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Comparing deliantra/server/common/object.C (file contents):
Revision 1.19 by root, Fri Sep 8 17:14:07 2006 UTC vs.
Revision 1.76 by root, Thu Dec 21 01:33:49 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.19 2006/09/08 17:14:07 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};
59 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}
60 133
61/* 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
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
63 key_value * wants_field; 138 key_value *wants_field;
64 139
65 /* 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
66 * 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
67 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
68 */ 143 */
69 144
70 /* For each field in wants, */ 145 /* For each field in wants, */
71 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 {
72 key_value * has_field; 148 key_value *has_field;
73 149
74 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
75 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)
76 154 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 155 /* No field with that name. */
79 return FALSE; 156 return FALSE;
80 } 157 }
81 158
82 /* Found the matching field. */ 159 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
84 /* 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. */
85 return FALSE; 163 return FALSE;
86 } 164 }
87 165
88 /* 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. */
89 }
90 167 }
168
91 /* 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. */
92 return TRUE; 170 return TRUE;
93} 171}
94 172
95/* 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
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
97 /* 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,
98 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
99 */ 179 */
100 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);
101} 181}
102 182
103/* 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
104 * they can be merged together. 184 * they can be merged together.
105 * 185 *
106 * 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
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
109 * 189 *
110 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
111 * 191 *
112 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
113 * check weight 193 * check weight
114 */ 194 */
115 195
116bool
117object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
118{ 197{
119 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
120 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)
121 return 0; 204 return 0;
122 205
123 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
124 return 0;
125
126 /* 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
127 * 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
128 * used to store nrof). 209 * used to store nrof).
129 */ 210 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 222
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 225
145 226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || 248 || ob1->move_off != ob2->move_off
176 (ob1->move_slow != ob2->move_slow) || 249 || ob1->move_slow != ob2->move_slow
177 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
178 return 0; 251 return 0;
179 252
180 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 254 * check all objects in the inventory.
182 */ 255 */
183 if (ob1->inv || ob2->inv) 256 if (ob1->inv || ob2->inv)
184 { 257 {
185 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 260 return 0;
188 261
189 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
191 return 0; 264 return 0;
192 265
193 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 267 * if it is valid.
195 */ 268 */
196 } 269 }
204 277
205 /* Note sure why the following is the case - either the object has to 278 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 279 * be animated or have a very low speed. Is this an attempted monster
207 * check? 280 * check?
208 */ 281 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 283 return 0;
212 284
213 switch (ob1->type) 285 switch (ob1->type)
214 { 286 {
215 case SCROLL: 287 case SCROLL:
216 if (ob1->level != ob2->level) 288 if (ob1->level != ob2->level)
217 return 0; 289 return 0;
218 break; 290 break;
219 } 291 }
220 292
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 294 {
223 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 297 /* One has fields, but the other one doesn't. */
226 return 0; 298 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 299 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 300 return 0;
229 } 301 }
230 302
231 //TODO: generate an event or call into perl for additional checks 303 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
233 { 305 {
234 ob1->optimise (); 306 ob1->optimise ();
235 ob2->optimise (); 307 ob2->optimise ();
236 308
237 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
238 return 0; 310 return 0;
239 } 311 }
240 312
241 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
242 return 1; 314 return 1;
243} 315}
316
244/* 317/*
245 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
247 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
248 */ 321 */
249signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
250 signed long sum; 325 long sum;
251 object *inv; 326 object *inv;
327
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
253 if (inv->inv) 330 if (inv->inv)
254 sum_weight(inv); 331 sum_weight (inv);
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 333 }
334
257 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
259 if(op->carrying != sum) 338 if (op->carrying != sum)
260 op->carrying = sum; 339 op->carrying = sum;
340
261 return sum; 341 return sum;
262} 342}
263 343
264/** 344/**
265 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
266 */ 346 */
267 347
348object *
268object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
269 while (op->env != NULL) 351 while (op->env != NULL)
270 op = op->env; 352 op = op->env;
271 return op; 353 return op;
272}
273
274/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't
277 * or find a player.
278 */
279
280object *is_player_inv (object *op) {
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
282 if (op->env==op)
283 op->env = NULL;
284 return op;
285} 354}
286 355
287/* 356/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 358 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
291 */ 360 */
292 361
293void dump_object2(object *op) { 362char *
294errmsg[0] = 0;
295return;
296 //TODO//D#d#
297#if 0
298 char *cp;
299/* object *tmp;*/
300
301 if(op->arch!=NULL) {
302 strcat(errmsg,"arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
304 strcat(errmsg,"\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307#if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer.
312 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 } else {
320 strcat(errmsg,"Object ");
321 if (op->name==NULL) strcat(errmsg, "(null)");
322 else strcat(errmsg,op->name);
323 strcat(errmsg,"\n");
324#if 0
325 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326 strcat(errmsg,cp);
327 for (tmp=op->inv; tmp; tmp=tmp->below)
328 dump_object2(tmp);
329#endif
330 strcat(errmsg,"end\n");
331 }
332#endif
333}
334
335/*
336 * Dumps an object. Returns output in the static global errmsg array.
337 */
338
339void dump_object(object *op) { 363dump_object (object *op)
340 if(op==NULL) { 364{
341 strcpy(errmsg,"[NULL pointer]"); 365 if (!op)
342 return; 366 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 367
348void dump_all_objects(void) { 368 object_freezer freezer;
349 object *op; 369 save_object (freezer, op, 3);
350 for(op=objects;op!=NULL;op=op->next) { 370 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 371}
355 372
356/* 373/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
360 */ 377 */
361 378
379object *
362object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
363 object *tmp,*closest; 382 object *tmp, *closest;
364 int last_dist,i; 383 int last_dist, i;
384
365 if(op->more==NULL) 385 if (op->more == NULL)
366 return op; 386 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
370 return closest; 390 return closest;
371} 391}
372 392
373/* 393/*
374 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
375 */ 395 */
376 396
397object *
377object *find_object(tag_t i) { 398find_object (tag_t i)
378 object *op; 399{
379 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
380 if(op->count==i) 401 if (op->count == i)
381 break; 402 return op;
403
382 return op; 404 return 0;
383} 405}
384 406
385/* 407/*
386 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
389 */ 411 */
390 412
413object *
391object *find_object_name(const char *str) { 414find_object_name (const char *str)
392 const char *name = shstr::find (str); 415{
416 shstr_cmp str_ (str);
393 object *op; 417 object *op;
418
394 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
395 if(&op->name == name) 420 if (op->name == str_)
396 break; 421 break;
397 422
398 return op; 423 return op;
399} 424}
400 425
426void
401void free_all_object_data () 427free_all_object_data ()
402{ 428{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404}
405
406/*
407 * Returns the object which this object marks as being the owner.
408 * A id-scheme is used to avoid pointing to objects which have been
409 * freed and are now reused. If this is detected, the owner is
410 * set to NULL, and NULL is returned.
411 * Changed 2004-02-12 - if the player is setting at the play again
412 * prompt, he is removed, and we don't want to treat him as an owner of
413 * anything, so check removed flag. I don't expect that this should break
414 * anything - once an object is removed, it is basically dead anyways.
415 */
416
417object *get_owner(object *op) {
418 if(op->owner==NULL)
419 return NULL;
420
421 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 op->owner->count==op->ownercount)
423 return op->owner;
424
425 op->owner=NULL;
426 op->ownercount=0;
427 return NULL;
428}
429
430void clear_owner(object *op)
431{
432 if (!op) return;
433
434 if (op->owner && op->ownercount == op->owner->count)
435 op->owner->refcount--;
436
437 op->owner = NULL;
438 op->ownercount = 0;
439} 430}
440 431
441/* 432/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 434 * skill and experience objects.
444 */ 435 */
445void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
446{ 438{
447 if(owner==NULL||op==NULL) 439 if (!owner)
448 return; 440 return;
449 441
450 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* Add a check for ownercounts in here, as I got into an endless loop
452 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
455 * didn't match, this check is valid and I believe that cause is valid. 447 * didn't match, this check is valid and I believe that cause is valid.
456 */ 448 */
457 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
458 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
459 451
460 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that.
462 */
463 if (owner->owner) return;
464
465 op->owner=owner; 452 this->owner = owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470}
471
472/* Set the owner to clone's current owner and set the skill and experience
473 * objects to clone's objects (typically those objects that where the owner's
474 * current skill and experience objects at the time when clone's owner was
475 * set - not the owner's current skill and experience objects).
476 *
477 * Use this function if player created an object (e.g. fire bullet, swarm
478 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile.
481 */
482void copy_owner (object *op, object *clone)
483{
484 object *owner = get_owner (clone);
485 if (owner == NULL) {
486 /* players don't have owners - they own themselves. Update
487 * as appropriate.
488 */
489 if (clone->type == PLAYER) owner=clone;
490 else return;
491 }
492 set_owner(op, owner);
493
494} 453}
495 454
496/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 456 * refcounts and freeing the links.
498 */ 457 */
458static void
499static void free_key_values(object * op) 459free_key_values (object *op)
500{ 460{
501 for (key_value *i = op->key_values; i != 0; ) 461 for (key_value *i = op->key_values; i != 0;)
502 { 462 {
503 key_value *next = i->next; 463 key_value *next = i->next;
504 delete i; 464 delete i;
465
505 i = next; 466 i = next;
506 } 467 }
507 468
508 op->key_values = 0; 469 op->key_values = 0;
509} 470}
510 471
511void object::clear () 472void object::clear ()
512{ 473{
513 attachable_base::clear (); 474 attachable_base::clear ();
514 475
515 free_key_values (this); 476 free_key_values (this);
516 477
517 name = 0; 478 owner = 0;
479 name = 0;
518 name_pl = 0; 480 name_pl = 0;
519 title = 0; 481 title = 0;
520 race = 0; 482 race = 0;
521 slaying = 0; 483 slaying = 0;
522 skill = 0; 484 skill = 0;
523 msg = 0; 485 msg = 0;
524 lore = 0; 486 lore = 0;
525 custom_name = 0; 487 custom_name = 0;
526 materialname = 0; 488 materialname = 0;
489 contr = 0;
490 below = 0;
491 above = 0;
492 inv = 0;
493 container = 0;
494 env = 0;
495 more = 0;
496 head = 0;
497 map = 0;
498 active_next = 0;
499 active_prev = 0;
527 500
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 501 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529 502
530 SET_FLAG (this, FLAG_REMOVED); 503 SET_FLAG (this, FLAG_REMOVED);
531}
532 504
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *(object_copy *)this;
536 *(object_pod *)destination = *(object_pod *)this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object (object *op)
548{
549 op->clear ();
550
551 op->contr = NULL;
552 op->below = NULL;
553 op->above = NULL;
554 op->inv = NULL;
555 op->container=NULL;
556 op->env=NULL;
557 op->more=NULL;
558 op->head=NULL;
559 op->map=NULL;
560 op->refcount=0;
561 op->active_next = NULL;
562 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */ 505 /* What is not cleared is next, prev, and count */
564 506
565 op->expmul = 1.0; 507 expmul = 1.0;
566 op->face = blank_face; 508 face = blank_face;
567 op->attacked_by_count = -1;
568 509
569 if (settings.casting_time) 510 if (settings.casting_time)
570 op->casting_time = -1; 511 casting_time = -1;
571} 512}
572 513
573/* 514/*
574 * copy object first frees everything allocated by the second object, 515 * copy_to first frees everything allocated by the dst object,
575 * and then copies the contends of the first object into the second 516 * and then copies the contents of itself into the second
576 * object, allocating what needs to be allocated. Basically, any 517 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 518 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
578 * if the first object is freed, the pointers in the new object 519 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 520 * will point at garbage.
580 */ 521 */
581 522void
582void copy_object (object *op2, object *op) 523object::copy_to (object *dst)
583{ 524{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
586 527
587 op2->clone (op); 528 *(object_copy *)dst = *this;
529 *(object_pod *)dst = *this;
588 530
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 531 if (self || cb)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
591 533
534 if (is_freed)
535 SET_FLAG (dst, FLAG_FREED);
536
537 if (is_removed)
538 SET_FLAG (dst, FLAG_REMOVED);
539
592 if (op2->speed < 0) 540 if (speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 541 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
594 542
595 /* Copy over key_values, if any. */ 543 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 544 if (key_values)
597 { 545 {
598 key_value *tail = NULL; 546 key_value *tail = 0;
599 key_value *i; 547 key_value *i;
600 548
601 op->key_values = NULL; 549 dst->key_values = 0;
602 550
603 for (i = op2->key_values; i != NULL; i = i->next) 551 for (i = key_values; i; i = i->next)
604 { 552 {
605 key_value *new_link = new key_value; 553 key_value *new_link = new key_value;
606 554
607 new_link->next = NULL; 555 new_link->next = 0;
608 new_link->key = i->key; 556 new_link->key = i->key;
609 new_link->value = i->value; 557 new_link->value = i->value;
610 558
611 /* Try and be clever here, too. */ 559 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 560 if (!dst->key_values)
613 { 561 {
614 op->key_values = new_link; 562 dst->key_values = new_link;
615 tail = new_link; 563 tail = new_link;
616 } 564 }
617 else 565 else
618 { 566 {
619 tail->next = new_link; 567 tail->next = new_link;
620 tail = new_link; 568 tail = new_link;
621 } 569 }
622 } 570 }
623 } 571 }
624 572
625 update_ob_speed (op); 573 update_ob_speed (dst);
626} 574}
627 575
576object *
628object::object () 577object::clone ()
629{ 578{
630 count = ++ob_count; 579 object *neu = create ();
631 580 copy_to (neu);
632 next = objects; 581 return neu;
633
634 if (objects)
635 objects->prev = this;
636
637 objects = this;
638
639 SET_FLAG (this, FLAG_REMOVED);
640
641 expmul = 1.0;
642 face = blank_face;
643 attacked_by_count = -1;
644}
645
646object::~object ()
647{
648} 582}
649 583
650/* 584/*
651 * If an object with the IS_TURNABLE() flag needs to be turned due 585 * If an object with the IS_TURNABLE() flag needs to be turned due
652 * to the closest player being on the other side, this function can 586 * to the closest player being on the other side, this function can
653 * be called to update the face variable, _and_ how it looks on the map. 587 * be called to update the face variable, _and_ how it looks on the map.
654 */ 588 */
655 589
590void
656void update_turn_face(object *op) { 591update_turn_face (object *op)
592{
657 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 593 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
658 return; 594 return;
659 SET_ANIMATION(op, op->direction); 595 SET_ANIMATION (op, op->direction);
660 update_object(op,UP_OBJ_FACE); 596 update_object (op, UP_OBJ_FACE);
661} 597}
662 598
663/* 599/*
664 * Updates the speed of an object. If the speed changes from 0 to another 600 * Updates the speed of an object. If the speed changes from 0 to another
665 * value, or vice versa, then add/remove the object from the active list. 601 * value, or vice versa, then add/remove the object from the active list.
666 * This function needs to be called whenever the speed of an object changes. 602 * This function needs to be called whenever the speed of an object changes.
