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Comparing deliantra/server/common/object.C (file contents):
Revision 1.21 by root, Sat Sep 9 21:48:28 2006 UTC vs.
Revision 1.68 by root, Mon Dec 18 02:35:00 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.21 2006/09/09 21:48:28 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
36
42int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
43 40
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
46 42
47short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 45};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 48};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
56int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
59 133
60/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
61static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
62 key_value * wants_field; 138 key_value *wants_field;
63 139
64 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
65 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
66 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
67 */ 143 */
68 144
69 /* For each field in wants, */ 145 /* For each field in wants, */
70 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
147 {
71 key_value * has_field; 148 key_value *has_field;
72 149
73 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
74 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
75 154 {
76 if (has_field == NULL) {
77 /* No field with that name. */ 155 /* No field with that name. */
78 return FALSE; 156 return FALSE;
79 }
80 157 }
158
81 /* Found the matching field. */ 159 /* Found the matching field. */
82 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
83 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
84 return FALSE; 163 return FALSE;
85 } 164 }
86 165
87 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
88 }
89 167 }
168
90 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
91 return TRUE; 170 return TRUE;
92} 171}
93 172
94/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
95static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
96 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
97 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
98 */ 179 */
99 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
100} 181}
101 182
102/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
103 * they can be merged together. 184 * they can be merged together.
104 * 185 *
105 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
106 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
107 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
108 * 189 *
109 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
110 * 191 *
111 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
112 * check weight 193 * check weight
113 */ 194 */
114 195
115bool
116object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
117{ 197{
118 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
120 return 0; 204 return 0;
121 205
122 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
123 return 0;
124
125 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
126 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
127 * used to store nrof). 209 * used to store nrof).
128 */ 210 */
129 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 222
141 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
142 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
143 225
144 226
145 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 * being locked in inventory should prevent merging. 228 || ob1->arch != ob2->arch
147 * 0x4 in flags3 is CLIENT_SENT
148 */
149 if ((ob1->arch != ob2->arch) ||
150 (ob1->flags[0] != ob2->flags[0]) ||
151 (ob1->flags[1] != ob2->flags[1]) ||
152 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
153 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
154 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
155 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
156 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
157 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
158 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
159 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
160 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
161 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
162 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
163 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
164 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
165 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
166 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
167 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
168 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
169 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
170 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
171 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
172 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
173 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
174 (ob1->move_off != ob2->move_off) || 249 || ob1->move_off != ob2->move_off
175 (ob1->move_slow != ob2->move_slow) || 250 || ob1->move_slow != ob2->move_slow
176 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 252 return 0;
178 253
179 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 255 * check all objects in the inventory.
181 */ 256 */
182 if (ob1->inv || ob2->inv) 257 if (ob1->inv || ob2->inv)
183 { 258 {
184 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 261 return 0;
187 262
188 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 265 return 0;
191 266
192 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 268 * if it is valid.
194 */ 269 */
195 } 270 }
203 278
204 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
206 * check? 281 * check?
207 */ 282 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
209 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 return 0; 284 return 0;
211 285
212 switch (ob1->type) 286 switch (ob1->type)
213 { 287 {
214 case SCROLL: 288 case SCROLL:
215 if (ob1->level != ob2->level) 289 if (ob1->level != ob2->level)
216 return 0; 290 return 0;
217 break; 291 break;
218 } 292 }
219 293
220 if (ob1->key_values != NULL || ob2->key_values != NULL) 294 if (ob1->key_values != NULL || ob2->key_values != NULL)
221 { 295 {
222 /* At least one of these has key_values. */ 296 /* At least one of these has key_values. */
223 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
224 /* One has fields, but the other one doesn't. */ 298 /* One has fields, but the other one doesn't. */
225 return 0; 299 return 0;
226 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
227 return 0; 301 return 0;
228 } 302 }
229 303
230 //TODO: generate an event or call into perl for additional checks 304 //TODO: generate an event or call into perl for additional checks
231 if (ob1->self || ob2->self) 305 if (ob1->self || ob2->self)
232 { 306 {
233 ob1->optimise (); 307 ob1->optimise ();
234 ob2->optimise (); 308 ob2->optimise ();
235 309
236 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
237 return 0; 311 return 0;
238 } 312 }
239 313
240 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
241 return 1; 315 return 1;
242} 316}
317
243/* 318/*
244 * sum_weight() is a recursive function which calculates the weight 319 * sum_weight() is a recursive function which calculates the weight
245 * an object is carrying. It goes through in figures out how much 320 * an object is carrying. It goes through in figures out how much
246 * containers are carrying, and sums it up. 321 * containers are carrying, and sums it up.
247 */ 322 */
248signed long sum_weight(object *op) { 323long
324sum_weight (object *op)
325{
249 signed long sum; 326 long sum;
250 object *inv; 327 object *inv;
328
251 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
330 {
252 if (inv->inv) 331 if (inv->inv)
253 sum_weight(inv); 332 sum_weight (inv);
254 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
255 } 334 }
335
256 if (op->type == CONTAINER && op->stats.Str) 336 if (op->type == CONTAINER && op->stats.Str)
257 sum = (sum * (100 - op->stats.Str))/100; 337 sum = (sum * (100 - op->stats.Str)) / 100;
338
258 if(op->carrying != sum) 339 if (op->carrying != sum)
259 op->carrying = sum; 340 op->carrying = sum;
341
260 return sum; 342 return sum;
261} 343}
262 344
263/** 345/**
264 * Return the outermost environment object for a given object. 346 * Return the outermost environment object for a given object.
265 */ 347 */
266 348
349object *
267object *object_get_env_recursive (object *op) { 350object_get_env_recursive (object *op)
351{
268 while (op->env != NULL) 352 while (op->env != NULL)
269 op = op->env; 353 op = op->env;
270 return op; 354 return op;
271} 355}
272 356
273/* 357/*
274 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 358 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
275 * a better check. We basically keeping traversing up until we can't 359 * a better check. We basically keeping traversing up until we can't
276 * or find a player. 360 * or find a player.
277 */ 361 */
278 362
363object *
279object *is_player_inv (object *op) { 364is_player_inv (object *op)
365{
280 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 366 for (; op != NULL && op->type != PLAYER; op = op->env)
281 if (op->env==op) 367 if (op->env == op)
282 op->env = NULL; 368 op->env = NULL;
283 return op; 369 return op;
284} 370}
285 371
286/* 372/*
287 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 373 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
288 * Some error messages. 374 * Some error messages.
289 * The result of the dump is stored in the static global errmsg array. 375 * The result of the dump is stored in the static global errmsg array.
290 */ 376 */
291 377
292void dump_object2(object *op) { 378char *
293errmsg[0] = 0;
294return;
295 //TODO//D#d#
296#if 0
297 char *cp;
298/* object *tmp;*/
299
300 if(op->arch!=NULL) {
301 strcat(errmsg,"arch ");
302 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
303 strcat(errmsg,"\n");
304 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
305 strcat(errmsg,cp);
306#if 0
307 /* Don't dump player diffs - they are too long, mostly meaningless, and
308 * will overflow the buffer.
309 * Changed so that we don't dump inventory either. This may
310 * also overflow the buffer.
311 */
312 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
313 strcat(errmsg,cp);
314 for (tmp=op->inv; tmp; tmp=tmp->below)
315 dump_object2(tmp);
316#endif
317 strcat(errmsg,"end\n");
318 } else {
319 strcat(errmsg,"Object ");
320 if (op->name==NULL) strcat(errmsg, "(null)");
321 else strcat(errmsg,op->name);
322 strcat(errmsg,"\n");
323#if 0
324 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
325 strcat(errmsg,cp);
326 for (tmp=op->inv; tmp; tmp=tmp->below)
327 dump_object2(tmp);
328#endif
329 strcat(errmsg,"end\n");
330 }
331#endif
332}
333
334/*
335 * Dumps an object. Returns output in the static global errmsg array.
336 */
337
338void dump_object(object *op) { 379dump_object (object *op)
339 if(op==NULL) { 380{
340 strcpy(errmsg,"[NULL pointer]"); 381 if (!op)
341 return; 382 return strdup ("[NULLOBJ]");
342 }
343 errmsg[0]='\0';
344 dump_object2(op);
345}
346 383
347void dump_all_objects(void) { 384 object_freezer freezer;
348 object *op; 385 save_object (freezer, op, 3);
349 for(op=objects;op!=NULL;op=op->next) { 386 return freezer.as_string ();
350 dump_object(op);
351 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
352 }
353} 387}
354 388
355/* 389/*
356 * get_nearest_part(multi-object, object 2) returns the part of the 390 * get_nearest_part(multi-object, object 2) returns the part of the
357 * multi-object 1 which is closest to the second object. 391 * multi-object 1 which is closest to the second object.
358 * If it's not a multi-object, it is returned. 392 * If it's not a multi-object, it is returned.
359 */ 393 */
360 394
395object *
361object *get_nearest_part(object *op, const object *pl) { 396get_nearest_part (object *op, const object *pl)
397{
362 object *tmp,*closest; 398 object *tmp, *closest;
363 int last_dist,i; 399 int last_dist, i;
400
364 if(op->more==NULL) 401 if (op->more == NULL)
365 return op; 402 return op;
366 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 403 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
367 if((i=distance(tmp,pl))<last_dist) 404 if ((i = distance (tmp, pl)) < last_dist)
368 closest=tmp,last_dist=i; 405 closest = tmp, last_dist = i;
369 return closest; 406 return closest;
370} 407}
371 408
372/* 409/*
373 * Returns the object which has the count-variable equal to the argument. 410 * Returns the object which has the count-variable equal to the argument.
374 */ 411 */
375 412
413object *
376object *find_object(tag_t i) { 414find_object (tag_t i)
377 object *op; 415{
378 for(op=objects;op!=NULL;op=op->next) 416 for (object *op = object::first; op; op = op->next)
379 if(op->count==i) 417 if (op->count == i)
380 break; 418 return op;
419
381 return op; 420 return 0;
382} 421}
383 422
384/* 423/*
385 * Returns the first object which has a name equal to the argument. 424 * Returns the first object which has a name equal to the argument.
386 * Used only by the patch command, but not all that useful. 425 * Used only by the patch command, but not all that useful.
387 * Enables features like "patch <name-of-other-player> food 999" 426 * Enables features like "patch <name-of-other-player> food 999"
388 */ 427 */
389 428
429object *
390object *find_object_name(const char *str) { 430find_object_name (const char *str)
391 const char *name = shstr::find (str); 431{
432 shstr_cmp str_ (str);
392 object *op; 433 object *op;
434
393 for(op=objects;op!=NULL;op=op->next) 435 for (op = object::first; op != NULL; op = op->next)
394 if(&op->name == name) 436 if (op->name == str_)
395 break; 437 break;
396 438
397 return op; 439 return op;
398} 440}
399 441
442void
400void free_all_object_data () 443free_all_object_data ()
401{ 444{
402 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 445 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
403}
404
405/*
406 * Returns the object which this object marks as being the owner.
407 * A id-scheme is used to avoid pointing to objects which have been
408 * freed and are now reused. If this is detected, the owner is
409 * set to NULL, and NULL is returned.
410 * Changed 2004-02-12 - if the player is setting at the play again
411 * prompt, he is removed, and we don't want to treat him as an owner of
412 * anything, so check removed flag. I don't expect that this should break
413 * anything - once an object is removed, it is basically dead anyways.
414 */
415
416object *get_owner(object *op) {
417 if(op->owner==NULL)
418 return NULL;
419
420 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
421 op->owner->count==op->ownercount)
422 return op->owner;
423
424 op->owner=NULL;
425 op->ownercount=0;
426 return NULL;
427}
428
429void clear_owner(object *op)
430{
431 if (!op) return;
432
433 if (op->owner && op->ownercount == op->owner->count)
434 op->owner->refcount--;
435
436 op->owner = NULL;
437 op->ownercount = 0;
438} 446}
439 447
440/* 448/*
441 * Sets the owner and sets the skill and exp pointers to owner's current 449 * Sets the owner and sets the skill and exp pointers to owner's current
442 * skill and experience objects. 450 * skill and experience objects.
443 */ 451 */
444void set_owner (object *op, object *owner) 452void
453object::set_owner (object *owner)
445{ 454{
446 if(owner==NULL||op==NULL) 455 if (!owner)
447 return; 456 return;
448 457
449 /* next line added to allow objects which own objects */ 458 /* next line added to allow objects which own objects */
450 /* Add a check for ownercounts in here, as I got into an endless loop 459 /* Add a check for ownercounts in here, as I got into an endless loop
451 * with the fireball owning a poison cloud which then owned the 460 * with the fireball owning a poison cloud which then owned the
452 * fireball. I believe that was caused by one of the objects getting 461 * fireball. I believe that was caused by one of the objects getting
453 * freed and then another object replacing it. Since the ownercounts 462 * freed and then another object replacing it. Since the ownercounts
454 * didn't match, this check is valid and I believe that cause is valid. 463 * didn't match, this check is valid and I believe that cause is valid.
455 */ 464 */
456 while (owner->owner && owner!=owner->owner && 465 while (owner->owner)
457 owner->ownercount==owner->owner->count) owner=owner->owner; 466 owner = owner->owner;
458 467
459 /* IF the owner still has an owner, we did not resolve to a final owner.
460 * so lets not add to that.
461 */
462 if (owner->owner) return;
463
464 op->owner=owner; 468 this->owner = owner;
465
466 op->ownercount=owner->count;
467 owner->refcount++;
468
469}
470
471/* Set the owner to clone's current owner and set the skill and experience
472 * objects to clone's objects (typically those objects that where the owner's
473 * current skill and experience objects at the time when clone's owner was
474 * set - not the owner's current skill and experience objects).
475 *
476 * Use this function if player created an object (e.g. fire bullet, swarm
477 * spell), and this object creates further objects whose kills should be
478 * accounted for the player's original skill, even if player has changed
479 * skills meanwhile.
480 */
481void copy_owner (object *op, object *clone)
482{
483 object *owner = get_owner (clone);
484 if (owner == NULL) {
485 /* players don't have owners - they own themselves. Update
486 * as appropriate.
487 */
488 if (clone->type == PLAYER) owner=clone;
489 else return;
490 }
491 set_owner(op, owner);
492
493} 469}
494 470
495/* Zero the key_values on op, decrementing the shared-string 471/* Zero the key_values on op, decrementing the shared-string
496 * refcounts and freeing the links. 472 * refcounts and freeing the links.
497 */ 473 */
474static void
498static void free_key_values(object * op) 475free_key_values (object *op)
499{ 476{
500 for (key_value *i = op->key_values; i != 0; ) 477 for (key_value *i = op->key_values; i != 0;)
501 { 478 {
502 key_value *next = i->next; 479 key_value *next = i->next;
503 delete i; 480 delete i;
481
504 i = next; 482 i = next;
505 } 483 }
506 484
507 op->key_values = 0; 485 op->key_values = 0;
508} 486}
509 487
510void object::clear () 488void object::clear ()
511{ 489{
512 attachable_base::clear (); 490 attachable_base::clear ();
513 491
514 free_key_values (this); 492 free_key_values (this);
515 493
516 name = 0; 494 owner = 0;
495 name = 0;
517 name_pl = 0; 496 name_pl = 0;
518 title = 0; 497 title = 0;
519 race = 0; 498 race = 0;
520 slaying = 0; 499 slaying = 0;
521 skill = 0; 500 skill = 0;
522 msg = 0; 501 msg = 0;
523 lore = 0; 502 lore = 0;
524 custom_name = 0; 503 custom_name = 0;
525 materialname = 0; 504 materialname = 0;
505 contr = 0;
506 below = 0;
507 above = 0;
508 inv = 0;
509 container = 0;
510 env = 0;
511 more = 0;
512 head = 0;
513 map = 0;
514 active_next = 0;
515 active_prev = 0;
526 516
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 517 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528 518
529 SET_FLAG (this, FLAG_REMOVED); 519 SET_FLAG (this, FLAG_REMOVED);
530}
531 520
532void object::clone (object *destination)
533{
534 *(object_copy *)destination = *(object_copy *)this;
535 *(object_pod *)destination = *(object_pod *)this;
536
537 if (self || cb)
538 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
539}
540
541/*
542 * clear_object() frees everything allocated by an object, and also
543 * clears all variables and flags to default settings.
