
1906/* 2005/*
1916 * the object name, not the archetype name. this is so that the 2015 * the object name, not the archetype name. this is so that the
1917 * spell code can use one object type (force), but change it's name 2016 * spell code can use one object type (force), but change it's name
1918 * to be unique. 2017 * to be unique.
1919 */ 2018 */
1920 2019
2020object *
1921object *present_in_ob_by_name(int type, const char *str, const object *op) { 2021present_in_ob_by_name (int type, const char *str, const object *op)
2022{
1922 object *tmp; 2023 object *
2024 tmp;
1923 2025
1924 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2027 {
1925 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2028 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1926 return tmp; 2029 return tmp;
1927 } 2030 }
1928 return NULL; 2031 return NULL;
1929} 2032}
1930 2033
1931/* 2034/*
1932 * present_arch_in_ob(archetype, object) searches for any objects with 2035 * present_arch_in_ob(archetype, object) searches for any objects with
1933 * a matching archetype in the inventory of the given object. 2036 * a matching archetype in the inventory of the given object.
1934 * The first matching object is returned, or NULL if none. 2037 * The first matching object is returned, or NULL if none.
1935 */ 2038 */
1936 2039
2040object *
1937object *present_arch_in_ob(const archetype *at, const object *op) { 2041present_arch_in_ob (const archetype *at, const object *op)
2042{
1938 object *tmp; 2043 object *
2044 tmp;
2045
1939 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1940 if( tmp->arch == at) 2047 if (tmp->arch == at)
1941 return tmp; 2048 return tmp;
1942 return NULL; 2049 return NULL;
1943} 2050}
1944 2051
1945/* 2052/*
1946 * activate recursively a flag on an object inventory 2053 * activate recursively a flag on an object inventory
1947 */ 2054 */
2055void
1948void flag_inv(object*op, int flag){ 2056flag_inv (object *op, int flag)
2057{
1949 object *tmp; 2058 object *
2059 tmp;
2060
1950 if(op->inv) 2061 if (op->inv)
1951 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063 {
1952 SET_FLAG(tmp, flag); 2064 SET_FLAG (tmp, flag);
1953 flag_inv(tmp,flag); 2065 flag_inv (tmp, flag);
1954 } 2066 }
1955}/* 2067} /*
1956 * desactivate recursively a flag on an object inventory 2068 * desactivate recursively a flag on an object inventory
1957 */ 2069 */
2070void
1958void unflag_inv(object*op, int flag){ 2071unflag_inv (object *op, int flag)
2072{
1959 object *tmp; 2073 object *
2074 tmp;
2075
1960 if(op->inv) 2076 if (op->inv)
1961 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2077 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2078 {
1962 CLEAR_FLAG(tmp, flag); 2079 CLEAR_FLAG (tmp, flag);
1963 unflag_inv(tmp,flag); 2080 unflag_inv (tmp, flag);
1964 } 2081 }
1965} 2082}
1966 2083
1967/* 2084/*
1968 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2085 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1969 * all it's inventory (recursively). 2086 * all it's inventory (recursively).
1970 * If checksums are used, a player will get set_cheat called for 2087 * If checksums are used, a player will get set_cheat called for
1971 * him/her-self and all object carried by a call to this function. 2088 * him/her-self and all object carried by a call to this function.
1972 */ 2089 */
1973 2090
2091void
1974void set_cheat(object *op) { 2092set_cheat (object *op)
2093{
1975 SET_FLAG(op, FLAG_WAS_WIZ); 2094 SET_FLAG (op, FLAG_WAS_WIZ);
1976 flag_inv(op, FLAG_WAS_WIZ); 2095 flag_inv (op, FLAG_WAS_WIZ);
1977} 2096}
1978 2097
1979/* 2098/*
1980 * find_free_spot(object, map, x, y, start, stop) will search for 2099 * find_free_spot(object, map, x, y, start, stop) will search for
1981 * a spot at the given map and coordinates which will be able to contain 2100 * a spot at the given map and coordinates which will be able to contain
1996 * to know if the space in question will block the object. We can't use 2115 * to know if the space in question will block the object. We can't use
1997 * the archetype because that isn't correct if the monster has been 2116 * the archetype because that isn't correct if the monster has been
1998 * customized, changed states, etc. 2117 * customized, changed states, etc.
1999 */ 2118 */
2000 2119
2120int
2001int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2121find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2122{
2123 int
2124 i,
2002 int i,index=0, flag; 2125 index = 0, flag;
2126 static int
2003 static int altern[SIZEOFFREE]; 2127 altern[SIZEOFFREE];
2004 2128
2005 for(i=start;i<stop;i++) { 2129 for (i = start; i < stop; i++)
2130 {
2006 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2131 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2007 if(!flag) 2132 if (!flag)
2008 altern[index++]=i; 2133 altern[index++] = i;
2009 2134
2010 /* Basically, if we find a wall on a space, we cut down the search size. 2135 /* Basically, if we find a wall on a space, we cut down the search size.
