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Comparing deliantra/server/common/object.C (file contents):
Revision 1.15 by root, Mon Sep 4 13:55:54 2006 UTC vs.
Revision 1.54 by root, Fri Nov 17 19:40:53 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.15 2006/09/04 13:55:54 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
42int nrofallocobjects = 0; 35int nrofallocobjects = 0;
36static UUID uuid;
37const uint64 UUID_SKIP = 1<<19;
43 38
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 39object *active_objects; /* List of active objects that need to be processed */
46 40
47short freearr_x[SIZEOFFREE]= 41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 43};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 46};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49};
56int freedir[SIZEOFFREE]= { 50int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53};
59 54
55static void
56write_uuid (void)
57{
58 char filename1[MAX_BUF], filename2[MAX_BUF];
59
60 sprintf (filename1, "%s/uuid", settings.localdir);
61 sprintf (filename2, "%s/uuid~", settings.localdir);
62
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 FILE *fp;
84
85 if (!(fp = fopen (filename, "r")))
86 {
87 if (errno == ENOENT)
88 {
89 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0;
91 write_uuid ();
92 return;
93 }
94
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1);
97 }
98
99 int version;
100 unsigned long long uid;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
102 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
104 _exit (1);
105 }
106
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid);
110 fclose (fp);
111}
112
113UUID
114gen_uuid ()
115{
116 UUID uid;
117
118 uid.seq = ++uuid.seq;
119
120 if (!(uuid.seq & (UUID_SKIP - 1)))
121 write_uuid ();
122
123 return uid;
124}
125
126void
127init_uuid ()
128{
129 read_uuid ();
130}
60 131
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 134compare_ob_value_lists_one (const object *wants, const object *has)
135{
63 key_value * wants_field; 136 key_value *wants_field;
64 137
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 139 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 140 * different structure or at least keep the lists sorted...
68 */ 141 */
69 142
70 /* For each field in wants, */ 143 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
145 {
72 key_value * has_field; 146 key_value *has_field;
73 147
74 /* Look for a field in has with the same key. */ 148 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
76 152 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 153 /* No field with that name. */
79 return FALSE; 154 return FALSE;
80 }
81 155 }
156
82 /* Found the matching field. */ 157 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 158 if (has_field->value != wants_field->value)
159 {
84 /* Values don't match, so this half of the comparison is false. */ 160 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 161 return FALSE;
86 } 162 }
87 163
88 /* If we get here, we found a match. Now for the next field in wants. */ 164 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 165 }
166
91 /* If we get here, every field in wants has a matching field in has. */ 167 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 168 return TRUE;
93} 169}
94 170
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 171/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 173compare_ob_value_lists (const object *ob1, const object *ob2)
174{
97 /* However, there may be fields in has which aren't partnered in wants, 175 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 176 * so we need to run the comparison *twice*. :(
99 */ 177 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 179}
102 180
103/* Function examines the 2 objects given to it, and returns true if 181/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 182 * they can be merged together.
105 * 183 *
111 * 189 *
112 * Improvements made with merge: Better checking on potion, and also 190 * Improvements made with merge: Better checking on potion, and also
113 * check weight 191 * check weight
114 */ 192 */
115 193
116int CAN_MERGE(object *ob1, object *ob2) { 194bool object::can_merge (object *ob1, object *ob2)
117 195{
118 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 197 if ((ob1 == ob2) || (ob1->type != ob2->type))
198 return 0;
120 199
121 if (ob1->speed != ob2->speed) return 0; 200 if (ob1->speed != ob2->speed)
122 /* Note sure why the following is the case - either the object has to 201 return 0;
123 * be animated or have a very low speed. Is this an attempted monster 202
124 * check? 203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof).
125 */ 206 */
126 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
208 return 0;
209
210 /* If the objects have been identified, set the BEEN_APPLIED flag.
211 * This is to the comparison of the flags below will be OK. We
212 * just can't ignore the been applied or identified flags, as they
213 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning.
215 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221
222
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) ||
233 (ob1->title != ob2->title) ||
234 (ob1->msg != ob2->msg) ||
235 (ob1->weight != ob2->weight) ||
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
238 (ob1->attacktype != ob2->attacktype) ||
239 (ob1->magic != ob2->magic) ||
240 (ob1->slaying != ob2->slaying) ||
241 (ob1->skill != ob2->skill) ||
242 (ob1->value != ob2->value) ||
243 (ob1->animation_id != ob2->animation_id) ||
244 (ob1->client_type != ob2->client_type) ||
245 (ob1->materialname != ob2->materialname) ||
246 (ob1->lore != ob2->lore) ||
247 (ob1->subtype != ob2->subtype) ||
248 (ob1->move_type != ob2->move_type) ||
249 (ob1->move_block != ob2->move_block) ||
250 (ob1->move_allow != ob2->move_allow) ||
251 (ob1->move_on != ob2->move_on) ||
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
253 return 0;
254
255 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory.
257 */
258 if (ob1->inv || ob2->inv)
259 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
127 return 0; 262 return 0;
128 263
129 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 264 /* Now check to see if the two inventory objects could merge */
130 * value could not be stored in a sint32 (which unfortunately sometimes is 265 if (!CAN_MERGE (ob1->inv, ob2->inv))
131 * used to store nrof).
132 */
133 if (ob1->nrof+ob2->nrof >= 1UL<<31)
134 return 0; 266 return 0;
135 267
136 /* This is really a spellbook check - really, we should
137 * check all objects in the inventory.
138 */
139 if (ob1->inv || ob2->inv) {
140 /* if one object has inventory but the other doesn't, not equiv */
141 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
142
143 /* Now check to see if the two inventory objects could merge */
144 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
145
146 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
147 * if it is valid. 269 * if it is valid.
148 */ 270 */
149 } 271 }
150 272
151 /* If the objects have been identified, set the BEEN_APPLIED flag.
152 * This is to the comparison of the flags below will be OK. We
153 * just can't ignore the been applied or identified flags, as they
154 * are not equal - just if it has been identified, the been_applied
155 * flags lose any meaning.
156 */
157 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
158 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
159
160 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
161 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
162
163
164 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
165 * being locked in inventory should prevent merging.
166 * 0x4 in flags3 is CLIENT_SENT
167 */
168 if ((ob1->arch != ob2->arch) ||
169 (ob1->flags[0] != ob2->flags[0]) ||
170 (ob1->flags[1] != ob2->flags[1]) ||
171 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
172 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
173 (ob1->name != ob2->name) ||
174 (ob1->title != ob2->title) ||
175 (ob1->msg != ob2->msg) ||
176 (ob1->weight != ob2->weight) ||
177 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
178 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
179 (ob1->attacktype != ob2->attacktype) ||
180 (ob1->magic != ob2->magic) ||
181 (ob1->slaying != ob2->slaying) ||
182 (ob1->skill != ob2->skill) ||
183 (ob1->value != ob2->value) ||
184 (ob1->animation_id != ob2->animation_id) ||
185 (ob1->client_type != ob2->client_type) ||
186 (ob1->materialname != ob2->materialname) ||
187 (ob1->lore != ob2->lore) ||
188 (ob1->subtype != ob2->subtype) ||
189 (ob1->move_type != ob2->move_type) ||
190 (ob1->move_block != ob2->move_block) ||
191 (ob1->move_allow != ob2->move_allow) ||
192 (ob1->move_on != ob2->move_on) ||
193 (ob1->move_off != ob2->move_off) ||
194 (ob1->move_slow != ob2->move_slow) ||
195 (ob1->move_slow_penalty != ob2->move_slow_penalty)
196 )
197 return 0;
198
199 /* Don't merge objects that are applied. With the new 'body' code, 273 /* Don't merge objects that are applied. With the new 'body' code,
200 * it is possible for most any character to have more than one of 274 * it is possible for most any character to have more than one of
201 * some items equipped, and we don't want those to merge. 275 * some items equipped, and we don't want those to merge.
202 */ 276 */
203 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
278 return 0;
279
280 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster
282 * check?
283 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
285 return 0;
286
287 switch (ob1->type)
288 {
289 case SCROLL:
290 if (ob1->level != ob2->level)
291 return 0;
292 break;
293 }
294
295 if (ob1->key_values != NULL || ob2->key_values != NULL)
296 {
297 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
299 /* One has fields, but the other one doesn't. */
204 return 0; 300 return 0;
205
206 switch (ob1->type) {
207 case SCROLL:
208 if (ob1->level != ob2->level) return 0;
209 break;
210
211 }
212 if (ob1->key_values != NULL || ob2->key_values != NULL) {
213 /* At least one of these has key_values. */
214 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
215 /* One has fields, but the other one doesn't. */
216 return 0;
217 } else if (!compare_ob_value_lists(ob1, ob2)) { 301 else if (!compare_ob_value_lists (ob1, ob2))
218 return 0; 302 return 0;
219 } 303 }
304
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self)
220 } 307 {
308 ob1->optimise ();
309 ob2->optimise ();
221 310
311 if (ob1->self || ob2->self)
312 return 0;
313 }
314
222 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
223 return 1; 316 return 1;
224} 317}
225 318
226/* 319/*
227 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
228 * an object is carrying. It goes through in figures out how much 321 * an object is carrying. It goes through in figures out how much
229 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
230 */ 323 */
231signed long sum_weight(object *op) { 324long
325sum_weight (object *op)
326{
232 signed long sum; 327 long sum;
233 object *inv; 328 object *inv;
329
234 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331 {
235 if (inv->inv) 332 if (inv->inv)
236 sum_weight(inv); 333 sum_weight (inv);
237 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
238 } 335 }
336
239 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
240 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
241 if(op->carrying != sum) 340 if (op->carrying != sum)
242 op->carrying = sum; 341 op->carrying = sum;
342
243 return sum; 343 return sum;
244} 344}
245 345
246/** 346/**
247 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
248 */ 348 */
249 349
350object *
250object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
251 while (op->env != NULL) 353 while (op->env != NULL)
252 op = op->env; 354 op = op->env;
253 return op; 355 return op;
254} 356}
255 357
256/* 358/*
257 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
258 * a better check. We basically keeping traversing up until we can't 360 * a better check. We basically keeping traversing up until we can't
259 * or find a player. 361 * or find a player.
260 */ 362 */
261 363
364object *
262object *is_player_inv (object *op) { 365is_player_inv (object *op)
366{
263 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 367 for (; op != NULL && op->type != PLAYER; op = op->env)
264 if (op->env==op) 368 if (op->env == op)
265 op->env = NULL; 369 op->env = NULL;
266 return op; 370 return op;
267} 371}
268 372
269/* 373/*
270 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
271 * Some error messages. 375 * Some error messages.
272 * The result of the dump is stored in the static global errmsg array. 376 * The result of the dump is stored in the static global errmsg array.
273 */ 377 */
274 378
275void dump_object2(object *op) { 379char *
276errmsg[0] = 0;
277return;
278 //TODO//D#d#
279#if 0
280 char *cp;
281/* object *tmp;*/
282
283 if(op->arch!=NULL) {
284 strcat(errmsg,"arch ");
285 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
286 strcat(errmsg,"\n");
287 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
288 strcat(errmsg,cp);
289#if 0
290 /* Don't dump player diffs - they are too long, mostly meaningless, and
291 * will overflow the buffer.
292 * Changed so that we don't dump inventory either. This may
293 * also overflow the buffer.
294 */
295 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297 for (tmp=op->inv; tmp; tmp=tmp->below)
298 dump_object2(tmp);
299#endif
300 strcat(errmsg,"end\n");
301 } else {
302 strcat(errmsg,"Object ");
303 if (op->name==NULL) strcat(errmsg, "(null)");
304 else strcat(errmsg,op->name);
305 strcat(errmsg,"\n");
306#if 0
307 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
308 strcat(errmsg,cp);
309 for (tmp=op->inv; tmp; tmp=tmp->below)
310 dump_object2(tmp);
311#endif
312 strcat(errmsg,"end\n");
313 }
314#endif
315}
316
317/*
318 * Dumps an object. Returns output in the static global errmsg array.
319 */
320
321void dump_object(object *op) { 380dump_object (object *op)
322 if(op==NULL) { 381{
323 strcpy(errmsg,"[NULL pointer]"); 382 if (!op)
324 return; 383 return strdup ("[NULLOBJ]");
325 }
326 errmsg[0]='\0';
327 dump_object2(op);
328}
329 384
330void dump_all_objects(void) { 385 object_freezer freezer;
331 object *op; 386 save_object (freezer, op, 3);
332 for(op=objects;op!=NULL;op=op->next) { 387 return freezer.as_string ();
333 dump_object(op);
334 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
335 }
336} 388}
337 389
338/* 390/*
339 * get_nearest_part(multi-object, object 2) returns the part of the 391 * get_nearest_part(multi-object, object 2) returns the part of the
340 * multi-object 1 which is closest to the second object. 392 * multi-object 1 which is closest to the second object.
341 * If it's not a multi-object, it is returned. 393 * If it's not a multi-object, it is returned.
342 */ 394 */
343 395
396object *
344object *get_nearest_part(object *op, const object *pl) { 397get_nearest_part (object *op, const object *pl)
398{
345 object *tmp,*closest; 399 object *tmp, *closest;
346 int last_dist,i; 400 int last_dist, i;
401
347 if(op->more==NULL) 402 if (op->more == NULL)
348 return op; 403 return op;
349 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
350 if((i=distance(tmp,pl))<last_dist) 405 if ((i = distance (tmp, pl)) < last_dist)
351 closest=tmp,last_dist=i; 406 closest = tmp, last_dist = i;
352 return closest; 407 return closest;
353} 408}
354 409
355/* 410/*
356 * Returns the object which has the count-variable equal to the argument. 411 * Returns the object which has the count-variable equal to the argument.
357 */ 412 */
358 413
414object *
359object *find_object(tag_t i) { 415find_object (tag_t i)
360 object *op; 416{
361 for(op=objects;op!=NULL;op=op->next) 417 for (object *op = object::first; op; op = op->next)
362 if(op->count==i) 418 if (op->count == i)
363 break; 419 return op;
420
364 return op; 421 return 0;
365} 422}
366 423
367/* 424/*
368 * Returns the first object which has a name equal to the argument. 425 * Returns the first object which has a name equal to the argument.
369 * Used only by the patch command, but not all that useful. 426 * Used only by the patch command, but not all that useful.
370 * Enables features like "patch <name-of-other-player> food 999" 427 * Enables features like "patch <name-of-other-player> food 999"
371 */ 428 */
372 429
430object *
373object *find_object_name(const char *str) { 431find_object_name (const char *str)
374 const char *name = shstr::find (str); 432{
433 shstr_cmp str_ (str);
375 object *op; 434 object *op;
435
376 for(op=objects;op!=NULL;op=op->next) 436 for (op = object::first; op != NULL; op = op->next)
377 if(&op->name == name) 437 if (op->name == str_)
378 break; 438 break;
379 439
380 return op; 440 return op;
381} 441}
382 442
443void
383void free_all_object_data () 444free_all_object_data ()
384{ 445{
385 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
386}
387
388/*
389 * Returns the object which this object marks as being the owner.
390 * A id-scheme is used to avoid pointing to objects which have been
391 * freed and are now reused. If this is detected, the owner is
392 * set to NULL, and NULL is returned.
393 * Changed 2004-02-12 - if the player is setting at the play again
394 * prompt, he is removed, and we don't want to treat him as an owner of
395 * anything, so check removed flag. I don't expect that this should break
396 * anything - once an object is removed, it is basically dead anyways.
397 */
398
399object *get_owner(object *op) {
400 if(op->owner==NULL)
401 return NULL;
402
403 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
404 op->owner->count==op->ownercount)
405 return op->owner;
406
407 op->owner=NULL;
408 op->ownercount=0;
409 return NULL;
410}
411
412void clear_owner(object *op)
413{
414 if (!op) return;
415
416 if (op->owner && op->ownercount == op->owner->count)
417 op->owner->refcount--;
418
419 op->owner = NULL;
420 op->ownercount = 0;
421} 447}
422 448
423/* 449/*
424 * Sets the owner and sets the skill and exp pointers to owner's current 450 * Sets the owner and sets the skill and exp pointers to owner's current
425 * skill and experience objects. 451 * skill and experience objects.
