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Comparing deliantra/server/common/object.C (file contents):
Revision 1.14 by root, Mon Sep 4 11:07:59 2006 UTC vs.
Revision 1.52 by root, Wed Sep 27 00:36:08 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.14 2006/09/04 11:07:59 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
42int nrofallocobjects = 0; 35int nrofallocobjects = 0;
36static UUID uuid;
37const uint64 UUID_SKIP = 1<<19;
43 38
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 39object *active_objects; /* List of active objects that need to be processed */
46 40
47short freearr_x[SIZEOFFREE]= 41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 43};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 46};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49};
56int freedir[SIZEOFFREE]= { 50int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53};
59 54
55static void
56write_uuid (void)
57{
58 char filename1[MAX_BUF], filename2[MAX_BUF];
59
60 sprintf (filename1, "%s/uuid", settings.localdir);
61 sprintf (filename2, "%s/uuid~", settings.localdir);
62
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 FILE *fp;
84
85 if (!(fp = fopen (filename, "r")))
86 {
87 if (errno == ENOENT)
88 {
89 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0;
91 write_uuid ();
92 return;
93 }
94
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1);
97 }
98
99 int version;
100 unsigned long long uid;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
102 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
104 _exit (1);
105 }
106
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid);
110 fclose (fp);
111}
112
113UUID
114gen_uuid ()
115{
116 UUID uid;
117
118 uid.seq = ++uuid.seq;
119
120 if (!(uuid.seq & (UUID_SKIP - 1)))
121 write_uuid ();
122
123 return uid;
124}
125
126void
127init_uuid ()
128{
129 read_uuid ();
130}
60 131
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 134compare_ob_value_lists_one (const object *wants, const object *has)
135{
63 key_value * wants_field; 136 key_value *wants_field;
64 137
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 139 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 140 * different structure or at least keep the lists sorted...
68 */ 141 */
69 142
70 /* For each field in wants, */ 143 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
145 {
72 key_value * has_field; 146 key_value *has_field;
73 147
74 /* Look for a field in has with the same key. */ 148 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
76 152 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 153 /* No field with that name. */
79 return FALSE; 154 return FALSE;
80 }
81 155 }
156
82 /* Found the matching field. */ 157 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 158 if (has_field->value != wants_field->value)
159 {
84 /* Values don't match, so this half of the comparison is false. */ 160 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 161 return FALSE;
86 } 162 }
87 163
88 /* If we get here, we found a match. Now for the next field in wants. */ 164 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 165 }
166
91 /* If we get here, every field in wants has a matching field in has. */ 167 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 168 return TRUE;
93} 169}
94 170
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 171/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 173compare_ob_value_lists (const object *ob1, const object *ob2)
174{
97 /* However, there may be fields in has which aren't partnered in wants, 175 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 176 * so we need to run the comparison *twice*. :(
99 */ 177 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 179}
102 180
103/* Function examines the 2 objects given to it, and returns true if 181/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 182 * they can be merged together.
105 * 183 *
111 * 189 *
112 * Improvements made with merge: Better checking on potion, and also 190 * Improvements made with merge: Better checking on potion, and also
113 * check weight 191 * check weight
114 */ 192 */
115 193
116int CAN_MERGE(object *ob1, object *ob2) { 194bool object::can_merge (object *ob1, object *ob2)
117 195{
118 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 197 if ((ob1 == ob2) || (ob1->type != ob2->type))
198 return 0;
120 199
121 if (ob1->speed != ob2->speed) return 0; 200 if (ob1->speed != ob2->speed)
122 /* Note sure why the following is the case - either the object has to 201 return 0;
123 * be animated or have a very low speed. Is this an attempted monster 202
124 * check? 203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof).
125 */ 206 */
126 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
208 return 0;
209
210 /* If the objects have been identified, set the BEEN_APPLIED flag.
211 * This is to the comparison of the flags below will be OK. We
212 * just can't ignore the been applied or identified flags, as they
213 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning.
215 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221
222
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) ||
233 (ob1->title != ob2->title) ||
234 (ob1->msg != ob2->msg) ||
235 (ob1->weight != ob2->weight) ||
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
238 (ob1->attacktype != ob2->attacktype) ||
239 (ob1->magic != ob2->magic) ||
240 (ob1->slaying != ob2->slaying) ||
241 (ob1->skill != ob2->skill) ||
242 (ob1->value != ob2->value) ||
243 (ob1->animation_id != ob2->animation_id) ||
244 (ob1->client_type != ob2->client_type) ||
245 (ob1->materialname != ob2->materialname) ||
246 (ob1->lore != ob2->lore) ||
247 (ob1->subtype != ob2->subtype) ||
248 (ob1->move_type != ob2->move_type) ||
249 (ob1->move_block != ob2->move_block) ||
250 (ob1->move_allow != ob2->move_allow) ||
251 (ob1->move_on != ob2->move_on) ||
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
253 return 0;
254
255 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory.
257 */
258 if (ob1->inv || ob2->inv)
259 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
127 return 0; 262 return 0;
128 263
129 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 264 /* Now check to see if the two inventory objects could merge */
130 * value could not be stored in a sint32 (which unfortunately sometimes is 265 if (!CAN_MERGE (ob1->inv, ob2->inv))
131 * used to store nrof).
132 */
133 if (ob1->nrof+ob2->nrof >= 1UL<<31)
134 return 0; 266 return 0;
135 267
136 /* This is really a spellbook check - really, we should
137 * check all objects in the inventory.
138 */
139 if (ob1->inv || ob2->inv) {
140 /* if one object has inventory but the other doesn't, not equiv */
141 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
142
143 /* Now check to see if the two inventory objects could merge */
144 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
145
146 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
147 * if it is valid. 269 * if it is valid.
148 */ 270 */
149 } 271 }
150 272
151 /* If the objects have been identified, set the BEEN_APPLIED flag.
152 * This is to the comparison of the flags below will be OK. We
153 * just can't ignore the been applied or identified flags, as they
154 * are not equal - just if it has been identified, the been_applied
155 * flags lose any meaning.
156 */
157 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
158 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
159
160 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
161 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
162
163
164 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
165 * being locked in inventory should prevent merging.
166 * 0x4 in flags3 is CLIENT_SENT
167 */
168 if ((ob1->arch != ob2->arch) ||
169 (ob1->flags[0] != ob2->flags[0]) ||
170 (ob1->flags[1] != ob2->flags[1]) ||
171 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
172 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
173 (ob1->name != ob2->name) ||
174 (ob1->title != ob2->title) ||
175 (ob1->msg != ob2->msg) ||
176 (ob1->weight != ob2->weight) ||
177 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
178 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
179 (ob1->attacktype != ob2->attacktype) ||
180 (ob1->magic != ob2->magic) ||
181 (ob1->slaying != ob2->slaying) ||
182 (ob1->skill != ob2->skill) ||
183 (ob1->value != ob2->value) ||
184 (ob1->animation_id != ob2->animation_id) ||
185 (ob1->client_type != ob2->client_type) ||
186 (ob1->materialname != ob2->materialname) ||
187 (ob1->lore != ob2->lore) ||
188 (ob1->subtype != ob2->subtype) ||
189 (ob1->move_type != ob2->move_type) ||
190 (ob1->move_block != ob2->move_block) ||
191 (ob1->move_allow != ob2->move_allow) ||
192 (ob1->move_on != ob2->move_on) ||
193 (ob1->move_off != ob2->move_off) ||
194 (ob1->move_slow != ob2->move_slow) ||
195 (ob1->move_slow_penalty != ob2->move_slow_penalty)
196 )
197 return 0;
198
199 /* Don't merge objects that are applied. With the new 'body' code, 273 /* Don't merge objects that are applied. With the new 'body' code,
200 * it is possible for most any character to have more than one of 274 * it is possible for most any character to have more than one of
201 * some items equipped, and we don't want those to merge. 275 * some items equipped, and we don't want those to merge.
202 */ 276 */
203 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
278 return 0;
279
280 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster
282 * check?
283 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
285 return 0;
286
287 switch (ob1->type)
288 {
289 case SCROLL:
290 if (ob1->level != ob2->level)
291 return 0;
292 break;
293 }
294
295 if (ob1->key_values != NULL || ob2->key_values != NULL)
296 {
297 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
299 /* One has fields, but the other one doesn't. */
204 return 0; 300 return 0;
205
206 switch (ob1->type) {
207 case SCROLL:
208 if (ob1->level != ob2->level) return 0;
209 break;
210
211 }
212 if (ob1->key_values != NULL || ob2->key_values != NULL) {
213 /* At least one of these has key_values. */
214 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
215 /* One has fields, but the other one doesn't. */
216 return 0;
217 } else if (!compare_ob_value_lists(ob1, ob2)) { 301 else if (!compare_ob_value_lists (ob1, ob2))
218 return 0; 302 return 0;
219 } 303 }
304
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self)
220 } 307 {
308 ob1->optimise ();
309 ob2->optimise ();
221 310
311 if (ob1->self || ob2->self)
312 return 0;
313 }
314
222 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
223 return 1; 316 return 1;
224} 317}
225 318
226/* 319/*
227 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
228 * an object is carrying. It goes through in figures out how much 321 * an object is carrying. It goes through in figures out how much
229 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
230 */ 323 */
231signed long sum_weight(object *op) { 324long
325sum_weight (object *op)
326{
232 signed long sum; 327 long sum;
233 object *inv; 328 object *inv;
329
234 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331 {
235 if (inv->inv) 332 if (inv->inv)
236 sum_weight(inv); 333 sum_weight (inv);
237 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
238 } 335 }
336
239 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
240 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
241 if(op->carrying != sum) 340 if (op->carrying != sum)
242 op->carrying = sum; 341 op->carrying = sum;
342
243 return sum; 343 return sum;
244} 344}
245 345
246/** 346/**
247 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
248 */ 348 */
249 349
350object *
250object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
251 while (op->env != NULL) 353 while (op->env != NULL)
252 op = op->env; 354 op = op->env;
253 return op; 355 return op;
254} 356}
255 357
256/* 358/*
257 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
258 * a better check. We basically keeping traversing up until we can't 360 * a better check. We basically keeping traversing up until we can't
259 * or find a player. 361 * or find a player.
260 */ 362 */
261 363
364object *
262object *is_player_inv (object *op) { 365is_player_inv (object *op)
366{
263 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 367 for (; op != NULL && op->type != PLAYER; op = op->env)
264 if (op->env==op) 368 if (op->env == op)
265 op->env = NULL; 369 op->env = NULL;
266 return op; 370 return op;
267} 371}
268 372
269/* 373/*
270 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
271 * Some error messages. 375 * Some error messages.
272 * The result of the dump is stored in the static global errmsg array. 376 * The result of the dump is stored in the static global errmsg array.
273 */ 377 */
274 378
379void
275void dump_object2(object *op) { 380dump_object2 (object *op)
381{
276errmsg[0] = 0; 382 errmsg[0] = 0;
277return; 383 return;
278 //TODO//D#d# 384 //TODO//D#d#
279#if 0 385#if 0
280 char *cp; 386 char *cp;
387
281/* object *tmp;*/ 388/* object *tmp;*/
282 389
283 if(op->arch!=NULL) { 390 if (op->arch != NULL)
391 {
284 strcat(errmsg,"arch "); 392 strcat (errmsg, "arch ");
285 strcat(errmsg,op->arch->name?op->arch->name:"(null)"); 393 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
286 strcat(errmsg,"\n"); 394 strcat (errmsg, "\n");
287 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 395 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
288 strcat(errmsg,cp); 396 strcat (errmsg, cp);
289#if 0 397# if 0
290 /* Don't dump player diffs - they are too long, mostly meaningless, and 398 /* Don't dump player diffs - they are too long, mostly meaningless, and
291 * will overflow the buffer. 399 * will overflow the buffer.
292 * Changed so that we don't dump inventory either. This may 400 * Changed so that we don't dump inventory either. This may
293 * also overflow the buffer. 401 * also overflow the buffer.
294 */ 402 */
295 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 403 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
296 strcat(errmsg,cp); 404 strcat (errmsg, cp);
297 for (tmp=op->inv; tmp; tmp=tmp->below) 405 for (tmp = op->inv; tmp; tmp = tmp->below)
298 dump_object2(tmp); 406 dump_object2 (tmp);
407# endif
408 strcat (errmsg, "end\n");
409 }
410 else
411 {
412 strcat (errmsg, "Object ");
413 if (op->name == NULL)
414 strcat (errmsg, "(null)");
415 else
416 strcat (errmsg, op->name);
417 strcat (errmsg, "\n");
418# if 0
419 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
420 strcat (errmsg, cp);
421 for (tmp = op->inv; tmp; tmp = tmp->below)
422 dump_object2 (tmp);
423# endif
424 strcat (errmsg, "end\n");
425 }
299#endif 426#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} 427}
316 428
317/* 429/*
318 * Dumps an object. Returns output in the static global errmsg array. 430 * Dumps an object. Returns output in the static global errmsg array.
319 */ 431 */
320 432
433void
321void dump_object(object *op) { 434dump_object (object *op)
435{
322 if(op==NULL) { 436 if (op == NULL)
437 {
323 strcpy(errmsg,"[NULL pointer]"); 438 strcpy (errmsg, "[NULL pointer]");
324 return; 439 return;
325 } 440 }
326 errmsg[0]='\0'; 441 errmsg[0] = '\0';
327 dump_object2(op); 442 dump_object2 (op);
328} 443}
329 444
445void
330void dump_all_objects(void) { 446dump_all_objects (void)
447{
331 object *op; 448 object *op;
449
332 for(op=objects;op!=NULL;op=op->next) { 450 for (op = object::first; op != NULL; op = op->next)
451 {
333 dump_object(op); 452 dump_object (op);
334 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg); 453 fprintf (logfile, "Object %s\n", errmsg);
335 } 454 }
336} 455}
337 456
338/* 457/*
339 * get_nearest_part(multi-object, object 2) returns the part of the 458 * get_nearest_part(multi-object, object 2) returns the part of the
340 * multi-object 1 which is closest to the second object. 459 * multi-object 1 which is closest to the second object.
341 * If it's not a multi-object, it is returned. 460 * If it's not a multi-object, it is returned.
342 */ 461 */
343 462
463object *
344object *get_nearest_part(object *op, const object *pl) { 464get_nearest_part (object *op, const object *pl)
465{
345 object *tmp,*closest; 466 object *tmp, *closest;
346 int last_dist,i; 467 int last_dist, i;
468
347 if(op->more==NULL) 469 if (op->more == NULL)
348 return op; 470 return op;
349 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 471 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
350 if((i=distance(tmp,pl))<last_dist) 472 if ((i = distance (tmp, pl)) < last_dist)
351 closest=tmp,last_dist=i; 473 closest = tmp, last_dist = i;
352 return closest; 474 return closest;
353} 475}
354 476
355/* 477/*
356 * Returns the object which has the count-variable equal to the argument. 478 * Returns the object which has the count-variable equal to the argument.
357 */ 479 */
358 480
481object *
359object *find_object(tag_t i) { 482find_object (tag_t i)
483{
360 object *op; 484 object *op;
485
361 for(op=objects;op!=NULL;op=op->next) 486 for (op = object::first; op != NULL; op = op->next)
362 if(op->count==i) 487 if (op->count == i)
363 break; 488 break;
489
364 return op; 490 return op;
365} 491}
366 492
367/* 493/*
368 * Returns the first object which has a name equal to the argument. 494 * Returns the first object which has a name equal to the argument.
369 * Used only by the patch command, but not all that useful. 495 * Used only by the patch command, but not all that useful.
370 * Enables features like "patch <name-of-other-player> food 999" 496 * Enables features like "patch <name-of-other-player> food 999"
371 */ 497 */
372 498
499object *
373object *find_object_name(const char *str) { 500find_object_name (const char *str)
374 const char *name = shstr::find (str); 501{
502 shstr_cmp str_ (str);
375 object *op; 503 object *op;
504
376 for(op=objects;op!=NULL;op=op->next) 505 for (op = object::first; op != NULL; op = op->next)
377 if(&op->name == name) 506 if (op->name == str_)
378 break; 507 break;
379 508
380 return op; 509 return op;
381} 510}
382 511
512void
383void free_all_object_data () 513free_all_object_data ()
384{ 514{
385 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 515 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} 516}
422 517
423/* 518/*
424 * Sets the owner and sets the skill and exp pointers to owner's current 519 * Sets the owner and sets the skill and exp pointers to owner's current
425 * skill and experience objects. 520 * skill and experience objects.