2011 * In this way, we won't return spaces that are on another side of a wall. 2136 * In this way, we won't return spaces that are on another side of a wall.
2012 * This mostly work, but it cuts down the search size in all directions - 2137 * This mostly work, but it cuts down the search size in all directions -
2013 * if the space being examined only has a wall to the north and empty 2138 * if the space being examined only has a wall to the north and empty
2014 * spaces in all the other directions, this will reduce the search space 2139 * spaces in all the other directions, this will reduce the search space
2015 * to only the spaces immediately surrounding the target area, and 2140 * to only the spaces immediately surrounding the target area, and
2016 * won't look 2 spaces south of the target space. 2141 * won't look 2 spaces south of the target space.
2017 */ 2142 */
2018 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2143 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2019 stop=maxfree[i]; 2144 stop = maxfree[i];
2020 } 2145 }
2021 if(!index) return -1; 2146 if (!index)
2147 return -1;
2022 return altern[RANDOM()%index]; 2148 return altern[RANDOM () % index];
2023} 2149}
2024 2150
2025/* 2151/*
2026 * find_first_free_spot(archetype, mapstruct, x, y) works like 2152 * find_first_free_spot(archetype, maptile, x, y) works like
2027 * find_free_spot(), but it will search max number of squares. 2153 * find_free_spot(), but it will search max number of squares.
2028 * But it will return the first available spot, not a random choice. 2154 * But it will return the first available spot, not a random choice.
2029 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2155 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2030 */ 2156 */
2031 2157
2158int
2032int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2159find_first_free_spot (const object *ob, maptile *m, int x, int y)
2160{
2161 int
2033 int i; 2162 i;
2163
2034 for(i=0;i<SIZEOFFREE;i++) { 2164 for (i = 0; i < SIZEOFFREE; i++)
2165 {
2035 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2166 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2036 return i; 2167 return i;
2037 } 2168 }
2038 return -1; 2169 return -1;
2039} 2170}
2040 2171
2041/* 2172/*
2042 * The function permute(arr, begin, end) randomly reorders the array 2173 * The function permute(arr, begin, end) randomly reorders the array
2043 * arr[begin..end-1]. 2174 * arr[begin..end-1].
2044 */ 2175 */
2176static void
2045static void permute(int *arr, int begin, int end) 2177permute (int *arr, int begin, int end)
2046{ 2178{
2047 int i, j, tmp, len; 2179 int
2180 i,
2181 j,
2182 tmp,
2183 len;
2048 2184
2049 len = end-begin; 2185 len = end - begin;
2050 for(i = begin; i < end; i++) 2186 for (i = begin; i < end; i++)
2051 { 2187 {
2052 j = begin+RANDOM()%len; 2188 j = begin + RANDOM () % len;
2053 2189
2054 tmp = arr[i]; 2190 tmp = arr[i];
2055 arr[i] = arr[j]; 2191 arr[i] = arr[j];
2056 arr[j] = tmp; 2192 arr[j] = tmp;
2057 } 2193 }
2058} 2194}
2059 2195
2060/* new function to make monster searching more efficient, and effective! 2196/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2197 * This basically returns a randomized array (in the passed pointer) of
2062 * the spaces to find monsters. In this way, it won't always look for 2198 * the spaces to find monsters. In this way, it won't always look for
2063 * monsters to the north first. However, the size of the array passed 2199 * monsters to the north first. However, the size of the array passed
2064 * covers all the spaces, so within that size, all the spaces within 2200 * covers all the spaces, so within that size, all the spaces within
2065 * the 3x3 area will be searched, just not in a predictable order. 2201 * the 3x3 area will be searched, just not in a predictable order.
2066 */ 2202 */
2203void
2067void get_search_arr(int *search_arr) 2204get_search_arr (int *search_arr)
2068{ 2205{
2206 int
2069 int i; 2207 i;
2070 2208
2071 for(i = 0; i < SIZEOFFREE; i++) 2209 for (i = 0; i < SIZEOFFREE; i++)
2072 { 2210 {
2073 search_arr[i] = i; 2211 search_arr[i] = i;
2074 } 2212 }
2075 2213
2076 permute(search_arr, 1, SIZEOFFREE1+1); 2214 permute (search_arr, 1, SIZEOFFREE1 + 1);
2077 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2215 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2078 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2216 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2079} 2217}
2080 2218
2081/* 2219/*
2082 * find_dir(map, x, y, exclude) will search some close squares in the 2220 * find_dir(map, x, y, exclude) will search some close squares in the
2083 * given map at the given coordinates for live objects. 2221 * given map at the given coordinates for live objects.