426 */ 452 */
427void set_owner (object *op, object *owner) 453void
454object::set_owner (object *owner)
428{ 455{
429 if(owner==NULL||op==NULL) 456 if (!owner)
430 return; 457 return;
431 458
432 /* next line added to allow objects which own objects */ 459 /* next line added to allow objects which own objects */
433 /* Add a check for ownercounts in here, as I got into an endless loop 460 /* Add a check for ownercounts in here, as I got into an endless loop
434 * with the fireball owning a poison cloud which then owned the 461 * with the fireball owning a poison cloud which then owned the
435 * fireball. I believe that was caused by one of the objects getting 462 * fireball. I believe that was caused by one of the objects getting
436 * freed and then another object replacing it. Since the ownercounts 463 * freed and then another object replacing it. Since the ownercounts
437 * didn't match, this check is valid and I believe that cause is valid. 464 * didn't match, this check is valid and I believe that cause is valid.
438 */ 465 */
439 while (owner->owner && owner!=owner->owner && 466 while (owner->owner)
440 owner->ownercount==owner->owner->count) owner=owner->owner; 467 owner = owner->owner;
441 468
442 /* IF the owner still has an owner, we did not resolve to a final owner.
443 * so lets not add to that.
444 */
445 if (owner->owner) return;
446
447 op->owner=owner; 469 this->owner = owner;
448
449 op->ownercount=owner->count;
450 owner->refcount++;
451
452}
453
454/* Set the owner to clone's current owner and set the skill and experience
455 * objects to clone's objects (typically those objects that where the owner's
456 * current skill and experience objects at the time when clone's owner was
457 * set - not the owner's current skill and experience objects).
458 *
459 * Use this function if player created an object (e.g. fire bullet, swarm
460 * spell), and this object creates further objects whose kills should be
461 * accounted for the player's original skill, even if player has changed
462 * skills meanwhile.
463 */
464void copy_owner (object *op, object *clone)
465{
466 object *owner = get_owner (clone);
467 if (owner == NULL) {
468 /* players don't have owners - they own themselves. Update
469 * as appropriate.
470 */
471 if (clone->type == PLAYER) owner=clone;
472 else return;
473 }
474 set_owner(op, owner);
475
476} 470}
477 471
478/* Zero the key_values on op, decrementing the shared-string 472/* Zero the key_values on op, decrementing the shared-string
479 * refcounts and freeing the links. 473 * refcounts and freeing the links.
480 */ 474 */
475static void
481static void free_key_values(object * op) 476free_key_values (object *op)
482{ 477{
483 for (key_value *i = op->key_values; i != 0; ) 478 for (key_value *i = op->key_values; i != 0;)
484 { 479 {
485 key_value *next = i->next; 480 key_value *next = i->next;
486 delete i; 481 delete i;
482
487 i = next; 483 i = next;
488 } 484 }
489 485
490 op->key_values = 0; 486 op->key_values = 0;
491} 487}
492 488
493void object::clear () 489void object::clear ()
494{ 490{
495 attachable_base::clear (); 491 attachable_base::clear ();
496 492
497 free_key_values (this); 493 free_key_values (this);
498 494
499 name = 0; 495 owner = 0;
496 name = 0;
500 name_pl = 0; 497 name_pl = 0;
501 title = 0; 498 title = 0;
502 race = 0; 499 race = 0;
503 slaying = 0; 500 slaying = 0;
504 skill = 0; 501 skill = 0;
505 msg = 0; 502 msg = 0;
506 lore = 0; 503 lore = 0;
507 custom_name = 0; 504 custom_name = 0;
508 materialname = 0; 505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
509 517
510 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
511 519
512 SET_FLAG (this, FLAG_REMOVED); 520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
513} 529}
514 530
515void object::clone (object *destination) 531void object::clone (object *destination)
516{ 532{
517 *(object_copy *)destination = *(object_copy *)this; 533 *(object_copy *)destination = *this;
518 *(object_pod *)destination = *(object_pod *)this; 534 *(object_pod *)destination = *this;
519 535
520 if (self || cb) 536 if (self || cb)
521 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
522}
523
524/*
525 * clear_object() frees everything allocated by an object, and also
526 * clears all variables and flags to default settings.
527 */
528
529void clear_object (object *op)
530{
531 op->clear ();
532
533 op->contr = NULL;
534 op->below = NULL;
535 op->above = NULL;
536 op->inv = NULL;
537 op->container=NULL;
538 op->env=NULL;
539 op->more=NULL;
540 op->head=NULL;
541 op->map=NULL;
542 op->refcount=0;
543 op->active_next = NULL;
544 op->active_prev = NULL;
545 /* What is not cleared is next, prev, and count */
546
547 op->expmul = 1.0;
548 op->face = blank_face;
549 op->attacked_by_count = -1;
550
551 if (settings.casting_time)
552 op->casting_time = -1;
553} 538}
554 539
555/* 540/*
556 * copy object first frees everything allocated by the second object, 541 * copy object first frees everything allocated by the second object,
557 * and then copies the contends of the first object into the second 542 * and then copies the contends of the first object into the second
558 * object, allocating what needs to be allocated. Basically, any 543 * object, allocating what needs to be allocated. Basically, any
559 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 544 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
560 * if the first object is freed, the pointers in the new object 545 * if the first object is freed, the pointers in the new object
561 * will point at garbage. 546 * will point at garbage.
562 */ 547 */
563 548void
564void copy_object (object *op2, object *op) 549copy_object (object *op2, object *op)
565{ 550{
566 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 551 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
567 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
568 553
569 op2->clone (op); 554 op2->clone (op);
570 555
556 if (is_freed)
571 if (is_freed) SET_FLAG (op, FLAG_FREED); 557 SET_FLAG (op, FLAG_FREED);
558 if (is_removed)
572 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 559 SET_FLAG (op, FLAG_REMOVED);
573 560
574 if (op2->speed < 0) 561 if (op2->speed < 0)
575 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
576 563
577 /* Copy over key_values, if any. */ 564 /* Copy over key_values, if any. */
578 if (op2->key_values != NULL) 565 if (op2->key_values)
579 { 566 {
580 key_value *tail = NULL; 567 key_value *tail = 0;
581 key_value *i; 568 key_value *i;
582 569
583 op->key_values = NULL; 570 op->key_values = 0;
584 571
585 for (i = op2->key_values; i != NULL; i = i->next) 572 for (i = op2->key_values; i; i = i->next)
586 { 573 {
587 key_value *new_link = new key_value; 574 key_value *new_link = new key_value;
588 575
589 new_link->next = NULL; 576 new_link->next = 0;
590 new_link->key = i->key; 577 new_link->key = i->key;
591 new_link->value = i->value; 578 new_link->value = i->value;
592 579
593 /* Try and be clever here, too. */ 580 /* Try and be clever here, too. */
594 if (op->key_values == NULL) 581 if (!op->key_values)
595 { 582 {
596 op->key_values = new_link; 583 op->key_values = new_link;
597 tail = new_link; 584 tail = new_link;
598 } 585 }
599 else 586 else
606 593
607 update_ob_speed (op); 594 update_ob_speed (op);
608} 595}
609 596
610/* 597/*
611 * get_object() grabs an object from the list of unused objects, makes
612 * sure it is initialised, and returns it.
613 * If there are no free objects, expand_objects() is called to get more.
614 */
615
616object *get_object ()
617{
618 object *op = new object;
619
620 op->count = ++ob_count;
621
622 op->active_next = 0;
623 op->active_prev = 0;
624
625 op->next = objects;
626 op->prev = 0;
627
628 if (objects)
629 objects->prev = op;
630
631 objects = op;
632
633 SET_FLAG (op, FLAG_REMOVED);
634
635 op->expmul = 1.0;
636 op->face = blank_face;
637 op->attacked_by_count = -1;
638
639 return op;
640}
641
642/*
643 * If an object with the IS_TURNABLE() flag needs to be turned due 598 * If an object with the IS_TURNABLE() flag needs to be turned due
644 * to the closest player being on the other side, this function can 599 * to the closest player being on the other side, this function can
645 * be called to update the face variable, _and_ how it looks on the map. 600 * be called to update the face variable, _and_ how it looks on the map.
646 */ 601 */
647 602
603void
648void update_turn_face(object *op) { 604update_turn_face (object *op)
605{
649 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
650 return; 607 return;
651 SET_ANIMATION(op, op->direction); 608 SET_ANIMATION (op, op->direction);
652 update_object(op,UP_OBJ_FACE); 609 update_object (op, UP_OBJ_FACE);
653} 610}
654 611
655/* 612/*
656 * Updates the speed of an object. If the speed changes from 0 to another 613 * Updates the speed of an object. If the speed changes from 0 to another
657 * value, or vice versa, then add/remove the object from the active list. 614 * value, or vice versa, then add/remove the object from the active list.
658 * This function needs to be called whenever the speed of an object changes. 615 * This function needs to be called whenever the speed of an object changes.
659 */ 616 */
660 617void
661void update_ob_speed(object *op) { 618update_ob_speed (object *op)
619{
662 extern int arch_init; 620 extern int arch_init;
663 621
664 /* No reason putting the archetypes objects on the speed list, 622 /* No reason putting the archetypes objects on the speed list,
665 * since they never really need to be updated. 623 * since they never really need to be updated.
666 */ 624 */
667 625
668 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 {
669 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
670#ifdef MANY_CORES 629#ifdef MANY_CORES
671 abort(); 630 abort ();
672#else 631#else
673 op->speed = 0; 632 op->speed = 0;
674#endif 633#endif
675 } 634 }
635
676 if (arch_init) { 636 if (arch_init)
637 return;
638
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640 {
641 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects)
677 return; 643 return;
678 }
679 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
680 /* If already on active list, don't do anything */
681 if (op->active_next || op->active_prev || op==active_objects)
682 return;
683 644
684 /* process_events() expects us to insert the object at the beginning 645 /* process_events() expects us to insert the object at the beginning
685 * of the list. */ 646 * of the list. */
686 op->active_next = active_objects; 647 op->active_next = active_objects;
648
687 if (op->active_next!=NULL) 649 if (op->active_next != NULL)
688 op->active_next->active_prev = op; 650 op->active_next->active_prev = op;
651
689 active_objects = op; 652 active_objects = op;
653 }
654 else
690 } 655 {
691 else {
692 /* If not on the active list, nothing needs to be done */ 656 /* If not on the active list, nothing needs to be done */
693 if (!op->active_next && !op->active_prev && op!=active_objects) 657 if (!op->active_next && !op->active_prev && op != active_objects)
694 return; 658 return;
695 659
696 if (op->active_prev==NULL) { 660 if (op->active_prev == NULL)
661 {
697 active_objects = op->active_next; 662 active_objects = op->active_next;
663
698 if (op->active_next!=NULL) 664 if (op->active_next != NULL)
699 op->active_next->active_prev = NULL; 665 op->active_next->active_prev = NULL;
666 }
667 else
700 } 668 {
701 else {
702 op->active_prev->active_next = op->active_next; 669 op->active_prev->active_next = op->active_next;
670
703 if (op->active_next) 671 if (op->active_next)
704 op->active_next->active_prev = op->active_prev; 672 op->active_next->active_prev = op->active_prev;
705 } 673 }
674
706 op->active_next = NULL; 675 op->active_next = NULL;
707 op->active_prev = NULL; 676 op->active_prev = NULL;
708 } 677 }
709} 678}
710 679
711/* This function removes object 'op' from the list of active 680/* This function removes object 'op' from the list of active
712 * objects. 681 * objects.
714 * reference maps where you don't want an object that isn't 683 * reference maps where you don't want an object that isn't
715 * in play chewing up cpu time getting processed. 684 * in play chewing up cpu time getting processed.
716 * The reverse of this is to call update_ob_speed, which 685 * The reverse of this is to call update_ob_speed, which
717 * will do the right thing based on the speed of the object. 686 * will do the right thing based on the speed of the object.
718 */ 687 */
688void
719void remove_from_active_list(object *op) 689remove_from_active_list (object *op)
720{ 690{
721 /* If not on the active list, nothing needs to be done */ 691 /* If not on the active list, nothing needs to be done */
722 if (!op->active_next && !op->active_prev && op!=active_objects) 692 if (!op->active_next && !op->active_prev && op != active_objects)
723 return; 693 return;
724 694
725 if (op->active_prev==NULL) { 695 if (op->active_prev == NULL)
696 {
726 active_objects = op->active_next; 697 active_objects = op->active_next;
727 if (op->active_next!=NULL) 698 if (op->active_next != NULL)
728 op->active_next->active_prev = NULL; 699 op->active_next->active_prev = NULL;
700 }
701 else
729 } 702 {
730 else {
731 op->active_prev->active_next = op->active_next; 703 op->active_prev->active_next = op->active_next;
732 if (op->active_next) 704 if (op->active_next)
733 op->active_next->active_prev = op->active_prev; 705 op->active_next->active_prev = op->active_prev;
734 } 706 }
735 op->active_next = NULL; 707 op->active_next = NULL;
736 op->active_prev = NULL; 708 op->active_prev = NULL;
737} 709}
738 710
739/* 711/*
740 * update_object() updates the array which represents the map. 712 * update_object() updates the array which represents the map.
741 * It takes into account invisible objects (and represent squares covered 713 * It takes into account invisible objects (and represent squares covered
756 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
757 * as that is easier than trying to look at what may have changed. 729 * as that is easier than trying to look at what may have changed.
758 * UP_OBJ_FACE: only the objects face has changed. 730 * UP_OBJ_FACE: only the objects face has changed.
759 */ 731 */
760 732
733void
761void update_object(object *op, int action) { 734update_object (object *op, int action)
735{
762 int update_now=0, flags; 736 int update_now = 0, flags;
763 MoveType move_on, move_off, move_block, move_slow; 737 MoveType move_on, move_off, move_block, move_slow;
764 738
765 if (op == NULL) { 739 if (op == NULL)
740 {
766 /* this should never happen */ 741 /* this should never happen */
767 LOG(llevDebug,"update_object() called for NULL object.\n"); 742 LOG (llevDebug, "update_object() called for NULL object.\n");
768 return; 743 return;
769 }
770 744 }
745
771 if(op->env!=NULL) { 746 if (op->env != NULL)
747 {
772 /* Animation is currently handled by client, so nothing 748 /* Animation is currently handled by client, so nothing
773 * to do in this case. 749 * to do in this case.
774 */ 750 */
775 return; 751 return;
776 } 752 }
777 753
778 /* If the map is saving, don't do anything as everything is 754 /* If the map is saving, don't do anything as everything is
779 * going to get freed anyways. 755 * going to get freed anyways.
780 */ 756 */
781 if (!op->map || op->map->in_memory == MAP_SAVING) return; 757 if (!op->map || op->map->in_memory == MAP_SAVING)
782 758 return;
759
783 /* make sure the object is within map boundaries */ 760 /* make sure the object is within map boundaries */
784 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 761 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
785 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 762 {
786 LOG(llevError,"update_object() called for object out of map!\n"); 763 LOG (llevError, "update_object() called for object out of map!\n");
787#ifdef MANY_CORES 764#ifdef MANY_CORES
788 abort(); 765 abort ();
789#endif 766#endif
790 return; 767 return;
791 }
792 768 }
769
793 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 770 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
794 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
795 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
796 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
797 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
798 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
799 776
800 if (action == UP_OBJ_INSERT) { 777 if (action == UP_OBJ_INSERT)
778 {
801 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
802 update_now=1; 780 update_now = 1;
803 781
804 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
805 update_now=1; 783 update_now = 1;
806 784
807 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
808 update_now=1; 786 update_now = 1;
809 787
810 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
811 update_now=1; 789 update_now = 1;
812 790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
792 update_now = 1;
793
813 if ((move_on | op->move_on) != move_on) update_now=1; 794 if ((move_on | op->move_on) != move_on)
795 update_now = 1;
796
814 if ((move_off | op->move_off) != move_off) update_now=1; 797 if ((move_off | op->move_off) != move_off)
798 update_now = 1;
799
815 /* This isn't perfect, but I don't expect a lot of objects to 800 /* This isn't perfect, but I don't expect a lot of objects to
816 * to have move_allow right now. 801 * to have move_allow right now.
