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Comparing deliantra/server/common/object.C (file contents):
Revision 1.16 by root, Mon Sep 4 16:46:32 2006 UTC vs.
Revision 1.68 by root, Mon Dec 18 02:35:00 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.16 2006/09/04 16:46:32 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
36
42int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
43 40
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
46 42
47short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 45};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 48};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
56int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
59 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
60 133
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
63 key_value * wants_field; 138 key_value *wants_field;
64 139
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
68 */ 143 */
69 144
70 /* For each field in wants, */ 145 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
147 {
72 key_value * has_field; 148 key_value *has_field;
73 149
74 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
76 154 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 155 /* No field with that name. */
79 return FALSE; 156 return FALSE;
80 }
81 157 }
158
82 /* Found the matching field. */ 159 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
84 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 163 return FALSE;
86 } 164 }
87 165
88 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 167 }
168
91 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 170 return TRUE;
93} 171}
94 172
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
97 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
99 */ 179 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 181}
102 182
103/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 184 * they can be merged together.
105 * 185 *
106 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
109 * 189 *
110 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
111 * 191 *
112 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
113 * check weight 193 * check weight
114 */ 194 */
115 195
116bool
117object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
118{ 197{
119 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
121 return 0; 204 return 0;
122 205
123 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
124 return 0;
125
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof). 209 * used to store nrof).
129 */ 210 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
141 222
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 225
145 226
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
147 * being locked in inventory should prevent merging. 228 || ob1->arch != ob2->arch
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || 249 || ob1->move_off != ob2->move_off
176 (ob1->move_slow != ob2->move_slow) || 250 || ob1->move_slow != ob2->move_slow
177 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
178 return 0; 252 return 0;
179 253
180 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 255 * check all objects in the inventory.
182 */ 256 */
183 if (ob1->inv || ob2->inv) 257 if (ob1->inv || ob2->inv)
184 { 258 {
185 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 261 return 0;
188 262
189 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
191 return 0; 265 return 0;
192 266
193 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 268 * if it is valid.
195 */ 269 */
196 } 270 }
204 278
205 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
207 * check? 281 * check?
208 */ 282 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 284 return 0;
212 285
213 switch (ob1->type) 286 switch (ob1->type)
214 { 287 {
215 case SCROLL: 288 case SCROLL:
216 if (ob1->level != ob2->level) 289 if (ob1->level != ob2->level)
217 return 0; 290 return 0;
218 break; 291 break;
219 } 292 }
220 293
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 294 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 295 {
223 /* At least one of these has key_values. */ 296 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 298 /* One has fields, but the other one doesn't. */
226 return 0; 299 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 301 return 0;
229 } 302 }
230 303
231 //TODO: generate an event or call into perl for additional checks 304 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 305 if (ob1->self || ob2->self)
233 { 306 {
234 ob1->optimise (); 307 ob1->optimise ();
235 ob2->optimise (); 308 ob2->optimise ();
236 309
237 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
238 return 0; 311 return 0;
239 } 312 }
240 313
241 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
242 return 1; 315 return 1;
243} 316}
317
244/* 318/*
245 * sum_weight() is a recursive function which calculates the weight 319 * sum_weight() is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 320 * an object is carrying. It goes through in figures out how much
247 * containers are carrying, and sums it up. 321 * containers are carrying, and sums it up.
248 */ 322 */
249signed long sum_weight(object *op) { 323long
324sum_weight (object *op)
325{
250 signed long sum; 326 long sum;
251 object *inv; 327 object *inv;
328
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
330 {
253 if (inv->inv) 331 if (inv->inv)
254 sum_weight(inv); 332 sum_weight (inv);
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 334 }
335
257 if (op->type == CONTAINER && op->stats.Str) 336 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 337 sum = (sum * (100 - op->stats.Str)) / 100;
338
259 if(op->carrying != sum) 339 if (op->carrying != sum)
260 op->carrying = sum; 340 op->carrying = sum;
341
261 return sum; 342 return sum;
262} 343}
263 344
264/** 345/**
265 * Return the outermost environment object for a given object. 346 * Return the outermost environment object for a given object.
266 */ 347 */
267 348
349object *
268object *object_get_env_recursive (object *op) { 350object_get_env_recursive (object *op)
351{
269 while (op->env != NULL) 352 while (op->env != NULL)
270 op = op->env; 353 op = op->env;
271 return op; 354 return op;
272} 355}
273 356
274/* 357/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 358 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't 359 * a better check. We basically keeping traversing up until we can't
277 * or find a player. 360 * or find a player.
278 */ 361 */
279 362
363object *
280object *is_player_inv (object *op) { 364is_player_inv (object *op)
365{
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 366 for (; op != NULL && op->type != PLAYER; op = op->env)
282 if (op->env==op) 367 if (op->env == op)
283 op->env = NULL; 368 op->env = NULL;
284 return op; 369 return op;
285} 370}
286 371
287/* 372/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 373 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 374 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array. 375 * The result of the dump is stored in the static global errmsg array.
291 */ 376 */
292 377
293void dump_object2(object *op) { 378char *
294errmsg[0] = 0;
295return;
296 //TODO//D#d#
297#if 0
298 char *cp;
299/* object *tmp;*/
300
301 if(op->arch!=NULL) {
302 strcat(errmsg,"arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
304 strcat(errmsg,"\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307#if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer.
312 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 } else {
320 strcat(errmsg,"Object ");
321 if (op->name==NULL) strcat(errmsg, "(null)");
322 else strcat(errmsg,op->name);
323 strcat(errmsg,"\n");
324#if 0
325 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326 strcat(errmsg,cp);
327 for (tmp=op->inv; tmp; tmp=tmp->below)
328 dump_object2(tmp);
329#endif
330 strcat(errmsg,"end\n");
331 }
332#endif
333}
334
335/*
336 * Dumps an object. Returns output in the static global errmsg array.
337 */
338
339void dump_object(object *op) { 379dump_object (object *op)
340 if(op==NULL) { 380{
341 strcpy(errmsg,"[NULL pointer]"); 381 if (!op)
342 return; 382 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 383
348void dump_all_objects(void) { 384 object_freezer freezer;
349 object *op; 385 save_object (freezer, op, 3);
350 for(op=objects;op!=NULL;op=op->next) { 386 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 387}
355 388
356/* 389/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 390 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 391 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 392 * If it's not a multi-object, it is returned.
360 */ 393 */
361 394
395object *
362object *get_nearest_part(object *op, const object *pl) { 396get_nearest_part (object *op, const object *pl)
397{
363 object *tmp,*closest; 398 object *tmp, *closest;
364 int last_dist,i; 399 int last_dist, i;
400
365 if(op->more==NULL) 401 if (op->more == NULL)
366 return op; 402 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 403 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 404 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 405 closest = tmp, last_dist = i;
370 return closest; 406 return closest;
371} 407}
372 408
373/* 409/*
374 * Returns the object which has the count-variable equal to the argument. 410 * Returns the object which has the count-variable equal to the argument.