2089 * is actually want is going to try and move there. We need this info 2227 * is actually want is going to try and move there. We need this info
2090 * because we have to know what movement the thing looking to move 2228 * because we have to know what movement the thing looking to move
2091 * there is capable of. 2229 * there is capable of.
2092 */ 2230 */
2093 2231
2232int
2094int find_dir(mapstruct *m, int x, int y, object *exclude) { 2233find_dir (maptile *m, int x, int y, object *exclude)
2234{
2235 int
2236 i,
2095 int i,max=SIZEOFFREE, mflags; 2237 max = SIZEOFFREE, mflags;
2238
2096 sint16 nx, ny; 2239 sint16 nx, ny;
2097 object *tmp; 2240 object *
2098 mapstruct *mp; 2241 tmp;
2242 maptile *
2243 mp;
2244
2099 MoveType blocked, move_type; 2245 MoveType blocked, move_type;
2100 2246
2101 if (exclude && exclude->head) { 2247 if (exclude && exclude->head)
2248 {
2102 exclude = exclude->head; 2249 exclude = exclude->head;
2103 move_type = exclude->move_type; 2250 move_type = exclude->move_type;
2104 } else { 2251 }
2252 else
2253 {
2105 /* If we don't have anything, presume it can use all movement types. */ 2254 /* If we don't have anything, presume it can use all movement types. */
2106 move_type=MOVE_ALL; 2255 move_type = MOVE_ALL;
2256 }
2257
2258 for (i = 1; i < max; i++)
2107 } 2259 {
2108
2109 for(i=1;i<max;i++) {
2110 mp = m; 2260 mp = m;
2111 nx = x + freearr_x[i]; 2261 nx = x + freearr_x[i];
2112 ny = y + freearr_y[i]; 2262 ny = y + freearr_y[i];
2113 2263
2114 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2264 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2115 if (mflags & P_OUT_OF_MAP) { 2265 if (mflags & P_OUT_OF_MAP)
2266 {
2116 max = maxfree[i]; 2267 max = maxfree[i];
2268 }
2117 } else { 2269 else
2270 {
2118 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2271 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2119 2272
2120 if ((move_type & blocked) == move_type) { 2273 if ((move_type & blocked) == move_type)
2274 {
2121 max=maxfree[i]; 2275 max = maxfree[i];
2276 }
2122 } else if (mflags & P_IS_ALIVE) { 2277 else if (mflags & P_IS_ALIVE)
2278 {
2123 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2279 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2124 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2280 {
2125 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2281 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2282 {
2126 break; 2283 break;
2127 } 2284 }
2128 } 2285 }
2129 if(tmp) { 2286 if (tmp)
2287 {
2130 return freedir[i]; 2288 return freedir[i];
2131 } 2289 }
2132 } 2290 }
2133 } 2291 }
2134 } 2292 }
2135 return 0; 2293 return 0;
2136} 2294}
2137 2295
2138/* 2296/*
2139 * distance(object 1, object 2) will return the square of the 2297 * distance(object 1, object 2) will return the square of the
2140 * distance between the two given objects. 2298 * distance between the two given objects.
2141 */ 2299 */
2142 2300
2301int
2143int distance(const object *ob1, const object *ob2) { 2302distance (const object *ob1, const object *ob2)
2303{
2144 int i; 2304 int
2145 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2305 i;
2146 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2306
2307 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2147 return i; 2308 return i;
2148} 2309}
2149 2310
2150/* 2311/*
2151 * find_dir_2(delta-x,delta-y) will return a direction in which 2312 * find_dir_2(delta-x,delta-y) will return a direction in which
2152 * an object which has subtracted the x and y coordinates of another 2313 * an object which has subtracted the x and y coordinates of another
2153 * object, needs to travel toward it. 2314 * object, needs to travel toward it.