667 */ 603 */
668 604void
669void update_ob_speed(object *op) { 605update_ob_speed (object *op)
606{
670 extern int arch_init; 607 extern int arch_init;
671 608
672 /* No reason putting the archetypes objects on the speed list, 609 /* No reason putting the archetypes objects on the speed list,
673 * since they never really need to be updated. 610 * since they never really need to be updated.
674 */ 611 */
675 612
676 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 613 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
614 {
677 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 615 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
678#ifdef MANY_CORES 616#ifdef MANY_CORES
679 abort(); 617 abort ();
680#else 618#else
681 op->speed = 0; 619 op->speed = 0;
682#endif 620#endif
683 } 621 }
622
684 if (arch_init) { 623 if (arch_init)
624 return;
625
626 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
627 {
628 /* If already on active list, don't do anything */
629 if (op->active_next || op->active_prev || op == active_objects)
685 return; 630 return;
686 }
687 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
688 /* If already on active list, don't do anything */
689 if (op->active_next || op->active_prev || op==active_objects)
690 return;
691 631
692 /* process_events() expects us to insert the object at the beginning 632 /* process_events() expects us to insert the object at the beginning
693 * of the list. */ 633 * of the list. */
694 op->active_next = active_objects; 634 op->active_next = active_objects;
635
695 if (op->active_next!=NULL) 636 if (op->active_next != NULL)
696 op->active_next->active_prev = op; 637 op->active_next->active_prev = op;
638
697 active_objects = op; 639 active_objects = op;
640 }
641 else
698 } 642 {
699 else {
700 /* If not on the active list, nothing needs to be done */ 643 /* If not on the active list, nothing needs to be done */
701 if (!op->active_next && !op->active_prev && op!=active_objects) 644 if (!op->active_next && !op->active_prev && op != active_objects)
702 return; 645 return;
703 646
704 if (op->active_prev==NULL) { 647 if (op->active_prev == NULL)
648 {
705 active_objects = op->active_next; 649 active_objects = op->active_next;
650
706 if (op->active_next!=NULL) 651 if (op->active_next != NULL)
707 op->active_next->active_prev = NULL; 652 op->active_next->active_prev = NULL;
708 } 653 }
709 else { 654 else
655 {
710 op->active_prev->active_next = op->active_next; 656 op->active_prev->active_next = op->active_next;
657
711 if (op->active_next) 658 if (op->active_next)
712 op->active_next->active_prev = op->active_prev; 659 op->active_next->active_prev = op->active_prev;
713 } 660 }
661
714 op->active_next = NULL; 662 op->active_next = NULL;
715 op->active_prev = NULL; 663 op->active_prev = NULL;
716 } 664 }
717} 665}
718 666
719/* This function removes object 'op' from the list of active 667/* This function removes object 'op' from the list of active
720 * objects. 668 * objects.
722 * reference maps where you don't want an object that isn't 670 * reference maps where you don't want an object that isn't
723 * in play chewing up cpu time getting processed. 671 * in play chewing up cpu time getting processed.
724 * The reverse of this is to call update_ob_speed, which 672 * The reverse of this is to call update_ob_speed, which
725 * will do the right thing based on the speed of the object. 673 * will do the right thing based on the speed of the object.
726 */ 674 */
675void
727void remove_from_active_list(object *op) 676remove_from_active_list (object *op)
728{ 677{
729 /* If not on the active list, nothing needs to be done */ 678 /* If not on the active list, nothing needs to be done */
730 if (!op->active_next && !op->active_prev && op!=active_objects) 679 if (!op->active_next && !op->active_prev && op != active_objects)
731 return; 680 return;
732 681
733 if (op->active_prev==NULL) { 682 if (op->active_prev == NULL)
683 {
734 active_objects = op->active_next; 684 active_objects = op->active_next;
735 if (op->active_next!=NULL) 685 if (op->active_next != NULL)
736 op->active_next->active_prev = NULL; 686 op->active_next->active_prev = NULL;
687 }
688 else
737 } 689 {
738 else {
739 op->active_prev->active_next = op->active_next; 690 op->active_prev->active_next = op->active_next;
740 if (op->active_next) 691 if (op->active_next)
741 op->active_next->active_prev = op->active_prev; 692 op->active_next->active_prev = op->active_prev;
742 } 693 }
743 op->active_next = NULL; 694 op->active_next = NULL;
744 op->active_prev = NULL; 695 op->active_prev = NULL;
745} 696}
746 697
747/* 698/*
748 * update_object() updates the array which represents the map. 699 * update_object() updates the the map.
749 * It takes into account invisible objects (and represent squares covered 700 * It takes into account invisible objects (and represent squares covered
750 * by invisible objects by whatever is below them (unless it's another 701 * by invisible objects by whatever is below them (unless it's another
751 * invisible object, etc...) 702 * invisible object, etc...)
752 * If the object being updated is beneath a player, the look-window 703 * If the object being updated is beneath a player, the look-window
753 * of that player is updated (this might be a suboptimal way of 704 * of that player is updated (this might be a suboptimal way of
754 * updating that window, though, since update_object() is called _often_) 705 * updating that window, though, since update_object() is called _often_)
755 * 706 *
756 * action is a hint of what the caller believes need to be done. 707 * action is a hint of what the caller believes need to be done.
757 * For example, if the only thing that has changed is the face (due to
758 * an animation), we don't need to call update_position until that actually
759 * comes into view of a player. OTOH, many other things, like addition/removal
760 * of walls or living creatures may need us to update the flags now.
761 * current action are: 708 * current action are:
762 * UP_OBJ_INSERT: op was inserted 709 * UP_OBJ_INSERT: op was inserted
763 * UP_OBJ_REMOVE: op was removed 710 * UP_OBJ_REMOVE: op was removed
764 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 711 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
765 * as that is easier than trying to look at what may have changed. 712 * as that is easier than trying to look at what may have changed.
766 * UP_OBJ_FACE: only the objects face has changed. 713 * UP_OBJ_FACE: only the objects face has changed.
767 */ 714 */
768 715void
769void update_object(object *op, int action) { 716update_object (object *op, int action)
770 int update_now=0, flags; 717{
771 MoveType move_on, move_off, move_block, move_slow; 718 MoveType move_on, move_off, move_block, move_slow;
772 719
773 if (op == NULL) { 720 if (op == NULL)
721 {
774 /* this should never happen */ 722 /* this should never happen */
775 LOG(llevDebug,"update_object() called for NULL object.\n"); 723 LOG (llevDebug, "update_object() called for NULL object.\n");
776 return; 724 return;
777 }
778 725 }
779 if(op->env!=NULL) { 726
727 if (op->env)
728 {
780 /* Animation is currently handled by client, so nothing 729 /* Animation is currently handled by client, so nothing
781 * to do in this case. 730 * to do in this case.
782 */ 731 */
783 return; 732 return;
784 } 733 }
785 734
786 /* If the map is saving, don't do anything as everything is 735 /* If the map is saving, don't do anything as everything is
787 * going to get freed anyways. 736 * going to get freed anyways.
788 */ 737 */
789 if (!op->map || op->map->in_memory == MAP_SAVING) return; 738 if (!op->map || op->map->in_memory == MAP_SAVING)
790 739 return;
740
791 /* make sure the object is within map boundaries */ 741 /* make sure the object is within map boundaries */
792 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 742 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
793 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 743 {
794 LOG(llevError,"update_object() called for object out of map!\n"); 744 LOG (llevError, "update_object() called for object out of map!\n");
795#ifdef MANY_CORES 745#ifdef MANY_CORES
796 abort(); 746 abort ();
797#endif 747#endif
798 return; 748 return;
799 }
800 749 }
801 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
802 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
803 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
804 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
805 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
806 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
807 750
751 mapspace &m = op->ms ();
752
753 if (m.flags_ & P_NEED_UPDATE)
754 /* nop */;
808 if (action == UP_OBJ_INSERT) { 755 else if (action == UP_OBJ_INSERT)
756 {
757 // this is likely overkill, TODO: revisit (schmorp)
809 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 758 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
810 update_now=1;
811
812 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 759 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
813 update_now=1; 760 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
814 761 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
762 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
815 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 763 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
816 update_now=1; 764 || (m.move_on | op->move_on ) != m.move_on
817
818 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
819 update_now=1;
820
821 if ((move_on | op->move_on) != move_on) update_now=1;
822 if ((move_off | op->move_off) != move_off) update_now=1; 765 || (m.move_off | op->move_off ) != m.move_off
766 || (m.move_slow | op->move_slow) != m.move_slow
823 /* This isn't perfect, but I don't expect a lot of objects to 767 /* This isn't perfect, but I don't expect a lot of objects to
824 * to have move_allow right now. 768 * to have move_allow right now.
825 */ 769 */
826 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 770 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
827 update_now=1; 771 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
828 if ((move_slow | op->move_slow) != move_slow) update_now=1; 772 m.flags_ = P_NEED_UPDATE;
829 } 773 }
830 /* if the object is being removed, we can't make intelligent 774 /* if the object is being removed, we can't make intelligent
831 * decisions, because remove_ob can't really pass the object 775 * decisions, because remove_ob can't really pass the object
832 * that is being removed. 776 * that is being removed.
833 */ 777 */
834 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 778 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
835 update_now=1; 779 m.flags_ = P_NEED_UPDATE;
836 } else if (action == UP_OBJ_FACE) { 780 else if (action == UP_OBJ_FACE)
837 /* Nothing to do for that case */ 781 /* Nothing to do for that case */ ;
838 }
839 else { 782 else
840 LOG(llevError,"update_object called with invalid action: %d\n", action); 783 LOG (llevError, "update_object called with invalid action: %d\n", action);
841 }
842 784
843 if (update_now) {
844 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
845 update_position(op->map, op->x, op->y);
846 }
847
848 if(op->more!=NULL) 785 if (op->more)
849 update_object(op->more, action); 786 update_object (op->more, action);
850} 787}
851 788
789object::vector object::mortals;
790object::vector object::objects; // not yet used
791object *object::first;
792
793void object::free_mortals ()
794{
795 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
796 if ((*i)->refcnt)
797 ++i; // further delay freeing
798 else
799 {
800 delete *i;
801 mortals.erase (i);
802 }
803}
804
805object::object ()
806{
807 SET_FLAG (this, FLAG_REMOVED);
808
809 expmul = 1.0;
810 face = blank_face;
811}
812
813object::~object ()
814{
815 free_key_values (this);
816}
817
818void object::link ()
819{
820 count = ++ob_count;
821 uuid = gen_uuid ();
822
823 prev = 0;
824 next = object::first;
825
826 if (object::first)
827 object::first->prev = this;
828
829 object::first = this;
830}
831
832void object::unlink ()
833{
834 if (this == object::first)
835 object::first = next;
836
837 /* Remove this object from the list of used objects */
838 if (prev) prev->next = next;
839 if (next) next->prev = prev;
840
841 prev = 0;
842 next = 0;
843}
844
845object *object::create ()
846{
847 object *op = new object;
848 op->link ();
849 return op;
850}
852 851
853/* 852/*
854 * free_object() frees everything allocated by an object, removes 853 * free_object() frees everything allocated by an object, removes
855 * it from the list of used objects, and puts it on the list of 854 * it from the list of used objects, and puts it on the list of
856 * free objects. The IS_FREED() flag is set in the object. 855 * free objects. The IS_FREED() flag is set in the object.
857 * The object must have been removed by remove_ob() first for 856 * The object must have been removed by remove_ob() first for
858 * this function to succeed. 857 * this function to succeed.
859 * 858 *
860 * If free_inventory is set, free inventory as well. Else drop items in 859 * If destroy_inventory is set, free inventory as well. Else drop items in
861 * inventory to the ground. 860 * inventory to the ground.
862 */ 861 */
863 862void object::destroy (bool destroy_inventory)
864void
865free_object (object * ob)
866{ 863{
867 free_object2 (ob, 0);
868}
869
870void
871free_object2 (object * ob, int free_inventory)
872{
873 object *tmp, *op;
874
875 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 864 if (QUERY_FLAG (this, FLAG_FREED))
876 { 865 return;
877 LOG (llevDebug, "Free object called with non removed object\n");
878 dump_object (ob);
879#ifdef MANY_CORES
880 abort ();
881#endif
882 }
883 866
884 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 867 if (QUERY_FLAG (this, FLAG_FRIENDLY))
885 {
886 LOG (llevMonster, "Warning: tried to free friendly object.\n");
887 remove_friendly_object (ob); 868 remove_friendly_object (this);
888 }
889 869
890 if (QUERY_FLAG (ob, FLAG_FREED)) 870 if (!QUERY_FLAG (this, FLAG_REMOVED))
891 { 871 remove ();
892 dump_object (ob); 872
893 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 873 SET_FLAG (this, FLAG_FREED);
894 return; 874
875 if (more)
895 } 876 {
896 877 more->destroy (destroy_inventory);
897 if (ob->more != NULL) 878 more = 0;
898 { 879 }
899 free_object2 (ob->more, free_inventory);
900 ob->more = NULL;
901 }
902 880
903 if (ob->inv) 881 if (inv)
904 { 882 {
905 /* Only if the space blocks everything do we not process - 883 /* Only if the space blocks everything do we not process -
906 * if some form of movement is allowed, let objects 884 * if some form of movement is allowed, let objects
907 * drop on that space. 885 * drop on that space.
908 */ 886 */
909 if (free_inventory || ob->map == NULL 887 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
910 || ob->map->in_memory != MAP_IN_MEMORY 888 {
911 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 889 object *op = inv;
912 {
913 op = ob->inv;
914 890
915 while (op != NULL) 891 while (op)
916 { 892 {
917 tmp = op->below; 893 object *tmp = op->below;
918 remove_ob (op); 894 op->destroy (destroy_inventory);
919 free_object2 (op, free_inventory);
920 op = tmp; 895 op = tmp;
921 } 896 }
922 } 897 }
923 else 898 else
924 { /* Put objects in inventory onto this space */ 899 { /* Put objects in inventory onto this space */
925 op = ob->inv; 900 object *op = inv;
926 901
927 while (op != NULL) 902 while (op)
928 { 903 {
929 tmp = op->below; 904 object *tmp = op->below;
930 remove_ob (op);
931 905
906 op->remove ();
907
932 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 908 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
933 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 909 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
934 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 910 op->destroy ();
935 free_object (op); 911 else
936 else 912 {
937 { 913 op->x = x;
938 op->x = ob->x; 914 op->y = y;
939 op->y = ob->y;
940 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ 915 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
941 } 916 }
942 917
943 op = tmp; 918 op = tmp;
919 }
920 }
944 } 921 }
945 } 922
923 // hack to ensure that freed objects still have a valid map
924 {
925 static maptile *freed_map; // freed objects are moved here to avoid crashes
926
927 if (!freed_map)
928 {
929 freed_map = new maptile;
930
931 freed_map->name = "/internal/freed_objects_map";
932 freed_map->width = 3;
933 freed_map->height = 3;
934
935 freed_map->allocate ();
946 } 936 }
937
938 map = freed_map;
939 x = 1;
940 y = 1;
941 }
942
943 // clear those pointers that likely might have circular references to us
944 owner = 0;
945 enemy = 0;
946 attacked_by = 0;
947
948 // only relevant for players(?), but make sure of it anyways
949 contr = 0;
947 950
948 /* Remove object from the active list */ 951 /* Remove object from the active list */
949 ob->speed = 0; 952 speed = 0;
950 update_ob_speed (ob); 953 update_ob_speed (this);
951 954
952 SET_FLAG (ob, FLAG_FREED); 955 unlink ();
953 ob->count = 0;
954 956
955 /* Remove this object from the list of used objects */ 957 mortals.push_back (this);
956 if (ob->prev == NULL)
957 {
958 objects = ob->next;
959
960 if (objects != NULL)
961 objects->prev = NULL;
962 }
963 else
964 {
965 ob->prev->next = ob->next;
966
967 if (ob->next != NULL)
968 ob->next->prev = ob->prev;
969 }
970
971 free_key_values (ob);
972
973 /* Now link it with the free_objects list: */
974 ob->prev = 0;
975 ob->next = 0;
976
977 delete ob;
978} 958}
979 959
980/* 960/*
981 * sub_weight() recursively (outwards) subtracts a number from the 961 * sub_weight() recursively (outwards) subtracts a number from the
982 * weight of an object (and what is carried by it's environment(s)). 962 * weight of an object (and what is carried by it's environment(s)).