375 */ 411 */
376 412
413object *
377object *find_object(tag_t i) { 414find_object (tag_t i)
378 object *op; 415{
379 for(op=objects;op!=NULL;op=op->next) 416 for (object *op = object::first; op; op = op->next)
380 if(op->count==i) 417 if (op->count == i)
381 break; 418 return op;
419
382 return op; 420 return 0;
383} 421}
384 422
385/* 423/*
386 * Returns the first object which has a name equal to the argument. 424 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 425 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 426 * Enables features like "patch <name-of-other-player> food 999"
389 */ 427 */
390 428
429object *
391object *find_object_name(const char *str) { 430find_object_name (const char *str)
392 const char *name = shstr::find (str); 431{
432 shstr_cmp str_ (str);
393 object *op; 433 object *op;
434
394 for(op=objects;op!=NULL;op=op->next) 435 for (op = object::first; op != NULL; op = op->next)
395 if(&op->name == name) 436 if (op->name == str_)
396 break; 437 break;
397 438
398 return op; 439 return op;
399} 440}
400 441
442void
401void free_all_object_data () 443free_all_object_data ()
402{ 444{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 445 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404}
405
406/*
407 * Returns the object which this object marks as being the owner.
408 * A id-scheme is used to avoid pointing to objects which have been
409 * freed and are now reused. If this is detected, the owner is
410 * set to NULL, and NULL is returned.
411 * Changed 2004-02-12 - if the player is setting at the play again
412 * prompt, he is removed, and we don't want to treat him as an owner of
413 * anything, so check removed flag. I don't expect that this should break
414 * anything - once an object is removed, it is basically dead anyways.
415 */
416
417object *get_owner(object *op) {
418 if(op->owner==NULL)
419 return NULL;
420
421 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 op->owner->count==op->ownercount)
423 return op->owner;
424
425 op->owner=NULL;
426 op->ownercount=0;
427 return NULL;
428}
429
430void clear_owner(object *op)
431{
432 if (!op) return;
433
434 if (op->owner && op->ownercount == op->owner->count)
435 op->owner->refcount--;
436
437 op->owner = NULL;
438 op->ownercount = 0;
439} 446}
440 447
441/* 448/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 449 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 450 * skill and experience objects.
444 */ 451 */
445void set_owner (object *op, object *owner) 452void
453object::set_owner (object *owner)
446{ 454{
447 if(owner==NULL||op==NULL) 455 if (!owner)
448 return; 456 return;
449 457
450 /* next line added to allow objects which own objects */ 458 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop 459 /* Add a check for ownercounts in here, as I got into an endless loop
452 * with the fireball owning a poison cloud which then owned the 460 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting 461 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts 462 * freed and then another object replacing it. Since the ownercounts
455 * didn't match, this check is valid and I believe that cause is valid. 463 * didn't match, this check is valid and I believe that cause is valid.
456 */ 464 */
457 while (owner->owner && owner!=owner->owner && 465 while (owner->owner)
458 owner->ownercount==owner->owner->count) owner=owner->owner; 466 owner = owner->owner;
459 467
460 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that.
462 */
463 if (owner->owner) return;
464
465 op->owner=owner; 468 this->owner = owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470}
471
472/* Set the owner to clone's current owner and set the skill and experience
473 * objects to clone's objects (typically those objects that where the owner's
474 * current skill and experience objects at the time when clone's owner was
475 * set - not the owner's current skill and experience objects).
476 *
477 * Use this function if player created an object (e.g. fire bullet, swarm
478 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile.
481 */
482void copy_owner (object *op, object *clone)
483{
484 object *owner = get_owner (clone);
485 if (owner == NULL) {
486 /* players don't have owners - they own themselves. Update
487 * as appropriate.
488 */
489 if (clone->type == PLAYER) owner=clone;
490 else return;
491 }
492 set_owner(op, owner);
493
494} 469}
495 470
496/* Zero the key_values on op, decrementing the shared-string 471/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 472 * refcounts and freeing the links.
498 */ 473 */
474static void
499static void free_key_values(object * op) 475free_key_values (object *op)
500{ 476{
501 for (key_value *i = op->key_values; i != 0; ) 477 for (key_value *i = op->key_values; i != 0;)
502 { 478 {
503 key_value *next = i->next; 479 key_value *next = i->next;
504 delete i; 480 delete i;
481
505 i = next; 482 i = next;
506 } 483 }
507 484
508 op->key_values = 0; 485 op->key_values = 0;
509} 486}
510 487
511void object::clear () 488void object::clear ()
512{ 489{
513 attachable_base::clear (); 490 attachable_base::clear ();
514 491
515 free_key_values (this); 492 free_key_values (this);
516 493
517 name = 0; 494 owner = 0;
495 name = 0;
518 name_pl = 0; 496 name_pl = 0;
519 title = 0; 497 title = 0;
520 race = 0; 498 race = 0;
521 slaying = 0; 499 slaying = 0;
522 skill = 0; 500 skill = 0;
523 msg = 0; 501 msg = 0;
524 lore = 0; 502 lore = 0;
525 custom_name = 0; 503 custom_name = 0;
526 materialname = 0; 504 materialname = 0;
505 contr = 0;
506 below = 0;
507 above = 0;
508 inv = 0;
509 container = 0;
510 env = 0;
511 more = 0;
512 head = 0;
513 map = 0;
514 active_next = 0;
515 active_prev = 0;
527 516
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 517 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529 518
530 SET_FLAG (this, FLAG_REMOVED); 519 SET_FLAG (this, FLAG_REMOVED);
531}
532 520
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *(object_copy *)this;
536 *(object_pod *)destination = *(object_pod *)this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object (object *op)
548{
549 op->clear ();
550
551 op->contr = NULL;
552 op->below = NULL;
553 op->above = NULL;
554 op->inv = NULL;
555 op->container=NULL;
556 op->env=NULL;
557 op->more=NULL;
558 op->head=NULL;
559 op->map=NULL;
560 op->refcount=0;
561 op->active_next = NULL;
562 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */ 521 /* What is not cleared is next, prev, and count */
564 522
565 op->expmul = 1.0; 523 expmul = 1.0;
566 op->face = blank_face; 524 face = blank_face;
567 op->attacked_by_count = -1;
568 525
569 if (settings.casting_time) 526 if (settings.casting_time)
570 op->casting_time = -1; 527 casting_time = -1;
571} 528}
572 529
573/* 530/*
574 * copy object first frees everything allocated by the second object, 531 * copy_to first frees everything allocated by the dst object,
575 * and then copies the contends of the first object into the second 532 * and then copies the contents of itself into the second
576 * object, allocating what needs to be allocated. Basically, any 533 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 534 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
578 * if the first object is freed, the pointers in the new object 535 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 536 * will point at garbage.