426 */ 521 */
427void set_owner (object *op, object *owner) 522void
523object::set_owner (object *owner)
428{ 524{
429 if(owner==NULL||op==NULL) 525 if (!owner)
430 return; 526 return;
431 527
432 /* next line added to allow objects which own objects */ 528 /* next line added to allow objects which own objects */
433 /* Add a check for ownercounts in here, as I got into an endless loop 529 /* 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 530 * with the fireball owning a poison cloud which then owned the
435 * fireball. I believe that was caused by one of the objects getting 531 * fireball. I believe that was caused by one of the objects getting
436 * freed and then another object replacing it. Since the ownercounts 532 * 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. 533 * didn't match, this check is valid and I believe that cause is valid.
438 */ 534 */
439 while (owner->owner && owner!=owner->owner && 535 while (owner->owner)
440 owner->ownercount==owner->owner->count) owner=owner->owner; 536 owner = owner->owner;
441 537
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; 538 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} 539}
477 540
478/* Zero the key_values on op, decrementing the shared-string 541/* Zero the key_values on op, decrementing the shared-string
479 * refcounts and freeing the links. 542 * refcounts and freeing the links.
480 */ 543 */
544static void
481static void free_key_values(object * op) 545free_key_values (object *op)
482{ 546{
483 for (key_value *i = op->key_values; i != 0; ) 547 for (key_value *i = op->key_values; i != 0;)
484 { 548 {
485 key_value *next = i->next; 549 key_value *next = i->next;
486 delete i; 550 delete i;
551
487 i = next; 552 i = next;
488 } 553 }
489 554
490 op->key_values = 0; 555 op->key_values = 0;
491} 556}
492 557
493void object::clear () 558void object::clear ()
494{ 559{
495 attachable_base::clear (); 560 attachable_base::clear ();
496 561
497 free_key_values (this); 562 free_key_values (this);
498 563
499 name = 0; 564 owner = 0;
565 name = 0;
500 name_pl = 0; 566 name_pl = 0;
501 title = 0; 567 title = 0;
502 race = 0; 568 race = 0;
503 slaying = 0; 569 slaying = 0;
504 skill = 0; 570 skill = 0;
505 msg = 0; 571 msg = 0;
506 lore = 0; 572 lore = 0;
507 custom_name = 0; 573 custom_name = 0;
508 materialname = 0; 574 materialname = 0;
575 contr = 0;
576 below = 0;
577 above = 0;
578 inv = 0;
579 container = 0;
580 env = 0;
581 more = 0;
582 head = 0;
583 map = 0;
584 active_next = 0;
585 active_prev = 0;
509 586
510 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 587 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
511 588
512 SET_FLAG (this, FLAG_REMOVED); 589 SET_FLAG (this, FLAG_REMOVED);
590
591 /* What is not cleared is next, prev, and count */
592
593 expmul = 1.0;
594 face = blank_face;
595
596 if (settings.casting_time)
597 casting_time = -1;
513} 598}
514 599
515void object::clone (object *destination) 600void object::clone (object *destination)
516{ 601{
517 *(object_copy *)destination = *(object_copy *)this; 602 *(object_copy *)destination = *this;
518 *(object_pod *)destination = *(object_pod *)this; 603 *(object_pod *)destination = *this;
519 604
520 if (self || cb) 605 if (self || cb)
521 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 606 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
522}
523
524/*
525 * clear_object() frees everything allocated by an object, and also
526 * clears all variables and flags to default settings.
527 */
528
529void clear_object (object *op)
530{
531 op->clear ();
532
533 op->contr = NULL;
534 op->below = NULL;
535 op->above = NULL;
536 op->inv = NULL;
537 op->container=NULL;
538 op->env=NULL;
539 op->more=NULL;
540 op->head=NULL;
541 op->map=NULL;
542 op->refcount=0;
543 op->active_next = NULL;
544 op->active_prev = NULL;
545 /* What is not cleared is next, prev, and count */
546
547 op->expmul = 1.0;
548 op->face = blank_face;
549 op->attacked_by_count = -1;
550
551 if (settings.casting_time)
552 op->casting_time = -1;
553} 607}
554 608
555/* 609/*
556 * copy object first frees everything allocated by the second object, 610 * copy object first frees everything allocated by the second object,
557 * and then copies the contends of the first object into the second 611 * and then copies the contends of the first object into the second
558 * object, allocating what needs to be allocated. Basically, any 612 * object, allocating what needs to be allocated. Basically, any
559 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 613 * 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 614 * if the first object is freed, the pointers in the new object
561 * will point at garbage. 615 * will point at garbage.
562 */ 616 */
563 617void
564void copy_object (object *op2, object *op) 618copy_object (object *op2, object *op)
565{ 619{
566 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 620 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
567 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 621 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
568 622
569 op2->clone (op); 623 op2->clone (op);
570 624
625 if (is_freed)
571 if (is_freed) SET_FLAG (op, FLAG_FREED); 626 SET_FLAG (op, FLAG_FREED);
627 if (is_removed)
572 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 628 SET_FLAG (op, FLAG_REMOVED);
573 629
574 if (op2->speed < 0) 630 if (op2->speed < 0)
575 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 631 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
576 632
577 /* Copy over key_values, if any. */ 633 /* Copy over key_values, if any. */
578 if (op2->key_values != NULL) 634 if (op2->key_values)
579 { 635 {
580 key_value *tail = NULL; 636 key_value *tail = 0;
581 key_value *i; 637 key_value *i;
582 638
583 op->key_values = NULL; 639 op->key_values = 0;
584 640
585 for (i = op2->key_values; i != NULL; i = i->next) 641 for (i = op2->key_values; i; i = i->next)
586 { 642 {
587 key_value *new_link = new key_value; 643 key_value *new_link = new key_value;
588 644
589 new_link->next = NULL; 645 new_link->next = 0;
590 new_link->key = i->key; 646 new_link->key = i->key;
591 new_link->value = i->value; 647 new_link->value = i->value;
592 648
593 /* Try and be clever here, too. */ 649 /* Try and be clever here, too. */
594 if (op->key_values == NULL) 650 if (!op->key_values)
595 { 651 {
596 op->key_values = new_link; 652 op->key_values = new_link;
597 tail = new_link; 653 tail = new_link;
598 } 654 }
599 else 655 else
606 662
607 update_ob_speed (op); 663 update_ob_speed (op);
608} 664}
609 665
610/* 666/*
611 * get_object() grabs an object from the list of unused objects, makes
612 * sure it is initialised, and returns it.
613 * If there are no free objects, expand_objects() is called to get more.
614 */
615
616object *get_object ()
617{
618 object *op = new object;
619
620 op->count = ++ob_count;
621
622 op->active_next = 0;
623 op->active_prev = 0;
624
625 op->next = objects;
626 op->prev = 0;
627
628 if (objects)
629 objects->prev = op;
630
631 objects = op;
632
633 SET_FLAG (op, FLAG_REMOVED);
634
635 return op;
636}
637
638/*
639 * If an object with the IS_TURNABLE() flag needs to be turned due 667 * If an object with the IS_TURNABLE() flag needs to be turned due
640 * to the closest player being on the other side, this function can 668 * to the closest player being on the other side, this function can
641 * be called to update the face variable, _and_ how it looks on the map. 669 * be called to update the face variable, _and_ how it looks on the map.
642 */ 670 */
643 671
672void
644void update_turn_face(object *op) { 673update_turn_face (object *op)
674{
645 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 675 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
646 return; 676 return;
647 SET_ANIMATION(op, op->direction); 677 SET_ANIMATION (op, op->direction);
648 update_object(op,UP_OBJ_FACE); 678 update_object (op, UP_OBJ_FACE);
649} 679}
650 680
651/* 681/*
652 * Updates the speed of an object. If the speed changes from 0 to another 682 * Updates the speed of an object. If the speed changes from 0 to another
653 * value, or vice versa, then add/remove the object from the active list. 683 * value, or vice versa, then add/remove the object from the active list.
654 * This function needs to be called whenever the speed of an object changes. 684 * This function needs to be called whenever the speed of an object changes.
655 */ 685 */
656 686void
657void update_ob_speed(object *op) { 687update_ob_speed (object *op)
688{
658 extern int arch_init; 689 extern int arch_init;
659 690
660 /* No reason putting the archetypes objects on the speed list, 691 /* No reason putting the archetypes objects on the speed list,
661 * since they never really need to be updated. 692 * since they never really need to be updated.
662 */ 693 */
663 694
664 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 695 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
696 {
665 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 697 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
666#ifdef MANY_CORES 698#ifdef MANY_CORES
667 abort(); 699 abort ();
668#else 700#else
669 op->speed = 0; 701 op->speed = 0;
670#endif 702#endif
671 } 703 }
704
672 if (arch_init) { 705 if (arch_init)
706 return;
707
708 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
709 {
710 /* If already on active list, don't do anything */
711 if (op->active_next || op->active_prev || op == active_objects)
673 return; 712 return;
674 }
675 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
676 /* If already on active list, don't do anything */
677 if (op->active_next || op->active_prev || op==active_objects)
678 return;
679 713
680 /* process_events() expects us to insert the object at the beginning 714 /* process_events() expects us to insert the object at the beginning
681 * of the list. */ 715 * of the list. */
682 op->active_next = active_objects; 716 op->active_next = active_objects;
717
683 if (op->active_next!=NULL) 718 if (op->active_next != NULL)
684 op->active_next->active_prev = op; 719 op->active_next->active_prev = op;
720
685 active_objects = op; 721 active_objects = op;
722 }
723 else
686 } 724 {
687 else {
688 /* If not on the active list, nothing needs to be done */ 725 /* If not on the active list, nothing needs to be done */
689 if (!op->active_next && !op->active_prev && op!=active_objects) 726 if (!op->active_next && !op->active_prev && op != active_objects)
690 return; 727 return;
691 728
692 if (op->active_prev==NULL) { 729 if (op->active_prev == NULL)
730 {
693 active_objects = op->active_next; 731 active_objects = op->active_next;
732
694 if (op->active_next!=NULL) 733 if (op->active_next != NULL)
695 op->active_next->active_prev = NULL; 734 op->active_next->active_prev = NULL;
735 }
736 else
696 } 737 {
697 else {
698 op->active_prev->active_next = op->active_next; 738 op->active_prev->active_next = op->active_next;
739
699 if (op->active_next) 740 if (op->active_next)
700 op->active_next->active_prev = op->active_prev; 741 op->active_next->active_prev = op->active_prev;
701 } 742 }
743
702 op->active_next = NULL; 744 op->active_next = NULL;
703 op->active_prev = NULL; 745 op->active_prev = NULL;
704 } 746 }
705} 747}
706 748
707/* This function removes object 'op' from the list of active 749/* This function removes object 'op' from the list of active
708 * objects. 750 * objects.
710 * reference maps where you don't want an object that isn't 752 * reference maps where you don't want an object that isn't
711 * in play chewing up cpu time getting processed. 753 * in play chewing up cpu time getting processed.
712 * The reverse of this is to call update_ob_speed, which 754 * The reverse of this is to call update_ob_speed, which
713 * will do the right thing based on the speed of the object. 755 * will do the right thing based on the speed of the object.
714 */ 756 */
757void
715void remove_from_active_list(object *op) 758remove_from_active_list (object *op)
716{ 759{
717 /* If not on the active list, nothing needs to be done */ 760 /* If not on the active list, nothing needs to be done */
718 if (!op->active_next && !op->active_prev && op!=active_objects) 761 if (!op->active_next && !op->active_prev && op != active_objects)
719 return; 762 return;
720 763
721 if (op->active_prev==NULL) { 764 if (op->active_prev == NULL)
765 {
722 active_objects = op->active_next; 766 active_objects = op->active_next;
723 if (op->active_next!=NULL) 767 if (op->active_next != NULL)
724 op->active_next->active_prev = NULL; 768 op->active_next->active_prev = NULL;
769 }
770 else
725 } 771 {
726 else {
727 op->active_prev->active_next = op->active_next; 772 op->active_prev->active_next = op->active_next;
728 if (op->active_next) 773 if (op->active_next)
729 op->active_next->active_prev = op->active_prev; 774 op->active_next->active_prev = op->active_prev;
730 } 775 }
731 op->active_next = NULL; 776 op->active_next = NULL;
732 op->active_prev = NULL; 777 op->active_prev = NULL;
733} 778}
734 779
735/* 780/*
736 * update_object() updates the array which represents the map. 781 * update_object() updates the array which represents the map.
737 * It takes into account invisible objects (and represent squares covered 782 * It takes into account invisible objects (and represent squares covered
752 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 797 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
753 * as that is easier than trying to look at what may have changed. 798 * as that is easier than trying to look at what may have changed.
754 * UP_OBJ_FACE: only the objects face has changed. 799 * UP_OBJ_FACE: only the objects face has changed.
755 */ 800 */
756 801
802void
757void update_object(object *op, int action) { 803update_object (object *op, int action)
804{
758 int update_now=0, flags; 805 int update_now = 0, flags;
759 MoveType move_on, move_off, move_block, move_slow; 806 MoveType move_on, move_off, move_block, move_slow;
760 807
761 if (op == NULL) { 808 if (op == NULL)
809 {
762 /* this should never happen */ 810 /* this should never happen */
763 LOG(llevDebug,"update_object() called for NULL object.\n"); 811 LOG (llevDebug, "update_object() called for NULL object.\n");
764 return; 812 return;
765 }
766 813 }
814
767 if(op->env!=NULL) { 815 if (op->env != NULL)
816 {
768 /* Animation is currently handled by client, so nothing 817 /* Animation is currently handled by client, so nothing
769 * to do in this case. 818 * to do in this case.
770 */ 819 */
771 return; 820 return;
772 } 821 }
773 822
774 /* If the map is saving, don't do anything as everything is 823 /* If the map is saving, don't do anything as everything is
775 * going to get freed anyways. 824 * going to get freed anyways.
776 */ 825 */
777 if (!op->map || op->map->in_memory == MAP_SAVING) return; 826 if (!op->map || op->map->in_memory == MAP_SAVING)
778 827 return;
828
779 /* make sure the object is within map boundaries */ 829 /* make sure the object is within map boundaries */
780 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 830 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
781 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 831 {
782 LOG(llevError,"update_object() called for object out of map!\n"); 832 LOG (llevError, "update_object() called for object out of map!\n");
783#ifdef MANY_CORES 833#ifdef MANY_CORES
784 abort(); 834 abort ();
785#endif 835#endif
786 return; 836 return;
787 }
788 837 }
838
789 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 839 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
790 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 840 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
791 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 841 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
792 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 842 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
793 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 843 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
794 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 844 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
795 845
796 if (action == UP_OBJ_INSERT) { 846 if (action == UP_OBJ_INSERT)
847 {
797 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 848 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
798 update_now=1; 849 update_now = 1;
799 850
800 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 851 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
801 update_now=1; 852 update_now = 1;
802 853
803 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 854 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
804 update_now=1; 855 update_now = 1;
805 856
806 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 857 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
807 update_now=1; 858 update_now = 1;
808 859
860 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
861 update_now = 1;
862
809 if ((move_on | op->move_on) != move_on) update_now=1; 863 if ((move_on | op->move_on) != move_on)
864 update_now = 1;
865
810 if ((move_off | op->move_off) != move_off) update_now=1; 866 if ((move_off | op->move_off) != move_off)
867 update_now = 1;
868
811 /* This isn't perfect, but I don't expect a lot of objects to 869 /* This isn't perfect, but I don't expect a lot of objects to
812 * to have move_allow right now. 870 * to have move_allow right now.
813 */ 871 */
814 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 872 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
815 update_now=1; 873 update_now = 1;
874
816 if ((move_slow | op->move_slow) != move_slow) update_now=1; 875 if ((move_slow | op->move_slow) != move_slow)
876 update_now = 1;
817 } 877 }
818 /* if the object is being removed, we can't make intelligent 878 /* if the object is being removed, we can't make intelligent
819 * decisions, because remove_ob can't really pass the object 879 * decisions, because remove_ob can't really pass the object
820 * that is being removed. 880 * that is being removed.