983 */ 963 */
984 964void
985void sub_weight (object *op, signed long weight) { 965sub_weight (object *op, signed long weight)
966{
986 while (op != NULL) { 967 while (op != NULL)
968 {
987 if (op->type == CONTAINER) { 969 if (op->type == CONTAINER)
988 weight=(signed long)(weight*(100-op->stats.Str)/100); 970 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
989 } 971
990 op->carrying-=weight; 972 op->carrying -= weight;
991 op = op->env; 973 op = op->env;
992 } 974 }
993} 975}
994 976
995/* remove_ob(op): 977/* op->remove ():
996 * This function removes the object op from the linked list of objects 978 * This function removes the object op from the linked list of objects
997 * which it is currently tied to. When this function is done, the 979 * which it is currently tied to. When this function is done, the
998 * object will have no environment. If the object previously had an 980 * object will have no environment. If the object previously had an
999 * environment, the x and y coordinates will be updated to 981 * environment, the x and y coordinates will be updated to
1000 * the previous environment. 982 * the previous environment.
1001 * Beware: This function is called from the editor as well! 983 * Beware: This function is called from the editor as well!
1002 */ 984 */
1003 985void
1004void remove_ob(object *op) { 986object::remove ()
987{
1005 object *tmp,*last=NULL; 988 object *tmp, *last = 0;
1006 object *otmp; 989 object *otmp;
1007 tag_t tag; 990
1008 int check_walk_off; 991 int check_walk_off;
1009 mapstruct *m;
1010 sint16 x,y;
1011
1012 992
1013 if(QUERY_FLAG(op,FLAG_REMOVED)) { 993 if (QUERY_FLAG (this, FLAG_REMOVED))
1014 dump_object(op); 994 return;
1015 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1016 995
1017 /* Changed it to always dump core in this case. As has been learned
1018 * in the past, trying to recover from errors almost always
1019 * make things worse, and this is a real error here - something
1020 * that should not happen.
1021 * Yes, if this was a mission critical app, trying to do something
1022 * to recover may make sense, but that is because failure of the app
1023 * may have other disastrous problems. Cf runs out of a script
1024 * so is easily enough restarted without any real problems.
1025 * MSW 2001-07-01
1026 */
1027 abort();
1028 }
1029 if(op->more!=NULL)
1030 remove_ob(op->more);
1031
1032 SET_FLAG(op, FLAG_REMOVED); 996 SET_FLAG (this, FLAG_REMOVED);
1033 997
998 if (more)
999 more->remove ();
1000
1034 /* 1001 /*
1035 * In this case, the object to be removed is in someones 1002 * In this case, the object to be removed is in someones
1036 * inventory. 1003 * inventory.
1037 */ 1004 */
1038 if(op->env!=NULL) { 1005 if (env)
1006 {
1039 if(op->nrof) 1007 if (nrof)
1040 sub_weight(op->env, op->weight*op->nrof); 1008 sub_weight (env, weight * nrof);
1041 else 1009 else
1042 sub_weight(op->env, op->weight+op->carrying); 1010 sub_weight (env, weight + carrying);
1043 1011
1044 /* NO_FIX_PLAYER is set when a great many changes are being 1012 /* NO_FIX_PLAYER is set when a great many changes are being
1045 * made to players inventory. If set, avoiding the call 1013 * made to players inventory. If set, avoiding the call
1046 * to save cpu time. 1014 * to save cpu time.
1047 */ 1015 */
1048 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1016 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1049 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1050 fix_player(otmp); 1017 fix_player (otmp);
1051 1018
1052 if(op->above!=NULL) 1019 if (above != NULL)
1053 op->above->below=op->below; 1020 above->below = below;
1054 else 1021 else
1055 op->env->inv=op->below; 1022 env->inv = below;
1056 1023
1057 if(op->below!=NULL) 1024 if (below != NULL)
1058 op->below->above=op->above; 1025 below->above = above;
1059 1026
1060 /* we set up values so that it could be inserted into 1027 /* we set up values so that it could be inserted into
1061 * the map, but we don't actually do that - it is up 1028 * the map, but we don't actually do that - it is up
1062 * to the caller to decide what we want to do. 1029 * to the caller to decide what we want to do.
1030 */
1031 x = env->x, y = env->y;
1032 map = env->map;
1033 above = 0, below = 0;
1034 env = 0;
1035 }
1036 else if (map)
1037 {
1038 /* Re did the following section of code - it looks like it had
1039 * lots of logic for things we no longer care about
1040 */
1041
1042 /* link the object above us */
1043 if (above)
1044 above->below = below;
1045 else
1046 map->at (x, y).top = below; /* we were top, set new top */
1047
1048 /* Relink the object below us, if there is one */
1049 if (below)
1050 below->above = above;
1051 else
1052 {
1053 /* Nothing below, which means we need to relink map object for this space
1054 * use translated coordinates in case some oddness with map tiling is
1055 * evident
1063 */ 1056 */
1064 op->x=op->env->x,op->y=op->env->y; 1057 if (GET_MAP_OB (map, x, y) != this)
1065 op->map=op->env->map; 1058 {
1066 op->above=NULL,op->below=NULL; 1059 char *dump = dump_object (this);
1067 op->env=NULL; 1060 LOG (llevError,
1061 "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);
1062 free (dump);
1063 dump = dump_object (GET_MAP_OB (map, x, y));
1064 LOG (llevError, "%s\n", dump);
1065 free (dump);
1066 }
1067
1068 map->at (x, y).bottom = above; /* goes on above it. */
1069 }
1070
1071 above = 0;
1072 below = 0;
1073
1074 if (map->in_memory == MAP_SAVING)
1068 return; 1075 return;
1069 }
1070 1076
1071 /* If we get here, we are removing it from a map */ 1077 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1072 if (op->map == NULL) return;
1073 1078
1074 x = op->x; 1079 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1075 y = op->y; 1080 {
1076 m = get_map_from_coord(op->map, &x, &y); 1081 /* No point updating the players look faces if he is the object
1077 1082 * being removed.
1078 if (!m) {
1079 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1080 op->map->path, op->x, op->y);
1081 /* in old days, we used to set x and y to 0 and continue.
1082 * it seems if we get into this case, something is probablye
1083 * screwed up and should be fixed.
1084 */ 1083 */
1085 abort();
1086 }
1087 if (op->map != m) {
1088 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1089 op->map->path, m->path, op->x, op->y, x, y);
1090 }
1091 1084
1092 /* Re did the following section of code - it looks like it had 1085 if (tmp->type == PLAYER && tmp != this)
1093 * lots of logic for things we no longer care about 1086 {
1094 */ 1087 /* If a container that the player is currently using somehow gets
1095 1088 * removed (most likely destroyed), update the player view
1096 /* link the object above us */ 1089 * appropriately.
1097 if (op->above)
1098 op->above->below=op->below;
1099 else
1100 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1101
1102 /* Relink the object below us, if there is one */
1103 if(op->below) {
1104 op->below->above=op->above;
1105 } else {
1106 /* Nothing below, which means we need to relink map object for this space
1107 * use translated coordinates in case some oddness with map tiling is
1108 * evident
1109 */ 1090 */
1110 if(GET_MAP_OB(m,x,y)!=op) { 1091 if (tmp->container == this)
1111 dump_object(op); 1092 {
1112 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); 1093 CLEAR_FLAG (this, FLAG_APPLIED);
1113 dump_object(GET_MAP_OB(m,x,y)); 1094 tmp->container = 0;
1114 LOG(llevError,"%s\n",errmsg); 1095 }
1096
1097 tmp->contr->socket->floorbox_update ();
1098 }
1099
1100 /* See if player moving off should effect something */
1101 if (check_walk_off
1102 && ((move_type & tmp->move_off)
1103 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1104 {
1105 move_apply (tmp, this, 0);
1106
1107 if (destroyed ())
1108 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1109 }
1110
1111 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1112
1113 if (tmp->above == tmp)
1114 tmp->above = 0;
1115
1116 last = tmp;
1115 } 1117 }
1116 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1117 }
1118 op->above=NULL;
1119 op->below=NULL;
1120 1118
1121 if (op->map->in_memory == MAP_SAVING)
1122 return;
1123
1124 tag = op->count;
1125 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1126 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1127 /* No point updating the players look faces if he is the object
1128 * being removed.
1129 */
1130
1131 if(tmp->type==PLAYER && tmp!=op) {
1132 /* If a container that the player is currently using somehow gets
1133 * removed (most likely destroyed), update the player view
1134 * appropriately.
1135 */
1136 if (tmp->container==op) {
1137 CLEAR_FLAG(op, FLAG_APPLIED);
1138 tmp->container=NULL;
1139 }
1140 tmp->contr->socket.update_look=1;
1141 }
1142 /* See if player moving off should effect something */
1143 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1144 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1145
1146 move_apply(tmp, op, NULL);
1147 if (was_destroyed (op, tag)) {
1148 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1149 "leaving object\n", &tmp->name, &tmp->arch->name);
1150 }
1151 }
1152
1153 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1154
1155 if(tmp->above == tmp)
1156 tmp->above = NULL;
1157 last=tmp;
1158 }
1159 /* last == NULL of there are no objects on this space */ 1119 /* last == NULL of there are no objects on this space */
1160 if (last==NULL) { 1120 if (!last)
1161 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1121 map->at (x, y).flags_ = P_NEED_UPDATE;
1162 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1163 * those out anyways, and if there are any flags set right now, they won't
1164 * be correct anyways.
1165 */
1166 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1167 update_position(op->map, op->x, op->y);
1168 }
1169 else 1122 else
1170 update_object(last, UP_OBJ_REMOVE); 1123 update_object (last, UP_OBJ_REMOVE);
1171 1124
1172 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1125 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1173 update_all_los(op->map, op->x, op->y); 1126 update_all_los (map, x, y);
1174 1127 }
1175} 1128}
1176 1129
1177/* 1130/*
1178 * merge_ob(op,top): 1131 * merge_ob(op,top):
1179 * 1132 *
1180 * This function goes through all objects below and including top, and 1133 * This function goes through all objects below and including top, and
1181 * merges op to the first matching object. 1134 * merges op to the first matching object.
1182 * If top is NULL, it is calculated. 1135 * If top is NULL, it is calculated.
1183 * Returns pointer to object if it succeded in the merge, otherwise NULL 1136 * Returns pointer to object if it succeded in the merge, otherwise NULL
1184 */ 1137 */
1185 1138object *
1186object *merge_ob(object *op, object *top) { 1139merge_ob (object *op, object *top)
1140{
1187 if(!op->nrof) 1141 if (!op->nrof)
1188 return 0; 1142 return 0;
1143
1189 if(top==NULL) 1144 if (top == NULL)
1190 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1145 for (top = op; top != NULL && top->above != NULL; top = top->above);
1146
1191 for(;top!=NULL;top=top->below) { 1147 for (; top != NULL; top = top->below)
1148 {
1192 if(top==op) 1149 if (top == op)
1193 continue; 1150 continue;
1194 if (CAN_MERGE(op,top)) 1151
1195 { 1152 if (object::can_merge (op, top))
1153 {
1196 top->nrof+=op->nrof; 1154 top->nrof += op->nrof;
1155
1197/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1156/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1198 op->weight = 0; /* Don't want any adjustements now */ 1157 op->weight = 0; /* Don't want any adjustements now */
1199 remove_ob(op); 1158 op->destroy ();
1200 free_object(op);
1201 return top; 1159 return top;
1202 } 1160 }
1203 } 1161 }
1162
1204 return NULL; 1163 return 0;
1205} 1164}
1206 1165
1207/* 1166/*
1208 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1167 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1209 * job preparing multi-part monsters 1168 * job preparing multi-part monsters
1210 */ 1169 */
1170object *
1211object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1171insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1172{
1212 object* tmp; 1173 object *tmp;
1174
1213 if (op->head) 1175 if (op->head)
1214 op=op->head; 1176 op = op->head;
1177
1215 for (tmp=op;tmp;tmp=tmp->more){ 1178 for (tmp = op; tmp; tmp = tmp->more)
1179 {
1216 tmp->x=x+tmp->arch->clone.x; 1180 tmp->x = x + tmp->arch->clone.x;
1217 tmp->y=y+tmp->arch->clone.y; 1181 tmp->y = y + tmp->arch->clone.y;
1218 } 1182 }
1183
1219 return insert_ob_in_map (op, m, originator, flag); 1184 return insert_ob_in_map (op, m, originator, flag);
1220} 1185}
1221 1186
1222/* 1187/*
1223 * insert_ob_in_map (op, map, originator, flag): 1188 * insert_ob_in_map (op, map, originator, flag):
1224 * This function inserts the object in the two-way linked list 1189 * This function inserts the object in the two-way linked list
1238 * new object if 'op' was merged with other object 1203 * new object if 'op' was merged with other object
1239 * NULL if 'op' was destroyed 1204 * NULL if 'op' was destroyed
1240 * just 'op' otherwise 1205 * just 'op' otherwise
1241 */ 1206 */
1242 1207
1208object *
1243object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1209insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1244{ 1210{
1245 object *tmp, *top, *floor=NULL; 1211 object *tmp, *top, *floor = NULL;
1246 sint16 x,y; 1212 sint16 x, y;
1247 1213
1248 if (QUERY_FLAG (op, FLAG_FREED)) { 1214 if (QUERY_FLAG (op, FLAG_FREED))
1215 {
1249 LOG (llevError, "Trying to insert freed object!\n"); 1216 LOG (llevError, "Trying to insert freed object!\n");
1217 return NULL;
1218 }
1219
1220 if (m == NULL)
1221 {
1222 char *dump = dump_object (op);
1223 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1224 free (dump);
1225 return op;
1226 }
1227
1228 if (out_of_map (m, op->x, op->y))
1229 {
1230 char *dump = dump_object (op);
1231 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1232#ifdef MANY_CORES
1233 /* Better to catch this here, as otherwise the next use of this object
1234 * is likely to cause a crash. Better to find out where it is getting
1235 * improperly inserted.
