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Comparing deliantra/server/common/object.C (file contents):
Revision 1.15 by root, Mon Sep 4 13:55:54 2006 UTC vs.
Revision 1.65 by root, Wed Dec 13 00:42:03 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.15 2006/09/04 13:55:54 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
42int nrofallocobjects = 0; 35int nrofallocobjects = 0;
36static UUID uuid;
37const uint64 UUID_SKIP = 1<<19;
43 38
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 39object *active_objects; /* List of active objects that need to be processed */
46 40
47short freearr_x[SIZEOFFREE]= 41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 43};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 46};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49};
56int freedir[SIZEOFFREE]= { 50int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53};
59 54
55static void
56write_uuid (void)
57{
58 char filename1[MAX_BUF], filename2[MAX_BUF];
59
60 sprintf (filename1, "%s/uuid", settings.localdir);
61 sprintf (filename2, "%s/uuid~", settings.localdir);
62
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 FILE *fp;
84
85 if (!(fp = fopen (filename, "r")))
86 {
87 if (errno == ENOENT)
88 {
89 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0;
91 write_uuid ();
92 return;
93 }
94
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1);
97 }
98
99 int version;
100 unsigned long long uid;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
102 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
104 _exit (1);
105 }
106
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp);
111}
112
113UUID
114gen_uuid ()
115{
116 UUID uid;
117
118 uid.seq = ++uuid.seq;
119
120 if (!(uuid.seq & (UUID_SKIP - 1)))
121 write_uuid ();
122
123 return uid;
124}
125
126void
127init_uuid ()
128{
129 read_uuid ();
130}
60 131
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 134compare_ob_value_lists_one (const object *wants, const object *has)
135{
63 key_value * wants_field; 136 key_value *wants_field;
64 137
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 139 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 140 * different structure or at least keep the lists sorted...
68 */ 141 */
69 142
70 /* For each field in wants, */ 143 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
145 {
72 key_value * has_field; 146 key_value *has_field;
73 147
74 /* Look for a field in has with the same key. */ 148 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
76 152 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 153 /* No field with that name. */
79 return FALSE; 154 return FALSE;
80 }
81 155 }
156
82 /* Found the matching field. */ 157 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 158 if (has_field->value != wants_field->value)
159 {
84 /* Values don't match, so this half of the comparison is false. */ 160 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 161 return FALSE;
86 } 162 }
87 163
88 /* If we get here, we found a match. Now for the next field in wants. */ 164 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 165 }
166
91 /* If we get here, every field in wants has a matching field in has. */ 167 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 168 return TRUE;
93} 169}
94 170
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 171/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 173compare_ob_value_lists (const object *ob1, const object *ob2)
174{
97 /* However, there may be fields in has which aren't partnered in wants, 175 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 176 * so we need to run the comparison *twice*. :(
99 */ 177 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 179}
102 180
103/* Function examines the 2 objects given to it, and returns true if 181/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 182 * they can be merged together.
105 * 183 *
111 * 189 *
112 * Improvements made with merge: Better checking on potion, and also 190 * Improvements made with merge: Better checking on potion, and also
113 * check weight 191 * check weight
114 */ 192 */
115 193
116int CAN_MERGE(object *ob1, object *ob2) { 194bool object::can_merge (object *ob1, object *ob2)
117 195{
118 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 197 if ((ob1 == ob2) || (ob1->type != ob2->type))
198 return 0;
120 199
121 if (ob1->speed != ob2->speed) return 0; 200 if (ob1->speed != ob2->speed)
122 /* Note sure why the following is the case - either the object has to 201 return 0;
123 * be animated or have a very low speed. Is this an attempted monster 202
124 * check? 203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof).
125 */ 206 */
126 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
208 return 0;
209
210 /* If the objects have been identified, set the BEEN_APPLIED flag.
211 * This is to the comparison of the flags below will be OK. We
212 * just can't ignore the been applied or identified flags, as they
213 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning.
215 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221
222
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) ||
233 (ob1->title != ob2->title) ||
234 (ob1->msg != ob2->msg) ||
235 (ob1->weight != ob2->weight) ||
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
238 (ob1->attacktype != ob2->attacktype) ||
239 (ob1->magic != ob2->magic) ||
240 (ob1->slaying != ob2->slaying) ||
241 (ob1->skill != ob2->skill) ||
242 (ob1->value != ob2->value) ||
243 (ob1->animation_id != ob2->animation_id) ||
244 (ob1->client_type != ob2->client_type) ||
245 (ob1->materialname != ob2->materialname) ||
246 (ob1->lore != ob2->lore) ||
247 (ob1->subtype != ob2->subtype) ||
248 (ob1->move_type != ob2->move_type) ||
249 (ob1->move_block != ob2->move_block) ||
250 (ob1->move_allow != ob2->move_allow) ||
251 (ob1->move_on != ob2->move_on) ||
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
253 return 0;
254
255 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory.
257 */
258 if (ob1->inv || ob2->inv)
259 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
127 return 0; 262 return 0;
128 263
129 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 264 /* Now check to see if the two inventory objects could merge */
130 * value could not be stored in a sint32 (which unfortunately sometimes is 265 if (!CAN_MERGE (ob1->inv, ob2->inv))
131 * used to store nrof).
132 */
133 if (ob1->nrof+ob2->nrof >= 1UL<<31)
134 return 0; 266 return 0;
135 267
136 /* This is really a spellbook check - really, we should
137 * check all objects in the inventory.
138 */
139 if (ob1->inv || ob2->inv) {
140 /* if one object has inventory but the other doesn't, not equiv */
141 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
142
143 /* Now check to see if the two inventory objects could merge */
144 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
145
146 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
147 * if it is valid. 269 * if it is valid.
148 */ 270 */
149 } 271 }
150 272
151 /* If the objects have been identified, set the BEEN_APPLIED flag.
152 * This is to the comparison of the flags below will be OK. We
153 * just can't ignore the been applied or identified flags, as they
154 * are not equal - just if it has been identified, the been_applied
155 * flags lose any meaning.
156 */
157 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
158 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
159
160 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
161 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
162
163
164 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
165 * being locked in inventory should prevent merging.
166 * 0x4 in flags3 is CLIENT_SENT
167 */
168 if ((ob1->arch != ob2->arch) ||
169 (ob1->flags[0] != ob2->flags[0]) ||
170 (ob1->flags[1] != ob2->flags[1]) ||
171 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
172 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
173 (ob1->name != ob2->name) ||
174 (ob1->title != ob2->title) ||
175 (ob1->msg != ob2->msg) ||
176 (ob1->weight != ob2->weight) ||
177 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
178 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
179 (ob1->attacktype != ob2->attacktype) ||
180 (ob1->magic != ob2->magic) ||
181 (ob1->slaying != ob2->slaying) ||
182 (ob1->skill != ob2->skill) ||
183 (ob1->value != ob2->value) ||
184 (ob1->animation_id != ob2->animation_id) ||
185 (ob1->client_type != ob2->client_type) ||
186 (ob1->materialname != ob2->materialname) ||
187 (ob1->lore != ob2->lore) ||
188 (ob1->subtype != ob2->subtype) ||
189 (ob1->move_type != ob2->move_type) ||
190 (ob1->move_block != ob2->move_block) ||
191 (ob1->move_allow != ob2->move_allow) ||
192 (ob1->move_on != ob2->move_on) ||
193 (ob1->move_off != ob2->move_off) ||
194 (ob1->move_slow != ob2->move_slow) ||
195 (ob1->move_slow_penalty != ob2->move_slow_penalty)
196 )
197 return 0;
198
199 /* Don't merge objects that are applied. With the new 'body' code, 273 /* Don't merge objects that are applied. With the new 'body' code,
200 * it is possible for most any character to have more than one of 274 * it is possible for most any character to have more than one of
201 * some items equipped, and we don't want those to merge. 275 * some items equipped, and we don't want those to merge.
202 */ 276 */
203 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
278 return 0;
279
280 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster
282 * check?
283 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
285 return 0;
286
287 switch (ob1->type)
288 {
289 case SCROLL:
290 if (ob1->level != ob2->level)
291 return 0;
292 break;
293 }
294
295 if (ob1->key_values != NULL || ob2->key_values != NULL)
296 {
297 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
299 /* One has fields, but the other one doesn't. */
204 return 0; 300 return 0;
205
206 switch (ob1->type) {
207 case SCROLL:
208 if (ob1->level != ob2->level) return 0;
209 break;
210
211 }
212 if (ob1->key_values != NULL || ob2->key_values != NULL) {
213 /* At least one of these has key_values. */
214 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
215 /* One has fields, but the other one doesn't. */
216 return 0;
217 } else if (!compare_ob_value_lists(ob1, ob2)) { 301 else if (!compare_ob_value_lists (ob1, ob2))
218 return 0; 302 return 0;
219 } 303 }
304
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self)
220 } 307 {
308 ob1->optimise ();
309 ob2->optimise ();
221 310
311 if (ob1->self || ob2->self)
312 return 0;
313 }
314
222 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
223 return 1; 316 return 1;
224} 317}
225 318
226/* 319/*
227 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
228 * an object is carrying. It goes through in figures out how much 321 * an object is carrying. It goes through in figures out how much
229 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
230 */ 323 */
231signed long sum_weight(object *op) { 324long
325sum_weight (object *op)
326{
232 signed long sum; 327 long sum;
233 object *inv; 328 object *inv;
329
234 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331 {
235 if (inv->inv) 332 if (inv->inv)
236 sum_weight(inv); 333 sum_weight (inv);
237 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
238 } 335 }
336
239 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
240 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
241 if(op->carrying != sum) 340 if (op->carrying != sum)
242 op->carrying = sum; 341 op->carrying = sum;
342
243 return sum; 343 return sum;
244} 344}
245 345
246/** 346/**
247 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
248 */ 348 */
249 349
350object *
250object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
251 while (op->env != NULL) 353 while (op->env != NULL)
252 op = op->env; 354 op = op->env;
253 return op; 355 return op;
254} 356}
255 357
256/* 358/*
257 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
258 * a better check. We basically keeping traversing up until we can't 360 * a better check. We basically keeping traversing up until we can't
259 * or find a player. 361 * or find a player.
260 */ 362 */
261 363
364object *
262object *is_player_inv (object *op) { 365is_player_inv (object *op)
366{
263 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 367 for (; op != NULL && op->type != PLAYER; op = op->env)
264 if (op->env==op) 368 if (op->env == op)
265 op->env = NULL; 369 op->env = NULL;
266 return op; 370 return op;
267} 371}
268 372
269/* 373/*
270 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
271 * Some error messages. 375 * Some error messages.
272 * The result of the dump is stored in the static global errmsg array. 376 * The result of the dump is stored in the static global errmsg array.
273 */ 377 */
274 378
275void dump_object2(object *op) { 379char *
276errmsg[0] = 0;
277return;
278 //TODO//D#d#
279#if 0
280 char *cp;
281/* object *tmp;*/
282
283 if(op->arch!=NULL) {
284 strcat(errmsg,"arch ");
285 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
286 strcat(errmsg,"\n");
287 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
288 strcat(errmsg,cp);
289#if 0
290 /* Don't dump player diffs - they are too long, mostly meaningless, and
291 * will overflow the buffer.
292 * Changed so that we don't dump inventory either. This may
293 * also overflow the buffer.
294 */
295 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297 for (tmp=op->inv; tmp; tmp=tmp->below)
298 dump_object2(tmp);
299#endif
300 strcat(errmsg,"end\n");
301 } else {
302 strcat(errmsg,"Object ");
303 if (op->name==NULL) strcat(errmsg, "(null)");
304 else strcat(errmsg,op->name);
305 strcat(errmsg,"\n");
306#if 0
307 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
308 strcat(errmsg,cp);
309 for (tmp=op->inv; tmp; tmp=tmp->below)
310 dump_object2(tmp);
311#endif
312 strcat(errmsg,"end\n");
313 }
314#endif
315}
316
317/*
318 * Dumps an object. Returns output in the static global errmsg array.
319 */
320
321void dump_object(object *op) { 380dump_object (object *op)
322 if(op==NULL) { 381{
323 strcpy(errmsg,"[NULL pointer]"); 382 if (!op)
324 return; 383 return strdup ("[NULLOBJ]");
325 }
326 errmsg[0]='\0';
327 dump_object2(op);
328}
329 384
330void dump_all_objects(void) { 385 object_freezer freezer;
331 object *op; 386 save_object (freezer, op, 3);
332 for(op=objects;op!=NULL;op=op->next) { 387 return freezer.as_string ();
333 dump_object(op);
334 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
335 }
336} 388}
337 389
338/* 390/*
339 * get_nearest_part(multi-object, object 2) returns the part of the 391 * get_nearest_part(multi-object, object 2) returns the part of the
340 * multi-object 1 which is closest to the second object. 392 * multi-object 1 which is closest to the second object.
341 * If it's not a multi-object, it is returned. 393 * If it's not a multi-object, it is returned.
342 */ 394 */
343 395
396object *
344object *get_nearest_part(object *op, const object *pl) { 397get_nearest_part (object *op, const object *pl)
398{
345 object *tmp,*closest; 399 object *tmp, *closest;
346 int last_dist,i; 400 int last_dist, i;
401
347 if(op->more==NULL) 402 if (op->more == NULL)
348 return op; 403 return op;
349 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
350 if((i=distance(tmp,pl))<last_dist) 405 if ((i = distance (tmp, pl)) < last_dist)
351 closest=tmp,last_dist=i; 406 closest = tmp, last_dist = i;
352 return closest; 407 return closest;
353} 408}
354 409
355/* 410/*
356 * Returns the object which has the count-variable equal to the argument. 411 * Returns the object which has the count-variable equal to the argument.
357 */ 412 */
358 413
414object *
359object *find_object(tag_t i) { 415find_object (tag_t i)
360 object *op; 416{
361 for(op=objects;op!=NULL;op=op->next) 417 for (object *op = object::first; op; op = op->next)
362 if(op->count==i) 418 if (op->count == i)
363 break; 419 return op;
420
364 return op; 421 return 0;
365} 422}
366 423
367/* 424/*
368 * Returns the first object which has a name equal to the argument. 425 * Returns the first object which has a name equal to the argument.
369 * Used only by the patch command, but not all that useful. 426 * Used only by the patch command, but not all that useful.
370 * Enables features like "patch <name-of-other-player> food 999" 427 * Enables features like "patch <name-of-other-player> food 999"
371 */ 428 */
372 429
430object *
373object *find_object_name(const char *str) { 431find_object_name (const char *str)
374 const char *name = shstr::find (str); 432{
433 shstr_cmp str_ (str);
375 object *op; 434 object *op;
435
376 for(op=objects;op!=NULL;op=op->next) 436 for (op = object::first; op != NULL; op = op->next)
377 if(&op->name == name) 437 if (op->name == str_)
378 break; 438 break;
379 439
380 return op; 440 return op;
381} 441}
382 442
443void
383void free_all_object_data () 444free_all_object_data ()
384{ 445{
385 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
386}
387
388/*
389 * Returns the object which this object marks as being the owner.
390 * A id-scheme is used to avoid pointing to objects which have been
391 * freed and are now reused. If this is detected, the owner is
392 * set to NULL, and NULL is returned.
393 * Changed 2004-02-12 - if the player is setting at the play again
394 * prompt, he is removed, and we don't want to treat him as an owner of
395 * anything, so check removed flag. I don't expect that this should break
396 * anything - once an object is removed, it is basically dead anyways.
397 */
398
399object *get_owner(object *op) {
400 if(op->owner==NULL)
401 return NULL;
402
403 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
404 op->owner->count==op->ownercount)
405 return op->owner;
406
407 op->owner=NULL;
408 op->ownercount=0;
409 return NULL;
410}
411
412void clear_owner(object *op)
413{
414 if (!op) return;
415
416 if (op->owner && op->ownercount == op->owner->count)
417 op->owner->refcount--;
418
419 op->owner = NULL;
420 op->ownercount = 0;
421} 447}
422 448
423/* 449/*
424 * Sets the owner and sets the skill and exp pointers to owner's current 450 * Sets the owner and sets the skill and exp pointers to owner's current
425 * skill and experience objects. 451 * skill and experience objects.