2154 */ 2315 */
2155 2316
2317int
2156int find_dir_2(int x, int y) { 2318find_dir_2 (int x, int y)
2319{
2157 int q; 2320 int
2321 q;
2158 2322
2159 if(y) 2323 if (y)
2160 q=x*100/y; 2324 q = x * 100 / y;
2161 else if (x) 2325 else if (x)
2162 q= -300*x; 2326 q = -300 * x;
2163 else 2327 else
2164 return 0; 2328 return 0;
2165 2329
2166 if(y>0) { 2330 if (y > 0)
2331 {
2167 if(q < -242) 2332 if (q < -242)
2168 return 3 ; 2333 return 3;
2169 if (q < -41) 2334 if (q < -41)
2170 return 2 ; 2335 return 2;
2171 if (q < 41) 2336 if (q < 41)
2172 return 1 ; 2337 return 1;
2173 if (q < 242) 2338 if (q < 242)
2174 return 8 ; 2339 return 8;
2175 return 7 ; 2340 return 7;
2176 } 2341 }
2177 2342
2178 if (q < -242) 2343 if (q < -242)
2179 return 7 ; 2344 return 7;
2180 if (q < -41) 2345 if (q < -41)
2181 return 6 ; 2346 return 6;
2182 if (q < 41) 2347 if (q < 41)
2183 return 5 ; 2348 return 5;
2184 if (q < 242) 2349 if (q < 242)
2185 return 4 ; 2350 return 4;
2186 2351
2187 return 3 ; 2352 return 3;
2188} 2353}
2189 2354
2190/* 2355/*
2191 * absdir(int): Returns a number between 1 and 8, which represent 2356 * absdir(int): Returns a number between 1 and 8, which represent
2192 * the "absolute" direction of a number (it actually takes care of 2357 * the "absolute" direction of a number (it actually takes care of
2193 * "overflow" in previous calculations of a direction). 2358 * "overflow" in previous calculations of a direction).
2194 */ 2359 */
2195 2360
2361int
2196int absdir(int d) { 2362absdir (int d)
2197 while(d<1) d+=8; 2363{
2198 while(d>8) d-=8; 2364 while (d < 1)
2365 d += 8;
2366 while (d > 8)
2367 d -= 8;
2199 return d; 2368 return d;
2200} 2369}
2201 2370
2202/* 2371/*
2203 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2372 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2204 * between two directions (which are expected to be absolute (see absdir()) 2373 * between two directions (which are expected to be absolute (see absdir())
2205 */ 2374 */
2206 2375
2376int
2207int dirdiff(int dir1, int dir2) { 2377dirdiff (int dir1, int dir2)
2378{
2208 int d; 2379 int
2380 d;
2381
2209 d = abs(dir1 - dir2); 2382 d = abs (dir1 - dir2);
2210 if(d>4) 2383 if (d > 4)
2211 d = 8 - d; 2384 d = 8 - d;
2212 return d; 2385 return d;
2213} 2386}
2214 2387
2215/* peterm: 2388/* peterm:
2220 * direction 4, 14, or 16 to get back to where we are. 2393 * direction 4, 14, or 16 to get back to where we are.
2221 * Moved from spell_util.c to object.c with the other related direction 2394 * Moved from spell_util.c to object.c with the other related direction
2222 * functions. 2395 * functions.
2223 */ 2396 */
2224 2397
2398int
2225int reduction_dir[SIZEOFFREE][3] = { 2399 reduction_dir[SIZEOFFREE][3] = {
2226 {0,0,0}, /* 0 */ 2400 {0, 0, 0}, /* 0 */
2227 {0,0,0}, /* 1 */ 2401 {0, 0, 0}, /* 1 */
2228 {0,0,0}, /* 2 */ 2402 {0, 0, 0}, /* 2 */
2229 {0,0,0}, /* 3 */ 2403 {0, 0, 0}, /* 3 */
2230 {0,0,0}, /* 4 */ 2404 {0, 0, 0}, /* 4 */
2231 {0,0,0}, /* 5 */ 2405 {0, 0, 0}, /* 5 */
2232 {0,0,0}, /* 6 */ 2406 {0, 0, 0}, /* 6 */
2233 {0,0,0}, /* 7 */ 2407 {0, 0, 0}, /* 7 */
2234 {0,0,0}, /* 8 */ 2408 {0, 0, 0}, /* 8 */
2235 {8,1,2}, /* 9 */ 2409 {8, 1, 2}, /* 9 */
2236 {1,2,-1}, /* 10 */ 2410 {1, 2, -1}, /* 10 */
2237 {2,10,12}, /* 11 */ 2411 {2, 10, 12}, /* 11 */
2238 {2,3,-1}, /* 12 */ 2412 {2, 3, -1}, /* 12 */
2239 {2,3,4}, /* 13 */ 2413 {2, 3, 4}, /* 13 */
2240 {3,4,-1}, /* 14 */ 2414 {3, 4, -1}, /* 14 */
2241 {4,14,16}, /* 15 */ 2415 {4, 14, 16}, /* 15 */
2242 {5,4,-1}, /* 16 */ 2416 {5, 4, -1}, /* 16 */
2243 {4,5,6}, /* 17 */ 2417 {4, 5, 6}, /* 17 */
2244 {6,5,-1}, /* 18 */ 2418 {6, 5, -1}, /* 18 */
2245 {6,20,18}, /* 19 */ 2419 {6, 20, 18}, /* 19 */
2246 {7,6,-1}, /* 20 */ 2420 {7, 6, -1}, /* 20 */
2247 {6,7,8}, /* 21 */ 2421 {6, 7, 8}, /* 21 */
2248 {7,8,-1}, /* 22 */ 2422 {7, 8, -1}, /* 22 */
2249 {8,22,24}, /* 23 */ 2423 {8, 22, 24}, /* 23 */
2250 {8,1,-1}, /* 24 */ 2424 {8, 1, -1}, /* 24 */
2251 {24,9,10}, /* 25 */ 2425 {24, 9, 10}, /* 25 */