817 */ 802 */
818 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 803 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
819 update_now=1; 804 update_now = 1;
805
820 if ((move_slow | op->move_slow) != move_slow) update_now=1; 806 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1;
821 } 808 }
822 /* if the object is being removed, we can't make intelligent 809 /* if the object is being removed, we can't make intelligent
823 * decisions, because remove_ob can't really pass the object 810 * decisions, because remove_ob can't really pass the object
824 * that is being removed. 811 * that is being removed.
825 */ 812 */
826 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
827 update_now=1; 814 update_now = 1;
828 } else if (action == UP_OBJ_FACE) { 815 else if (action == UP_OBJ_FACE)
829 /* Nothing to do for that case */ 816 /* Nothing to do for that case */ ;
830 }
831 else { 817 else
832 LOG(llevError,"update_object called with invalid action: %d\n", action); 818 LOG (llevError, "update_object called with invalid action: %d\n", action);
833 }
834 819
835 if (update_now) { 820 if (update_now)
821 {
836 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
837 update_position(op->map, op->x, op->y); 823 update_position (op->map, op->x, op->y);
838 } 824 }
839 825
840 if(op->more!=NULL) 826 if (op->more != NULL)
841 update_object(op->more, action); 827 update_object (op->more, action);
842} 828}
843 829
830object::vector object::mortals;
831object::vector object::objects; // not yet used
832object *object::first;
833
834void object::free_mortals ()
835{
836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i;
842 mortals.erase (i);
843 }
844
845 static int lastmortals = 0;//D
846
847 if (mortals.size() != lastmortals && lastmortals > 100)//D
848 {
849 lastmortals = mortals.size ();//D
850 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
851 }
852}
853
854object::object ()
855{
856 SET_FLAG (this, FLAG_REMOVED);
857
858 expmul = 1.0;
859 face = blank_face;
860}
861
862object::~object ()
863{
864 free_key_values (this);
865}
866
867void object::link ()
868{
869 count = ++ob_count;
870 uuid = gen_uuid ();
871
872 prev = 0;
873 next = object::first;
874
875 if (object::first)
876 object::first->prev = this;
877
878 object::first = this;
879}
880
881void object::unlink ()
882{
883 if (this == object::first)
884 object::first = next;
885
886 /* Remove this object from the list of used objects */
887 if (prev) prev->next = next;
888 if (next) next->prev = prev;
889
890 prev = 0;
891 next = 0;
892}
893
894object *object::create ()
895{
896 object *op = new object;
897 op->link ();
898 return op;
899}
844 900
845/* 901/*
846 * free_object() frees everything allocated by an object, removes 902 * free_object() frees everything allocated by an object, removes
847 * it from the list of used objects, and puts it on the list of 903 * it from the list of used objects, and puts it on the list of
848 * free objects. The IS_FREED() flag is set in the object. 904 * free objects. The IS_FREED() flag is set in the object.
849 * The object must have been removed by remove_ob() first for 905 * The object must have been removed by remove_ob() first for
850 * this function to succeed. 906 * this function to succeed.
851 * 907 *
852 * If free_inventory is set, free inventory as well. Else drop items in 908 * If destroy_inventory is set, free inventory as well. Else drop items in
853 * inventory to the ground. 909 * inventory to the ground.
854 */ 910 */
855 911void object::destroy (bool destroy_inventory)
856void
857free_object (object * ob)
858{ 912{
859 free_object2 (ob, 0);
860}
861
862void
863free_object2 (object * ob, int free_inventory)
864{
865 object *tmp, *op;
866
867 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 913 if (QUERY_FLAG (this, FLAG_FREED))
868 { 914 return;
869 LOG (llevDebug, "Free object called with non removed object\n");
870 dump_object (ob);
871#ifdef MANY_CORES
872 abort ();
873#endif
874 }
875 915
876 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 916 if (QUERY_FLAG (this, FLAG_FRIENDLY))
877 {
878 LOG (llevMonster, "Warning: tried to free friendly object.\n");
879 remove_friendly_object (ob); 917 remove_friendly_object (this);
880 }
881 918
882 if (QUERY_FLAG (ob, FLAG_FREED)) 919 if (!QUERY_FLAG (this, FLAG_REMOVED))
883 { 920 remove_ob (this);
884 dump_object (ob); 921
885 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 922 SET_FLAG (this, FLAG_FREED);
886 return; 923
924 if (more)
887 } 925 {
888 926 more->destroy (destroy_inventory);
889 if (ob->more != NULL) 927 more = 0;
890 { 928 }
891 free_object2 (ob->more, free_inventory);
892 ob->more = NULL;
893 }
894 929
895 if (ob->inv) 930 if (inv)
896 { 931 {
897 /* Only if the space blocks everything do we not process - 932 /* Only if the space blocks everything do we not process -
898 * if some form of movemnt is allowed, let objects 933 * if some form of movement is allowed, let objects
899 * drop on that space. 934 * drop on that space.
900 */ 935 */
901 if (free_inventory || ob->map == NULL 936 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
902 || ob->map->in_memory != MAP_IN_MEMORY 937 {
903 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 938 object *op = inv;
904 {
905 op = ob->inv;
906 939
907 while (op != NULL) 940 while (op)
908 { 941 {
909 tmp = op->below; 942 object *tmp = op->below;
910 remove_ob (op); 943 op->destroy (destroy_inventory);
911 free_object2 (op, free_inventory);
912 op = tmp; 944 op = tmp;
913 } 945 }
914 } 946 }
915 else 947 else
916 { /* Put objects in inventory onto this space */ 948 { /* Put objects in inventory onto this space */
917 op = ob->inv; 949 object *op = inv;
918 950
919 while (op != NULL) 951 while (op)
920 { 952 {
921 tmp = op->below; 953 object *tmp = op->below;
954
922 remove_ob (op); 955 remove_ob (op);
923 956
924 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 957 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
925 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 958 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
926 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 959 free_object (op);
927 free_object (op); 960 else
928 else 961 {
929 { 962 op->x = x;
930 op->x = ob->x; 963 op->y = y;
931 op->y = ob->y;
932 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ 964 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
933 } 965 }
934 966
935 op = tmp; 967 op = tmp;
968 }
969 }
936 } 970 }
937 } 971
938 } 972 // clear those pointers that likely might have circular references to us
973 owner = 0;
974 enemy = 0;
975 attacked_by = 0;
976
977 // only relevant for players(?), but make sure of it anyways
978 contr = 0;
939 979
940 /* Remove object from the active list */ 980 /* Remove object from the active list */
941 ob->speed = 0; 981 speed = 0;
942 update_ob_speed (ob); 982 update_ob_speed (this);
943 983
944 SET_FLAG (ob, FLAG_FREED); 984 unlink ();
945 ob->count = 0;
946 985
947 /* Remove this object from the list of used objects */ 986 mortals.push_back (this);
948 if (ob->prev == NULL)
949 {
950 objects = ob->next;
951
952 if (objects != NULL)
953 objects->prev = NULL;
954 }
955 else
956 {
957 ob->prev->next = ob->next;
958
959 if (ob->next != NULL)
960 ob->next->prev = ob->prev;
961 }
962
963 free_key_values (ob);
964
965 /* Now link it with the free_objects list: */
966 ob->prev = 0;
967 ob->next = 0;
968
969 delete ob;
970} 987}
971 988
972/* 989/*
973 * sub_weight() recursively (outwards) subtracts a number from the 990 * sub_weight() recursively (outwards) subtracts a number from the
974 * weight of an object (and what is carried by it's environment(s)). 991 * weight of an object (and what is carried by it's environment(s)).
975 */ 992 */
976 993
994void
977void sub_weight (object *op, signed long weight) { 995sub_weight (object *op, signed long weight)
996{
978 while (op != NULL) { 997 while (op != NULL)
998 {
979 if (op->type == CONTAINER) { 999 if (op->type == CONTAINER)
980 weight=(signed long)(weight*(100-op->stats.Str)/100); 1000 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
981 } 1001
982 op->carrying-=weight; 1002 op->carrying -= weight;
983 op = op->env; 1003 op = op->env;
984 } 1004 }
985} 1005}
986 1006
987/* remove_ob(op): 1007/* remove_ob(op):
988 * This function removes the object op from the linked list of objects 1008 * This function removes the object op from the linked list of objects
989 * which it is currently tied to. When this function is done, the 1009 * which it is currently tied to. When this function is done, the
991 * environment, the x and y coordinates will be updated to 1011 * environment, the x and y coordinates will be updated to
992 * the previous environment. 1012 * the previous environment.
993 * Beware: This function is called from the editor as well! 1013 * Beware: This function is called from the editor as well!
994 */ 1014 */
995 1015
1016void
996void remove_ob(object *op) { 1017remove_ob (object *op)
1018{
997 object *tmp,*last=NULL; 1019 object *tmp, *last = 0;
998 object *otmp; 1020 object *otmp;
999 tag_t tag; 1021
1000 int check_walk_off; 1022 int check_walk_off;
1001 mapstruct *m; 1023 maptile *m;
1024
1002 sint16 x,y; 1025 sint16 x, y;
1003
1004 1026
1005 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1027 if (QUERY_FLAG (op, FLAG_REMOVED))
1006 dump_object(op); 1028 return;
1007 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1008 1029
1009 /* Changed it to always dump core in this case. As has been learned
1010 * in the past, trying to recover from errors almost always
1011 * make things worse, and this is a real error here - something
1012 * that should not happen.
1013 * Yes, if this was a mission critical app, trying to do something
1014 * to recover may make sense, but that is because failure of the app
1015 * may have other disastrous problems. Cf runs out of a script
1016 * so is easily enough restarted without any real problems.
1017 * MSW 2001-07-01
1018 */
1019 abort();
1020 }
1021 if(op->more!=NULL)
1022 remove_ob(op->more);
1023
1024 SET_FLAG(op, FLAG_REMOVED); 1030 SET_FLAG (op, FLAG_REMOVED);
1025 1031
1032 if (op->more != NULL)
1033 remove_ob (op->more);
1034
1026 /* 1035 /*
1027 * In this case, the object to be removed is in someones 1036 * In this case, the object to be removed is in someones
1028 * inventory. 1037 * inventory.
1029 */ 1038 */
1030 if(op->env!=NULL) { 1039 if (op->env != NULL)
1040 {
1031 if(op->nrof) 1041 if (op->nrof)
1032 sub_weight(op->env, op->weight*op->nrof); 1042 sub_weight (op->env, op->weight * op->nrof);
1033 else 1043 else
1034 sub_weight(op->env, op->weight+op->carrying); 1044 sub_weight (op->env, op->weight + op->carrying);
1035 1045
1036 /* NO_FIX_PLAYER is set when a great many changes are being 1046 /* NO_FIX_PLAYER is set when a great many changes are being
1037 * made to players inventory. If set, avoiding the call 1047 * made to players inventory. If set, avoiding the call
1038 * to save cpu time. 1048 * to save cpu time.
1039 */ 1049 */
1040 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1050 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1041 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1042 fix_player(otmp); 1051 fix_player (otmp);
1043 1052
1044 if(op->above!=NULL) 1053 if (op->above != NULL)
1045 op->above->below=op->below; 1054 op->above->below = op->below;
1046 else 1055 else
1047 op->env->inv=op->below; 1056 op->env->inv = op->below;
1048 1057
1049 if(op->below!=NULL) 1058 if (op->below != NULL)
1050 op->below->above=op->above; 1059 op->below->above = op->above;
1051 1060
1052 /* we set up values so that it could be inserted into 1061 /* we set up values so that it could be inserted into
1053 * the map, but we don't actually do that - it is up 1062 * the map, but we don't actually do that - it is up
1054 * to the caller to decide what we want to do. 1063 * to the caller to decide what we want to do.
1055 */ 1064 */
1056 op->x=op->env->x,op->y=op->env->y; 1065 op->x = op->env->x, op->y = op->env->y;
1057 op->map=op->env->map; 1066 op->map = op->env->map;
1058 op->above=NULL,op->below=NULL; 1067 op->above = NULL, op->below = NULL;
1059 op->env=NULL; 1068 op->env = NULL;
1069 }
1070 else if (op->map)
1071 {
1072 x = op->x;
1073 y = op->y;
1074 m = get_map_from_coord (op->map, &x, &y);
1075
1076 if (!m)
1077 {
1078 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1079 op->map->path, op->x, op->y);
1080 /* in old days, we used to set x and y to 0 and continue.
1081 * it seems if we get into this case, something is probablye
1082 * screwed up and should be fixed.
1083 */
1084 abort ();
1085 }
1086
1087 if (op->map != m)
1088 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1089 op->map->path, m->path, op->x, op->y, x, y);
1090
1091 /* Re did the following section of code - it looks like it had
1092 * lots of logic for things we no longer care about
1093 */
1094
1095 /* link the object above us */
1096 if (op->above)
1097 op->above->below = op->below;
1098 else
1099 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1100
1101 /* Relink the object below us, if there is one */
1102 if (op->below)
1103 op->below->above = op->above;
1104 else
1105 {
1106 /* Nothing below, which means we need to relink map object for this space
1107 * use translated coordinates in case some oddness with map tiling is
1108 * evident
1109 */
1110 if (GET_MAP_OB (m, x, y) != op)
1111 {
1112 char *dump = dump_object (op);
1113 LOG (llevError,
1114 "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);
1115 free (dump);
1116 dump = dump_object (GET_MAP_OB (m, x, y));
1117 LOG (llevError, "%s\n", dump);
1118 free (dump);
1119 }
1120
1121 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1122 }
1123
1124 op->above = 0;
1125 op->below = 0;
1126
1127 if (op->map->in_memory == MAP_SAVING)
1060 return; 1128 return;
1061 }
1062 1129
1063 /* If we get here, we are removing it from a map */
1064 if (op->map == NULL) return;
1065
1066 x = op->x;
1067 y = op->y;
1068 m = get_map_from_coord(op->map, &x, &y);
1069
1070 if (!m) {
1071 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1072 op->map->path, op->x, op->y);
1073 /* in old days, we used to set x and y to 0 and continue.
1074 * it seems if we get into this case, something is probablye
1075 * screwed up and should be fixed.
1076 */
1077 abort();
1078 }
1079 if (op->map != m) {
1080 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1081 op->map->path, m->path, op->x, op->y, x, y);
1082 }
1083
1084 /* Re did the following section of code - it looks like it had
1085 * lots of logic for things we no longer care about
1086 */
1087
1088 /* link the object above us */
1089 if (op->above)
1090 op->above->below=op->below;
1091 else
1092 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1093
1094 /* Relink the object below us, if there is one */
1095 if(op->below) {
1096 op->below->above=op->above;
1097 } else {
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
1101 */
1102 if(GET_MAP_OB(m,x,y)!=op) {
1103 dump_object(op);
1104 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);
1105 dump_object(GET_MAP_OB(m,x,y));
1106 LOG(llevError,"%s\n",errmsg);
1107 }
1108 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1109 }
1110 op->above=NULL;
1111 op->below=NULL;
1112
1113 if (op->map->in_memory == MAP_SAVING)
1114 return;
1115
1116 tag = op->count;
1117 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1130 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1131
1118 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1132 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1133 {
1119 /* No point updating the players look faces if he is the object 1134 /* No point updating the players look faces if he is the object
1120 * being removed. 1135 * being removed.
1121 */ 1136 */
1122 1137
1123 if(tmp->type==PLAYER && tmp!=op) { 1138 if (tmp->type == PLAYER && tmp != op)
1139 {
1124 /* If a container that the player is currently using somehow gets 1140 /* If a container that the player is currently using somehow gets
1125 * removed (most likely destroyed), update the player view 1141 * removed (most likely destroyed), update the player view
1126 * appropriately. 1142 * appropriately.