1236 */
1237 abort ();
1238#endif
1239 free (dump);
1240 return op;
1241 }
1242
1243 if (!QUERY_FLAG (op, FLAG_REMOVED))
1244 {
1245 char *dump = dump_object (op);
1246 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1247 free (dump);
1248 return op;
1249 }
1250
1251 if (op->more != NULL)
1252 {
1253 /* The part may be on a different map. */
1254
1255 object *more = op->more;
1256
1257 /* We really need the caller to normalize coordinates - if
1258 * we set the map, that doesn't work if the location is within
1259 * a map and this is straddling an edge. So only if coordinate
1260 * is clear wrong do we normalize it.
1261 */
1262 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1263 more->map = get_map_from_coord (m, &more->x, &more->y);
1264 else if (!more->map)
1265 {
1266 /* For backwards compatibility - when not dealing with tiled maps,
1267 * more->map should always point to the parent.
1268 */
1269 more->map = m;
1270 }
1271
1272 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1273 {
1274 if (!op->head)
1275 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1276
1277 return NULL;
1278 }
1279 }
1280
1281 CLEAR_FLAG (op, FLAG_REMOVED);
1282
1283 /* Ideally, the caller figures this out. However, it complicates a lot
1284 * of areas of callers (eg, anything that uses find_free_spot would now
1285 * need extra work
1286 */
1287 op->map = get_map_from_coord (m, &op->x, &op->y);
1288 x = op->x;
1289 y = op->y;
1290
1291 /* this has to be done after we translate the coordinates.
1292 */
1293 if (op->nrof && !(flag & INS_NO_MERGE))
1294 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1295 if (object::can_merge (op, tmp))
1296 {
1297 op->nrof += tmp->nrof;
1298 tmp->destroy ();
1299 }
1300
1301 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1302 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1303
1304 if (!QUERY_FLAG (op, FLAG_ALIVE))
1305 CLEAR_FLAG (op, FLAG_NO_STEAL);
1306
1307 if (flag & INS_BELOW_ORIGINATOR)
1308 {
1309 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1310 {
1311 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1312 abort ();
1313 }
1314
1315 op->above = originator;
1316 op->below = originator->below;
1317
1318 if (op->below)
1319 op->below->above = op;
1320 else
1321 op->ms ().bottom = op;
1322
1323 /* since *below* originator, no need to update top */
1324 originator->below = op;
1325 }
1326 else
1327 {
1328 /* If there are other objects, then */
1329 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1330 {
1331 object *last = NULL;
1332
1333 /*
1334 * If there are multiple objects on this space, we do some trickier handling.
1335 * We've already dealt with merging if appropriate.
1336 * Generally, we want to put the new object on top. But if
1337 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1338 * floor, we want to insert above that and no further.
1339 * Also, if there are spell objects on this space, we stop processing
1340 * once we get to them. This reduces the need to traverse over all of
1341 * them when adding another one - this saves quite a bit of cpu time
1342 * when lots of spells are cast in one area. Currently, it is presumed
1343 * that flying non pickable objects are spell objects.
1344 */
1345
1346 while (top != NULL)
1347 {
1348 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1349 floor = top;
1350
1351 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1352 {
1353 /* We insert above top, so we want this object below this */
1354 top = top->below;
1355 break;
1356 }
1357
1358 last = top;
1359 top = top->above;
1360 }
1361
1362 /* Don't want top to be NULL, so set it to the last valid object */
1363 top = last;
1364
1365 /* We let update_position deal with figuring out what the space
1366 * looks like instead of lots of conditions here.
1367 * makes things faster, and effectively the same result.
1368 */
1369
1370 /* Have object 'fall below' other objects that block view.
1371 * Unless those objects are exits, type 66
1372 * If INS_ON_TOP is used, don't do this processing
1373 * Need to find the object that in fact blocks view, otherwise
1374 * stacking is a bit odd.
1375 */
1376 if (!(flag & INS_ON_TOP) &&
1377 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1378 {
1379 for (last = top; last != floor; last = last->below)
1380 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1381 break;
1382 /* Check to see if we found the object that blocks view,
1383 * and make sure we have a below pointer for it so that
1384 * we can get inserted below this one, which requires we
1385 * set top to the object below us.
1386 */
1387 if (last && last->below && last != floor)
1388 top = last->below;
1389 }
1390 } /* If objects on this space */
1391
1392 if (flag & INS_MAP_LOAD)
1393 top = GET_MAP_TOP (op->map, op->x, op->y);
1394
1395 if (flag & INS_ABOVE_FLOOR_ONLY)
1396 top = floor;
1397
1398 /* Top is the object that our object (op) is going to get inserted above.
1399 */
1400
1401 /* First object on this space */
1402 if (!top)
1403 {
1404 op->above = GET_MAP_OB (op->map, op->x, op->y);
1405
1406 if (op->above)
1407 op->above->below = op;
1408
1409 op->below = NULL;
1410 op->ms ().bottom = op;
1411 }
1412 else
1413 { /* get inserted into the stack above top */
1414 op->above = top->above;
1415
1416 if (op->above)
1417 op->above->below = op;
1418
1419 op->below = top;
1420 top->above = op;
1421 }
1422
1423 if (op->above == NULL)
1424 op->ms ().top = op;
1425 } /* else not INS_BELOW_ORIGINATOR */
1426
1427 if (op->type == PLAYER)
1428 op->contr->do_los = 1;
1429
1430 /* If we have a floor, we know the player, if any, will be above
1431 * it, so save a few ticks and start from there.
1432 */
1433 if (!(flag & INS_MAP_LOAD))
1434 if (object *pl = op->ms ().player ())
1435 pl->contr->socket->floorbox_update ();
1436
1437 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really
1439 * an inefficient way to do this, as it means los for all players
1440 * on the map will get recalculated. The players could very well
1441 * be far away from this change and not affected in any way -
1442 * this should get redone to only look for players within range,
1443 * or just updating the P_NEED_UPDATE for spaces within this area
1444 * of effect may be sufficient.
1445 */
1446 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1447 update_all_los (op->map, op->x, op->y);
1448
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object (op, UP_OBJ_INSERT);
1451
1452 /* Don't know if moving this to the end will break anything. However,
1453 * we want to have floorbox_update called before calling this.
1454 *
1455 * check_move_on() must be after this because code called from
1456 * check_move_on() depends on correct map flags (so functions like
1457 * blocked() and wall() work properly), and these flags are updated by
1458 * update_object().
1459 */
1460
1461 /* if this is not the head or flag has been passed, don't check walk on status */
1462 if (!(flag & INS_NO_WALK_ON) && !op->head)
1463 {
1464 if (check_move_on (op, originator))
1250 return NULL; 1465 return NULL;
1251 }
1252 if(m==NULL) {
1253 dump_object(op);
1254 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1255 return op;
1256 }
1257 if(out_of_map(m,op->x,op->y)) {
1258 dump_object(op);
1259 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1260#ifdef MANY_CORES
1261 /* Better to catch this here, as otherwise the next use of this object
1262 * is likely to cause a crash. Better to find out where it is getting
1263 * improperly inserted.
1264 */
1265 abort();
1266#endif
1267 return op;
1268 }
1269 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1270 dump_object(op);
1271 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1272 return op;
1273 }
1274 if(op->more!=NULL) {
1275 /* The part may be on a different map. */
1276 1466
1277 object *more = op->more;
1278
1279 /* We really need the caller to normalize coordinates - if
1280 * we set the map, that doesn't work if the location is within
1281 * a map and this is straddling an edge. So only if coordinate
1282 * is clear wrong do we normalize it.
1283 */
1284 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1285 more->map = get_map_from_coord(m, &more->x, &more->y);
1286 } else if (!more->map) {
1287 /* For backwards compatibility - when not dealing with tiled maps,
1288 * more->map should always point to the parent.
1289 */
1290 more->map = m;
1291 }
1292
1293 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1294 if ( ! op->head)
1295 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1296 return NULL;
1297 }
1298 }
1299 CLEAR_FLAG(op,FLAG_REMOVED);
1300
1301 /* Ideally, the caller figures this out. However, it complicates a lot
1302 * of areas of callers (eg, anything that uses find_free_spot would now
1303 * need extra work
1304 */
1305 op->map=get_map_from_coord(m, &op->x, &op->y);
1306 x = op->x;
1307 y = op->y;
1308
1309 /* this has to be done after we translate the coordinates.
1310 */
1311 if(op->nrof && !(flag & INS_NO_MERGE)) {
1312 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1313 if (CAN_MERGE(op,tmp)) {
1314 op->nrof+=tmp->nrof;
1315 remove_ob(tmp);
1316 free_object(tmp);
1317 }
1318 }
1319
1320 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1321 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1322 if (!QUERY_FLAG(op, FLAG_ALIVE))
1323 CLEAR_FLAG(op, FLAG_NO_STEAL);
1324
1325 if (flag & INS_BELOW_ORIGINATOR) {
1326 if (originator->map != op->map || originator->x != op->x ||
1327 originator->y != op->y) {
1328 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1329 abort();
1330 }
1331 op->above = originator;
1332 op->below = originator->below;
1333 if (op->below) op->below->above = op;
1334 else SET_MAP_OB(op->map, op->x, op->y, op);
1335 /* since *below* originator, no need to update top */
1336 originator->below = op;
1337 } else {
1338 /* If there are other objects, then */
1339 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1340 object *last=NULL;
1341 /*
1342 * If there are multiple objects on this space, we do some trickier handling.
1343 * We've already dealt with merging if appropriate.
1344 * Generally, we want to put the new object on top. But if
1345 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1346 * floor, we want to insert above that and no further.
1347 * Also, if there are spell objects on this space, we stop processing
1348 * once we get to them. This reduces the need to traverse over all of
1349 * them when adding another one - this saves quite a bit of cpu time
1350 * when lots of spells are cast in one area. Currently, it is presumed
1351 * that flying non pickable objects are spell objects.
1352 */
1353
1354 while (top != NULL) {
1355 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1356 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1357 if (QUERY_FLAG(top, FLAG_NO_PICK)
1358 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1359 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1360 {
1361 /* We insert above top, so we want this object below this */
1362 top=top->below;
1363 break;
1364 }
1365 last = top;
1366 top = top->above;
1367 }
1368 /* Don't want top to be NULL, so set it to the last valid object */
1369 top = last;
1370
1371 /* We let update_position deal with figuring out what the space
1372 * looks like instead of lots of conditions here.
1373 * makes things faster, and effectively the same result.
1374 */
1375
1376 /* Have object 'fall below' other objects that block view.
1377 * Unless those objects are exits, type 66
1378 * If INS_ON_TOP is used, don't do this processing
1379 * Need to find the object that in fact blocks view, otherwise
1380 * stacking is a bit odd.
1381 */
1382 if (!(flag & INS_ON_TOP) &&
1383 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1384 (op->face && !op->face->visibility)) {
1385 for (last=top; last != floor; last=last->below)
1386 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1387 /* Check to see if we found the object that blocks view,
1388 * and make sure we have a below pointer for it so that
1389 * we can get inserted below this one, which requires we
1390 * set top to the object below us.
1391 */
1392 if (last && last->below && last != floor) top=last->below;
1393 }
1394 } /* If objects on this space */
1395 if (flag & INS_MAP_LOAD)
1396 top = GET_MAP_TOP(op->map,op->x,op->y);
1397 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1398
1399 /* Top is the object that our object (op) is going to get inserted above.
1400 */
1401
1402 /* First object on this space */
1403 if (!top) {
1404 op->above = GET_MAP_OB(op->map, op->x, op->y);
1405 if (op->above) op->above->below = op;
1406 op->below = NULL;
1407 SET_MAP_OB(op->map, op->x, op->y, op);
1408 } else { /* get inserted into the stack above top */
1409 op->above = top->above;
1410 if (op->above) op->above->below = op;
1411 op->below = top;
1412 top->above = op;
1413 }
1414 if (op->above==NULL)
1415 SET_MAP_TOP(op->map,op->x, op->y, op);
1416 } /* else not INS_BELOW_ORIGINATOR */
1417
1418 if(op->type==PLAYER)
1419 op->contr->do_los=1;
1420
1421 /* If we have a floor, we know the player, if any, will be above
1422 * it, so save a few ticks and start from there.
1423 */
1424 if (!(flag & INS_MAP_LOAD))
1425 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1426 if (tmp->type == PLAYER)
1427 tmp->contr->socket.update_look=1;
1428 }
1429
1430 /* If this object glows, it may affect lighting conditions that are
1431 * visible to others on this map. But update_all_los is really
1432 * an inefficient way to do this, as it means los for all players
1433 * on the map will get recalculated. The players could very well
1434 * be far away from this change and not affected in any way -
1435 * this should get redone to only look for players within range,
1436 * or just updating the P_NEED_UPDATE for spaces within this area
1437 * of effect may be sufficient.
1438 */
1439 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1440 update_all_los(op->map, op->x, op->y);
1441
1442
1443 /* updates flags (blocked, alive, no magic, etc) for this map space */
1444 update_object(op,UP_OBJ_INSERT);
1445
1446
1447 /* Don't know if moving this to the end will break anything. However,
1448 * we want to have update_look set above before calling this.
1449 *
1450 * check_move_on() must be after this because code called from
1451 * check_move_on() depends on correct map flags (so functions like
1452 * blocked() and wall() work properly), and these flags are updated by
1453 * update_object().
1454 */
1455
1456 /* if this is not the head or flag has been passed, don't check walk on status */
1457
1458 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1459 if (check_move_on(op, originator))
1460 return NULL;
1461
1462 /* If we are a multi part object, lets work our way through the check 1467 /* If we are a multi part object, lets work our way through the check
1463 * walk on's. 1468 * walk on's.
1464 */ 1469 */
1465 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1470 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1466 if (check_move_on (tmp, originator)) 1471 if (check_move_on (tmp, originator))
1467 return NULL; 1472 return NULL;
1468 } 1473 }
1474
1469 return op; 1475 return op;
1470} 1476}
1471 1477
1472/* this function inserts an object in the map, but if it 1478/* this function inserts an object in the map, but if it
1473 * finds an object of its own type, it'll remove that one first. 1479 * finds an object of its own type, it'll remove that one first.
1474 * op is the object to insert it under: supplies x and the map. 1480 * op is the object to insert it under: supplies x and the map.