2252 {9,10,-1}, /* 26 */ 2426 {9, 10, -1}, /* 26 */
2253 {10,11,-1}, /* 27 */ 2427 {10, 11, -1}, /* 27 */
2254 {27,11,29}, /* 28 */ 2428 {27, 11, 29}, /* 28 */
2255 {11,12,-1}, /* 29 */ 2429 {11, 12, -1}, /* 29 */
2256 {12,13,-1}, /* 30 */ 2430 {12, 13, -1}, /* 30 */
2257 {12,13,14}, /* 31 */ 2431 {12, 13, 14}, /* 31 */
2258 {13,14,-1}, /* 32 */ 2432 {13, 14, -1}, /* 32 */
2259 {14,15,-1}, /* 33 */ 2433 {14, 15, -1}, /* 33 */
2260 {33,15,35}, /* 34 */ 2434 {33, 15, 35}, /* 34 */
2261 {16,15,-1}, /* 35 */ 2435 {16, 15, -1}, /* 35 */
2262 {17,16,-1}, /* 36 */ 2436 {17, 16, -1}, /* 36 */
2263 {18,17,16}, /* 37 */ 2437 {18, 17, 16}, /* 37 */
2264 {18,17,-1}, /* 38 */ 2438 {18, 17, -1}, /* 38 */
2265 {18,19,-1}, /* 39 */ 2439 {18, 19, -1}, /* 39 */
2266 {41,19,39}, /* 40 */ 2440 {41, 19, 39}, /* 40 */
2267 {19,20,-1}, /* 41 */ 2441 {19, 20, -1}, /* 41 */
2268 {20,21,-1}, /* 42 */ 2442 {20, 21, -1}, /* 42 */
2269 {20,21,22}, /* 43 */ 2443 {20, 21, 22}, /* 43 */
2270 {21,22,-1}, /* 44 */ 2444 {21, 22, -1}, /* 44 */
2271 {23,22,-1}, /* 45 */ 2445 {23, 22, -1}, /* 45 */
2272 {45,47,23}, /* 46 */ 2446 {45, 47, 23}, /* 46 */
2273 {23,24,-1}, /* 47 */ 2447 {23, 24, -1}, /* 47 */
2274 {24,9,-1}}; /* 48 */ 2448 {24, 9, -1}
2449}; /* 48 */
2275 2450
2276/* Recursive routine to step back and see if we can 2451/* Recursive routine to step back and see if we can
2277 * find a path to that monster that we found. If not, 2452 * find a path to that monster that we found. If not,
2278 * we don't bother going toward it. Returns 1 if we 2453 * we don't bother going toward it. Returns 1 if we
2279 * can see a direct way to get it 2454 * can see a direct way to get it
2280 * Modified to be map tile aware -.MSW 2455 * Modified to be map tile aware -.MSW
2281 */ 2456 */
2282
2283 2457
2458
2459int
2284int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2460can_see_monsterP (maptile *m, int x, int y, int dir)
2461{
2285 sint16 dx, dy; 2462 sint16 dx, dy;
2463 int
2286 int mflags; 2464 mflags;
2287 2465
2466 if (dir < 0)
2288 if(dir<0) return 0; /* exit condition: invalid direction */ 2467 return 0; /* exit condition: invalid direction */
2289 2468
2290 dx = x + freearr_x[dir]; 2469 dx = x + freearr_x[dir];
2291 dy = y + freearr_y[dir]; 2470 dy = y + freearr_y[dir];
2292 2471
2293 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2472 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2294 2473
2295 /* This functional arguably was incorrect before - it was 2474 /* This functional arguably was incorrect before - it was
2296 * checking for P_WALL - that was basically seeing if 2475 * checking for P_WALL - that was basically seeing if
2297 * we could move to the monster - this is being more 2476 * we could move to the monster - this is being more
2298 * literal on if we can see it. To know if we can actually 2477 * literal on if we can see it. To know if we can actually
2299 * move to the monster, we'd need the monster passed in or 2478 * move to the monster, we'd need the monster passed in or
2300 * at least its move type. 2479 * at least its move type.
2301 */ 2480 */
2302 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2481 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2482 return 0;
2303 2483
2304 /* yes, can see. */ 2484 /* yes, can see. */
2305 if(dir < 9) return 1; 2485 if (dir < 9)
2486 return 1;
2306 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2487 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2307 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2488 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2308 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2309} 2489}
2310 2490
2311 2491
2312 2492
2313/* 2493/*
2314 * can_pick(picker, item): finds out if an object is possible to be 2494 * can_pick(picker, item): finds out if an object is possible to be
2315 * picked up by the picker. Returnes 1 if it can be 2495 * picked up by the picker. Returnes 1 if it can be
2316 * picked up, otherwise 0. 2496 * picked up, otherwise 0.