544 */
545
546void clear_object (object *op)
547{
548 op->clear ();
549
550 op->contr = NULL;
551 op->below = NULL;
552 op->above = NULL;
553 op->inv = NULL;
554 op->container=NULL;
555 op->env=NULL;
556 op->more=NULL;
557 op->head=NULL;
558 op->map=NULL;
559 op->refcount=0;
560 op->active_next = NULL;
561 op->active_prev = NULL;
562 /* What is not cleared is next, prev, and count */ 521 /* What is not cleared is next, prev, and count */
563 522
564 op->expmul = 1.0; 523 expmul = 1.0;
565 op->face = blank_face; 524 face = blank_face;
566 op->attacked_by_count = -1;
567 525
568 if (settings.casting_time) 526 if (settings.casting_time)
569 op->casting_time = -1; 527 casting_time = -1;
570} 528}
571 529
572/* 530/*
573 * copy object first frees everything allocated by the second object, 531 * copy_to first frees everything allocated by the dst object,
574 * and then copies the contends of the first object into the second 532 * and then copies the contents of itself into the second
575 * object, allocating what needs to be allocated. Basically, any 533 * object, allocating what needs to be allocated. Basically, any
576 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 534 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
577 * if the first object is freed, the pointers in the new object 535 * if the first object is freed, the pointers in the new object
578 * will point at garbage. 536 * will point at garbage.
579 */ 537 */
580 538void
581void copy_object (object *op2, object *op) 539object::copy_to (object *dst)
582{ 540{
583 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 541 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
584 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 542 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
585 543
586 op2->clone (op); 544 *(object_copy *)dst = *this;
545 *(object_pod *)dst = *this;
587 546
588 if (is_freed) SET_FLAG (op, FLAG_FREED); 547 if (self || cb)
589 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
590 549
550 if (is_freed)
551 SET_FLAG (dst, FLAG_FREED);
552
553 if (is_removed)
554 SET_FLAG (dst, FLAG_REMOVED);
555
591 if (op2->speed < 0) 556 if (speed < 0)
592 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 557 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
593 558
594 /* Copy over key_values, if any. */ 559 /* Copy over key_values, if any. */
595 if (op2->key_values != NULL) 560 if (key_values)
596 { 561 {
597 key_value *tail = NULL; 562 key_value *tail = 0;
598 key_value *i; 563 key_value *i;
599 564
600 op->key_values = NULL; 565 dst->key_values = 0;
601 566
602 for (i = op2->key_values; i != NULL; i = i->next) 567 for (i = key_values; i; i = i->next)
603 { 568 {
604 key_value *new_link = new key_value; 569 key_value *new_link = new key_value;
605 570
606 new_link->next = NULL; 571 new_link->next = 0;
607 new_link->key = i->key; 572 new_link->key = i->key;
608 new_link->value = i->value; 573 new_link->value = i->value;
609 574
610 /* Try and be clever here, too. */ 575 /* Try and be clever here, too. */
611 if (op->key_values == NULL) 576 if (!dst->key_values)
612 { 577 {
613 op->key_values = new_link; 578 dst->key_values = new_link;
614 tail = new_link; 579 tail = new_link;
615 } 580 }
616 else 581 else
617 { 582 {
618 tail->next = new_link; 583 tail->next = new_link;
619 tail = new_link; 584 tail = new_link;
620 } 585 }
621 } 586 }
622 } 587 }
623 588
624 update_ob_speed (op); 589 update_ob_speed (dst);
590}
591
592object *
593object::clone ()
594{
595 object *neu = create ();
596 copy_to (neu);
597 return neu;
625} 598}
626 599
627/* 600/*
628 * If an object with the IS_TURNABLE() flag needs to be turned due 601 * If an object with the IS_TURNABLE() flag needs to be turned due
629 * to the closest player being on the other side, this function can 602 * to the closest player being on the other side, this function can
630 * be called to update the face variable, _and_ how it looks on the map. 603 * be called to update the face variable, _and_ how it looks on the map.
631 */ 604 */
632 605
606void
633void update_turn_face(object *op) { 607update_turn_face (object *op)
608{
634 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 609 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
635 return; 610 return;
636 SET_ANIMATION(op, op->direction); 611 SET_ANIMATION (op, op->direction);
637 update_object(op,UP_OBJ_FACE); 612 update_object (op, UP_OBJ_FACE);
638} 613}
639 614
640/* 615/*
641 * Updates the speed of an object. If the speed changes from 0 to another 616 * Updates the speed of an object. If the speed changes from 0 to another
642 * value, or vice versa, then add/remove the object from the active list. 617 * value, or vice versa, then add/remove the object from the active list.
643 * This function needs to be called whenever the speed of an object changes. 618 * This function needs to be called whenever the speed of an object changes.
644 */ 619 */
645 620void
646void update_ob_speed(object *op) { 621update_ob_speed (object *op)
622{
647 extern int arch_init; 623 extern int arch_init;
648 624
649 /* No reason putting the archetypes objects on the speed list, 625 /* No reason putting the archetypes objects on the speed list,
650 * since they never really need to be updated. 626 * since they never really need to be updated.
651 */ 627 */
652 628
653 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 629 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
630 {
654 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 631 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
655#ifdef MANY_CORES 632#ifdef MANY_CORES
656 abort(); 633 abort ();
657#else 634#else
658 op->speed = 0; 635 op->speed = 0;
659#endif 636#endif
660 } 637 }
638
661 if (arch_init) { 639 if (arch_init)
640 return;
641
642 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
643 {
644 /* If already on active list, don't do anything */
645 if (op->active_next || op->active_prev || op == active_objects)
662 return; 646 return;
663 }
664 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
665 /* If already on active list, don't do anything */
666 if (op->active_next || op->active_prev || op==active_objects)
667 return;
668 647
669 /* process_events() expects us to insert the object at the beginning 648 /* process_events() expects us to insert the object at the beginning
670 * of the list. */ 649 * of the list. */
671 op->active_next = active_objects; 650 op->active_next = active_objects;
651
672 if (op->active_next!=NULL) 652 if (op->active_next != NULL)
673 op->active_next->active_prev = op; 653 op->active_next->active_prev = op;
654
674 active_objects = op; 655 active_objects = op;
656 }
657 else
675 } 658 {
676 else {
677 /* If not on the active list, nothing needs to be done */ 659 /* If not on the active list, nothing needs to be done */
678 if (!op->active_next && !op->active_prev && op!=active_objects) 660 if (!op->active_next && !op->active_prev && op != active_objects)
679 return; 661 return;
680 662
681 if (op->active_prev==NULL) { 663 if (op->active_prev == NULL)
664 {
682 active_objects = op->active_next; 665 active_objects = op->active_next;
666
683 if (op->active_next!=NULL) 667 if (op->active_next != NULL)
684 op->active_next->active_prev = NULL; 668 op->active_next->active_prev = NULL;
669 }
670 else
685 } 671 {
686 else {
687 op->active_prev->active_next = op->active_next; 672 op->active_prev->active_next = op->active_next;
673
688 if (op->active_next) 674 if (op->active_next)
689 op->active_next->active_prev = op->active_prev; 675 op->active_next->active_prev = op->active_prev;
690 } 676 }
677
691 op->active_next = NULL; 678 op->active_next = NULL;
692 op->active_prev = NULL; 679 op->active_prev = NULL;
693 } 680 }
694} 681}
695 682
696/* This function removes object 'op' from the list of active 683/* This function removes object 'op' from the list of active
697 * objects. 684 * objects.
699 * reference maps where you don't want an object that isn't 686 * reference maps where you don't want an object that isn't
700 * in play chewing up cpu time getting processed. 687 * in play chewing up cpu time getting processed.
701 * The reverse of this is to call update_ob_speed, which 688 * The reverse of this is to call update_ob_speed, which
702 * will do the right thing based on the speed of the object. 689 * will do the right thing based on the speed of the object.
703 */ 690 */
691void
704void remove_from_active_list(object *op) 692remove_from_active_list (object *op)
705{ 693{
706 /* If not on the active list, nothing needs to be done */ 694 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects) 695 if (!op->active_next && !op->active_prev && op != active_objects)
708 return; 696 return;
709 697
710 if (op->active_prev==NULL) { 698 if (op->active_prev == NULL)
699 {
711 active_objects = op->active_next; 700 active_objects = op->active_next;
712 if (op->active_next!=NULL) 701 if (op->active_next != NULL)
713 op->active_next->active_prev = NULL; 702 op->active_next->active_prev = NULL;
703 }
704 else
714 } 705 {
715 else {
716 op->active_prev->active_next = op->active_next; 706 op->active_prev->active_next = op->active_next;
717 if (op->active_next) 707 if (op->active_next)
718 op->active_next->active_prev = op->active_prev; 708 op->active_next->active_prev = op->active_prev;
719 } 709 }
720 op->active_next = NULL; 710 op->active_next = NULL;
721 op->active_prev = NULL; 711 op->active_prev = NULL;
722} 712}
723 713
724/* 714/*
725 * update_object() updates the array which represents the map. 715 * update_object() updates the array which represents the map.
726 * It takes into account invisible objects (and represent squares covered 716 * It takes into account invisible objects (and represent squares covered
741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 731 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
742 * as that is easier than trying to look at what may have changed. 732 * as that is easier than trying to look at what may have changed.
743 * UP_OBJ_FACE: only the objects face has changed. 733 * UP_OBJ_FACE: only the objects face has changed.
744 */ 734 */
745 735
736void
746void update_object(object *op, int action) { 737update_object (object *op, int action)
738{
747 int update_now=0, flags; 739 int update_now = 0, flags;
748 MoveType move_on, move_off, move_block, move_slow; 740 MoveType move_on, move_off, move_block, move_slow;
749 741
750 if (op == NULL) { 742 if (op == NULL)
743 {
751 /* this should never happen */ 744 /* this should never happen */
752 LOG(llevDebug,"update_object() called for NULL object.\n"); 745 LOG (llevDebug, "update_object() called for NULL object.\n");
753 return; 746 return;
754 }
755 747 }
748
756 if(op->env!=NULL) { 749 if (op->env != NULL)
750 {
757 /* Animation is currently handled by client, so nothing 751 /* Animation is currently handled by client, so nothing
758 * to do in this case. 752 * to do in this case.
759 */ 753 */
760 return; 754 return;
761 } 755 }
762 756
763 /* If the map is saving, don't do anything as everything is 757 /* If the map is saving, don't do anything as everything is
764 * going to get freed anyways. 758 * going to get freed anyways.
765 */ 759 */
766 if (!op->map || op->map->in_memory == MAP_SAVING) return; 760 if (!op->map || op->map->in_memory == MAP_SAVING)
767 761 return;
762
768 /* make sure the object is within map boundaries */ 763 /* make sure the object is within map boundaries */
769 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 764 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
770 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 765 {
771 LOG(llevError,"update_object() called for object out of map!\n"); 766 LOG (llevError, "update_object() called for object out of map!\n");
772#ifdef MANY_CORES 767#ifdef MANY_CORES
773 abort(); 768 abort ();
774#endif 769#endif
775 return; 770 return;
776 }
777 771 }
772
778 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 773 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
779 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 774 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
780 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 775 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
781 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 776 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
782 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 777 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
783 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 778 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
784 779
785 if (action == UP_OBJ_INSERT) { 780 if (action == UP_OBJ_INSERT)
781 {
786 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 782 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
787 update_now=1; 783 update_now = 1;
788 784
789 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 785 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
790 update_now=1; 786 update_now = 1;
791 787
792 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 788 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
793 update_now=1; 789 update_now = 1;
794 790
795 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 791 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now=1; 792 update_now = 1;
797 793
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 794 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now=1; 795 update_now = 1;
800 796
801 if ((move_on | op->move_on) != move_on) update_now=1; 797 if ((move_on | op->move_on) != move_on)
798 update_now = 1;
802 799
803 if ((move_off | op->move_off) != move_off) update_now=1; 800 if ((move_off | op->move_off) != move_off)
801 update_now = 1;
804 802
805 /* This isn't perfect, but I don't expect a lot of objects to 803 /* This isn't perfect, but I don't expect a lot of objects to
806 * to have move_allow right now. 804 * to have move_allow right now.
807 */ 805 */
808 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 806 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
809 update_now=1; 807 update_now = 1;
810 808
811 if ((move_slow | op->move_slow) != move_slow) 809 if ((move_slow | op->move_slow) != move_slow)
812 update_now=1; 810 update_now = 1;
813 } 811 }
812
814 /* if the object is being removed, we can't make intelligent 813 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 814 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 815 * that is being removed.
817 */ 816 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 817 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now=1; 818 update_now = 1;
820 } else if (action == UP_OBJ_FACE) { 819 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ 820 /* Nothing to do for that case */ ;
822 }
823 else { 821 else
824 LOG(llevError,"update_object called with invalid action: %d\n", action); 822 LOG (llevError, "update_object called with invalid action: %d\n", action);
825 }
826 823
827 if (update_now) { 824 if (update_now)
825 {
828 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 826 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
829 update_position(op->map, op->x, op->y); 827 update_position (op->map, op->x, op->y);
830 } 828 }
831 829
832 if(op->more!=NULL) 830 if (op->more != NULL)
833 update_object(op->more, action); 831 update_object (op->more, action);
834} 832}
835 833
836static std::vector<object *> mortals; 834object::vector object::mortals;
835object::vector object::objects; // not yet used
836object *object::first;
837 837
838void object::free_mortals () 838void object::free_mortals ()
839{ 839{
840 for (std::vector<object *>::iterator i = mortals.begin (); i != mortals.end (); ++i) 840 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
841 if ((*i)->refcnt)
842 ++i; // further delay freeing
843 else
844 {
841 delete *i; 845 delete *i;
842 846 mortals.erase (i);
843 mortals.clear (); 847 }
844} 848}
845 849
846object::object () 850object::object ()
847{ 851{
848 count = ++ob_count;
849
850 prev = 0;
851 next = objects;
852
853 if (objects)
854 objects->prev = this;
855
856 objects = this;
857
858 SET_FLAG (this, FLAG_REMOVED); 852 SET_FLAG (this, FLAG_REMOVED);
859 853
860 expmul = 1.0; 854 expmul = 1.0;
861 face = blank_face; 855 face = blank_face;
862 attacked_by_count = -1;
863} 856}
864 857
865object::~object () 858object::~object ()
866{ 859{
860 free_key_values (this);
861}
862
863void object::link ()
864{
865 count = ++ob_count;
866 uuid = gen_uuid ();
867
868 prev = 0;
869 next = object::first;
870
871 if (object::first)
872 object::first->prev = this;
873
874 object::first = this;
875}
876
877void object::unlink ()
878{
879 if (this == object::first)
880 object::first = next;
881
882 /* Remove this object from the list of used objects */
883 if (prev) prev->next = next;
884 if (next) next->prev = prev;
885
886 prev = 0;
887 next = 0;
867} 888}
868 889
869object *object::create () 890object *object::create ()
870{ 891{
871 return new object; 892 object *op = new object;
893 op->link ();
894 return op;
872} 895}
873 896
874/* 897/*
875 * free_object() frees everything allocated by an object, removes 898 * free_object() frees everything allocated by an object, removes
876 * it from the list of used objects, and puts it on the list of 899 * it from the list of used objects, and puts it on the list of
877 * free objects. The IS_FREED() flag is set in the object. 900 * free objects. The IS_FREED() flag is set in the object.