580 */ 537 */
581 538void
582void copy_object (object *op2, object *op) 539object::copy_to (object *dst)
583{ 540{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 541 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 542 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
586 543
587 op2->clone (op); 544 *(object_copy *)dst = *this;
545 *(object_pod *)dst = *this;
588 546
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 547 if (self || cb)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
591 549
550 if (is_freed)
551 SET_FLAG (dst, FLAG_FREED);
552
553 if (is_removed)
554 SET_FLAG (dst, FLAG_REMOVED);
555
592 if (op2->speed < 0) 556 if (speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 557 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
594 558
595 /* Copy over key_values, if any. */ 559 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 560 if (key_values)
597 { 561 {
598 key_value *tail = NULL; 562 key_value *tail = 0;
599 key_value *i; 563 key_value *i;
600 564
601 op->key_values = NULL; 565 dst->key_values = 0;
602 566
603 for (i = op2->key_values; i != NULL; i = i->next) 567 for (i = key_values; i; i = i->next)
604 { 568 {
605 key_value *new_link = new key_value; 569 key_value *new_link = new key_value;
606 570
607 new_link->next = NULL; 571 new_link->next = 0;
608 new_link->key = i->key; 572 new_link->key = i->key;
609 new_link->value = i->value; 573 new_link->value = i->value;
610 574
611 /* Try and be clever here, too. */ 575 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 576 if (!dst->key_values)
613 { 577 {
614 op->key_values = new_link; 578 dst->key_values = new_link;
615 tail = new_link; 579 tail = new_link;
616 } 580 }
617 else 581 else
618 { 582 {
619 tail->next = new_link; 583 tail->next = new_link;
620 tail = new_link; 584 tail = new_link;
621 } 585 }
622 } 586 }
623 } 587 }
624 588
625 update_ob_speed (op); 589 update_ob_speed (dst);
626} 590}
627 591
628/* 592object *
629 * get_object() grabs an object from the list of unused objects, makes 593object::clone ()
630 * sure it is initialised, and returns it.
631 * If there are no free objects, expand_objects() is called to get more.
632 */
633
634object *get_object ()
635{ 594{
636 object *op = new object; 595 object *neu = create ();
637 596 copy_to (neu);
638 op->count = ++ob_count;
639
640 op->active_next = 0;
641 op->active_prev = 0;
642
643 op->next = objects;
644 op->prev = 0;
645
646 if (objects)
647 objects->prev = op;
648
649 objects = op;
650
651 SET_FLAG (op, FLAG_REMOVED);
652
653 op->expmul = 1.0;
654 op->face = blank_face;
655 op->attacked_by_count = -1;
656
657 return op; 597 return neu;
658} 598}
659 599
660/* 600/*
661 * If an object with the IS_TURNABLE() flag needs to be turned due 601 * If an object with the IS_TURNABLE() flag needs to be turned due
662 * to the closest player being on the other side, this function can 602 * to the closest player being on the other side, this function can
663 * be called to update the face variable, _and_ how it looks on the map. 603 * be called to update the face variable, _and_ how it looks on the map.
664 */ 604 */
665 605
606void
666void update_turn_face(object *op) { 607update_turn_face (object *op)
608{
667 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 609 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
668 return; 610 return;
669 SET_ANIMATION(op, op->direction); 611 SET_ANIMATION (op, op->direction);
670 update_object(op,UP_OBJ_FACE); 612 update_object (op, UP_OBJ_FACE);
671} 613}
672 614
673/* 615/*
674 * Updates the speed of an object. If the speed changes from 0 to another 616 * Updates the speed of an object. If the speed changes from 0 to another
675 * value, or vice versa, then add/remove the object from the active list. 617 * value, or vice versa, then add/remove the object from the active list.
676 * This function needs to be called whenever the speed of an object changes. 618 * This function needs to be called whenever the speed of an object changes.
677 */ 619 */
678 620void
679void update_ob_speed(object *op) { 621update_ob_speed (object *op)
622{
680 extern int arch_init; 623 extern int arch_init;
681 624
682 /* No reason putting the archetypes objects on the speed list, 625 /* No reason putting the archetypes objects on the speed list,
683 * since they never really need to be updated. 626 * since they never really need to be updated.
684 */ 627 */
685 628
686 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 629 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
630 {
687 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 631 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
688#ifdef MANY_CORES 632#ifdef MANY_CORES
689 abort(); 633 abort ();
690#else 634#else
691 op->speed = 0; 635 op->speed = 0;
692#endif 636#endif
693 } 637 }
638
694 if (arch_init) { 639 if (arch_init)
640 return;
641
642 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
643 {
644 /* If already on active list, don't do anything */
645 if (op->active_next || op->active_prev || op == active_objects)
695 return; 646 return;
696 }
697 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
698 /* If already on active list, don't do anything */
699 if (op->active_next || op->active_prev || op==active_objects)
700 return;
701 647
702 /* process_events() expects us to insert the object at the beginning 648 /* process_events() expects us to insert the object at the beginning
703 * of the list. */ 649 * of the list. */
704 op->active_next = active_objects; 650 op->active_next = active_objects;
651
705 if (op->active_next!=NULL) 652 if (op->active_next != NULL)
706 op->active_next->active_prev = op; 653 op->active_next->active_prev = op;
654
707 active_objects = op; 655 active_objects = op;
656 }
657 else
708 } 658 {
709 else {
710 /* If not on the active list, nothing needs to be done */ 659 /* If not on the active list, nothing needs to be done */
711 if (!op->active_next && !op->active_prev && op!=active_objects) 660 if (!op->active_next && !op->active_prev && op != active_objects)
712 return; 661 return;
713 662
714 if (op->active_prev==NULL) { 663 if (op->active_prev == NULL)
664 {
715 active_objects = op->active_next; 665 active_objects = op->active_next;
666
716 if (op->active_next!=NULL) 667 if (op->active_next != NULL)
717 op->active_next->active_prev = NULL; 668 op->active_next->active_prev = NULL;
669 }
670 else
718 } 671 {
719 else {
720 op->active_prev->active_next = op->active_next; 672 op->active_prev->active_next = op->active_next;
673
721 if (op->active_next) 674 if (op->active_next)
722 op->active_next->active_prev = op->active_prev; 675 op->active_next->active_prev = op->active_prev;
723 } 676 }
677
724 op->active_next = NULL; 678 op->active_next = NULL;
725 op->active_prev = NULL; 679 op->active_prev = NULL;
726 } 680 }
727} 681}
728 682
729/* This function removes object 'op' from the list of active 683/* This function removes object 'op' from the list of active
730 * objects. 684 * objects.
732 * reference maps where you don't want an object that isn't 686 * reference maps where you don't want an object that isn't
733 * in play chewing up cpu time getting processed. 687 * in play chewing up cpu time getting processed.
734 * The reverse of this is to call update_ob_speed, which 688 * The reverse of this is to call update_ob_speed, which
735 * will do the right thing based on the speed of the object. 689 * will do the right thing based on the speed of the object.