2317 * 2497 *
2319 * core dumps if they do. 2499 * core dumps if they do.
2320 * 2500 *
2321 * Add a check so we can't pick up invisible objects (0.93.8) 2501 * Add a check so we can't pick up invisible objects (0.93.8)
2322 */ 2502 */
2323 2503
2504int
2324int can_pick(const object *who, const object *item) { 2505can_pick (const object *who, const object *item)
2506{
2325 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2507 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2326 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2508 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2327 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2509 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2328 (who->type==PLAYER||item->weight<who->weight/3));
2329} 2510}
2330 2511
2331 2512
2332/* 2513/*
2333 * create clone from object to another 2514 * create clone from object to another
2334 */ 2515 */
2516object *
2335object *object_create_clone (object *asrc) { 2517object_create_clone (object *asrc)
2518{
2336 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2519 object *dst = 0, *tmp, *src, *part, *prev, *item;
2337 2520
2338 if(!asrc) return NULL; 2521 if (!asrc)
2522 return 0;
2523
2339 src = asrc; 2524 src = asrc;
2340 if(src->head) 2525 if (src->head)
2341 src = src->head; 2526 src = src->head;
2342 2527
2343 prev = NULL; 2528 prev = 0;
2344 for(part = src; part; part = part->more) { 2529 for (part = src; part; part = part->more)
2345 tmp = get_object(); 2530 {
2346 copy_object(part,tmp); 2531 tmp = part->clone ();
2347 tmp->x -= src->x; 2532 tmp->x -= src->x;
2348 tmp->y -= src->y; 2533 tmp->y -= src->y;
2534
2349 if(!part->head) { 2535 if (!part->head)
2536 {
2350 dst = tmp; 2537 dst = tmp;
2351 tmp->head = NULL; 2538 tmp->head = 0;
2539 }
2352 } else { 2540 else
2541 {
2353 tmp->head = dst; 2542 tmp->head = dst;
2354 } 2543 }
2544
2355 tmp->more = NULL; 2545 tmp->more = 0;
2546
2356 if(prev) 2547 if (prev)
2357 prev->more = tmp; 2548 prev->more = tmp;
2549
2358 prev = tmp; 2550 prev = tmp;
2359 } 2551 }
2360 /*** copy inventory ***/ 2552
2361 for(item = src->inv; item; item = item->below) { 2553 for (item = src->inv; item; item = item->below)
2362 (void) insert_ob_in_ob(object_create_clone(item),dst); 2554 insert_ob_in_ob (object_create_clone (item), dst);
2363 }
2364 2555
2365 return dst; 2556 return dst;
2366}
2367
2368/* return true if the object was destroyed, 0 otherwise */
2369int was_destroyed (const object *op, tag_t old_tag)
2370{
2371 /* checking for FLAG_FREED isn't necessary, but makes this function more
2372 * robust */
2373 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2374} 2557}
2375 2558
2376/* GROS - Creates an object using a string representing its content. */ 2559/* GROS - Creates an object using a string representing its content. */
2377/* Basically, we save the content of the string to a temp file, then call */ 2560/* Basically, we save the content of the string to a temp file, then call */
2378/* load_object on it. I admit it is a highly inefficient way to make things, */ 2561/* load_object on it. I admit it is a highly inefficient way to make things, */
2379/* but it was simple to make and allows reusing the load_object function. */ 2562/* but it was simple to make and allows reusing the load_object function. */
2380/* Remember not to use load_object_str in a time-critical situation. */ 2563/* Remember not to use load_object_str in a time-critical situation. */
2381/* Also remember that multiparts objects are not supported for now. */ 2564/* Also remember that multiparts objects are not supported for now. */
2382 2565
2566object *
2383object* load_object_str(const char *obstr) 2567load_object_str (const char *obstr)
2384{ 2568{
2385 object *op; 2569 object *op;
2386 char filename[MAX_BUF]; 2570 char filename[MAX_BUF];
2571
2387 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2572 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2388 2573
2389 FILE *tempfile=fopen(filename,"w"); 2574 FILE *tempfile = fopen (filename, "w");
2575
2390 if (tempfile == NULL) 2576 if (tempfile == NULL)
2391 { 2577 {
2392 LOG(llevError,"Error - Unable to access load object temp file\n"); 2578 LOG (llevError, "Error - Unable to access load object temp file\n");
2393 return NULL; 2579 return NULL;
2394 }; 2580 }
2581
2395 fprintf(tempfile,obstr); 2582 fprintf (tempfile, obstr);
2396 fclose(tempfile); 2583 fclose (tempfile);
2397 2584
2398 op=get_object(); 2585 op = object::create ();
2399 2586
2400 object_thawer thawer (filename); 2587 object_thawer thawer (filename);
2401 2588
2402 if (thawer) 2589 if (thawer)
2403 load_object(thawer,op,0); 2590 load_object (thawer, op, 0);
2404 2591
2405 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2592 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2406 CLEAR_FLAG(op,FLAG_REMOVED); 2593 CLEAR_FLAG (op, FLAG_REMOVED);
2407 2594
2408 return op; 2595 return op;
2409} 2596}
2410 2597
2411/* This returns the first object in who's inventory that 2598/* This returns the first object in who's inventory that
2412 * has the same type and subtype match. 2599 * has the same type and subtype match.