1127 */ 1143 */
1128 if (tmp->container==op) { 1144 if (tmp->container == op)
1145 {
1129 CLEAR_FLAG(op, FLAG_APPLIED); 1146 CLEAR_FLAG (op, FLAG_APPLIED);
1130 tmp->container=NULL; 1147 tmp->container = NULL;
1148 }
1149
1150 tmp->contr->socket.update_look = 1;
1131 } 1151 }
1132 tmp->contr->socket.update_look=1; 1152
1133 }
1134 /* See if player moving off should effect something */ 1153 /* See if player moving off should effect something */
1154 if (check_walk_off
1135 if (check_walk_off && ((op->move_type & tmp->move_off) && 1155 && ((op->move_type & tmp->move_off)
1136 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1156 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1137 1157 {
1138 move_apply(tmp, op, NULL); 1158 move_apply (tmp, op, NULL);
1159
1139 if (was_destroyed (op, tag)) { 1160 if (op->destroyed ())
1140 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1161 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1141 "leaving object\n", &tmp->name, &tmp->arch->name);
1142 } 1162 }
1143 }
1144 1163
1145 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1164 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1146 1165
1147 if(tmp->above == tmp) 1166 if (tmp->above == tmp)
1148 tmp->above = NULL; 1167 tmp->above = NULL;
1168
1149 last=tmp; 1169 last = tmp;
1150 } 1170 }
1171
1151 /* last == NULL of there are no objects on this space */ 1172 /* last == NULL of there are no objects on this space */
1152 if (last==NULL) { 1173 if (last == NULL)
1174 {
1153 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1175 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1154 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1176 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1155 * those out anyways, and if there are any flags set right now, they won't 1177 * those out anyways, and if there are any flags set right now, they won't
1156 * be correct anyways. 1178 * be correct anyways.
1157 */ 1179 */
1158 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1180 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1159 update_position(op->map, op->x, op->y); 1181 update_position (op->map, op->x, op->y);
1160 } 1182 }
1161 else 1183 else
1162 update_object(last, UP_OBJ_REMOVE); 1184 update_object (last, UP_OBJ_REMOVE);
1163 1185
1164 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1186 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1165 update_all_los(op->map, op->x, op->y); 1187 update_all_los (op->map, op->x, op->y);
1166 1188 }
1167} 1189}
1168 1190
1169/* 1191/*
1170 * merge_ob(op,top): 1192 * merge_ob(op,top):
1171 * 1193 *
1172 * This function goes through all objects below and including top, and 1194 * This function goes through all objects below and including top, and
1173 * merges op to the first matching object. 1195 * merges op to the first matching object.
1174 * If top is NULL, it is calculated. 1196 * If top is NULL, it is calculated.
1175 * Returns pointer to object if it succeded in the merge, otherwise NULL 1197 * Returns pointer to object if it succeded in the merge, otherwise NULL
1176 */ 1198 */
1177 1199object *
1178object *merge_ob(object *op, object *top) { 1200merge_ob (object *op, object *top)
1201{
1179 if(!op->nrof) 1202 if (!op->nrof)
1180 return 0; 1203 return 0;
1204
1181 if(top==NULL) 1205 if (top == NULL)
1182 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1206 for (top = op; top != NULL && top->above != NULL; top = top->above);
1207
1183 for(;top!=NULL;top=top->below) { 1208 for (; top != NULL; top = top->below)
1209 {
1184 if(top==op) 1210 if (top == op)
1185 continue; 1211 continue;
1186 if (CAN_MERGE(op,top)) 1212 if (CAN_MERGE (op, top))
1187 { 1213 {
1188 top->nrof+=op->nrof; 1214 top->nrof += op->nrof;
1215
1189/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1216/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1190 op->weight = 0; /* Don't want any adjustements now */ 1217 op->weight = 0; /* Don't want any adjustements now */
1191 remove_ob(op); 1218 remove_ob (op);
1192 free_object(op); 1219 free_object (op);
1193 return top; 1220 return top;
1194 } 1221 }
1195 } 1222 }
1223
1196 return NULL; 1224 return 0;
1197} 1225}
1198 1226
1199/* 1227/*
1200 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1228 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1201 * job preparing multi-part monsters 1229 * job preparing multi-part monsters
1202 */ 1230 */
1231object *
1203object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1232insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1233{
1204 object* tmp; 1234 object *tmp;
1235
1205 if (op->head) 1236 if (op->head)
1206 op=op->head; 1237 op = op->head;
1238
1207 for (tmp=op;tmp;tmp=tmp->more){ 1239 for (tmp = op; tmp; tmp = tmp->more)
1240 {
1208 tmp->x=x+tmp->arch->clone.x; 1241 tmp->x = x + tmp->arch->clone.x;
1209 tmp->y=y+tmp->arch->clone.y; 1242 tmp->y = y + tmp->arch->clone.y;
1210 } 1243 }
1244
1211 return insert_ob_in_map (op, m, originator, flag); 1245 return insert_ob_in_map (op, m, originator, flag);
1212} 1246}
1213 1247
1214/* 1248/*
1215 * insert_ob_in_map (op, map, originator, flag): 1249 * insert_ob_in_map (op, map, originator, flag):
1216 * This function inserts the object in the two-way linked list 1250 * This function inserts the object in the two-way linked list
1230 * new object if 'op' was merged with other object 1264 * new object if 'op' was merged with other object
1231 * NULL if 'op' was destroyed 1265 * NULL if 'op' was destroyed
1232 * just 'op' otherwise 1266 * just 'op' otherwise
1233 */ 1267 */
1234 1268
1269object *
1235object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1270insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1271{
1237 object *tmp, *top, *floor=NULL; 1272 object *tmp, *top, *floor = NULL;
1238 sint16 x,y; 1273 sint16 x, y;
1239 1274
1240 if (QUERY_FLAG (op, FLAG_FREED)) { 1275 if (QUERY_FLAG (op, FLAG_FREED))
1276 {
1241 LOG (llevError, "Trying to insert freed object!\n"); 1277 LOG (llevError, "Trying to insert freed object!\n");
1278 return NULL;
1279 }
1280
1281 if (m == NULL)
1282 {
1283 char *dump = dump_object (op);
1284 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1285 free (dump);
1286 return op;
1287 }
1288
1289 if (out_of_map (m, op->x, op->y))
1290 {
1291 char *dump = dump_object (op);
1292 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1293#ifdef MANY_CORES
1294 /* Better to catch this here, as otherwise the next use of this object
1295 * is likely to cause a crash. Better to find out where it is getting
1296 * improperly inserted.
1297 */
1298 abort ();
1299#endif
1300 free (dump);
1301 return op;
1302 }
1303
1304 if (!QUERY_FLAG (op, FLAG_REMOVED))
1305 {
1306 char *dump = dump_object (op);
1307 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1308 free (dump);
1309 return op;
1310 }
1311
1312 if (op->more != NULL)
1313 {
1314 /* The part may be on a different map. */
1315
1316 object *more = op->more;
1317
1318 /* We really need the caller to normalize coordinates - if
1319 * we set the map, that doesn't work if the location is within
1320 * a map and this is straddling an edge. So only if coordinate
1321 * is clear wrong do we normalize it.
1322 */
1323 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1324 more->map = get_map_from_coord (m, &more->x, &more->y);
1325 else if (!more->map)
1326 {
1327 /* For backwards compatibility - when not dealing with tiled maps,
1328 * more->map should always point to the parent.
1329 */
1330 more->map = m;
1331 }
1332
1333 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1334 {
1335 if (!op->head)
1336 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1337
1338 return NULL;
1339 }
1340 }
1341
1342 CLEAR_FLAG (op, FLAG_REMOVED);
1343
1344 /* Ideally, the caller figures this out. However, it complicates a lot
1345 * of areas of callers (eg, anything that uses find_free_spot would now
1346 * need extra work
1347 */
1348 op->map = get_map_from_coord (m, &op->x, &op->y);
1349 x = op->x;
1350 y = op->y;
1351
1352 /* this has to be done after we translate the coordinates.
1353 */
1354 if (op->nrof && !(flag & INS_NO_MERGE))
1355 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1356 if (CAN_MERGE (op, tmp))
1357 {
1358 op->nrof += tmp->nrof;
1359 remove_ob (tmp);
1360 free_object (tmp);
1361 }
1362
1363 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1364 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1365
1366 if (!QUERY_FLAG (op, FLAG_ALIVE))
1367 CLEAR_FLAG (op, FLAG_NO_STEAL);
1368
1369 if (flag & INS_BELOW_ORIGINATOR)
1370 {
1371 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1372 {
1373 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1374 abort ();
1375 }
1376
1377 op->above = originator;
1378 op->below = originator->below;
1379
1380 if (op->below)
1381 op->below->above = op;
1382 else
1383 SET_MAP_OB (op->map, op->x, op->y, op);
1384
1385 /* since *below* originator, no need to update top */
1386 originator->below = op;
1387 }
1388 else
1389 {
1390 /* If there are other objects, then */
1391 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1392 {
1393 object *last = NULL;
1394
1395 /*
1396 * If there are multiple objects on this space, we do some trickier handling.
1397 * We've already dealt with merging if appropriate.
1398 * Generally, we want to put the new object on top. But if
1399 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1400 * floor, we want to insert above that and no further.
1401 * Also, if there are spell objects on this space, we stop processing
1402 * once we get to them. This reduces the need to traverse over all of
1403 * them when adding another one - this saves quite a bit of cpu time
1404 * when lots of spells are cast in one area. Currently, it is presumed
1405 * that flying non pickable objects are spell objects.
1406 */
1407
1408 while (top != NULL)
1409 {
1410 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1411 floor = top;
1412
1413 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1414 {
1415 /* We insert above top, so we want this object below this */
1416 top = top->below;
1417 break;
1418 }
1419
1420 last = top;
1421 top = top->above;
1422 }
1423
1424 /* Don't want top to be NULL, so set it to the last valid object */
1425 top = last;
1426
1427 /* We let update_position deal with figuring out what the space
1428 * looks like instead of lots of conditions here.
1429 * makes things faster, and effectively the same result.
1430 */
1431
1432 /* Have object 'fall below' other objects that block view.
1433 * Unless those objects are exits, type 66
1434 * If INS_ON_TOP is used, don't do this processing
1435 * Need to find the object that in fact blocks view, otherwise
1436 * stacking is a bit odd.
1437 */
1438 if (!(flag & INS_ON_TOP) &&
1439 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1440 {
1441 for (last = top; last != floor; last = last->below)
1442 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1443 break;
1444 /* Check to see if we found the object that blocks view,
1445 * and make sure we have a below pointer for it so that
1446 * we can get inserted below this one, which requires we
1447 * set top to the object below us.
1448 */
1449 if (last && last->below && last != floor)
1450 top = last->below;
1451 }
1452 } /* If objects on this space */
1453
1454 if (flag & INS_MAP_LOAD)
1455 top = GET_MAP_TOP (op->map, op->x, op->y);
1456
1457 if (flag & INS_ABOVE_FLOOR_ONLY)
1458 top = floor;
1459
1460 /* Top is the object that our object (op) is going to get inserted above.
1461 */
1462
1463 /* First object on this space */
1464 if (!top)
1465 {
1466 op->above = GET_MAP_OB (op->map, op->x, op->y);
1467
1468 if (op->above)
1469 op->above->below = op;
1470
1471 op->below = NULL;
1472 SET_MAP_OB (op->map, op->x, op->y, op);
1473 }
1474 else
1475 { /* get inserted into the stack above top */
1476 op->above = top->above;
1477
1478 if (op->above)
1479 op->above->below = op;
1480
1481 op->below = top;
1482 top->above = op;
1483 }
1484
1485 if (op->above == NULL)
1486 SET_MAP_TOP (op->map, op->x, op->y, op);
1487 } /* else not INS_BELOW_ORIGINATOR */
1488
1489 if (op->type == PLAYER)
1490 op->contr->do_los = 1;
1491
1492 /* If we have a floor, we know the player, if any, will be above
1493 * it, so save a few ticks and start from there.
1494 */
1495 if (!(flag & INS_MAP_LOAD))
1496 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1497 if (tmp->type == PLAYER)
1498 tmp->contr->socket.update_look = 1;
1499
1500 /* If this object glows, it may affect lighting conditions that are
1501 * visible to others on this map. But update_all_los is really
1502 * an inefficient way to do this, as it means los for all players
1503 * on the map will get recalculated. The players could very well
1504 * be far away from this change and not affected in any way -
1505 * this should get redone to only look for players within range,
1506 * or just updating the P_NEED_UPDATE for spaces within this area
1507 * of effect may be sufficient.
1508 */
1509 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1510 update_all_los (op->map, op->x, op->y);
1511
1512 /* updates flags (blocked, alive, no magic, etc) for this map space */
1513 update_object (op, UP_OBJ_INSERT);
1514
1515 /* Don't know if moving this to the end will break anything. However,
1516 * we want to have update_look set above before calling this.
1517 *
1518 * check_move_on() must be after this because code called from
1519 * check_move_on() depends on correct map flags (so functions like
1520 * blocked() and wall() work properly), and these flags are updated by
1521 * update_object().
1522 */
1523
1524 /* if this is not the head or flag has been passed, don't check walk on status */
1525 if (!(flag & INS_NO_WALK_ON) && !op->head)
1526 {
1527 if (check_move_on (op, originator))
1242 return NULL; 1528 return NULL;
1243 }
1244 if(m==NULL) {
1245 dump_object(op);
1246 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1247 return op;
1248 }
1249 if(out_of_map(m,op->x,op->y)) {
1250 dump_object(op);
1251 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1252#ifdef MANY_CORES
1253 /* Better to catch this here, as otherwise the next use of this object
1254 * is likely to cause a crash. Better to find out where it is getting
1255 * improperly inserted.
1256 */
1257 abort();
1258#endif
1259 return op;
1260 }
1261 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1262 dump_object(op);
1263 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1264 return op;
1265 }
1266 if(op->more!=NULL) {
1267 /* The part may be on a different map. */
1268 1529
1269 object *more = op->more;
1270
1271 /* We really need the caller to normalize coordinates - if
1272 * we set the map, that doesn't work if the location is within
1273 * a map and this is straddling an edge. So only if coordinate
1274 * is clear wrong do we normalize it.
1275 */
1276 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1277 more->map = get_map_from_coord(m, &more->x, &more->y);
1278 } else if (!more->map) {
1279 /* For backwards compatibility - when not dealing with tiled maps,
1280 * more->map should always point to the parent.
1281 */
1282 more->map = m;
1283 }
1284
1285 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1286 if ( ! op->head)
1287 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1288 return NULL;
1289 }
1290 }
1291 CLEAR_FLAG(op,FLAG_REMOVED);
1292
1293 /* Ideally, the caller figures this out. However, it complicates a lot
1294 * of areas of callers (eg, anything that uses find_free_spot would now
1295 * need extra work
1296 */
1297 op->map=get_map_from_coord(m, &op->x, &op->y);
1298 x = op->x;
1299 y = op->y;
1300
1301 /* this has to be done after we translate the coordinates.
1302 */
1303 if(op->nrof && !(flag & INS_NO_MERGE)) {
1304 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1305 if (CAN_MERGE(op,tmp)) {
1306 op->nrof+=tmp->nrof;
1307 remove_ob(tmp);
1308 free_object(tmp);
1309 }
1310 }
1311
1312 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1313 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1314 if (!QUERY_FLAG(op, FLAG_ALIVE))
1315 CLEAR_FLAG(op, FLAG_NO_STEAL);
1316
1317 if (flag & INS_BELOW_ORIGINATOR) {
1318 if (originator->map != op->map || originator->x != op->x ||
1319 originator->y != op->y) {
1320 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1321 abort();
1322 }
1323 op->above = originator;
1324 op->below = originator->below;
1325 if (op->below) op->below->above = op;
1326 else SET_MAP_OB(op->map, op->x, op->y, op);
1327 /* since *below* originator, no need to update top */
1328 originator->below = op;
1329 } else {
1330 /* If there are other objects, then */
1331 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1332 object *last=NULL;
1333 /*
1334 * If there are multiple objects on this space, we do some trickier handling.
1335 * We've already dealt with merging if appropriate.
1336 * Generally, we want to put the new object on top. But if
1337 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1338 * floor, we want to insert above that and no further.
1339 * Also, if there are spell objects on this space, we stop processing
1340 * once we get to them. This reduces the need to traverse over all of
1341 * them when adding another one - this saves quite a bit of cpu time
1342 * when lots of spells are cast in one area. Currently, it is presumed
1343 * that flying non pickable objects are spell objects.
1344 */
1345
1346 while (top != NULL) {
1347 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1348 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1349 if (QUERY_FLAG(top, FLAG_NO_PICK)
1350 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1351 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1352 {
1353 /* We insert above top, so we want this object below this */
1354 top=top->below;
1355 break;
1356 }
1357 last = top;
1358 top = top->above;
1359 }
1360 /* Don't want top to be NULL, so set it to the last valid object */
1361 top = last;
1362
1363 /* We let update_position deal with figuring out what the space
1364 * looks like instead of lots of conditions here.