736 */ 690 */
691void
737void remove_from_active_list(object *op) 692remove_from_active_list (object *op)
738{ 693{
739 /* If not on the active list, nothing needs to be done */ 694 /* If not on the active list, nothing needs to be done */
740 if (!op->active_next && !op->active_prev && op!=active_objects) 695 if (!op->active_next && !op->active_prev && op != active_objects)
741 return; 696 return;
742 697
743 if (op->active_prev==NULL) { 698 if (op->active_prev == NULL)
699 {
744 active_objects = op->active_next; 700 active_objects = op->active_next;
745 if (op->active_next!=NULL) 701 if (op->active_next != NULL)
746 op->active_next->active_prev = NULL; 702 op->active_next->active_prev = NULL;
703 }
704 else
747 } 705 {
748 else {
749 op->active_prev->active_next = op->active_next; 706 op->active_prev->active_next = op->active_next;
750 if (op->active_next) 707 if (op->active_next)
751 op->active_next->active_prev = op->active_prev; 708 op->active_next->active_prev = op->active_prev;
752 } 709 }
753 op->active_next = NULL; 710 op->active_next = NULL;
754 op->active_prev = NULL; 711 op->active_prev = NULL;
755} 712}
756 713
757/* 714/*
758 * update_object() updates the array which represents the map. 715 * update_object() updates the array which represents the map.
759 * It takes into account invisible objects (and represent squares covered 716 * It takes into account invisible objects (and represent squares covered
774 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 731 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
775 * as that is easier than trying to look at what may have changed. 732 * as that is easier than trying to look at what may have changed.
776 * UP_OBJ_FACE: only the objects face has changed. 733 * UP_OBJ_FACE: only the objects face has changed.
777 */ 734 */
778 735
736void
779void update_object(object *op, int action) { 737update_object (object *op, int action)
738{
780 int update_now=0, flags; 739 int update_now = 0, flags;
781 MoveType move_on, move_off, move_block, move_slow; 740 MoveType move_on, move_off, move_block, move_slow;
782 741
783 if (op == NULL) { 742 if (op == NULL)
743 {
784 /* this should never happen */ 744 /* this should never happen */
785 LOG(llevDebug,"update_object() called for NULL object.\n"); 745 LOG (llevDebug, "update_object() called for NULL object.\n");
786 return; 746 return;
787 }
788 747 }
748
789 if(op->env!=NULL) { 749 if (op->env != NULL)
750 {
790 /* Animation is currently handled by client, so nothing 751 /* Animation is currently handled by client, so nothing
791 * to do in this case. 752 * to do in this case.
792 */ 753 */
793 return; 754 return;
794 } 755 }
795 756
796 /* If the map is saving, don't do anything as everything is 757 /* If the map is saving, don't do anything as everything is
797 * going to get freed anyways. 758 * going to get freed anyways.
798 */ 759 */
799 if (!op->map || op->map->in_memory == MAP_SAVING) return; 760 if (!op->map || op->map->in_memory == MAP_SAVING)
800 761 return;
762
801 /* make sure the object is within map boundaries */ 763 /* make sure the object is within map boundaries */
802 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 764 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
803 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 765 {
804 LOG(llevError,"update_object() called for object out of map!\n"); 766 LOG (llevError, "update_object() called for object out of map!\n");
805#ifdef MANY_CORES 767#ifdef MANY_CORES
806 abort(); 768 abort ();
807#endif 769#endif
808 return; 770 return;
809 }
810 771 }
772
811 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 773 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
812 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 774 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
813 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 775 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
814 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 776 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
815 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 777 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
816 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 778 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
817 779
818 if (action == UP_OBJ_INSERT) { 780 if (action == UP_OBJ_INSERT)
781 {
819 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 782 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
820 update_now=1; 783 update_now = 1;
821 784
822 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 785 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
823 update_now=1; 786 update_now = 1;
824 787
825 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 788 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
826 update_now=1; 789 update_now = 1;
827 790
828 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 791 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
829 update_now=1; 792 update_now = 1;
830 793
794 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
795 update_now = 1;
796
831 if ((move_on | op->move_on) != move_on) update_now=1; 797 if ((move_on | op->move_on) != move_on)
798 update_now = 1;
799
832 if ((move_off | op->move_off) != move_off) update_now=1; 800 if ((move_off | op->move_off) != move_off)
801 update_now = 1;
802
833 /* This isn't perfect, but I don't expect a lot of objects to 803 /* This isn't perfect, but I don't expect a lot of objects to
834 * to have move_allow right now. 804 * to have move_allow right now.
835 */ 805 */
836 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 806 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
837 update_now=1; 807 update_now = 1;
808
838 if ((move_slow | op->move_slow) != move_slow) update_now=1; 809 if ((move_slow | op->move_slow) != move_slow)
810 update_now = 1;
839 } 811 }
812
840 /* if the object is being removed, we can't make intelligent 813 /* if the object is being removed, we can't make intelligent
841 * decisions, because remove_ob can't really pass the object 814 * decisions, because remove_ob can't really pass the object
842 * that is being removed. 815 * that is being removed.
843 */ 816 */
844 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 817 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
845 update_now=1; 818 update_now = 1;
846 } else if (action == UP_OBJ_FACE) { 819 else if (action == UP_OBJ_FACE)
847 /* Nothing to do for that case */ 820 /* Nothing to do for that case */ ;
848 }
849 else { 821 else
850 LOG(llevError,"update_object called with invalid action: %d\n", action); 822 LOG (llevError, "update_object called with invalid action: %d\n", action);
851 }
852 823
853 if (update_now) { 824 if (update_now)
825 {
854 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 826 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
855 update_position(op->map, op->x, op->y); 827 update_position (op->map, op->x, op->y);
856 } 828 }
857 829
858 if(op->more!=NULL) 830 if (op->more != NULL)
859 update_object(op->more, action); 831 update_object (op->more, action);
860} 832}
861 833
834object::vector object::mortals;
835object::vector object::objects; // not yet used
836object *object::first;
837
838void object::free_mortals ()
839{
840 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
841 if ((*i)->refcnt)
842 ++i; // further delay freeing
843 else
844 {
845 delete *i;
846 mortals.erase (i);
847 }
848}
849
850object::object ()
851{
852 SET_FLAG (this, FLAG_REMOVED);
853
854 expmul = 1.0;
855 face = blank_face;
856}
857
858object::~object ()
859{
860 free_key_values (this);
861}
862
863void object::link ()
864{
865 count = ++ob_count;
866 uuid = gen_uuid ();
867
868 prev = 0;
869 next = object::first;
870
871 if (object::first)
872 object::first->prev = this;
873
874 object::first = this;
875}
876
877void object::unlink ()
878{
879 if (this == object::first)
880 object::first = next;
881
882 /* Remove this object from the list of used objects */
883 if (prev) prev->next = next;
884 if (next) next->prev = prev;
885
886 prev = 0;
887 next = 0;
888}
889
890object *object::create ()
891{
892 object *op = new object;
893 op->link ();
894 return op;
895}
862 896
863/* 897/*
864 * free_object() frees everything allocated by an object, removes 898 * free_object() frees everything allocated by an object, removes
865 * it from the list of used objects, and puts it on the list of 899 * it from the list of used objects, and puts it on the list of
866 * free objects. The IS_FREED() flag is set in the object. 900 * free objects. The IS_FREED() flag is set in the object.