878 * The object must have been removed by remove_ob() first for 901 * The object must have been removed by remove_ob() first for
879 * this function to succeed. 902 * this function to succeed.
880 * 903 *
881 * If free_inventory is set, free inventory as well. Else drop items in 904 * If destroy_inventory is set, free inventory as well. Else drop items in
882 * inventory to the ground. 905 * inventory to the ground.
883 */ 906 */
884void 907void object::destroy (bool destroy_inventory)
885object::free (bool free_inventory)
886{ 908{
909 if (QUERY_FLAG (this, FLAG_FREED))
910 return;
911
912 if (QUERY_FLAG (this, FLAG_FRIENDLY))
913 remove_friendly_object (this);
914
887 if (!QUERY_FLAG (this, FLAG_REMOVED)) 915 if (!QUERY_FLAG (this, FLAG_REMOVED))
888 { 916 remove ();
889 LOG (llevDebug, "Free object called with non removed object\n");
890 dump_object (this);
891#ifdef MANY_CORES
892 abort ();
893#endif
894 }
895 917
896 if (QUERY_FLAG (this, FLAG_FRIENDLY))
897 {
898 LOG (llevMonster, "Warning: tried to free friendly object.\n");
899 remove_friendly_object (this);
900 }
901
902 if (QUERY_FLAG (this, FLAG_FREED)) 918 SET_FLAG (this, FLAG_FREED);
903 {
904 dump_object (this);
905 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
906 return;
907 }
908 919
909 if (more) 920 if (more)
910 { 921 {
911 more->free (free_inventory); 922 more->destroy (destroy_inventory);
912 more = 0; 923 more = 0;
913 } 924 }
914 925
915 if (inv) 926 if (inv)
916 { 927 {
917 /* Only if the space blocks everything do we not process - 928 /* Only if the space blocks everything do we not process -
918 * if some form of movement is allowed, let objects 929 * if some form of movement is allowed, let objects
919 * drop on that space. 930 * drop on that space.
920 */ 931 */
921 if (free_inventory || !map 932 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
922 || map->in_memory != MAP_IN_MEMORY 933 {
923 || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
924 {
925 object *op = inv; 934 object *op = inv;
926 935
927 while (op) 936 while (op)
928 { 937 {
929 object *tmp = op->below; 938 object *tmp = op->below;
930 remove_ob (op);
931 op->free (free_inventory); 939 op->destroy (destroy_inventory);
932 op = tmp; 940 op = tmp;
933 } 941 }
934 } 942 }
935 else 943 else
936 { /* Put objects in inventory onto this space */ 944 { /* Put objects in inventory onto this space */
937 object *op = inv; 945 object *op = inv;
938 946
939 while (op) 947 while (op)
940 { 948 {
941 object *tmp = op->below; 949 object *tmp = op->below;
942 remove_ob (op);
943 950
951 op->remove ();
952
944 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 953 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
945 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 954 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
946 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 955 op->destroy ();
947 free_object (op); 956 else
948 else 957 {
949 { 958 op->x = x;
950 op->x = x; 959 op->y = y;
951 op->y = y;
952 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */ 960 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
953 } 961 }
954 962
955 op = tmp; 963 op = tmp;
964 }
965 }
956 } 966 }
957 } 967
968 // hack to ensure that freed objects still have a valid map
969 {
970 static maptile *freed_map; // freed objects are moved here to avoid crashes
971
972 if (!freed_map)
973 {
974 freed_map = new maptile;
975
976 freed_map->name = "/internal/freed_objects_map";
977 freed_map->width = 3;
978 freed_map->height = 3;
979
980 freed_map->allocate ();
958 } 981 }
982
983 map = freed_map;
984 x = 1;
985 y = 1;
986 }
987
988 // clear those pointers that likely might have circular references to us
989 owner = 0;
990 enemy = 0;
991 attacked_by = 0;
992
993 // only relevant for players(?), but make sure of it anyways
994 contr = 0;
959 995
960 /* Remove object from the active list */ 996 /* Remove object from the active list */
961 speed = 0; 997 speed = 0;
962 update_ob_speed (this); 998 update_ob_speed (this);
963 999
964 SET_FLAG (this, FLAG_FREED); 1000 unlink ();
965
966 mortalise ();
967}
968
969void
970object::mortalise ()
971{
972 count = 0;
973
974 /* Remove this object from the list of used objects */
975 if (prev) prev->next = next;
976 if (next) next->prev = prev;
977 if (this == objects) objects = next;
978
979 free_key_values (this);
980 1001
981 mortals.push_back (this); 1002 mortals.push_back (this);
982} 1003}
983 1004
984/* 1005/*
985 * sub_weight() recursively (outwards) subtracts a number from the 1006 * sub_weight() recursively (outwards) subtracts a number from the
986 * weight of an object (and what is carried by it's environment(s)). 1007 * weight of an object (and what is carried by it's environment(s)).
987 */ 1008 */
988 1009void
989void sub_weight (object *op, signed long weight) { 1010sub_weight (object *op, signed long weight)
1011{
990 while (op != NULL) { 1012 while (op != NULL)
1013 {
991 if (op->type == CONTAINER) { 1014 if (op->type == CONTAINER)
992 weight=(signed long)(weight*(100-op->stats.Str)/100); 1015 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
993 } 1016
994 op->carrying-=weight; 1017 op->carrying -= weight;
995 op = op->env; 1018 op = op->env;
996 } 1019 }
997} 1020}
998 1021
999/* remove_ob(op): 1022/* op->remove ():
1000 * This function removes the object op from the linked list of objects 1023 * This function removes the object op from the linked list of objects
1001 * which it is currently tied to. When this function is done, the 1024 * which it is currently tied to. When this function is done, the
1002 * object will have no environment. If the object previously had an 1025 * object will have no environment. If the object previously had an
1003 * environment, the x and y coordinates will be updated to 1026 * environment, the x and y coordinates will be updated to
1004 * the previous environment. 1027 * the previous environment.
1005 * Beware: This function is called from the editor as well! 1028 * Beware: This function is called from the editor as well!
1006 */ 1029 */
1007 1030void
1008void remove_ob(object *op) { 1031object::remove ()
1032{
1009 object *tmp,*last=NULL; 1033 object *tmp, *last = 0;
1010 object *otmp; 1034 object *otmp;
1011 tag_t tag; 1035
1012 int check_walk_off; 1036 int check_walk_off;
1013 mapstruct *m;
1014 sint16 x,y;
1015
1016 1037
1017 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1038 if (QUERY_FLAG (this, FLAG_REMOVED))
1018 dump_object(op); 1039 return;
1019 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1020 1040
1021 /* Changed it to always dump core in this case. As has been learned
1022 * in the past, trying to recover from errors almost always
1023 * make things worse, and this is a real error here - something
1024 * that should not happen.
1025 * Yes, if this was a mission critical app, trying to do something
1026 * to recover may make sense, but that is because failure of the app
1027 * may have other disastrous problems. Cf runs out of a script
1028 * so is easily enough restarted without any real problems.
1029 * MSW 2001-07-01
1030 */
1031 abort();
1032 }
1033 if(op->more!=NULL)
1034 remove_ob(op->more);
1035
1036 SET_FLAG(op, FLAG_REMOVED); 1041 SET_FLAG (this, FLAG_REMOVED);
1037 1042
1043 if (more)
1044 more->remove ();
1045
1038 /* 1046 /*
1039 * In this case, the object to be removed is in someones 1047 * In this case, the object to be removed is in someones
1040 * inventory. 1048 * inventory.
1041 */ 1049 */
1042 if(op->env!=NULL) { 1050 if (env)
1051 {
1043 if(op->nrof) 1052 if (nrof)
1044 sub_weight(op->env, op->weight*op->nrof); 1053 sub_weight (env, weight * nrof);
1045 else 1054 else
1046 sub_weight(op->env, op->weight+op->carrying); 1055 sub_weight (env, weight + carrying);
1047 1056
1048 /* NO_FIX_PLAYER is set when a great many changes are being 1057 /* NO_FIX_PLAYER is set when a great many changes are being
1049 * made to players inventory. If set, avoiding the call 1058 * made to players inventory. If set, avoiding the call
1050 * to save cpu time. 1059 * to save cpu time.
1051 */ 1060 */
1052 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1061 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1053 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1054 fix_player(otmp); 1062 fix_player (otmp);
1055 1063
1056 if(op->above!=NULL) 1064 if (above != NULL)
1057 op->above->below=op->below; 1065 above->below = below;
1058 else 1066 else
1059 op->env->inv=op->below; 1067 env->inv = below;
1060 1068
1061 if(op->below!=NULL) 1069 if (below != NULL)
1062 op->below->above=op->above; 1070 below->above = above;
1063 1071
1064 /* we set up values so that it could be inserted into 1072 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up 1073 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do. 1074 * to the caller to decide what we want to do.
1075 */
1076 x = env->x, y = env->y;
1077 map = env->map;
1078 above = 0, below = 0;
1079 env = 0;
1080 }
1081 else if (map)
1082 {
1083 /* Re did the following section of code - it looks like it had
1084 * lots of logic for things we no longer care about
1085 */
1086
1087 /* link the object above us */
1088 if (above)
1089 above->below = below;
1090 else
1091 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1092
1093 /* Relink the object below us, if there is one */
1094 if (below)
1095 below->above = above;
1096 else
1097 {
1098 /* Nothing below, which means we need to relink map object for this space
1099 * use translated coordinates in case some oddness with map tiling is
1100 * evident
1067 */ 1101 */
1068 op->x=op->env->x,op->y=op->env->y; 1102 if (GET_MAP_OB (map, x, y) != this)
1069 op->map=op->env->map; 1103 {
1070 op->above=NULL,op->below=NULL; 1104 char *dump = dump_object (this);
1071 op->env=NULL; 1105 LOG (llevError,
1106 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1107 free (dump);
1108 dump = dump_object (GET_MAP_OB (map, x, y));
1109 LOG (llevError, "%s\n", dump);
1110 free (dump);
1111 }
1112
1113 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1114 }
1115
1116 above = 0;
1117 below = 0;
1118
1119 if (map->in_memory == MAP_SAVING)
1072 return; 1120 return;
1073 }
1074 1121
1075 /* If we get here, we are removing it from a map */
1076 if (op->map == NULL) return;
1077
1078 x = op->x;
1079 y = op->y;
1080 m = get_map_from_coord(op->map, &x, &y);
1081
1082 if (!m) {
1083 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1084 op->map->path, op->x, op->y);
1085 /* in old days, we used to set x and y to 0 and continue.
1086 * it seems if we get into this case, something is probablye
1087 * screwed up and should be fixed.
1088 */
1089 abort();
1090 }
1091 if (op->map != m) {
1092 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1093 op->map->path, m->path, op->x, op->y, x, y);
1094 }
1095
1096 /* Re did the following section of code - it looks like it had
1097 * lots of logic for things we no longer care about
1098 */
1099
1100 /* link the object above us */
1101 if (op->above)
1102 op->above->below=op->below;
1103 else
1104 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1105
1106 /* Relink the object below us, if there is one */
1107 if(op->below) {
1108 op->below->above=op->above;
1109 } else {
1110 /* Nothing below, which means we need to relink map object for this space
1111 * use translated coordinates in case some oddness with map tiling is
1112 * evident
1113 */
1114 if(GET_MAP_OB(m,x,y)!=op) {
1115 dump_object(op);
1116 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1117 dump_object(GET_MAP_OB(m,x,y));
1118 LOG(llevError,"%s\n",errmsg);
1119 }
1120 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1121 }
1122 op->above=NULL;
1123 op->below=NULL;
1124
1125 if (op->map->in_memory == MAP_SAVING)
1126 return;
1127
1128 tag = op->count;
1129 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1122 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1123
1130 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1124 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1125 {
1131 /* No point updating the players look faces if he is the object 1126 /* No point updating the players look faces if he is the object
1132 * being removed. 1127 * being removed.
1133 */ 1128 */
1134 1129
1135 if(tmp->type==PLAYER && tmp!=op) { 1130 if (tmp->type == PLAYER && tmp != this)
1131 {
1136 /* If a container that the player is currently using somehow gets 1132 /* If a container that the player is currently using somehow gets
1137 * removed (most likely destroyed), update the player view 1133 * removed (most likely destroyed), update the player view
1138 * appropriately. 1134 * appropriately.
1139 */ 1135 */
1140 if (tmp->container==op) { 1136 if (tmp->container == this)
1137 {
1141 CLEAR_FLAG(op, FLAG_APPLIED); 1138 CLEAR_FLAG (this, FLAG_APPLIED);
1142 tmp->container=NULL; 1139 tmp->container = 0;
1140 }
1141
1142 tmp->contr->socket->update_look = 1;
1143 } 1143 }
1144 tmp->contr->socket.update_look=1; 1144
1145 }
1146 /* See if player moving off should effect something */ 1145 /* See if player moving off should effect something */
1147 if (check_walk_off && ((op->move_type & tmp->move_off) && 1146 if (check_walk_off
1147 && ((move_type & tmp->move_off)
1148 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1148 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1149 1149 {
1150 move_apply(tmp, op, NULL); 1150 move_apply (tmp, this, 0);
1151
1151 if (was_destroyed (op, tag)) { 1152 if (destroyed ())
1152 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1153 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1153 "leaving object\n", &tmp->name, &tmp->arch->name);
1154 } 1154 }
1155 }
1156 1155
1157 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1156 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1158 1157
1159 if(tmp->above == tmp) 1158 if (tmp->above == tmp)
1160 tmp->above = NULL; 1159 tmp->above = 0;
1160
1161 last=tmp; 1161 last = tmp;
1162 } 1162 }
1163
1163 /* last == NULL of there are no objects on this space */ 1164 /* last == NULL of there are no objects on this space */
1164 if (last==NULL) { 1165 if (!last)
1166 {
1165 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1167 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1166 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1168 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1167 * those out anyways, and if there are any flags set right now, they won't 1169 * those out anyways, and if there are any flags set right now, they won't
1168 * be correct anyways. 1170 * be correct anyways.
1169 */ 1171 */
1170 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1172 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1171 update_position(op->map, op->x, op->y); 1173 update_position (map, x, y);
1172 } 1174 }
1173 else 1175 else
1174 update_object(last, UP_OBJ_REMOVE); 1176 update_object (last, UP_OBJ_REMOVE);
1175 1177
1176 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1178 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1177 update_all_los(op->map, op->x, op->y); 1179 update_all_los (map, x, y);
1178 1180 }
1179} 1181}
1180 1182
1181/* 1183/*
1182 * merge_ob(op,top): 1184 * merge_ob(op,top):
1183 * 1185 *
1184 * This function goes through all objects below and including top, and 1186 * This function goes through all objects below and including top, and
1185 * merges op to the first matching object. 1187 * merges op to the first matching object.
1186 * If top is NULL, it is calculated. 1188 * If top is NULL, it is calculated.