1365 * makes things faster, and effectively the same result.
1366 */
1367
1368 /* Have object 'fall below' other objects that block view.
1369 * Unless those objects are exits, type 66
1370 * If INS_ON_TOP is used, don't do this processing
1371 * Need to find the object that in fact blocks view, otherwise
1372 * stacking is a bit odd.
1373 */
1374 if (!(flag & INS_ON_TOP) &&
1375 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1376 (op->face && !op->face->visibility)) {
1377 for (last=top; last != floor; last=last->below)
1378 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1379 /* Check to see if we found the object that blocks view,
1380 * and make sure we have a below pointer for it so that
1381 * we can get inserted below this one, which requires we
1382 * set top to the object below us.
1383 */
1384 if (last && last->below && last != floor) top=last->below;
1385 }
1386 } /* If objects on this space */
1387 if (flag & INS_MAP_LOAD)
1388 top = GET_MAP_TOP(op->map,op->x,op->y);
1389 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1390
1391 /* Top is the object that our object (op) is going to get inserted above.
1392 */
1393
1394 /* First object on this space */
1395 if (!top) {
1396 op->above = GET_MAP_OB(op->map, op->x, op->y);
1397 if (op->above) op->above->below = op;
1398 op->below = NULL;
1399 SET_MAP_OB(op->map, op->x, op->y, op);
1400 } else { /* get inserted into the stack above top */
1401 op->above = top->above;
1402 if (op->above) op->above->below = op;
1403 op->below = top;
1404 top->above = op;
1405 }
1406 if (op->above==NULL)
1407 SET_MAP_TOP(op->map,op->x, op->y, op);
1408 } /* else not INS_BELOW_ORIGINATOR */
1409
1410 if(op->type==PLAYER)
1411 op->contr->do_los=1;
1412
1413 /* If we have a floor, we know the player, if any, will be above
1414 * it, so save a few ticks and start from there.
1415 */
1416 if (!(flag & INS_MAP_LOAD))
1417 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1418 if (tmp->type == PLAYER)
1419 tmp->contr->socket.update_look=1;
1420 }
1421
1422 /* If this object glows, it may affect lighting conditions that are
1423 * visible to others on this map. But update_all_los is really
1424 * an inefficient way to do this, as it means los for all players
1425 * on the map will get recalculated. The players could very well
1426 * be far away from this change and not affected in any way -
1427 * this should get redone to only look for players within range,
1428 * or just updating the P_NEED_UPDATE for spaces within this area
1429 * of effect may be sufficient.
1430 */
1431 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1432 update_all_los(op->map, op->x, op->y);
1433
1434
1435 /* updates flags (blocked, alive, no magic, etc) for this map space */
1436 update_object(op,UP_OBJ_INSERT);
1437
1438
1439 /* Don't know if moving this to the end will break anything. However,
1440 * we want to have update_look set above before calling this.
1441 *
1442 * check_move_on() must be after this because code called from
1443 * check_move_on() depends on correct map flags (so functions like
1444 * blocked() and wall() work properly), and these flags are updated by
1445 * update_object().
1446 */
1447
1448 /* if this is not the head or flag has been passed, don't check walk on status */
1449
1450 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1451 if (check_move_on(op, originator))
1452 return NULL;
1453
1454 /* If we are a multi part object, lets work our way through the check 1530 /* If we are a multi part object, lets work our way through the check
1455 * walk on's. 1531 * walk on's.
1456 */ 1532 */
1457 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1533 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1458 if (check_move_on (tmp, originator)) 1534 if (check_move_on (tmp, originator))
1459 return NULL; 1535 return NULL;
1460 } 1536 }
1537
1461 return op; 1538 return op;
1462} 1539}
1463 1540
1464/* this function inserts an object in the map, but if it 1541/* this function inserts an object in the map, but if it
1465 * finds an object of its own type, it'll remove that one first. 1542 * finds an object of its own type, it'll remove that one first.
1466 * op is the object to insert it under: supplies x and the map. 1543 * op is the object to insert it under: supplies x and the map.
1467 */ 1544 */
1545void
1468void replace_insert_ob_in_map(const char *arch_string, object *op) { 1546replace_insert_ob_in_map (const char *arch_string, object *op)
1547{
1469 object *tmp; 1548 object *
1470 object *tmp1; 1549 tmp;
1550 object *
1551 tmp1;
1471 1552
1472 /* first search for itself and remove any old instances */ 1553 /* first search for itself and remove any old instances */
1473 1554
1474 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1555 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1556 {
1475 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1557 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1558 {
1476 remove_ob(tmp); 1559 remove_ob (tmp);
1477 free_object(tmp); 1560 free_object (tmp);
1478 } 1561 }
1479 } 1562 }
1480 1563
1481 tmp1=arch_to_object(find_archetype(arch_string)); 1564 tmp1 = arch_to_object (archetype::find (arch_string));
1482 1565
1483 1566 tmp1->x = op->x;
1484 tmp1->x = op->x; tmp1->y = op->y; 1567 tmp1->y = op->y;
1485 insert_ob_in_map(tmp1,op->map,op,0); 1568 insert_ob_in_map (tmp1, op->map, op, 0);
1486} 1569}
1487 1570
1488/* 1571/*
1489 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1572 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1490 * is returned contains nr objects, and the remaining parts contains 1573 * is returned contains nr objects, and the remaining parts contains
1491 * the rest (or is removed and freed if that number is 0). 1574 * the rest (or is removed and freed if that number is 0).
1492 * On failure, NULL is returned, and the reason put into the 1575 * On failure, NULL is returned, and the reason put into the
1493 * global static errmsg array. 1576 * global static errmsg array.
1494 */ 1577 */
1495 1578
1579object *
1496object *get_split_ob(object *orig_ob, uint32 nr) { 1580get_split_ob (object *orig_ob, uint32 nr)
1497 object *newob; 1581{
1582 object *
1583 newob;
1584 int
1498 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1585 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1499 1586
1500 if(orig_ob->nrof<nr) { 1587 if (orig_ob->nrof < nr)
1501 sprintf(errmsg,"There are only %d %ss.", 1588 {
1502 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1589 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1503 return NULL; 1590 return NULL;
1504 } 1591 }
1592
1505 newob = object_create_clone(orig_ob); 1593 newob = object_create_clone (orig_ob);
1594
1506 if((orig_ob->nrof-=nr)<1) { 1595 if ((orig_ob->nrof -= nr) < 1)
1596 {
1507 if ( ! is_removed) 1597 if (!is_removed)
1508 remove_ob(orig_ob); 1598 remove_ob (orig_ob);
1509 free_object2(orig_ob, 1); 1599 free_object2 (orig_ob, 1);
1510 } 1600 }
1511 else if ( ! is_removed) { 1601 else if (!is_removed)
1602 {
1512 if(orig_ob->env!=NULL) 1603 if (orig_ob->env != NULL)
1513 sub_weight (orig_ob->env,orig_ob->weight*nr); 1604 sub_weight (orig_ob->env, orig_ob->weight * nr);
1514 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1605 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1606 {
1515 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1607 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1516 LOG(llevDebug,
1517 "Error, Tried to split object whose map is not in memory.\n"); 1608 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1518 return NULL; 1609 return NULL;
1519 } 1610 }
1520 } 1611 }
1612
1521 newob->nrof=nr; 1613 newob->nrof = nr;
1522 1614
1523 return newob; 1615 return newob;
1524} 1616}
1525 1617
1526/* 1618/*
1527 * decrease_ob_nr(object, number) decreases a specified number from 1619 * decrease_ob_nr(object, number) decreases a specified number from
1528 * the amount of an object. If the amount reaches 0, the object 1620 * the amount of an object. If the amount reaches 0, the object
1529 * is subsequently removed and freed. 1621 * is subsequently removed and freed.
1530 * 1622 *
1531 * Return value: 'op' if something is left, NULL if the amount reached 0 1623 * Return value: 'op' if something is left, NULL if the amount reached 0
1532 */ 1624 */
1533 1625
1626object *
1534object *decrease_ob_nr (object *op, uint32 i) 1627decrease_ob_nr (object *op, uint32 i)
1535{ 1628{
1536 object *tmp; 1629 object *tmp;
1537 player *pl; 1630 player *pl;
1538 1631
1539 if (i == 0) /* objects with op->nrof require this check */ 1632 if (i == 0) /* objects with op->nrof require this check */
1540 return op; 1633 return op;
1541 1634
1542 if (i > op->nrof) 1635 if (i > op->nrof)
1543 i = op->nrof; 1636 i = op->nrof;
1544 1637
1545 if (QUERY_FLAG (op, FLAG_REMOVED)) 1638 if (QUERY_FLAG (op, FLAG_REMOVED))
1639 op->nrof -= i;
1640 else if (op->env != NULL)
1641 {
1642 /* is this object in the players inventory, or sub container
1643 * therein?
1644 */
1645 tmp = is_player_inv (op->env);
1646 /* nope. Is this a container the player has opened?
1647 * If so, set tmp to that player.
1648 * IMO, searching through all the players will mostly
1649 * likely be quicker than following op->env to the map,
1650 * and then searching the map for a player.
1651 */
1652 if (!tmp)
1653 {
1654 for (pl = first_player; pl; pl = pl->next)
1655 if (pl->ob->container == op->env)
1656 break;
1657 if (pl)
1658 tmp = pl->ob;
1659 else
1660 tmp = NULL;
1661 }
1662
1663 if (i < op->nrof)
1664 {
1665 sub_weight (op->env, op->weight * i);
1666 op->nrof -= i;
1667 if (tmp)
1668 {
1669 esrv_send_item (tmp, op);
1670 }
1671 }
1672 else
1673 {
1674 remove_ob (op);
1675 op->nrof = 0;
1676 if (tmp)
1677 {
1678 esrv_del_item (tmp->contr, op->count);
1679 }
1680 }
1546 { 1681 }
1682 else
1683 {
1684 object *above = op->above;
1685
1686 if (i < op->nrof)
1547 op->nrof -= i; 1687 op->nrof -= i;
1548 } 1688 else
1549 else if (op->env != NULL)
1550 {
1551 /* is this object in the players inventory, or sub container
1552 * therein?
1553 */
1554 tmp = is_player_inv (op->env);
1555 /* nope. Is this a container the player has opened?
1556 * If so, set tmp to that player.
1557 * IMO, searching through all the players will mostly
1558 * likely be quicker than following op->env to the map,
1559 * and then searching the map for a player.
1560 */
1561 if (!tmp) {
1562 for (pl=first_player; pl; pl=pl->next)
1563 if (pl->ob->container == op->env) break;
1564 if (pl) tmp=pl->ob;
1565 else tmp=NULL;
1566 } 1689 {
1567
1568 if (i < op->nrof) {
1569 sub_weight (op->env, op->weight * i);
1570 op->nrof -= i;
1571 if (tmp) {
1572 esrv_send_item(tmp, op);
1573 }
1574 } else {
1575 remove_ob (op); 1690 remove_ob (op);
1576 op->nrof = 0; 1691 op->nrof = 0;
1577 if (tmp) {
1578 esrv_del_item(tmp->contr, op->count);
1579 } 1692 }
1580 }
1581 }
1582 else
1583 {
1584 object *above = op->above;
1585 1693
1586 if (i < op->nrof) {
1587 op->nrof -= i;
1588 } else {
1589 remove_ob (op);
1590 op->nrof = 0;
1591 }
1592 /* Since we just removed op, op->above is null */ 1694 /* Since we just removed op, op->above is null */
1593 for (tmp = above; tmp != NULL; tmp = tmp->above) 1695 for (tmp = above; tmp != NULL; tmp = tmp->above)
1594 if (tmp->type == PLAYER) { 1696 if (tmp->type == PLAYER)
1697 {
1595 if (op->nrof) 1698 if (op->nrof)
1596 esrv_send_item(tmp, op); 1699 esrv_send_item (tmp, op);
1597 else 1700 else
1598 esrv_del_item(tmp->contr, op->count); 1701 esrv_del_item (tmp->contr, op->count);
1599 } 1702 }
1600 } 1703 }
1601 1704
1602 if (op->nrof) { 1705 if (op->nrof)
1603 return op; 1706 return op;
1604 } else { 1707 else
1708 {
1605 free_object (op); 1709 free_object (op);
1606 return NULL; 1710 return NULL;
1607 } 1711 }
1608} 1712}
1609 1713
1610/* 1714/*
1611 * add_weight(object, weight) adds the specified weight to an object, 1715 * add_weight(object, weight) adds the specified weight to an object,
1612 * and also updates how much the environment(s) is/are carrying. 1716 * and also updates how much the environment(s) is/are carrying.
1613 */ 1717 */
1614 1718
1719void
1615void add_weight (object *op, signed long weight) { 1720add_weight (object *op, signed long weight)
1721{
1616 while (op!=NULL) { 1722 while (op != NULL)
1723 {
1617 if (op->type == CONTAINER) { 1724 if (op->type == CONTAINER)
1618 weight=(signed long)(weight*(100-op->stats.Str)/100); 1725 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1619 } 1726
1620 op->carrying+=weight; 1727 op->carrying += weight;
1621 op=op->env; 1728 op = op->env;
1622 } 1729 }
1623} 1730}
1624 1731
1625/* 1732/*
1626 * insert_ob_in_ob(op,environment): 1733 * insert_ob_in_ob(op,environment):
1627 * This function inserts the object op in the linked list 1734 * This function inserts the object op in the linked list
1634 * 1741 *
1635 * The function returns now pointer to inserted item, and return value can 1742 * The function returns now pointer to inserted item, and return value can
1636 * be != op, if items are merged. -Tero 1743 * be != op, if items are merged. -Tero
1637 */ 1744 */
1638 1745
1746object *
1639object *insert_ob_in_ob(object *op,object *where) { 1747insert_ob_in_ob (object *op, object *where)
1640 object *tmp, *otmp; 1748{
1749 object *
1750 tmp, *
1751 otmp;
1641 1752
1642 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1753 if (!QUERY_FLAG (op, FLAG_REMOVED))
1643 dump_object(op); 1754 {
1755 char *dump = dump_object (op);
1644 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1756 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1757 free (dump);
1645 return op; 1758 return op;
1646 } 1759 }
1760
1647 if(where==NULL) { 1761 if (where == NULL)
1648 dump_object(op); 1762 {
1763 char *dump = dump_object (op);
1649 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1764 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1765 free (dump);
1650 return op; 1766 return op;
1651 } 1767 }
1768
1652 if (where->head) { 1769 if (where->head)
1653 LOG(llevDebug, 1770 {
1654 "Warning: Tried to insert object wrong part of multipart object.\n"); 1771 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1655 where = where->head; 1772 where = where->head;
1656 } 1773 }
1774
1657 if (op->more) { 1775 if (op->more)
1776 {
1658 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1777 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1659 &op->name, op->count);
1660 return op; 1778 return op;
1661 } 1779 }
1780
1662 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1781 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1663 CLEAR_FLAG(op, FLAG_REMOVED); 1782 CLEAR_FLAG (op, FLAG_REMOVED);
1664 if(op->nrof) { 1783 if (op->nrof)
1784 {
1665 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1785 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1666 if ( CAN_MERGE(tmp,op) ) { 1786 if (CAN_MERGE (tmp, op))
1787 {
1667 /* return the original object and remove inserted object 1788 /* return the original object and remove inserted object
1668 (client needs the original object) */ 1789 (client needs the original object) */
1669 tmp->nrof += op->nrof; 1790 tmp->nrof += op->nrof;
1670 /* Weight handling gets pretty funky. Since we are adding to 1791 /* Weight handling gets pretty funky. Since we are adding to
1671 * tmp->nrof, we need to increase the weight. 1792 * tmp->nrof, we need to increase the weight.