426 */ 452 */
427void set_owner (object *op, object *owner) 453void
454object::set_owner (object *owner)
428{ 455{
429 if(owner==NULL||op==NULL) 456 if (!owner)
430 return; 457 return;
431 458
432 /* next line added to allow objects which own objects */ 459 /* next line added to allow objects which own objects */
433 /* Add a check for ownercounts in here, as I got into an endless loop 460 /* Add a check for ownercounts in here, as I got into an endless loop
434 * with the fireball owning a poison cloud which then owned the 461 * with the fireball owning a poison cloud which then owned the
435 * fireball. I believe that was caused by one of the objects getting 462 * fireball. I believe that was caused by one of the objects getting
436 * freed and then another object replacing it. Since the ownercounts 463 * freed and then another object replacing it. Since the ownercounts
437 * didn't match, this check is valid and I believe that cause is valid. 464 * didn't match, this check is valid and I believe that cause is valid.
438 */ 465 */
439 while (owner->owner && owner!=owner->owner && 466 while (owner->owner)
440 owner->ownercount==owner->owner->count) owner=owner->owner; 467 owner = owner->owner;
441 468
442 /* IF the owner still has an owner, we did not resolve to a final owner.
443 * so lets not add to that.
444 */
445 if (owner->owner) return;
446
447 op->owner=owner; 469 this->owner = owner;
448
449 op->ownercount=owner->count;
450 owner->refcount++;
451
452}
453
454/* Set the owner to clone's current owner and set the skill and experience
455 * objects to clone's objects (typically those objects that where the owner's
456 * current skill and experience objects at the time when clone's owner was
457 * set - not the owner's current skill and experience objects).
458 *
459 * Use this function if player created an object (e.g. fire bullet, swarm
460 * spell), and this object creates further objects whose kills should be
461 * accounted for the player's original skill, even if player has changed
462 * skills meanwhile.
463 */
464void copy_owner (object *op, object *clone)
465{
466 object *owner = get_owner (clone);
467 if (owner == NULL) {
468 /* players don't have owners - they own themselves. Update
469 * as appropriate.
470 */
471 if (clone->type == PLAYER) owner=clone;
472 else return;
473 }
474 set_owner(op, owner);
475
476} 470}
477 471
478/* Zero the key_values on op, decrementing the shared-string 472/* Zero the key_values on op, decrementing the shared-string
479 * refcounts and freeing the links. 473 * refcounts and freeing the links.
480 */ 474 */
475static void
481static void free_key_values(object * op) 476free_key_values (object *op)
482{ 477{
483 for (key_value *i = op->key_values; i != 0; ) 478 for (key_value *i = op->key_values; i != 0;)
484 { 479 {
485 key_value *next = i->next; 480 key_value *next = i->next;
486 delete i; 481 delete i;
482
487 i = next; 483 i = next;
488 } 484 }
489 485
490 op->key_values = 0; 486 op->key_values = 0;
491} 487}
492 488
493void object::clear () 489void object::clear ()
494{ 490{
495 attachable_base::clear (); 491 attachable_base::clear ();
496 492
497 free_key_values (this); 493 free_key_values (this);
498 494
499 name = 0; 495 owner = 0;
496 name = 0;
500 name_pl = 0; 497 name_pl = 0;
501 title = 0; 498 title = 0;
502 race = 0; 499 race = 0;
503 slaying = 0; 500 slaying = 0;
504 skill = 0; 501 skill = 0;
505 msg = 0; 502 msg = 0;
506 lore = 0; 503 lore = 0;
507 custom_name = 0; 504 custom_name = 0;
508 materialname = 0; 505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
509 517
510 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
511 519
512 SET_FLAG (this, FLAG_REMOVED); 520 SET_FLAG (this, FLAG_REMOVED);
513}
514 521
515void object::clone (object *destination)
516{
517 *(object_copy *)destination = *(object_copy *)this;
518 *(object_pod *)destination = *(object_pod *)this;
519
520 if (self || cb)
521 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
522}
523
524/*
525 * clear_object() frees everything allocated by an object, and also
526 * clears all variables and flags to default settings.
527 */
528
529void clear_object (object *op)
530{
531 op->clear ();
532
533 op->contr = NULL;
534 op->below = NULL;
535 op->above = NULL;
536 op->inv = NULL;
537 op->container=NULL;
538 op->env=NULL;
539 op->more=NULL;
540 op->head=NULL;
541 op->map=NULL;
542 op->refcount=0;
543 op->active_next = NULL;
544 op->active_prev = NULL;
545 /* What is not cleared is next, prev, and count */ 522 /* What is not cleared is next, prev, and count */
546 523
547 op->expmul = 1.0; 524 expmul = 1.0;
548 op->face = blank_face; 525 face = blank_face;
549 op->attacked_by_count = -1;
550 526
551 if (settings.casting_time) 527 if (settings.casting_time)
552 op->casting_time = -1; 528 casting_time = -1;
553} 529}
554 530
555/* 531/*
556 * copy object first frees everything allocated by the second object, 532 * copy_to first frees everything allocated by the dst object,
557 * and then copies the contends of the first object into the second 533 * and then copies the contents of itself into the second
558 * object, allocating what needs to be allocated. Basically, any 534 * object, allocating what needs to be allocated. Basically, any
559 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 535 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
560 * if the first object is freed, the pointers in the new object 536 * if the first object is freed, the pointers in the new object
561 * will point at garbage. 537 * will point at garbage.
562 */ 538 */
563 539void
564void copy_object (object *op2, object *op) 540object::copy_to (object *dst)
565{ 541{
566 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 542 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
567 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 543 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
568 544
569 op2->clone (op); 545 *(object_copy *)dst = *this;
546 *(object_pod *)dst = *this;
570 547
571 if (is_freed) SET_FLAG (op, FLAG_FREED); 548 if (self || cb)
572 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 549 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
573 550
551 if (is_freed)
552 SET_FLAG (dst, FLAG_FREED);
553
554 if (is_removed)
555 SET_FLAG (dst, FLAG_REMOVED);
556
574 if (op2->speed < 0) 557 if (speed < 0)
575 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 558 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
576 559
577 /* Copy over key_values, if any. */ 560 /* Copy over key_values, if any. */
578 if (op2->key_values != NULL) 561 if (key_values)
579 { 562 {
580 key_value *tail = NULL; 563 key_value *tail = 0;
581 key_value *i; 564 key_value *i;
582 565
583 op->key_values = NULL; 566 dst->key_values = 0;
584 567
585 for (i = op2->key_values; i != NULL; i = i->next) 568 for (i = key_values; i; i = i->next)
586 { 569 {
587 key_value *new_link = new key_value; 570 key_value *new_link = new key_value;
588 571
589 new_link->next = NULL; 572 new_link->next = 0;
590 new_link->key = i->key; 573 new_link->key = i->key;
591 new_link->value = i->value; 574 new_link->value = i->value;
592 575
593 /* Try and be clever here, too. */ 576 /* Try and be clever here, too. */
594 if (op->key_values == NULL) 577 if (!dst->key_values)
595 { 578 {
596 op->key_values = new_link; 579 dst->key_values = new_link;
597 tail = new_link; 580 tail = new_link;
598 } 581 }
599 else 582 else
600 { 583 {
601 tail->next = new_link; 584 tail->next = new_link;
602 tail = new_link; 585 tail = new_link;
603 } 586 }
604 } 587 }
605 } 588 }
606 589
607 update_ob_speed (op); 590 update_ob_speed (dst);
608} 591}
609 592
610/* 593object *
611 * get_object() grabs an object from the list of unused objects, makes 594object::clone ()
612 * sure it is initialised, and returns it.
613 * If there are no free objects, expand_objects() is called to get more.
614 */
615
616object *get_object ()
617{ 595{
618 object *op = new object; 596 object *neu = create ();
619 597 copy_to (neu);
620 op->count = ++ob_count;
621
622 op->active_next = 0;
623 op->active_prev = 0;
624
625 op->next = objects;
626 op->prev = 0;
627
628 if (objects)
629 objects->prev = op;
630
631 objects = op;
632
633 SET_FLAG (op, FLAG_REMOVED);
634
635 op->expmul = 1.0;
636 op->face = blank_face;
637 op->attacked_by_count = -1;
638
639 return op; 598 return neu;
640} 599}
641 600
642/* 601/*
643 * If an object with the IS_TURNABLE() flag needs to be turned due 602 * If an object with the IS_TURNABLE() flag needs to be turned due
644 * to the closest player being on the other side, this function can 603 * to the closest player being on the other side, this function can
645 * be called to update the face variable, _and_ how it looks on the map. 604 * be called to update the face variable, _and_ how it looks on the map.
646 */ 605 */
647 606
607void
648void update_turn_face(object *op) { 608update_turn_face (object *op)
609{
649 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 610 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
650 return; 611 return;
651 SET_ANIMATION(op, op->direction); 612 SET_ANIMATION (op, op->direction);
652 update_object(op,UP_OBJ_FACE); 613 update_object (op, UP_OBJ_FACE);
653} 614}
654 615
655/* 616/*
656 * Updates the speed of an object. If the speed changes from 0 to another 617 * Updates the speed of an object. If the speed changes from 0 to another
657 * value, or vice versa, then add/remove the object from the active list. 618 * value, or vice versa, then add/remove the object from the active list.
658 * This function needs to be called whenever the speed of an object changes. 619 * This function needs to be called whenever the speed of an object changes.
659 */ 620 */
660 621void
661void update_ob_speed(object *op) { 622update_ob_speed (object *op)
623{
662 extern int arch_init; 624 extern int arch_init;
663 625
664 /* No reason putting the archetypes objects on the speed list, 626 /* No reason putting the archetypes objects on the speed list,
665 * since they never really need to be updated. 627 * since they never really need to be updated.
666 */ 628 */
667 629
668 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 630 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
631 {
669 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 632 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
670#ifdef MANY_CORES 633#ifdef MANY_CORES
671 abort(); 634 abort ();
672#else 635#else
673 op->speed = 0; 636 op->speed = 0;
674#endif 637#endif
675 } 638 }
639
676 if (arch_init) { 640 if (arch_init)
641 return;
642
643 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
644 {
645 /* If already on active list, don't do anything */
646 if (op->active_next || op->active_prev || op == active_objects)
677 return; 647 return;
678 }
679 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
680 /* If already on active list, don't do anything */
681 if (op->active_next || op->active_prev || op==active_objects)
682 return;
683 648
684 /* process_events() expects us to insert the object at the beginning 649 /* process_events() expects us to insert the object at the beginning
685 * of the list. */ 650 * of the list. */
686 op->active_next = active_objects; 651 op->active_next = active_objects;
652
687 if (op->active_next!=NULL) 653 if (op->active_next != NULL)
688 op->active_next->active_prev = op; 654 op->active_next->active_prev = op;
655
689 active_objects = op; 656 active_objects = op;
657 }
658 else
690 } 659 {
691 else {
692 /* If not on the active list, nothing needs to be done */ 660 /* If not on the active list, nothing needs to be done */
693 if (!op->active_next && !op->active_prev && op!=active_objects) 661 if (!op->active_next && !op->active_prev && op != active_objects)
694 return; 662 return;
695 663
696 if (op->active_prev==NULL) { 664 if (op->active_prev == NULL)
665 {
697 active_objects = op->active_next; 666 active_objects = op->active_next;
667
698 if (op->active_next!=NULL) 668 if (op->active_next != NULL)
699 op->active_next->active_prev = NULL; 669 op->active_next->active_prev = NULL;
670 }
671 else
700 } 672 {
701 else {
702 op->active_prev->active_next = op->active_next; 673 op->active_prev->active_next = op->active_next;
674
703 if (op->active_next) 675 if (op->active_next)
704 op->active_next->active_prev = op->active_prev; 676 op->active_next->active_prev = op->active_prev;
705 } 677 }
678
706 op->active_next = NULL; 679 op->active_next = NULL;
707 op->active_prev = NULL; 680 op->active_prev = NULL;
708 } 681 }
709} 682}
710 683
711/* This function removes object 'op' from the list of active 684/* This function removes object 'op' from the list of active
712 * objects. 685 * objects.
714 * reference maps where you don't want an object that isn't 687 * reference maps where you don't want an object that isn't
715 * in play chewing up cpu time getting processed. 688 * in play chewing up cpu time getting processed.
716 * The reverse of this is to call update_ob_speed, which 689 * The reverse of this is to call update_ob_speed, which
717 * will do the right thing based on the speed of the object. 690 * will do the right thing based on the speed of the object.
718 */ 691 */
692void
719void remove_from_active_list(object *op) 693remove_from_active_list (object *op)
720{ 694{
721 /* If not on the active list, nothing needs to be done */ 695 /* If not on the active list, nothing needs to be done */
722 if (!op->active_next && !op->active_prev && op!=active_objects) 696 if (!op->active_next && !op->active_prev && op != active_objects)
723 return; 697 return;
724 698
725 if (op->active_prev==NULL) { 699 if (op->active_prev == NULL)
700 {
726 active_objects = op->active_next; 701 active_objects = op->active_next;
727 if (op->active_next!=NULL) 702 if (op->active_next != NULL)
728 op->active_next->active_prev = NULL; 703 op->active_next->active_prev = NULL;
704 }
705 else
729 } 706 {
730 else {
731 op->active_prev->active_next = op->active_next; 707 op->active_prev->active_next = op->active_next;
732 if (op->active_next) 708 if (op->active_next)
733 op->active_next->active_prev = op->active_prev; 709 op->active_next->active_prev = op->active_prev;
734 } 710 }
735 op->active_next = NULL; 711 op->active_next = NULL;
736 op->active_prev = NULL; 712 op->active_prev = NULL;
737} 713}
738 714
739/* 715/*
740 * update_object() updates the array which represents the map. 716 * update_object() updates the array which represents the map.
741 * It takes into account invisible objects (and represent squares covered 717 * It takes into account invisible objects (and represent squares covered
756 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 732 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
757 * as that is easier than trying to look at what may have changed. 733 * as that is easier than trying to look at what may have changed.
758 * UP_OBJ_FACE: only the objects face has changed. 734 * UP_OBJ_FACE: only the objects face has changed.
759 */ 735 */
760 736
737void
761void update_object(object *op, int action) { 738update_object (object *op, int action)
739{
762 int update_now=0, flags; 740 int update_now = 0, flags;
763 MoveType move_on, move_off, move_block, move_slow; 741 MoveType move_on, move_off, move_block, move_slow;
764 742
765 if (op == NULL) { 743 if (op == NULL)
744 {
766 /* this should never happen */ 745 /* this should never happen */
767 LOG(llevDebug,"update_object() called for NULL object.\n"); 746 LOG (llevDebug, "update_object() called for NULL object.\n");
768 return; 747 return;
769 }
770 748 }
749
771 if(op->env!=NULL) { 750 if (op->env != NULL)
751 {
772 /* Animation is currently handled by client, so nothing 752 /* Animation is currently handled by client, so nothing
773 * to do in this case. 753 * to do in this case.
774 */ 754 */
775 return; 755 return;
776 } 756 }
777 757
778 /* If the map is saving, don't do anything as everything is 758 /* If the map is saving, don't do anything as everything is
779 * going to get freed anyways. 759 * going to get freed anyways.
780 */ 760 */
781 if (!op->map || op->map->in_memory == MAP_SAVING) return; 761 if (!op->map || op->map->in_memory == MAP_SAVING)
782 762 return;
763
783 /* make sure the object is within map boundaries */ 764 /* make sure the object is within map boundaries */
784 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 765 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
785 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 766 {
786 LOG(llevError,"update_object() called for object out of map!\n"); 767 LOG (llevError, "update_object() called for object out of map!\n");
787#ifdef MANY_CORES 768#ifdef MANY_CORES
788 abort(); 769 abort ();
789#endif 770#endif
790 return; 771 return;
791 }
792 772 }
773
793 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 774 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
794 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 775 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
795 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 776 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
796 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 777 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
797 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 778 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
798 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 779 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
799 780
800 if (action == UP_OBJ_INSERT) { 781 if (action == UP_OBJ_INSERT)
782 {
801 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 783 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
802 update_now=1; 784 update_now = 1;
803 785
804 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 786 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
805 update_now=1; 787 update_now = 1;
806 788
807 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 789 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
808 update_now=1; 790 update_now = 1;
809 791
810 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 792 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
811 update_now=1; 793 update_now = 1;
812 794
795 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
796 update_now = 1;
797
813 if ((move_on | op->move_on) != move_on) update_now=1; 798 if ((move_on | op->move_on) != move_on)
799 update_now = 1;
800
814 if ((move_off | op->move_off) != move_off) update_now=1; 801 if ((move_off | op->move_off) != move_off)
802 update_now = 1;
803
815 /* This isn't perfect, but I don't expect a lot of objects to 804 /* This isn't perfect, but I don't expect a lot of objects to
816 * to have move_allow right now. 805 * to have move_allow right now.