1187 * Returns pointer to object if it succeded in the merge, otherwise NULL 1189 * Returns pointer to object if it succeded in the merge, otherwise NULL
1188 */ 1190 */
1189 1191object *
1190object *merge_ob(object *op, object *top) { 1192merge_ob (object *op, object *top)
1193{
1191 if(!op->nrof) 1194 if (!op->nrof)
1192 return 0; 1195 return 0;
1196
1193 if(top==NULL) 1197 if (top == NULL)
1194 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1198 for (top = op; top != NULL && top->above != NULL; top = top->above);
1199
1195 for(;top!=NULL;top=top->below) { 1200 for (; top != NULL; top = top->below)
1201 {
1196 if(top==op) 1202 if (top == op)
1197 continue; 1203 continue;
1198 if (CAN_MERGE(op,top)) 1204
1199 { 1205 if (object::can_merge (op, top))
1206 {
1200 top->nrof+=op->nrof; 1207 top->nrof += op->nrof;
1208
1201/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1209/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1202 op->weight = 0; /* Don't want any adjustements now */ 1210 op->weight = 0; /* Don't want any adjustements now */
1203 remove_ob(op); 1211 op->destroy ();
1204 free_object(op);
1205 return top; 1212 return top;
1206 } 1213 }
1207 } 1214 }
1215
1208 return NULL; 1216 return 0;
1209} 1217}
1210 1218
1211/* 1219/*
1212 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1220 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1213 * job preparing multi-part monsters 1221 * job preparing multi-part monsters
1214 */ 1222 */
1223object *
1215object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1224insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1225{
1216 object* tmp; 1226 object *tmp;
1227
1217 if (op->head) 1228 if (op->head)
1218 op=op->head; 1229 op = op->head;
1230
1219 for (tmp=op;tmp;tmp=tmp->more){ 1231 for (tmp = op; tmp; tmp = tmp->more)
1232 {
1220 tmp->x=x+tmp->arch->clone.x; 1233 tmp->x = x + tmp->arch->clone.x;
1221 tmp->y=y+tmp->arch->clone.y; 1234 tmp->y = y + tmp->arch->clone.y;
1222 } 1235 }
1236
1223 return insert_ob_in_map (op, m, originator, flag); 1237 return insert_ob_in_map (op, m, originator, flag);
1224} 1238}
1225 1239
1226/* 1240/*
1227 * insert_ob_in_map (op, map, originator, flag): 1241 * insert_ob_in_map (op, map, originator, flag):
1228 * This function inserts the object in the two-way linked list 1242 * This function inserts the object in the two-way linked list
1242 * new object if 'op' was merged with other object 1256 * new object if 'op' was merged with other object
1243 * NULL if 'op' was destroyed 1257 * NULL if 'op' was destroyed
1244 * just 'op' otherwise 1258 * just 'op' otherwise
1245 */ 1259 */
1246 1260
1261object *
1247object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1262insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1248{ 1263{
1249 object *tmp, *top, *floor=NULL; 1264 object *tmp, *top, *floor = NULL;
1250 sint16 x,y; 1265 sint16 x, y;
1251 1266
1252 if (QUERY_FLAG (op, FLAG_FREED)) { 1267 if (QUERY_FLAG (op, FLAG_FREED))
1268 {
1253 LOG (llevError, "Trying to insert freed object!\n"); 1269 LOG (llevError, "Trying to insert freed object!\n");
1270 return NULL;
1271 }
1272
1273 if (m == NULL)
1274 {
1275 char *dump = dump_object (op);
1276 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1277 free (dump);
1278 return op;
1279 }
1280
1281 if (out_of_map (m, op->x, op->y))
1282 {
1283 char *dump = dump_object (op);
1284 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1285#ifdef MANY_CORES
1286 /* Better to catch this here, as otherwise the next use of this object
1287 * is likely to cause a crash. Better to find out where it is getting
1288 * improperly inserted.
1289 */
1290 abort ();
1291#endif
1292 free (dump);
1293 return op;
1294 }
1295
1296 if (!QUERY_FLAG (op, FLAG_REMOVED))
1297 {
1298 char *dump = dump_object (op);
1299 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1300 free (dump);
1301 return op;
1302 }
1303
1304 if (op->more != NULL)
1305 {
1306 /* The part may be on a different map. */
1307
1308 object *more = op->more;
1309
1310 /* We really need the caller to normalize coordinates - if
1311 * we set the map, that doesn't work if the location is within
1312 * a map and this is straddling an edge. So only if coordinate
1313 * is clear wrong do we normalize it.
1314 */
1315 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1316 more->map = get_map_from_coord (m, &more->x, &more->y);
1317 else if (!more->map)
1318 {
1319 /* For backwards compatibility - when not dealing with tiled maps,
1320 * more->map should always point to the parent.
1321 */
1322 more->map = m;
1323 }
1324
1325 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1326 {
1327 if (!op->head)
1328 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1329
1330 return NULL;
1331 }
1332 }
1333
1334 CLEAR_FLAG (op, FLAG_REMOVED);
1335
1336 /* Ideally, the caller figures this out. However, it complicates a lot
1337 * of areas of callers (eg, anything that uses find_free_spot would now
1338 * need extra work
1339 */
1340 op->map = get_map_from_coord (m, &op->x, &op->y);
1341 x = op->x;
1342 y = op->y;
1343
1344 /* this has to be done after we translate the coordinates.
1345 */
1346 if (op->nrof && !(flag & INS_NO_MERGE))
1347 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1348 if (object::can_merge (op, tmp))
1349 {
1350 op->nrof += tmp->nrof;
1351 tmp->destroy ();
1352 }
1353
1354 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1355 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1356
1357 if (!QUERY_FLAG (op, FLAG_ALIVE))
1358 CLEAR_FLAG (op, FLAG_NO_STEAL);
1359
1360 if (flag & INS_BELOW_ORIGINATOR)
1361 {
1362 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1363 {
1364 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1365 abort ();
1366 }
1367
1368 op->above = originator;
1369 op->below = originator->below;
1370
1371 if (op->below)
1372 op->below->above = op;
1373 else
1374 SET_MAP_OB (op->map, op->x, op->y, op);
1375
1376 /* since *below* originator, no need to update top */
1377 originator->below = op;
1378 }
1379 else
1380 {
1381 /* If there are other objects, then */
1382 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1383 {
1384 object *last = NULL;
1385
1386 /*
1387 * If there are multiple objects on this space, we do some trickier handling.
1388 * We've already dealt with merging if appropriate.
1389 * Generally, we want to put the new object on top. But if
1390 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1391 * floor, we want to insert above that and no further.
1392 * Also, if there are spell objects on this space, we stop processing
1393 * once we get to them. This reduces the need to traverse over all of
1394 * them when adding another one - this saves quite a bit of cpu time
1395 * when lots of spells are cast in one area. Currently, it is presumed
1396 * that flying non pickable objects are spell objects.
1397 */
1398
1399 while (top != NULL)
1400 {
1401 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1402 floor = top;
1403
1404 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1405 {
1406 /* We insert above top, so we want this object below this */
1407 top = top->below;
1408 break;
1409 }
1410
1411 last = top;
1412 top = top->above;
1413 }
1414
1415 /* Don't want top to be NULL, so set it to the last valid object */
1416 top = last;
1417
1418 /* We let update_position deal with figuring out what the space
1419 * looks like instead of lots of conditions here.
1420 * makes things faster, and effectively the same result.
1421 */
1422
1423 /* Have object 'fall below' other objects that block view.
1424 * Unless those objects are exits, type 66
1425 * If INS_ON_TOP is used, don't do this processing
1426 * Need to find the object that in fact blocks view, otherwise
1427 * stacking is a bit odd.
1428 */
1429 if (!(flag & INS_ON_TOP) &&
1430 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1431 {
1432 for (last = top; last != floor; last = last->below)
1433 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1434 break;
1435 /* Check to see if we found the object that blocks view,
1436 * and make sure we have a below pointer for it so that
1437 * we can get inserted below this one, which requires we
1438 * set top to the object below us.
1439 */
1440 if (last && last->below && last != floor)
1441 top = last->below;
1442 }
1443 } /* If objects on this space */
1444
1445 if (flag & INS_MAP_LOAD)
1446 top = GET_MAP_TOP (op->map, op->x, op->y);
1447
1448 if (flag & INS_ABOVE_FLOOR_ONLY)
1449 top = floor;
1450
1451 /* Top is the object that our object (op) is going to get inserted above.
1452 */
1453
1454 /* First object on this space */
1455 if (!top)
1456 {
1457 op->above = GET_MAP_OB (op->map, op->x, op->y);
1458
1459 if (op->above)
1460 op->above->below = op;
1461
1462 op->below = NULL;
1463 SET_MAP_OB (op->map, op->x, op->y, op);
1464 }
1465 else
1466 { /* get inserted into the stack above top */
1467 op->above = top->above;
1468
1469 if (op->above)
1470 op->above->below = op;
1471
1472 op->below = top;
1473 top->above = op;
1474 }
1475
1476 if (op->above == NULL)
1477 SET_MAP_TOP (op->map, op->x, op->y, op);
1478 } /* else not INS_BELOW_ORIGINATOR */
1479
1480 if (op->type == PLAYER)
1481 op->contr->do_los = 1;
1482
1483 /* If we have a floor, we know the player, if any, will be above
1484 * it, so save a few ticks and start from there.
1485 */
1486 if (!(flag & INS_MAP_LOAD))
1487 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1488 if (tmp->type == PLAYER)
1489 tmp->contr->socket->update_look = 1;
1490
1491 /* If this object glows, it may affect lighting conditions that are
1492 * visible to others on this map. But update_all_los is really
1493 * an inefficient way to do this, as it means los for all players
1494 * on the map will get recalculated. The players could very well
1495 * be far away from this change and not affected in any way -
1496 * this should get redone to only look for players within range,
1497 * or just updating the P_NEED_UPDATE for spaces within this area
1498 * of effect may be sufficient.
1499 */
1500 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1501 update_all_los (op->map, op->x, op->y);
1502
1503 /* updates flags (blocked, alive, no magic, etc) for this map space */
1504 update_object (op, UP_OBJ_INSERT);
1505
1506 /* Don't know if moving this to the end will break anything. However,
1507 * we want to have update_look set above before calling this.
1508 *
1509 * check_move_on() must be after this because code called from
1510 * check_move_on() depends on correct map flags (so functions like
1511 * blocked() and wall() work properly), and these flags are updated by
1512 * update_object().
1513 */
1514
1515 /* if this is not the head or flag has been passed, don't check walk on status */
1516 if (!(flag & INS_NO_WALK_ON) && !op->head)
1517 {
1518 if (check_move_on (op, originator))
1254 return NULL; 1519 return NULL;
1255 }
1256 if(m==NULL) {
1257 dump_object(op);
1258 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1259 return op;
1260 }
1261 if(out_of_map(m,op->x,op->y)) {
1262 dump_object(op);
1263 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1264#ifdef MANY_CORES
1265 /* Better to catch this here, as otherwise the next use of this object
1266 * is likely to cause a crash. Better to find out where it is getting
1267 * improperly inserted.
1268 */
1269 abort();
1270#endif
1271 return op;
1272 }
1273 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1274 dump_object(op);
1275 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1276 return op;
1277 }
1278 if(op->more!=NULL) {
1279 /* The part may be on a different map. */
1280 1520
1281 object *more = op->more;
1282
1283 /* We really need the caller to normalize coordinates - if
1284 * we set the map, that doesn't work if the location is within
1285 * a map and this is straddling an edge. So only if coordinate
1286 * is clear wrong do we normalize it.
1287 */
1288 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1289 more->map = get_map_from_coord(m, &more->x, &more->y);
1290 } else if (!more->map) {
1291 /* For backwards compatibility - when not dealing with tiled maps,
1292 * more->map should always point to the parent.
1293 */
1294 more->map = m;
1295 }
1296
1297 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1298 if ( ! op->head)
1299 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1300 return NULL;
1301 }
1302 }
1303 CLEAR_FLAG(op,FLAG_REMOVED);
1304
1305 /* Ideally, the caller figures this out. However, it complicates a lot
1306 * of areas of callers (eg, anything that uses find_free_spot would now
1307 * need extra work
1308 */
1309 op->map=get_map_from_coord(m, &op->x, &op->y);
1310 x = op->x;
1311 y = op->y;
1312
1313 /* this has to be done after we translate the coordinates.
1314 */
1315 if(op->nrof && !(flag & INS_NO_MERGE)) {
1316 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1317 if (CAN_MERGE(op,tmp)) {
1318 op->nrof+=tmp->nrof;
1319 remove_ob(tmp);
1320 free_object(tmp);
1321 }
1322 }
1323
1324 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1325 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1326 if (!QUERY_FLAG(op, FLAG_ALIVE))
1327 CLEAR_FLAG(op, FLAG_NO_STEAL);
1328
1329 if (flag & INS_BELOW_ORIGINATOR) {
1330 if (originator->map != op->map || originator->x != op->x ||
1331 originator->y != op->y) {
1332 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1333 abort();
1334 }
1335 op->above = originator;
1336 op->below = originator->below;
1337 if (op->below) op->below->above = op;
1338 else SET_MAP_OB(op->map, op->x, op->y, op);
1339 /* since *below* originator, no need to update top */
1340 originator->below = op;
1341 } else {
1342 /* If there are other objects, then */
1343 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1344 object *last=NULL;
1345 /*
1346 * If there are multiple objects on this space, we do some trickier handling.
1347 * We've already dealt with merging if appropriate.
1348 * Generally, we want to put the new object on top. But if
1349 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1350 * floor, we want to insert above that and no further.
1351 * Also, if there are spell objects on this space, we stop processing
1352 * once we get to them. This reduces the need to traverse over all of
1353 * them when adding another one - this saves quite a bit of cpu time
1354 * when lots of spells are cast in one area. Currently, it is presumed
1355 * that flying non pickable objects are spell objects.
1356 */
1357
1358 while (top != NULL) {
1359 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1360 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1361 if (QUERY_FLAG(top, FLAG_NO_PICK)
1362 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1363 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1364 {
1365 /* We insert above top, so we want this object below this */
1366 top=top->below;
1367 break;
1368 }
1369 last = top;
1370 top = top->above;
1371 }
1372 /* Don't want top to be NULL, so set it to the last valid object */
1373 top = last;
1374
1375 /* We let update_position deal with figuring out what the space
1376 * looks like instead of lots of conditions here.
1377 * makes things faster, and effectively the same result.
1378 */
1379
1380 /* Have object 'fall below' other objects that block view.
1381 * Unless those objects are exits, type 66
1382 * If INS_ON_TOP is used, don't do this processing
1383 * Need to find the object that in fact blocks view, otherwise
1384 * stacking is a bit odd.
1385 */
1386 if (!(flag & INS_ON_TOP) &&
1387 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1388 (op->face && !op->face->visibility)) {
1389 for (last=top; last != floor; last=last->below)
1390 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1391 /* Check to see if we found the object that blocks view,
1392 * and make sure we have a below pointer for it so that
1393 * we can get inserted below this one, which requires we
1394 * set top to the object below us.
1395 */
1396 if (last && last->below && last != floor) top=last->below;
1397 }
1398 } /* If objects on this space */
1399 if (flag & INS_MAP_LOAD)
1400 top = GET_MAP_TOP(op->map,op->x,op->y);
1401 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1402
1403 /* Top is the object that our object (op) is going to get inserted above.
1404 */
1405
1406 /* First object on this space */
1407 if (!top) {
1408 op->above = GET_MAP_OB(op->map, op->x, op->y);
1409 if (op->above) op->above->below = op;
1410 op->below = NULL;
1411 SET_MAP_OB(op->map, op->x, op->y, op);
1412 } else { /* get inserted into the stack above top */
1413 op->above = top->above;
1414 if (op->above) op->above->below = op;
1415 op->below = top;
1416 top->above = op;
1417 }
1418 if (op->above==NULL)
1419 SET_MAP_TOP(op->map,op->x, op->y, op);
1420 } /* else not INS_BELOW_ORIGINATOR */
1421
1422 if(op->type==PLAYER)
1423 op->contr->do_los=1;
1424
1425 /* If we have a floor, we know the player, if any, will be above
1426 * it, so save a few ticks and start from there.