1672 */ 1793 */
1673 add_weight (where, op->weight*op->nrof); 1794 add_weight (where, op->weight * op->nrof);
1674 SET_FLAG(op, FLAG_REMOVED); 1795 SET_FLAG (op, FLAG_REMOVED);
1675 free_object(op); /* free the inserted object */ 1796 free_object (op); /* free the inserted object */
1676 op = tmp; 1797 op = tmp;
1677 remove_ob (op); /* and fix old object's links */ 1798 remove_ob (op); /* and fix old object's links */
1678 CLEAR_FLAG(op, FLAG_REMOVED); 1799 CLEAR_FLAG (op, FLAG_REMOVED);
1679 break; 1800 break;
1680 } 1801 }
1681 1802
1682 /* I assume combined objects have no inventory 1803 /* I assume combined objects have no inventory
1683 * We add the weight - this object could have just been removed 1804 * We add the weight - this object could have just been removed
1684 * (if it was possible to merge). calling remove_ob will subtract 1805 * (if it was possible to merge). calling remove_ob will subtract
1685 * the weight, so we need to add it in again, since we actually do 1806 * the weight, so we need to add it in again, since we actually do
1686 * the linking below 1807 * the linking below
1687 */ 1808 */
1688 add_weight (where, op->weight*op->nrof); 1809 add_weight (where, op->weight * op->nrof);
1810 }
1689 } else 1811 else
1690 add_weight (where, (op->weight+op->carrying)); 1812 add_weight (where, (op->weight + op->carrying));
1691 1813
1692 otmp=is_player_inv(where); 1814 otmp = is_player_inv (where);
1693 if (otmp&&otmp->contr!=NULL) { 1815 if (otmp && otmp->contr != NULL)
1816 {
1694 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1817 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1695 fix_player(otmp); 1818 fix_player (otmp);
1696 } 1819 }
1697 1820
1698 op->map=NULL; 1821 op->map = NULL;
1699 op->env=where; 1822 op->env = where;
1700 op->above=NULL; 1823 op->above = NULL;
1701 op->below=NULL; 1824 op->below = NULL;
1702 op->x=0,op->y=0; 1825 op->x = 0, op->y = 0;
1703 1826
1704 /* reset the light list and los of the players on the map */ 1827 /* reset the light list and los of the players on the map */
1705 if((op->glow_radius!=0)&&where->map) 1828 if ((op->glow_radius != 0) && where->map)
1706 { 1829 {
1707#ifdef DEBUG_LIGHTS 1830#ifdef DEBUG_LIGHTS
1708 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1831 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1709 op->name);
1710#endif /* DEBUG_LIGHTS */ 1832#endif /* DEBUG_LIGHTS */
1833 if (MAP_DARKNESS (where->map))
1711 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1834 update_all_los (where->map, where->x, where->y);
1712 } 1835 }
1713 1836
1714 /* Client has no idea of ordering so lets not bother ordering it here. 1837 /* Client has no idea of ordering so lets not bother ordering it here.
1715 * It sure simplifies this function... 1838 * It sure simplifies this function...
1716 */ 1839 */
1717 if (where->inv==NULL) 1840 if (where->inv == NULL)
1718 where->inv=op; 1841 where->inv = op;
1719 else { 1842 else
1843 {
1720 op->below = where->inv; 1844 op->below = where->inv;
1721 op->below->above = op; 1845 op->below->above = op;
1722 where->inv = op; 1846 where->inv = op;
1723 } 1847 }
1724 return op; 1848 return op;
1725} 1849}
1726 1850
1727/* 1851/*
1728 * Checks if any objects has a move_type that matches objects 1852 * Checks if any objects has a move_type that matches objects
1743 * MSW 2001-07-08: Check all objects on space, not just those below 1867 * MSW 2001-07-08: Check all objects on space, not just those below
1744 * object being inserted. insert_ob_in_map may not put new objects 1868 * object being inserted. insert_ob_in_map may not put new objects
1745 * on top. 1869 * on top.
1746 */ 1870 */
1747 1871
1872int
1748int check_move_on (object *op, object *originator) 1873check_move_on (object *op, object *originator)
1749{ 1874{
1750 object *tmp; 1875 object *tmp;
1751 tag_t tag;
1752 mapstruct *m=op->map; 1876 maptile *m = op->map;
1753 int x=op->x, y=op->y; 1877 int x = op->x, y = op->y;
1878
1754 MoveType move_on, move_slow, move_block; 1879 MoveType move_on, move_slow, move_block;
1755 1880
1756 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1881 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1757 return 0; 1882 return 0;
1758 1883
1759 tag = op->count;
1760
1761 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1884 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1762 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1885 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1763 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1886 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1764 1887
1765 /* if nothing on this space will slow op down or be applied, 1888 /* if nothing on this space will slow op down or be applied,
1766 * no need to do checking below. have to make sure move_type 1889 * no need to do checking below. have to make sure move_type
1767 * is set, as lots of objects don't have it set - we treat that 1890 * is set, as lots of objects don't have it set - we treat that
1768 * as walking. 1891 * as walking.
1769 */ 1892 */
1770 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1893 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1771 return 0; 1894 return 0;
1772 1895
1773 /* This is basically inverse logic of that below - basically, 1896 /* This is basically inverse logic of that below - basically,
1774 * if the object can avoid the move on or slow move, they do so, 1897 * if the object can avoid the move on or slow move, they do so,
1775 * but can't do it if the alternate movement they are using is 1898 * but can't do it if the alternate movement they are using is
1776 * blocked. Logic on this seems confusing, but does seem correct. 1899 * blocked. Logic on this seems confusing, but does seem correct.
1777 */ 1900 */
1778 if ((op->move_type & ~move_on & ~move_block) != 0 && 1901 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1779 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1902 return 0;
1780 1903
1781 /* The objects have to be checked from top to bottom. 1904 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1905 * Hence, we first go to the top:
1783 */ 1906 */
1784 1907
1785 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1908 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1786 tmp->above!=NULL; tmp=tmp->above) { 1909 {
1787 /* Trim the search when we find the first other spell effect 1910 /* Trim the search when we find the first other spell effect
1788 * this helps performance so that if a space has 50 spell objects, 1911 * this helps performance so that if a space has 50 spell objects,
1789 * we don't need to check all of them. 1912 * we don't need to check all of them.
1790 */ 1913 */
1791 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1914 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1915 break;
1916 }
1917
1918 for (; tmp; tmp = tmp->below)
1792 } 1919 {
1793 for(;tmp!=NULL; tmp=tmp->below) { 1920 if (tmp == op)
1794 if (tmp == op) continue; /* Can't apply yourself */ 1921 continue; /* Can't apply yourself */
1795 1922
1796 /* Check to see if one of the movement types should be slowed down. 1923 /* Check to see if one of the movement types should be slowed down.
1797 * Second check makes sure that the movement types not being slowed 1924 * Second check makes sure that the movement types not being slowed
1798 * (~slow_move) is not blocked on this space - just because the 1925 * (~slow_move) is not blocked on this space - just because the
1799 * space doesn't slow down swimming (for example), if you can't actually 1926 * space doesn't slow down swimming (for example), if you can't actually
1800 * swim on that space, can't use it to avoid the penalty. 1927 * swim on that space, can't use it to avoid the penalty.
1801 */ 1928 */
1802 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1929 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1930 {
1803 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1931 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1804 ((op->move_type & tmp->move_slow) &&
1805 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1932 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1933 {
1806 1934
1807 float diff; 1935 float
1808
1809 diff = tmp->move_slow_penalty*FABS(op->speed); 1936 diff = tmp->move_slow_penalty * FABS (op->speed);
1937
1810 if (op->type == PLAYER) { 1938 if (op->type == PLAYER)
1811 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1939 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1812 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1940 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1813 diff /= 4.0; 1941 diff /= 4.0;
1814 } 1942
1815 }
1816 op->speed_left -= diff; 1943 op->speed_left -= diff;
1817 } 1944 }
1818 } 1945 }
1819 1946
1820 /* Basically same logic as above, except now for actual apply. */ 1947 /* Basically same logic as above, except now for actual apply. */
1821 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1948 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1822 ((op->move_type & tmp->move_on) &&
1823 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1949 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1824 1950 {
1825 move_apply(tmp, op, originator); 1951 move_apply (tmp, op, originator);
1952
1826 if (was_destroyed (op, tag)) 1953 if (op->destroyed ())
1827 return 1; 1954 return 1;
1828 1955
1829 /* what the person/creature stepped onto has moved the object 1956 /* what the person/creature stepped onto has moved the object
1830 * someplace new. Don't process any further - if we did, 1957 * someplace new. Don't process any further - if we did,
1831 * have a feeling strange problems would result. 1958 * have a feeling strange problems would result.
1832 */ 1959 */
1833 if (op->map != m || op->x != x || op->y != y) return 0; 1960 if (op->map != m || op->x != x || op->y != y)
1961 return 0;
1834 } 1962 }
1835 } 1963 }
1964
1836 return 0; 1965 return 0;
1837} 1966}
1838 1967
1839/* 1968/*
1840 * present_arch(arch, map, x, y) searches for any objects with 1969 * present_arch(arch, map, x, y) searches for any objects with
1841 * a matching archetype at the given map and coordinates. 1970 * a matching archetype at the given map and coordinates.
1842 * The first matching object is returned, or NULL if none. 1971 * The first matching object is returned, or NULL if none.
1843 */ 1972 */
1844 1973
1974object *
1845object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1975present_arch (const archetype *at, maptile *m, int x, int y)
1976{
1846 object *tmp; 1977 object *
1978 tmp;
1979
1847 if(m==NULL || out_of_map(m,x,y)) { 1980 if (m == NULL || out_of_map (m, x, y))
1981 {
1848 LOG(llevError,"Present_arch called outside map.\n"); 1982 LOG (llevError, "Present_arch called outside map.\n");
1849 return NULL; 1983 return NULL;
1850 } 1984 }
1851 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1985 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1852 if(tmp->arch == at) 1986 if (tmp->arch == at)
1853 return tmp; 1987 return tmp;
1854 return NULL; 1988 return NULL;
1855} 1989}
1856 1990
1857/* 1991/*
1858 * present(type, map, x, y) searches for any objects with 1992 * present(type, map, x, y) searches for any objects with
1859 * a matching type variable at the given map and coordinates. 1993 * a matching type variable at the given map and coordinates.
1860 * The first matching object is returned, or NULL if none. 1994 * The first matching object is returned, or NULL if none.
1861 */ 1995 */
1862 1996
1997object *
1863object *present(unsigned char type,mapstruct *m, int x,int y) { 1998present (unsigned char type, maptile *m, int x, int y)
1999{
1864 object *tmp; 2000 object *
2001 tmp;
2002
1865 if(out_of_map(m,x,y)) { 2003 if (out_of_map (m, x, y))
2004 {
1866 LOG(llevError,"Present called outside map.\n"); 2005 LOG (llevError, "Present called outside map.\n");
1867 return NULL; 2006 return NULL;
1868 } 2007 }
1869 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2008 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1870 if(tmp->type==type) 2009 if (tmp->type == type)
1871 return tmp; 2010 return tmp;
1872 return NULL; 2011 return NULL;
1873} 2012}
1874 2013
1875/* 2014/*
1876 * present_in_ob(type, object) searches for any objects with 2015 * present_in_ob(type, object) searches for any objects with
1877 * a matching type variable in the inventory of the given object. 2016 * a matching type variable in the inventory of the given object.
1878 * The first matching object is returned, or NULL if none. 2017 * The first matching object is returned, or NULL if none.
1879 */ 2018 */
1880 2019
2020object *
1881object *present_in_ob(unsigned char type, const object *op) { 2021present_in_ob (unsigned char type, const object *op)
2022{
1882 object *tmp; 2023 object *
2024 tmp;
2025
1883 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1884 if(tmp->type==type) 2027 if (tmp->type == type)
1885 return tmp; 2028 return tmp;
1886 return NULL; 2029 return NULL;
1887} 2030}
1888 2031
1889/* 2032/*
1899 * the object name, not the archetype name. this is so that the 2042 * the object name, not the archetype name. this is so that the
1900 * spell code can use one object type (force), but change it's name 2043 * spell code can use one object type (force), but change it's name
1901 * to be unique. 2044 * to be unique.
1902 */ 2045 */
1903 2046
2047object *
1904object *present_in_ob_by_name(int type, const char *str, const object *op) { 2048present_in_ob_by_name (int type, const char *str, const object *op)
2049{
1905 object *tmp; 2050 object *
2051 tmp;
1906 2052
1907 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2053 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2054 {
1908 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2055 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1909 return tmp; 2056 return tmp;
1910 } 2057 }
1911 return NULL; 2058 return NULL;
1912} 2059}
1913 2060
1914/* 2061/*
1915 * present_arch_in_ob(archetype, object) searches for any objects with 2062 * present_arch_in_ob(archetype, object) searches for any objects with
1916 * a matching archetype in the inventory of the given object. 2063 * a matching archetype in the inventory of the given object.
1917 * The first matching object is returned, or NULL if none. 2064 * The first matching object is returned, or NULL if none.
1918 */ 2065 */
1919 2066
2067object *
1920object *present_arch_in_ob(const archetype *at, const object *op) { 2068present_arch_in_ob (const archetype *at, const object *op)
2069{
1921 object *tmp; 2070 object *
2071 tmp;
2072
1922 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2073 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1923 if( tmp->arch == at) 2074 if (tmp->arch == at)
1924 return tmp; 2075 return tmp;
1925 return NULL; 2076 return NULL;
1926} 2077}
1927 2078
1928/* 2079/*
1929 * activate recursively a flag on an object inventory 2080 * activate recursively a flag on an object inventory
1930 */ 2081 */
2082void
1931void flag_inv(object*op, int flag){ 2083flag_inv (object *op, int flag)
2084{
1932 object *tmp; 2085 object *
2086 tmp;
2087
1933 if(op->inv) 2088 if (op->inv)
1934 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2090 {
1935 SET_FLAG(tmp, flag); 2091 SET_FLAG (tmp, flag);
1936 flag_inv(tmp,flag); 2092 flag_inv (tmp, flag);
1937 } 2093 }
1938}/* 2094} /*
1939 * desactivate recursively a flag on an object inventory 2095 * desactivate recursively a flag on an object inventory
1940 */ 2096 */
2097void
1941void unflag_inv(object*op, int flag){ 2098unflag_inv (object *op, int flag)
2099{
1942 object *tmp; 2100 object *
2101 tmp;
2102
1943 if(op->inv) 2103 if (op->inv)
1944 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2104 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2105 {
1945 CLEAR_FLAG(tmp, flag); 2106 CLEAR_FLAG (tmp, flag);
1946 unflag_inv(tmp,flag); 2107 unflag_inv (tmp, flag);
1947 } 2108 }
1948} 2109}
1949 2110
1950/* 2111/*
1951 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2112 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1952 * all it's inventory (recursively). 2113 * all it's inventory (recursively).
1953 * If checksums are used, a player will get set_cheat called for 2114 * If checksums are used, a player will get set_cheat called for
1954 * him/her-self and all object carried by a call to this function. 2115 * him/her-self and all object carried by a call to this function.
1955 */ 2116 */
1956 2117
2118void
1957void set_cheat(object *op) { 2119set_cheat (object *op)
2120{
1958 SET_FLAG(op, FLAG_WAS_WIZ); 2121 SET_FLAG (op, FLAG_WAS_WIZ);
1959 flag_inv(op, FLAG_WAS_WIZ); 2122 flag_inv (op, FLAG_WAS_WIZ);
1960} 2123}
1961 2124
1962/* 2125/*
1963 * find_free_spot(object, map, x, y, start, stop) will search for 2126 * find_free_spot(object, map, x, y, start, stop) will search for
1964 * a spot at the given map and coordinates which will be able to contain 2127 * a spot at the given map and coordinates which will be able to contain
1979 * to know if the space in question will block the object. We can't use 2142 * to know if the space in question will block the object. We can't use
1980 * the archetype because that isn't correct if the monster has been 2143 * the archetype because that isn't correct if the monster has been
1981 * customized, changed states, etc. 2144 * customized, changed states, etc.
1982 */ 2145 */
1983 2146
2147int
1984int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2148find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2149{
2150 int
2151 i,
1985 int i,index=0, flag; 2152 index = 0, flag;
2153 static int
1986 static int altern[SIZEOFFREE]; 2154 altern[SIZEOFFREE];
1987 2155
1988 for(i=start;i<stop;i++) { 2156 for (i = start; i < stop; i++)
2157 {
1989 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2158 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1990 if(!flag) 2159 if (!flag)
1991 altern[index++]=i; 2160 altern[index++] = i;
1992 2161
1993 /* Basically, if we find a wall on a space, we cut down the search size. 2162 /* Basically, if we find a wall on a space, we cut down the search size.