1475 */ 1481 */
1482void
1476void replace_insert_ob_in_map(const char *arch_string, object *op) { 1483replace_insert_ob_in_map (const char *arch_string, object *op)
1477 object *tmp; 1484{
1478 object *tmp1; 1485 object *tmp, *tmp1;
1479 1486
1480 /* first search for itself and remove any old instances */ 1487 /* first search for itself and remove any old instances */
1481 1488
1482 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1489 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1483 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1490 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1484 remove_ob(tmp); 1491 tmp->destroy ();
1485 free_object(tmp);
1486 }
1487 }
1488 1492
1489 tmp1=arch_to_object(find_archetype(arch_string)); 1493 tmp1 = arch_to_object (archetype::find (arch_string));
1490 1494
1491 1495 tmp1->x = op->x;
1492 tmp1->x = op->x; tmp1->y = op->y; 1496 tmp1->y = op->y;
1493 insert_ob_in_map(tmp1,op->map,op,0); 1497 insert_ob_in_map (tmp1, op->map, op, 0);
1494} 1498}
1495 1499
1496/* 1500/*
1497 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1501 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1498 * is returned contains nr objects, and the remaining parts contains 1502 * is returned contains nr objects, and the remaining parts contains
1499 * the rest (or is removed and freed if that number is 0). 1503 * the rest (or is removed and freed if that number is 0).
1500 * On failure, NULL is returned, and the reason put into the 1504 * On failure, NULL is returned, and the reason put into the
1501 * global static errmsg array. 1505 * global static errmsg array.
1502 */ 1506 */
1503 1507
1508object *
1504object *get_split_ob(object *orig_ob, uint32 nr) { 1509get_split_ob (object *orig_ob, uint32 nr)
1510{
1505 object *newob; 1511 object *newob;
1506 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1507 1513
1508 if(orig_ob->nrof<nr) { 1514 if (orig_ob->nrof < nr)
1509 sprintf(errmsg,"There are only %d %ss.", 1515 {
1510 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1516 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1511 return NULL; 1517 return NULL;
1512 } 1518 }
1519
1513 newob = object_create_clone(orig_ob); 1520 newob = object_create_clone (orig_ob);
1521
1514 if((orig_ob->nrof-=nr)<1) { 1522 if ((orig_ob->nrof -= nr) < 1)
1515 if ( ! is_removed) 1523 orig_ob->destroy (1);
1516 remove_ob(orig_ob);
1517 free_object2(orig_ob, 1);
1518 }
1519 else if ( ! is_removed) { 1524 else if (!is_removed)
1525 {
1520 if(orig_ob->env!=NULL) 1526 if (orig_ob->env != NULL)
1521 sub_weight (orig_ob->env,orig_ob->weight*nr); 1527 sub_weight (orig_ob->env, orig_ob->weight * nr);
1522 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1528 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1529 {
1523 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1530 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1524 LOG(llevDebug,
1525 "Error, Tried to split object whose map is not in memory.\n"); 1531 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1526 return NULL; 1532 return NULL;
1527 } 1533 }
1528 } 1534 }
1535
1529 newob->nrof=nr; 1536 newob->nrof = nr;
1530 1537
1531 return newob; 1538 return newob;
1532} 1539}
1533 1540
1534/* 1541/*
1535 * decrease_ob_nr(object, number) decreases a specified number from 1542 * decrease_ob_nr(object, number) decreases a specified number from
1536 * the amount of an object. If the amount reaches 0, the object 1543 * the amount of an object. If the amount reaches 0, the object
1537 * is subsequently removed and freed. 1544 * is subsequently removed and freed.
1538 * 1545 *
1539 * Return value: 'op' if something is left, NULL if the amount reached 0 1546 * Return value: 'op' if something is left, NULL if the amount reached 0
1540 */ 1547 */
1541 1548
1549object *
1542object *decrease_ob_nr (object *op, uint32 i) 1550decrease_ob_nr (object *op, uint32 i)
1543{ 1551{
1544 object *tmp; 1552 object *tmp;
1545 player *pl; 1553 player *pl;
1546 1554
1547 if (i == 0) /* objects with op->nrof require this check */ 1555 if (i == 0) /* objects with op->nrof require this check */
1548 return op; 1556 return op;
1549 1557
1550 if (i > op->nrof) 1558 if (i > op->nrof)
1551 i = op->nrof; 1559 i = op->nrof;
1552 1560
1553 if (QUERY_FLAG (op, FLAG_REMOVED)) 1561 if (QUERY_FLAG (op, FLAG_REMOVED))
1562 op->nrof -= i;
1563 else if (op->env)
1564 {
1565 /* is this object in the players inventory, or sub container
1566 * therein?
1567 */
1568 tmp = op->in_player ();
1569 /* nope. Is this a container the player has opened?
1570 * If so, set tmp to that player.
1571 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player.
1574 */
1575 if (!tmp)
1576 {
1577 for (pl = first_player; pl; pl = pl->next)
1578 if (pl->ob->container == op->env)
1579 {
1580 tmp = pl->ob;
1581 break;
1582 }
1583 }
1584
1585 if (i < op->nrof)
1586 {
1587 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i;
1589 if (tmp)
1590 esrv_send_item (tmp, op);
1591 }
1592 else
1593 {
1594 op->remove ();
1595 op->nrof = 0;
1596 if (tmp)
1597 esrv_del_item (tmp->contr, op->count);
1598 }
1554 { 1599 }
1600 else
1601 {
1602 object *above = op->above;
1603
1604 if (i < op->nrof)
1555 op->nrof -= i; 1605 op->nrof -= i;
1556 } 1606 else
1557 else if (op->env != NULL)
1558 {
1559 /* is this object in the players inventory, or sub container
1560 * therein?
1561 */ 1607 {
1562 tmp = is_player_inv (op->env); 1608 op->remove ();
1563 /* nope. Is this a container the player has opened? 1609 op->nrof = 0;
1564 * If so, set tmp to that player.
1565 * IMO, searching through all the players will mostly
1566 * likely be quicker than following op->env to the map,
1567 * and then searching the map for a player.
1568 */
1569 if (!tmp) {
1570 for (pl=first_player; pl; pl=pl->next)
1571 if (pl->ob->container == op->env) break;
1572 if (pl) tmp=pl->ob;
1573 else tmp=NULL;
1574 } 1610 }
1575 1611
1576 if (i < op->nrof) {
1577 sub_weight (op->env, op->weight * i);
1578 op->nrof -= i;
1579 if (tmp) {
1580 esrv_send_item(tmp, op);
1581 }
1582 } else {
1583 remove_ob (op);
1584 op->nrof = 0;
1585 if (tmp) {
1586 esrv_del_item(tmp->contr, op->count);
1587 }
1588 }
1589 }
1590 else
1591 {
1592 object *above = op->above;
1593
1594 if (i < op->nrof) {
1595 op->nrof -= i;
1596 } else {
1597 remove_ob (op);
1598 op->nrof = 0;
1599 }
1600 /* Since we just removed op, op->above is null */ 1612 /* Since we just removed op, op->above is null */
1601 for (tmp = above; tmp != NULL; tmp = tmp->above) 1613 for (tmp = above; tmp; tmp = tmp->above)
1602 if (tmp->type == PLAYER) { 1614 if (tmp->type == PLAYER)
1615 {
1603 if (op->nrof) 1616 if (op->nrof)
1604 esrv_send_item(tmp, op); 1617 esrv_send_item (tmp, op);
1605 else 1618 else
1606 esrv_del_item(tmp->contr, op->count); 1619 esrv_del_item (tmp->contr, op->count);
1607 } 1620 }
1608 } 1621 }
1609 1622
1610 if (op->nrof) { 1623 if (op->nrof)
1611 return op; 1624 return op;
1612 } else { 1625 else
1613 free_object (op); 1626 {
1627 op->destroy ();
1614 return NULL; 1628 return 0;
1615 } 1629 }
1616} 1630}
1617 1631
1618/* 1632/*
1619 * add_weight(object, weight) adds the specified weight to an object, 1633 * add_weight(object, weight) adds the specified weight to an object,
1620 * and also updates how much the environment(s) is/are carrying. 1634 * and also updates how much the environment(s) is/are carrying.
1621 */ 1635 */
1622 1636
1637void
1623void add_weight (object *op, signed long weight) { 1638add_weight (object *op, signed long weight)
1639{
1624 while (op!=NULL) { 1640 while (op != NULL)
1641 {
1625 if (op->type == CONTAINER) { 1642 if (op->type == CONTAINER)
1626 weight=(signed long)(weight*(100-op->stats.Str)/100); 1643 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1627 } 1644
1628 op->carrying+=weight; 1645 op->carrying += weight;
1629 op=op->env; 1646 op = op->env;
1630 } 1647 }
1631} 1648}
1632 1649
1650object *
1651insert_ob_in_ob (object *op, object *where)
1652{
1653 if (!where)
1654 {
1655 char *dump = dump_object (op);
1656 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1657 free (dump);
1658 return op;
1659 }
1660
1661 if (where->head)
1662 {
1663 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1664 where = where->head;
1665 }
1666
1667 return where->insert (op);
1668}
1669
1633/* 1670/*
1634 * insert_ob_in_ob(op,environment): 1671 * env->insert (op)
1635 * This function inserts the object op in the linked list 1672 * This function inserts the object op in the linked list
1636 * inside the object environment. 1673 * inside the object environment.
1637 * 1674 *
1638 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1639 * the inventory at the last position or next to other objects of the same
1640 * type.
1641 * Frank: Now sorted by type, archetype and magic!
1642 *
1643 * The function returns now pointer to inserted item, and return value can 1675 * The function returns now pointer to inserted item, and return value can
1644 * be != op, if items are merged. -Tero 1676 * be != op, if items are merged. -Tero
1645 */ 1677 */
1646 1678
1647object *insert_ob_in_ob(object *op,object *where) { 1679object *
1680object::insert (object *op)
1681{
1648 object *tmp, *otmp; 1682 object *tmp, *otmp;
1649 1683
1650 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1684 if (!QUERY_FLAG (op, FLAG_REMOVED))
1651 dump_object(op); 1685 op->remove ();
1652 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1686
1653 return op;
1654 }
1655 if(where==NULL) {
1656 dump_object(op);
1657 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1658 return op;
1659 }
1660 if (where->head) {
1661 LOG(llevDebug,
1662 "Warning: Tried to insert object wrong part of multipart object.\n");
1663 where = where->head;
1664 }
1665 if (op->more) { 1687 if (op->more)
1688 {
1666 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1689 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1667 &op->name, op->count);
1668 return op; 1690 return op;
1669 } 1691 }
1692
1670 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1693 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1671 CLEAR_FLAG(op, FLAG_REMOVED); 1694 CLEAR_FLAG (op, FLAG_REMOVED);
1672 if(op->nrof) { 1695 if (op->nrof)
1696 {
1673 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1697 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1674 if ( CAN_MERGE(tmp,op) ) { 1698 if (object::can_merge (tmp, op))
1699 {
1675 /* return the original object and remove inserted object 1700 /* return the original object and remove inserted object
1676 (client needs the original object) */ 1701 (client needs the original object) */
1677 tmp->nrof += op->nrof; 1702 tmp->nrof += op->nrof;
1678 /* Weight handling gets pretty funky. Since we are adding to 1703 /* Weight handling gets pretty funky. Since we are adding to
1679 * tmp->nrof, we need to increase the weight. 1704 * tmp->nrof, we need to increase the weight.
1680 */ 1705 */
1681 add_weight (where, op->weight*op->nrof); 1706 add_weight (this, op->weight * op->nrof);
1682 SET_FLAG(op, FLAG_REMOVED); 1707 SET_FLAG (op, FLAG_REMOVED);
1683 free_object(op); /* free the inserted object */ 1708 op->destroy (); /* free the inserted object */
1684 op = tmp; 1709 op = tmp;
1685 remove_ob (op); /* and fix old object's links */ 1710 op->remove (); /* and fix old object's links */
1686 CLEAR_FLAG(op, FLAG_REMOVED); 1711 CLEAR_FLAG (op, FLAG_REMOVED);
1687 break; 1712 break;
1688 } 1713 }
1689 1714
1690 /* I assume combined objects have no inventory 1715 /* I assume combined objects have no inventory
1691 * We add the weight - this object could have just been removed 1716 * We add the weight - this object could have just been removed
1692 * (if it was possible to merge). calling remove_ob will subtract 1717 * (if it was possible to merge). calling remove_ob will subtract
1693 * the weight, so we need to add it in again, since we actually do 1718 * the weight, so we need to add it in again, since we actually do
1694 * the linking below 1719 * the linking below
1695 */ 1720 */
1696 add_weight (where, op->weight*op->nrof); 1721 add_weight (this, op->weight * op->nrof);
1722 }
1697 } else 1723 else
1698 add_weight (where, (op->weight+op->carrying)); 1724 add_weight (this, (op->weight + op->carrying));
1699 1725
1700 otmp=is_player_inv(where); 1726 otmp = this->in_player ();
1701 if (otmp&&otmp->contr!=NULL) { 1727 if (otmp && otmp->contr)
1702 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1728 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1703 fix_player(otmp); 1729 fix_player (otmp);
1704 }
1705 1730
1706 op->map=NULL; 1731 op->map = 0;
1707 op->env=where; 1732 op->env = this;
1708 op->above=NULL; 1733 op->above = 0;
1709 op->below=NULL; 1734 op->below = 0;
1710 op->x=0,op->y=0; 1735 op->x = 0, op->y = 0;
1711 1736
1712 /* reset the light list and los of the players on the map */ 1737 /* reset the light list and los of the players on the map */
1713 if((op->glow_radius!=0)&&where->map) 1738 if ((op->glow_radius != 0) && map)
1714 { 1739 {
1715#ifdef DEBUG_LIGHTS 1740#ifdef DEBUG_LIGHTS
1716 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1741 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1717 op->name);
1718#endif /* DEBUG_LIGHTS */ 1742#endif /* DEBUG_LIGHTS */
1719 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1743 if (MAP_DARKNESS (map))
1744 update_all_los (map, x, y);
1720 } 1745 }
1721 1746
1722 /* Client has no idea of ordering so lets not bother ordering it here. 1747 /* Client has no idea of ordering so lets not bother ordering it here.
1723 * It sure simplifies this function... 1748 * It sure simplifies this function...
1724 */ 1749 */
1725 if (where->inv==NULL) 1750 if (!inv)
1726 where->inv=op; 1751 inv = op;
1727 else { 1752 else
1753 {
1728 op->below = where->inv; 1754 op->below = inv;
1729 op->below->above = op; 1755 op->below->above = op;
1730 where->inv = op; 1756 inv = op;
1731 } 1757 }
1758
1732 return op; 1759 return op;
1733} 1760}
1734 1761
1735/* 1762/*
1736 * Checks if any objects has a move_type that matches objects 1763 * Checks if any objects has a move_type that matches objects
1751 * MSW 2001-07-08: Check all objects on space, not just those below 1778 * MSW 2001-07-08: Check all objects on space, not just those below
1752 * object being inserted. insert_ob_in_map may not put new objects 1779 * object being inserted. insert_ob_in_map may not put new objects
1753 * on top. 1780 * on top.