821 */ 881 */
822 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 882 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
823 update_now=1; 883 update_now = 1;
824 } else if (action == UP_OBJ_FACE) { 884 else if (action == UP_OBJ_FACE)
825 /* Nothing to do for that case */ 885 /* Nothing to do for that case */ ;
826 }
827 else { 886 else
828 LOG(llevError,"update_object called with invalid action: %d\n", action); 887 LOG (llevError, "update_object called with invalid action: %d\n", action);
829 }
830 888
831 if (update_now) { 889 if (update_now)
890 {
832 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 891 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
833 update_position(op->map, op->x, op->y); 892 update_position (op->map, op->x, op->y);
834 } 893 }
835 894
836 if(op->more!=NULL) 895 if (op->more != NULL)
837 update_object(op->more, action); 896 update_object (op->more, action);
838} 897}
839 898
899object::vector object::mortals;
900object::vector object::objects; // not yet used
901object *object::first;
902
903void object::free_mortals ()
904{
905 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
906 if ((*i)->refcnt)
907 ++i; // further delay freeing
908 else
909 {
910 delete *i;
911 mortals.erase (i);
912 }
913
914 static int lastmortals = 0;//D
915
916 if (mortals.size() != lastmortals && lastmortals > 100)//D
917 {
918 lastmortals = mortals.size ();//D
919 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
920 }
921}
922
923object::object ()
924{
925 SET_FLAG (this, FLAG_REMOVED);
926
927 expmul = 1.0;
928 face = blank_face;
929}
930
931object::~object ()
932{
933 free_key_values (this);
934}
935
936void object::link ()
937{
938 count = ++ob_count;
939 uuid = gen_uuid ();
940
941 prev = 0;
942 next = object::first;
943
944 if (object::first)
945 object::first->prev = this;
946
947 object::first = this;
948}
949
950void object::unlink ()
951{
952 if (this == object::first)
953 object::first = next;
954
955 /* Remove this object from the list of used objects */
956 if (prev) prev->next = next;
957 if (next) next->prev = prev;
958
959 prev = 0;
960 next = 0;
961}
962
963object *object::create ()
964{
965 object *op = new object;
966 op->link ();
967 return op;
968}
840 969
841/* 970/*
842 * free_object() frees everything allocated by an object, removes 971 * free_object() frees everything allocated by an object, removes
843 * it from the list of used objects, and puts it on the list of 972 * it from the list of used objects, and puts it on the list of
844 * free objects. The IS_FREED() flag is set in the object. 973 * free objects. The IS_FREED() flag is set in the object.
845 * The object must have been removed by remove_ob() first for 974 * The object must have been removed by remove_ob() first for
846 * this function to succeed. 975 * this function to succeed.
847 * 976 *
848 * If free_inventory is set, free inventory as well. Else drop items in 977 * If destroy_inventory is set, free inventory as well. Else drop items in
849 * inventory to the ground. 978 * inventory to the ground.
850 */ 979 */
851 980void object::destroy (bool destroy_inventory)
852void
853free_object (object * ob)
854{ 981{
855 free_object2 (ob, 0);
856}
857
858void
859free_object2 (object * ob, int free_inventory)
860{
861 object *tmp, *op;
862
863 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 982 if (QUERY_FLAG (this, FLAG_FREED))
864 { 983 return;
865 LOG (llevDebug, "Free object called with non removed object\n");
866 dump_object (ob);
867#ifdef MANY_CORES
868 abort ();
869#endif
870 }
871 984
872 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 985 if (QUERY_FLAG (this, FLAG_FRIENDLY))
873 {
874 LOG (llevMonster, "Warning: tried to free friendly object.\n");
875 remove_friendly_object (ob); 986 remove_friendly_object (this);
876 }
877 987
878 if (QUERY_FLAG (ob, FLAG_FREED)) 988 if (!QUERY_FLAG (this, FLAG_REMOVED))
879 { 989 remove_ob (this);
880 dump_object (ob); 990
881 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 991 SET_FLAG (this, FLAG_FREED);
882 return; 992
993 if (more)
883 } 994 {
884 995 more->destroy (destroy_inventory);
885 if (ob->more != NULL) 996 more = 0;
886 { 997 }
887 free_object2 (ob->more, free_inventory);
888 ob->more = NULL;
889 }
890 998
891 if (ob->inv) 999 if (inv)
892 { 1000 {
893 /* Only if the space blocks everything do we not process - 1001 /* Only if the space blocks everything do we not process -
894 * if some form of movemnt is allowed, let objects 1002 * if some form of movement is allowed, let objects
895 * drop on that space. 1003 * drop on that space.
896 */ 1004 */
897 if (free_inventory || ob->map == NULL 1005 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
898 || ob->map->in_memory != MAP_IN_MEMORY 1006 {
899 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 1007 object *op = inv;
900 {
901 op = ob->inv;
902 1008
903 while (op != NULL) 1009 while (op)
904 { 1010 {
905 tmp = op->below; 1011 object *tmp = op->below;
906 remove_ob (op); 1012 op->destroy (destroy_inventory);
907 free_object2 (op, free_inventory);
908 op = tmp; 1013 op = tmp;
909 } 1014 }
910 } 1015 }
911 else 1016 else
912 { /* Put objects in inventory onto this space */ 1017 { /* Put objects in inventory onto this space */
913 op = ob->inv; 1018 object *op = inv;
914 1019
915 while (op != NULL) 1020 while (op)
916 { 1021 {
917 tmp = op->below; 1022 object *tmp = op->below;
1023
918 remove_ob (op); 1024 remove_ob (op);
919 1025
920 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 1026 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
921 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 1027 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
922 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1028 free_object (op);
923 free_object (op); 1029 else
924 else 1030 {
925 { 1031 op->x = x;
926 op->x = ob->x; 1032 op->y = y;
927 op->y = ob->y;
928 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ 1033 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
929 } 1034 }
930 1035
931 op = tmp; 1036 op = tmp;
1037 }
1038 }
932 } 1039 }
933 } 1040
934 } 1041 // clear those pointers that likely might have circular references to us
1042 owner = 0;
1043 enemy = 0;
1044 attacked_by = 0;
1045
1046 // only relevant for players(?), but make sure of it anyways
1047 contr = 0;
935 1048
936 /* Remove object from the active list */ 1049 /* Remove object from the active list */
937 ob->speed = 0; 1050 speed = 0;
938 update_ob_speed (ob); 1051 update_ob_speed (this);
939 1052
940 SET_FLAG (ob, FLAG_FREED); 1053 unlink ();
941 ob->count = 0;
942 1054
943 /* Remove this object from the list of used objects */ 1055 mortals.push_back (this);
944 if (ob->prev == NULL)
945 {
946 objects = ob->next;
947
948 if (objects != NULL)
949 objects->prev = NULL;
950 }
951 else
952 {
953 ob->prev->next = ob->next;
954
955 if (ob->next != NULL)
956 ob->next->prev = ob->prev;
957 }
958
959 free_key_values (ob);
960
961 /* Now link it with the free_objects list: */
962 ob->prev = 0;
963 ob->next = 0;
964
965 delete ob;
966} 1056}
967 1057
968/* 1058/*
969 * sub_weight() recursively (outwards) subtracts a number from the 1059 * sub_weight() recursively (outwards) subtracts a number from the
970 * weight of an object (and what is carried by it's environment(s)). 1060 * weight of an object (and what is carried by it's environment(s)).
971 */ 1061 */
972 1062
1063void
973void sub_weight (object *op, signed long weight) { 1064sub_weight (object *op, signed long weight)
1065{
974 while (op != NULL) { 1066 while (op != NULL)
1067 {
975 if (op->type == CONTAINER) { 1068 if (op->type == CONTAINER)
976 weight=(signed long)(weight*(100-op->stats.Str)/100); 1069 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
977 } 1070
978 op->carrying-=weight; 1071 op->carrying -= weight;
979 op = op->env; 1072 op = op->env;
980 } 1073 }
981} 1074}
982 1075
983/* remove_ob(op): 1076/* remove_ob(op):
984 * This function removes the object op from the linked list of objects 1077 * This function removes the object op from the linked list of objects
985 * which it is currently tied to. When this function is done, the 1078 * which it is currently tied to. When this function is done, the
987 * environment, the x and y coordinates will be updated to 1080 * environment, the x and y coordinates will be updated to
988 * the previous environment. 1081 * the previous environment.
989 * Beware: This function is called from the editor as well! 1082 * Beware: This function is called from the editor as well!
990 */ 1083 */
991 1084
1085void
992void remove_ob(object *op) { 1086remove_ob (object *op)
1087{
993 object *tmp,*last=NULL; 1088 object *tmp, *last = 0;
994 object *otmp; 1089 object *otmp;
995 tag_t tag; 1090
996 int check_walk_off; 1091 int check_walk_off;
997 mapstruct *m; 1092 maptile *m;
1093
998 sint16 x,y; 1094 sint16 x, y;
999
1000 1095
1001 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1096 if (QUERY_FLAG (op, FLAG_REMOVED))
1002 dump_object(op); 1097 return;
1003 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1004 1098
1005 /* Changed it to always dump core in this case. As has been learned
1006 * in the past, trying to recover from errors almost always
1007 * make things worse, and this is a real error here - something
1008 * that should not happen.
1009 * Yes, if this was a mission critical app, trying to do something
1010 * to recover may make sense, but that is because failure of the app
1011 * may have other disastrous problems. Cf runs out of a script
1012 * so is easily enough restarted without any real problems.
1013 * MSW 2001-07-01
1014 */
1015 abort();
1016 }
1017 if(op->more!=NULL)
1018 remove_ob(op->more);
1019
1020 SET_FLAG(op, FLAG_REMOVED); 1099 SET_FLAG (op, FLAG_REMOVED);
1021 1100
1101 if (op->more != NULL)
1102 remove_ob (op->more);
1103
1022 /* 1104 /*
1023 * In this case, the object to be removed is in someones 1105 * In this case, the object to be removed is in someones
1024 * inventory. 1106 * inventory.
1025 */ 1107 */
1026 if(op->env!=NULL) { 1108 if (op->env != NULL)
1109 {
1027 if(op->nrof) 1110 if (op->nrof)
1028 sub_weight(op->env, op->weight*op->nrof); 1111 sub_weight (op->env, op->weight * op->nrof);
1029 else 1112 else
1030 sub_weight(op->env, op->weight+op->carrying); 1113 sub_weight (op->env, op->weight + op->carrying);
1031 1114
1032 /* NO_FIX_PLAYER is set when a great many changes are being 1115 /* NO_FIX_PLAYER is set when a great many changes are being
1033 * made to players inventory. If set, avoiding the call 1116 * made to players inventory. If set, avoiding the call
1034 * to save cpu time. 1117 * to save cpu time.
1035 */ 1118 */
1036 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1119 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1037 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1038 fix_player(otmp); 1120 fix_player (otmp);
1039 1121
1040 if(op->above!=NULL) 1122 if (op->above != NULL)
1041 op->above->below=op->below; 1123 op->above->below = op->below;
1042 else 1124 else
1043 op->env->inv=op->below; 1125 op->env->inv = op->below;
1044 1126
1045 if(op->below!=NULL) 1127 if (op->below != NULL)
1046 op->below->above=op->above; 1128 op->below->above = op->above;
1047 1129
1048 /* we set up values so that it could be inserted into 1130 /* we set up values so that it could be inserted into
1049 * the map, but we don't actually do that - it is up 1131 * the map, but we don't actually do that - it is up
1050 * to the caller to decide what we want to do. 1132 * to the caller to decide what we want to do.
1051 */ 1133 */
1052 op->x=op->env->x,op->y=op->env->y; 1134 op->x = op->env->x, op->y = op->env->y;
1053 op->map=op->env->map; 1135 op->map = op->env->map;
1054 op->above=NULL,op->below=NULL; 1136 op->above = NULL, op->below = NULL;
1055 op->env=NULL; 1137 op->env = NULL;
1138 }
1139 else if (op->map)
1140 {
1141 x = op->x;
1142 y = op->y;
1143 m = get_map_from_coord (op->map, &x, &y);
1144
1145 if (!m)
1146 {
1147 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1148 op->map->path, op->x, op->y);
1149 /* in old days, we used to set x and y to 0 and continue.
1150 * it seems if we get into this case, something is probablye
1151 * screwed up and should be fixed.
1152 */
1153 abort ();
1154 }
1155
1156 if (op->map != m)
1157 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1158 op->map->path, m->path, op->x, op->y, x, y);
1159
1160 /* Re did the following section of code - it looks like it had
1161 * lots of logic for things we no longer care about
1162 */
1163
1164 /* link the object above us */
1165 if (op->above)
1166 op->above->below = op->below;
1167 else
1168 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1169
1170 /* Relink the object below us, if there is one */
1171 if (op->below)
1172 op->below->above = op->above;
1173 else
1174 {
1175 /* Nothing below, which means we need to relink map object for this space
1176 * use translated coordinates in case some oddness with map tiling is
1177 * evident
1178 */
1179 if (GET_MAP_OB (m, x, y) != op)
1180 {
1181 dump_object (op);
1182 LOG (llevError,
1183 "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);
1184 dump_object (GET_MAP_OB (m, x, y));
1185 LOG (llevError, "%s\n", errmsg);
1186 }
1187
1188 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1189 }
1190
1191 op->above = 0;
1192 op->below = 0;
1193
1194 if (op->map->in_memory == MAP_SAVING)
1056 return; 1195 return;
1057 }
1058 1196
1059 /* If we get here, we are removing it from a map */
1060 if (op->map == NULL) return;
1061
1062 x = op->x;
1063 y = op->y;
1064 m = get_map_from_coord(op->map, &x, &y);
1065
1066 if (!m) {
1067 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1068 op->map->path, op->x, op->y);
1069 /* in old days, we used to set x and y to 0 and continue.
1070 * it seems if we get into this case, something is probablye
1071 * screwed up and should be fixed.
1072 */
1073 abort();
1074 }
1075 if (op->map != m) {
1076 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1077 op->map->path, m->path, op->x, op->y, x, y);
1078 }
1079
1080 /* Re did the following section of code - it looks like it had
1081 * lots of logic for things we no longer care about
1082 */
1083
1084 /* link the object above us */
1085 if (op->above)
1086 op->above->below=op->below;
1087 else
1088 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1089
1090 /* Relink the object below us, if there is one */
1091 if(op->below) {
1092 op->below->above=op->above;
1093 } else {
1094 /* Nothing below, which means we need to relink map object for this space
1095 * use translated coordinates in case some oddness with map tiling is
1096 * evident
1097 */
1098 if(GET_MAP_OB(m,x,y)!=op) {
1099 dump_object(op);
1100 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);
1101 dump_object(GET_MAP_OB(m,x,y));
1102 LOG(llevError,"%s\n",errmsg);
1103 }
1104 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1105 }
1106 op->above=NULL;
1107 op->below=NULL;
1108
1109 if (op->map->in_memory == MAP_SAVING)
1110 return;
1111
1112 tag = op->count;
1113 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1197 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1198
1114 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1199 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1200 {
1115 /* No point updating the players look faces if he is the object 1201 /* No point updating the players look faces if he is the object
1116 * being removed. 1202 * being removed.
1117 */ 1203 */
1118 1204
1119 if(tmp->type==PLAYER && tmp!=op) { 1205 if (tmp->type == PLAYER && tmp != op)
1206 {
1120 /* If a container that the player is currently using somehow gets 1207 /* If a container that the player is currently using somehow gets
1121 * removed (most likely destroyed), update the player view 1208 * removed (most likely destroyed), update the player view
1122 * appropriately. 1209 * appropriately.