867 * The object must have been removed by remove_ob() first for 901 * The object must have been removed by remove_ob() first for
868 * this function to succeed. 902 * this function to succeed.
869 * 903 *
870 * If free_inventory is set, free inventory as well. Else drop items in 904 * If destroy_inventory is set, free inventory as well. Else drop items in
871 * inventory to the ground. 905 * inventory to the ground.
872 */ 906 */
873 907void object::destroy (bool destroy_inventory)
874void
875free_object (object * ob)
876{ 908{
877 free_object2 (ob, 0);
878}
879
880void
881free_object2 (object * ob, int free_inventory)
882{
883 object *tmp, *op;
884
885 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 909 if (QUERY_FLAG (this, FLAG_FREED))
886 { 910 return;
887 LOG (llevDebug, "Free object called with non removed object\n");
888 dump_object (ob);
889#ifdef MANY_CORES
890 abort ();
891#endif
892 }
893 911
894 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 912 if (QUERY_FLAG (this, FLAG_FRIENDLY))
895 {
896 LOG (llevMonster, "Warning: tried to free friendly object.\n");
897 remove_friendly_object (ob); 913 remove_friendly_object (this);
898 }
899 914
900 if (QUERY_FLAG (ob, FLAG_FREED)) 915 if (!QUERY_FLAG (this, FLAG_REMOVED))
901 { 916 remove ();
902 dump_object (ob); 917
903 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 918 SET_FLAG (this, FLAG_FREED);
904 return; 919
920 if (more)
905 } 921 {
906 922 more->destroy (destroy_inventory);
907 if (ob->more != NULL) 923 more = 0;
908 { 924 }
909 free_object2 (ob->more, free_inventory);
910 ob->more = NULL;
911 }
912 925
913 if (ob->inv) 926 if (inv)
914 { 927 {
915 /* Only if the space blocks everything do we not process - 928 /* Only if the space blocks everything do we not process -
916 * if some form of movemnt is allowed, let objects 929 * if some form of movement is allowed, let objects
917 * drop on that space. 930 * drop on that space.
918 */ 931 */
919 if (free_inventory || ob->map == NULL 932 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
920 || ob->map->in_memory != MAP_IN_MEMORY 933 {
921 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 934 object *op = inv;
922 {
923 op = ob->inv;
924 935
925 while (op != NULL) 936 while (op)
926 { 937 {
927 tmp = op->below; 938 object *tmp = op->below;
928 remove_ob (op); 939 op->destroy (destroy_inventory);
929 free_object2 (op, free_inventory);
930 op = tmp; 940 op = tmp;
931 } 941 }
932 } 942 }
933 else 943 else
934 { /* Put objects in inventory onto this space */ 944 { /* Put objects in inventory onto this space */
935 op = ob->inv; 945 object *op = inv;
936 946
937 while (op != NULL) 947 while (op)
938 { 948 {
939 tmp = op->below; 949 object *tmp = op->below;
940 remove_ob (op);
941 950
951 op->remove ();
952
942 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 953 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
943 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 954 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
944 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 955 op->destroy ();
945 free_object (op); 956 else
946 else 957 {
947 { 958 op->x = x;
948 op->x = ob->x; 959 op->y = y;
949 op->y = ob->y;
950 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ 960 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
951 } 961 }
952 962
953 op = tmp; 963 op = tmp;
964 }
965 }
954 } 966 }
955 } 967
968 // hack to ensure that freed objects still have a valid map
969 {
970 static maptile *freed_map; // freed objects are moved here to avoid crashes
971
972 if (!freed_map)
973 {
974 freed_map = new maptile;
975
976 freed_map->name = "/internal/freed_objects_map";
977 freed_map->width = 3;
978 freed_map->height = 3;
979
980 freed_map->allocate ();
956 } 981 }
982
983 map = freed_map;
984 x = 1;
985 y = 1;
986 }
987
988 // clear those pointers that likely might have circular references to us
989 owner = 0;
990 enemy = 0;
991 attacked_by = 0;
992
993 // only relevant for players(?), but make sure of it anyways
994 contr = 0;
957 995
958 /* Remove object from the active list */ 996 /* Remove object from the active list */
959 ob->speed = 0; 997 speed = 0;
960 update_ob_speed (ob); 998 update_ob_speed (this);
961 999
962 SET_FLAG (ob, FLAG_FREED); 1000 unlink ();
963 ob->count = 0;
964 1001
965 /* Remove this object from the list of used objects */ 1002 mortals.push_back (this);
966 if (ob->prev == NULL)
967 {
968 objects = ob->next;
969
970 if (objects != NULL)
971 objects->prev = NULL;
972 }
973 else
974 {
975 ob->prev->next = ob->next;
976
977 if (ob->next != NULL)
978 ob->next->prev = ob->prev;
979 }
980
981 free_key_values (ob);
982
983 /* Now link it with the free_objects list: */
984 ob->prev = 0;
985 ob->next = 0;
986
987 delete ob;
988} 1003}
989 1004
990/* 1005/*
991 * sub_weight() recursively (outwards) subtracts a number from the 1006 * sub_weight() recursively (outwards) subtracts a number from the
992 * weight of an object (and what is carried by it's environment(s)). 1007 * weight of an object (and what is carried by it's environment(s)).
993 */ 1008 */
994 1009void
995void sub_weight (object *op, signed long weight) { 1010sub_weight (object *op, signed long weight)
1011{
996 while (op != NULL) { 1012 while (op != NULL)
1013 {
997 if (op->type == CONTAINER) { 1014 if (op->type == CONTAINER)
998 weight=(signed long)(weight*(100-op->stats.Str)/100); 1015 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
999 } 1016
1000 op->carrying-=weight; 1017 op->carrying -= weight;
1001 op = op->env; 1018 op = op->env;
1002 } 1019 }
1003} 1020}
1004 1021
1005/* remove_ob(op): 1022/* op->remove ():
1006 * This function removes the object op from the linked list of objects 1023 * This function removes the object op from the linked list of objects
1007 * which it is currently tied to. When this function is done, the 1024 * which it is currently tied to. When this function is done, the
1008 * object will have no environment. If the object previously had an 1025 * object will have no environment. If the object previously had an
1009 * environment, the x and y coordinates will be updated to 1026 * environment, the x and y coordinates will be updated to
1010 * the previous environment. 1027 * the previous environment.
1011 * Beware: This function is called from the editor as well! 1028 * Beware: This function is called from the editor as well!
1012 */ 1029 */
1013 1030void
1014void remove_ob(object *op) { 1031object::remove ()
1032{
1015 object *tmp,*last=NULL; 1033 object *tmp, *last = 0;
1016 object *otmp; 1034 object *otmp;
1017 tag_t tag; 1035
1018 int check_walk_off; 1036 int check_walk_off;
1019 mapstruct *m;
1020 sint16 x,y;
1021
1022 1037
1023 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1038 if (QUERY_FLAG (this, FLAG_REMOVED))
1024 dump_object(op); 1039 return;
1025 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1026 1040
1027 /* Changed it to always dump core in this case. As has been learned
1028 * in the past, trying to recover from errors almost always
1029 * make things worse, and this is a real error here - something
1030 * that should not happen.