1754 */ 1781 */
1755 1782
1783int
1756int check_move_on (object *op, object *originator) 1784check_move_on (object *op, object *originator)
1757{ 1785{
1758 object *tmp; 1786 object *tmp;
1759 tag_t tag;
1760 mapstruct *m=op->map; 1787 maptile *m = op->map;
1761 int x=op->x, y=op->y; 1788 int x = op->x, y = op->y;
1789
1762 MoveType move_on, move_slow, move_block; 1790 MoveType move_on, move_slow, move_block;
1763 1791
1764 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1792 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1765 return 0; 1793 return 0;
1766 1794
1767 tag = op->count;
1768
1769 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1795 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1770 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1796 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1771 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1797 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1772 1798
1773 /* if nothing on this space will slow op down or be applied, 1799 /* if nothing on this space will slow op down or be applied,
1774 * no need to do checking below. have to make sure move_type 1800 * no need to do checking below. have to make sure move_type
1775 * is set, as lots of objects don't have it set - we treat that 1801 * is set, as lots of objects don't have it set - we treat that
1776 * as walking. 1802 * as walking.
1777 */ 1803 */
1778 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1804 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1779 return 0; 1805 return 0;
1780 1806
1781 /* This is basically inverse logic of that below - basically, 1807 /* This is basically inverse logic of that below - basically,
1782 * if the object can avoid the move on or slow move, they do so, 1808 * if the object can avoid the move on or slow move, they do so,
1783 * but can't do it if the alternate movement they are using is 1809 * but can't do it if the alternate movement they are using is
1784 * blocked. Logic on this seems confusing, but does seem correct. 1810 * blocked. Logic on this seems confusing, but does seem correct.
1785 */ 1811 */
1786 if ((op->move_type & ~move_on & ~move_block) != 0 && 1812 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1787 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1813 return 0;
1788 1814
1789 /* The objects have to be checked from top to bottom. 1815 /* The objects have to be checked from top to bottom.
1790 * Hence, we first go to the top: 1816 * Hence, we first go to the top:
1791 */ 1817 */
1792 1818
1793 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1819 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1794 tmp->above!=NULL; tmp=tmp->above) { 1820 {
1795 /* Trim the search when we find the first other spell effect 1821 /* Trim the search when we find the first other spell effect
1796 * this helps performance so that if a space has 50 spell objects, 1822 * this helps performance so that if a space has 50 spell objects,
1797 * we don't need to check all of them. 1823 * we don't need to check all of them.
1798 */ 1824 */
1799 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1825 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1826 break;
1827 }
1828
1829 for (; tmp; tmp = tmp->below)
1800 } 1830 {
1801 for(;tmp!=NULL; tmp=tmp->below) { 1831 if (tmp == op)
1802 if (tmp == op) continue; /* Can't apply yourself */ 1832 continue; /* Can't apply yourself */
1803 1833
1804 /* Check to see if one of the movement types should be slowed down. 1834 /* Check to see if one of the movement types should be slowed down.
1805 * Second check makes sure that the movement types not being slowed 1835 * Second check makes sure that the movement types not being slowed
1806 * (~slow_move) is not blocked on this space - just because the 1836 * (~slow_move) is not blocked on this space - just because the
1807 * space doesn't slow down swimming (for example), if you can't actually 1837 * space doesn't slow down swimming (for example), if you can't actually
1808 * swim on that space, can't use it to avoid the penalty. 1838 * swim on that space, can't use it to avoid the penalty.
1809 */ 1839 */
1810 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1840 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1841 {
1811 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1842 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1812 ((op->move_type & tmp->move_slow) &&
1813 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1843 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1844 {
1814 1845
1815 float diff; 1846 float
1816
1817 diff = tmp->move_slow_penalty*FABS(op->speed); 1847 diff = tmp->move_slow_penalty * FABS (op->speed);
1848
1818 if (op->type == PLAYER) { 1849 if (op->type == PLAYER)
1819 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1850 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1820 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1851 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1821 diff /= 4.0; 1852 diff /= 4.0;
1822 } 1853
1823 }
1824 op->speed_left -= diff; 1854 op->speed_left -= diff;
1825 } 1855 }
1826 } 1856 }
1827 1857
1828 /* Basically same logic as above, except now for actual apply. */ 1858 /* Basically same logic as above, except now for actual apply. */
1829 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1859 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1830 ((op->move_type & tmp->move_on) &&
1831 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1860 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1832 1861 {
1833 move_apply(tmp, op, originator); 1862 move_apply (tmp, op, originator);
1863
1834 if (was_destroyed (op, tag)) 1864 if (op->destroyed ())
1835 return 1; 1865 return 1;
1836 1866
1837 /* what the person/creature stepped onto has moved the object 1867 /* what the person/creature stepped onto has moved the object
1838 * someplace new. Don't process any further - if we did, 1868 * someplace new. Don't process any further - if we did,
1839 * have a feeling strange problems would result. 1869 * have a feeling strange problems would result.
1840 */ 1870 */
1841 if (op->map != m || op->x != x || op->y != y) return 0; 1871 if (op->map != m || op->x != x || op->y != y)
1872 return 0;
1842 } 1873 }
1843 } 1874 }
1875
1844 return 0; 1876 return 0;
1845} 1877}
1846 1878
1847/* 1879/*
1848 * present_arch(arch, map, x, y) searches for any objects with 1880 * present_arch(arch, map, x, y) searches for any objects with
1849 * a matching archetype at the given map and coordinates. 1881 * a matching archetype at the given map and coordinates.
1850 * The first matching object is returned, or NULL if none. 1882 * The first matching object is returned, or NULL if none.
1851 */ 1883 */
1852 1884
1885object *
1853object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1886present_arch (const archetype *at, maptile *m, int x, int y)
1887{
1854 object *tmp; 1888 object *
1889 tmp;
1890
1855 if(m==NULL || out_of_map(m,x,y)) { 1891 if (m == NULL || out_of_map (m, x, y))
1892 {
1856 LOG(llevError,"Present_arch called outside map.\n"); 1893 LOG (llevError, "Present_arch called outside map.\n");
1857 return NULL; 1894 return NULL;
1858 } 1895 }
1859 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1896 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1860 if(tmp->arch == at) 1897 if (tmp->arch == at)
1861 return tmp; 1898 return tmp;
1862 return NULL; 1899 return NULL;
1863} 1900}
1864 1901
1865/* 1902/*
1866 * present(type, map, x, y) searches for any objects with 1903 * present(type, map, x, y) searches for any objects with
1867 * a matching type variable at the given map and coordinates. 1904 * a matching type variable at the given map and coordinates.
1868 * The first matching object is returned, or NULL if none. 1905 * The first matching object is returned, or NULL if none.
1869 */ 1906 */
1870 1907
1908object *
1871object *present(unsigned char type,mapstruct *m, int x,int y) { 1909present (unsigned char type, maptile *m, int x, int y)
1910{
1872 object *tmp; 1911 object *
1912 tmp;
1913
1873 if(out_of_map(m,x,y)) { 1914 if (out_of_map (m, x, y))
1915 {
1874 LOG(llevError,"Present called outside map.\n"); 1916 LOG (llevError, "Present called outside map.\n");
1875 return NULL; 1917 return NULL;
1876 } 1918 }
1877 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1919 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1878 if(tmp->type==type) 1920 if (tmp->type == type)
1879 return tmp; 1921 return tmp;
1880 return NULL; 1922 return NULL;
1881} 1923}
1882 1924
1883/* 1925/*
1884 * present_in_ob(type, object) searches for any objects with 1926 * present_in_ob(type, object) searches for any objects with
1885 * a matching type variable in the inventory of the given object. 1927 * a matching type variable in the inventory of the given object.
1886 * The first matching object is returned, or NULL if none. 1928 * The first matching object is returned, or NULL if none.
1887 */ 1929 */
1888 1930
1931object *
1889object *present_in_ob(unsigned char type, const object *op) { 1932present_in_ob (unsigned char type, const object *op)
1933{
1890 object *tmp; 1934 object *
1935 tmp;
1936
1891 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1937 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1892 if(tmp->type==type) 1938 if (tmp->type == type)
1893 return tmp; 1939 return tmp;
1894 return NULL; 1940 return NULL;
1895} 1941}
1896 1942
1897/* 1943/*
1907 * the object name, not the archetype name. this is so that the 1953 * the object name, not the archetype name. this is so that the
1908 * spell code can use one object type (force), but change it's name 1954 * spell code can use one object type (force), but change it's name
1909 * to be unique. 1955 * to be unique.
1910 */ 1956 */
1911 1957
1958object *
1912object *present_in_ob_by_name(int type, const char *str, const object *op) { 1959present_in_ob_by_name (int type, const char *str, const object *op)
1960{
1913 object *tmp; 1961 object *
1962 tmp;
1914 1963
1915 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1964 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1965 {
1916 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1966 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1917 return tmp; 1967 return tmp;
1918 } 1968 }
1919 return NULL; 1969 return NULL;
1920} 1970}
1921 1971
1922/* 1972/*
1923 * present_arch_in_ob(archetype, object) searches for any objects with 1973 * present_arch_in_ob(archetype, object) searches for any objects with
1924 * a matching archetype in the inventory of the given object. 1974 * a matching archetype in the inventory of the given object.
1925 * The first matching object is returned, or NULL if none. 1975 * The first matching object is returned, or NULL if none.
1926 */ 1976 */
1927 1977
1978object *
1928object *present_arch_in_ob(const archetype *at, const object *op) { 1979present_arch_in_ob (const archetype *at, const object *op)
1980{
1929 object *tmp; 1981 object *
1982 tmp;
1983
1930 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1984 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1931 if( tmp->arch == at) 1985 if (tmp->arch == at)
1932 return tmp; 1986 return tmp;
1933 return NULL; 1987 return NULL;
1934} 1988}
1935 1989
1936/* 1990/*
1937 * activate recursively a flag on an object inventory 1991 * activate recursively a flag on an object inventory
1938 */ 1992 */
1993void
1939void flag_inv(object*op, int flag){ 1994flag_inv (object *op, int flag)
1995{
1940 object *tmp; 1996 object *
1997 tmp;
1998
1941 if(op->inv) 1999 if (op->inv)
1942 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2000 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2001 {
1943 SET_FLAG(tmp, flag); 2002 SET_FLAG (tmp, flag);
1944 flag_inv(tmp,flag); 2003 flag_inv (tmp, flag);
1945 } 2004 }
1946}/* 2005} /*
1947 * desactivate recursively a flag on an object inventory 2006 * desactivate recursively a flag on an object inventory
1948 */ 2007 */
2008void
1949void unflag_inv(object*op, int flag){ 2009unflag_inv (object *op, int flag)
2010{
1950 object *tmp; 2011 object *
2012 tmp;
2013
1951 if(op->inv) 2014 if (op->inv)
1952 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2015 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2016 {
1953 CLEAR_FLAG(tmp, flag); 2017 CLEAR_FLAG (tmp, flag);
1954 unflag_inv(tmp,flag); 2018 unflag_inv (tmp, flag);
1955 } 2019 }
1956} 2020}
1957 2021
1958/* 2022/*
1959 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2023 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1960 * all it's inventory (recursively). 2024 * all it's inventory (recursively).
1961 * If checksums are used, a player will get set_cheat called for 2025 * If checksums are used, a player will get set_cheat called for
1962 * him/her-self and all object carried by a call to this function. 2026 * him/her-self and all object carried by a call to this function.
1963 */ 2027 */
1964 2028
2029void
1965void set_cheat(object *op) { 2030set_cheat (object *op)
2031{
1966 SET_FLAG(op, FLAG_WAS_WIZ); 2032 SET_FLAG (op, FLAG_WAS_WIZ);
1967 flag_inv(op, FLAG_WAS_WIZ); 2033 flag_inv (op, FLAG_WAS_WIZ);
1968} 2034}
1969 2035
1970/* 2036/*
1971 * find_free_spot(object, map, x, y, start, stop) will search for 2037 * find_free_spot(object, map, x, y, start, stop) will search for
1972 * a spot at the given map and coordinates which will be able to contain 2038 * a spot at the given map and coordinates which will be able to contain
1987 * to know if the space in question will block the object. We can't use 2053 * to know if the space in question will block the object. We can't use
1988 * the archetype because that isn't correct if the monster has been 2054 * the archetype because that isn't correct if the monster has been
1989 * customized, changed states, etc. 2055 * customized, changed states, etc.
1990 */ 2056 */
1991 2057
2058int
1992int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2059find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2060{
2061 int
2062 i,
1993 int i,index=0, flag; 2063 index = 0, flag;
2064 static int
1994 static int altern[SIZEOFFREE]; 2065 altern[SIZEOFFREE];
1995 2066
1996 for(i=start;i<stop;i++) { 2067 for (i = start; i < stop; i++)
2068 {
1997 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2069 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1998 if(!flag) 2070 if (!flag)
1999 altern[index++]=i; 2071 altern[index++] = i;
2000 2072
2001 /* Basically, if we find a wall on a space, we cut down the search size. 2073 /* Basically, if we find a wall on a space, we cut down the search size.
2002 * In this way, we won't return spaces that are on another side of a wall. 2074 * In this way, we won't return spaces that are on another side of a wall.
2003 * This mostly work, but it cuts down the search size in all directions - 2075 * This mostly work, but it cuts down the search size in all directions -
2004 * if the space being examined only has a wall to the north and empty 2076 * if the space being examined only has a wall to the north and empty
2005 * spaces in all the other directions, this will reduce the search space 2077 * spaces in all the other directions, this will reduce the search space
2006 * to only the spaces immediately surrounding the target area, and 2078 * to only the spaces immediately surrounding the target area, and
2007 * won't look 2 spaces south of the target space. 2079 * won't look 2 spaces south of the target space.
2008 */ 2080 */
2009 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2081 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2010 stop=maxfree[i]; 2082 stop = maxfree[i];
2011 } 2083 }
2012 if(!index) return -1; 2084
2085 if (!index)
2086 return -1;
2087
2013 return altern[RANDOM()%index]; 2088 return altern[RANDOM () % index];
2014} 2089}
2015 2090
2016/* 2091/*
2017 * find_first_free_spot(archetype, mapstruct, x, y) works like 2092 * find_first_free_spot(archetype, maptile, x, y) works like
2018 * find_free_spot(), but it will search max number of squares. 2093 * find_free_spot(), but it will search max number of squares.
2019 * But it will return the first available spot, not a random choice. 2094 * But it will return the first available spot, not a random choice.
2020 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2095 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2021 */ 2096 */
2022 2097
2098int
2023int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2099find_first_free_spot (const object *ob, maptile *m, int x, int y)
2100{
2101 int
2024 int i; 2102 i;
2103
2025 for(i=0;i<SIZEOFFREE;i++) { 2104 for (i = 0; i < SIZEOFFREE; i++)
2105 {
2026 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2106 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2027 return i; 2107 return i;
2028 } 2108 }
2029 return -1; 2109 return -1;
2030} 2110}
2031 2111
2032/* 2112/*
2033 * The function permute(arr, begin, end) randomly reorders the array 2113 * The function permute(arr, begin, end) randomly reorders the array
2034 * arr[begin..end-1]. 2114 * arr[begin..end-1].