1427 */
1428 if (!(flag & INS_MAP_LOAD))
1429 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1430 if (tmp->type == PLAYER)
1431 tmp->contr->socket.update_look=1;
1432 }
1433
1434 /* If this object glows, it may affect lighting conditions that are
1435 * visible to others on this map. But update_all_los is really
1436 * an inefficient way to do this, as it means los for all players
1437 * on the map will get recalculated. The players could very well
1438 * be far away from this change and not affected in any way -
1439 * this should get redone to only look for players within range,
1440 * or just updating the P_NEED_UPDATE for spaces within this area
1441 * of effect may be sufficient.
1442 */
1443 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1444 update_all_los(op->map, op->x, op->y);
1445
1446
1447 /* updates flags (blocked, alive, no magic, etc) for this map space */
1448 update_object(op,UP_OBJ_INSERT);
1449
1450
1451 /* Don't know if moving this to the end will break anything. However,
1452 * we want to have update_look set above before calling this.
1453 *
1454 * check_move_on() must be after this because code called from
1455 * check_move_on() depends on correct map flags (so functions like
1456 * blocked() and wall() work properly), and these flags are updated by
1457 * update_object().
1458 */
1459
1460 /* if this is not the head or flag has been passed, don't check walk on status */
1461
1462 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1463 if (check_move_on(op, originator))
1464 return NULL;
1465
1466 /* If we are a multi part object, lets work our way through the check 1521 /* If we are a multi part object, lets work our way through the check
1467 * walk on's. 1522 * walk on's.
1468 */ 1523 */
1469 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1524 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1470 if (check_move_on (tmp, originator)) 1525 if (check_move_on (tmp, originator))
1471 return NULL; 1526 return NULL;
1472 } 1527 }
1528
1473 return op; 1529 return op;
1474} 1530}
1475 1531
1476/* this function inserts an object in the map, but if it 1532/* this function inserts an object in the map, but if it
1477 * finds an object of its own type, it'll remove that one first. 1533 * finds an object of its own type, it'll remove that one first.
1478 * op is the object to insert it under: supplies x and the map. 1534 * op is the object to insert it under: supplies x and the map.
1479 */ 1535 */
1536void
1480void replace_insert_ob_in_map(const char *arch_string, object *op) { 1537replace_insert_ob_in_map (const char *arch_string, object *op)
1538{
1481 object *tmp; 1539 object *
1482 object *tmp1; 1540 tmp;
1541 object *
1542 tmp1;
1483 1543
1484 /* first search for itself and remove any old instances */ 1544 /* first search for itself and remove any old instances */
1485 1545
1486 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1546 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1487 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1488 remove_ob(tmp); 1548 tmp->destroy ();
1489 free_object(tmp);
1490 }
1491 }
1492 1549
1493 tmp1=arch_to_object(find_archetype(arch_string)); 1550 tmp1 = arch_to_object (archetype::find (arch_string));
1494 1551
1495 1552 tmp1->x = op->x;
1496 tmp1->x = op->x; tmp1->y = op->y; 1553 tmp1->y = op->y;
1497 insert_ob_in_map(tmp1,op->map,op,0); 1554 insert_ob_in_map (tmp1, op->map, op, 0);
1498} 1555}
1499 1556
1500/* 1557/*
1501 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1558 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1502 * is returned contains nr objects, and the remaining parts contains 1559 * is returned contains nr objects, and the remaining parts contains
1503 * the rest (or is removed and freed if that number is 0). 1560 * the rest (or is removed and freed if that number is 0).
1504 * On failure, NULL is returned, and the reason put into the 1561 * On failure, NULL is returned, and the reason put into the
1505 * global static errmsg array. 1562 * global static errmsg array.
1506 */ 1563 */
1507 1564
1565object *
1508object *get_split_ob(object *orig_ob, uint32 nr) { 1566get_split_ob (object *orig_ob, uint32 nr)
1567{
1509 object *newob; 1568 object *newob;
1510 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1569 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1511 1570
1512 if(orig_ob->nrof<nr) { 1571 if (orig_ob->nrof < nr)
1513 sprintf(errmsg,"There are only %d %ss.", 1572 {
1514 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1573 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1515 return NULL; 1574 return NULL;
1516 } 1575 }
1576
1517 newob = object_create_clone(orig_ob); 1577 newob = object_create_clone (orig_ob);
1578
1518 if((orig_ob->nrof-=nr)<1) { 1579 if ((orig_ob->nrof -= nr) < 1)
1519 if ( ! is_removed) 1580 orig_ob->destroy (1);
1520 remove_ob(orig_ob);
1521 free_object2(orig_ob, 1);
1522 }
1523 else if ( ! is_removed) { 1581 else if (!is_removed)
1582 {
1524 if(orig_ob->env!=NULL) 1583 if (orig_ob->env != NULL)
1525 sub_weight (orig_ob->env,orig_ob->weight*nr); 1584 sub_weight (orig_ob->env, orig_ob->weight * nr);
1526 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1585 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1586 {
1527 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1587 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1528 LOG(llevDebug,
1529 "Error, Tried to split object whose map is not in memory.\n"); 1588 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1530 return NULL; 1589 return NULL;
1531 } 1590 }
1532 } 1591 }
1592
1533 newob->nrof=nr; 1593 newob->nrof = nr;
1534 1594
1535 return newob; 1595 return newob;
1536} 1596}
1537 1597
1538/* 1598/*
1539 * decrease_ob_nr(object, number) decreases a specified number from 1599 * decrease_ob_nr(object, number) decreases a specified number from
1540 * the amount of an object. If the amount reaches 0, the object 1600 * the amount of an object. If the amount reaches 0, the object
1541 * is subsequently removed and freed. 1601 * is subsequently removed and freed.
1542 * 1602 *
1543 * Return value: 'op' if something is left, NULL if the amount reached 0 1603 * Return value: 'op' if something is left, NULL if the amount reached 0
1544 */ 1604 */
1545 1605
1606object *
1546object *decrease_ob_nr (object *op, uint32 i) 1607decrease_ob_nr (object *op, uint32 i)
1547{ 1608{
1548 object *tmp; 1609 object *tmp;
1549 player *pl; 1610 player *pl;
1550 1611
1551 if (i == 0) /* objects with op->nrof require this check */ 1612 if (i == 0) /* objects with op->nrof require this check */
1552 return op; 1613 return op;
1553 1614
1554 if (i > op->nrof) 1615 if (i > op->nrof)
1555 i = op->nrof; 1616 i = op->nrof;
1556 1617
1557 if (QUERY_FLAG (op, FLAG_REMOVED)) 1618 if (QUERY_FLAG (op, FLAG_REMOVED))
1619 op->nrof -= i;
1620 else if (op->env != NULL)
1621 {
1622 /* is this object in the players inventory, or sub container
1623 * therein?
1624 */
1625 tmp = is_player_inv (op->env);
1626 /* nope. Is this a container the player has opened?
1627 * If so, set tmp to that player.
1628 * IMO, searching through all the players will mostly
1629 * likely be quicker than following op->env to the map,
1630 * and then searching the map for a player.
1631 */
1632 if (!tmp)
1633 {
1634 for (pl = first_player; pl; pl = pl->next)
1635 if (pl->ob->container == op->env)
1636 break;
1637 if (pl)
1638 tmp = pl->ob;
1639 else
1640 tmp = NULL;
1641 }
1642
1643 if (i < op->nrof)
1644 {
1645 sub_weight (op->env, op->weight * i);
1646 op->nrof -= i;
1647 if (tmp)
1648 {
1649 esrv_send_item (tmp, op);
1650 }
1651 }
1652 else
1653 {
1654 op->remove ();
1655 op->nrof = 0;
1656 if (tmp)
1657 {
1658 esrv_del_item (tmp->contr, op->count);
1659 }
1660 }
1558 { 1661 }
1662 else
1663 {
1664 object *above = op->above;
1665
1666 if (i < op->nrof)
1559 op->nrof -= i; 1667 op->nrof -= i;
1560 } 1668 else
1561 else if (op->env != NULL)
1562 {
1563 /* is this object in the players inventory, or sub container
1564 * therein?
1565 */
1566 tmp = is_player_inv (op->env);
1567 /* nope. Is this a container the player has opened?
1568 * If so, set tmp to that player.
1569 * IMO, searching through all the players will mostly
1570 * likely be quicker than following op->env to the map,
1571 * and then searching the map for a player.
1572 */
1573 if (!tmp) {
1574 for (pl=first_player; pl; pl=pl->next)
1575 if (pl->ob->container == op->env) break;
1576 if (pl) tmp=pl->ob;
1577 else tmp=NULL;
1578 } 1669 {
1579
1580 if (i < op->nrof) {
1581 sub_weight (op->env, op->weight * i);
1582 op->nrof -= i;
1583 if (tmp) {
1584 esrv_send_item(tmp, op);
1585 }
1586 } else {
1587 remove_ob (op); 1670 op->remove ();
1588 op->nrof = 0; 1671 op->nrof = 0;
1589 if (tmp) {
1590 esrv_del_item(tmp->contr, op->count);
1591 } 1672 }
1592 }
1593 }
1594 else
1595 {
1596 object *above = op->above;
1597 1673
1598 if (i < op->nrof) {
1599 op->nrof -= i;
1600 } else {
1601 remove_ob (op);
1602 op->nrof = 0;
1603 }
1604 /* Since we just removed op, op->above is null */ 1674 /* Since we just removed op, op->above is null */
1605 for (tmp = above; tmp != NULL; tmp = tmp->above) 1675 for (tmp = above; tmp != NULL; tmp = tmp->above)
1606 if (tmp->type == PLAYER) { 1676 if (tmp->type == PLAYER)
1677 {
1607 if (op->nrof) 1678 if (op->nrof)
1608 esrv_send_item(tmp, op); 1679 esrv_send_item (tmp, op);
1609 else 1680 else
1610 esrv_del_item(tmp->contr, op->count); 1681 esrv_del_item (tmp->contr, op->count);
1611 } 1682 }
1612 } 1683 }
1613 1684
1614 if (op->nrof) { 1685 if (op->nrof)
1615 return op; 1686 return op;
1616 } else { 1687 else
1617 free_object (op); 1688 {
1689 op->destroy ();
1618 return NULL; 1690 return NULL;
1619 } 1691 }
1620} 1692}
1621 1693
1622/* 1694/*
1623 * add_weight(object, weight) adds the specified weight to an object, 1695 * add_weight(object, weight) adds the specified weight to an object,
1624 * and also updates how much the environment(s) is/are carrying. 1696 * and also updates how much the environment(s) is/are carrying.
1625 */ 1697 */
1626 1698
1699void
1627void add_weight (object *op, signed long weight) { 1700add_weight (object *op, signed long weight)
1701{
1628 while (op!=NULL) { 1702 while (op != NULL)
1703 {
1629 if (op->type == CONTAINER) { 1704 if (op->type == CONTAINER)
1630 weight=(signed long)(weight*(100-op->stats.Str)/100); 1705 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1631 } 1706
1632 op->carrying+=weight; 1707 op->carrying += weight;
1633 op=op->env; 1708 op = op->env;
1634 } 1709 }
1635} 1710}
1636 1711
1712object *
1713insert_ob_in_ob (object *op, object *where)
1714{
1715 if (!where)
1716 {
1717 char *dump = dump_object (op);
1718 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1719 free (dump);
1720 return op;
1721 }
1722
1723 if (where->head)
1724 {
1725 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1726 where = where->head;
1727 }
1728
1729 return where->insert (op);
1730}
1731
1637/* 1732/*
1638 * insert_ob_in_ob(op,environment): 1733 * env->insert (op)
1639 * This function inserts the object op in the linked list 1734 * This function inserts the object op in the linked list
1640 * inside the object environment. 1735 * inside the object environment.
1641 * 1736 *
1642 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1643 * the inventory at the last position or next to other objects of the same
1644 * type.
1645 * Frank: Now sorted by type, archetype and magic!
1646 *
1647 * The function returns now pointer to inserted item, and return value can 1737 * The function returns now pointer to inserted item, and return value can
1648 * be != op, if items are merged. -Tero 1738 * be != op, if items are merged. -Tero
1649 */ 1739 */
1650 1740
1651object *insert_ob_in_ob(object *op,object *where) { 1741object *
1742object::insert (object *op)
1743{
1652 object *tmp, *otmp; 1744 object *tmp, *otmp;
1653 1745
1654 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1746 if (!QUERY_FLAG (op, FLAG_REMOVED))
1655 dump_object(op); 1747 op->remove ();
1656 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1748
1657 return op;
1658 }
1659 if(where==NULL) {
1660 dump_object(op);
1661 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1662 return op;
1663 }
1664 if (where->head) {
1665 LOG(llevDebug,
1666 "Warning: Tried to insert object wrong part of multipart object.\n");
1667 where = where->head;
1668 }
1669 if (op->more) { 1749 if (op->more)
1750 {
1670 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1751 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1671 &op->name, op->count);
1672 return op; 1752 return op;
1673 } 1753 }
1754
1674 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1755 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1675 CLEAR_FLAG(op, FLAG_REMOVED); 1756 CLEAR_FLAG (op, FLAG_REMOVED);
1676 if(op->nrof) { 1757 if (op->nrof)
1758 {
1677 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1759 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1678 if ( CAN_MERGE(tmp,op) ) { 1760 if (object::can_merge (tmp, op))
1761 {
1679 /* return the original object and remove inserted object 1762 /* return the original object and remove inserted object
1680 (client needs the original object) */ 1763 (client needs the original object) */
1681 tmp->nrof += op->nrof; 1764 tmp->nrof += op->nrof;
1682 /* Weight handling gets pretty funky. Since we are adding to 1765 /* Weight handling gets pretty funky. Since we are adding to
1683 * tmp->nrof, we need to increase the weight. 1766 * tmp->nrof, we need to increase the weight.
1684 */ 1767 */
1685 add_weight (where, op->weight*op->nrof); 1768 add_weight (this, op->weight * op->nrof);
1686 SET_FLAG(op, FLAG_REMOVED); 1769 SET_FLAG (op, FLAG_REMOVED);
1687 free_object(op); /* free the inserted object */ 1770 op->destroy (); /* free the inserted object */
1688 op = tmp; 1771 op = tmp;
1689 remove_ob (op); /* and fix old object's links */ 1772 op->remove (); /* and fix old object's links */
1690 CLEAR_FLAG(op, FLAG_REMOVED); 1773 CLEAR_FLAG (op, FLAG_REMOVED);
1691 break; 1774 break;
1692 } 1775 }
1693 1776
1694 /* I assume combined objects have no inventory 1777 /* I assume combined objects have no inventory
1695 * We add the weight - this object could have just been removed 1778 * We add the weight - this object could have just been removed
1696 * (if it was possible to merge). calling remove_ob will subtract 1779 * (if it was possible to merge). calling remove_ob will subtract
1697 * the weight, so we need to add it in again, since we actually do 1780 * the weight, so we need to add it in again, since we actually do
1698 * the linking below 1781 * the linking below
1699 */ 1782 */
1700 add_weight (where, op->weight*op->nrof); 1783 add_weight (this, op->weight * op->nrof);
1784 }
1701 } else 1785 else
1702 add_weight (where, (op->weight+op->carrying)); 1786 add_weight (this, (op->weight + op->carrying));
1703 1787
1704 otmp=is_player_inv(where); 1788 otmp = is_player_inv (this);
1705 if (otmp&&otmp->contr!=NULL) { 1789 if (otmp && otmp->contr)
1706 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1790 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1707 fix_player(otmp); 1791 fix_player (otmp);
1708 }
1709 1792
1710 op->map=NULL; 1793 op->map = NULL;
1711 op->env=where; 1794 op->env = this;
1712 op->above=NULL; 1795 op->above = NULL;
1713 op->below=NULL; 1796 op->below = NULL;
1714 op->x=0,op->y=0; 1797 op->x = 0, op->y = 0;
1715 1798
1716 /* reset the light list and los of the players on the map */ 1799 /* reset the light list and los of the players on the map */
1717 if((op->glow_radius!=0)&&where->map) 1800 if ((op->glow_radius != 0) && map)
1718 { 1801 {
1719#ifdef DEBUG_LIGHTS 1802#ifdef DEBUG_LIGHTS
1720 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1803 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1721 op->name);
1722#endif /* DEBUG_LIGHTS */ 1804#endif /* DEBUG_LIGHTS */
1723 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1805 if (MAP_DARKNESS (map))
1806 update_all_los (map, x, y);
1724 } 1807 }
1725 1808
1726 /* Client has no idea of ordering so lets not bother ordering it here. 1809 /* Client has no idea of ordering so lets not bother ordering it here.