1994 * In this way, we won't return spaces that are on another side of a wall. 2163 * In this way, we won't return spaces that are on another side of a wall.
1995 * This mostly work, but it cuts down the search size in all directions - 2164 * This mostly work, but it cuts down the search size in all directions -
1996 * if the space being examined only has a wall to the north and empty 2165 * if the space being examined only has a wall to the north and empty
1997 * spaces in all the other directions, this will reduce the search space 2166 * spaces in all the other directions, this will reduce the search space
1998 * to only the spaces immediately surrounding the target area, and 2167 * to only the spaces immediately surrounding the target area, and
1999 * won't look 2 spaces south of the target space. 2168 * won't look 2 spaces south of the target space.
2000 */ 2169 */
2001 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2170 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2002 stop=maxfree[i]; 2171 stop = maxfree[i];
2003 } 2172 }
2004 if(!index) return -1; 2173 if (!index)
2174 return -1;
2005 return altern[RANDOM()%index]; 2175 return altern[RANDOM () % index];
2006} 2176}
2007 2177
2008/* 2178/*
2009 * find_first_free_spot(archetype, mapstruct, x, y) works like 2179 * find_first_free_spot(archetype, maptile, x, y) works like
2010 * find_free_spot(), but it will search max number of squares. 2180 * find_free_spot(), but it will search max number of squares.
2011 * But it will return the first available spot, not a random choice. 2181 * But it will return the first available spot, not a random choice.
2012 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2182 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2013 */ 2183 */
2014 2184
2185int
2015int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2186find_first_free_spot (const object *ob, maptile *m, int x, int y)
2187{
2188 int
2016 int i; 2189 i;
2190
2017 for(i=0;i<SIZEOFFREE;i++) { 2191 for (i = 0; i < SIZEOFFREE; i++)
2192 {
2018 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2193 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2019 return i; 2194 return i;
2020 } 2195 }
2021 return -1; 2196 return -1;
2022} 2197}
2023 2198
2024/* 2199/*
2025 * The function permute(arr, begin, end) randomly reorders the array 2200 * The function permute(arr, begin, end) randomly reorders the array
2026 * arr[begin..end-1]. 2201 * arr[begin..end-1].
2027 */ 2202 */
2203static void
2028static void permute(int *arr, int begin, int end) 2204permute (int *arr, int begin, int end)
2029{ 2205{
2030 int i, j, tmp, len; 2206 int
2207 i,
2208 j,
2209 tmp,
2210 len;
2031 2211
2032 len = end-begin; 2212 len = end - begin;
2033 for(i = begin; i < end; i++) 2213 for (i = begin; i < end; i++)
2034 { 2214 {
2035 j = begin+RANDOM()%len; 2215 j = begin + RANDOM () % len;
2036 2216
2037 tmp = arr[i]; 2217 tmp = arr[i];
2038 arr[i] = arr[j]; 2218 arr[i] = arr[j];
2039 arr[j] = tmp; 2219 arr[j] = tmp;
2040 } 2220 }
2041} 2221}
2042 2222
2043/* new function to make monster searching more efficient, and effective! 2223/* new function to make monster searching more efficient, and effective!
2044 * This basically returns a randomized array (in the passed pointer) of 2224 * This basically returns a randomized array (in the passed pointer) of
2045 * the spaces to find monsters. In this way, it won't always look for 2225 * the spaces to find monsters. In this way, it won't always look for
2046 * monsters to the north first. However, the size of the array passed 2226 * monsters to the north first. However, the size of the array passed
2047 * covers all the spaces, so within that size, all the spaces within 2227 * covers all the spaces, so within that size, all the spaces within
2048 * the 3x3 area will be searched, just not in a predictable order. 2228 * the 3x3 area will be searched, just not in a predictable order.
2049 */ 2229 */
2230void
2050void get_search_arr(int *search_arr) 2231get_search_arr (int *search_arr)
2051{ 2232{
2233 int
2052 int i; 2234 i;
2053 2235
2054 for(i = 0; i < SIZEOFFREE; i++) 2236 for (i = 0; i < SIZEOFFREE; i++)
2055 { 2237 {
2056 search_arr[i] = i; 2238 search_arr[i] = i;
2057 } 2239 }
2058 2240
2059 permute(search_arr, 1, SIZEOFFREE1+1); 2241 permute (search_arr, 1, SIZEOFFREE1 + 1);
2060 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2242 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2061 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2243 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2062} 2244}
2063 2245
2064/* 2246/*
2065 * find_dir(map, x, y, exclude) will search some close squares in the 2247 * find_dir(map, x, y, exclude) will search some close squares in the
2066 * given map at the given coordinates for live objects. 2248 * given map at the given coordinates for live objects.
2072 * is actually want is going to try and move there. We need this info 2254 * is actually want is going to try and move there. We need this info
2073 * because we have to know what movement the thing looking to move 2255 * because we have to know what movement the thing looking to move
2074 * there is capable of. 2256 * there is capable of.
2075 */ 2257 */
2076 2258
2259int
2077int find_dir(mapstruct *m, int x, int y, object *exclude) { 2260find_dir (maptile *m, int x, int y, object *exclude)
2261{
2262 int
2263 i,
2078 int i,max=SIZEOFFREE, mflags; 2264 max = SIZEOFFREE, mflags;
2265
2079 sint16 nx, ny; 2266 sint16 nx, ny;
2080 object *tmp; 2267 object *
2081 mapstruct *mp; 2268 tmp;
2269 maptile *
2270 mp;
2271
2082 MoveType blocked, move_type; 2272 MoveType blocked, move_type;
2083 2273
2084 if (exclude && exclude->head) { 2274 if (exclude && exclude->head)
2275 {
2085 exclude = exclude->head; 2276 exclude = exclude->head;
2086 move_type = exclude->move_type; 2277 move_type = exclude->move_type;
2087 } else { 2278 }
2279 else
2280 {
2088 /* If we don't have anything, presume it can use all movement types. */ 2281 /* If we don't have anything, presume it can use all movement types. */
2089 move_type=MOVE_ALL; 2282 move_type = MOVE_ALL;
2283 }
2284
2285 for (i = 1; i < max; i++)
2090 } 2286 {
2091
2092 for(i=1;i<max;i++) {
2093 mp = m; 2287 mp = m;
2094 nx = x + freearr_x[i]; 2288 nx = x + freearr_x[i];
2095 ny = y + freearr_y[i]; 2289 ny = y + freearr_y[i];
2096 2290
2097 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2291 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2098 if (mflags & P_OUT_OF_MAP) { 2292 if (mflags & P_OUT_OF_MAP)
2293 {
2099 max = maxfree[i]; 2294 max = maxfree[i];
2295 }
2100 } else { 2296 else
2297 {
2101 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2298 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2102 2299
2103 if ((move_type & blocked) == move_type) { 2300 if ((move_type & blocked) == move_type)
2301 {
2104 max=maxfree[i]; 2302 max = maxfree[i];
2303 }
2105 } else if (mflags & P_IS_ALIVE) { 2304 else if (mflags & P_IS_ALIVE)
2305 {
2106 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2306 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2107 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2307 {
2108 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2308 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2309 {
2109 break; 2310 break;
2110 } 2311 }
2111 } 2312 }
2112 if(tmp) { 2313 if (tmp)
2314 {
2113 return freedir[i]; 2315 return freedir[i];
2114 } 2316 }
2115 } 2317 }
2116 } 2318 }
2117 } 2319 }
2118 return 0; 2320 return 0;
2119} 2321}
2120 2322
2121/* 2323/*
2122 * distance(object 1, object 2) will return the square of the 2324 * distance(object 1, object 2) will return the square of the
2123 * distance between the two given objects. 2325 * distance between the two given objects.
2124 */ 2326 */
2125 2327
2328int
2126int distance(const object *ob1, const object *ob2) { 2329distance (const object *ob1, const object *ob2)
2330{
2127 int i; 2331 int
2128 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2332 i;
2129 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2333
2334 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2130 return i; 2335 return i;
2131} 2336}
2132 2337
2133/* 2338/*
2134 * find_dir_2(delta-x,delta-y) will return a direction in which 2339 * find_dir_2(delta-x,delta-y) will return a direction in which
2135 * an object which has subtracted the x and y coordinates of another 2340 * an object which has subtracted the x and y coordinates of another
2136 * object, needs to travel toward it. 2341 * object, needs to travel toward it.
2137 */ 2342 */
2138 2343
2344int
2139int find_dir_2(int x, int y) { 2345find_dir_2 (int x, int y)
2346{
2140 int q; 2347 int
2348 q;
2141 2349
2142 if(y) 2350 if (y)
2143 q=x*100/y; 2351 q = x * 100 / y;
2144 else if (x) 2352 else if (x)
2145 q= -300*x; 2353 q = -300 * x;
2146 else 2354 else
2147 return 0; 2355 return 0;
2148 2356
2149 if(y>0) { 2357 if (y > 0)
2358 {
2150 if(q < -242) 2359 if (q < -242)
2151 return 3 ; 2360 return 3;
2152 if (q < -41) 2361 if (q < -41)
2153 return 2 ; 2362 return 2;
2154 if (q < 41) 2363 if (q < 41)
2155 return 1 ; 2364 return 1;
2156 if (q < 242) 2365 if (q < 242)
2157 return 8 ; 2366 return 8;
2158 return 7 ; 2367 return 7;
2159 } 2368 }
2160 2369
2161 if (q < -242) 2370 if (q < -242)
2162 return 7 ; 2371 return 7;
2163 if (q < -41) 2372 if (q < -41)
2164 return 6 ; 2373 return 6;
2165 if (q < 41) 2374 if (q < 41)
2166 return 5 ; 2375 return 5;
2167 if (q < 242) 2376 if (q < 242)
2168 return 4 ; 2377 return 4;
2169 2378
2170 return 3 ; 2379 return 3;
2171} 2380}
2172 2381
2173/* 2382/*
2174 * absdir(int): Returns a number between 1 and 8, which represent 2383 * absdir(int): Returns a number between 1 and 8, which represent
2175 * the "absolute" direction of a number (it actually takes care of 2384 * the "absolute" direction of a number (it actually takes care of
2176 * "overflow" in previous calculations of a direction). 2385 * "overflow" in previous calculations of a direction).
2177 */ 2386 */
2178 2387
2388int
2179int absdir(int d) { 2389absdir (int d)
2180 while(d<1) d+=8; 2390{
2181 while(d>8) d-=8; 2391 while (d < 1)
2392 d += 8;
2393 while (d > 8)
2394 d -= 8;
2182 return d; 2395 return d;
2183} 2396}
2184 2397
2185/* 2398/*
2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2399 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2187 * between two directions (which are expected to be absolute (see absdir()) 2400 * between two directions (which are expected to be absolute (see absdir())
2188 */ 2401 */
2189 2402
2403int
2190int dirdiff(int dir1, int dir2) { 2404dirdiff (int dir1, int dir2)
2405{
2191 int d; 2406 int
2407 d;
2408
2192 d = abs(dir1 - dir2); 2409 d = abs (dir1 - dir2);
2193 if(d>4) 2410 if (d > 4)
2194 d = 8 - d; 2411 d = 8 - d;
2195 return d; 2412 return d;
2196} 2413}
2197 2414
2198/* peterm: 2415/* peterm:
2203 * direction 4, 14, or 16 to get back to where we are. 2420 * direction 4, 14, or 16 to get back to where we are.
2204 * Moved from spell_util.c to object.c with the other related direction 2421 * Moved from spell_util.c to object.c with the other related direction
2205 * functions. 2422 * functions.
2206 */ 2423 */
2207 2424
2425int
2208int reduction_dir[SIZEOFFREE][3] = { 2426 reduction_dir[SIZEOFFREE][3] = {
2209 {0,0,0}, /* 0 */ 2427 {0, 0, 0}, /* 0 */
2210 {0,0,0}, /* 1 */ 2428 {0, 0, 0}, /* 1 */
2211 {0,0,0}, /* 2 */ 2429 {0, 0, 0}, /* 2 */
2212 {0,0,0}, /* 3 */ 2430 {0, 0, 0}, /* 3 */
2213 {0,0,0}, /* 4 */ 2431 {0, 0, 0}, /* 4 */
2214 {0,0,0}, /* 5 */ 2432 {0, 0, 0}, /* 5 */
2215 {0,0,0}, /* 6 */ 2433 {0, 0, 0}, /* 6 */
2216 {0,0,0}, /* 7 */ 2434 {0, 0, 0}, /* 7 */
2217 {0,0,0}, /* 8 */ 2435 {0, 0, 0}, /* 8 */
2218 {8,1,2}, /* 9 */ 2436 {8, 1, 2}, /* 9 */
2219 {1,2,-1}, /* 10 */ 2437 {1, 2, -1}, /* 10 */
2220 {2,10,12}, /* 11 */ 2438 {2, 10, 12}, /* 11 */
2221 {2,3,-1}, /* 12 */ 2439 {2, 3, -1}, /* 12 */
2222 {2,3,4}, /* 13 */ 2440 {2, 3, 4}, /* 13 */
2223 {3,4,-1}, /* 14 */ 2441 {3, 4, -1}, /* 14 */
2224 {4,14,16}, /* 15 */ 2442 {4, 14, 16}, /* 15 */
2225 {5,4,-1}, /* 16 */ 2443 {5, 4, -1}, /* 16 */
2226 {4,5,6}, /* 17 */ 2444 {4, 5, 6}, /* 17 */
2227 {6,5,-1}, /* 18 */ 2445 {6, 5, -1}, /* 18 */
2228 {6,20,18}, /* 19 */ 2446 {6, 20, 18}, /* 19 */
2229 {7,6,-1}, /* 20 */ 2447 {7, 6, -1}, /* 20 */
2230 {6,7,8}, /* 21 */ 2448 {6, 7, 8}, /* 21 */
2231 {7,8,-1}, /* 22 */ 2449 {7, 8, -1}, /* 22 */
2232 {8,22,24}, /* 23 */ 2450 {8, 22, 24}, /* 23 */
2233 {8,1,-1}, /* 24 */ 2451 {8, 1, -1}, /* 24 */
2234 {24,9,10}, /* 25 */ 2452 {24, 9, 10}, /* 25 */
2235 {9,10,-1}, /* 26 */ 2453 {9, 10, -1}, /* 26 */
2236 {10,11,-1}, /* 27 */ 2454 {10, 11, -1}, /* 27 */
2237 {27,11,29}, /* 28 */ 2455 {27, 11, 29}, /* 28 */
2238 {11,12,-1}, /* 29 */ 2456 {11, 12, -1}, /* 29 */
2239 {12,13,-1}, /* 30 */ 2457 {12, 13, -1}, /* 30 */
2240 {12,13,14}, /* 31 */ 2458 {12, 13, 14}, /* 31 */
2241 {13,14,-1}, /* 32 */ 2459 {13, 14, -1}, /* 32 */
2242 {14,15,-1}, /* 33 */ 2460 {14, 15, -1}, /* 33 */
2243 {33,15,35}, /* 34 */ 2461 {33, 15, 35}, /* 34 */
2244 {16,15,-1}, /* 35 */ 2462 {16, 15, -1}, /* 35 */
2245 {17,16,-1}, /* 36 */ 2463 {17, 16, -1}, /* 36 */
2246 {18,17,16}, /* 37 */ 2464 {18, 17, 16}, /* 37 */
2247 {18,17,-1}, /* 38 */ 2465 {18, 17, -1}, /* 38 */
2248 {18,19,-1}, /* 39 */ 2466 {18, 19, -1}, /* 39 */
2249 {41,19,39}, /* 40 */ 2467 {41, 19, 39}, /* 40 */
2250 {19,20,-1}, /* 41 */ 2468 {19, 20, -1}, /* 41 */
2251 {20,21,-1}, /* 42 */ 2469 {20, 21, -1}, /* 42 */
2252 {20,21,22}, /* 43 */ 2470 {20, 21, 22}, /* 43 */
2253 {21,22,-1}, /* 44 */ 2471 {21, 22, -1}, /* 44 */
2254 {23,22,-1}, /* 45 */ 2472 {23, 22, -1}, /* 45 */
2255 {45,47,23}, /* 46 */ 2473 {45, 47, 23}, /* 46 */
2256 {23,24,-1}, /* 47 */ 2474 {23, 24, -1}, /* 47 */
2257 {24,9,-1}}; /* 48 */ 2475 {24, 9, -1}
2476}; /* 48 */
2258 2477
2259/* Recursive routine to step back and see if we can 2478/* Recursive routine to step back and see if we can
2260 * find a path to that monster that we found. If not, 2479 * find a path to that monster that we found. If not,
2261 * we don't bother going toward it. Returns 1 if we 2480 * we don't bother going toward it. Returns 1 if we
2262 * can see a direct way to get it 2481 * can see a direct way to get it
2263 * Modified to be map tile aware -.MSW 2482 * Modified to be map tile aware -.MSW
2264 */ 2483 */
2265
2266 2484
2485
2486int
2267int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2487can_see_monsterP (maptile *m, int x, int y, int dir)
2488{
2268 sint16 dx, dy; 2489 sint16 dx, dy;
2490 int
2269 int mflags; 2491 mflags;
2270 2492
2493 if (dir < 0)
2271 if(dir<0) return 0; /* exit condition: invalid direction */ 2494 return 0; /* exit condition: invalid direction */
2272 2495
2273 dx = x + freearr_x[dir]; 2496 dx = x + freearr_x[dir];
2274 dy = y + freearr_y[dir]; 2497 dy = y + freearr_y[dir];
2275 2498
2276 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2499 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2277 2500
2278 /* This functional arguably was incorrect before - it was 2501 /* This functional arguably was incorrect before - it was
2279 * checking for P_WALL - that was basically seeing if 2502 * checking for P_WALL - that was basically seeing if
2280 * we could move to the monster - this is being more 2503 * we could move to the monster - this is being more
2281 * literal on if we can see it. To know if we can actually 2504 * literal on if we can see it. To know if we can actually
2282 * move to the monster, we'd need the monster passed in or 2505 * move to the monster, we'd need the monster passed in or
2283 * at least its move type. 2506 * at least its move type.