2035 */ 2115 */
2116static void
2036static void permute(int *arr, int begin, int end) 2117permute (int *arr, int begin, int end)
2037{ 2118{
2038 int i, j, tmp, len; 2119 int
2120 i,
2121 j,
2122 tmp,
2123 len;
2039 2124
2040 len = end-begin; 2125 len = end - begin;
2041 for(i = begin; i < end; i++) 2126 for (i = begin; i < end; i++)
2042 { 2127 {
2043 j = begin+RANDOM()%len; 2128 j = begin + RANDOM () % len;
2044 2129
2045 tmp = arr[i]; 2130 tmp = arr[i];
2046 arr[i] = arr[j]; 2131 arr[i] = arr[j];
2047 arr[j] = tmp; 2132 arr[j] = tmp;
2048 } 2133 }
2049} 2134}
2050 2135
2051/* new function to make monster searching more efficient, and effective! 2136/* new function to make monster searching more efficient, and effective!
2052 * This basically returns a randomized array (in the passed pointer) of 2137 * This basically returns a randomized array (in the passed pointer) of
2053 * the spaces to find monsters. In this way, it won't always look for 2138 * the spaces to find monsters. In this way, it won't always look for
2054 * monsters to the north first. However, the size of the array passed 2139 * monsters to the north first. However, the size of the array passed
2055 * covers all the spaces, so within that size, all the spaces within 2140 * covers all the spaces, so within that size, all the spaces within
2056 * the 3x3 area will be searched, just not in a predictable order. 2141 * the 3x3 area will be searched, just not in a predictable order.
2057 */ 2142 */
2143void
2058void get_search_arr(int *search_arr) 2144get_search_arr (int *search_arr)
2059{ 2145{
2146 int
2060 int i; 2147 i;
2061 2148
2062 for(i = 0; i < SIZEOFFREE; i++) 2149 for (i = 0; i < SIZEOFFREE; i++)
2063 { 2150 {
2064 search_arr[i] = i; 2151 search_arr[i] = i;
2065 } 2152 }
2066 2153
2067 permute(search_arr, 1, SIZEOFFREE1+1); 2154 permute (search_arr, 1, SIZEOFFREE1 + 1);
2068 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2155 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2069 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2156 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2070} 2157}
2071 2158
2072/* 2159/*
2073 * find_dir(map, x, y, exclude) will search some close squares in the 2160 * find_dir(map, x, y, exclude) will search some close squares in the
2074 * given map at the given coordinates for live objects. 2161 * given map at the given coordinates for live objects.
2080 * is actually want is going to try and move there. We need this info 2167 * is actually want is going to try and move there. We need this info
2081 * because we have to know what movement the thing looking to move 2168 * because we have to know what movement the thing looking to move
2082 * there is capable of. 2169 * there is capable of.
2083 */ 2170 */
2084 2171
2172int
2085int find_dir(mapstruct *m, int x, int y, object *exclude) { 2173find_dir (maptile *m, int x, int y, object *exclude)
2174{
2175 int
2176 i,
2086 int i,max=SIZEOFFREE, mflags; 2177 max = SIZEOFFREE, mflags;
2178
2087 sint16 nx, ny; 2179 sint16 nx, ny;
2088 object *tmp; 2180 object *
2089 mapstruct *mp; 2181 tmp;
2182 maptile *
2183 mp;
2184
2090 MoveType blocked, move_type; 2185 MoveType blocked, move_type;
2091 2186
2092 if (exclude && exclude->head) { 2187 if (exclude && exclude->head)
2188 {
2093 exclude = exclude->head; 2189 exclude = exclude->head;
2094 move_type = exclude->move_type; 2190 move_type = exclude->move_type;
2095 } else { 2191 }
2192 else
2193 {
2096 /* If we don't have anything, presume it can use all movement types. */ 2194 /* If we don't have anything, presume it can use all movement types. */
2097 move_type=MOVE_ALL; 2195 move_type = MOVE_ALL;
2196 }
2197
2198 for (i = 1; i < max; i++)
2098 } 2199 {
2099
2100 for(i=1;i<max;i++) {
2101 mp = m; 2200 mp = m;
2102 nx = x + freearr_x[i]; 2201 nx = x + freearr_x[i];
2103 ny = y + freearr_y[i]; 2202 ny = y + freearr_y[i];
2104 2203
2105 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2204 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2205
2106 if (mflags & P_OUT_OF_MAP) { 2206 if (mflags & P_OUT_OF_MAP)
2207 max = maxfree[i];
2208 else
2209 {
2210 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2211
2212 if ((move_type & blocked) == move_type)
2107 max = maxfree[i]; 2213 max = maxfree[i];
2108 } else {
2109 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2110
2111 if ((move_type & blocked) == move_type) {
2112 max=maxfree[i];
2113 } else if (mflags & P_IS_ALIVE) { 2214 else if (mflags & P_IS_ALIVE)
2215 {
2114 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2216 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above)
2115 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2217 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2116 (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2117 break; 2218 break;
2118 } 2219
2119 }
2120 if(tmp) { 2220 if (tmp)
2121 return freedir[i]; 2221 return freedir[i];
2122 }
2123 } 2222 }
2124 } 2223 }
2125 } 2224 }
2225
2126 return 0; 2226 return 0;
2127} 2227}
2128 2228
2129/* 2229/*
2130 * distance(object 1, object 2) will return the square of the 2230 * distance(object 1, object 2) will return the square of the
2131 * distance between the two given objects. 2231 * distance between the two given objects.
2132 */ 2232 */
2133 2233
2234int
2134int distance(const object *ob1, const object *ob2) { 2235distance (const object *ob1, const object *ob2)
2236{
2135 int i; 2237 int i;
2136 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2238
2137 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2239 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2138 return i; 2240 return i;
2139} 2241}
2140 2242
2141/* 2243/*
2142 * find_dir_2(delta-x,delta-y) will return a direction in which 2244 * find_dir_2(delta-x,delta-y) will return a direction in which
2143 * an object which has subtracted the x and y coordinates of another 2245 * an object which has subtracted the x and y coordinates of another
2144 * object, needs to travel toward it. 2246 * object, needs to travel toward it.
2145 */ 2247 */
2146 2248
2249int
2147int find_dir_2(int x, int y) { 2250find_dir_2 (int x, int y)
2251{
2148 int q; 2252 int q;
2149 2253
2150 if(y) 2254 if (y)
2151 q=x*100/y; 2255 q = x * 100 / y;
2152 else if (x) 2256 else if (x)
2153 q= -300*x; 2257 q = -300 * x;
2154 else 2258 else
2155 return 0; 2259 return 0;
2156 2260
2157 if(y>0) { 2261 if (y > 0)
2262 {
2158 if(q < -242) 2263 if (q < -242)
2159 return 3 ; 2264 return 3;
2160 if (q < -41) 2265 if (q < -41)
2161 return 2 ; 2266 return 2;
2162 if (q < 41) 2267 if (q < 41)
2163 return 1 ; 2268 return 1;
2164 if (q < 242) 2269 if (q < 242)
2165 return 8 ; 2270 return 8;
2166 return 7 ; 2271 return 7;
2167 } 2272 }
2168 2273
2169 if (q < -242) 2274 if (q < -242)
2170 return 7 ; 2275 return 7;
2171 if (q < -41) 2276 if (q < -41)
2172 return 6 ; 2277 return 6;
2173 if (q < 41) 2278 if (q < 41)
2174 return 5 ; 2279 return 5;
2175 if (q < 242) 2280 if (q < 242)
2176 return 4 ; 2281 return 4;
2177 2282
2178 return 3 ; 2283 return 3;
2179} 2284}
2180 2285
2181/* 2286/*
2182 * absdir(int): Returns a number between 1 and 8, which represent 2287 * absdir(int): Returns a number between 1 and 8, which represent
2183 * the "absolute" direction of a number (it actually takes care of 2288 * the "absolute" direction of a number (it actually takes care of
2184 * "overflow" in previous calculations of a direction). 2289 * "overflow" in previous calculations of a direction).
2185 */ 2290 */
2186 2291
2292int
2187int absdir(int d) { 2293absdir (int d)
2188 while(d<1) d+=8; 2294{
2189 while(d>8) d-=8; 2295 while (d < 1)
2296 d += 8;
2297 while (d > 8)
2298 d -= 8;
2190 return d; 2299 return d;
2191} 2300}
2192 2301
2193/* 2302/*
2194 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2303 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2195 * between two directions (which are expected to be absolute (see absdir()) 2304 * between two directions (which are expected to be absolute (see absdir())
2196 */ 2305 */
2197 2306
2307int
2198int dirdiff(int dir1, int dir2) { 2308dirdiff (int dir1, int dir2)
2309{
2199 int d; 2310 int
2311 d;
2312
2200 d = abs(dir1 - dir2); 2313 d = abs (dir1 - dir2);
2201 if(d>4) 2314 if (d > 4)
2202 d = 8 - d; 2315 d = 8 - d;
2203 return d; 2316 return d;
2204} 2317}
2205 2318
2206/* peterm: 2319/* peterm:
2211 * direction 4, 14, or 16 to get back to where we are. 2324 * direction 4, 14, or 16 to get back to where we are.
2212 * Moved from spell_util.c to object.c with the other related direction 2325 * Moved from spell_util.c to object.c with the other related direction
2213 * functions. 2326 * functions.
2214 */ 2327 */
2215 2328
2329int
2216int reduction_dir[SIZEOFFREE][3] = { 2330 reduction_dir[SIZEOFFREE][3] = {
2217 {0,0,0}, /* 0 */ 2331 {0, 0, 0}, /* 0 */
2218 {0,0,0}, /* 1 */ 2332 {0, 0, 0}, /* 1 */
2219 {0,0,0}, /* 2 */ 2333 {0, 0, 0}, /* 2 */
2220 {0,0,0}, /* 3 */ 2334 {0, 0, 0}, /* 3 */
2221 {0,0,0}, /* 4 */ 2335 {0, 0, 0}, /* 4 */
2222 {0,0,0}, /* 5 */ 2336 {0, 0, 0}, /* 5 */
2223 {0,0,0}, /* 6 */ 2337 {0, 0, 0}, /* 6 */
2224 {0,0,0}, /* 7 */ 2338 {0, 0, 0}, /* 7 */
2225 {0,0,0}, /* 8 */ 2339 {0, 0, 0}, /* 8 */
2226 {8,1,2}, /* 9 */ 2340 {8, 1, 2}, /* 9 */
2227 {1,2,-1}, /* 10 */ 2341 {1, 2, -1}, /* 10 */
2228 {2,10,12}, /* 11 */ 2342 {2, 10, 12}, /* 11 */
2229 {2,3,-1}, /* 12 */ 2343 {2, 3, -1}, /* 12 */
2230 {2,3,4}, /* 13 */ 2344 {2, 3, 4}, /* 13 */
2231 {3,4,-1}, /* 14 */ 2345 {3, 4, -1}, /* 14 */
2232 {4,14,16}, /* 15 */ 2346 {4, 14, 16}, /* 15 */
2233 {5,4,-1}, /* 16 */ 2347 {5, 4, -1}, /* 16 */
2234 {4,5,6}, /* 17 */ 2348 {4, 5, 6}, /* 17 */
2235 {6,5,-1}, /* 18 */ 2349 {6, 5, -1}, /* 18 */
2236 {6,20,18}, /* 19 */ 2350 {6, 20, 18}, /* 19 */
2237 {7,6,-1}, /* 20 */ 2351 {7, 6, -1}, /* 20 */
2238 {6,7,8}, /* 21 */ 2352 {6, 7, 8}, /* 21 */
2239 {7,8,-1}, /* 22 */ 2353 {7, 8, -1}, /* 22 */
2240 {8,22,24}, /* 23 */ 2354 {8, 22, 24}, /* 23 */
2241 {8,1,-1}, /* 24 */ 2355 {8, 1, -1}, /* 24 */
2242 {24,9,10}, /* 25 */ 2356 {24, 9, 10}, /* 25 */
2243 {9,10,-1}, /* 26 */ 2357 {9, 10, -1}, /* 26 */
2244 {10,11,-1}, /* 27 */ 2358 {10, 11, -1}, /* 27 */
2245 {27,11,29}, /* 28 */ 2359 {27, 11, 29}, /* 28 */
2246 {11,12,-1}, /* 29 */ 2360 {11, 12, -1}, /* 29 */
2247 {12,13,-1}, /* 30 */ 2361 {12, 13, -1}, /* 30 */
2248 {12,13,14}, /* 31 */ 2362 {12, 13, 14}, /* 31 */
2249 {13,14,-1}, /* 32 */ 2363 {13, 14, -1}, /* 32 */
2250 {14,15,-1}, /* 33 */ 2364 {14, 15, -1}, /* 33 */
2251 {33,15,35}, /* 34 */ 2365 {33, 15, 35}, /* 34 */
2252 {16,15,-1}, /* 35 */ 2366 {16, 15, -1}, /* 35 */
2253 {17,16,-1}, /* 36 */ 2367 {17, 16, -1}, /* 36 */
2254 {18,17,16}, /* 37 */ 2368 {18, 17, 16}, /* 37 */
2255 {18,17,-1}, /* 38 */ 2369 {18, 17, -1}, /* 38 */
2256 {18,19,-1}, /* 39 */ 2370 {18, 19, -1}, /* 39 */
2257 {41,19,39}, /* 40 */ 2371 {41, 19, 39}, /* 40 */
2258 {19,20,-1}, /* 41 */ 2372 {19, 20, -1}, /* 41 */
2259 {20,21,-1}, /* 42 */ 2373 {20, 21, -1}, /* 42 */
2260 {20,21,22}, /* 43 */ 2374 {20, 21, 22}, /* 43 */
2261 {21,22,-1}, /* 44 */ 2375 {21, 22, -1}, /* 44 */
2262 {23,22,-1}, /* 45 */ 2376 {23, 22, -1}, /* 45 */
2263 {45,47,23}, /* 46 */ 2377 {45, 47, 23}, /* 46 */
2264 {23,24,-1}, /* 47 */ 2378 {23, 24, -1}, /* 47 */
2265 {24,9,-1}}; /* 48 */ 2379 {24, 9, -1}
2380}; /* 48 */
2266 2381
2267/* Recursive routine to step back and see if we can 2382/* Recursive routine to step back and see if we can
2268 * find a path to that monster that we found. If not, 2383 * find a path to that monster that we found. If not,
2269 * we don't bother going toward it. Returns 1 if we 2384 * we don't bother going toward it. Returns 1 if we
2270 * can see a direct way to get it 2385 * can see a direct way to get it
2271 * Modified to be map tile aware -.MSW 2386 * Modified to be map tile aware -.MSW
2272 */ 2387 */
2273 2388int
2274
2275int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2389can_see_monsterP (maptile *m, int x, int y, int dir)
2390{
2276 sint16 dx, dy; 2391 sint16 dx, dy;
2277 int mflags; 2392 int mflags;
2278 2393
2394 if (dir < 0)
2279 if(dir<0) return 0; /* exit condition: invalid direction */ 2395 return 0; /* exit condition: invalid direction */
2280 2396
2281 dx = x + freearr_x[dir]; 2397 dx = x + freearr_x[dir];
2282 dy = y + freearr_y[dir]; 2398 dy = y + freearr_y[dir];
2283 2399
2284 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2400 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2285 2401
2286 /* This functional arguably was incorrect before - it was 2402 /* This functional arguably was incorrect before - it was
2287 * checking for P_WALL - that was basically seeing if 2403 * checking for P_WALL - that was basically seeing if
2288 * we could move to the monster - this is being more 2404 * we could move to the monster - this is being more
2289 * literal on if we can see it. To know if we can actually 2405 * literal on if we can see it. To know if we can actually
2290 * move to the monster, we'd need the monster passed in or 2406 * move to the monster, we'd need the monster passed in or
2291 * at least its move type. 2407 * at least its move type.