1727 * It sure simplifies this function... 1810 * It sure simplifies this function...
1728 */ 1811 */
1729 if (where->inv==NULL) 1812 if (!inv)
1730 where->inv=op; 1813 inv = op;
1731 else { 1814 else
1815 {
1732 op->below = where->inv; 1816 op->below = inv;
1733 op->below->above = op; 1817 op->below->above = op;
1734 where->inv = op; 1818 inv = op;
1735 } 1819 }
1820
1736 return op; 1821 return op;
1737} 1822}
1738 1823
1739/* 1824/*
1740 * Checks if any objects has a move_type that matches objects 1825 * Checks if any objects has a move_type that matches objects
1755 * MSW 2001-07-08: Check all objects on space, not just those below 1840 * MSW 2001-07-08: Check all objects on space, not just those below
1756 * object being inserted. insert_ob_in_map may not put new objects 1841 * object being inserted. insert_ob_in_map may not put new objects
1757 * on top. 1842 * on top.
1758 */ 1843 */
1759 1844
1845int
1760int check_move_on (object *op, object *originator) 1846check_move_on (object *op, object *originator)
1761{ 1847{
1762 object *tmp; 1848 object *tmp;
1763 tag_t tag;
1764 mapstruct *m=op->map; 1849 maptile *m = op->map;
1765 int x=op->x, y=op->y; 1850 int x = op->x, y = op->y;
1851
1766 MoveType move_on, move_slow, move_block; 1852 MoveType move_on, move_slow, move_block;
1767 1853
1768 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1854 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1769 return 0; 1855 return 0;
1770 1856
1771 tag = op->count;
1772
1773 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1857 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1774 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1858 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1775 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1859 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1776 1860
1777 /* if nothing on this space will slow op down or be applied, 1861 /* if nothing on this space will slow op down or be applied,
1778 * no need to do checking below. have to make sure move_type 1862 * no need to do checking below. have to make sure move_type
1779 * is set, as lots of objects don't have it set - we treat that 1863 * is set, as lots of objects don't have it set - we treat that
1780 * as walking. 1864 * as walking.
1781 */ 1865 */
1782 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1866 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1783 return 0; 1867 return 0;
1784 1868
1785 /* This is basically inverse logic of that below - basically, 1869 /* This is basically inverse logic of that below - basically,
1786 * if the object can avoid the move on or slow move, they do so, 1870 * if the object can avoid the move on or slow move, they do so,
1787 * but can't do it if the alternate movement they are using is 1871 * but can't do it if the alternate movement they are using is
1788 * blocked. Logic on this seems confusing, but does seem correct. 1872 * blocked. Logic on this seems confusing, but does seem correct.
1789 */ 1873 */
1790 if ((op->move_type & ~move_on & ~move_block) != 0 && 1874 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1791 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1875 return 0;
1792 1876
1793 /* The objects have to be checked from top to bottom. 1877 /* The objects have to be checked from top to bottom.
1794 * Hence, we first go to the top: 1878 * Hence, we first go to the top:
1795 */ 1879 */
1796 1880
1797 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1881 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1798 tmp->above!=NULL; tmp=tmp->above) { 1882 {
1799 /* Trim the search when we find the first other spell effect 1883 /* Trim the search when we find the first other spell effect
1800 * this helps performance so that if a space has 50 spell objects, 1884 * this helps performance so that if a space has 50 spell objects,
1801 * we don't need to check all of them. 1885 * we don't need to check all of them.
1802 */ 1886 */
1803 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1887 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1888 break;
1889 }
1890
1891 for (; tmp; tmp = tmp->below)
1804 } 1892 {
1805 for(;tmp!=NULL; tmp=tmp->below) { 1893 if (tmp == op)
1806 if (tmp == op) continue; /* Can't apply yourself */ 1894 continue; /* Can't apply yourself */
1807 1895
1808 /* Check to see if one of the movement types should be slowed down. 1896 /* Check to see if one of the movement types should be slowed down.
1809 * Second check makes sure that the movement types not being slowed 1897 * Second check makes sure that the movement types not being slowed
1810 * (~slow_move) is not blocked on this space - just because the 1898 * (~slow_move) is not blocked on this space - just because the
1811 * space doesn't slow down swimming (for example), if you can't actually 1899 * space doesn't slow down swimming (for example), if you can't actually
1812 * swim on that space, can't use it to avoid the penalty. 1900 * swim on that space, can't use it to avoid the penalty.
1813 */ 1901 */
1814 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1902 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1903 {
1815 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1904 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1816 ((op->move_type & tmp->move_slow) &&
1817 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1905 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1906 {
1818 1907
1819 float diff; 1908 float
1820
1821 diff = tmp->move_slow_penalty*FABS(op->speed); 1909 diff = tmp->move_slow_penalty * FABS (op->speed);
1910
1822 if (op->type == PLAYER) { 1911 if (op->type == PLAYER)
1823 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1912 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1824 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1913 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1825 diff /= 4.0; 1914 diff /= 4.0;
1826 } 1915
1827 }
1828 op->speed_left -= diff; 1916 op->speed_left -= diff;
1829 } 1917 }
1830 } 1918 }
1831 1919
1832 /* Basically same logic as above, except now for actual apply. */ 1920 /* Basically same logic as above, except now for actual apply. */
1833 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1921 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1834 ((op->move_type & tmp->move_on) &&
1835 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1922 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1836 1923 {
1837 move_apply(tmp, op, originator); 1924 move_apply (tmp, op, originator);
1925
1838 if (was_destroyed (op, tag)) 1926 if (op->destroyed ())
1839 return 1; 1927 return 1;
1840 1928
1841 /* what the person/creature stepped onto has moved the object 1929 /* what the person/creature stepped onto has moved the object
1842 * someplace new. Don't process any further - if we did, 1930 * someplace new. Don't process any further - if we did,
1843 * have a feeling strange problems would result. 1931 * have a feeling strange problems would result.
1844 */ 1932 */
1845 if (op->map != m || op->x != x || op->y != y) return 0; 1933 if (op->map != m || op->x != x || op->y != y)
1934 return 0;
1846 } 1935 }
1847 } 1936 }
1937
1848 return 0; 1938 return 0;
1849} 1939}
1850 1940
1851/* 1941/*
1852 * present_arch(arch, map, x, y) searches for any objects with 1942 * present_arch(arch, map, x, y) searches for any objects with
1853 * a matching archetype at the given map and coordinates. 1943 * a matching archetype at the given map and coordinates.
1854 * The first matching object is returned, or NULL if none. 1944 * The first matching object is returned, or NULL if none.
1855 */ 1945 */
1856 1946
1947object *
1857object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1948present_arch (const archetype *at, maptile *m, int x, int y)
1949{
1858 object *tmp; 1950 object *
1951 tmp;
1952
1859 if(m==NULL || out_of_map(m,x,y)) { 1953 if (m == NULL || out_of_map (m, x, y))
1954 {
1860 LOG(llevError,"Present_arch called outside map.\n"); 1955 LOG (llevError, "Present_arch called outside map.\n");
1861 return NULL; 1956 return NULL;
1862 } 1957 }
1863 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1958 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1864 if(tmp->arch == at) 1959 if (tmp->arch == at)
1865 return tmp; 1960 return tmp;
1866 return NULL; 1961 return NULL;
1867} 1962}
1868 1963
1869/* 1964/*
1870 * present(type, map, x, y) searches for any objects with 1965 * present(type, map, x, y) searches for any objects with
1871 * a matching type variable at the given map and coordinates. 1966 * a matching type variable at the given map and coordinates.
1872 * The first matching object is returned, or NULL if none. 1967 * The first matching object is returned, or NULL if none.
1873 */ 1968 */
1874 1969
1970object *
1875object *present(unsigned char type,mapstruct *m, int x,int y) { 1971present (unsigned char type, maptile *m, int x, int y)
1972{
1876 object *tmp; 1973 object *
1974 tmp;
1975
1877 if(out_of_map(m,x,y)) { 1976 if (out_of_map (m, x, y))
1977 {
1878 LOG(llevError,"Present called outside map.\n"); 1978 LOG (llevError, "Present called outside map.\n");
1879 return NULL; 1979 return NULL;
1880 } 1980 }
1881 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1981 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1882 if(tmp->type==type) 1982 if (tmp->type == type)
1883 return tmp; 1983 return tmp;
1884 return NULL; 1984 return NULL;
1885} 1985}
1886 1986
1887/* 1987/*
1888 * present_in_ob(type, object) searches for any objects with 1988 * present_in_ob(type, object) searches for any objects with
1889 * a matching type variable in the inventory of the given object. 1989 * a matching type variable in the inventory of the given object.
1890 * The first matching object is returned, or NULL if none. 1990 * The first matching object is returned, or NULL if none.
1891 */ 1991 */
1892 1992
1993object *
1893object *present_in_ob(unsigned char type, const object *op) { 1994present_in_ob (unsigned char type, const object *op)
1995{
1894 object *tmp; 1996 object *
1997 tmp;
1998
1895 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1999 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1896 if(tmp->type==type) 2000 if (tmp->type == type)
1897 return tmp; 2001 return tmp;
1898 return NULL; 2002 return NULL;
1899} 2003}
1900 2004
1901/* 2005/*
1911 * the object name, not the archetype name. this is so that the 2015 * the object name, not the archetype name. this is so that the
1912 * spell code can use one object type (force), but change it's name 2016 * spell code can use one object type (force), but change it's name
1913 * to be unique. 2017 * to be unique.
1914 */ 2018 */
1915 2019
2020object *
1916object *present_in_ob_by_name(int type, const char *str, const object *op) { 2021present_in_ob_by_name (int type, const char *str, const object *op)
2022{
1917 object *tmp; 2023 object *
2024 tmp;
1918 2025
1919 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2027 {
1920 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2028 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1921 return tmp; 2029 return tmp;
1922 } 2030 }
1923 return NULL; 2031 return NULL;
1924} 2032}
1925 2033
1926/* 2034/*
1927 * present_arch_in_ob(archetype, object) searches for any objects with 2035 * present_arch_in_ob(archetype, object) searches for any objects with
1928 * a matching archetype in the inventory of the given object. 2036 * a matching archetype in the inventory of the given object.
1929 * The first matching object is returned, or NULL if none. 2037 * The first matching object is returned, or NULL if none.
1930 */ 2038 */
1931 2039
2040object *
1932object *present_arch_in_ob(const archetype *at, const object *op) { 2041present_arch_in_ob (const archetype *at, const object *op)
2042{
1933 object *tmp; 2043 object *
2044 tmp;
2045
1934 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1935 if( tmp->arch == at) 2047 if (tmp->arch == at)
1936 return tmp; 2048 return tmp;
1937 return NULL; 2049 return NULL;
1938} 2050}
1939 2051
1940/* 2052/*
1941 * activate recursively a flag on an object inventory 2053 * activate recursively a flag on an object inventory
1942 */ 2054 */
2055void
1943void flag_inv(object*op, int flag){ 2056flag_inv (object *op, int flag)
2057{
1944 object *tmp; 2058 object *
2059 tmp;
2060
1945 if(op->inv) 2061 if (op->inv)
1946 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063 {
1947 SET_FLAG(tmp, flag); 2064 SET_FLAG (tmp, flag);
1948 flag_inv(tmp,flag); 2065 flag_inv (tmp, flag);
1949 } 2066 }
1950}/* 2067} /*
1951 * desactivate recursively a flag on an object inventory 2068 * desactivate recursively a flag on an object inventory
1952 */ 2069 */
2070void
1953void unflag_inv(object*op, int flag){ 2071unflag_inv (object *op, int flag)
2072{
1954 object *tmp; 2073 object *
2074 tmp;
2075
1955 if(op->inv) 2076 if (op->inv)
1956 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2077 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2078 {
1957 CLEAR_FLAG(tmp, flag); 2079 CLEAR_FLAG (tmp, flag);
1958 unflag_inv(tmp,flag); 2080 unflag_inv (tmp, flag);
1959 } 2081 }
1960} 2082}
1961 2083
1962/* 2084/*
1963 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2085 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1964 * all it's inventory (recursively). 2086 * all it's inventory (recursively).
1965 * If checksums are used, a player will get set_cheat called for 2087 * If checksums are used, a player will get set_cheat called for
1966 * him/her-self and all object carried by a call to this function. 2088 * him/her-self and all object carried by a call to this function.
1967 */ 2089 */
1968 2090
2091void
1969void set_cheat(object *op) { 2092set_cheat (object *op)
2093{
1970 SET_FLAG(op, FLAG_WAS_WIZ); 2094 SET_FLAG (op, FLAG_WAS_WIZ);
1971 flag_inv(op, FLAG_WAS_WIZ); 2095 flag_inv (op, FLAG_WAS_WIZ);
1972} 2096}
1973 2097
1974/* 2098/*
1975 * find_free_spot(object, map, x, y, start, stop) will search for 2099 * find_free_spot(object, map, x, y, start, stop) will search for
1976 * a spot at the given map and coordinates which will be able to contain 2100 * a spot at the given map and coordinates which will be able to contain
1991 * to know if the space in question will block the object. We can't use 2115 * to know if the space in question will block the object. We can't use
1992 * the archetype because that isn't correct if the monster has been 2116 * the archetype because that isn't correct if the monster has been
1993 * customized, changed states, etc. 2117 * customized, changed states, etc.
1994 */ 2118 */
1995 2119
2120int
1996int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2121find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2122{
2123 int
2124 i,
1997 int i,index=0, flag; 2125 index = 0, flag;
2126 static int
1998 static int altern[SIZEOFFREE]; 2127 altern[SIZEOFFREE];
1999 2128
2000 for(i=start;i<stop;i++) { 2129 for (i = start; i < stop; i++)
2130 {
2001 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2131 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2002 if(!flag) 2132 if (!flag)
2003 altern[index++]=i; 2133 altern[index++] = i;
2004 2134
2005 /* Basically, if we find a wall on a space, we cut down the search size. 2135 /* Basically, if we find a wall on a space, we cut down the search size.
2006 * In this way, we won't return spaces that are on another side of a wall. 2136 * In this way, we won't return spaces that are on another side of a wall.
2007 * This mostly work, but it cuts down the search size in all directions - 2137 * This mostly work, but it cuts down the search size in all directions -
2008 * if the space being examined only has a wall to the north and empty 2138 * if the space being examined only has a wall to the north and empty
2009 * spaces in all the other directions, this will reduce the search space 2139 * spaces in all the other directions, this will reduce the search space
2010 * to only the spaces immediately surrounding the target area, and 2140 * to only the spaces immediately surrounding the target area, and
2011 * won't look 2 spaces south of the target space. 2141 * won't look 2 spaces south of the target space.