1123 */ 1210 */
1124 if (tmp->container==op) { 1211 if (tmp->container == op)
1212 {
1125 CLEAR_FLAG(op, FLAG_APPLIED); 1213 CLEAR_FLAG (op, FLAG_APPLIED);
1126 tmp->container=NULL; 1214 tmp->container = NULL;
1215 }
1216
1217 tmp->contr->socket.update_look = 1;
1127 } 1218 }
1128 tmp->contr->socket.update_look=1; 1219
1129 }
1130 /* See if player moving off should effect something */ 1220 /* See if player moving off should effect something */
1221 if (check_walk_off
1131 if (check_walk_off && ((op->move_type & tmp->move_off) && 1222 && ((op->move_type & tmp->move_off)
1132 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1223 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1133 1224 {
1134 move_apply(tmp, op, NULL); 1225 move_apply (tmp, op, NULL);
1226
1135 if (was_destroyed (op, tag)) { 1227 if (op->destroyed ())
1136 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1228 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1137 "leaving object\n", &tmp->name, &tmp->arch->name);
1138 } 1229 }
1139 }
1140 1230
1141 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1231 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1142 1232
1143 if(tmp->above == tmp) 1233 if (tmp->above == tmp)
1144 tmp->above = NULL; 1234 tmp->above = NULL;
1235
1145 last=tmp; 1236 last = tmp;
1146 } 1237 }
1238
1147 /* last == NULL of there are no objects on this space */ 1239 /* last == NULL of there are no objects on this space */
1148 if (last==NULL) { 1240 if (last == NULL)
1241 {
1149 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1242 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1150 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1243 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1151 * those out anyways, and if there are any flags set right now, they won't 1244 * those out anyways, and if there are any flags set right now, they won't
1152 * be correct anyways. 1245 * be correct anyways.
1153 */ 1246 */
1154 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1247 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1155 update_position(op->map, op->x, op->y); 1248 update_position (op->map, op->x, op->y);
1156 } 1249 }
1157 else 1250 else
1158 update_object(last, UP_OBJ_REMOVE); 1251 update_object (last, UP_OBJ_REMOVE);
1159 1252
1160 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1253 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1161 update_all_los(op->map, op->x, op->y); 1254 update_all_los (op->map, op->x, op->y);
1162 1255 }
1163} 1256}
1164 1257
1165/* 1258/*
1166 * merge_ob(op,top): 1259 * merge_ob(op,top):
1167 * 1260 *
1168 * This function goes through all objects below and including top, and 1261 * This function goes through all objects below and including top, and
1169 * merges op to the first matching object. 1262 * merges op to the first matching object.
1170 * If top is NULL, it is calculated. 1263 * If top is NULL, it is calculated.
1171 * Returns pointer to object if it succeded in the merge, otherwise NULL 1264 * Returns pointer to object if it succeded in the merge, otherwise NULL
1172 */ 1265 */
1173 1266object *
1174object *merge_ob(object *op, object *top) { 1267merge_ob (object *op, object *top)
1268{
1175 if(!op->nrof) 1269 if (!op->nrof)
1176 return 0; 1270 return 0;
1271
1177 if(top==NULL) 1272 if (top == NULL)
1178 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1273 for (top = op; top != NULL && top->above != NULL; top = top->above);
1274
1179 for(;top!=NULL;top=top->below) { 1275 for (; top != NULL; top = top->below)
1276 {
1180 if(top==op) 1277 if (top == op)
1181 continue; 1278 continue;
1182 if (CAN_MERGE(op,top)) 1279 if (CAN_MERGE (op, top))
1183 { 1280 {
1184 top->nrof+=op->nrof; 1281 top->nrof += op->nrof;
1282
1185/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1283/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1186 op->weight = 0; /* Don't want any adjustements now */ 1284 op->weight = 0; /* Don't want any adjustements now */
1187 remove_ob(op); 1285 remove_ob (op);
1188 free_object(op); 1286 free_object (op);
1189 return top; 1287 return top;
1190 } 1288 }
1191 } 1289 }
1290
1192 return NULL; 1291 return 0;
1193} 1292}
1194 1293
1195/* 1294/*
1196 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1295 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1197 * job preparing multi-part monsters 1296 * job preparing multi-part monsters
1198 */ 1297 */
1298object *
1199object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1299insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1300{
1200 object* tmp; 1301 object *tmp;
1302
1201 if (op->head) 1303 if (op->head)
1202 op=op->head; 1304 op = op->head;
1305
1203 for (tmp=op;tmp;tmp=tmp->more){ 1306 for (tmp = op; tmp; tmp = tmp->more)
1307 {
1204 tmp->x=x+tmp->arch->clone.x; 1308 tmp->x = x + tmp->arch->clone.x;
1205 tmp->y=y+tmp->arch->clone.y; 1309 tmp->y = y + tmp->arch->clone.y;
1206 } 1310 }
1311
1207 return insert_ob_in_map (op, m, originator, flag); 1312 return insert_ob_in_map (op, m, originator, flag);
1208} 1313}
1209 1314
1210/* 1315/*
1211 * insert_ob_in_map (op, map, originator, flag): 1316 * insert_ob_in_map (op, map, originator, flag):
1212 * This function inserts the object in the two-way linked list 1317 * This function inserts the object in the two-way linked list
1226 * new object if 'op' was merged with other object 1331 * new object if 'op' was merged with other object
1227 * NULL if 'op' was destroyed 1332 * NULL if 'op' was destroyed
1228 * just 'op' otherwise 1333 * just 'op' otherwise
1229 */ 1334 */
1230 1335
1336object *
1231object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1337insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1232{ 1338{
1233 object *tmp, *top, *floor=NULL; 1339 object *tmp, *top, *floor = NULL;
1234 sint16 x,y; 1340 sint16 x, y;
1235 1341
1236 if (QUERY_FLAG (op, FLAG_FREED)) { 1342 if (QUERY_FLAG (op, FLAG_FREED))
1343 {
1237 LOG (llevError, "Trying to insert freed object!\n"); 1344 LOG (llevError, "Trying to insert freed object!\n");
1345 return NULL;
1346 }
1347
1348 if (m == NULL)
1349 {
1350 dump_object (op);
1351 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1352 return op;
1353 }
1354
1355 if (out_of_map (m, op->x, op->y))
1356 {
1357 dump_object (op);
1358 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1359#ifdef MANY_CORES
1360 /* Better to catch this here, as otherwise the next use of this object
1361 * is likely to cause a crash. Better to find out where it is getting
1362 * improperly inserted.
1363 */
1364 abort ();
1365#endif
1366 return op;
1367 }
1368
1369 if (!QUERY_FLAG (op, FLAG_REMOVED))
1370 {
1371 dump_object (op);
1372 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1373 return op;
1374 }
1375
1376 if (op->more != NULL)
1377 {
1378 /* The part may be on a different map. */
1379
1380 object *more = op->more;
1381
1382 /* We really need the caller to normalize coordinates - if
1383 * we set the map, that doesn't work if the location is within
1384 * a map and this is straddling an edge. So only if coordinate
1385 * is clear wrong do we normalize it.
1386 */
1387 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1388 more->map = get_map_from_coord (m, &more->x, &more->y);
1389 else if (!more->map)
1390 {
1391 /* For backwards compatibility - when not dealing with tiled maps,
1392 * more->map should always point to the parent.
1393 */
1394 more->map = m;
1395 }
1396
1397 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1398 {
1399 if (!op->head)
1400 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1401
1402 return NULL;
1403 }
1404 }
1405
1406 CLEAR_FLAG (op, FLAG_REMOVED);
1407
1408 /* Ideally, the caller figures this out. However, it complicates a lot
1409 * of areas of callers (eg, anything that uses find_free_spot would now
1410 * need extra work
1411 */
1412 op->map = get_map_from_coord (m, &op->x, &op->y);
1413 x = op->x;
1414 y = op->y;
1415
1416 /* this has to be done after we translate the coordinates.
1417 */
1418 if (op->nrof && !(flag & INS_NO_MERGE))
1419 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1420 if (CAN_MERGE (op, tmp))
1421 {
1422 op->nrof += tmp->nrof;
1423 remove_ob (tmp);
1424 free_object (tmp);
1425 }
1426
1427 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1428 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1429
1430 if (!QUERY_FLAG (op, FLAG_ALIVE))
1431 CLEAR_FLAG (op, FLAG_NO_STEAL);
1432
1433 if (flag & INS_BELOW_ORIGINATOR)
1434 {
1435 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1436 {
1437 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1438 abort ();
1439 }
1440
1441 op->above = originator;
1442 op->below = originator->below;
1443
1444 if (op->below)
1445 op->below->above = op;
1446 else
1447 SET_MAP_OB (op->map, op->x, op->y, op);
1448
1449 /* since *below* originator, no need to update top */
1450 originator->below = op;
1451 }
1452 else
1453 {
1454 /* If there are other objects, then */
1455 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1456 {
1457 object *last = NULL;
1458
1459 /*
1460 * If there are multiple objects on this space, we do some trickier handling.
1461 * We've already dealt with merging if appropriate.
1462 * Generally, we want to put the new object on top. But if
1463 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1464 * floor, we want to insert above that and no further.
1465 * Also, if there are spell objects on this space, we stop processing
1466 * once we get to them. This reduces the need to traverse over all of
1467 * them when adding another one - this saves quite a bit of cpu time
1468 * when lots of spells are cast in one area. Currently, it is presumed
1469 * that flying non pickable objects are spell objects.
1470 */
1471
1472 while (top != NULL)
1473 {
1474 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1475 floor = top;
1476
1477 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1478 {
1479 /* We insert above top, so we want this object below this */
1480 top = top->below;
1481 break;
1482 }
1483
1484 last = top;
1485 top = top->above;
1486 }
1487
1488 /* Don't want top to be NULL, so set it to the last valid object */
1489 top = last;
1490
1491 /* We let update_position deal with figuring out what the space
1492 * looks like instead of lots of conditions here.
1493 * makes things faster, and effectively the same result.
1494 */
1495
1496 /* Have object 'fall below' other objects that block view.
1497 * Unless those objects are exits, type 66
1498 * If INS_ON_TOP is used, don't do this processing
1499 * Need to find the object that in fact blocks view, otherwise
1500 * stacking is a bit odd.
1501 */
1502 if (!(flag & INS_ON_TOP) &&
1503 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1504 {
1505 for (last = top; last != floor; last = last->below)
1506 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1507 break;
1508 /* Check to see if we found the object that blocks view,
1509 * and make sure we have a below pointer for it so that
1510 * we can get inserted below this one, which requires we
1511 * set top to the object below us.
1512 */
1513 if (last && last->below && last != floor)
1514 top = last->below;
1515 }
1516 } /* If objects on this space */
1517
1518 if (flag & INS_MAP_LOAD)
1519 top = GET_MAP_TOP (op->map, op->x, op->y);
1520
1521 if (flag & INS_ABOVE_FLOOR_ONLY)
1522 top = floor;
1523
1524 /* Top is the object that our object (op) is going to get inserted above.
1525 */
1526
1527 /* First object on this space */
1528 if (!top)
1529 {
1530 op->above = GET_MAP_OB (op->map, op->x, op->y);
1531
1532 if (op->above)
1533 op->above->below = op;
1534
1535 op->below = NULL;
1536 SET_MAP_OB (op->map, op->x, op->y, op);
1537 }
1538 else
1539 { /* get inserted into the stack above top */
1540 op->above = top->above;
1541
1542 if (op->above)
1543 op->above->below = op;
1544
1545 op->below = top;
1546 top->above = op;
1547 }
1548
1549 if (op->above == NULL)
1550 SET_MAP_TOP (op->map, op->x, op->y, op);
1551 } /* else not INS_BELOW_ORIGINATOR */
1552
1553 if (op->type == PLAYER)
1554 op->contr->do_los = 1;
1555
1556 /* If we have a floor, we know the player, if any, will be above
1557 * it, so save a few ticks and start from there.
1558 */
1559 if (!(flag & INS_MAP_LOAD))
1560 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1561 if (tmp->type == PLAYER)
1562 tmp->contr->socket.update_look = 1;
1563
1564 /* If this object glows, it may affect lighting conditions that are
1565 * visible to others on this map. But update_all_los is really
1566 * an inefficient way to do this, as it means los for all players
1567 * on the map will get recalculated. The players could very well
1568 * be far away from this change and not affected in any way -
1569 * this should get redone to only look for players within range,
1570 * or just updating the P_NEED_UPDATE for spaces within this area
1571 * of effect may be sufficient.
1572 */
1573 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1574 update_all_los (op->map, op->x, op->y);
1575
1576 /* updates flags (blocked, alive, no magic, etc) for this map space */
1577 update_object (op, UP_OBJ_INSERT);
1578
1579 /* Don't know if moving this to the end will break anything. However,
1580 * we want to have update_look set above before calling this.
1581 *
1582 * check_move_on() must be after this because code called from
1583 * check_move_on() depends on correct map flags (so functions like
1584 * blocked() and wall() work properly), and these flags are updated by
1585 * update_object().
1586 */
1587
1588 /* if this is not the head or flag has been passed, don't check walk on status */
1589 if (!(flag & INS_NO_WALK_ON) && !op->head)
1590 {
1591 if (check_move_on (op, originator))
1238 return NULL; 1592 return NULL;
1239 }
1240 if(m==NULL) {
1241 dump_object(op);
1242 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1243 return op;
1244 }
1245 if(out_of_map(m,op->x,op->y)) {
1246 dump_object(op);
1247 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1248#ifdef MANY_CORES
1249 /* Better to catch this here, as otherwise the next use of this object
1250 * is likely to cause a crash. Better to find out where it is getting
1251 * improperly inserted.
1252 */
1253 abort();
1254#endif
1255 return op;
1256 }
1257 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1258 dump_object(op);
1259 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1260 return op;
1261 }
1262 if(op->more!=NULL) {
1263 /* The part may be on a different map. */
1264 1593
1265 object *more = op->more;
1266
1267 /* We really need the caller to normalize coordinates - if
1268 * we set the map, that doesn't work if the location is within
1269 * a map and this is straddling an edge. So only if coordinate
1270 * is clear wrong do we normalize it.
1271 */
1272 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1273 more->map = get_map_from_coord(m, &more->x, &more->y);
1274 } else if (!more->map) {
1275 /* For backwards compatibility - when not dealing with tiled maps,
1276 * more->map should always point to the parent.
1277 */
1278 more->map = m;
1279 }
1280
1281 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1282 if ( ! op->head)
1283 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1284 return NULL;
1285 }
1286 }
1287 CLEAR_FLAG(op,FLAG_REMOVED);
1288
1289 /* Ideally, the caller figures this out. However, it complicates a lot
1290 * of areas of callers (eg, anything that uses find_free_spot would now
1291 * need extra work
1292 */
1293 op->map=get_map_from_coord(m, &op->x, &op->y);
1294 x = op->x;
1295 y = op->y;
1296
1297 /* this has to be done after we translate the coordinates.
1298 */
1299 if(op->nrof && !(flag & INS_NO_MERGE)) {
1300 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1301 if (CAN_MERGE(op,tmp)) {
1302 op->nrof+=tmp->nrof;
1303 remove_ob(tmp);
1304 free_object(tmp);
1305 }
1306 }
1307
1308 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1309 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1310 if (!QUERY_FLAG(op, FLAG_ALIVE))
1311 CLEAR_FLAG(op, FLAG_NO_STEAL);
1312
1313 if (flag & INS_BELOW_ORIGINATOR) {
1314 if (originator->map != op->map || originator->x != op->x ||
1315 originator->y != op->y) {
1316 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1317 abort();
1318 }
1319 op->above = originator;
1320 op->below = originator->below;
1321 if (op->below) op->below->above = op;
1322 else SET_MAP_OB(op->map, op->x, op->y, op);
1323 /* since *below* originator, no need to update top */
1324 originator->below = op;
1325 } else {
1326 /* If there are other objects, then */
1327 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1328 object *last=NULL;
1329 /*
1330 * If there are multiple objects on this space, we do some trickier handling.
1331 * We've already dealt with merging if appropriate.
1332 * Generally, we want to put the new object on top. But if
1333 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1334 * floor, we want to insert above that and no further.
1335 * Also, if there are spell objects on this space, we stop processing
1336 * once we get to them. This reduces the need to traverse over all of
1337 * them when adding another one - this saves quite a bit of cpu time
1338 * when lots of spells are cast in one area. Currently, it is presumed
1339 * that flying non pickable objects are spell objects.
1340 */
1341
1342 while (top != NULL) {
1343 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1344 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1345 if (QUERY_FLAG(top, FLAG_NO_PICK)
1346 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1347 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1348 {
1349 /* We insert above top, so we want this object below this */
1350 top=top->below;
1351 break;
1352 }
1353 last = top;
1354 top = top->above;
1355 }
1356 /* Don't want top to be NULL, so set it to the last valid object */
1357 top = last;
1358
1359 /* We let update_position deal with figuring out what the space
1360 * looks like instead of lots of conditions here.