1031 * Yes, if this was a mission critical app, trying to do something
1032 * to recover may make sense, but that is because failure of the app
1033 * may have other disastrous problems. Cf runs out of a script
1034 * so is easily enough restarted without any real problems.
1035 * MSW 2001-07-01
1036 */
1037 abort();
1038 }
1039 if(op->more!=NULL)
1040 remove_ob(op->more);
1041
1042 SET_FLAG(op, FLAG_REMOVED); 1041 SET_FLAG (this, FLAG_REMOVED);
1043 1042
1043 if (more)
1044 more->remove ();
1045
1044 /* 1046 /*
1045 * In this case, the object to be removed is in someones 1047 * In this case, the object to be removed is in someones
1046 * inventory. 1048 * inventory.
1047 */ 1049 */
1048 if(op->env!=NULL) { 1050 if (env)
1051 {
1049 if(op->nrof) 1052 if (nrof)
1050 sub_weight(op->env, op->weight*op->nrof); 1053 sub_weight (env, weight * nrof);
1051 else 1054 else
1052 sub_weight(op->env, op->weight+op->carrying); 1055 sub_weight (env, weight + carrying);
1053 1056
1054 /* NO_FIX_PLAYER is set when a great many changes are being 1057 /* NO_FIX_PLAYER is set when a great many changes are being
1055 * made to players inventory. If set, avoiding the call 1058 * made to players inventory. If set, avoiding the call
1056 * to save cpu time. 1059 * to save cpu time.
1057 */ 1060 */
1058 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1061 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1059 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1060 fix_player(otmp); 1062 fix_player (otmp);
1061 1063
1062 if(op->above!=NULL) 1064 if (above != NULL)
1063 op->above->below=op->below; 1065 above->below = below;
1064 else 1066 else
1065 op->env->inv=op->below; 1067 env->inv = below;
1066 1068
1067 if(op->below!=NULL) 1069 if (below != NULL)
1068 op->below->above=op->above; 1070 below->above = above;
1069 1071
1070 /* we set up values so that it could be inserted into 1072 /* we set up values so that it could be inserted into
1071 * the map, but we don't actually do that - it is up 1073 * the map, but we don't actually do that - it is up
1072 * to the caller to decide what we want to do. 1074 * to the caller to decide what we want to do.
1075 */
1076 x = env->x, y = env->y;
1077 map = env->map;
1078 above = 0, below = 0;
1079 env = 0;
1080 }
1081 else if (map)
1082 {
1083 /* Re did the following section of code - it looks like it had
1084 * lots of logic for things we no longer care about
1085 */
1086
1087 /* link the object above us */
1088 if (above)
1089 above->below = below;
1090 else
1091 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1092
1093 /* Relink the object below us, if there is one */
1094 if (below)
1095 below->above = above;
1096 else
1097 {
1098 /* Nothing below, which means we need to relink map object for this space
1099 * use translated coordinates in case some oddness with map tiling is
1100 * evident
1073 */ 1101 */
1074 op->x=op->env->x,op->y=op->env->y; 1102 if (GET_MAP_OB (map, x, y) != this)
1075 op->map=op->env->map; 1103 {
1076 op->above=NULL,op->below=NULL; 1104 char *dump = dump_object (this);
1077 op->env=NULL; 1105 LOG (llevError,
1106 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1107 free (dump);
1108 dump = dump_object (GET_MAP_OB (map, x, y));
1109 LOG (llevError, "%s\n", dump);
1110 free (dump);
1111 }
1112
1113 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1114 }
1115
1116 above = 0;
1117 below = 0;
1118
1119 if (map->in_memory == MAP_SAVING)
1078 return; 1120 return;
1079 }
1080 1121
1081 /* If we get here, we are removing it from a map */
1082 if (op->map == NULL) return;
1083
1084 x = op->x;
1085 y = op->y;
1086 m = get_map_from_coord(op->map, &x, &y);
1087
1088 if (!m) {
1089 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1090 op->map->path, op->x, op->y);
1091 /* in old days, we used to set x and y to 0 and continue.
1092 * it seems if we get into this case, something is probablye
1093 * screwed up and should be fixed.
1094 */
1095 abort();
1096 }
1097 if (op->map != m) {
1098 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1099 op->map->path, m->path, op->x, op->y, x, y);
1100 }
1101
1102 /* Re did the following section of code - it looks like it had
1103 * lots of logic for things we no longer care about
1104 */
1105
1106 /* link the object above us */
1107 if (op->above)
1108 op->above->below=op->below;
1109 else
1110 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1111
1112 /* Relink the object below us, if there is one */
1113 if(op->below) {
1114 op->below->above=op->above;
1115 } else {
1116 /* Nothing below, which means we need to relink map object for this space
1117 * use translated coordinates in case some oddness with map tiling is
1118 * evident
1119 */
1120 if(GET_MAP_OB(m,x,y)!=op) {
1121 dump_object(op);
1122 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);
1123 dump_object(GET_MAP_OB(m,x,y));
1124 LOG(llevError,"%s\n",errmsg);
1125 }
1126 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1127 }
1128 op->above=NULL;
1129 op->below=NULL;
1130
1131 if (op->map->in_memory == MAP_SAVING)
1132 return;
1133
1134 tag = op->count;
1135 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1122 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1123
1136 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1124 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1125 {
1137 /* No point updating the players look faces if he is the object 1126 /* No point updating the players look faces if he is the object
1138 * being removed. 1127 * being removed.
1139 */ 1128 */
1140 1129
1141 if(tmp->type==PLAYER && tmp!=op) { 1130 if (tmp->type == PLAYER && tmp != this)
1131 {
1142 /* If a container that the player is currently using somehow gets 1132 /* If a container that the player is currently using somehow gets
1143 * removed (most likely destroyed), update the player view 1133 * removed (most likely destroyed), update the player view
1144 * appropriately. 1134 * appropriately.
1145 */ 1135 */
1146 if (tmp->container==op) { 1136 if (tmp->container == this)
1137 {
1147 CLEAR_FLAG(op, FLAG_APPLIED); 1138 CLEAR_FLAG (this, FLAG_APPLIED);
1148 tmp->container=NULL; 1139 tmp->container = 0;
1140 }
1141
1142 tmp->contr->socket->update_look = 1;
1149 } 1143 }
1150 tmp->contr->socket.update_look=1; 1144
1151 }
1152 /* See if player moving off should effect something */ 1145 /* See if player moving off should effect something */
1153 if (check_walk_off && ((op->move_type & tmp->move_off) && 1146 if (check_walk_off
1147 && ((move_type & tmp->move_off)
1154 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1148 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1155 1149 {
1156 move_apply(tmp, op, NULL); 1150 move_apply (tmp, this, 0);
1151
1157 if (was_destroyed (op, tag)) { 1152 if (destroyed ())
1158 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1153 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1159 "leaving object\n", &tmp->name, &tmp->arch->name);
1160 } 1154 }
1161 }
1162 1155
1163 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1156 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1164 1157
1165 if(tmp->above == tmp) 1158 if (tmp->above == tmp)
1166 tmp->above = NULL; 1159 tmp->above = 0;
1160
1167 last=tmp; 1161 last = tmp;
1168 } 1162 }
1163
1169 /* last == NULL of there are no objects on this space */ 1164 /* last == NULL of there are no objects on this space */
1170 if (last==NULL) { 1165 if (!last)
1166 {
1171 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1167 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1172 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1168 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1173 * those out anyways, and if there are any flags set right now, they won't 1169 * those out anyways, and if there are any flags set right now, they won't
1174 * be correct anyways. 1170 * be correct anyways.