2292 */ 2408 */
2293 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2409 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2410 return 0;
2294 2411
2295 /* yes, can see. */ 2412 /* yes, can see. */
2296 if(dir < 9) return 1; 2413 if (dir < 9)
2414 return 1;
2415
2297 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2416 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2298 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2417 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2299 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2418 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2300} 2419}
2301 2420
2302
2303
2304/* 2421/*
2305 * can_pick(picker, item): finds out if an object is possible to be 2422 * can_pick(picker, item): finds out if an object is possible to be
2306 * picked up by the picker. Returnes 1 if it can be 2423 * picked up by the picker. Returnes 1 if it can be
2307 * picked up, otherwise 0. 2424 * picked up, otherwise 0.
2308 * 2425 *
2310 * core dumps if they do. 2427 * core dumps if they do.
2311 * 2428 *
2312 * Add a check so we can't pick up invisible objects (0.93.8) 2429 * Add a check so we can't pick up invisible objects (0.93.8)
2313 */ 2430 */
2314 2431
2432int
2315int can_pick(const object *who, const object *item) { 2433can_pick (const object *who, const object *item)
2434{
2316 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2435 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2317 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2436 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2318 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2437 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2319 (who->type==PLAYER||item->weight<who->weight/3));
2320} 2438}
2321
2322 2439
2323/* 2440/*
2324 * create clone from object to another 2441 * create clone from object to another
2325 */ 2442 */
2443object *
2326object *object_create_clone (object *asrc) { 2444object_create_clone (object *asrc)
2445{
2327 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2446 object *dst = 0, *tmp, *src, *part, *prev, *item;
2328 2447
2329 if(!asrc) return NULL; 2448 if (!asrc)
2449 return 0;
2450
2330 src = asrc; 2451 src = asrc;
2331 if(src->head) 2452 if (src->head)
2332 src = src->head; 2453 src = src->head;
2333 2454
2334 prev = NULL; 2455 prev = 0;
2335 for(part = src; part; part = part->more) { 2456 for (part = src; part; part = part->more)
2336 tmp = get_object(); 2457 {
2337 copy_object(part,tmp); 2458 tmp = part->clone ();
2338 tmp->x -= src->x; 2459 tmp->x -= src->x;
2339 tmp->y -= src->y; 2460 tmp->y -= src->y;
2461
2340 if(!part->head) { 2462 if (!part->head)
2463 {
2341 dst = tmp; 2464 dst = tmp;
2342 tmp->head = NULL;
2343 } else {
2344 tmp->head = dst; 2465 tmp->head = 0;
2345 } 2466 }
2467 else
2468 tmp->head = dst;
2469
2346 tmp->more = NULL; 2470 tmp->more = 0;
2471
2347 if(prev) 2472 if (prev)
2348 prev->more = tmp; 2473 prev->more = tmp;
2474
2349 prev = tmp; 2475 prev = tmp;
2350 } 2476 }
2351 /*** copy inventory ***/ 2477
2352 for(item = src->inv; item; item = item->below) { 2478 for (item = src->inv; item; item = item->below)
2353 (void) insert_ob_in_ob(object_create_clone(item),dst); 2479 insert_ob_in_ob (object_create_clone (item), dst);
2354 }
2355 2480
2356 return dst; 2481 return dst;
2357}
2358
2359/* return true if the object was destroyed, 0 otherwise */
2360int was_destroyed (const object *op, tag_t old_tag)
2361{
2362 /* checking for FLAG_FREED isn't necessary, but makes this function more
2363 * robust */
2364 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2365} 2482}
2366 2483
2367/* GROS - Creates an object using a string representing its content. */ 2484/* GROS - Creates an object using a string representing its content. */
2368/* Basically, we save the content of the string to a temp file, then call */ 2485/* Basically, we save the content of the string to a temp file, then call */
2369/* load_object on it. I admit it is a highly inefficient way to make things, */ 2486/* load_object on it. I admit it is a highly inefficient way to make things, */
2370/* but it was simple to make and allows reusing the load_object function. */ 2487/* but it was simple to make and allows reusing the load_object function. */
2371/* Remember not to use load_object_str in a time-critical situation. */ 2488/* Remember not to use load_object_str in a time-critical situation. */
2372/* Also remember that multiparts objects are not supported for now. */ 2489/* Also remember that multiparts objects are not supported for now. */
2373 2490
2491object *
2374object* load_object_str(const char *obstr) 2492load_object_str (const char *obstr)
2375{ 2493{
2376 object *op; 2494 object *op;
2377 char filename[MAX_BUF]; 2495 char filename[MAX_BUF];
2496
2378 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2497 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2379 2498
2380 FILE *tempfile=fopen(filename,"w"); 2499 FILE *tempfile = fopen (filename, "w");
2500
2381 if (tempfile == NULL) 2501 if (tempfile == NULL)
2382 { 2502 {
2383 LOG(llevError,"Error - Unable to access load object temp file\n"); 2503 LOG (llevError, "Error - Unable to access load object temp file\n");
2384 return NULL; 2504 return NULL;
2385 }; 2505 }
2506
2386 fprintf(tempfile,obstr); 2507 fprintf (tempfile, obstr);
2387 fclose(tempfile); 2508 fclose (tempfile);
2388 2509
2389 op=get_object(); 2510 op = object::create ();
2390 2511
2391 object_thawer thawer (filename); 2512 object_thawer thawer (filename);
2392 2513
2393 if (thawer) 2514 if (thawer)
2394 load_object(thawer,op,0); 2515 load_object (thawer, op, 0);
2395 2516
2396 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2517 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2397 CLEAR_FLAG(op,FLAG_REMOVED); 2518 CLEAR_FLAG (op, FLAG_REMOVED);
2398 2519
2399 return op; 2520 return op;
2400} 2521}
2401 2522
2402/* This returns the first object in who's inventory that 2523/* This returns the first object in who's inventory that
2403 * has the same type and subtype match. 2524 * has the same type and subtype match.
2404 * returns NULL if no match. 2525 * returns NULL if no match.
2405 */ 2526 */
2527object *
2406object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2528find_obj_by_type_subtype (const object *who, int type, int subtype)
2407{ 2529{
2408 object *tmp; 2530 object *tmp;
2409 2531
2410 for (tmp=who->inv; tmp; tmp=tmp->below) 2532 for (tmp = who->inv; tmp; tmp = tmp->below)
2411 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2533 if (tmp->type == type && tmp->subtype == subtype)
2534 return tmp;
2412 2535
2413 return NULL; 2536 return NULL;
2414} 2537}
2415 2538
2416/* If ob has a field named key, return the link from the list, 2539/* If ob has a field named key, return the link from the list,
2417 * otherwise return NULL. 2540 * otherwise return NULL.
2418 * 2541 *
2419 * key must be a passed in shared string - otherwise, this won't 2542 * key must be a passed in shared string - otherwise, this won't
2420 * do the desired thing. 2543 * do the desired thing.
2421 */ 2544 */
2545key_value *
2422key_value * get_ob_key_link(const object * ob, const char * key) { 2546get_ob_key_link (const object *ob, const char *key)
2547{
2423 key_value * link; 2548 key_value *link;
2424 2549
2425 for (link = ob->key_values; link != NULL; link = link->next) { 2550 for (link = ob->key_values; link != NULL; link = link->next)
2426 if (link->key == key) { 2551 if (link->key == key)
2427 return link; 2552 return link;
2428 } 2553
2429 }
2430
2431 return NULL; 2554 return NULL;
2432} 2555}
2433 2556
2434/* 2557/*
2435 * Returns the value of op has an extra_field for key, or NULL. 2558 * Returns the value of op has an extra_field for key, or NULL.
2436 * 2559 *
2437 * The argument doesn't need to be a shared string. 2560 * The argument doesn't need to be a shared string.
2438 * 2561 *
2439 * The returned string is shared. 2562 * The returned string is shared.
2440 */ 2563 */
2564const char *
2441const char * get_ob_key_value(const object * op, const char * const key) { 2565get_ob_key_value (const object *op, const char *const key)
2566{
2442 key_value * link; 2567 key_value *link;
2443 const char * canonical_key; 2568 shstr_cmp canonical_key (key);
2569
2570 if (!canonical_key)
2444 2571 {
2445 canonical_key = shstr::find (key);
2446
2447 if (canonical_key == NULL) {
2448 /* 1. There being a field named key on any object 2572 /* 1. There being a field named key on any object
2449 * implies there'd be a shared string to find. 2573 * implies there'd be a shared string to find.
2450 * 2. Since there isn't, no object has this field. 2574 * 2. Since there isn't, no object has this field.
2451 * 3. Therefore, *this* object doesn't have this field. 2575 * 3. Therefore, *this* object doesn't have this field.
2452 */ 2576 */
2453 return NULL; 2577 return 0;
2454 } 2578 }
2455 2579
2456 /* This is copied from get_ob_key_link() above - 2580 /* This is copied from get_ob_key_link() above -
2457 * only 4 lines, and saves the function call overhead. 2581 * only 4 lines, and saves the function call overhead.
2458 */ 2582 */
2459 for (link = op->key_values; link != NULL; link = link->next) { 2583 for (link = op->key_values; link; link = link->next)
2460 if (link->key == canonical_key) { 2584 if (link->key == canonical_key)
2461 return link->value; 2585 return link->value;
2462 } 2586
2463 } 2587 return 0;
2464 return NULL;
2465} 2588}
2466 2589
2467 2590
2468/* 2591/*
2469 * Updates the canonical_key in op to value. 2592 * Updates the canonical_key in op to value.
2473 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2596 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2474 * keys. 2597 * keys.
2475 * 2598 *
2476 * Returns TRUE on success. 2599 * Returns TRUE on success.
2477 */ 2600 */
2601int
2478int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2602set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2603{
2604 key_value *
2479 key_value * field = NULL, *last=NULL; 2605 field = NULL, *last = NULL;
2480 2606
2481 for (field=op->key_values; field != NULL; field=field->next) { 2607 for (field = op->key_values; field != NULL; field = field->next)
2608 {
2482 if (field->key != canonical_key) { 2609 if (field->key != canonical_key)
2610 {
2483 last = field; 2611 last = field;
2484 continue; 2612 continue;
2485 } 2613 }
2486 2614
2487 if (value) 2615 if (value)
2488 field->value = value; 2616 field->value = value;
2489 else { 2617 else
2618 {
2490 /* Basically, if the archetype has this key set, 2619 /* Basically, if the archetype has this key set,
2491 * we need to store the null value so when we save 2620 * we need to store the null value so when we save
2492 * it, we save the empty value so that when we load, 2621 * it, we save the empty value so that when we load,
2493 * we get this value back again. 2622 * we get this value back again.
2494 */ 2623 */
2495 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2624 if (get_ob_key_link (&op->arch->clone, canonical_key))
2496 field->value = 0; 2625 field->value = 0;
2626 else
2627 {
2628 if (last)
2629 last->next = field->next;
2497 else 2630 else
2498 {
2499 if (last) last->next = field->next;
2500 else op->key_values = field->next; 2631 op->key_values = field->next;
2501 2632
2502 delete field; 2633 delete field;
2503 } 2634 }
2504 } 2635 }
2505 return TRUE; 2636 return TRUE;
2506 } 2637 }
2507 /* IF we get here, key doesn't exist */ 2638 /* IF we get here, key doesn't exist */
2508 2639
2509 /* No field, we'll have to add it. */ 2640 /* No field, we'll have to add it. */
2641
2642 if (!add_key)
2510 2643 {
2511 if (!add_key) {
2512 return FALSE; 2644 return FALSE;
2513 } 2645 }
2514 /* There isn't any good reason to store a null 2646 /* There isn't any good reason to store a null
2515 * value in the key/value list. If the archetype has 2647 * value in the key/value list. If the archetype has
2516 * this key, then we should also have it, so shouldn't 2648 * this key, then we should also have it, so shouldn't
2517 * be here. If user wants to store empty strings, 2649 * be here. If user wants to store empty strings,
2518 * should pass in "" 2650 * should pass in ""
2519 */ 2651 */
2520 if (value == NULL) return TRUE; 2652 if (value == NULL)
2521
2522 field = new key_value;
2523
2524 field->key = canonical_key;
2525 field->value = value;
2526 /* Usual prepend-addition. */
2527 field->next = op->key_values;
2528 op->key_values = field;
2529
2530 return TRUE; 2653 return TRUE;
2654
2655 field = new key_value;
2656
2657 field->key = canonical_key;
2658 field->value = value;
2659 /* Usual prepend-addition. */
2660 field->next = op->key_values;
2661 op->key_values = field;
2662
2663 return TRUE;
2531} 2664}
2532 2665
2533/* 2666/*
2534 * Updates the key in op to value. 2667 * Updates the key in op to value.
2535 * 2668 *
2537 * and not add new ones. 2670 * and not add new ones.
2538 * In general, should be little reason FALSE is ever passed in for add_key 2671 * In general, should be little reason FALSE is ever passed in for add_key
2539 * 2672 *
2540 * Returns TRUE on success. 2673 * Returns TRUE on success.
2541 */ 2674 */
2675int
2542int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2676set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2543{ 2677{
2544 shstr key_ (key); 2678 shstr key_ (key);
2679
2545 return set_ob_key_value_s (op, key_, value, add_key); 2680 return set_ob_key_value_s (op, key_, value, add_key);
2546} 2681}
2682
2683object::depth_iterator::depth_iterator (object *container)
2684: iterator_base (container)
2685{
2686 while (item->inv)
2687 item = item->inv;
2688}
2689
2690void
2691object::depth_iterator::next ()
2692{
2693 if (item->below)
2694 {
2695 item = item->below;
2696
2697 while (item->inv)
2698 item = item->inv;
2699 }
2700 else
2701 item = item->env;
2702}
2703
2704// return a suitable string describing an objetc in enough detail to find it
2705const char *
2706object::debug_desc (char *info) const
2707{
2708 char info2[256 * 3];
2709 char *p = info;
2710
2711 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2712 count,
2713 &name,
2714 title ? " " : "",
2715 title ? (const char *)title : "");
2716
2717 if (env)
2718 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2719
2720 if (map)
2721 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2722
2723 return info;
2724}
2725
2726const char *
2727object::debug_desc () const
2728{
2729 static char info[256 * 3];
2730 return debug_desc (info);
2731}
2732

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