1361 * makes things faster, and effectively the same result.
1362 */
1363
1364 /* Have object 'fall below' other objects that block view.
1365 * Unless those objects are exits, type 66
1366 * If INS_ON_TOP is used, don't do this processing
1367 * Need to find the object that in fact blocks view, otherwise
1368 * stacking is a bit odd.
1369 */
1370 if (!(flag & INS_ON_TOP) &&
1371 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1372 (op->face && !op->face->visibility)) {
1373 for (last=top; last != floor; last=last->below)
1374 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1375 /* Check to see if we found the object that blocks view,
1376 * and make sure we have a below pointer for it so that
1377 * we can get inserted below this one, which requires we
1378 * set top to the object below us.
1379 */
1380 if (last && last->below && last != floor) top=last->below;
1381 }
1382 } /* If objects on this space */
1383 if (flag & INS_MAP_LOAD)
1384 top = GET_MAP_TOP(op->map,op->x,op->y);
1385 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1386
1387 /* Top is the object that our object (op) is going to get inserted above.
1388 */
1389
1390 /* First object on this space */
1391 if (!top) {
1392 op->above = GET_MAP_OB(op->map, op->x, op->y);
1393 if (op->above) op->above->below = op;
1394 op->below = NULL;
1395 SET_MAP_OB(op->map, op->x, op->y, op);
1396 } else { /* get inserted into the stack above top */
1397 op->above = top->above;
1398 if (op->above) op->above->below = op;
1399 op->below = top;
1400 top->above = op;
1401 }
1402 if (op->above==NULL)
1403 SET_MAP_TOP(op->map,op->x, op->y, op);
1404 } /* else not INS_BELOW_ORIGINATOR */
1405
1406 if(op->type==PLAYER)
1407 op->contr->do_los=1;
1408
1409 /* If we have a floor, we know the player, if any, will be above
1410 * it, so save a few ticks and start from there.
1411 */
1412 if (!(flag & INS_MAP_LOAD))
1413 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1414 if (tmp->type == PLAYER)
1415 tmp->contr->socket.update_look=1;
1416 }
1417
1418 /* If this object glows, it may affect lighting conditions that are
1419 * visible to others on this map. But update_all_los is really
1420 * an inefficient way to do this, as it means los for all players
1421 * on the map will get recalculated. The players could very well
1422 * be far away from this change and not affected in any way -
1423 * this should get redone to only look for players within range,
1424 * or just updating the P_NEED_UPDATE for spaces within this area
1425 * of effect may be sufficient.
1426 */
1427 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1428 update_all_los(op->map, op->x, op->y);
1429
1430
1431 /* updates flags (blocked, alive, no magic, etc) for this map space */
1432 update_object(op,UP_OBJ_INSERT);
1433
1434
1435 /* Don't know if moving this to the end will break anything. However,
1436 * we want to have update_look set above before calling this.
1437 *
1438 * check_move_on() must be after this because code called from
1439 * check_move_on() depends on correct map flags (so functions like
1440 * blocked() and wall() work properly), and these flags are updated by
1441 * update_object().
1442 */
1443
1444 /* if this is not the head or flag has been passed, don't check walk on status */
1445
1446 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1447 if (check_move_on(op, originator))
1448 return NULL;
1449
1450 /* If we are a multi part object, lets work our way through the check 1594 /* If we are a multi part object, lets work our way through the check
1451 * walk on's. 1595 * walk on's.
1452 */ 1596 */
1453 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1597 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1454 if (check_move_on (tmp, originator)) 1598 if (check_move_on (tmp, originator))
1455 return NULL; 1599 return NULL;
1456 } 1600 }
1601
1457 return op; 1602 return op;
1458} 1603}
1459 1604
1460/* this function inserts an object in the map, but if it 1605/* this function inserts an object in the map, but if it
1461 * finds an object of its own type, it'll remove that one first. 1606 * finds an object of its own type, it'll remove that one first.
1462 * op is the object to insert it under: supplies x and the map. 1607 * op is the object to insert it under: supplies x and the map.
1463 */ 1608 */
1609void
1464void replace_insert_ob_in_map(const char *arch_string, object *op) { 1610replace_insert_ob_in_map (const char *arch_string, object *op)
1611{
1465 object *tmp; 1612 object *
1466 object *tmp1; 1613 tmp;
1614 object *
1615 tmp1;
1467 1616
1468 /* first search for itself and remove any old instances */ 1617 /* first search for itself and remove any old instances */
1469 1618
1470 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1619 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1620 {
1471 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1621 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1622 {
1472 remove_ob(tmp); 1623 remove_ob (tmp);
1473 free_object(tmp); 1624 free_object (tmp);
1474 } 1625 }
1475 } 1626 }
1476 1627
1477 tmp1=arch_to_object(find_archetype(arch_string)); 1628 tmp1 = arch_to_object (archetype::find (arch_string));
1478 1629
1479 1630 tmp1->x = op->x;
1480 tmp1->x = op->x; tmp1->y = op->y; 1631 tmp1->y = op->y;
1481 insert_ob_in_map(tmp1,op->map,op,0); 1632 insert_ob_in_map (tmp1, op->map, op, 0);
1482} 1633}
1483 1634
1484/* 1635/*
1485 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1636 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1486 * is returned contains nr objects, and the remaining parts contains 1637 * is returned contains nr objects, and the remaining parts contains
1487 * the rest (or is removed and freed if that number is 0). 1638 * the rest (or is removed and freed if that number is 0).
1488 * On failure, NULL is returned, and the reason put into the 1639 * On failure, NULL is returned, and the reason put into the
1489 * global static errmsg array. 1640 * global static errmsg array.
1490 */ 1641 */
1491 1642
1643object *
1492object *get_split_ob(object *orig_ob, uint32 nr) { 1644get_split_ob (object *orig_ob, uint32 nr)
1493 object *newob; 1645{
1646 object *
1647 newob;
1648 int
1494 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1649 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1495 1650
1496 if(orig_ob->nrof<nr) { 1651 if (orig_ob->nrof < nr)
1497 sprintf(errmsg,"There are only %d %ss.", 1652 {
1498 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1653 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1499 return NULL; 1654 return NULL;
1500 } 1655 }
1656
1501 newob = object_create_clone(orig_ob); 1657 newob = object_create_clone (orig_ob);
1658
1502 if((orig_ob->nrof-=nr)<1) { 1659 if ((orig_ob->nrof -= nr) < 1)
1660 {
1503 if ( ! is_removed) 1661 if (!is_removed)
1504 remove_ob(orig_ob); 1662 remove_ob (orig_ob);
1505 free_object2(orig_ob, 1); 1663 free_object2 (orig_ob, 1);
1506 } 1664 }
1507 else if ( ! is_removed) { 1665 else if (!is_removed)
1666 {
1508 if(orig_ob->env!=NULL) 1667 if (orig_ob->env != NULL)
1509 sub_weight (orig_ob->env,orig_ob->weight*nr); 1668 sub_weight (orig_ob->env, orig_ob->weight * nr);
1510 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1669 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1670 {
1511 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1671 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1512 LOG(llevDebug,
1513 "Error, Tried to split object whose map is not in memory.\n"); 1672 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1514 return NULL; 1673 return NULL;
1515 } 1674 }
1516 } 1675 }
1676
1517 newob->nrof=nr; 1677 newob->nrof = nr;
1518 1678
1519 return newob; 1679 return newob;
1520} 1680}
1521 1681
1522/* 1682/*
1523 * decrease_ob_nr(object, number) decreases a specified number from 1683 * decrease_ob_nr(object, number) decreases a specified number from
1524 * the amount of an object. If the amount reaches 0, the object 1684 * the amount of an object. If the amount reaches 0, the object
1525 * is subsequently removed and freed. 1685 * is subsequently removed and freed.
1526 * 1686 *
1527 * Return value: 'op' if something is left, NULL if the amount reached 0 1687 * Return value: 'op' if something is left, NULL if the amount reached 0
1528 */ 1688 */
1529 1689
1690object *
1530object *decrease_ob_nr (object *op, uint32 i) 1691decrease_ob_nr (object *op, uint32 i)
1531{ 1692{
1532 object *tmp; 1693 object *tmp;
1533 player *pl; 1694 player *pl;
1534 1695
1535 if (i == 0) /* objects with op->nrof require this check */ 1696 if (i == 0) /* objects with op->nrof require this check */
1536 return op; 1697 return op;
1537 1698
1538 if (i > op->nrof) 1699 if (i > op->nrof)
1539 i = op->nrof; 1700 i = op->nrof;
1540 1701
1541 if (QUERY_FLAG (op, FLAG_REMOVED)) 1702 if (QUERY_FLAG (op, FLAG_REMOVED))
1703 op->nrof -= i;
1704 else if (op->env != NULL)
1705 {
1706 /* is this object in the players inventory, or sub container
1707 * therein?
1708 */
1709 tmp = is_player_inv (op->env);
1710 /* nope. Is this a container the player has opened?
1711 * If so, set tmp to that player.
1712 * IMO, searching through all the players will mostly
1713 * likely be quicker than following op->env to the map,
1714 * and then searching the map for a player.
1715 */
1716 if (!tmp)
1717 {
1718 for (pl = first_player; pl; pl = pl->next)
1719 if (pl->ob->container == op->env)
1720 break;
1721 if (pl)
1722 tmp = pl->ob;
1723 else
1724 tmp = NULL;
1725 }
1726
1727 if (i < op->nrof)
1728 {
1729 sub_weight (op->env, op->weight * i);
1730 op->nrof -= i;
1731 if (tmp)
1732 {
1733 esrv_send_item (tmp, op);
1734 }
1735 }
1736 else
1737 {
1738 remove_ob (op);
1739 op->nrof = 0;
1740 if (tmp)
1741 {
1742 esrv_del_item (tmp->contr, op->count);
1743 }
1744 }
1542 { 1745 }
1746 else
1747 {
1748 object *above = op->above;
1749
1750 if (i < op->nrof)
1543 op->nrof -= i; 1751 op->nrof -= i;
1544 } 1752 else
1545 else if (op->env != NULL)
1546 {
1547 /* is this object in the players inventory, or sub container
1548 * therein?
1549 */
1550 tmp = is_player_inv (op->env);
1551 /* nope. Is this a container the player has opened?
1552 * If so, set tmp to that player.
1553 * IMO, searching through all the players will mostly
1554 * likely be quicker than following op->env to the map,
1555 * and then searching the map for a player.
1556 */
1557 if (!tmp) {
1558 for (pl=first_player; pl; pl=pl->next)
1559 if (pl->ob->container == op->env) break;
1560 if (pl) tmp=pl->ob;
1561 else tmp=NULL;
1562 } 1753 {
1563
1564 if (i < op->nrof) {
1565 sub_weight (op->env, op->weight * i);
1566 op->nrof -= i;
1567 if (tmp) {
1568 esrv_send_item(tmp, op);
1569 }
1570 } else {
1571 remove_ob (op); 1754 remove_ob (op);
1572 op->nrof = 0; 1755 op->nrof = 0;
1573 if (tmp) {
1574 esrv_del_item(tmp->contr, op->count);
1575 } 1756 }
1576 }
1577 }
1578 else
1579 {
1580 object *above = op->above;
1581 1757
1582 if (i < op->nrof) {
1583 op->nrof -= i;
1584 } else {
1585 remove_ob (op);
1586 op->nrof = 0;
1587 }
1588 /* Since we just removed op, op->above is null */ 1758 /* Since we just removed op, op->above is null */
1589 for (tmp = above; tmp != NULL; tmp = tmp->above) 1759 for (tmp = above; tmp != NULL; tmp = tmp->above)
1590 if (tmp->type == PLAYER) { 1760 if (tmp->type == PLAYER)
1761 {
1591 if (op->nrof) 1762 if (op->nrof)
1592 esrv_send_item(tmp, op); 1763 esrv_send_item (tmp, op);
1593 else 1764 else
1594 esrv_del_item(tmp->contr, op->count); 1765 esrv_del_item (tmp->contr, op->count);
1595 } 1766 }
1596 } 1767 }
1597 1768
1598 if (op->nrof) { 1769 if (op->nrof)
1599 return op; 1770 return op;
1600 } else { 1771 else
1772 {
1601 free_object (op); 1773 free_object (op);
1602 return NULL; 1774 return NULL;
1603 } 1775 }
1604} 1776}
1605 1777
1606/* 1778/*
1607 * add_weight(object, weight) adds the specified weight to an object, 1779 * add_weight(object, weight) adds the specified weight to an object,
1608 * and also updates how much the environment(s) is/are carrying. 1780 * and also updates how much the environment(s) is/are carrying.
1609 */ 1781 */
1610 1782
1783void
1611void add_weight (object *op, signed long weight) { 1784add_weight (object *op, signed long weight)
1785{
1612 while (op!=NULL) { 1786 while (op != NULL)
1787 {
1613 if (op->type == CONTAINER) { 1788 if (op->type == CONTAINER)
1614 weight=(signed long)(weight*(100-op->stats.Str)/100); 1789 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1615 } 1790
1616 op->carrying+=weight; 1791 op->carrying += weight;
1617 op=op->env; 1792 op = op->env;
1618 } 1793 }
1619} 1794}
1620 1795
1621/* 1796/*
1622 * insert_ob_in_ob(op,environment): 1797 * insert_ob_in_ob(op,environment):
1623 * This function inserts the object op in the linked list 1798 * This function inserts the object op in the linked list
1630 * 1805 *
1631 * The function returns now pointer to inserted item, and return value can 1806 * The function returns now pointer to inserted item, and return value can
1632 * be != op, if items are merged. -Tero 1807 * be != op, if items are merged. -Tero
1633 */ 1808 */
1634 1809
1810object *
1635object *insert_ob_in_ob(object *op,object *where) { 1811insert_ob_in_ob (object *op, object *where)
1636 object *tmp, *otmp; 1812{
1813 object *
1814 tmp, *
1815 otmp;
1637 1816
1638 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1817 if (!QUERY_FLAG (op, FLAG_REMOVED))
1818 {
1639 dump_object(op); 1819 dump_object (op);
1640 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1820 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1641 return op; 1821 return op;
1642 } 1822 }
1823
1643 if(where==NULL) { 1824 if (where == NULL)
1825 {
1644 dump_object(op); 1826 dump_object (op);
1645 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1827 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1646 return op; 1828 return op;
1647 } 1829 }
1830
1648 if (where->head) { 1831 if (where->head)
1649 LOG(llevDebug, 1832 {
1650 "Warning: Tried to insert object wrong part of multipart object.\n"); 1833 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1651 where = where->head; 1834 where = where->head;
1652 } 1835 }
1836
1653 if (op->more) { 1837 if (op->more)
1838 {
1654 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1839 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1655 &op->name, op->count);
1656 return op; 1840 return op;
1657 } 1841 }
1842
1658 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1843 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1659 CLEAR_FLAG(op, FLAG_REMOVED); 1844 CLEAR_FLAG (op, FLAG_REMOVED);
1660 if(op->nrof) { 1845 if (op->nrof)
1846 {
1661 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1847 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1662 if ( CAN_MERGE(tmp,op) ) { 1848 if (CAN_MERGE (tmp, op))
1849 {
1663 /* return the original object and remove inserted object 1850 /* return the original object and remove inserted object
1664 (client needs the original object) */ 1851 (client needs the original object) */
1665 tmp->nrof += op->nrof; 1852 tmp->nrof += op->nrof;
1666 /* Weight handling gets pretty funky. Since we are adding to 1853 /* Weight handling gets pretty funky. Since we are adding to
1667 * tmp->nrof, we need to increase the weight. 1854 * tmp->nrof, we need to increase the weight.