2284 */ 2507 */
2285 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2508 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2509 return 0;
2286 2510
2287 /* yes, can see. */ 2511 /* yes, can see. */
2288 if(dir < 9) return 1; 2512 if (dir < 9)
2513 return 1;
2289 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2514 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2290 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2515 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2291 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2292} 2516}
2293 2517
2294 2518
2295 2519
2296/* 2520/*
2297 * can_pick(picker, item): finds out if an object is possible to be 2521 * can_pick(picker, item): finds out if an object is possible to be
2298 * picked up by the picker. Returnes 1 if it can be 2522 * picked up by the picker. Returnes 1 if it can be
2299 * picked up, otherwise 0. 2523 * picked up, otherwise 0.
2300 * 2524 *
2302 * core dumps if they do. 2526 * core dumps if they do.
2303 * 2527 *
2304 * Add a check so we can't pick up invisible objects (0.93.8) 2528 * Add a check so we can't pick up invisible objects (0.93.8)
2305 */ 2529 */
2306 2530
2531int
2307int can_pick(const object *who, const object *item) { 2532can_pick (const object *who, const object *item)
2533{
2308 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2534 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2309 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2535 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2310 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2536 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2311 (who->type==PLAYER||item->weight<who->weight/3));
2312} 2537}
2313 2538
2314 2539
2315/* 2540/*
2316 * create clone from object to another 2541 * create clone from object to another
2317 */ 2542 */
2543object *
2318object *object_create_clone (object *asrc) { 2544object_create_clone (object *asrc)
2545{
2546 object *
2319 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2547 dst = NULL, *tmp, *src, *part, *prev, *item;
2320 2548
2549 if (!asrc)
2321 if(!asrc) return NULL; 2550 return NULL;
2322 src = asrc; 2551 src = asrc;
2323 if(src->head) 2552 if (src->head)
2324 src = src->head; 2553 src = src->head;
2325 2554
2326 prev = NULL; 2555 prev = NULL;
2327 for(part = src; part; part = part->more) { 2556 for (part = src; part; part = part->more)
2557 {
2328 tmp = get_object(); 2558 tmp = get_object ();
2329 copy_object(part,tmp); 2559 copy_object (part, tmp);
2330 tmp->x -= src->x; 2560 tmp->x -= src->x;
2331 tmp->y -= src->y; 2561 tmp->y -= src->y;
2332 if(!part->head) { 2562 if (!part->head)
2563 {
2333 dst = tmp; 2564 dst = tmp;
2334 tmp->head = NULL; 2565 tmp->head = NULL;
2566 }
2335 } else { 2567 else
2568 {
2336 tmp->head = dst; 2569 tmp->head = dst;
2337 } 2570 }
2338 tmp->more = NULL; 2571 tmp->more = NULL;
2339 if(prev) 2572 if (prev)
2340 prev->more = tmp; 2573 prev->more = tmp;
2341 prev = tmp; 2574 prev = tmp;
2342 } 2575 }
2343 /*** copy inventory ***/ 2576
2344 for(item = src->inv; item; item = item->below) { 2577 for (item = src->inv; item; item = item->below)
2345 (void) insert_ob_in_ob(object_create_clone(item),dst); 2578 insert_ob_in_ob (object_create_clone (item), dst);
2346 }
2347 2579
2348 return dst; 2580 return dst;
2349}
2350
2351/* return true if the object was destroyed, 0 otherwise */
2352int was_destroyed (const object *op, tag_t old_tag)
2353{
2354 /* checking for FLAG_FREED isn't necessary, but makes this function more
2355 * robust */
2356 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2357} 2581}
2358 2582
2359/* GROS - Creates an object using a string representing its content. */ 2583/* GROS - Creates an object using a string representing its content. */
2360/* Basically, we save the content of the string to a temp file, then call */ 2584/* Basically, we save the content of the string to a temp file, then call */
2361/* load_object on it. I admit it is a highly inefficient way to make things, */ 2585/* load_object on it. I admit it is a highly inefficient way to make things, */
2362/* but it was simple to make and allows reusing the load_object function. */ 2586/* but it was simple to make and allows reusing the load_object function. */
2363/* Remember not to use load_object_str in a time-critical situation. */ 2587/* Remember not to use load_object_str in a time-critical situation. */
2364/* Also remember that multiparts objects are not supported for now. */ 2588/* Also remember that multiparts objects are not supported for now. */
2365 2589
2590object *
2366object* load_object_str(const char *obstr) 2591load_object_str (const char *obstr)
2367{ 2592{
2368 object *op; 2593 object *op;
2369 char filename[MAX_BUF]; 2594 char filename[MAX_BUF];
2595
2370 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2596 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2371 2597
2372 FILE *tempfile=fopen(filename,"w"); 2598 FILE *tempfile = fopen (filename, "w");
2599
2373 if (tempfile == NULL) 2600 if (tempfile == NULL)
2374 { 2601 {
2375 LOG(llevError,"Error - Unable to access load object temp file\n"); 2602 LOG (llevError, "Error - Unable to access load object temp file\n");
2376 return NULL; 2603 return NULL;
2377 }; 2604 }
2605
2378 fprintf(tempfile,obstr); 2606 fprintf (tempfile, obstr);
2379 fclose(tempfile); 2607 fclose (tempfile);
2380 2608
2381 op=get_object(); 2609 op = get_object ();
2382 2610
2383 object_thawer thawer (filename); 2611 object_thawer thawer (filename);
2384 2612
2385 if (thawer) 2613 if (thawer)
2386 load_object(thawer,op,0); 2614 load_object (thawer, op, 0);
2387 2615
2388 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2616 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2389 CLEAR_FLAG(op,FLAG_REMOVED); 2617 CLEAR_FLAG (op, FLAG_REMOVED);
2390 2618
2391 return op; 2619 return op;
2392} 2620}
2393 2621
2394/* This returns the first object in who's inventory that 2622/* This returns the first object in who's inventory that
2395 * has the same type and subtype match. 2623 * has the same type and subtype match.
2396 * returns NULL if no match. 2624 * returns NULL if no match.
2397 */ 2625 */
2626object *
2398object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2627find_obj_by_type_subtype (const object *who, int type, int subtype)
2399{ 2628{
2400 object *tmp; 2629 object *tmp;
2401 2630
2402 for (tmp=who->inv; tmp; tmp=tmp->below) 2631 for (tmp = who->inv; tmp; tmp = tmp->below)
2403 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2632 if (tmp->type == type && tmp->subtype == subtype)
2633 return tmp;
2404 2634
2405 return NULL; 2635 return NULL;
2406} 2636}
2407 2637
2408/* If ob has a field named key, return the link from the list, 2638/* If ob has a field named key, return the link from the list,
2409 * otherwise return NULL. 2639 * otherwise return NULL.
2410 * 2640 *
2411 * key must be a passed in shared string - otherwise, this won't 2641 * key must be a passed in shared string - otherwise, this won't
2412 * do the desired thing. 2642 * do the desired thing.
2413 */ 2643 */
2644key_value *
2414key_value * get_ob_key_link(const object * ob, const char * key) { 2645get_ob_key_link (const object *ob, const char *key)
2646{
2415 key_value * link; 2647 key_value *link;
2416 2648
2417 for (link = ob->key_values; link != NULL; link = link->next) { 2649 for (link = ob->key_values; link != NULL; link = link->next)
2418 if (link->key == key) { 2650 if (link->key == key)
2419 return link; 2651 return link;
2420 } 2652
2421 }
2422
2423 return NULL; 2653 return NULL;
2424} 2654}
2425 2655
2426/* 2656/*
2427 * Returns the value of op has an extra_field for key, or NULL. 2657 * Returns the value of op has an extra_field for key, or NULL.
2428 * 2658 *
2429 * The argument doesn't need to be a shared string. 2659 * The argument doesn't need to be a shared string.
2430 * 2660 *
2431 * The returned string is shared. 2661 * The returned string is shared.
2432 */ 2662 */
2663const char *
2433const char * get_ob_key_value(const object * op, const char * const key) { 2664get_ob_key_value (const object *op, const char *const key)
2665{
2434 key_value * link; 2666 key_value *link;
2435 const char * canonical_key; 2667 shstr_cmp canonical_key (key);
2668
2669 if (!canonical_key)
2436 2670 {
2437 canonical_key = shstr::find (key);
2438
2439 if (canonical_key == NULL) {
2440 /* 1. There being a field named key on any object 2671 /* 1. There being a field named key on any object
2441 * implies there'd be a shared string to find. 2672 * implies there'd be a shared string to find.
2442 * 2. Since there isn't, no object has this field. 2673 * 2. Since there isn't, no object has this field.
2443 * 3. Therefore, *this* object doesn't have this field. 2674 * 3. Therefore, *this* object doesn't have this field.
2444 */ 2675 */
2445 return NULL; 2676 return 0;
2446 } 2677 }
2447 2678
2448 /* This is copied from get_ob_key_link() above - 2679 /* This is copied from get_ob_key_link() above -
2449 * only 4 lines, and saves the function call overhead. 2680 * only 4 lines, and saves the function call overhead.
2450 */ 2681 */
2451 for (link = op->key_values; link != NULL; link = link->next) { 2682 for (link = op->key_values; link; link = link->next)
2452 if (link->key == canonical_key) { 2683 if (link->key == canonical_key)
2453 return link->value; 2684 return link->value;
2454 } 2685
2455 } 2686 return 0;
2456 return NULL;
2457} 2687}
2458 2688
2459 2689
2460/* 2690/*
2461 * Updates the canonical_key in op to value. 2691 * Updates the canonical_key in op to value.
2465 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2695 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2466 * keys. 2696 * keys.
2467 * 2697 *
2468 * Returns TRUE on success. 2698 * Returns TRUE on success.
2469 */ 2699 */
2700int
2470int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2701set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2702{
2703 key_value *
2471 key_value * field = NULL, *last=NULL; 2704 field = NULL, *last = NULL;
2472 2705
2473 for (field=op->key_values; field != NULL; field=field->next) { 2706 for (field = op->key_values; field != NULL; field = field->next)
2707 {
2474 if (field->key != canonical_key) { 2708 if (field->key != canonical_key)
2709 {
2475 last = field; 2710 last = field;
2476 continue; 2711 continue;
2477 } 2712 }
2478 2713
2479 if (value) 2714 if (value)
2480 field->value = value; 2715 field->value = value;
2481 else { 2716 else
2717 {
2482 /* Basically, if the archetype has this key set, 2718 /* Basically, if the archetype has this key set,
2483 * we need to store the null value so when we save 2719 * we need to store the null value so when we save
2484 * it, we save the empty value so that when we load, 2720 * it, we save the empty value so that when we load,
2485 * we get this value back again. 2721 * we get this value back again.
2486 */ 2722 */
2487 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2723 if (get_ob_key_link (&op->arch->clone, canonical_key))
2488 field->value = 0; 2724 field->value = 0;
2725 else
2726 {
2727 if (last)
2728 last->next = field->next;
2489 else 2729 else
2490 {
2491 if (last) last->next = field->next;
2492 else op->key_values = field->next; 2730 op->key_values = field->next;
2493 2731
2494 delete field; 2732 delete field;
2495 } 2733 }
2496 } 2734 }
2497 return TRUE; 2735 return TRUE;
2498 } 2736 }
2499 /* IF we get here, key doesn't exist */ 2737 /* IF we get here, key doesn't exist */
2500 2738
2501 /* No field, we'll have to add it. */ 2739 /* No field, we'll have to add it. */
2740
2741 if (!add_key)
2502 2742 {
2503 if (!add_key) {
2504 return FALSE; 2743 return FALSE;
2505 } 2744 }
2506 /* There isn't any good reason to store a null 2745 /* There isn't any good reason to store a null
2507 * value in the key/value list. If the archetype has 2746 * value in the key/value list. If the archetype has
2508 * this key, then we should also have it, so shouldn't 2747 * this key, then we should also have it, so shouldn't
2509 * be here. If user wants to store empty strings, 2748 * be here. If user wants to store empty strings,
2510 * should pass in "" 2749 * should pass in ""
2511 */ 2750 */
2512 if (value == NULL) return TRUE; 2751 if (value == NULL)
2513
2514 field = new key_value;
2515
2516 field->key = canonical_key;
2517 field->value = value;
2518 /* Usual prepend-addition. */
2519 field->next = op->key_values;
2520 op->key_values = field;
2521
2522 return TRUE; 2752 return TRUE;
2753
2754 field = new key_value;
2755
2756 field->key = canonical_key;
2757 field->value = value;
2758 /* Usual prepend-addition. */
2759 field->next = op->key_values;
2760 op->key_values = field;
2761
2762 return TRUE;
2523} 2763}
2524 2764
2525/* 2765/*
2526 * Updates the key in op to value. 2766 * Updates the key in op to value.
2527 * 2767 *
2529 * and not add new ones. 2769 * and not add new ones.
2530 * In general, should be little reason FALSE is ever passed in for add_key 2770 * In general, should be little reason FALSE is ever passed in for add_key
2531 * 2771 *
2532 * Returns TRUE on success. 2772 * Returns TRUE on success.
2533 */ 2773 */
2774int
2534int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2775set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2535{ 2776{
2536 shstr key_ (key); 2777 shstr key_ (key);
2778
2537 return set_ob_key_value_s (op, key_, value, add_key); 2779 return set_ob_key_value_s (op, key_, value, add_key);
2538} 2780}
2781
2782object::depth_iterator::depth_iterator (object *container)
2783: iterator_base (container)
2784{
2785 while (item->inv)
2786 item = item->inv;
2787}
2788
2789void
2790object::depth_iterator::next ()
2791{
2792 if (item->below)
2793 {
2794 item = item->below;
2795
2796 while (item->inv)
2797 item = item->inv;
2798 }
2799 else
2800 item = item->env;
2801}
2802
2803// return a suitable string describing an objetc in enough detail to find it
2804const char *
2805object::debug_desc (char *info) const
2806{
2807 char info2[256 * 3];
2808 char *p = info;
2809
2810 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2811 count,
2812 &name,
2813 title ? " " : "",
2814 title ? (const char *)title : "");
2815
2816 if (env)
2817 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2818
2819 if (map)
2820 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2821
2822 return info;
2823}
2824
2825const char *
2826object::debug_desc () const
2827{
2828 static char info[256 * 3];
2829 return debug_desc (info);
2830}
2831

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