2012 */ 2142 */
2013 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2143 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2014 stop=maxfree[i]; 2144 stop = maxfree[i];
2015 } 2145 }
2016 if(!index) return -1; 2146 if (!index)
2147 return -1;
2017 return altern[RANDOM()%index]; 2148 return altern[RANDOM () % index];
2018} 2149}
2019 2150
2020/* 2151/*
2021 * find_first_free_spot(archetype, mapstruct, x, y) works like 2152 * find_first_free_spot(archetype, maptile, x, y) works like
2022 * find_free_spot(), but it will search max number of squares. 2153 * find_free_spot(), but it will search max number of squares.
2023 * But it will return the first available spot, not a random choice. 2154 * But it will return the first available spot, not a random choice.
2024 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2155 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2025 */ 2156 */
2026 2157
2158int
2027int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2159find_first_free_spot (const object *ob, maptile *m, int x, int y)
2160{
2161 int
2028 int i; 2162 i;
2163
2029 for(i=0;i<SIZEOFFREE;i++) { 2164 for (i = 0; i < SIZEOFFREE; i++)
2165 {
2030 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2166 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2031 return i; 2167 return i;
2032 } 2168 }
2033 return -1; 2169 return -1;
2034} 2170}
2035 2171
2036/* 2172/*
2037 * The function permute(arr, begin, end) randomly reorders the array 2173 * The function permute(arr, begin, end) randomly reorders the array
2038 * arr[begin..end-1]. 2174 * arr[begin..end-1].
2039 */ 2175 */
2176static void
2040static void permute(int *arr, int begin, int end) 2177permute (int *arr, int begin, int end)
2041{ 2178{
2042 int i, j, tmp, len; 2179 int
2180 i,
2181 j,
2182 tmp,
2183 len;
2043 2184
2044 len = end-begin; 2185 len = end - begin;
2045 for(i = begin; i < end; i++) 2186 for (i = begin; i < end; i++)
2046 { 2187 {
2047 j = begin+RANDOM()%len; 2188 j = begin + RANDOM () % len;
2048 2189
2049 tmp = arr[i]; 2190 tmp = arr[i];
2050 arr[i] = arr[j]; 2191 arr[i] = arr[j];
2051 arr[j] = tmp; 2192 arr[j] = tmp;
2052 } 2193 }
2053} 2194}
2054 2195
2055/* new function to make monster searching more efficient, and effective! 2196/* new function to make monster searching more efficient, and effective!
2056 * This basically returns a randomized array (in the passed pointer) of 2197 * This basically returns a randomized array (in the passed pointer) of
2057 * the spaces to find monsters. In this way, it won't always look for 2198 * the spaces to find monsters. In this way, it won't always look for
2058 * monsters to the north first. However, the size of the array passed 2199 * monsters to the north first. However, the size of the array passed
2059 * covers all the spaces, so within that size, all the spaces within 2200 * covers all the spaces, so within that size, all the spaces within
2060 * the 3x3 area will be searched, just not in a predictable order. 2201 * the 3x3 area will be searched, just not in a predictable order.
2061 */ 2202 */
2203void
2062void get_search_arr(int *search_arr) 2204get_search_arr (int *search_arr)
2063{ 2205{
2206 int
2064 int i; 2207 i;
2065 2208
2066 for(i = 0; i < SIZEOFFREE; i++) 2209 for (i = 0; i < SIZEOFFREE; i++)
2067 { 2210 {
2068 search_arr[i] = i; 2211 search_arr[i] = i;
2069 } 2212 }
2070 2213
2071 permute(search_arr, 1, SIZEOFFREE1+1); 2214 permute (search_arr, 1, SIZEOFFREE1 + 1);
2072 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2215 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2073 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2216 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2074} 2217}
2075 2218
2076/* 2219/*
2077 * find_dir(map, x, y, exclude) will search some close squares in the 2220 * find_dir(map, x, y, exclude) will search some close squares in the
2078 * given map at the given coordinates for live objects. 2221 * given map at the given coordinates for live objects.
2084 * is actually want is going to try and move there. We need this info 2227 * is actually want is going to try and move there. We need this info
2085 * because we have to know what movement the thing looking to move 2228 * because we have to know what movement the thing looking to move
2086 * there is capable of. 2229 * there is capable of.
2087 */ 2230 */
2088 2231
2232int
2089int find_dir(mapstruct *m, int x, int y, object *exclude) { 2233find_dir (maptile *m, int x, int y, object *exclude)
2234{
2235 int
2236 i,
2090 int i,max=SIZEOFFREE, mflags; 2237 max = SIZEOFFREE, mflags;
2238
2091 sint16 nx, ny; 2239 sint16 nx, ny;
2092 object *tmp; 2240 object *
2093 mapstruct *mp; 2241 tmp;
2242 maptile *
2243 mp;
2244
2094 MoveType blocked, move_type; 2245 MoveType blocked, move_type;
2095 2246
2096 if (exclude && exclude->head) { 2247 if (exclude && exclude->head)
2248 {
2097 exclude = exclude->head; 2249 exclude = exclude->head;
2098 move_type = exclude->move_type; 2250 move_type = exclude->move_type;
2099 } else { 2251 }
2252 else
2253 {
2100 /* If we don't have anything, presume it can use all movement types. */ 2254 /* If we don't have anything, presume it can use all movement types. */
2101 move_type=MOVE_ALL; 2255 move_type = MOVE_ALL;
2256 }
2257
2258 for (i = 1; i < max; i++)
2102 } 2259 {
2103
2104 for(i=1;i<max;i++) {
2105 mp = m; 2260 mp = m;
2106 nx = x + freearr_x[i]; 2261 nx = x + freearr_x[i];
2107 ny = y + freearr_y[i]; 2262 ny = y + freearr_y[i];
2108 2263
2109 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2264 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2110 if (mflags & P_OUT_OF_MAP) { 2265 if (mflags & P_OUT_OF_MAP)
2266 {
2111 max = maxfree[i]; 2267 max = maxfree[i];
2268 }
2112 } else { 2269 else
2270 {
2113 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2271 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2114 2272
2115 if ((move_type & blocked) == move_type) { 2273 if ((move_type & blocked) == move_type)
2274 {
2116 max=maxfree[i]; 2275 max = maxfree[i];
2276 }
2117 } else if (mflags & P_IS_ALIVE) { 2277 else if (mflags & P_IS_ALIVE)
2278 {
2118 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2279 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2119 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2280 {
2120 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2281 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2282 {
2121 break; 2283 break;
2122 } 2284 }
2123 } 2285 }
2124 if(tmp) { 2286 if (tmp)
2287 {
2125 return freedir[i]; 2288 return freedir[i];
2126 } 2289 }
2127 } 2290 }
2128 } 2291 }
2129 } 2292 }
2130 return 0; 2293 return 0;
2131} 2294}
2132 2295
2133/* 2296/*
2134 * distance(object 1, object 2) will return the square of the 2297 * distance(object 1, object 2) will return the square of the
2135 * distance between the two given objects. 2298 * distance between the two given objects.
2136 */ 2299 */
2137 2300
2301int
2138int distance(const object *ob1, const object *ob2) { 2302distance (const object *ob1, const object *ob2)
2303{
2139 int i; 2304 int
2140 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2305 i;
2141 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2306
2307 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2142 return i; 2308 return i;
2143} 2309}
2144 2310
2145/* 2311/*
2146 * find_dir_2(delta-x,delta-y) will return a direction in which 2312 * find_dir_2(delta-x,delta-y) will return a direction in which
2147 * an object which has subtracted the x and y coordinates of another 2313 * an object which has subtracted the x and y coordinates of another
2148 * object, needs to travel toward it. 2314 * object, needs to travel toward it.
2149 */ 2315 */
2150 2316
2317int
2151int find_dir_2(int x, int y) { 2318find_dir_2 (int x, int y)
2319{
2152 int q; 2320 int
2321 q;
2153 2322
2154 if(y) 2323 if (y)
2155 q=x*100/y; 2324 q = x * 100 / y;
2156 else if (x) 2325 else if (x)
2157 q= -300*x; 2326 q = -300 * x;
2158 else 2327 else
2159 return 0; 2328 return 0;
2160 2329
2161 if(y>0) { 2330 if (y > 0)
2331 {
2162 if(q < -242) 2332 if (q < -242)
2163 return 3 ; 2333 return 3;
2164 if (q < -41) 2334 if (q < -41)
2165 return 2 ; 2335 return 2;
2166 if (q < 41) 2336 if (q < 41)
2167 return 1 ; 2337 return 1;
2168 if (q < 242) 2338 if (q < 242)
2169 return 8 ; 2339 return 8;
2170 return 7 ; 2340 return 7;
2171 } 2341 }
2172 2342
2173 if (q < -242) 2343 if (q < -242)
2174 return 7 ; 2344 return 7;
2175 if (q < -41) 2345 if (q < -41)
2176 return 6 ; 2346 return 6;
2177 if (q < 41) 2347 if (q < 41)
2178 return 5 ; 2348 return 5;
2179 if (q < 242) 2349 if (q < 242)
2180 return 4 ; 2350 return 4;
2181 2351
2182 return 3 ; 2352 return 3;
2183} 2353}
2184 2354
2185/* 2355/*
2186 * absdir(int): Returns a number between 1 and 8, which represent 2356 * absdir(int): Returns a number between 1 and 8, which represent
2187 * the "absolute" direction of a number (it actually takes care of 2357 * the "absolute" direction of a number (it actually takes care of
2188 * "overflow" in previous calculations of a direction). 2358 * "overflow" in previous calculations of a direction).
2189 */ 2359 */
2190 2360
2361int
2191int absdir(int d) { 2362absdir (int d)
2192 while(d<1) d+=8; 2363{
2193 while(d>8) d-=8; 2364 while (d < 1)
2365 d += 8;
2366 while (d > 8)
2367 d -= 8;
2194 return d; 2368 return d;
2195} 2369}
2196 2370
2197/* 2371/*
2198 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2372 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2199 * between two directions (which are expected to be absolute (see absdir()) 2373 * between two directions (which are expected to be absolute (see absdir())
2200 */ 2374 */
2201 2375
2376int
2202int dirdiff(int dir1, int dir2) { 2377dirdiff (int dir1, int dir2)
2378{
2203 int d; 2379 int
2380 d;
2381
2204 d = abs(dir1 - dir2); 2382 d = abs (dir1 - dir2);
2205 if(d>4) 2383 if (d > 4)
2206 d = 8 - d; 2384 d = 8 - d;
2207 return d; 2385 return d;
2208} 2386}
2209 2387
2210/* peterm: 2388/* peterm:
2215 * direction 4, 14, or 16 to get back to where we are. 2393 * direction 4, 14, or 16 to get back to where we are.
2216 * Moved from spell_util.c to object.c with the other related direction 2394 * Moved from spell_util.c to object.c with the other related direction
2217 * functions. 2395 * functions.
2218 */ 2396 */
2219 2397
2398int
2220int reduction_dir[SIZEOFFREE][3] = { 2399 reduction_dir[SIZEOFFREE][3] = {
2221 {0,0,0}, /* 0 */ 2400 {0, 0, 0}, /* 0 */
2222 {0,0,0}, /* 1 */ 2401 {0, 0, 0}, /* 1 */
2223 {0,0,0}, /* 2 */ 2402 {0, 0, 0}, /* 2 */
2224 {0,0,0}, /* 3 */ 2403 {0, 0, 0}, /* 3 */
2225 {0,0,0}, /* 4 */ 2404 {0, 0, 0}, /* 4 */
2226 {0,0,0}, /* 5 */ 2405 {0, 0, 0}, /* 5 */
2227 {0,0,0}, /* 6 */ 2406 {0, 0, 0}, /* 6 */
2228 {0,0,0}, /* 7 */ 2407 {0, 0, 0}, /* 7 */
2229 {0,0,0}, /* 8 */ 2408 {0, 0, 0}, /* 8 */
2230 {8,1,2}, /* 9 */ 2409 {8, 1, 2}, /* 9 */
2231 {1,2,-1}, /* 10 */ 2410 {1, 2, -1}, /* 10 */
2232 {2,10,12}, /* 11 */ 2411 {2, 10, 12}, /* 11 */
2233 {2,3,-1}, /* 12 */ 2412 {2, 3, -1}, /* 12 */
2234 {2,3,4}, /* 13 */ 2413 {2, 3, 4}, /* 13 */
2235 {3,4,-1}, /* 14 */ 2414 {3, 4, -1}, /* 14 */
2236 {4,14,16}, /* 15 */ 2415 {4, 14, 16}, /* 15 */
2237 {5,4,-1}, /* 16 */ 2416 {5, 4, -1}, /* 16 */
2238 {4,5,6}, /* 17 */ 2417 {4, 5, 6}, /* 17 */
2239 {6,5,-1}, /* 18 */ 2418 {6, 5, -1}, /* 18 */
2240 {6,20,18}, /* 19 */ 2419 {6, 20, 18}, /* 19 */
2241 {7,6,-1}, /* 20 */ 2420 {7, 6, -1}, /* 20 */
2242 {6,7,8}, /* 21 */ 2421 {6, 7, 8}, /* 21 */
2243 {7,8,-1}, /* 22 */ 2422 {7, 8, -1}, /* 22 */
2244 {8,22,24}, /* 23 */ 2423 {8, 22, 24}, /* 23 */
2245 {8,1,-1}, /* 24 */ 2424 {8, 1, -1}, /* 24 */
2246 {24,9,10}, /* 25 */ 2425 {24, 9, 10}, /* 25 */
2247 {9,10,-1}, /* 26 */ 2426 {9, 10, -1}, /* 26 */
2248 {10,11,-1}, /* 27 */ 2427 {10, 11, -1}, /* 27 */
2249 {27,11,29}, /* 28 */ 2428 {27, 11, 29}, /* 28 */
2250 {11,12,-1}, /* 29 */ 2429 {11, 12, -1}, /* 29 */
2251 {12,13,-1}, /* 30 */ 2430 {12, 13, -1}, /* 30 */
2252 {12,13,14}, /* 31 */ 2431 {12, 13, 14}, /* 31 */
2253 {13,14,-1}, /* 32 */ 2432 {13, 14, -1}, /* 32 */
2254 {14,15,-1}, /* 33 */ 2433 {14, 15, -1}, /* 33 */
2255 {33,15,35}, /* 34 */ 2434 {33, 15, 35}, /* 34 */
2256 {16,15,-1}, /* 35 */ 2435 {16, 15, -1}, /* 35 */
2257 {17,16,-1}, /* 36 */ 2436 {17, 16, -1}, /* 36 */
2258 {18,17,16}, /* 37 */ 2437 {18, 17, 16}, /* 37 */
2259 {18,17,-1}, /* 38 */ 2438 {18, 17, -1}, /* 38 */
2260 {18,19,-1}, /* 39 */ 2439 {18, 19, -1}, /* 39 */
2261 {41,19,39}, /* 40 */ 2440 {41, 19, 39}, /* 40 */
2262 {19,20,-1}, /* 41 */ 2441 {19, 20, -1}, /* 41 */
2263 {20,21,-1}, /* 42 */ 2442 {20, 21, -1}, /* 42 */
2264 {20,21,22}, /* 43 */ 2443 {20, 21, 22}, /* 43 */
2265 {21,22,-1}, /* 44 */ 2444 {21, 22, -1}, /* 44 */
2266 {23,22,-1}, /* 45 */ 2445 {23, 22, -1}, /* 45 */
2267 {45,47,23}, /* 46 */ 2446 {45, 47, 23}, /* 46 */
2268 {23,24,-1}, /* 47 */ 2447 {23, 24, -1}, /* 47 */
2269 {24,9,-1}}; /* 48 */ 2448 {24, 9, -1}
2449}; /* 48 */
2270 2450
2271/* Recursive routine to step back and see if we can 2451/* Recursive routine to step back and see if we can
2272 * find a path to that monster that we found. If not, 2452 * find a path to that monster that we found. If not,
2273 * we don't bother going toward it. Returns 1 if we 2453 * we don't bother going toward it. Returns 1 if we
2274 * can see a direct way to get it 2454 * can see a direct way to get it
2275 * Modified to be map tile aware -.MSW 2455 * Modified to be map tile aware -.MSW
2276 */ 2456 */
2277
2278 2457
2458
2459int
2279int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2460can_see_monsterP (maptile *m, int x, int y, int dir)
2461{
2280 sint16 dx, dy; 2462 sint16 dx, dy;
2463 int
2281 int mflags; 2464 mflags;
2282 2465
2466 if (dir < 0)
2283 if(dir<0) return 0; /* exit condition: invalid direction */ 2467 return 0; /* exit condition: invalid direction */
2284 2468
2285 dx = x + freearr_x[dir]; 2469 dx = x + freearr_x[dir];
2286 dy = y + freearr_y[dir]; 2470 dy = y + freearr_y[dir];
2287 2471
2288 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2472 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2289 2473
2290 /* This functional arguably was incorrect before - it was 2474 /* This functional arguably was incorrect before - it was
2291 * checking for P_WALL - that was basically seeing if 2475 * checking for P_WALL - that was basically seeing if
2292 * we could move to the monster - this is being more 2476 * we could move to the monster - this is being more
2293 * literal on if we can see it. To know if we can actually 2477 * literal on if we can see it. To know if we can actually
2294 * move to the monster, we'd need the monster passed in or 2478 * move to the monster, we'd need the monster passed in or
2295 * at least its move type. 2479 * at least its move type.