1668 */ 1855 */
1669 add_weight (where, op->weight*op->nrof); 1856 add_weight (where, op->weight * op->nrof);
1670 SET_FLAG(op, FLAG_REMOVED); 1857 SET_FLAG (op, FLAG_REMOVED);
1671 free_object(op); /* free the inserted object */ 1858 free_object (op); /* free the inserted object */
1672 op = tmp; 1859 op = tmp;
1673 remove_ob (op); /* and fix old object's links */ 1860 remove_ob (op); /* and fix old object's links */
1674 CLEAR_FLAG(op, FLAG_REMOVED); 1861 CLEAR_FLAG (op, FLAG_REMOVED);
1675 break; 1862 break;
1676 } 1863 }
1677 1864
1678 /* I assume combined objects have no inventory 1865 /* I assume combined objects have no inventory
1679 * We add the weight - this object could have just been removed 1866 * We add the weight - this object could have just been removed
1680 * (if it was possible to merge). calling remove_ob will subtract 1867 * (if it was possible to merge). calling remove_ob will subtract
1681 * the weight, so we need to add it in again, since we actually do 1868 * the weight, so we need to add it in again, since we actually do
1682 * the linking below 1869 * the linking below
1683 */ 1870 */
1684 add_weight (where, op->weight*op->nrof); 1871 add_weight (where, op->weight * op->nrof);
1872 }
1685 } else 1873 else
1686 add_weight (where, (op->weight+op->carrying)); 1874 add_weight (where, (op->weight + op->carrying));
1687 1875
1688 otmp=is_player_inv(where); 1876 otmp = is_player_inv (where);
1689 if (otmp&&otmp->contr!=NULL) { 1877 if (otmp && otmp->contr != NULL)
1878 {
1690 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1879 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1691 fix_player(otmp); 1880 fix_player (otmp);
1692 } 1881 }
1693 1882
1694 op->map=NULL; 1883 op->map = NULL;
1695 op->env=where; 1884 op->env = where;
1696 op->above=NULL; 1885 op->above = NULL;
1697 op->below=NULL; 1886 op->below = NULL;
1698 op->x=0,op->y=0; 1887 op->x = 0, op->y = 0;
1699 1888
1700 /* reset the light list and los of the players on the map */ 1889 /* reset the light list and los of the players on the map */
1701 if((op->glow_radius!=0)&&where->map) 1890 if ((op->glow_radius != 0) && where->map)
1702 { 1891 {
1703#ifdef DEBUG_LIGHTS 1892#ifdef DEBUG_LIGHTS
1704 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1893 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1705 op->name);
1706#endif /* DEBUG_LIGHTS */ 1894#endif /* DEBUG_LIGHTS */
1895 if (MAP_DARKNESS (where->map))
1707 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1896 update_all_los (where->map, where->x, where->y);
1708 } 1897 }
1709 1898
1710 /* Client has no idea of ordering so lets not bother ordering it here. 1899 /* Client has no idea of ordering so lets not bother ordering it here.
1711 * It sure simplifies this function... 1900 * It sure simplifies this function...
1712 */ 1901 */
1713 if (where->inv==NULL) 1902 if (where->inv == NULL)
1714 where->inv=op; 1903 where->inv = op;
1715 else { 1904 else
1905 {
1716 op->below = where->inv; 1906 op->below = where->inv;
1717 op->below->above = op; 1907 op->below->above = op;
1718 where->inv = op; 1908 where->inv = op;
1719 } 1909 }
1720 return op; 1910 return op;
1721} 1911}
1722 1912
1723/* 1913/*
1724 * Checks if any objects has a move_type that matches objects 1914 * Checks if any objects has a move_type that matches objects
1739 * MSW 2001-07-08: Check all objects on space, not just those below 1929 * MSW 2001-07-08: Check all objects on space, not just those below
1740 * object being inserted. insert_ob_in_map may not put new objects 1930 * object being inserted. insert_ob_in_map may not put new objects
1741 * on top. 1931 * on top.
1742 */ 1932 */
1743 1933
1934int
1744int check_move_on (object *op, object *originator) 1935check_move_on (object *op, object *originator)
1745{ 1936{
1746 object *tmp; 1937 object *tmp;
1747 tag_t tag;
1748 mapstruct *m=op->map; 1938 maptile *m = op->map;
1749 int x=op->x, y=op->y; 1939 int x = op->x, y = op->y;
1940
1750 MoveType move_on, move_slow, move_block; 1941 MoveType move_on, move_slow, move_block;
1751 1942
1752 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1943 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1753 return 0; 1944 return 0;
1754 1945
1755 tag = op->count;
1756
1757 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1946 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1758 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1947 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1759 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1948 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1760 1949
1761 /* if nothing on this space will slow op down or be applied, 1950 /* if nothing on this space will slow op down or be applied,
1762 * no need to do checking below. have to make sure move_type 1951 * no need to do checking below. have to make sure move_type
1763 * is set, as lots of objects don't have it set - we treat that 1952 * is set, as lots of objects don't have it set - we treat that
1764 * as walking. 1953 * as walking.
1765 */ 1954 */
1766 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1955 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1767 return 0; 1956 return 0;
1768 1957
1769 /* This is basically inverse logic of that below - basically, 1958 /* This is basically inverse logic of that below - basically,
1770 * if the object can avoid the move on or slow move, they do so, 1959 * if the object can avoid the move on or slow move, they do so,
1771 * but can't do it if the alternate movement they are using is 1960 * but can't do it if the alternate movement they are using is
1772 * blocked. Logic on this seems confusing, but does seem correct. 1961 * blocked. Logic on this seems confusing, but does seem correct.
1773 */ 1962 */
1774 if ((op->move_type & ~move_on & ~move_block) != 0 && 1963 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1775 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1964 return 0;
1776 1965
1777 /* The objects have to be checked from top to bottom. 1966 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1967 * Hence, we first go to the top:
1779 */ 1968 */
1780 1969
1781 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1970 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1782 tmp->above!=NULL; tmp=tmp->above) { 1971 {
1783 /* Trim the search when we find the first other spell effect 1972 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects, 1973 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them. 1974 * we don't need to check all of them.
1786 */ 1975 */
1787 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1976 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1977 break;
1978 }
1979
1980 for (; tmp; tmp = tmp->below)
1788 } 1981 {
1789 for(;tmp!=NULL; tmp=tmp->below) { 1982 if (tmp == op)
1790 if (tmp == op) continue; /* Can't apply yourself */ 1983 continue; /* Can't apply yourself */
1791 1984
1792 /* Check to see if one of the movement types should be slowed down. 1985 /* Check to see if one of the movement types should be slowed down.
1793 * Second check makes sure that the movement types not being slowed 1986 * Second check makes sure that the movement types not being slowed
1794 * (~slow_move) is not blocked on this space - just because the 1987 * (~slow_move) is not blocked on this space - just because the
1795 * space doesn't slow down swimming (for example), if you can't actually 1988 * space doesn't slow down swimming (for example), if you can't actually
1796 * swim on that space, can't use it to avoid the penalty. 1989 * swim on that space, can't use it to avoid the penalty.
1797 */ 1990 */
1798 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1991 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1992 {
1799 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1993 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1800 ((op->move_type & tmp->move_slow) &&
1801 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1994 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1995 {
1802 1996
1803 float diff; 1997 float
1804
1805 diff = tmp->move_slow_penalty*FABS(op->speed); 1998 diff = tmp->move_slow_penalty * FABS (op->speed);
1999
1806 if (op->type == PLAYER) { 2000 if (op->type == PLAYER)
1807 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 2001 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1808 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 2002 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1809 diff /= 4.0; 2003 diff /= 4.0;
1810 } 2004
1811 }
1812 op->speed_left -= diff; 2005 op->speed_left -= diff;
1813 } 2006 }
1814 } 2007 }
1815 2008
1816 /* Basically same logic as above, except now for actual apply. */ 2009 /* Basically same logic as above, except now for actual apply. */
1817 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 2010 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1818 ((op->move_type & tmp->move_on) &&
1819 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 2011 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1820 2012 {
1821 move_apply(tmp, op, originator); 2013 move_apply (tmp, op, originator);
2014
1822 if (was_destroyed (op, tag)) 2015 if (op->destroyed ())
1823 return 1; 2016 return 1;
1824 2017
1825 /* what the person/creature stepped onto has moved the object 2018 /* what the person/creature stepped onto has moved the object
1826 * someplace new. Don't process any further - if we did, 2019 * someplace new. Don't process any further - if we did,
1827 * have a feeling strange problems would result. 2020 * have a feeling strange problems would result.
1828 */ 2021 */
1829 if (op->map != m || op->x != x || op->y != y) return 0; 2022 if (op->map != m || op->x != x || op->y != y)
2023 return 0;
1830 } 2024 }
1831 } 2025 }
2026
1832 return 0; 2027 return 0;
1833} 2028}
1834 2029
1835/* 2030/*
1836 * present_arch(arch, map, x, y) searches for any objects with 2031 * present_arch(arch, map, x, y) searches for any objects with
1837 * a matching archetype at the given map and coordinates. 2032 * a matching archetype at the given map and coordinates.
1838 * The first matching object is returned, or NULL if none. 2033 * The first matching object is returned, or NULL if none.
1839 */ 2034 */
1840 2035
2036object *
1841object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 2037present_arch (const archetype *at, maptile *m, int x, int y)
2038{
1842 object *tmp; 2039 object *
2040 tmp;
2041
1843 if(m==NULL || out_of_map(m,x,y)) { 2042 if (m == NULL || out_of_map (m, x, y))
2043 {
1844 LOG(llevError,"Present_arch called outside map.\n"); 2044 LOG (llevError, "Present_arch called outside map.\n");
1845 return NULL; 2045 return NULL;
1846 } 2046 }
1847 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2047 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1848 if(tmp->arch == at) 2048 if (tmp->arch == at)
1849 return tmp; 2049 return tmp;
1850 return NULL; 2050 return NULL;
1851} 2051}
1852 2052
1853/* 2053/*
1854 * present(type, map, x, y) searches for any objects with 2054 * present(type, map, x, y) searches for any objects with
1855 * a matching type variable at the given map and coordinates. 2055 * a matching type variable at the given map and coordinates.
1856 * The first matching object is returned, or NULL if none. 2056 * The first matching object is returned, or NULL if none.
1857 */ 2057 */
1858 2058
2059object *
1859object *present(unsigned char type,mapstruct *m, int x,int y) { 2060present (unsigned char type, maptile *m, int x, int y)
2061{
1860 object *tmp; 2062 object *
2063 tmp;
2064
1861 if(out_of_map(m,x,y)) { 2065 if (out_of_map (m, x, y))
2066 {
1862 LOG(llevError,"Present called outside map.\n"); 2067 LOG (llevError, "Present called outside map.\n");
1863 return NULL; 2068 return NULL;
1864 } 2069 }
1865 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2070 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1866 if(tmp->type==type) 2071 if (tmp->type == type)
1867 return tmp; 2072 return tmp;
1868 return NULL; 2073 return NULL;
1869} 2074}
1870 2075
1871/* 2076/*
1872 * present_in_ob(type, object) searches for any objects with 2077 * present_in_ob(type, object) searches for any objects with
1873 * a matching type variable in the inventory of the given object. 2078 * a matching type variable in the inventory of the given object.
1874 * The first matching object is returned, or NULL if none. 2079 * The first matching object is returned, or NULL if none.
1875 */ 2080 */
1876 2081
2082object *
1877object *present_in_ob(unsigned char type, const object *op) { 2083present_in_ob (unsigned char type, const object *op)
2084{
1878 object *tmp; 2085 object *
2086 tmp;
2087
1879 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2088 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1880 if(tmp->type==type) 2089 if (tmp->type == type)
1881 return tmp; 2090 return tmp;
1882 return NULL; 2091 return NULL;
1883} 2092}
1884 2093
1885/* 2094/*
1895 * the object name, not the archetype name. this is so that the 2104 * the object name, not the archetype name. this is so that the
1896 * spell code can use one object type (force), but change it's name 2105 * spell code can use one object type (force), but change it's name
1897 * to be unique. 2106 * to be unique.
1898 */ 2107 */
1899 2108
2109object *
1900object *present_in_ob_by_name(int type, const char *str, const object *op) { 2110present_in_ob_by_name (int type, const char *str, const object *op)
2111{
1901 object *tmp; 2112 object *
2113 tmp;
1902 2114
1903 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2115 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2116 {
1904 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2117 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1905 return tmp; 2118 return tmp;
1906 } 2119 }
1907 return NULL; 2120 return NULL;
1908} 2121}
1909 2122
1910/* 2123/*
1911 * present_arch_in_ob(archetype, object) searches for any objects with 2124 * present_arch_in_ob(archetype, object) searches for any objects with
1912 * a matching archetype in the inventory of the given object. 2125 * a matching archetype in the inventory of the given object.
1913 * The first matching object is returned, or NULL if none. 2126 * The first matching object is returned, or NULL if none.
1914 */ 2127 */
1915 2128
2129object *
1916object *present_arch_in_ob(const archetype *at, const object *op) { 2130present_arch_in_ob (const archetype *at, const object *op)
2131{
1917 object *tmp; 2132 object *
2133 tmp;
2134
1918 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2135 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1919 if( tmp->arch == at) 2136 if (tmp->arch == at)
1920 return tmp; 2137 return tmp;
1921 return NULL; 2138 return NULL;
1922} 2139}
1923 2140
1924/* 2141/*
1925 * activate recursively a flag on an object inventory 2142 * activate recursively a flag on an object inventory
1926 */ 2143 */
2144void
1927void flag_inv(object*op, int flag){ 2145flag_inv (object *op, int flag)
2146{
1928 object *tmp; 2147 object *
2148 tmp;
2149
1929 if(op->inv) 2150 if (op->inv)
1930 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2151 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2152 {
1931 SET_FLAG(tmp, flag); 2153 SET_FLAG (tmp, flag);
1932 flag_inv(tmp,flag); 2154 flag_inv (tmp, flag);
1933 } 2155 }
1934}/* 2156} /*
1935 * desactivate recursively a flag on an object inventory 2157 * desactivate recursively a flag on an object inventory
1936 */ 2158 */
2159void
1937void unflag_inv(object*op, int flag){ 2160unflag_inv (object *op, int flag)
2161{
1938 object *tmp; 2162 object *
2163 tmp;
2164
1939 if(op->inv) 2165 if (op->inv)
1940 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2166 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2167 {
1941 CLEAR_FLAG(tmp, flag); 2168 CLEAR_FLAG (tmp, flag);
1942 unflag_inv(tmp,flag); 2169 unflag_inv (tmp, flag);
1943 } 2170 }
1944} 2171}
1945 2172
1946/* 2173/*
1947 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2174 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1948 * all it's inventory (recursively). 2175 * all it's inventory (recursively).
1949 * If checksums are used, a player will get set_cheat called for 2176 * If checksums are used, a player will get set_cheat called for
1950 * him/her-self and all object carried by a call to this function. 2177 * him/her-self and all object carried by a call to this function.
1951 */ 2178 */
1952 2179
2180void
1953void set_cheat(object *op) { 2181set_cheat (object *op)
2182{
1954 SET_FLAG(op, FLAG_WAS_WIZ); 2183 SET_FLAG (op, FLAG_WAS_WIZ);
1955 flag_inv(op, FLAG_WAS_WIZ); 2184 flag_inv (op, FLAG_WAS_WIZ);
1956} 2185}
1957 2186
1958/* 2187/*
1959 * find_free_spot(object, map, x, y, start, stop) will search for 2188 * find_free_spot(object, map, x, y, start, stop) will search for
1960 * a spot at the given map and coordinates which will be able to contain 2189 * a spot at the given map and coordinates which will be able to contain
1975 * to know if the space in question will block the object. We can't use 2204 * to know if the space in question will block the object. We can't use
1976 * the archetype because that isn't correct if the monster has been 2205 * the archetype because that isn't correct if the monster has been
1977 * customized, changed states, etc. 2206 * customized, changed states, etc.
1978 */ 2207 */
1979 2208
2209int
1980int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2210find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2211{
2212 int
2213 i,
1981 int i,index=0, flag; 2214 index = 0, flag;
2215 static int
1982 static int altern[SIZEOFFREE]; 2216 altern[SIZEOFFREE];
1983 2217
1984 for(i=start;i<stop;i++) { 2218 for (i = start; i < stop; i++)
2219 {
1985 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2220 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1986 if(!flag) 2221 if (!flag)
1987 altern[index++]=i; 2222 altern[index++] = i;
1988 2223
1989 /* Basically, if we find a wall on a space, we cut down the search size. 2224 /* Basically, if we find a wall on a space, we cut down the search size.