817 */ 806 */
818 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 807 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
819 update_now=1; 808 update_now = 1;
809
820 if ((move_slow | op->move_slow) != move_slow) update_now=1; 810 if ((move_slow | op->move_slow) != move_slow)
811 update_now = 1;
821 } 812 }
813
822 /* if the object is being removed, we can't make intelligent 814 /* if the object is being removed, we can't make intelligent
823 * decisions, because remove_ob can't really pass the object 815 * decisions, because remove_ob can't really pass the object
824 * that is being removed. 816 * that is being removed.
825 */ 817 */
826 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
827 update_now=1; 819 update_now = 1;
828 } else if (action == UP_OBJ_FACE) { 820 else if (action == UP_OBJ_FACE)
829 /* Nothing to do for that case */ 821 /* Nothing to do for that case */ ;
830 }
831 else { 822 else
832 LOG(llevError,"update_object called with invalid action: %d\n", action); 823 LOG (llevError, "update_object called with invalid action: %d\n", action);
833 }
834 824
835 if (update_now) { 825 if (update_now)
826 {
836 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 827 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
837 update_position(op->map, op->x, op->y); 828 update_position (op->map, op->x, op->y);
838 } 829 }
839 830
840 if(op->more!=NULL) 831 if (op->more != NULL)
841 update_object(op->more, action); 832 update_object (op->more, action);
842} 833}
843 834
835object::vector object::mortals;
836object::vector object::objects; // not yet used
837object *object::first;
838
839void object::free_mortals ()
840{
841 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
842 if ((*i)->refcnt)
843 ++i; // further delay freeing
844 else
845 {
846 delete *i;
847 mortals.erase (i);
848 }
849}
850
851object::object ()
852{
853 SET_FLAG (this, FLAG_REMOVED);
854
855 expmul = 1.0;
856 face = blank_face;
857}
858
859object::~object ()
860{
861 free_key_values (this);
862}
863
864void object::link ()
865{
866 count = ++ob_count;
867 uuid = gen_uuid ();
868
869 prev = 0;
870 next = object::first;
871
872 if (object::first)
873 object::first->prev = this;
874
875 object::first = this;
876}
877
878void object::unlink ()
879{
880 if (this == object::first)
881 object::first = next;
882
883 /* Remove this object from the list of used objects */
884 if (prev) prev->next = next;
885 if (next) next->prev = prev;
886
887 prev = 0;
888 next = 0;
889}
890
891object *object::create ()
892{
893 object *op = new object;
894 op->link ();
895 return op;
896}
844 897
845/* 898/*
846 * free_object() frees everything allocated by an object, removes 899 * free_object() frees everything allocated by an object, removes
847 * it from the list of used objects, and puts it on the list of 900 * it from the list of used objects, and puts it on the list of
848 * free objects. The IS_FREED() flag is set in the object. 901 * free objects. The IS_FREED() flag is set in the object.
849 * The object must have been removed by remove_ob() first for 902 * The object must have been removed by remove_ob() first for
850 * this function to succeed. 903 * this function to succeed.
851 * 904 *
852 * If free_inventory is set, free inventory as well. Else drop items in 905 * If destroy_inventory is set, free inventory as well. Else drop items in
853 * inventory to the ground. 906 * inventory to the ground.
854 */ 907 */
855 908void object::destroy (bool destroy_inventory)
856void
857free_object (object * ob)
858{ 909{
859 free_object2 (ob, 0);
860}
861
862void
863free_object2 (object * ob, int free_inventory)
864{
865 object *tmp, *op;
866
867 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 910 if (QUERY_FLAG (this, FLAG_FREED))
868 { 911 return;
869 LOG (llevDebug, "Free object called with non removed object\n");
870 dump_object (ob);
871#ifdef MANY_CORES
872 abort ();
873#endif
874 }
875 912
876 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 913 if (QUERY_FLAG (this, FLAG_FRIENDLY))
877 {
878 LOG (llevMonster, "Warning: tried to free friendly object.\n");
879 remove_friendly_object (ob); 914 remove_friendly_object (this);
880 }
881 915
882 if (QUERY_FLAG (ob, FLAG_FREED)) 916 if (!QUERY_FLAG (this, FLAG_REMOVED))
883 { 917 remove ();
884 dump_object (ob); 918
885 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 919 SET_FLAG (this, FLAG_FREED);
886 return; 920
921 if (more)
887 } 922 {
888 923 more->destroy (destroy_inventory);
889 if (ob->more != NULL) 924 more = 0;
890 { 925 }
891 free_object2 (ob->more, free_inventory);
892 ob->more = NULL;
893 }
894 926
895 if (ob->inv) 927 if (inv)
896 { 928 {
897 /* Only if the space blocks everything do we not process - 929 /* Only if the space blocks everything do we not process -
898 * if some form of movemnt is allowed, let objects 930 * if some form of movement is allowed, let objects
899 * drop on that space. 931 * drop on that space.
900 */ 932 */
901 if (free_inventory || ob->map == NULL 933 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
902 || ob->map->in_memory != MAP_IN_MEMORY 934 {
903 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 935 object *op = inv;
904 {
905 op = ob->inv;
906 936
907 while (op != NULL) 937 while (op)
908 { 938 {
909 tmp = op->below; 939 object *tmp = op->below;
910 remove_ob (op); 940 op->destroy (destroy_inventory);
911 free_object2 (op, free_inventory);
912 op = tmp; 941 op = tmp;
913 } 942 }
914 } 943 }
915 else 944 else
916 { /* Put objects in inventory onto this space */ 945 { /* Put objects in inventory onto this space */
917 op = ob->inv; 946 object *op = inv;
918 947
919 while (op != NULL) 948 while (op)
920 { 949 {
921 tmp = op->below; 950 object *tmp = op->below;
922 remove_ob (op);
923 951
952 op->remove ();
953
924 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 954 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
925 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 955 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
926 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 956 op->destroy ();
927 free_object (op); 957 else
928 else 958 {
929 { 959 op->x = x;
930 op->x = ob->x; 960 op->y = y;
931 op->y = ob->y;
932 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ 961 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
933 } 962 }
934 963
935 op = tmp; 964 op = tmp;
965 }
966 }
936 } 967 }
937 } 968
969 // hack to ensure that freed objects still have a valid map
970 {
971 static maptile *freed_map; // freed objects are moved here to avoid crashes
972
973 if (!freed_map)
974 {
975 freed_map = new maptile;
976
977 freed_map->name = "/internal/freed_objects_map";
978 freed_map->width = 3;
979 freed_map->height = 3;
980
981 freed_map->allocate ();
938 } 982 }
983
984 map = freed_map;
985 x = 1;
986 y = 1;
987 }
988
989 // clear those pointers that likely might have circular references to us
990 owner = 0;
991 enemy = 0;
992 attacked_by = 0;
993
994 // only relevant for players(?), but make sure of it anyways
995 contr = 0;
939 996
940 /* Remove object from the active list */ 997 /* Remove object from the active list */
941 ob->speed = 0; 998 speed = 0;
942 update_ob_speed (ob); 999 update_ob_speed (this);
943 1000
944 SET_FLAG (ob, FLAG_FREED); 1001 unlink ();
945 ob->count = 0;
946 1002
947 /* Remove this object from the list of used objects */ 1003 mortals.push_back (this);
948 if (ob->prev == NULL)
949 {
950 objects = ob->next;
951
952 if (objects != NULL)
953 objects->prev = NULL;
954 }
955 else
956 {
957 ob->prev->next = ob->next;
958
959 if (ob->next != NULL)
960 ob->next->prev = ob->prev;
961 }
962
963 free_key_values (ob);
964
965 /* Now link it with the free_objects list: */
966 ob->prev = 0;
967 ob->next = 0;
968
969 delete ob;
970} 1004}
971 1005
972/* 1006/*
973 * sub_weight() recursively (outwards) subtracts a number from the 1007 * sub_weight() recursively (outwards) subtracts a number from the
974 * weight of an object (and what is carried by it's environment(s)). 1008 * weight of an object (and what is carried by it's environment(s)).
975 */ 1009 */
976 1010void
977void sub_weight (object *op, signed long weight) { 1011sub_weight (object *op, signed long weight)
1012{
978 while (op != NULL) { 1013 while (op != NULL)
1014 {
979 if (op->type == CONTAINER) { 1015 if (op->type == CONTAINER)
980 weight=(signed long)(weight*(100-op->stats.Str)/100); 1016 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
981 } 1017
982 op->carrying-=weight; 1018 op->carrying -= weight;
983 op = op->env; 1019 op = op->env;
984 } 1020 }
985} 1021}
986 1022
987/* remove_ob(op): 1023/* op->remove ():
988 * This function removes the object op from the linked list of objects 1024 * This function removes the object op from the linked list of objects
989 * which it is currently tied to. When this function is done, the 1025 * which it is currently tied to. When this function is done, the
990 * object will have no environment. If the object previously had an 1026 * object will have no environment. If the object previously had an
991 * environment, the x and y coordinates will be updated to 1027 * environment, the x and y coordinates will be updated to
992 * the previous environment. 1028 * the previous environment.
993 * Beware: This function is called from the editor as well! 1029 * Beware: This function is called from the editor as well!
994 */ 1030 */
995 1031void
996void remove_ob(object *op) { 1032object::remove ()
1033{
997 object *tmp,*last=NULL; 1034 object *tmp, *last = 0;
998 object *otmp; 1035 object *otmp;
999 tag_t tag; 1036
1000 int check_walk_off; 1037 int check_walk_off;
1001 mapstruct *m;
1002 sint16 x,y;
1003
1004 1038
1005 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1039 if (QUERY_FLAG (this, FLAG_REMOVED))
1006 dump_object(op); 1040 return;
1007 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1008 1041
1009 /* Changed it to always dump core in this case. As has been learned
1010 * in the past, trying to recover from errors almost always
1011 * make things worse, and this is a real error here - something
1012 * that should not happen.
1013 * Yes, if this was a mission critical app, trying to do something
1014 * to recover may make sense, but that is because failure of the app
1015 * may have other disastrous problems. Cf runs out of a script
1016 * so is easily enough restarted without any real problems.
1017 * MSW 2001-07-01
1018 */
1019 abort();
1020 }
1021 if(op->more!=NULL)
1022 remove_ob(op->more);
1023
1024 SET_FLAG(op, FLAG_REMOVED); 1042 SET_FLAG (this, FLAG_REMOVED);
1025 1043
1044 if (more)
1045 more->remove ();
1046
1026 /* 1047 /*
1027 * In this case, the object to be removed is in someones 1048 * In this case, the object to be removed is in someones
1028 * inventory. 1049 * inventory.
1029 */ 1050 */
1030 if(op->env!=NULL) { 1051 if (env)
1052 {
1031 if(op->nrof) 1053 if (nrof)
1032 sub_weight(op->env, op->weight*op->nrof); 1054 sub_weight (env, weight * nrof);
1033 else 1055 else
1034 sub_weight(op->env, op->weight+op->carrying); 1056 sub_weight (env, weight + carrying);
1035 1057
1036 /* NO_FIX_PLAYER is set when a great many changes are being 1058 /* NO_FIX_PLAYER is set when a great many changes are being
1037 * made to players inventory. If set, avoiding the call 1059 * made to players inventory. If set, avoiding the call
1038 * to save cpu time. 1060 * to save cpu time.
1039 */ 1061 */
1040 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1062 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1041 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1042 fix_player(otmp); 1063 fix_player (otmp);
1043 1064
1044 if(op->above!=NULL) 1065 if (above != NULL)
1045 op->above->below=op->below; 1066 above->below = below;
1046 else 1067 else
1047 op->env->inv=op->below; 1068 env->inv = below;
1048 1069
1049 if(op->below!=NULL) 1070 if (below != NULL)
1050 op->below->above=op->above; 1071 below->above = above;
1051 1072
1052 /* we set up values so that it could be inserted into 1073 /* we set up values so that it could be inserted into
1053 * the map, but we don't actually do that - it is up 1074 * the map, but we don't actually do that - it is up
1054 * to the caller to decide what we want to do. 1075 * to the caller to decide what we want to do.
1076 */
1077 x = env->x, y = env->y;
1078 map = env->map;
1079 above = 0, below = 0;
1080 env = 0;
1081 }
1082 else if (map)
1083 {
1084 /* Re did the following section of code - it looks like it had
1085 * lots of logic for things we no longer care about
1086 */
1087
1088 /* link the object above us */
1089 if (above)
1090 above->below = below;
1091 else
1092 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1093
1094 /* Relink the object below us, if there is one */
1095 if (below)
1096 below->above = above;
1097 else
1098 {
1099 /* Nothing below, which means we need to relink map object for this space
1100 * use translated coordinates in case some oddness with map tiling is
1101 * evident
1055 */ 1102 */
1056 op->x=op->env->x,op->y=op->env->y; 1103 if (GET_MAP_OB (map, x, y) != this)
1057 op->map=op->env->map; 1104 {
1058 op->above=NULL,op->below=NULL; 1105 char *dump = dump_object (this);
1059 op->env=NULL; 1106 LOG (llevError,
1107 "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);
1108 free (dump);
1109 dump = dump_object (GET_MAP_OB (map, x, y));
1110 LOG (llevError, "%s\n", dump);
1111 free (dump);
1112 }
1113
1114 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1115 }
1116
1117 above = 0;
1118 below = 0;
1119
1120 if (map->in_memory == MAP_SAVING)
1060 return; 1121 return;
1061 }
1062 1122
1063 /* If we get here, we are removing it from a map */
1064 if (op->map == NULL) return;
1065
1066 x = op->x;
1067 y = op->y;
1068 m = get_map_from_coord(op->map, &x, &y);
1069
1070 if (!m) {
1071 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1072 op->map->path, op->x, op->y);
1073 /* in old days, we used to set x and y to 0 and continue.
1074 * it seems if we get into this case, something is probablye
1075 * screwed up and should be fixed.
1076 */
1077 abort();
1078 }
1079 if (op->map != m) {
1080 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1081 op->map->path, m->path, op->x, op->y, x, y);
1082 }
1083
1084 /* Re did the following section of code - it looks like it had
1085 * lots of logic for things we no longer care about
1086 */
1087
1088 /* link the object above us */
1089 if (op->above)
1090 op->above->below=op->below;
1091 else
1092 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1093
1094 /* Relink the object below us, if there is one */
1095 if(op->below) {
1096 op->below->above=op->above;
1097 } else {
1098 /* Nothing below, which means we need to relink map object for this space
1099 * use translated coordinates in case some oddness with map tiling is
1100 * evident
1101 */
1102 if(GET_MAP_OB(m,x,y)!=op) {
1103 dump_object(op);
1104 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1105 dump_object(GET_MAP_OB(m,x,y));
1106 LOG(llevError,"%s\n",errmsg);
1107 }
1108 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1109 }
1110 op->above=NULL;
1111 op->below=NULL;
1112
1113 if (op->map->in_memory == MAP_SAVING)
1114 return;
1115
1116 tag = op->count;
1117 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1123 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1124
1118 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1125 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1126 {
1119 /* No point updating the players look faces if he is the object 1127 /* No point updating the players look faces if he is the object
1120 * being removed. 1128 * being removed.
1121 */ 1129 */
1122 1130
1123 if(tmp->type==PLAYER && tmp!=op) { 1131 if (tmp->type == PLAYER && tmp != this)
1132 {
1124 /* If a container that the player is currently using somehow gets 1133 /* If a container that the player is currently using somehow gets
1125 * removed (most likely destroyed), update the player view 1134 * removed (most likely destroyed), update the player view
1126 * appropriately. 1135 * appropriately.