1175 */ 1171 */
1176 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1172 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1177 update_position(op->map, op->x, op->y); 1173 update_position (map, x, y);
1178 } 1174 }
1179 else 1175 else
1180 update_object(last, UP_OBJ_REMOVE); 1176 update_object (last, UP_OBJ_REMOVE);
1181 1177
1182 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1178 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1183 update_all_los(op->map, op->x, op->y); 1179 update_all_los (map, x, y);
1184 1180 }
1185} 1181}
1186 1182
1187/* 1183/*
1188 * merge_ob(op,top): 1184 * merge_ob(op,top):
1189 * 1185 *
1190 * This function goes through all objects below and including top, and 1186 * This function goes through all objects below and including top, and
1191 * merges op to the first matching object. 1187 * merges op to the first matching object.
1192 * If top is NULL, it is calculated. 1188 * If top is NULL, it is calculated.
1193 * Returns pointer to object if it succeded in the merge, otherwise NULL 1189 * Returns pointer to object if it succeded in the merge, otherwise NULL
1194 */ 1190 */
1195 1191object *
1196object *merge_ob(object *op, object *top) { 1192merge_ob (object *op, object *top)
1193{
1197 if(!op->nrof) 1194 if (!op->nrof)
1198 return 0; 1195 return 0;
1196
1199 if(top==NULL) 1197 if (top == NULL)
1200 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1198 for (top = op; top != NULL && top->above != NULL; top = top->above);
1199
1201 for(;top!=NULL;top=top->below) { 1200 for (; top != NULL; top = top->below)
1201 {
1202 if(top==op) 1202 if (top == op)
1203 continue; 1203 continue;
1204 if (CAN_MERGE(op,top)) 1204
1205 { 1205 if (object::can_merge (op, top))
1206 {
1206 top->nrof+=op->nrof; 1207 top->nrof += op->nrof;
1208
1207/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1209/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1208 op->weight = 0; /* Don't want any adjustements now */ 1210 op->weight = 0; /* Don't want any adjustements now */
1209 remove_ob(op); 1211 op->destroy ();
1210 free_object(op);
1211 return top; 1212 return top;
1212 } 1213 }
1213 } 1214 }
1215
1214 return NULL; 1216 return 0;
1215} 1217}
1216 1218
1217/* 1219/*
1218 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1220 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1219 * job preparing multi-part monsters 1221 * job preparing multi-part monsters
1220 */ 1222 */
1223object *
1221object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1224insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1225{
1222 object* tmp; 1226 object *tmp;
1227
1223 if (op->head) 1228 if (op->head)
1224 op=op->head; 1229 op = op->head;
1230
1225 for (tmp=op;tmp;tmp=tmp->more){ 1231 for (tmp = op; tmp; tmp = tmp->more)
1232 {
1226 tmp->x=x+tmp->arch->clone.x; 1233 tmp->x = x + tmp->arch->clone.x;
1227 tmp->y=y+tmp->arch->clone.y; 1234 tmp->y = y + tmp->arch->clone.y;
1228 } 1235 }
1236
1229 return insert_ob_in_map (op, m, originator, flag); 1237 return insert_ob_in_map (op, m, originator, flag);
1230} 1238}
1231 1239
1232/* 1240/*
1233 * insert_ob_in_map (op, map, originator, flag): 1241 * insert_ob_in_map (op, map, originator, flag):
1234 * This function inserts the object in the two-way linked list 1242 * This function inserts the object in the two-way linked list
1248 * new object if 'op' was merged with other object 1256 * new object if 'op' was merged with other object
1249 * NULL if 'op' was destroyed 1257 * NULL if 'op' was destroyed
1250 * just 'op' otherwise 1258 * just 'op' otherwise
1251 */ 1259 */
1252 1260
1261object *
1253object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1262insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1254{ 1263{
1255 object *tmp, *top, *floor=NULL; 1264 object *tmp, *top, *floor = NULL;
1256 sint16 x,y; 1265 sint16 x, y;
1257 1266
1258 if (QUERY_FLAG (op, FLAG_FREED)) { 1267 if (QUERY_FLAG (op, FLAG_FREED))
1268 {
1259 LOG (llevError, "Trying to insert freed object!\n"); 1269 LOG (llevError, "Trying to insert freed object!\n");
1270 return NULL;
1271 }
1272
1273 if (m == NULL)
1274 {
1275 char *dump = dump_object (op);
1276 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1277 free (dump);
1278 return op;
1279 }
1280
1281 if (out_of_map (m, op->x, op->y))
1282 {
1283 char *dump = dump_object (op);
1284 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1285#ifdef MANY_CORES
1286 /* Better to catch this here, as otherwise the next use of this object
1287 * is likely to cause a crash. Better to find out where it is getting
1288 * improperly inserted.
1289 */
1290 abort ();
1291#endif
1292 free (dump);
1293 return op;
1294 }
1295
1296 if (!QUERY_FLAG (op, FLAG_REMOVED))
1297 {
1298 char *dump = dump_object (op);
1299 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1300 free (dump);
1301 return op;
1302 }
1303
1304 if (op->more != NULL)
1305 {
1306 /* The part may be on a different map. */
1307
1308 object *more = op->more;
1309
1310 /* We really need the caller to normalize coordinates - if
1311 * we set the map, that doesn't work if the location is within
1312 * a map and this is straddling an edge. So only if coordinate
1313 * is clear wrong do we normalize it.
1314 */
1315 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1316 more->map = get_map_from_coord (m, &more->x, &more->y);
1317 else if (!more->map)
1318 {
1319 /* For backwards compatibility - when not dealing with tiled maps,
1320 * more->map should always point to the parent.
1321 */
1322 more->map = m;
1323 }
1324
1325 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1326 {
1327 if (!op->head)
1328 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1329
1330 return NULL;
1331 }
1332 }
1333
1334 CLEAR_FLAG (op, FLAG_REMOVED);
1335
1336 /* Ideally, the caller figures this out. However, it complicates a lot
1337 * of areas of callers (eg, anything that uses find_free_spot would now
1338 * need extra work
1339 */
1340 op->map = get_map_from_coord (m, &op->x, &op->y);
1341 x = op->x;
1342 y = op->y;
1343
1344 /* this has to be done after we translate the coordinates.