1990 * In this way, we won't return spaces that are on another side of a wall. 2225 * In this way, we won't return spaces that are on another side of a wall.
1991 * This mostly work, but it cuts down the search size in all directions - 2226 * This mostly work, but it cuts down the search size in all directions -
1992 * if the space being examined only has a wall to the north and empty 2227 * if the space being examined only has a wall to the north and empty
1993 * spaces in all the other directions, this will reduce the search space 2228 * spaces in all the other directions, this will reduce the search space
1994 * to only the spaces immediately surrounding the target area, and 2229 * to only the spaces immediately surrounding the target area, and
1995 * won't look 2 spaces south of the target space. 2230 * won't look 2 spaces south of the target space.
1996 */ 2231 */
1997 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2232 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
1998 stop=maxfree[i]; 2233 stop = maxfree[i];
1999 } 2234 }
2000 if(!index) return -1; 2235 if (!index)
2236 return -1;
2001 return altern[RANDOM()%index]; 2237 return altern[RANDOM () % index];
2002} 2238}
2003 2239
2004/* 2240/*
2005 * find_first_free_spot(archetype, mapstruct, x, y) works like 2241 * find_first_free_spot(archetype, maptile, x, y) works like
2006 * find_free_spot(), but it will search max number of squares. 2242 * find_free_spot(), but it will search max number of squares.
2007 * But it will return the first available spot, not a random choice. 2243 * But it will return the first available spot, not a random choice.
2008 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2244 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2009 */ 2245 */
2010 2246
2247int
2011int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2248find_first_free_spot (const object *ob, maptile *m, int x, int y)
2249{
2250 int
2012 int i; 2251 i;
2252
2013 for(i=0;i<SIZEOFFREE;i++) { 2253 for (i = 0; i < SIZEOFFREE; i++)
2254 {
2014 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2255 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2015 return i; 2256 return i;
2016 } 2257 }
2017 return -1; 2258 return -1;
2018} 2259}
2019 2260
2020/* 2261/*
2021 * The function permute(arr, begin, end) randomly reorders the array 2262 * The function permute(arr, begin, end) randomly reorders the array
2022 * arr[begin..end-1]. 2263 * arr[begin..end-1].
2023 */ 2264 */
2265static void
2024static void permute(int *arr, int begin, int end) 2266permute (int *arr, int begin, int end)
2025{ 2267{
2026 int i, j, tmp, len; 2268 int
2269 i,
2270 j,
2271 tmp,
2272 len;
2027 2273
2028 len = end-begin; 2274 len = end - begin;
2029 for(i = begin; i < end; i++) 2275 for (i = begin; i < end; i++)
2030 { 2276 {
2031 j = begin+RANDOM()%len; 2277 j = begin + RANDOM () % len;
2032 2278
2033 tmp = arr[i]; 2279 tmp = arr[i];
2034 arr[i] = arr[j]; 2280 arr[i] = arr[j];
2035 arr[j] = tmp; 2281 arr[j] = tmp;
2036 } 2282 }
2037} 2283}
2038 2284
2039/* new function to make monster searching more efficient, and effective! 2285/* new function to make monster searching more efficient, and effective!
2040 * This basically returns a randomized array (in the passed pointer) of 2286 * This basically returns a randomized array (in the passed pointer) of
2041 * the spaces to find monsters. In this way, it won't always look for 2287 * the spaces to find monsters. In this way, it won't always look for
2042 * monsters to the north first. However, the size of the array passed 2288 * monsters to the north first. However, the size of the array passed
2043 * covers all the spaces, so within that size, all the spaces within 2289 * covers all the spaces, so within that size, all the spaces within
2044 * the 3x3 area will be searched, just not in a predictable order. 2290 * the 3x3 area will be searched, just not in a predictable order.
2045 */ 2291 */
2292void
2046void get_search_arr(int *search_arr) 2293get_search_arr (int *search_arr)
2047{ 2294{
2295 int
2048 int i; 2296 i;
2049 2297
2050 for(i = 0; i < SIZEOFFREE; i++) 2298 for (i = 0; i < SIZEOFFREE; i++)
2051 { 2299 {
2052 search_arr[i] = i; 2300 search_arr[i] = i;
2053 } 2301 }
2054 2302
2055 permute(search_arr, 1, SIZEOFFREE1+1); 2303 permute (search_arr, 1, SIZEOFFREE1 + 1);
2056 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2304 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2057 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2305 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2058} 2306}
2059 2307
2060/* 2308/*
2061 * find_dir(map, x, y, exclude) will search some close squares in the 2309 * find_dir(map, x, y, exclude) will search some close squares in the
2062 * given map at the given coordinates for live objects. 2310 * given map at the given coordinates for live objects.
2068 * is actually want is going to try and move there. We need this info 2316 * is actually want is going to try and move there. We need this info
2069 * because we have to know what movement the thing looking to move 2317 * because we have to know what movement the thing looking to move
2070 * there is capable of. 2318 * there is capable of.
2071 */ 2319 */
2072 2320
2321int
2073int find_dir(mapstruct *m, int x, int y, object *exclude) { 2322find_dir (maptile *m, int x, int y, object *exclude)
2323{
2324 int
2325 i,
2074 int i,max=SIZEOFFREE, mflags; 2326 max = SIZEOFFREE, mflags;
2327
2075 sint16 nx, ny; 2328 sint16 nx, ny;
2076 object *tmp; 2329 object *
2077 mapstruct *mp; 2330 tmp;
2331 maptile *
2332 mp;
2333
2078 MoveType blocked, move_type; 2334 MoveType blocked, move_type;
2079 2335
2080 if (exclude && exclude->head) { 2336 if (exclude && exclude->head)
2337 {
2081 exclude = exclude->head; 2338 exclude = exclude->head;
2082 move_type = exclude->move_type; 2339 move_type = exclude->move_type;
2083 } else { 2340 }
2341 else
2342 {
2084 /* If we don't have anything, presume it can use all movement types. */ 2343 /* If we don't have anything, presume it can use all movement types. */
2085 move_type=MOVE_ALL; 2344 move_type = MOVE_ALL;
2345 }
2346
2347 for (i = 1; i < max; i++)
2086 } 2348 {
2087
2088 for(i=1;i<max;i++) {
2089 mp = m; 2349 mp = m;
2090 nx = x + freearr_x[i]; 2350 nx = x + freearr_x[i];
2091 ny = y + freearr_y[i]; 2351 ny = y + freearr_y[i];
2092 2352
2093 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2353 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2094 if (mflags & P_OUT_OF_MAP) { 2354 if (mflags & P_OUT_OF_MAP)
2355 {
2095 max = maxfree[i]; 2356 max = maxfree[i];
2357 }
2096 } else { 2358 else
2359 {
2097 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2360 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2098 2361
2099 if ((move_type & blocked) == move_type) { 2362 if ((move_type & blocked) == move_type)
2363 {
2100 max=maxfree[i]; 2364 max = maxfree[i];
2365 }
2101 } else if (mflags & P_IS_ALIVE) { 2366 else if (mflags & P_IS_ALIVE)
2367 {
2102 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2368 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2103 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2369 {
2104 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2370 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2371 {
2105 break; 2372 break;
2106 } 2373 }
2107 } 2374 }
2108 if(tmp) { 2375 if (tmp)
2376 {
2109 return freedir[i]; 2377 return freedir[i];
2110 } 2378 }
2111 } 2379 }
2112 } 2380 }
2113 } 2381 }
2114 return 0; 2382 return 0;
2115} 2383}
2116 2384
2117/* 2385/*
2118 * distance(object 1, object 2) will return the square of the 2386 * distance(object 1, object 2) will return the square of the
2119 * distance between the two given objects. 2387 * distance between the two given objects.
2120 */ 2388 */
2121 2389
2390int
2122int distance(const object *ob1, const object *ob2) { 2391distance (const object *ob1, const object *ob2)
2392{
2123 int i; 2393 int
2124 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2394 i;
2125 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2395
2396 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2126 return i; 2397 return i;
2127} 2398}
2128 2399
2129/* 2400/*
2130 * find_dir_2(delta-x,delta-y) will return a direction in which 2401 * find_dir_2(delta-x,delta-y) will return a direction in which
2131 * an object which has subtracted the x and y coordinates of another 2402 * an object which has subtracted the x and y coordinates of another
2132 * object, needs to travel toward it. 2403 * object, needs to travel toward it.
2133 */ 2404 */
2134 2405
2406int
2135int find_dir_2(int x, int y) { 2407find_dir_2 (int x, int y)
2408{
2136 int q; 2409 int
2410 q;
2137 2411
2138 if(y) 2412 if (y)
2139 q=x*100/y; 2413 q = x * 100 / y;
2140 else if (x) 2414 else if (x)
2141 q= -300*x; 2415 q = -300 * x;
2142 else 2416 else
2143 return 0; 2417 return 0;
2144 2418
2145 if(y>0) { 2419 if (y > 0)
2420 {
2146 if(q < -242) 2421 if (q < -242)
2147 return 3 ; 2422 return 3;
2148 if (q < -41) 2423 if (q < -41)
2149 return 2 ; 2424 return 2;
2150 if (q < 41) 2425 if (q < 41)
2151 return 1 ; 2426 return 1;
2152 if (q < 242) 2427 if (q < 242)
2153 return 8 ; 2428 return 8;
2154 return 7 ; 2429 return 7;
2155 } 2430 }
2156 2431
2157 if (q < -242) 2432 if (q < -242)
2158 return 7 ; 2433 return 7;
2159 if (q < -41) 2434 if (q < -41)
2160 return 6 ; 2435 return 6;
2161 if (q < 41) 2436 if (q < 41)
2162 return 5 ; 2437 return 5;
2163 if (q < 242) 2438 if (q < 242)
2164 return 4 ; 2439 return 4;
2165 2440
2166 return 3 ; 2441 return 3;
2167} 2442}
2168 2443
2169/* 2444/*
2170 * absdir(int): Returns a number between 1 and 8, which represent 2445 * absdir(int): Returns a number between 1 and 8, which represent
2171 * the "absolute" direction of a number (it actually takes care of 2446 * the "absolute" direction of a number (it actually takes care of
2172 * "overflow" in previous calculations of a direction). 2447 * "overflow" in previous calculations of a direction).
2173 */ 2448 */
2174 2449
2450int
2175int absdir(int d) { 2451absdir (int d)
2176 while(d<1) d+=8; 2452{
2177 while(d>8) d-=8; 2453 while (d < 1)
2454 d += 8;
2455 while (d > 8)
2456 d -= 8;
2178 return d; 2457 return d;
2179} 2458}
2180 2459
2181/* 2460/*
2182 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2461 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2183 * between two directions (which are expected to be absolute (see absdir()) 2462 * between two directions (which are expected to be absolute (see absdir())
2184 */ 2463 */
2185 2464
2465int
2186int dirdiff(int dir1, int dir2) { 2466dirdiff (int dir1, int dir2)
2467{
2187 int d; 2468 int
2469 d;
2470
2188 d = abs(dir1 - dir2); 2471 d = abs (dir1 - dir2);
2189 if(d>4) 2472 if (d > 4)
2190 d = 8 - d; 2473 d = 8 - d;
2191 return d; 2474 return d;
2192} 2475}
2193 2476
2194/* peterm: 2477/* peterm:
2199 * direction 4, 14, or 16 to get back to where we are. 2482 * direction 4, 14, or 16 to get back to where we are.
2200 * Moved from spell_util.c to object.c with the other related direction 2483 * Moved from spell_util.c to object.c with the other related direction
2201 * functions. 2484 * functions.
2202 */ 2485 */
2203 2486
2487int
2204int reduction_dir[SIZEOFFREE][3] = { 2488 reduction_dir[SIZEOFFREE][3] = {
2205 {0,0,0}, /* 0 */ 2489 {0, 0, 0}, /* 0 */
2206 {0,0,0}, /* 1 */ 2490 {0, 0, 0}, /* 1 */
2207 {0,0,0}, /* 2 */ 2491 {0, 0, 0}, /* 2 */
2208 {0,0,0}, /* 3 */ 2492 {0, 0, 0}, /* 3 */
2209 {0,0,0}, /* 4 */ 2493 {0, 0, 0}, /* 4 */
2210 {0,0,0}, /* 5 */ 2494 {0, 0, 0}, /* 5 */
2211 {0,0,0}, /* 6 */ 2495 {0, 0, 0}, /* 6 */
2212 {0,0,0}, /* 7 */ 2496 {0, 0, 0}, /* 7 */
2213 {0,0,0}, /* 8 */ 2497 {0, 0, 0}, /* 8 */
2214 {8,1,2}, /* 9 */ 2498 {8, 1, 2}, /* 9 */
2215 {1,2,-1}, /* 10 */ 2499 {1, 2, -1}, /* 10 */
2216 {2,10,12}, /* 11 */ 2500 {2, 10, 12}, /* 11 */
2217 {2,3,-1}, /* 12 */ 2501 {2, 3, -1}, /* 12 */
2218 {2,3,4}, /* 13 */ 2502 {2, 3, 4}, /* 13 */
2219 {3,4,-1}, /* 14 */ 2503 {3, 4, -1}, /* 14 */
2220 {4,14,16}, /* 15 */ 2504 {4, 14, 16}, /* 15 */
2221 {5,4,-1}, /* 16 */ 2505 {5, 4, -1}, /* 16 */
2222 {4,5,6}, /* 17 */ 2506 {4, 5, 6}, /* 17 */
2223 {6,5,-1}, /* 18 */ 2507 {6, 5, -1}, /* 18 */
2224 {6,20,18}, /* 19 */ 2508 {6, 20, 18}, /* 19 */
2225 {7,6,-1}, /* 20 */ 2509 {7, 6, -1}, /* 20 */
2226 {6,7,8}, /* 21 */ 2510 {6, 7, 8}, /* 21 */
2227 {7,8,-1}, /* 22 */ 2511 {7, 8, -1}, /* 22 */
2228 {8,22,24}, /* 23 */ 2512 {8, 22, 24}, /* 23 */
2229 {8,1,-1}, /* 24 */ 2513 {8, 1, -1}, /* 24 */
2230 {24,9,10}, /* 25 */ 2514 {24, 9, 10}, /* 25 */
2231 {9,10,-1}, /* 26 */ 2515 {9, 10, -1}, /* 26 */
2232 {10,11,-1}, /* 27 */ 2516 {10, 11, -1}, /* 27 */
2233 {27,11,29}, /* 28 */ 2517 {27, 11, 29}, /* 28 */
2234 {11,12,-1}, /* 29 */ 2518 {11, 12, -1}, /* 29 */
2235 {12,13,-1}, /* 30 */ 2519 {12, 13, -1}, /* 30 */
2236 {12,13,14}, /* 31 */ 2520 {12, 13, 14}, /* 31 */
2237 {13,14,-1}, /* 32 */ 2521 {13, 14, -1}, /* 32 */
2238 {14,15,-1}, /* 33 */ 2522 {14, 15, -1}, /* 33 */
2239 {33,15,35}, /* 34 */ 2523 {33, 15, 35}, /* 34 */
2240 {16,15,-1}, /* 35 */ 2524 {16, 15, -1}, /* 35 */
2241 {17,16,-1}, /* 36 */ 2525 {17, 16, -1}, /* 36 */
2242 {18,17,16}, /* 37 */ 2526 {18, 17, 16}, /* 37 */
2243 {18,17,-1}, /* 38 */ 2527 {18, 17, -1}, /* 38 */
2244 {18,19,-1}, /* 39 */ 2528 {18, 19, -1}, /* 39 */
2245 {41,19,39}, /* 40 */ 2529 {41, 19, 39}, /* 40 */
2246 {19,20,-1}, /* 41 */ 2530 {19, 20, -1}, /* 41 */
2247 {20,21,-1}, /* 42 */ 2531 {20, 21, -1}, /* 42 */
2248 {20,21,22}, /* 43 */ 2532 {20, 21, 22}, /* 43 */
2249 {21,22,-1}, /* 44 */ 2533 {21, 22, -1}, /* 44 */
2250 {23,22,-1}, /* 45 */ 2534 {23, 22, -1}, /* 45 */
2251 {45,47,23}, /* 46 */ 2535 {45, 47, 23}, /* 46 */
2252 {23,24,-1}, /* 47 */ 2536 {23, 24, -1}, /* 47 */
2253 {24,9,-1}}; /* 48 */ 2537 {24, 9, -1}
2538}; /* 48 */
2254 2539
2255/* Recursive routine to step back and see if we can 2540/* Recursive routine to step back and see if we can
2256 * find a path to that monster that we found. If not, 2541 * find a path to that monster that we found. If not,
2257 * we don't bother going toward it. Returns 1 if we 2542 * we don't bother going toward it. Returns 1 if we
2258 * can see a direct way to get it 2543 * can see a direct way to get it
2259 * Modified to be map tile aware -.MSW 2544 * Modified to be map tile aware -.MSW
2260 */ 2545 */
2261
2262 2546
2547
2548int
2263int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2549can_see_monsterP (maptile *m, int x, int y, int dir)
2550{
2264 sint16 dx, dy; 2551 sint16 dx, dy;
2552 int
2265 int mflags; 2553 mflags;
2266 2554
2555 if (dir < 0)
2267 if(dir<0) return 0; /* exit condition: invalid direction */ 2556 return 0; /* exit condition: invalid direction */
2268 2557
2269 dx = x + freearr_x[dir]; 2558 dx = x + freearr_x[dir];
2270 dy = y + freearr_y[dir]; 2559 dy = y + freearr_y[dir];
2271 2560
2272 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2561 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2273 2562
2274 /* This functional arguably was incorrect before - it was 2563 /* This functional arguably was incorrect before - it was
2275 * checking for P_WALL - that was basically seeing if 2564 * checking for P_WALL - that was basically seeing if
2276 * we could move to the monster - this is being more 2565 * we could move to the monster - this is being more
2277 * literal on if we can see it. To know if we can actually 2566 * literal on if we can see it. To know if we can actually
2278 * move to the monster, we'd need the monster passed in or 2567 * move to the monster, we'd need the monster passed in or
2279 * at least its move type. 2568 * at least its move type.