1127 */ 1136 */
1128 if (tmp->container==op) { 1137 if (tmp->container == this)
1138 {
1129 CLEAR_FLAG(op, FLAG_APPLIED); 1139 CLEAR_FLAG (this, FLAG_APPLIED);
1130 tmp->container=NULL; 1140 tmp->container = 0;
1141 }
1142
1143 tmp->contr->socket.update_look = 1;
1131 } 1144 }
1132 tmp->contr->socket.update_look=1; 1145
1133 }
1134 /* See if player moving off should effect something */ 1146 /* See if player moving off should effect something */
1135 if (check_walk_off && ((op->move_type & tmp->move_off) && 1147 if (check_walk_off
1148 && ((move_type & tmp->move_off)
1136 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1149 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1137 1150 {
1138 move_apply(tmp, op, NULL); 1151 move_apply (tmp, this, 0);
1152
1139 if (was_destroyed (op, tag)) { 1153 if (destroyed ())
1140 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1154 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1141 "leaving object\n", &tmp->name, &tmp->arch->name);
1142 } 1155 }
1143 }
1144 1156
1145 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1157 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1146 1158
1147 if(tmp->above == tmp) 1159 if (tmp->above == tmp)
1148 tmp->above = NULL; 1160 tmp->above = 0;
1161
1149 last=tmp; 1162 last = tmp;
1150 } 1163 }
1164
1151 /* last == NULL of there are no objects on this space */ 1165 /* last == NULL of there are no objects on this space */
1152 if (last==NULL) { 1166 if (!last)
1167 {
1153 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1168 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1154 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1169 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1155 * those out anyways, and if there are any flags set right now, they won't 1170 * those out anyways, and if there are any flags set right now, they won't
1156 * be correct anyways. 1171 * be correct anyways.
1157 */ 1172 */
1158 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1173 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1159 update_position(op->map, op->x, op->y); 1174 update_position (map, x, y);
1160 } 1175 }
1161 else 1176 else
1162 update_object(last, UP_OBJ_REMOVE); 1177 update_object (last, UP_OBJ_REMOVE);
1163 1178
1164 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1179 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1165 update_all_los(op->map, op->x, op->y); 1180 update_all_los (map, x, y);
1166 1181 }
1167} 1182}
1168 1183
1169/* 1184/*
1170 * merge_ob(op,top): 1185 * merge_ob(op,top):
1171 * 1186 *
1172 * This function goes through all objects below and including top, and 1187 * This function goes through all objects below and including top, and
1173 * merges op to the first matching object. 1188 * merges op to the first matching object.
1174 * If top is NULL, it is calculated. 1189 * If top is NULL, it is calculated.
1175 * Returns pointer to object if it succeded in the merge, otherwise NULL 1190 * Returns pointer to object if it succeded in the merge, otherwise NULL
1176 */ 1191 */
1177 1192object *
1178object *merge_ob(object *op, object *top) { 1193merge_ob (object *op, object *top)
1194{
1179 if(!op->nrof) 1195 if (!op->nrof)
1180 return 0; 1196 return 0;
1197
1181 if(top==NULL) 1198 if (top == NULL)
1182 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1199 for (top = op; top != NULL && top->above != NULL; top = top->above);
1200
1183 for(;top!=NULL;top=top->below) { 1201 for (; top != NULL; top = top->below)
1202 {
1184 if(top==op) 1203 if (top == op)
1185 continue; 1204 continue;
1186 if (CAN_MERGE(op,top)) 1205 if (CAN_MERGE (op, top))
1187 { 1206 {
1188 top->nrof+=op->nrof; 1207 top->nrof += op->nrof;
1208
1189/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1209/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1190 op->weight = 0; /* Don't want any adjustements now */ 1210 op->weight = 0; /* Don't want any adjustements now */
1191 remove_ob(op); 1211 op->destroy ();
1192 free_object(op);
1193 return top; 1212 return top;
1194 } 1213 }
1195 } 1214 }
1215
1196 return NULL; 1216 return 0;
1197} 1217}
1198 1218
1199/* 1219/*
1200 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1220 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1201 * job preparing multi-part monsters 1221 * job preparing multi-part monsters
1202 */ 1222 */
1223object *
1203object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1224insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1225{
1204 object* tmp; 1226 object *tmp;
1227
1205 if (op->head) 1228 if (op->head)
1206 op=op->head; 1229 op = op->head;
1230
1207 for (tmp=op;tmp;tmp=tmp->more){ 1231 for (tmp = op; tmp; tmp = tmp->more)
1232 {
1208 tmp->x=x+tmp->arch->clone.x; 1233 tmp->x = x + tmp->arch->clone.x;
1209 tmp->y=y+tmp->arch->clone.y; 1234 tmp->y = y + tmp->arch->clone.y;
1210 } 1235 }
1236
1211 return insert_ob_in_map (op, m, originator, flag); 1237 return insert_ob_in_map (op, m, originator, flag);
1212} 1238}
1213 1239
1214/* 1240/*
1215 * insert_ob_in_map (op, map, originator, flag): 1241 * insert_ob_in_map (op, map, originator, flag):
1216 * This function inserts the object in the two-way linked list 1242 * This function inserts the object in the two-way linked list
1230 * new object if 'op' was merged with other object 1256 * new object if 'op' was merged with other object
1231 * NULL if 'op' was destroyed 1257 * NULL if 'op' was destroyed
1232 * just 'op' otherwise 1258 * just 'op' otherwise
1233 */ 1259 */
1234 1260
1261object *
1235object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1262insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1263{
1237 object *tmp, *top, *floor=NULL; 1264 object *tmp, *top, *floor = NULL;
1238 sint16 x,y; 1265 sint16 x, y;
1239 1266
1240 if (QUERY_FLAG (op, FLAG_FREED)) { 1267 if (QUERY_FLAG (op, FLAG_FREED))
1268 {
1241 LOG (llevError, "Trying to insert freed object!\n"); 1269 LOG (llevError, "Trying to insert freed object!\n");
1270 return NULL;
1271 }
1272
1273 if (m == NULL)
1274 {
1275 char *dump = dump_object (op);
1276 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1277 free (dump);
1278 return op;
1279 }
1280
1281 if (out_of_map (m, op->x, op->y))
1282 {
1283 char *dump = dump_object (op);
1284 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1285#ifdef MANY_CORES
1286 /* Better to catch this here, as otherwise the next use of this object
1287 * is likely to cause a crash. Better to find out where it is getting
1288 * improperly inserted.
1289 */
1290 abort ();
1291#endif
1292 free (dump);
1293 return op;
1294 }
1295
1296 if (!QUERY_FLAG (op, FLAG_REMOVED))
1297 {
1298 char *dump = dump_object (op);
1299 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1300 free (dump);
1301 return op;
1302 }
1303
1304 if (op->more != NULL)
1305 {
1306 /* The part may be on a different map. */
1307
1308 object *more = op->more;
1309
1310 /* We really need the caller to normalize coordinates - if
1311 * we set the map, that doesn't work if the location is within
1312 * a map and this is straddling an edge. So only if coordinate
1313 * is clear wrong do we normalize it.
1314 */
1315 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1316 more->map = get_map_from_coord (m, &more->x, &more->y);
1317 else if (!more->map)
1318 {
1319 /* For backwards compatibility - when not dealing with tiled maps,
1320 * more->map should always point to the parent.
1321 */
1322 more->map = m;
1323 }
1324
1325 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1326 {
1327 if (!op->head)
1328 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1329
1330 return NULL;
1331 }
1332 }
1333
1334 CLEAR_FLAG (op, FLAG_REMOVED);
1335
1336 /* Ideally, the caller figures this out. However, it complicates a lot
1337 * of areas of callers (eg, anything that uses find_free_spot would now
1338 * need extra work
1339 */
1340 op->map = get_map_from_coord (m, &op->x, &op->y);
1341 x = op->x;
1342 y = op->y;
1343
1344 /* this has to be done after we translate the coordinates.
1345 */
1346 if (op->nrof && !(flag & INS_NO_MERGE))
1347 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1348 if (CAN_MERGE (op, tmp))
1349 {
1350 op->nrof += tmp->nrof;
1351 tmp->destroy ();
1352 }
1353
1354 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1355 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1356
1357 if (!QUERY_FLAG (op, FLAG_ALIVE))
1358 CLEAR_FLAG (op, FLAG_NO_STEAL);
1359
1360 if (flag & INS_BELOW_ORIGINATOR)
1361 {
1362 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1363 {
1364 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1365 abort ();
1366 }
1367
1368 op->above = originator;
1369 op->below = originator->below;
1370
1371 if (op->below)
1372 op->below->above = op;
1373 else
1374 SET_MAP_OB (op->map, op->x, op->y, op);
1375
1376 /* since *below* originator, no need to update top */
1377 originator->below = op;
1378 }
1379 else
1380 {
1381 /* If there are other objects, then */
1382 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1383 {
1384 object *last = NULL;
1385
1386 /*
1387 * If there are multiple objects on this space, we do some trickier handling.
1388 * We've already dealt with merging if appropriate.
1389 * Generally, we want to put the new object on top. But if
1390 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1391 * floor, we want to insert above that and no further.
1392 * Also, if there are spell objects on this space, we stop processing
1393 * once we get to them. This reduces the need to traverse over all of
1394 * them when adding another one - this saves quite a bit of cpu time
1395 * when lots of spells are cast in one area. Currently, it is presumed
1396 * that flying non pickable objects are spell objects.
1397 */
1398
1399 while (top != NULL)
1400 {
1401 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1402 floor = top;
1403
1404 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1405 {
1406 /* We insert above top, so we want this object below this */
1407 top = top->below;
1408 break;
1409 }
1410
1411 last = top;
1412 top = top->above;
1413 }
1414
1415 /* Don't want top to be NULL, so set it to the last valid object */
1416 top = last;
1417
1418 /* We let update_position deal with figuring out what the space
1419 * looks like instead of lots of conditions here.
1420 * makes things faster, and effectively the same result.
1421 */
1422
1423 /* Have object 'fall below' other objects that block view.
1424 * Unless those objects are exits, type 66
1425 * If INS_ON_TOP is used, don't do this processing
1426 * Need to find the object that in fact blocks view, otherwise
1427 * stacking is a bit odd.
1428 */
1429 if (!(flag & INS_ON_TOP) &&
1430 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1431 {
1432 for (last = top; last != floor; last = last->below)
1433 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1434 break;
1435 /* Check to see if we found the object that blocks view,
1436 * and make sure we have a below pointer for it so that
1437 * we can get inserted below this one, which requires we
1438 * set top to the object below us.
1439 */
1440 if (last && last->below && last != floor)
1441 top = last->below;
1442 }
1443 } /* If objects on this space */
1444
1445 if (flag & INS_MAP_LOAD)
1446 top = GET_MAP_TOP (op->map, op->x, op->y);
1447
1448 if (flag & INS_ABOVE_FLOOR_ONLY)
1449 top = floor;
1450
1451 /* Top is the object that our object (op) is going to get inserted above.
1452 */
1453
1454 /* First object on this space */
1455 if (!top)
1456 {
1457 op->above = GET_MAP_OB (op->map, op->x, op->y);
1458
1459 if (op->above)
1460 op->above->below = op;
1461
1462 op->below = NULL;
1463 SET_MAP_OB (op->map, op->x, op->y, op);
1464 }
1465 else
1466 { /* get inserted into the stack above top */
1467 op->above = top->above;
1468
1469 if (op->above)
1470 op->above->below = op;
1471
1472 op->below = top;
1473 top->above = op;
1474 }
1475
1476 if (op->above == NULL)
1477 SET_MAP_TOP (op->map, op->x, op->y, op);
1478 } /* else not INS_BELOW_ORIGINATOR */
1479
1480 if (op->type == PLAYER)
1481 op->contr->do_los = 1;
1482
1483 /* If we have a floor, we know the player, if any, will be above
1484 * it, so save a few ticks and start from there.
1485 */
1486 if (!(flag & INS_MAP_LOAD))
1487 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1488 if (tmp->type == PLAYER)
1489 tmp->contr->socket.update_look = 1;
1490
1491 /* If this object glows, it may affect lighting conditions that are
1492 * visible to others on this map. But update_all_los is really
1493 * an inefficient way to do this, as it means los for all players
1494 * on the map will get recalculated. The players could very well
1495 * be far away from this change and not affected in any way -
1496 * this should get redone to only look for players within range,
1497 * or just updating the P_NEED_UPDATE for spaces within this area
1498 * of effect may be sufficient.
1499 */
1500 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1501 update_all_los (op->map, op->x, op->y);
1502
1503 /* updates flags (blocked, alive, no magic, etc) for this map space */
1504 update_object (op, UP_OBJ_INSERT);
1505
1506 /* Don't know if moving this to the end will break anything. However,
1507 * we want to have update_look set above before calling this.
1508 *
1509 * check_move_on() must be after this because code called from
1510 * check_move_on() depends on correct map flags (so functions like
1511 * blocked() and wall() work properly), and these flags are updated by
1512 * update_object().
1513 */
1514
1515 /* if this is not the head or flag has been passed, don't check walk on status */
1516 if (!(flag & INS_NO_WALK_ON) && !op->head)
1517 {
1518 if (check_move_on (op, originator))
1242 return NULL; 1519 return NULL;
1243 }
1244 if(m==NULL) {
1245 dump_object(op);
1246 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1247 return op;
1248 }
1249 if(out_of_map(m,op->x,op->y)) {
1250 dump_object(op);
1251 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1252#ifdef MANY_CORES
1253 /* Better to catch this here, as otherwise the next use of this object
1254 * is likely to cause a crash. Better to find out where it is getting
1255 * improperly inserted.
1256 */
1257 abort();
1258#endif
1259 return op;
1260 }
1261 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1262 dump_object(op);
1263 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1264 return op;
1265 }
1266 if(op->more!=NULL) {
1267 /* The part may be on a different map. */
1268 1520
1269 object *more = op->more;
1270
1271 /* We really need the caller to normalize coordinates - if
1272 * we set the map, that doesn't work if the location is within
1273 * a map and this is straddling an edge. So only if coordinate
1274 * is clear wrong do we normalize it.
1275 */
1276 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1277 more->map = get_map_from_coord(m, &more->x, &more->y);
1278 } else if (!more->map) {
1279 /* For backwards compatibility - when not dealing with tiled maps,
1280 * more->map should always point to the parent.
1281 */
1282 more->map = m;
1283 }
1284
1285 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1286 if ( ! op->head)
1287 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1288 return NULL;
1289 }
1290 }
1291 CLEAR_FLAG(op,FLAG_REMOVED);
1292
1293 /* Ideally, the caller figures this out. However, it complicates a lot
1294 * of areas of callers (eg, anything that uses find_free_spot would now
1295 * need extra work
1296 */
1297 op->map=get_map_from_coord(m, &op->x, &op->y);
1298 x = op->x;
1299 y = op->y;
1300
1301 /* this has to be done after we translate the coordinates.
1302 */
1303 if(op->nrof && !(flag & INS_NO_MERGE)) {
1304 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1305 if (CAN_MERGE(op,tmp)) {
1306 op->nrof+=tmp->nrof;
1307 remove_ob(tmp);
1308 free_object(tmp);
1309 }
1310 }
1311
1312 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1313 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1314 if (!QUERY_FLAG(op, FLAG_ALIVE))
1315 CLEAR_FLAG(op, FLAG_NO_STEAL);
1316
1317 if (flag & INS_BELOW_ORIGINATOR) {
1318 if (originator->map != op->map || originator->x != op->x ||
1319 originator->y != op->y) {
1320 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1321 abort();
1322 }
1323 op->above = originator;
1324 op->below = originator->below;
1325 if (op->below) op->below->above = op;
1326 else SET_MAP_OB(op->map, op->x, op->y, op);
1327 /* since *below* originator, no need to update top */
1328 originator->below = op;
1329 } else {
1330 /* If there are other objects, then */
1331 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1332 object *last=NULL;
1333 /*
1334 * If there are multiple objects on this space, we do some trickier handling.
1335 * We've already dealt with merging if appropriate.
1336 * Generally, we want to put the new object on top. But if
1337 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1338 * floor, we want to insert above that and no further.
1339 * Also, if there are spell objects on this space, we stop processing
1340 * once we get to them. This reduces the need to traverse over all of
1341 * them when adding another one - this saves quite a bit of cpu time
1342 * when lots of spells are cast in one area. Currently, it is presumed
1343 * that flying non pickable objects are spell objects.