2296 */ 2480 */
2297 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2481 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2482 return 0;
2298 2483
2299 /* yes, can see. */ 2484 /* yes, can see. */
2300 if(dir < 9) return 1; 2485 if (dir < 9)
2486 return 1;
2301 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2487 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2302 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2488 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2303 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2304} 2489}
2305 2490
2306 2491
2307 2492
2308/* 2493/*
2309 * can_pick(picker, item): finds out if an object is possible to be 2494 * can_pick(picker, item): finds out if an object is possible to be
2310 * picked up by the picker. Returnes 1 if it can be 2495 * picked up by the picker. Returnes 1 if it can be
2311 * picked up, otherwise 0. 2496 * picked up, otherwise 0.
2312 * 2497 *
2314 * core dumps if they do. 2499 * core dumps if they do.
2315 * 2500 *
2316 * Add a check so we can't pick up invisible objects (0.93.8) 2501 * Add a check so we can't pick up invisible objects (0.93.8)
2317 */ 2502 */
2318 2503
2504int
2319int can_pick(const object *who, const object *item) { 2505can_pick (const object *who, const object *item)
2506{
2320 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2507 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2321 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2508 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2322 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2509 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2323 (who->type==PLAYER||item->weight<who->weight/3));
2324} 2510}
2325 2511
2326 2512
2327/* 2513/*
2328 * create clone from object to another 2514 * create clone from object to another
2329 */ 2515 */
2516object *
2330object *object_create_clone (object *asrc) { 2517object_create_clone (object *asrc)
2518{
2331 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2519 object *dst = 0, *tmp, *src, *part, *prev, *item;
2332 2520
2333 if(!asrc) return NULL; 2521 if (!asrc)
2522 return 0;
2523
2334 src = asrc; 2524 src = asrc;
2335 if(src->head) 2525 if (src->head)
2336 src = src->head; 2526 src = src->head;
2337 2527
2338 prev = NULL; 2528 prev = 0;
2339 for(part = src; part; part = part->more) { 2529 for (part = src; part; part = part->more)
2340 tmp = get_object(); 2530 {
2341 copy_object(part,tmp); 2531 tmp = part->clone ();
2342 tmp->x -= src->x; 2532 tmp->x -= src->x;
2343 tmp->y -= src->y; 2533 tmp->y -= src->y;
2534
2344 if(!part->head) { 2535 if (!part->head)
2536 {
2345 dst = tmp; 2537 dst = tmp;
2346 tmp->head = NULL; 2538 tmp->head = 0;
2539 }
2347 } else { 2540 else
2541 {
2348 tmp->head = dst; 2542 tmp->head = dst;
2349 } 2543 }
2544
2350 tmp->more = NULL; 2545 tmp->more = 0;
2546
2351 if(prev) 2547 if (prev)
2352 prev->more = tmp; 2548 prev->more = tmp;
2549
2353 prev = tmp; 2550 prev = tmp;
2354 } 2551 }
2355 /*** copy inventory ***/ 2552
2356 for(item = src->inv; item; item = item->below) { 2553 for (item = src->inv; item; item = item->below)
2357 (void) insert_ob_in_ob(object_create_clone(item),dst); 2554 insert_ob_in_ob (object_create_clone (item), dst);
2358 }
2359 2555
2360 return dst; 2556 return dst;
2361}
2362
2363/* return true if the object was destroyed, 0 otherwise */
2364int was_destroyed (const object *op, tag_t old_tag)
2365{
2366 /* checking for FLAG_FREED isn't necessary, but makes this function more
2367 * robust */
2368 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2369} 2557}
2370 2558
2371/* GROS - Creates an object using a string representing its content. */ 2559/* GROS - Creates an object using a string representing its content. */
2372/* Basically, we save the content of the string to a temp file, then call */ 2560/* Basically, we save the content of the string to a temp file, then call */
2373/* load_object on it. I admit it is a highly inefficient way to make things, */ 2561/* load_object on it. I admit it is a highly inefficient way to make things, */
2374/* but it was simple to make and allows reusing the load_object function. */ 2562/* but it was simple to make and allows reusing the load_object function. */
2375/* Remember not to use load_object_str in a time-critical situation. */ 2563/* Remember not to use load_object_str in a time-critical situation. */
2376/* Also remember that multiparts objects are not supported for now. */ 2564/* Also remember that multiparts objects are not supported for now. */
2377 2565
2566object *
2378object* load_object_str(const char *obstr) 2567load_object_str (const char *obstr)
2379{ 2568{
2380 object *op; 2569 object *op;
2381 char filename[MAX_BUF]; 2570 char filename[MAX_BUF];
2571
2382 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2572 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2383 2573
2384 FILE *tempfile=fopen(filename,"w"); 2574 FILE *tempfile = fopen (filename, "w");
2575
2385 if (tempfile == NULL) 2576 if (tempfile == NULL)
2386 { 2577 {
2387 LOG(llevError,"Error - Unable to access load object temp file\n"); 2578 LOG (llevError, "Error - Unable to access load object temp file\n");
2388 return NULL; 2579 return NULL;
2389 }; 2580 }
2581
2390 fprintf(tempfile,obstr); 2582 fprintf (tempfile, obstr);
2391 fclose(tempfile); 2583 fclose (tempfile);
2392 2584
2393 op=get_object(); 2585 op = object::create ();
2394 2586
2395 object_thawer thawer (filename); 2587 object_thawer thawer (filename);
2396 2588
2397 if (thawer) 2589 if (thawer)
2398 load_object(thawer,op,0); 2590 load_object (thawer, op, 0);
2399 2591
2400 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2592 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2401 CLEAR_FLAG(op,FLAG_REMOVED); 2593 CLEAR_FLAG (op, FLAG_REMOVED);
2402 2594
2403 return op; 2595 return op;
2404} 2596}
2405 2597
2406/* This returns the first object in who's inventory that 2598/* This returns the first object in who's inventory that
2407 * has the same type and subtype match. 2599 * has the same type and subtype match.
2408 * returns NULL if no match. 2600 * returns NULL if no match.
2409 */ 2601 */
2602object *
2410object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2603find_obj_by_type_subtype (const object *who, int type, int subtype)
2411{ 2604{
2412 object *tmp; 2605 object *tmp;
2413 2606
2414 for (tmp=who->inv; tmp; tmp=tmp->below) 2607 for (tmp = who->inv; tmp; tmp = tmp->below)
2415 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2608 if (tmp->type == type && tmp->subtype == subtype)
2609 return tmp;
2416 2610
2417 return NULL; 2611 return NULL;
2418} 2612}
2419 2613
2420/* If ob has a field named key, return the link from the list, 2614/* If ob has a field named key, return the link from the list,
2421 * otherwise return NULL. 2615 * otherwise return NULL.
2422 * 2616 *
2423 * key must be a passed in shared string - otherwise, this won't 2617 * key must be a passed in shared string - otherwise, this won't
2424 * do the desired thing. 2618 * do the desired thing.
2425 */ 2619 */
2620key_value *
2426key_value * get_ob_key_link(const object * ob, const char * key) { 2621get_ob_key_link (const object *ob, const char *key)
2622{
2427 key_value * link; 2623 key_value *link;
2428 2624
2429 for (link = ob->key_values; link != NULL; link = link->next) { 2625 for (link = ob->key_values; link != NULL; link = link->next)
2430 if (link->key == key) { 2626 if (link->key == key)
2431 return link; 2627 return link;
2432 } 2628
2433 }
2434
2435 return NULL; 2629 return NULL;
2436} 2630}
2437 2631
2438/* 2632/*
2439 * Returns the value of op has an extra_field for key, or NULL. 2633 * Returns the value of op has an extra_field for key, or NULL.
2440 * 2634 *
2441 * The argument doesn't need to be a shared string. 2635 * The argument doesn't need to be a shared string.
2442 * 2636 *
2443 * The returned string is shared. 2637 * The returned string is shared.
2444 */ 2638 */
2639const char *
2445const char * get_ob_key_value(const object * op, const char * const key) { 2640get_ob_key_value (const object *op, const char *const key)
2641{
2446 key_value * link; 2642 key_value *link;
2447 const char * canonical_key; 2643 shstr_cmp canonical_key (key);
2644
2645 if (!canonical_key)
2448 2646 {
2449 canonical_key = shstr::find (key);
2450
2451 if (canonical_key == NULL) {
2452 /* 1. There being a field named key on any object 2647 /* 1. There being a field named key on any object
2453 * implies there'd be a shared string to find. 2648 * implies there'd be a shared string to find.
2454 * 2. Since there isn't, no object has this field. 2649 * 2. Since there isn't, no object has this field.
2455 * 3. Therefore, *this* object doesn't have this field. 2650 * 3. Therefore, *this* object doesn't have this field.
2456 */ 2651 */
2457 return NULL; 2652 return 0;
2458 } 2653 }
2459 2654
2460 /* This is copied from get_ob_key_link() above - 2655 /* This is copied from get_ob_key_link() above -
2461 * only 4 lines, and saves the function call overhead. 2656 * only 4 lines, and saves the function call overhead.
2462 */ 2657 */
2463 for (link = op->key_values; link != NULL; link = link->next) { 2658 for (link = op->key_values; link; link = link->next)
2464 if (link->key == canonical_key) { 2659 if (link->key == canonical_key)
2465 return link->value; 2660 return link->value;
2466 } 2661
2467 } 2662 return 0;
2468 return NULL;
2469} 2663}
2470 2664
2471 2665
2472/* 2666/*
2473 * Updates the canonical_key in op to value. 2667 * Updates the canonical_key in op to value.
2477 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2671 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2478 * keys. 2672 * keys.
2479 * 2673 *
2480 * Returns TRUE on success. 2674 * Returns TRUE on success.
2481 */ 2675 */
2676int
2482int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2677set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2678{
2679 key_value *
2483 key_value * field = NULL, *last=NULL; 2680 field = NULL, *last = NULL;
2484 2681
2485 for (field=op->key_values; field != NULL; field=field->next) { 2682 for (field = op->key_values; field != NULL; field = field->next)
2683 {
2486 if (field->key != canonical_key) { 2684 if (field->key != canonical_key)
2685 {
2487 last = field; 2686 last = field;
2488 continue; 2687 continue;
2489 } 2688 }
2490 2689
2491 if (value) 2690 if (value)
2492 field->value = value; 2691 field->value = value;
2493 else { 2692 else
2693 {
2494 /* Basically, if the archetype has this key set, 2694 /* Basically, if the archetype has this key set,
2495 * we need to store the null value so when we save 2695 * we need to store the null value so when we save
2496 * it, we save the empty value so that when we load, 2696 * it, we save the empty value so that when we load,
2497 * we get this value back again. 2697 * we get this value back again.
2498 */ 2698 */
2499 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2699 if (get_ob_key_link (&op->arch->clone, canonical_key))
2500 field->value = 0; 2700 field->value = 0;
2701 else
2702 {
2703 if (last)
2704 last->next = field->next;
2501 else 2705 else
2502 {
2503 if (last) last->next = field->next;
2504 else op->key_values = field->next; 2706 op->key_values = field->next;
2505 2707
2506 delete field; 2708 delete field;
2507 } 2709 }
2508 } 2710 }
2509 return TRUE; 2711 return TRUE;
2510 } 2712 }
2511 /* IF we get here, key doesn't exist */ 2713 /* IF we get here, key doesn't exist */
2512 2714
2513 /* No field, we'll have to add it. */ 2715 /* No field, we'll have to add it. */
2716
2717 if (!add_key)
2514 2718 {
2515 if (!add_key) {
2516 return FALSE; 2719 return FALSE;
2517 } 2720 }
2518 /* There isn't any good reason to store a null 2721 /* There isn't any good reason to store a null
2519 * value in the key/value list. If the archetype has 2722 * value in the key/value list. If the archetype has
2520 * this key, then we should also have it, so shouldn't 2723 * this key, then we should also have it, so shouldn't
2521 * be here. If user wants to store empty strings, 2724 * be here. If user wants to store empty strings,
2522 * should pass in "" 2725 * should pass in ""
2523 */ 2726 */
2524 if (value == NULL) return TRUE; 2727 if (value == NULL)
2525
2526 field = new key_value;
2527
2528 field->key = canonical_key;
2529 field->value = value;
2530 /* Usual prepend-addition. */
2531 field->next = op->key_values;
2532 op->key_values = field;
2533
2534 return TRUE; 2728 return TRUE;
2729
2730 field = new key_value;
2731
2732 field->key = canonical_key;
2733 field->value = value;
2734 /* Usual prepend-addition. */
2735 field->next = op->key_values;
2736 op->key_values = field;
2737
2738 return TRUE;
2535} 2739}
2536 2740
2537/* 2741/*
2538 * Updates the key in op to value. 2742 * Updates the key in op to value.
2539 * 2743 *
2541 * and not add new ones. 2745 * and not add new ones.
2542 * In general, should be little reason FALSE is ever passed in for add_key 2746 * In general, should be little reason FALSE is ever passed in for add_key
2543 * 2747 *
2544 * Returns TRUE on success. 2748 * Returns TRUE on success.
2545 */ 2749 */
2750int
2546int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2751set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2547{ 2752{
2548 shstr key_ (key); 2753 shstr key_ (key);
2754
2549 return set_ob_key_value_s (op, key_, value, add_key); 2755 return set_ob_key_value_s (op, key_, value, add_key);
2550} 2756}
2757
2758object::depth_iterator::depth_iterator (object *container)
2759: iterator_base (container)
2760{
2761 while (item->inv)
2762 item = item->inv;
2763}
2764
2765void
2766object::depth_iterator::next ()
2767{
2768 if (item->below)
2769 {
2770 item = item->below;
2771
2772 while (item->inv)
2773 item = item->inv;
2774 }
2775 else
2776 item = item->env;
2777}
2778
2779// return a suitable string describing an objetc in enough detail to find it
2780const char *
2781object::debug_desc (char *info) const
2782{
2783 char info2[256 * 3];
2784 char *p = info;
2785
2786 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2787 count,
2788 &name,
2789 title ? " " : "",
2790 title ? (const char *)title : "");
2791
2792 if (env)
2793 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2794
2795 if (map)
2796 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2797
2798 return info;
2799}
2800
2801const char *
2802object::debug_desc () const
2803{
2804 static char info[256 * 3];
2805 return debug_desc (info);
2806}
2807

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