2280 */ 2569 */
2281 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2570 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2571 return 0;
2282 2572
2283 /* yes, can see. */ 2573 /* yes, can see. */
2284 if(dir < 9) return 1; 2574 if (dir < 9)
2575 return 1;
2285 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2576 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2286 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2577 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2287 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2288} 2578}
2289 2579
2290 2580
2291 2581
2292/* 2582/*
2293 * can_pick(picker, item): finds out if an object is possible to be 2583 * can_pick(picker, item): finds out if an object is possible to be
2294 * picked up by the picker. Returnes 1 if it can be 2584 * picked up by the picker. Returnes 1 if it can be
2295 * picked up, otherwise 0. 2585 * picked up, otherwise 0.
2296 * 2586 *
2298 * core dumps if they do. 2588 * core dumps if they do.
2299 * 2589 *
2300 * Add a check so we can't pick up invisible objects (0.93.8) 2590 * Add a check so we can't pick up invisible objects (0.93.8)
2301 */ 2591 */
2302 2592
2593int
2303int can_pick(const object *who, const object *item) { 2594can_pick (const object *who, const object *item)
2595{
2304 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2596 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2305 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2597 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2306 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2598 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2307 (who->type==PLAYER||item->weight<who->weight/3));
2308} 2599}
2309 2600
2310 2601
2311/* 2602/*
2312 * create clone from object to another 2603 * create clone from object to another
2313 */ 2604 */
2605object *
2314object *object_create_clone (object *asrc) { 2606object_create_clone (object *asrc)
2607{
2608 object *
2315 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2609 dst = NULL, *tmp, *src, *part, *prev, *item;
2316 2610
2611 if (!asrc)
2317 if(!asrc) return NULL; 2612 return NULL;
2318 src = asrc; 2613 src = asrc;
2319 if(src->head) 2614 if (src->head)
2320 src = src->head; 2615 src = src->head;
2321 2616
2322 prev = NULL; 2617 prev = NULL;
2323 for(part = src; part; part = part->more) { 2618 for (part = src; part; part = part->more)
2619 {
2324 tmp = get_object(); 2620 tmp = get_object ();
2325 copy_object(part,tmp); 2621 copy_object (part, tmp);
2326 tmp->x -= src->x; 2622 tmp->x -= src->x;
2327 tmp->y -= src->y; 2623 tmp->y -= src->y;
2328 if(!part->head) { 2624 if (!part->head)
2625 {
2329 dst = tmp; 2626 dst = tmp;
2330 tmp->head = NULL; 2627 tmp->head = NULL;
2628 }
2331 } else { 2629 else
2630 {
2332 tmp->head = dst; 2631 tmp->head = dst;
2333 } 2632 }
2334 tmp->more = NULL; 2633 tmp->more = NULL;
2335 if(prev) 2634 if (prev)
2336 prev->more = tmp; 2635 prev->more = tmp;
2337 prev = tmp; 2636 prev = tmp;
2338 } 2637 }
2339 /*** copy inventory ***/ 2638
2340 for(item = src->inv; item; item = item->below) { 2639 for (item = src->inv; item; item = item->below)
2341 (void) insert_ob_in_ob(object_create_clone(item),dst); 2640 insert_ob_in_ob (object_create_clone (item), dst);
2342 }
2343 2641
2344 return dst; 2642 return dst;
2345}
2346
2347/* return true if the object was destroyed, 0 otherwise */
2348int was_destroyed (const object *op, tag_t old_tag)
2349{
2350 /* checking for FLAG_FREED isn't necessary, but makes this function more
2351 * robust */
2352 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2353} 2643}
2354 2644
2355/* GROS - Creates an object using a string representing its content. */ 2645/* GROS - Creates an object using a string representing its content. */
2356/* Basically, we save the content of the string to a temp file, then call */ 2646/* Basically, we save the content of the string to a temp file, then call */
2357/* load_object on it. I admit it is a highly inefficient way to make things, */ 2647/* load_object on it. I admit it is a highly inefficient way to make things, */
2358/* but it was simple to make and allows reusing the load_object function. */ 2648/* but it was simple to make and allows reusing the load_object function. */
2359/* Remember not to use load_object_str in a time-critical situation. */ 2649/* Remember not to use load_object_str in a time-critical situation. */
2360/* Also remember that multiparts objects are not supported for now. */ 2650/* Also remember that multiparts objects are not supported for now. */
2361 2651
2652object *
2362object* load_object_str(const char *obstr) 2653load_object_str (const char *obstr)
2363{ 2654{
2364 object *op; 2655 object *op;
2365 char filename[MAX_BUF]; 2656 char filename[MAX_BUF];
2657
2366 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2658 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2367 2659
2368 FILE *tempfile=fopen(filename,"w"); 2660 FILE *tempfile = fopen (filename, "w");
2661
2369 if (tempfile == NULL) 2662 if (tempfile == NULL)
2370 { 2663 {
2371 LOG(llevError,"Error - Unable to access load object temp file\n"); 2664 LOG (llevError, "Error - Unable to access load object temp file\n");
2372 return NULL; 2665 return NULL;
2373 }; 2666 }
2667
2374 fprintf(tempfile,obstr); 2668 fprintf (tempfile, obstr);
2375 fclose(tempfile); 2669 fclose (tempfile);
2376 2670
2377 op=get_object(); 2671 op = get_object ();
2378 2672
2379 object_thawer thawer (filename); 2673 object_thawer thawer (filename);
2380 2674
2381 if (thawer) 2675 if (thawer)
2382 load_object(thawer,op,0); 2676 load_object (thawer, op, 0);
2383 2677
2384 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2678 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2385 CLEAR_FLAG(op,FLAG_REMOVED); 2679 CLEAR_FLAG (op, FLAG_REMOVED);
2386 2680
2387 return op; 2681 return op;
2388} 2682}
2389 2683
2390/* This returns the first object in who's inventory that 2684/* This returns the first object in who's inventory that
2391 * has the same type and subtype match. 2685 * has the same type and subtype match.
2392 * returns NULL if no match. 2686 * returns NULL if no match.
2393 */ 2687 */
2688object *
2394object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2689find_obj_by_type_subtype (const object *who, int type, int subtype)
2395{ 2690{
2396 object *tmp; 2691 object *tmp;
2397 2692
2398 for (tmp=who->inv; tmp; tmp=tmp->below) 2693 for (tmp = who->inv; tmp; tmp = tmp->below)
2399 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2694 if (tmp->type == type && tmp->subtype == subtype)
2695 return tmp;
2400 2696
2401 return NULL; 2697 return NULL;
2402} 2698}
2403 2699
2404/* If ob has a field named key, return the link from the list, 2700/* If ob has a field named key, return the link from the list,
2405 * otherwise return NULL. 2701 * otherwise return NULL.
2406 * 2702 *
2407 * key must be a passed in shared string - otherwise, this won't 2703 * key must be a passed in shared string - otherwise, this won't
2408 * do the desired thing. 2704 * do the desired thing.
2409 */ 2705 */
2706key_value *
2410key_value * get_ob_key_link(const object * ob, const char * key) { 2707get_ob_key_link (const object *ob, const char *key)
2708{
2411 key_value * link; 2709 key_value *link;
2412 2710
2413 for (link = ob->key_values; link != NULL; link = link->next) { 2711 for (link = ob->key_values; link != NULL; link = link->next)
2414 if (link->key == key) { 2712 if (link->key == key)
2415 return link; 2713 return link;
2416 } 2714
2417 }
2418
2419 return NULL; 2715 return NULL;
2420} 2716}
2421 2717
2422/* 2718/*
2423 * Returns the value of op has an extra_field for key, or NULL. 2719 * Returns the value of op has an extra_field for key, or NULL.
2424 * 2720 *
2425 * The argument doesn't need to be a shared string. 2721 * The argument doesn't need to be a shared string.
2426 * 2722 *
2427 * The returned string is shared. 2723 * The returned string is shared.
2428 */ 2724 */
2725const char *
2429const char * get_ob_key_value(const object * op, const char * const key) { 2726get_ob_key_value (const object *op, const char *const key)
2727{
2430 key_value * link; 2728 key_value *link;
2431 const char * canonical_key; 2729 shstr_cmp canonical_key (key);
2730
2731 if (!canonical_key)
2432 2732 {
2433 canonical_key = shstr::find (key);
2434
2435 if (canonical_key == NULL) {
2436 /* 1. There being a field named key on any object 2733 /* 1. There being a field named key on any object
2437 * implies there'd be a shared string to find. 2734 * implies there'd be a shared string to find.
2438 * 2. Since there isn't, no object has this field. 2735 * 2. Since there isn't, no object has this field.
2439 * 3. Therefore, *this* object doesn't have this field. 2736 * 3. Therefore, *this* object doesn't have this field.
2440 */ 2737 */
2441 return NULL; 2738 return 0;
2442 } 2739 }
2443 2740
2444 /* This is copied from get_ob_key_link() above - 2741 /* This is copied from get_ob_key_link() above -
2445 * only 4 lines, and saves the function call overhead. 2742 * only 4 lines, and saves the function call overhead.
2446 */ 2743 */
2447 for (link = op->key_values; link != NULL; link = link->next) { 2744 for (link = op->key_values; link; link = link->next)
2448 if (link->key == canonical_key) { 2745 if (link->key == canonical_key)
2449 return link->value; 2746 return link->value;
2450 } 2747
2451 } 2748 return 0;
2452 return NULL;
2453} 2749}
2454 2750
2455 2751
2456/* 2752/*
2457 * Updates the canonical_key in op to value. 2753 * Updates the canonical_key in op to value.
2461 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2757 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2462 * keys. 2758 * keys.
2463 * 2759 *
2464 * Returns TRUE on success. 2760 * Returns TRUE on success.
2465 */ 2761 */
2762int
2466int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2763set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2764{
2765 key_value *
2467 key_value * field = NULL, *last=NULL; 2766 field = NULL, *last = NULL;
2468 2767
2469 for (field=op->key_values; field != NULL; field=field->next) { 2768 for (field = op->key_values; field != NULL; field = field->next)
2769 {
2470 if (field->key != canonical_key) { 2770 if (field->key != canonical_key)
2771 {
2471 last = field; 2772 last = field;
2472 continue; 2773 continue;
2473 } 2774 }
2474 2775
2475 if (value) 2776 if (value)
2476 field->value = value; 2777 field->value = value;
2477 else { 2778 else
2779 {
2478 /* Basically, if the archetype has this key set, 2780 /* Basically, if the archetype has this key set,
2479 * we need to store the null value so when we save 2781 * we need to store the null value so when we save
2480 * it, we save the empty value so that when we load, 2782 * it, we save the empty value so that when we load,
2481 * we get this value back again. 2783 * we get this value back again.
2482 */ 2784 */
2483 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2785 if (get_ob_key_link (&op->arch->clone, canonical_key))
2484 field->value = 0; 2786 field->value = 0;
2787 else
2788 {
2789 if (last)
2790 last->next = field->next;
2485 else 2791 else
2486 {
2487 if (last) last->next = field->next;
2488 else op->key_values = field->next; 2792 op->key_values = field->next;
2489 2793
2490 delete field; 2794 delete field;
2491 } 2795 }
2492 } 2796 }
2493 return TRUE; 2797 return TRUE;
2494 } 2798 }
2495 /* IF we get here, key doesn't exist */ 2799 /* IF we get here, key doesn't exist */
2496 2800
2497 /* No field, we'll have to add it. */ 2801 /* No field, we'll have to add it. */
2802
2803 if (!add_key)
2498 2804 {
2499 if (!add_key) {
2500 return FALSE; 2805 return FALSE;
2501 } 2806 }
2502 /* There isn't any good reason to store a null 2807 /* There isn't any good reason to store a null
2503 * value in the key/value list. If the archetype has 2808 * value in the key/value list. If the archetype has
2504 * this key, then we should also have it, so shouldn't 2809 * this key, then we should also have it, so shouldn't
2505 * be here. If user wants to store empty strings, 2810 * be here. If user wants to store empty strings,
2506 * should pass in "" 2811 * should pass in ""
2507 */ 2812 */
2508 if (value == NULL) return TRUE; 2813 if (value == NULL)
2509
2510 field = new key_value;
2511
2512 field->key = canonical_key;
2513 field->value = value;
2514 /* Usual prepend-addition. */
2515 field->next = op->key_values;
2516 op->key_values = field;
2517
2518 return TRUE; 2814 return TRUE;
2815
2816 field = new key_value;
2817
2818 field->key = canonical_key;
2819 field->value = value;
2820 /* Usual prepend-addition. */
2821 field->next = op->key_values;
2822 op->key_values = field;
2823
2824 return TRUE;
2519} 2825}
2520 2826
2521/* 2827/*
2522 * Updates the key in op to value. 2828 * Updates the key in op to value.
2523 * 2829 *
2525 * and not add new ones. 2831 * and not add new ones.
2526 * In general, should be little reason FALSE is ever passed in for add_key 2832 * In general, should be little reason FALSE is ever passed in for add_key
2527 * 2833 *
2528 * Returns TRUE on success. 2834 * Returns TRUE on success.
2529 */ 2835 */
2836int
2530int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2837set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2531{ 2838{
2532 shstr key_ (key); 2839 shstr key_ (key);
2840
2533 return set_ob_key_value_s (op, key_, value, add_key); 2841 return set_ob_key_value_s (op, key_, value, add_key);
2534} 2842}
2843
2844object::depth_iterator::depth_iterator (object *container)
2845: iterator_base (container)
2846{
2847 while (item->inv)
2848 item = item->inv;
2849}
2850
2851void
2852object::depth_iterator::next ()
2853{
2854 if (item->below)
2855 {
2856 item = item->below;
2857
2858 while (item->inv)
2859 item = item->inv;
2860 }
2861 else
2862 item = item->env;
2863}
2864
2865// return a suitable string describing an objetc in enough detail to find it
2866const char *
2867object::debug_desc (char *info) const
2868{
2869 char info2[256 * 3];
2870 char *p = info;
2871
2872 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2873 count,
2874 &name,
2875 title ? " " : "",
2876 title ? (const char *)title : "");
2877
2878 if (env)
2879 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2880
2881 if (map)
2882 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2883
2884 return info;
2885}
2886
2887const char *
2888object::debug_desc () const
2889{
2890 static char info[256 * 3];
2891 return debug_desc (info);
2892}
2893

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