1344 */
1345
1346 while (top != NULL) {
1347 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1348 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1349 if (QUERY_FLAG(top, FLAG_NO_PICK)
1350 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1351 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1352 {
1353 /* We insert above top, so we want this object below this */
1354 top=top->below;
1355 break;
1356 }
1357 last = top;
1358 top = top->above;
1359 }
1360 /* Don't want top to be NULL, so set it to the last valid object */
1361 top = last;
1362
1363 /* We let update_position deal with figuring out what the space
1364 * looks like instead of lots of conditions here.
1365 * makes things faster, and effectively the same result.
1366 */
1367
1368 /* Have object 'fall below' other objects that block view.
1369 * Unless those objects are exits, type 66
1370 * If INS_ON_TOP is used, don't do this processing
1371 * Need to find the object that in fact blocks view, otherwise
1372 * stacking is a bit odd.
1373 */
1374 if (!(flag & INS_ON_TOP) &&
1375 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1376 (op->face && !op->face->visibility)) {
1377 for (last=top; last != floor; last=last->below)
1378 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1379 /* Check to see if we found the object that blocks view,
1380 * and make sure we have a below pointer for it so that
1381 * we can get inserted below this one, which requires we
1382 * set top to the object below us.
1383 */
1384 if (last && last->below && last != floor) top=last->below;
1385 }
1386 } /* If objects on this space */
1387 if (flag & INS_MAP_LOAD)
1388 top = GET_MAP_TOP(op->map,op->x,op->y);
1389 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1390
1391 /* Top is the object that our object (op) is going to get inserted above.
1392 */
1393
1394 /* First object on this space */
1395 if (!top) {
1396 op->above = GET_MAP_OB(op->map, op->x, op->y);
1397 if (op->above) op->above->below = op;
1398 op->below = NULL;
1399 SET_MAP_OB(op->map, op->x, op->y, op);
1400 } else { /* get inserted into the stack above top */
1401 op->above = top->above;
1402 if (op->above) op->above->below = op;
1403 op->below = top;
1404 top->above = op;
1405 }
1406 if (op->above==NULL)
1407 SET_MAP_TOP(op->map,op->x, op->y, op);
1408 } /* else not INS_BELOW_ORIGINATOR */
1409
1410 if(op->type==PLAYER)
1411 op->contr->do_los=1;
1412
1413 /* If we have a floor, we know the player, if any, will be above
1414 * it, so save a few ticks and start from there.
1415 */
1416 if (!(flag & INS_MAP_LOAD))
1417 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1418 if (tmp->type == PLAYER)
1419 tmp->contr->socket.update_look=1;
1420 }
1421
1422 /* If this object glows, it may affect lighting conditions that are
1423 * visible to others on this map. But update_all_los is really
1424 * an inefficient way to do this, as it means los for all players
1425 * on the map will get recalculated. The players could very well
1426 * be far away from this change and not affected in any way -
1427 * this should get redone to only look for players within range,
1428 * or just updating the P_NEED_UPDATE for spaces within this area
1429 * of effect may be sufficient.
1430 */
1431 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1432 update_all_los(op->map, op->x, op->y);
1433
1434
1435 /* updates flags (blocked, alive, no magic, etc) for this map space */
1436 update_object(op,UP_OBJ_INSERT);
1437
1438
1439 /* Don't know if moving this to the end will break anything. However,
1440 * we want to have update_look set above before calling this.
1441 *
1442 * check_move_on() must be after this because code called from
1443 * check_move_on() depends on correct map flags (so functions like
1444 * blocked() and wall() work properly), and these flags are updated by
1445 * update_object().
1446 */
1447
1448 /* if this is not the head or flag has been passed, don't check walk on status */
1449
1450 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1451 if (check_move_on(op, originator))
1452 return NULL;
1453
1454 /* If we are a multi part object, lets work our way through the check 1521 /* If we are a multi part object, lets work our way through the check
1455 * walk on's. 1522 * walk on's.
1456 */ 1523 */
1457 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1524 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1458 if (check_move_on (tmp, originator)) 1525 if (check_move_on (tmp, originator))
1459 return NULL; 1526 return NULL;
1460 } 1527 }
1528
1461 return op; 1529 return op;
1462} 1530}
1463 1531
1464/* this function inserts an object in the map, but if it 1532/* this function inserts an object in the map, but if it
1465 * finds an object of its own type, it'll remove that one first. 1533 * finds an object of its own type, it'll remove that one first.
1466 * op is the object to insert it under: supplies x and the map. 1534 * op is the object to insert it under: supplies x and the map.
1467 */ 1535 */
1536void
1468void replace_insert_ob_in_map(const char *arch_string, object *op) { 1537replace_insert_ob_in_map (const char *arch_string, object *op)
1538{
1469 object *tmp; 1539 object *
1470 object *tmp1; 1540 tmp;
1541 object *
1542 tmp1;
1471 1543
1472 /* first search for itself and remove any old instances */ 1544 /* first search for itself and remove any old instances */
1473 1545
1474 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1546 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1475 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1476 remove_ob(tmp); 1548 tmp->destroy ();
1477 free_object(tmp);
1478 }
1479 }
1480 1549
1481 tmp1=arch_to_object(find_archetype(arch_string)); 1550 tmp1 = arch_to_object (archetype::find (arch_string));
1482 1551
1483 1552 tmp1->x = op->x;
1484 tmp1->x = op->x; tmp1->y = op->y; 1553 tmp1->y = op->y;
1485 insert_ob_in_map(tmp1,op->map,op,0); 1554 insert_ob_in_map (tmp1, op->map, op, 0);
1486} 1555}
1487 1556
1488/* 1557/*
1489 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1558 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1490 * is returned contains nr objects, and the remaining parts contains 1559 * is returned contains nr objects, and the remaining parts contains
1491 * the rest (or is removed and freed if that number is 0). 1560 * the rest (or is removed and freed if that number is 0).
1492 * On failure, NULL is returned, and the reason put into the 1561 * On failure, NULL is returned, and the reason put into the
1493 * global static errmsg array. 1562 * global static errmsg array.
1494 */ 1563 */
1495 1564
1565object *
1496object *get_split_ob(object *orig_ob, uint32 nr) { 1566get_split_ob (object *orig_ob, uint32 nr)
1567{
1497 object *newob; 1568 object *newob;
1498 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1569 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1499 1570
1500 if(orig_ob->nrof<nr) { 1571 if (orig_ob->nrof < nr)
1501 sprintf(errmsg,"There are only %d %ss.", 1572 {
1502 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1573 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1503 return NULL; 1574 return NULL;
1504 } 1575 }
1576
1505 newob = object_create_clone(orig_ob); 1577 newob = object_create_clone (orig_ob);
1578
1506 if((orig_ob->nrof-=nr)<1) { 1579 if ((orig_ob->nrof -= nr) < 1)
1507 if ( ! is_removed) 1580 orig_ob->destroy (1);
1508 remove_ob(orig_ob);
1509 free_object2(orig_ob, 1);
1510 }
1511 else if ( ! is_removed) { 1581 else if (!is_removed)
1582 {
1512 if(orig_ob->env!=NULL) 1583 if (orig_ob->env != NULL)
1513 sub_weight (orig_ob->env,orig_ob->weight*nr); 1584 sub_weight (orig_ob->env, orig_ob->weight * nr);
1514 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1585 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1586 {
1515 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1587 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1516 LOG(llevDebug,
1517 "Error, Tried to split object whose map is not in memory.\n"); 1588 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1518 return NULL; 1589 return NULL;
1519 } 1590 }
1520 } 1591 }
1592
1521 newob->nrof=nr; 1593 newob->nrof = nr;
1522 1594
1523 return newob; 1595 return newob;
1524} 1596}
1525 1597
1526/* 1598/*
1527 * decrease_ob_nr(object, number) decreases a specified number from 1599 * decrease_ob_nr(object, number) decreases a specified number from
1528 * the amount of an object. If the amount reaches 0, the object 1600 * the amount of an object. If the amount reaches 0, the object
1529 * is subsequently removed and freed. 1601 * is subsequently removed and freed.
1530 * 1602 *
1531 * Return value: 'op' if something is left, NULL if the amount reached 0 1603 * Return value: 'op' if something is left, NULL if the amount reached 0
1532 */ 1604 */
1533 1605
1606object *
1534object *decrease_ob_nr (object *op, uint32 i) 1607decrease_ob_nr (object *op, uint32 i)
1535{ 1608{
1536 object *tmp; 1609 object *tmp;
1537 player *pl; 1610 player *pl;
1538 1611
1539 if (i == 0) /* objects with op->nrof require this check */ 1612 if (i == 0) /* objects with op->nrof require this check */
1540 return op; 1613 return op;
1541 1614
1542 if (i > op->nrof) 1615 if (i > op->nrof)
1543 i = op->nrof; 1616 i = op->nrof;
1544 1617
1545 if (QUERY_FLAG (op, FLAG_REMOVED)) 1618 if (QUERY_FLAG (op, FLAG_REMOVED))
1619 op->nrof -= i;
1620 else if (op->env != NULL)
1621 {
1622 /* is this object in the players inventory, or sub container
1623 * therein?
1624 */
1625 tmp = is_player_inv (op->env);
1626 /* nope. Is this a container the player has opened?
1627 * If so, set tmp to that player.
1628 * IMO, searching through all the players will mostly
1629 * likely be quicker than following op->env to the map,
1630 * and then searching the map for a player.
1631 */
1632 if (!tmp)
1633 {
1634 for (pl = first_player; pl; pl = pl->next)
1635 if (pl->ob->container == op->env)
1636 break;
1637 if (pl)
1638 tmp = pl->ob;
1639 else
1640 tmp = NULL;
1641 }
1642
1643 if (i < op->nrof)
1644 {
1645 sub_weight (op->env, op->weight * i);
1646 op->nrof -= i;
1647 if (tmp)
1648 {
1649 esrv_send_item (tmp, op);
1650 }
1651 }
1652 else
1653 {
1654 op->remove ();
1655 op->nrof = 0;
1656 if (tmp)
1657 {
1658 esrv_del_item (tmp->contr, op->count);
1659 }
1660 }
1546 { 1661 }
1662 else
1663 {
1664 object *above = op->above;
1665
1666 if (i < op->nrof)
1547 op->nrof -= i; 1667 op->nrof -= i;
1548 } 1668 else
1549 else if (op->env != NULL)
1550 {
1551 /* is this object in the players inventory, or sub container
1552 * therein?
1553 */
1554 tmp = is_player_inv (op->env);
1555 /* nope. Is this a container the player has opened?
1556 * If so, set tmp to that player.
1557 * IMO, searching through all the players will mostly
1558 * likely be quicker than following op->env to the map,
1559 * and then searching the map for a player.
1560 */
1561 if (!tmp) {
1562 for (pl=first_player; pl; pl=pl->next)
1563 if (pl->ob->container == op->env) break;
1564 if (pl) tmp=pl->ob;
1565 else tmp=NULL;
1566 } 1669 {
1567
1568 if (i < op->nrof) {
1569 sub_weight (op->env, op->weight * i);
1570 op->nrof -= i;
1571 if (tmp) {
1572 esrv_send_item(tmp, op);
1573 }
1574 } else {
1575 remove_ob (op); 1670 op->remove ();
1576 op->nrof = 0; 1671 op->nrof = 0;
1577 if (tmp) {
1578 esrv_del_item(tmp->contr, op->count);
1579 } 1672 }
1580 }
1581 }
1582 else
1583 {
1584 object *above = op->above;
1585 1673
1586 if (i < op->nrof) {
1587 op->nrof -= i;
1588 } else {
1589 remove_ob (op);
1590 op->nrof = 0;
1591 }
1592 /* Since we just removed op, op->above is null */ 1674 /* Since we just removed op, op->above is null */
1593 for (tmp = above; tmp != NULL; tmp = tmp->above) 1675 for (tmp = above; tmp != NULL; tmp = tmp->above)
1594 if (tmp->type == PLAYER) { 1676 if (tmp->type == PLAYER)
1677 {
1595 if (op->nrof) 1678 if (op->nrof)
1596 esrv_send_item(tmp, op); 1679 esrv_send_item (tmp, op);
1597 else 1680 else
1598 esrv_del_item(tmp->contr, op->count); 1681 esrv_del_item (tmp->contr, op->count);
1599 } 1682 }
1600 } 1683 }
1601 1684
1602 if (op->nrof) { 1685 if (op->nrof)
1603 return op; 1686 return op;
1604 } else { 1687 else
1605 free_object (op); 1688 {
1689 op->destroy ();
1606 return NULL; 1690 return NULL;
1607 } 1691 }
1608} 1692}
1609 1693
1610/* 1694/*
1611 * add_weight(object, weight) adds the specified weight to an object, 1695 * add_weight(object, weight) adds the specified weight to an object,
1612 * and also updates how much the environment(s) is/are carrying. 1696 * and also updates how much the environment(s) is/are carrying.
1613 */ 1697 */
1614 1698
1699void
1615void add_weight (object *op, signed long weight) { 1700add_weight (object *op, signed long weight)
1701{
1616 while (op!=NULL) { 1702 while (op != NULL)
1703 {
1617 if (op->type == CONTAINER) { 1704 if (op->type == CONTAINER)
1618 weight=(signed long)(weight*(100-op->stats.Str)/100); 1705 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1619 } 1706
1620 op->carrying+=weight; 1707 op->carrying += weight;
1621 op=op->env; 1708 op = op->env;
1622 } 1709 }
1623} 1710}
1624 1711
1712object *
1713insert_ob_in_ob (object *op, object *where)
1714{
1715 if (!where)
1716 {
1717 char *dump = dump_object (op);
1718 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1719 free (dump);
1720 return op;
1721 }
1722
1723 if (where->head)
1724 {
1725 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1726 where = where->head;
1727 }
1728
1729 return where->insert (op);
1730}
1731
1625/* 1732/*
1626 * insert_ob_in_ob(op,environment): 1733 * env->insert (op)
1627 * This function inserts the object op in the linked list 1734 * This function inserts the object op in the linked list
1628 * inside the object environment. 1735 * inside the object environment.
1629 * 1736 *
1630 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1631 * the inventory at the last position or next to other objects of the same
1632 * type.
1633 * Frank: Now sorted by type, archetype and magic!
1634 *
1635 * The function returns now pointer to inserted item, and return value can 1737 * The function returns now pointer to inserted item, and return value can
1636 * be != op, if items are merged. -Tero 1738 * be != op, if items are merged. -Tero
1637 */ 1739 */
1638 1740
1639object *insert_ob_in_ob(object *op,object *where) { 1741object *
1742object::insert (object *op)
1743{
1640 object *tmp, *otmp; 1744 object *tmp, *otmp;
1641 1745
1642 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1746 if (!QUERY_FLAG (op, FLAG_REMOVED))
1643 dump_object(op); 1747 op->remove ();
1644 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1748
1645 return op;
1646 }
1647 if(where==NULL) {
1648 dump_object(op);
1649 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1650 return op;
1651 }
1652 if (where->head) {
1653 LOG(llevDebug,
1654 "Warning: Tried to insert object wrong part of multipart object.\n");
1655 where = where->head;
1656 }
1657 if (op->more) { 1749 if (op->more)
1750 {
1658 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1751 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1659 &op->name, op->count);
1660 return op; 1752 return op;
1661 } 1753 }
1754
1662 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1755 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1663 CLEAR_FLAG(op, FLAG_REMOVED); 1756 CLEAR_FLAG (op, FLAG_REMOVED);
1664 if(op->nrof) { 1757 if (op->nrof)
1758 {
1665 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1759 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1666 if ( CAN_MERGE(tmp,op) ) { 1760 if (CAN_MERGE (tmp, op))
1761 {
1667 /* return the original object and remove inserted object 1762 /* return the original object and remove inserted object
1668 (client needs the original object) */ 1763 (client needs the original object) */
1669 tmp->nrof += op->nrof; 1764 tmp->nrof += op->nrof;
1670 /* Weight handling gets pretty funky. Since we are adding to 1765 /* Weight handling gets pretty funky. Since we are adding to
1671 * tmp->nrof, we need to increase the weight. 1766 * tmp->nrof, we need to increase the weight.