2413 * returns NULL if no match. 2600 * returns NULL if no match.
2414 */ 2601 */
2602object *
2415object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2603find_obj_by_type_subtype (const object *who, int type, int subtype)
2416{ 2604{
2417 object *tmp; 2605 object *tmp;
2418 2606
2419 for (tmp=who->inv; tmp; tmp=tmp->below) 2607 for (tmp = who->inv; tmp; tmp = tmp->below)
2420 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2608 if (tmp->type == type && tmp->subtype == subtype)
2609 return tmp;
2421 2610
2422 return NULL; 2611 return NULL;
2423} 2612}
2424 2613
2425/* If ob has a field named key, return the link from the list, 2614/* If ob has a field named key, return the link from the list,
2426 * otherwise return NULL. 2615 * otherwise return NULL.
2427 * 2616 *
2428 * key must be a passed in shared string - otherwise, this won't 2617 * key must be a passed in shared string - otherwise, this won't
2429 * do the desired thing. 2618 * do the desired thing.
2430 */ 2619 */
2620key_value *
2431key_value * get_ob_key_link(const object * ob, const char * key) { 2621get_ob_key_link (const object *ob, const char *key)
2622{
2432 key_value * link; 2623 key_value *link;
2433 2624
2434 for (link = ob->key_values; link != NULL; link = link->next) { 2625 for (link = ob->key_values; link != NULL; link = link->next)
2435 if (link->key == key) { 2626 if (link->key == key)
2436 return link; 2627 return link;
2437 } 2628
2438 }
2439
2440 return NULL; 2629 return NULL;
2441} 2630}
2442 2631
2443/* 2632/*
2444 * Returns the value of op has an extra_field for key, or NULL. 2633 * Returns the value of op has an extra_field for key, or NULL.
2445 * 2634 *
2446 * The argument doesn't need to be a shared string. 2635 * The argument doesn't need to be a shared string.
2447 * 2636 *
2448 * The returned string is shared. 2637 * The returned string is shared.
2449 */ 2638 */
2639const char *
2450const char * get_ob_key_value(const object * op, const char * const key) { 2640get_ob_key_value (const object *op, const char *const key)
2641{
2451 key_value * link; 2642 key_value *link;
2452 const char * canonical_key; 2643 shstr_cmp canonical_key (key);
2644
2645 if (!canonical_key)
2453 2646 {
2454 canonical_key = shstr::find (key);
2455
2456 if (canonical_key == NULL) {
2457 /* 1. There being a field named key on any object 2647 /* 1. There being a field named key on any object
2458 * implies there'd be a shared string to find. 2648 * implies there'd be a shared string to find.
2459 * 2. Since there isn't, no object has this field. 2649 * 2. Since there isn't, no object has this field.
2460 * 3. Therefore, *this* object doesn't have this field. 2650 * 3. Therefore, *this* object doesn't have this field.
2461 */ 2651 */
2462 return NULL; 2652 return 0;
2463 } 2653 }
2464 2654
2465 /* This is copied from get_ob_key_link() above - 2655 /* This is copied from get_ob_key_link() above -
2466 * only 4 lines, and saves the function call overhead. 2656 * only 4 lines, and saves the function call overhead.
2467 */ 2657 */
2468 for (link = op->key_values; link != NULL; link = link->next) { 2658 for (link = op->key_values; link; link = link->next)
2469 if (link->key == canonical_key) { 2659 if (link->key == canonical_key)
2470 return link->value; 2660 return link->value;
2471 } 2661
2472 } 2662 return 0;
2473 return NULL;
2474} 2663}
2475 2664
2476 2665
2477/* 2666/*
2478 * Updates the canonical_key in op to value. 2667 * Updates the canonical_key in op to value.
2482 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2671 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2483 * keys. 2672 * keys.
2484 * 2673 *
2485 * Returns TRUE on success. 2674 * Returns TRUE on success.
2486 */ 2675 */
2676int
2487int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2677set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2678{
2679 key_value *
2488 key_value * field = NULL, *last=NULL; 2680 field = NULL, *last = NULL;
2489 2681
2490 for (field=op->key_values; field != NULL; field=field->next) { 2682 for (field = op->key_values; field != NULL; field = field->next)
2683 {
2491 if (field->key != canonical_key) { 2684 if (field->key != canonical_key)
2685 {
2492 last = field; 2686 last = field;
2493 continue; 2687 continue;
2494 } 2688 }
2495 2689
2496 if (value) 2690 if (value)
2497 field->value = value; 2691 field->value = value;
2498 else { 2692 else
2693 {
2499 /* Basically, if the archetype has this key set, 2694 /* Basically, if the archetype has this key set,
2500 * we need to store the null value so when we save 2695 * we need to store the null value so when we save
2501 * it, we save the empty value so that when we load, 2696 * it, we save the empty value so that when we load,
2502 * we get this value back again. 2697 * we get this value back again.
2503 */ 2698 */
2504 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2699 if (get_ob_key_link (&op->arch->clone, canonical_key))
2505 field->value = 0; 2700 field->value = 0;
2701 else
2702 {
2703 if (last)
2704 last->next = field->next;
2506 else 2705 else
2507 {
2508 if (last) last->next = field->next;
2509 else op->key_values = field->next; 2706 op->key_values = field->next;
2510 2707
2511 delete field; 2708 delete field;
2512 } 2709 }
2513 } 2710 }
2514 return TRUE; 2711 return TRUE;
2515 } 2712 }
2516 /* IF we get here, key doesn't exist */ 2713 /* IF we get here, key doesn't exist */
2517 2714
2518 /* No field, we'll have to add it. */ 2715 /* No field, we'll have to add it. */
2716
2717 if (!add_key)
2519 2718 {
2520 if (!add_key) {
2521 return FALSE; 2719 return FALSE;
2522 } 2720 }
2523 /* There isn't any good reason to store a null 2721 /* There isn't any good reason to store a null
2524 * value in the key/value list. If the archetype has 2722 * value in the key/value list. If the archetype has
2525 * this key, then we should also have it, so shouldn't 2723 * this key, then we should also have it, so shouldn't
2526 * be here. If user wants to store empty strings, 2724 * be here. If user wants to store empty strings,
2527 * should pass in "" 2725 * should pass in ""
2528 */ 2726 */
2529 if (value == NULL) return TRUE; 2727 if (value == NULL)
2530
2531 field = new key_value;
2532
2533 field->key = canonical_key;
2534 field->value = value;
2535 /* Usual prepend-addition. */
2536 field->next = op->key_values;
2537 op->key_values = field;
2538
2539 return TRUE; 2728 return TRUE;
2729
2730 field = new key_value;
2731
2732 field->key = canonical_key;
2733 field->value = value;
2734 /* Usual prepend-addition. */
2735 field->next = op->key_values;
2736 op->key_values = field;
2737
2738 return TRUE;
2540} 2739}
2541 2740
2542/* 2741/*
2543 * Updates the key in op to value. 2742 * Updates the key in op to value.
2544 * 2743 *
2546 * and not add new ones. 2745 * and not add new ones.
2547 * In general, should be little reason FALSE is ever passed in for add_key 2746 * In general, should be little reason FALSE is ever passed in for add_key
2548 * 2747 *
2549 * Returns TRUE on success. 2748 * Returns TRUE on success.
2550 */ 2749 */
2750int
2551int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2751set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2552{ 2752{
2553 shstr key_ (key); 2753 shstr key_ (key);
2754
2554 return set_ob_key_value_s (op, key_, value, add_key); 2755 return set_ob_key_value_s (op, key_, value, add_key);
2555} 2756}
2757
2758object::depth_iterator::depth_iterator (object *container)
2759: iterator_base (container)
2760{
2761 while (item->inv)
2762 item = item->inv;
2763}
2764
2765void
2766object::depth_iterator::next ()
2767{
2768 if (item->below)
2769 {
2770 item = item->below;
2771
2772 while (item->inv)
2773 item = item->inv;
2774 }
2775 else
2776 item = item->env;
2777}
2778
2779// return a suitable string describing an objetc in enough detail to find it
2780const char *
2781object::debug_desc (char *info) const
2782{
2783 char info2[256 * 3];
2784 char *p = info;
2785
2786 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2787 count,
2788 &name,
2789 title ? " " : "",
2790 title ? (const char *)title : "");
2791
2792 if (env)
2793 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2794
2795 if (map)
2796 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2797
2798 return info;
2799}
2800
2801const char *
2802object::debug_desc () const
2803{
2804 static char info[256 * 3];
2805 return debug_desc (info);
2806}
2807

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