1672 */ 1767 */
1673 add_weight (where, op->weight*op->nrof); 1768 add_weight (this, op->weight * op->nrof);
1674 SET_FLAG(op, FLAG_REMOVED); 1769 SET_FLAG (op, FLAG_REMOVED);
1675 free_object(op); /* free the inserted object */ 1770 op->destroy (); /* free the inserted object */
1676 op = tmp; 1771 op = tmp;
1677 remove_ob (op); /* and fix old object's links */ 1772 op->remove (); /* and fix old object's links */
1678 CLEAR_FLAG(op, FLAG_REMOVED); 1773 CLEAR_FLAG (op, FLAG_REMOVED);
1679 break; 1774 break;
1680 } 1775 }
1681 1776
1682 /* I assume combined objects have no inventory 1777 /* I assume combined objects have no inventory
1683 * We add the weight - this object could have just been removed 1778 * We add the weight - this object could have just been removed
1684 * (if it was possible to merge). calling remove_ob will subtract 1779 * (if it was possible to merge). calling remove_ob will subtract
1685 * the weight, so we need to add it in again, since we actually do 1780 * the weight, so we need to add it in again, since we actually do
1686 * the linking below 1781 * the linking below
1687 */ 1782 */
1688 add_weight (where, op->weight*op->nrof); 1783 add_weight (this, op->weight * op->nrof);
1784 }
1689 } else 1785 else
1690 add_weight (where, (op->weight+op->carrying)); 1786 add_weight (this, (op->weight + op->carrying));
1691 1787
1692 otmp=is_player_inv(where); 1788 otmp = is_player_inv (this);
1693 if (otmp&&otmp->contr!=NULL) { 1789 if (otmp && otmp->contr)
1694 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1790 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1695 fix_player(otmp); 1791 fix_player (otmp);
1696 }
1697 1792
1698 op->map=NULL; 1793 op->map = NULL;
1699 op->env=where; 1794 op->env = this;
1700 op->above=NULL; 1795 op->above = NULL;
1701 op->below=NULL; 1796 op->below = NULL;
1702 op->x=0,op->y=0; 1797 op->x = 0, op->y = 0;
1703 1798
1704 /* reset the light list and los of the players on the map */ 1799 /* reset the light list and los of the players on the map */
1705 if((op->glow_radius!=0)&&where->map) 1800 if ((op->glow_radius != 0) && map)
1706 { 1801 {
1707#ifdef DEBUG_LIGHTS 1802#ifdef DEBUG_LIGHTS
1708 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1803 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1709 op->name);
1710#endif /* DEBUG_LIGHTS */ 1804#endif /* DEBUG_LIGHTS */
1711 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1805 if (MAP_DARKNESS (map))
1806 update_all_los (map, x, y);
1712 } 1807 }
1713 1808
1714 /* Client has no idea of ordering so lets not bother ordering it here. 1809 /* Client has no idea of ordering so lets not bother ordering it here.
1715 * It sure simplifies this function... 1810 * It sure simplifies this function...
1716 */ 1811 */
1717 if (where->inv==NULL) 1812 if (!inv)
1718 where->inv=op; 1813 inv = op;
1719 else { 1814 else
1815 {
1720 op->below = where->inv; 1816 op->below = inv;
1721 op->below->above = op; 1817 op->below->above = op;
1722 where->inv = op; 1818 inv = op;
1723 } 1819 }
1820
1724 return op; 1821 return op;
1725} 1822}
1726 1823
1727/* 1824/*
1728 * Checks if any objects has a move_type that matches objects 1825 * Checks if any objects has a move_type that matches objects
1743 * MSW 2001-07-08: Check all objects on space, not just those below 1840 * MSW 2001-07-08: Check all objects on space, not just those below
1744 * object being inserted. insert_ob_in_map may not put new objects 1841 * object being inserted. insert_ob_in_map may not put new objects
1745 * on top. 1842 * on top.
1746 */ 1843 */
1747 1844
1845int
1748int check_move_on (object *op, object *originator) 1846check_move_on (object *op, object *originator)
1749{ 1847{
1750 object *tmp; 1848 object *tmp;
1751 tag_t tag;
1752 mapstruct *m=op->map; 1849 maptile *m = op->map;
1753 int x=op->x, y=op->y; 1850 int x = op->x, y = op->y;
1851
1754 MoveType move_on, move_slow, move_block; 1852 MoveType move_on, move_slow, move_block;
1755 1853
1756 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1854 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1757 return 0; 1855 return 0;
1758 1856
1759 tag = op->count;
1760
1761 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1857 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1762 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1858 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1763 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1859 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1764 1860
1765 /* if nothing on this space will slow op down or be applied, 1861 /* if nothing on this space will slow op down or be applied,
1766 * no need to do checking below. have to make sure move_type 1862 * no need to do checking below. have to make sure move_type
1767 * is set, as lots of objects don't have it set - we treat that 1863 * is set, as lots of objects don't have it set - we treat that
1768 * as walking. 1864 * as walking.
1769 */ 1865 */
1770 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1866 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1771 return 0; 1867 return 0;
1772 1868
1773 /* This is basically inverse logic of that below - basically, 1869 /* This is basically inverse logic of that below - basically,
1774 * if the object can avoid the move on or slow move, they do so, 1870 * if the object can avoid the move on or slow move, they do so,
1775 * but can't do it if the alternate movement they are using is 1871 * but can't do it if the alternate movement they are using is
1776 * blocked. Logic on this seems confusing, but does seem correct. 1872 * blocked. Logic on this seems confusing, but does seem correct.
1777 */ 1873 */
1778 if ((op->move_type & ~move_on & ~move_block) != 0 && 1874 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1779 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1875 return 0;
1780 1876
1781 /* The objects have to be checked from top to bottom. 1877 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1878 * Hence, we first go to the top:
1783 */ 1879 */
1784 1880
1785 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1881 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1786 tmp->above!=NULL; tmp=tmp->above) { 1882 {
1787 /* Trim the search when we find the first other spell effect 1883 /* Trim the search when we find the first other spell effect
1788 * this helps performance so that if a space has 50 spell objects, 1884 * this helps performance so that if a space has 50 spell objects,
1789 * we don't need to check all of them. 1885 * we don't need to check all of them.
1790 */ 1886 */
1791 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1887 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1888 break;
1889 }
1890
1891 for (; tmp; tmp = tmp->below)
1792 } 1892 {
1793 for(;tmp!=NULL; tmp=tmp->below) { 1893 if (tmp == op)
1794 if (tmp == op) continue; /* Can't apply yourself */ 1894 continue; /* Can't apply yourself */
1795 1895
1796 /* Check to see if one of the movement types should be slowed down. 1896 /* Check to see if one of the movement types should be slowed down.
1797 * Second check makes sure that the movement types not being slowed 1897 * Second check makes sure that the movement types not being slowed
1798 * (~slow_move) is not blocked on this space - just because the 1898 * (~slow_move) is not blocked on this space - just because the
1799 * space doesn't slow down swimming (for example), if you can't actually 1899 * space doesn't slow down swimming (for example), if you can't actually
1800 * swim on that space, can't use it to avoid the penalty. 1900 * swim on that space, can't use it to avoid the penalty.
1801 */ 1901 */
1802 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1902 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1903 {
1803 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1904 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1804 ((op->move_type & tmp->move_slow) &&
1805 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1905 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1906 {
1806 1907
1807 float diff; 1908 float
1808
1809 diff = tmp->move_slow_penalty*FABS(op->speed); 1909 diff = tmp->move_slow_penalty * FABS (op->speed);
1910
1810 if (op->type == PLAYER) { 1911 if (op->type == PLAYER)
1811 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1912 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1812 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1913 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1813 diff /= 4.0; 1914 diff /= 4.0;
1814 } 1915
1815 }
1816 op->speed_left -= diff; 1916 op->speed_left -= diff;
1817 } 1917 }
1818 } 1918 }
1819 1919
1820 /* Basically same logic as above, except now for actual apply. */ 1920 /* Basically same logic as above, except now for actual apply. */
1821 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1921 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1822 ((op->move_type & tmp->move_on) &&
1823 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1922 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1824 1923 {
1825 move_apply(tmp, op, originator); 1924 move_apply (tmp, op, originator);
1925
1826 if (was_destroyed (op, tag)) 1926 if (op->destroyed ())
1827 return 1; 1927 return 1;
1828 1928
1829 /* what the person/creature stepped onto has moved the object 1929 /* what the person/creature stepped onto has moved the object
1830 * someplace new. Don't process any further - if we did, 1930 * someplace new. Don't process any further - if we did,
1831 * have a feeling strange problems would result. 1931 * have a feeling strange problems would result.
1832 */ 1932 */
1833 if (op->map != m || op->x != x || op->y != y) return 0; 1933 if (op->map != m || op->x != x || op->y != y)
1934 return 0;
1834 } 1935 }
1835 } 1936 }
1937
1836 return 0; 1938 return 0;
1837} 1939}
1838 1940
1839/* 1941/*
1840 * present_arch(arch, map, x, y) searches for any objects with 1942 * present_arch(arch, map, x, y) searches for any objects with
1841 * a matching archetype at the given map and coordinates. 1943 * a matching archetype at the given map and coordinates.
1842 * The first matching object is returned, or NULL if none. 1944 * The first matching object is returned, or NULL if none.
1843 */ 1945 */
1844 1946
1947object *
1845object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1948present_arch (const archetype *at, maptile *m, int x, int y)
1949{
1846 object *tmp; 1950 object *
1951 tmp;
1952
1847 if(m==NULL || out_of_map(m,x,y)) { 1953 if (m == NULL || out_of_map (m, x, y))
1954 {
1848 LOG(llevError,"Present_arch called outside map.\n"); 1955 LOG (llevError, "Present_arch called outside map.\n");
1849 return NULL; 1956 return NULL;
1850 } 1957 }
1851 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1958 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1852 if(tmp->arch == at) 1959 if (tmp->arch == at)
1853 return tmp; 1960 return tmp;
1854 return NULL; 1961 return NULL;
1855} 1962}
1856 1963
1857/* 1964/*
1858 * present(type, map, x, y) searches for any objects with 1965 * present(type, map, x, y) searches for any objects with
1859 * a matching type variable at the given map and coordinates. 1966 * a matching type variable at the given map and coordinates.
1860 * The first matching object is returned, or NULL if none. 1967 * The first matching object is returned, or NULL if none.
1861 */ 1968 */
1862 1969
1970object *
1863object *present(unsigned char type,mapstruct *m, int x,int y) { 1971present (unsigned char type, maptile *m, int x, int y)
1972{
1864 object *tmp; 1973 object *
1974 tmp;
1975
1865 if(out_of_map(m,x,y)) { 1976 if (out_of_map (m, x, y))
1977 {
1866 LOG(llevError,"Present called outside map.\n"); 1978 LOG (llevError, "Present called outside map.\n");
1867 return NULL; 1979 return NULL;
1868 } 1980 }
1869 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1981 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1870 if(tmp->type==type) 1982 if (tmp->type == type)
1871 return tmp; 1983 return tmp;
1872 return NULL; 1984 return NULL;
1873} 1985}
1874 1986
1875/* 1987/*
1876 * present_in_ob(type, object) searches for any objects with 1988 * present_in_ob(type, object) searches for any objects with
1877 * a matching type variable in the inventory of the given object. 1989 * a matching type variable in the inventory of the given object.
1878 * The first matching object is returned, or NULL if none. 1990 * The first matching object is returned, or NULL if none.
1879 */ 1991 */
1880 1992
1993object *
1881object *present_in_ob(unsigned char type, const object *op) { 1994present_in_ob (unsigned char type, const object *op)
1995{
1882 object *tmp; 1996 object *
1997 tmp;
1998
1883 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1999 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1884 if(tmp->type==type) 2000 if (tmp->type == type)
1885 return tmp; 2001 return tmp;
1886 return NULL; 2002 return NULL;
1887} 2003}
1888 2004
1889/* 2005/*
1899 * the object name, not the archetype name. this is so that the 2015 * the object name, not the archetype name. this is so that the
1900 * spell code can use one object type (force), but change it's name 2016 * spell code can use one object type (force), but change it's name
1901 * to be unique. 2017 * to be unique.
1902 */ 2018 */
1903 2019
2020object *
1904object *present_in_ob_by_name(int type, const char *str, const object *op) { 2021present_in_ob_by_name (int type, const char *str, const object *op)
2022{
1905 object *tmp; 2023 object *
2024 tmp;
1906 2025
1907 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2027 {
1908 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2028 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1909 return tmp; 2029 return tmp;
1910 } 2030 }
1911 return NULL; 2031 return NULL;
1912} 2032}
1913 2033
1914/* 2034/*
1915 * present_arch_in_ob(archetype, object) searches for any objects with 2035 * present_arch_in_ob(archetype, object) searches for any objects with
1916 * a matching archetype in the inventory of the given object. 2036 * a matching archetype in the inventory of the given object.
1917 * The first matching object is returned, or NULL if none. 2037 * The first matching object is returned, or NULL if none.
1918 */ 2038 */
1919 2039
2040object *
1920object *present_arch_in_ob(const archetype *at, const object *op) { 2041present_arch_in_ob (const archetype *at, const object *op)
2042{
1921 object *tmp; 2043 object *
2044 tmp;
2045
1922 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1923 if( tmp->arch == at) 2047 if (tmp->arch == at)
1924 return tmp; 2048 return tmp;
1925 return NULL; 2049 return NULL;
1926} 2050}
1927 2051
1928/* 2052/*
1929 * activate recursively a flag on an object inventory 2053 * activate recursively a flag on an object inventory
1930 */ 2054 */
2055void
1931void flag_inv(object*op, int flag){ 2056flag_inv (object *op, int flag)
2057{
1932 object *tmp; 2058 object *
2059 tmp;
2060
1933 if(op->inv) 2061 if (op->inv)
1934 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063 {
1935 SET_FLAG(tmp, flag); 2064 SET_FLAG (tmp, flag);
1936 flag_inv(tmp,flag); 2065 flag_inv (tmp, flag);
1937 } 2066 }
1938}/* 2067} /*
1939 * desactivate recursively a flag on an object inventory 2068 * desactivate recursively a flag on an object inventory
1940 */ 2069 */
2070void
1941void unflag_inv(object*op, int flag){ 2071unflag_inv (object *op, int flag)
2072{
1942 object *tmp; 2073 object *
2074 tmp;
2075
1943 if(op->inv) 2076 if (op->inv)
1944 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2077 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2078 {
1945 CLEAR_FLAG(tmp, flag); 2079 CLEAR_FLAG (tmp, flag);
1946 unflag_inv(tmp,flag); 2080 unflag_inv (tmp, flag);
1947 } 2081 }
1948} 2082}
1949 2083
1950/* 2084/*
1951 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2085 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1952 * all it's inventory (recursively). 2086 * all it's inventory (recursively).
1953 * If checksums are used, a player will get set_cheat called for 2087 * If checksums are used, a player will get set_cheat called for
1954 * him/her-self and all object carried by a call to this function. 2088 * him/her-self and all object carried by a call to this function.
1955 */ 2089 */
1956 2090
2091void
1957void set_cheat(object *op) { 2092set_cheat (object *op)
2093{
1958 SET_FLAG(op, FLAG_WAS_WIZ); 2094 SET_FLAG (op, FLAG_WAS_WIZ);
1959 flag_inv(op, FLAG_WAS_WIZ); 2095 flag_inv (op, FLAG_WAS_WIZ);
1960} 2096}
1961 2097
1962/* 2098/*
1963 * find_free_spot(object, map, x, y, start, stop) will search for 2099 * find_free_spot(object, map, x, y, start, stop) will search for
1964 * a spot at the given map and coordinates which will be able to contain 2100 * a spot at the given map and coordinates which will be able to contain
1979 * to know if the space in question will block the object. We can't use 2115 * to know if the space in question will block the object. We can't use
1980 * the archetype because that isn't correct if the monster has been 2116 * the archetype because that isn't correct if the monster has been
1981 * customized, changed states, etc. 2117 * customized, changed states, etc.
1982 */ 2118 */
1983 2119
2120int
1984int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2121find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2122{
2123 int
2124 i,
1985 int i,index=0, flag; 2125 index = 0, flag;
2126 static int
1986 static int altern[SIZEOFFREE]; 2127 altern[SIZEOFFREE];
1987 2128
1988 for(i=start;i<stop;i++) { 2129 for (i = start; i < stop; i++)
2130 {
1989 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2131 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1990 if(!flag) 2132 if (!flag)
1991 altern[index++]=i; 2133 altern[index++] = i;
1992 2134
1993 /* Basically, if we find a wall on a space, we cut down the search size. 2135 /* Basically, if we find a wall on a space, we cut down the search size.
1994 * In this way, we won't return spaces that are on another side of a wall. 2136 * In this way, we won't return spaces that are on another side of a wall.
1995 * This mostly work, but it cuts down the search size in all directions - 2137 * This mostly work, but it cuts down the search size in all directions -
1996 * if the space being examined only has a wall to the north and empty 2138 * if the space being examined only has a wall to the north and empty
1997 * spaces in all the other directions, this will reduce the search space 2139 * spaces in all the other directions, this will reduce the search space
1998 * to only the spaces immediately surrounding the target area, and 2140 * to only the spaces immediately surrounding the target area, and
1999 * won't look 2 spaces south of the target space. 2141 * won't look 2 spaces south of the target space.
2000 */ 2142 */
2001 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2143 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2002 stop=maxfree[i]; 2144 stop = maxfree[i];
2003 } 2145 }
2004 if(!index) return -1; 2146 if (!index)
2147 return -1;
2005 return altern[RANDOM()%index]; 2148 return altern[RANDOM () % index];
2006} 2149}
2007 2150
2008/* 2151/*
2009 * find_first_free_spot(archetype, mapstruct, x, y) works like 2152 * find_first_free_spot(archetype, maptile, x, y) works like
2010 * find_free_spot(), but it will search max number of squares. 2153 * find_free_spot(), but it will search max number of squares.
2011 * But it will return the first available spot, not a random choice. 2154 * But it will return the first available spot, not a random choice.
2012 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2155 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2013 */ 2156 */
2014 2157
2158int
2015int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2159find_first_free_spot (const object *ob, maptile *m, int x, int y)
2160{
2161 int
2016 int i; 2162 i;
2163
2017 for(i=0;i<SIZEOFFREE;i++) { 2164 for (i = 0; i < SIZEOFFREE; i++)
2165 {
2018 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2166 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2019 return i; 2167 return i;
2020 } 2168 }
2021 return -1; 2169 return -1;
2022} 2170}
2023 2171
2024/* 2172/*
2025 * The function permute(arr, begin, end) randomly reorders the array 2173 * The function permute(arr, begin, end) randomly reorders the array
2026 * arr[begin..end-1]. 2174 * arr[begin..end-1].
2027 */ 2175 */
2176static void
2028static void permute(int *arr, int begin, int end) 2177permute (int *arr, int begin, int end)
2029{ 2178{
2030 int i, j, tmp, len; 2179 int
2180 i,
2181 j,
2182 tmp,
2183 len;
2031 2184
2032 len = end-begin; 2185 len = end - begin;
2033 for(i = begin; i < end; i++) 2186 for (i = begin; i < end; i++)
2034 { 2187 {
2035 j = begin+RANDOM()%len; 2188 j = begin + RANDOM () % len;
2036 2189
2037 tmp = arr[i]; 2190 tmp = arr[i];
2038 arr[i] = arr[j]; 2191 arr[i] = arr[j];
2039 arr[j] = tmp; 2192 arr[j] = tmp;
2040 } 2193 }
2041} 2194}
2042 2195
2043/* new function to make monster searching more efficient, and effective! 2196/* new function to make monster searching more efficient, and effective!
2044 * This basically returns a randomized array (in the passed pointer) of 2197 * This basically returns a randomized array (in the passed pointer) of
2045 * the spaces to find monsters. In this way, it won't always look for 2198 * the spaces to find monsters. In this way, it won't always look for
2046 * monsters to the north first. However, the size of the array passed 2199 * monsters to the north first. However, the size of the array passed
2047 * covers all the spaces, so within that size, all the spaces within 2200 * covers all the spaces, so within that size, all the spaces within
2048 * the 3x3 area will be searched, just not in a predictable order. 2201 * the 3x3 area will be searched, just not in a predictable order.
2049 */ 2202 */
2203void
2050void get_search_arr(int *search_arr) 2204get_search_arr (int *search_arr)
2051{ 2205{
2206 int
2052 int i; 2207 i;
2053 2208
2054 for(i = 0; i < SIZEOFFREE; i++) 2209 for (i = 0; i < SIZEOFFREE; i++)
2055 { 2210 {
2056 search_arr[i] = i; 2211 search_arr[i] = i;
2057 } 2212 }
2058 2213
2059 permute(search_arr, 1, SIZEOFFREE1+1); 2214 permute (search_arr, 1, SIZEOFFREE1 + 1);
2060 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2215 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2061 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2216 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2062} 2217}
2063 2218
2064/* 2219/*
2065 * find_dir(map, x, y, exclude) will search some close squares in the 2220 * find_dir(map, x, y, exclude) will search some close squares in the
2066 * given map at the given coordinates for live objects. 2221 * given map at the given coordinates for live objects.
2072 * is actually want is going to try and move there. We need this info 2227 * is actually want is going to try and move there. We need this info
2073 * because we have to know what movement the thing looking to move 2228 * because we have to know what movement the thing looking to move
2074 * there is capable of. 2229 * there is capable of.
2075 */ 2230 */
2076 2231
2232int
2077int find_dir(mapstruct *m, int x, int y, object *exclude) { 2233find_dir (maptile *m, int x, int y, object *exclude)
2234{
2235 int
2236 i,
2078 int i,max=SIZEOFFREE, mflags; 2237 max = SIZEOFFREE, mflags;
2238
2079 sint16 nx, ny; 2239 sint16 nx, ny;
2080 object *tmp; 2240 object *
2081 mapstruct *mp; 2241 tmp;
2242 maptile *
2243 mp;
2244
2082 MoveType blocked, move_type; 2245 MoveType blocked, move_type;
2083 2246
2084 if (exclude && exclude->head) { 2247 if (exclude && exclude->head)
2248 {
2085 exclude = exclude->head; 2249 exclude = exclude->head;
2086 move_type = exclude->move_type; 2250 move_type = exclude->move_type;
2087 } else { 2251 }
2252 else
2253 {
2088 /* If we don't have anything, presume it can use all movement types. */ 2254 /* If we don't have anything, presume it can use all movement types. */
2089 move_type=MOVE_ALL; 2255 move_type = MOVE_ALL;
2256 }
2257
2258 for (i = 1; i < max; i++)
2090 } 2259 {
2091
2092 for(i=1;i<max;i++) {
2093 mp = m; 2260 mp = m;
2094 nx = x + freearr_x[i]; 2261 nx = x + freearr_x[i];
2095 ny = y + freearr_y[i]; 2262 ny = y + freearr_y[i];
2096 2263
2097 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2264 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2098 if (mflags & P_OUT_OF_MAP) { 2265 if (mflags & P_OUT_OF_MAP)
2266 {
2099 max = maxfree[i]; 2267 max = maxfree[i];
2268 }
2100 } else { 2269 else
2270 {
2101 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2271 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2102 2272
2103 if ((move_type & blocked) == move_type) { 2273 if ((move_type & blocked) == move_type)
2274 {
2104 max=maxfree[i]; 2275 max = maxfree[i];
2276 }
2105 } else if (mflags & P_IS_ALIVE) { 2277 else if (mflags & P_IS_ALIVE)
2278 {
2106 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2279 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2107 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2280 {
2108 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2281 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2282 {
2109 break; 2283 break;
2110 } 2284 }
2111 } 2285 }
2112 if(tmp) { 2286 if (tmp)
2287 {
2113 return freedir[i]; 2288 return freedir[i];
2114 } 2289 }
2115 } 2290 }
2116 } 2291 }
2117 } 2292 }
2118 return 0; 2293 return 0;
2119} 2294}
2120 2295
2121/* 2296/*
2122 * distance(object 1, object 2) will return the square of the 2297 * distance(object 1, object 2) will return the square of the
2123 * distance between the two given objects. 2298 * distance between the two given objects.
2124 */ 2299 */
2125 2300
2301int
2126int distance(const object *ob1, const object *ob2) { 2302distance (const object *ob1, const object *ob2)
2303{
2127 int i; 2304 int
2128 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2305 i;
2129 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2306
2307 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2130 return i; 2308 return i;
2131} 2309}
2132 2310
2133/* 2311/*
2134 * find_dir_2(delta-x,delta-y) will return a direction in which 2312 * find_dir_2(delta-x,delta-y) will return a direction in which
2135 * an object which has subtracted the x and y coordinates of another 2313 * an object which has subtracted the x and y coordinates of another
2136 * object, needs to travel toward it. 2314 * object, needs to travel toward it.
2137 */ 2315 */
2138 2316
2317int
2139int find_dir_2(int x, int y) { 2318find_dir_2 (int x, int y)
2319{
2140 int q; 2320 int
2321 q;
2141 2322
2142 if(y) 2323 if (y)
2143 q=x*100/y; 2324 q = x * 100 / y;
2144 else if (x) 2325 else if (x)
2145 q= -300*x; 2326 q = -300 * x;
2146 else 2327 else
2147 return 0; 2328 return 0;
2148 2329
2149 if(y>0) { 2330 if (y > 0)
2331 {
2150 if(q < -242) 2332 if (q < -242)
2151 return 3 ; 2333 return 3;
2152 if (q < -41) 2334 if (q < -41)
2153 return 2 ; 2335 return 2;
2154 if (q < 41) 2336 if (q < 41)
2155 return 1 ; 2337 return 1;
2156 if (q < 242) 2338 if (q < 242)
2157 return 8 ; 2339 return 8;
2158 return 7 ; 2340 return 7;
2159 } 2341 }
2160 2342
2161 if (q < -242) 2343 if (q < -242)
2162 return 7 ; 2344 return 7;
2163 if (q < -41) 2345 if (q < -41)
2164 return 6 ; 2346 return 6;
2165 if (q < 41) 2347 if (q < 41)
2166 return 5 ; 2348 return 5;
2167 if (q < 242) 2349 if (q < 242)
2168 return 4 ; 2350 return 4;
2169 2351
2170 return 3 ; 2352 return 3;
2171} 2353}
2172 2354
2173/* 2355/*
2174 * absdir(int): Returns a number between 1 and 8, which represent 2356 * absdir(int): Returns a number between 1 and 8, which represent
2175 * the "absolute" direction of a number (it actually takes care of 2357 * the "absolute" direction of a number (it actually takes care of
2176 * "overflow" in previous calculations of a direction). 2358 * "overflow" in previous calculations of a direction).
2177 */ 2359 */
2178 2360
2361int
2179int absdir(int d) { 2362absdir (int d)
2180 while(d<1) d+=8; 2363{
2181 while(d>8) d-=8; 2364 while (d < 1)
2365 d += 8;
2366 while (d > 8)
2367 d -= 8;
2182 return d; 2368 return d;
2183} 2369}
2184 2370
2185/* 2371/*
2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2372 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2187 * between two directions (which are expected to be absolute (see absdir()) 2373 * between two directions (which are expected to be absolute (see absdir())
2188 */ 2374 */
2189 2375
2376int
2190int dirdiff(int dir1, int dir2) { 2377dirdiff (int dir1, int dir2)
2378{
2191 int d; 2379 int
2380 d;
2381
2192 d = abs(dir1 - dir2); 2382 d = abs (dir1 - dir2);
2193 if(d>4) 2383 if (d > 4)
2194 d = 8 - d; 2384 d = 8 - d;
2195 return d; 2385 return d;
2196} 2386}
2197 2387
2198/* peterm: 2388/* peterm:
2203 * direction 4, 14, or 16 to get back to where we are. 2393 * direction 4, 14, or 16 to get back to where we are.
2204 * Moved from spell_util.c to object.c with the other related direction 2394 * Moved from spell_util.c to object.c with the other related direction
2205 * functions. 2395 * functions.
2206 */ 2396 */
2207 2397
2398int
2208int reduction_dir[SIZEOFFREE][3] = { 2399 reduction_dir[SIZEOFFREE][3] = {
2209 {0,0,0}, /* 0 */ 2400 {0, 0, 0}, /* 0 */
2210 {0,0,0}, /* 1 */ 2401 {0, 0, 0}, /* 1 */
2211 {0,0,0}, /* 2 */ 2402 {0, 0, 0}, /* 2 */
2212 {0,0,0}, /* 3 */ 2403 {0, 0, 0}, /* 3 */
2213 {0,0,0}, /* 4 */ 2404 {0, 0, 0}, /* 4 */
2214 {0,0,0}, /* 5 */ 2405 {0, 0, 0}, /* 5 */
2215 {0,0,0}, /* 6 */ 2406 {0, 0, 0}, /* 6 */
2216 {0,0,0}, /* 7 */ 2407 {0, 0, 0}, /* 7 */
2217 {0,0,0}, /* 8 */ 2408 {0, 0, 0}, /* 8 */
2218 {8,1,2}, /* 9 */ 2409 {8, 1, 2}, /* 9 */
2219 {1,2,-1}, /* 10 */ 2410 {1, 2, -1}, /* 10 */
2220 {2,10,12}, /* 11 */ 2411 {2, 10, 12}, /* 11 */
2221 {2,3,-1}, /* 12 */ 2412 {2, 3, -1}, /* 12 */
2222 {2,3,4}, /* 13 */ 2413 {2, 3, 4}, /* 13 */
2223 {3,4,-1}, /* 14 */ 2414 {3, 4, -1}, /* 14 */
2224 {4,14,16}, /* 15 */ 2415 {4, 14, 16}, /* 15 */
2225 {5,4,-1}, /* 16 */ 2416 {5, 4, -1}, /* 16 */
2226 {4,5,6}, /* 17 */ 2417 {4, 5, 6}, /* 17 */
2227 {6,5,-1}, /* 18 */ 2418 {6, 5, -1}, /* 18 */
2228 {6,20,18}, /* 19 */ 2419 {6, 20, 18}, /* 19 */
2229 {7,6,-1}, /* 20 */ 2420 {7, 6, -1}, /* 20 */
2230 {6,7,8}, /* 21 */ 2421 {6, 7, 8}, /* 21 */
2231 {7,8,-1}, /* 22 */ 2422 {7, 8, -1}, /* 22 */
2232 {8,22,24}, /* 23 */ 2423 {8, 22, 24}, /* 23 */
2233 {8,1,-1}, /* 24 */ 2424 {8, 1, -1}, /* 24 */
2234 {24,9,10}, /* 25 */ 2425 {24, 9, 10}, /* 25 */
2235 {9,10,-1}, /* 26 */ 2426 {9, 10, -1}, /* 26 */
2236 {10,11,-1}, /* 27 */ 2427 {10, 11, -1}, /* 27 */
2237 {27,11,29}, /* 28 */ 2428 {27, 11, 29}, /* 28 */
2238 {11,12,-1}, /* 29 */ 2429 {11, 12, -1}, /* 29 */
2239 {12,13,-1}, /* 30 */ 2430 {12, 13, -1}, /* 30 */
2240 {12,13,14}, /* 31 */ 2431 {12, 13, 14}, /* 31 */
2241 {13,14,-1}, /* 32 */ 2432 {13, 14, -1}, /* 32 */
2242 {14,15,-1}, /* 33 */ 2433 {14, 15, -1}, /* 33 */
2243 {33,15,35}, /* 34 */ 2434 {33, 15, 35}, /* 34 */
2244 {16,15,-1}, /* 35 */ 2435 {16, 15, -1}, /* 35 */
2245 {17,16,-1}, /* 36 */ 2436 {17, 16, -1}, /* 36 */
2246 {18,17,16}, /* 37 */ 2437 {18, 17, 16}, /* 37 */
2247 {18,17,-1}, /* 38 */ 2438 {18, 17, -1}, /* 38 */
2248 {18,19,-1}, /* 39 */ 2439 {18, 19, -1}, /* 39 */
2249 {41,19,39}, /* 40 */ 2440 {41, 19, 39}, /* 40 */
2250 {19,20,-1}, /* 41 */ 2441 {19, 20, -1}, /* 41 */
2251 {20,21,-1}, /* 42 */ 2442 {20, 21, -1}, /* 42 */
2252 {20,21,22}, /* 43 */ 2443 {20, 21, 22}, /* 43 */
2253 {21,22,-1}, /* 44 */ 2444 {21, 22, -1}, /* 44 */
2254 {23,22,-1}, /* 45 */ 2445 {23, 22, -1}, /* 45 */
2255 {45,47,23}, /* 46 */ 2446 {45, 47, 23}, /* 46 */
2256 {23,24,-1}, /* 47 */ 2447 {23, 24, -1}, /* 47 */
2257 {24,9,-1}}; /* 48 */ 2448 {24, 9, -1}
2449}; /* 48 */
2258 2450
2259/* Recursive routine to step back and see if we can 2451/* Recursive routine to step back and see if we can
2260 * find a path to that monster that we found. If not, 2452 * find a path to that monster that we found. If not,
2261 * we don't bother going toward it. Returns 1 if we 2453 * we don't bother going toward it. Returns 1 if we
2262 * can see a direct way to get it 2454 * can see a direct way to get it
2263 * Modified to be map tile aware -.MSW 2455 * Modified to be map tile aware -.MSW
2264 */ 2456 */
2265
2266 2457
2458
2459int
2267int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2460can_see_monsterP (maptile *m, int x, int y, int dir)
2461{
2268 sint16 dx, dy; 2462 sint16 dx, dy;
2463 int
2269 int mflags; 2464 mflags;
2270 2465
2466 if (dir < 0)
2271 if(dir<0) return 0; /* exit condition: invalid direction */ 2467 return 0; /* exit condition: invalid direction */
2272 2468
2273 dx = x + freearr_x[dir]; 2469 dx = x + freearr_x[dir];
2274 dy = y + freearr_y[dir]; 2470 dy = y + freearr_y[dir];
2275 2471
2276 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2472 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2277 2473
2278 /* This functional arguably was incorrect before - it was 2474 /* This functional arguably was incorrect before - it was
2279 * checking for P_WALL - that was basically seeing if 2475 * checking for P_WALL - that was basically seeing if
2280 * we could move to the monster - this is being more 2476 * we could move to the monster - this is being more
2281 * literal on if we can see it. To know if we can actually 2477 * literal on if we can see it. To know if we can actually
2282 * move to the monster, we'd need the monster passed in or 2478 * move to the monster, we'd need the monster passed in or
2283 * at least its move type. 2479 * at least its move type.
2284 */ 2480 */
2285 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2481 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2482 return 0;
2286 2483
2287 /* yes, can see. */ 2484 /* yes, can see. */
2288 if(dir < 9) return 1; 2485 if (dir < 9)
2486 return 1;
2289 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2487 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2290 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2488 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2291 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2292} 2489}
2293 2490
2294 2491
2295 2492
2296/* 2493/*
2297 * can_pick(picker, item): finds out if an object is possible to be 2494 * can_pick(picker, item): finds out if an object is possible to be
2298 * picked up by the picker. Returnes 1 if it can be 2495 * picked up by the picker. Returnes 1 if it can be
2299 * picked up, otherwise 0. 2496 * picked up, otherwise 0.
2300 * 2497 *
2302 * core dumps if they do. 2499 * core dumps if they do.
2303 * 2500 *
2304 * Add a check so we can't pick up invisible objects (0.93.8) 2501 * Add a check so we can't pick up invisible objects (0.93.8)
2305 */ 2502 */
2306 2503
2504int
2307int can_pick(const object *who, const object *item) { 2505can_pick (const object *who, const object *item)
2506{
2308 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2507 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2309 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2508 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2310 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2509 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2311 (who->type==PLAYER||item->weight<who->weight/3));
2312} 2510}
2313 2511
2314 2512
2315/* 2513/*
2316 * create clone from object to another 2514 * create clone from object to another
2317 */ 2515 */
2516object *
2318object *object_create_clone (object *asrc) { 2517object_create_clone (object *asrc)
2518{
2319 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2519 object *dst = 0, *tmp, *src, *part, *prev, *item;
2320 2520
2321 if(!asrc) return NULL; 2521 if (!asrc)
2522 return 0;
2523
2322 src = asrc; 2524 src = asrc;
2323 if(src->head) 2525 if (src->head)
2324 src = src->head; 2526 src = src->head;
2325 2527
2326 prev = NULL; 2528 prev = 0;
2327 for(part = src; part; part = part->more) { 2529 for (part = src; part; part = part->more)
2328 tmp = get_object(); 2530 {
2329 copy_object(part,tmp); 2531 tmp = part->clone ();
2330 tmp->x -= src->x; 2532 tmp->x -= src->x;
2331 tmp->y -= src->y; 2533 tmp->y -= src->y;
2534
2332 if(!part->head) { 2535 if (!part->head)
2536 {
2333 dst = tmp; 2537 dst = tmp;
2334 tmp->head = NULL; 2538 tmp->head = 0;
2539 }
2335 } else { 2540 else
2541 {
2336 tmp->head = dst; 2542 tmp->head = dst;
2337 } 2543 }
2544
2338 tmp->more = NULL; 2545 tmp->more = 0;
2546
2339 if(prev) 2547 if (prev)
2340 prev->more = tmp; 2548 prev->more = tmp;
2549
2341 prev = tmp; 2550 prev = tmp;
2342 } 2551 }
2343 /*** copy inventory ***/ 2552
2344 for(item = src->inv; item; item = item->below) { 2553 for (item = src->inv; item; item = item->below)
2345 (void) insert_ob_in_ob(object_create_clone(item),dst); 2554 insert_ob_in_ob (object_create_clone (item), dst);
2346 }
2347 2555
2348 return dst; 2556 return dst;
2349}
2350
2351/* return true if the object was destroyed, 0 otherwise */
2352int was_destroyed (const object *op, tag_t old_tag)
2353{
2354 /* checking for FLAG_FREED isn't necessary, but makes this function more
2355 * robust */
2356 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2357} 2557}
2358 2558
2359/* GROS - Creates an object using a string representing its content. */ 2559/* GROS - Creates an object using a string representing its content. */
2360/* Basically, we save the content of the string to a temp file, then call */ 2560/* Basically, we save the content of the string to a temp file, then call */
2361/* load_object on it. I admit it is a highly inefficient way to make things, */ 2561/* load_object on it. I admit it is a highly inefficient way to make things, */
2362/* but it was simple to make and allows reusing the load_object function. */ 2562/* but it was simple to make and allows reusing the load_object function. */
2363/* Remember not to use load_object_str in a time-critical situation. */ 2563/* Remember not to use load_object_str in a time-critical situation. */
2364/* Also remember that multiparts objects are not supported for now. */ 2564/* Also remember that multiparts objects are not supported for now. */
2365 2565
2566object *
2366object* load_object_str(const char *obstr) 2567load_object_str (const char *obstr)
2367{ 2568{
2368 object *op; 2569 object *op;
2369 char filename[MAX_BUF]; 2570 char filename[MAX_BUF];
2571
2370 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2572 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2371 2573
2372 FILE *tempfile=fopen(filename,"w"); 2574 FILE *tempfile = fopen (filename, "w");
2575
2373 if (tempfile == NULL) 2576 if (tempfile == NULL)
2374 { 2577 {
2375 LOG(llevError,"Error - Unable to access load object temp file\n"); 2578 LOG (llevError, "Error - Unable to access load object temp file\n");
2376 return NULL; 2579 return NULL;
2377 }; 2580 }
2581
2378 fprintf(tempfile,obstr); 2582 fprintf (tempfile, obstr);
2379 fclose(tempfile); 2583 fclose (tempfile);
2380 2584
2381 op=get_object(); 2585 op = object::create ();
2382 2586
2383 object_thawer thawer (filename); 2587 object_thawer thawer (filename);
2384 2588
2385 if (thawer) 2589 if (thawer)
2386 load_object(thawer,op,0); 2590 load_object (thawer, op, 0);
2387 2591
2388 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2592 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2389 CLEAR_FLAG(op,FLAG_REMOVED); 2593 CLEAR_FLAG (op, FLAG_REMOVED);
2390 2594
2391 return op; 2595 return op;
2392} 2596}
2393 2597
2394/* This returns the first object in who's inventory that 2598/* This returns the first object in who's inventory that
2395 * has the same type and subtype match. 2599 * has the same type and subtype match.
2396 * returns NULL if no match. 2600 * returns NULL if no match.
2397 */ 2601 */
2602object *
2398object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2603find_obj_by_type_subtype (const object *who, int type, int subtype)
2399{ 2604{
2400 object *tmp; 2605 object *tmp;
2401 2606
2402 for (tmp=who->inv; tmp; tmp=tmp->below) 2607 for (tmp = who->inv; tmp; tmp = tmp->below)
2403 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2608 if (tmp->type == type && tmp->subtype == subtype)
2609 return tmp;
2404 2610
2405 return NULL; 2611 return NULL;
2406} 2612}
2407 2613
2408/* If ob has a field named key, return the link from the list, 2614/* If ob has a field named key, return the link from the list,
2409 * otherwise return NULL. 2615 * otherwise return NULL.
2410 * 2616 *
2411 * key must be a passed in shared string - otherwise, this won't 2617 * key must be a passed in shared string - otherwise, this won't
2412 * do the desired thing. 2618 * do the desired thing.
2413 */ 2619 */
2620key_value *
2414key_value * get_ob_key_link(const object * ob, const char * key) { 2621get_ob_key_link (const object *ob, const char *key)
2622{
2415 key_value * link; 2623 key_value *link;
2416 2624
2417 for (link = ob->key_values; link != NULL; link = link->next) { 2625 for (link = ob->key_values; link != NULL; link = link->next)
2418 if (link->key == key) { 2626 if (link->key == key)
2419 return link; 2627 return link;
2420 } 2628
2421 }
2422
2423 return NULL; 2629 return NULL;
2424} 2630}
2425 2631
2426/* 2632/*
2427 * Returns the value of op has an extra_field for key, or NULL. 2633 * Returns the value of op has an extra_field for key, or NULL.
2428 * 2634 *
2429 * The argument doesn't need to be a shared string. 2635 * The argument doesn't need to be a shared string.
2430 * 2636 *
2431 * The returned string is shared. 2637 * The returned string is shared.
2432 */ 2638 */
2639const char *
2433const char * get_ob_key_value(const object * op, const char * const key) { 2640get_ob_key_value (const object *op, const char *const key)
2641{
2434 key_value * link; 2642 key_value *link;
2435 const char * canonical_key; 2643 shstr_cmp canonical_key (key);
2644
2645 if (!canonical_key)
2436 2646 {
2437 canonical_key = shstr::find (key);
2438
2439 if (canonical_key == NULL) {
2440 /* 1. There being a field named key on any object 2647 /* 1. There being a field named key on any object
2441 * implies there'd be a shared string to find. 2648 * implies there'd be a shared string to find.
2442 * 2. Since there isn't, no object has this field. 2649 * 2. Since there isn't, no object has this field.
2443 * 3. Therefore, *this* object doesn't have this field. 2650 * 3. Therefore, *this* object doesn't have this field.
2444 */ 2651 */
2445 return NULL; 2652 return 0;
2446 } 2653 }
2447 2654
2448 /* This is copied from get_ob_key_link() above - 2655 /* This is copied from get_ob_key_link() above -
2449 * only 4 lines, and saves the function call overhead. 2656 * only 4 lines, and saves the function call overhead.
2450 */ 2657 */
2451 for (link = op->key_values; link != NULL; link = link->next) { 2658 for (link = op->key_values; link; link = link->next)
2452 if (link->key == canonical_key) { 2659 if (link->key == canonical_key)
2453 return link->value; 2660 return link->value;
2454 } 2661
2455 } 2662 return 0;
2456 return NULL;
2457} 2663}
2458 2664
2459 2665
2460/* 2666/*
2461 * Updates the canonical_key in op to value. 2667 * Updates the canonical_key in op to value.
2465 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2671 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2466 * keys. 2672 * keys.
2467 * 2673 *
2468 * Returns TRUE on success. 2674 * Returns TRUE on success.
2469 */ 2675 */
2676int
2470int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2677set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2678{
2679 key_value *
2471 key_value * field = NULL, *last=NULL; 2680 field = NULL, *last = NULL;
2472 2681
2473 for (field=op->key_values; field != NULL; field=field->next) { 2682 for (field = op->key_values; field != NULL; field = field->next)
2683 {
2474 if (field->key != canonical_key) { 2684 if (field->key != canonical_key)
2685 {
2475 last = field; 2686 last = field;
2476 continue; 2687 continue;
2477 } 2688 }
2478 2689
2479 if (value) 2690 if (value)
2480 field->value = value; 2691 field->value = value;
2481 else { 2692 else
2693 {
2482 /* Basically, if the archetype has this key set, 2694 /* Basically, if the archetype has this key set,
2483 * we need to store the null value so when we save 2695 * we need to store the null value so when we save
2484 * it, we save the empty value so that when we load, 2696 * it, we save the empty value so that when we load,
2485 * we get this value back again. 2697 * we get this value back again.
2486 */ 2698 */
2487 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2699 if (get_ob_key_link (&op->arch->clone, canonical_key))
2488 field->value = 0; 2700 field->value = 0;
2701 else
2702 {
2703 if (last)
2704 last->next = field->next;
2489 else 2705 else
2490 {
2491 if (last) last->next = field->next;
2492 else op->key_values = field->next; 2706 op->key_values = field->next;
2493 2707
2494 delete field; 2708 delete field;
2495 } 2709 }
2496 } 2710 }
2497 return TRUE; 2711 return TRUE;
2498 } 2712 }
2499 /* IF we get here, key doesn't exist */ 2713 /* IF we get here, key doesn't exist */
2500 2714
2501 /* No field, we'll have to add it. */ 2715 /* No field, we'll have to add it. */
2716
2717 if (!add_key)
2502 2718 {
2503 if (!add_key) {
2504 return FALSE; 2719 return FALSE;
2505 } 2720 }
2506 /* There isn't any good reason to store a null 2721 /* There isn't any good reason to store a null
2507 * value in the key/value list. If the archetype has 2722 * value in the key/value list. If the archetype has
2508 * this key, then we should also have it, so shouldn't 2723 * this key, then we should also have it, so shouldn't
2509 * be here. If user wants to store empty strings, 2724 * be here. If user wants to store empty strings,
2510 * should pass in "" 2725 * should pass in ""
2511 */ 2726 */
2512 if (value == NULL) return TRUE; 2727 if (value == NULL)
2513
2514 field = new key_value;
2515
2516 field->key = canonical_key;
2517 field->value = value;
2518 /* Usual prepend-addition. */
2519 field->next = op->key_values;
2520 op->key_values = field;
2521
2522 return TRUE; 2728 return TRUE;
2729
2730 field = new key_value;
2731
2732 field->key = canonical_key;
2733 field->value = value;
2734 /* Usual prepend-addition. */
2735 field->next = op->key_values;
2736 op->key_values = field;
2737
2738 return TRUE;
2523} 2739}
2524 2740
2525/* 2741/*
2526 * Updates the key in op to value. 2742 * Updates the key in op to value.
2527 * 2743 *
2529 * and not add new ones. 2745 * and not add new ones.
2530 * In general, should be little reason FALSE is ever passed in for add_key 2746 * In general, should be little reason FALSE is ever passed in for add_key
2531 * 2747 *
2532 * Returns TRUE on success. 2748 * Returns TRUE on success.
2533 */ 2749 */
2750int
2534int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2751set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2535{ 2752{
2536 shstr key_ (key); 2753 shstr key_ (key);
2754
2537 return set_ob_key_value_s (op, key_, value, add_key); 2755 return set_ob_key_value_s (op, key_, value, add_key);
2538} 2756}
2757
2758object::depth_iterator::depth_iterator (object *container)
2759: iterator_base (container)
2760{
2761 while (item->inv)
2762 item = item->inv;
2763}
2764
2765void
2766object::depth_iterator::next ()
2767{
2768 if (item->below)
2769 {
2770 item = item->below;
2771
2772 while (item->inv)
2773 item = item->inv;
2774 }
2775 else
2776 item = item->env;
2777}
2778
2779// return a suitable string describing an objetc in enough detail to find it
2780const char *
2781object::debug_desc (char *info) const
2782{
2783 char info2[256 * 3];
2784 char *p = info;
2785
2786 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2787 count,
2788 &name,
2789 title ? " " : "",
2790 title ? (const char *)title : "");
2791
2792 if (env)
2793 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2794
2795 if (map)
2796 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2797
2798 return info;
2799}
2800
2801const char *
2802object::debug_desc () const
2803{
2804 static char info[256 * 3];
2805 return debug_desc (info);
2806}
2807

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