1345 */
1346 if (op->nrof && !(flag & INS_NO_MERGE))
1347 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1348 if (object::can_merge (op, tmp))
1349 {
1350 op->nrof += tmp->nrof;
1351 tmp->destroy ();
1352 }
1353
1354 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1355 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1356
1357 if (!QUERY_FLAG (op, FLAG_ALIVE))
1358 CLEAR_FLAG (op, FLAG_NO_STEAL);
1359
1360 if (flag & INS_BELOW_ORIGINATOR)
1361 {
1362 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1363 {
1364 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1365 abort ();
1366 }
1367
1368 op->above = originator;
1369 op->below = originator->below;
1370
1371 if (op->below)
1372 op->below->above = op;
1373 else
1374 SET_MAP_OB (op->map, op->x, op->y, op);
1375
1376 /* since *below* originator, no need to update top */
1377 originator->below = op;
1378 }
1379 else
1380 {
1381 /* If there are other objects, then */
1382 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1383 {
1384 object *last = NULL;
1385
1386 /*
1387 * If there are multiple objects on this space, we do some trickier handling.
1388 * We've already dealt with merging if appropriate.
1389 * Generally, we want to put the new object on top. But if
1390 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1391 * floor, we want to insert above that and no further.
1392 * Also, if there are spell objects on this space, we stop processing
1393 * once we get to them. This reduces the need to traverse over all of
1394 * them when adding another one - this saves quite a bit of cpu time
1395 * when lots of spells are cast in one area. Currently, it is presumed
1396 * that flying non pickable objects are spell objects.
1397 */
1398
1399 while (top != NULL)
1400 {
1401 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1402 floor = top;
1403
1404 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1405 {
1406 /* We insert above top, so we want this object below this */
1407 top = top->below;
1408 break;
1409 }
1410
1411 last = top;
1412 top = top->above;
1413 }
1414
1415 /* Don't want top to be NULL, so set it to the last valid object */
1416 top = last;
1417
1418 /* We let update_position deal with figuring out what the space
1419 * looks like instead of lots of conditions here.
1420 * makes things faster, and effectively the same result.
1421 */
1422
1423 /* Have object 'fall below' other objects that block view.
1424 * Unless those objects are exits, type 66
1425 * If INS_ON_TOP is used, don't do this processing
1426 * Need to find the object that in fact blocks view, otherwise
1427 * stacking is a bit odd.
1428 */
1429 if (!(flag & INS_ON_TOP) &&
1430 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1431 {
1432 for (last = top; last != floor; last = last->below)
1433 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1434 break;
1435 /* Check to see if we found the object that blocks view,
1436 * and make sure we have a below pointer for it so that
1437 * we can get inserted below this one, which requires we
1438 * set top to the object below us.
1439 */
1440 if (last && last->below && last != floor)
1441 top = last->below;
1442 }
1443 } /* If objects on this space */
1444
1445 if (flag & INS_MAP_LOAD)
1446 top = GET_MAP_TOP (op->map, op->x, op->y);
1447
1448 if (flag & INS_ABOVE_FLOOR_ONLY)
1449 top = floor;
1450
1451 /* Top is the object that our object (op) is going to get inserted above.
1452 */
1453
1454 /* First object on this space */
1455 if (!top)
1456 {
1457 op->above = GET_MAP_OB (op->map, op->x, op->y);
1458
1459 if (op->above)
1460 op->above->below = op;
1461
1462 op->below = NULL;
1463 SET_MAP_OB (op->map, op->x, op->y, op);
1464 }
1465 else
1466 { /* get inserted into the stack above top */
1467 op->above = top->above;
1468
1469 if (op->above)
1470 op->above->below = op;
1471
1472 op->below = top;
1473 top->above = op;
1474 }
1475
1476 if (op->above == NULL)
1477 SET_MAP_TOP (op->map, op->x, op->y, op);
1478 } /* else not INS_BELOW_ORIGINATOR */
1479
1480 if (op->type == PLAYER)
1481 op->contr->do_los = 1;
1482
1483 /* If we have a floor, we know the player, if any, will be above
1484 * it, so save a few ticks and start from there.
1485 */
1486 if (!(flag & INS_MAP_LOAD))
1487 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1488 if (tmp->type == PLAYER)
1489 tmp->contr->socket->update_look = 1;
1490
1491 /* If this object glows, it may affect lighting conditions that are
1492 * visible to others on this map. But update_all_los is really
1493 * an inefficient way to do this, as it means los for all players
1494 * on the map will get recalculated. The players could very well
1495 * be far away from this change and not affected in any way -
1496 * this should get redone to only look for players within range,
1497 * or just updating the P_NEED_UPDATE for spaces within this area
1498 * of effect may be sufficient.
1499 */
1500 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1501 update_all_los (op->map, op->x, op->y);
1502
1503 /* updates flags (blocked, alive, no magic, etc) for this map space */
1504 update_object (op, UP_OBJ_INSERT);
1505
1506 /* Don't know if moving this to the end will break anything. However,
1507 * we want to have update_look set above before calling this.
1508 *
1509 * check_move_on() must be after this because code called from
1510 * check_move_on() depends on correct map flags (so functions like
1511 * blocked() and wall() work properly), and these flags are updated by
1512 * update_object().
1513 */
1514
1515 /* if this is not the head or flag has been passed, don't check walk on status */
1516 if (!(flag & INS_NO_WALK_ON) && !op->head)
1517 {
1518 if (check_move_on (op, originator))
1260 return NULL; 1519 return NULL;
1261 }
1262 if(m==NULL) {
1263 dump_object(op);
1264 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1265 return op;
1266 }
1267 if(out_of_map(m,op->x,op->y)) {
1268 dump_object(op);
1269 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1270#ifdef MANY_CORES
1271 /* Better to catch this here, as otherwise the next use of this object
1272 * is likely to cause a crash. Better to find out where it is getting
1273 * improperly inserted.
1274 */
1275 abort();
1276#endif
1277 return op;
1278 }
1279 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1280 dump_object(op);
1281 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1282 return op;
1283 }
1284 if(op->more!=NULL) {
1285 /* The part may be on a different map. */
1286 1520
1287 object *more = op->more;
1288
1289 /* We really need the caller to normalize coordinates - if
1290 * we set the map, that doesn't work if the location is within
1291 * a map and this is straddling an edge. So only if coordinate
1292 * is clear wrong do we normalize it.
1293 */
1294 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1295 more->map = get_map_from_coord(m, &more->x, &more->y);
1296 } else if (!more->map) {
1297 /* For backwards compatibility - when not dealing with tiled maps,
1298 * more->map should always point to the parent.
1299 */
1300 more->map = m;
1301 }
1302
1303 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1304 if ( ! op->head)
1305 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1306 return NULL;
1307 }
1308 }
1309 CLEAR_FLAG(op,FLAG_REMOVED);
1310
1311 /* Ideally, the caller figures this out. However, it complicates a lot
1312 * of areas of callers (eg, anything that uses find_free_spot would now
1313 * need extra work
1314 */
1315 op->map=get_map_from_coord(m, &op->x, &op->y);
1316 x = op->x;
1317 y = op->y;
1318
1319 /* this has to be done after we translate the coordinates.
1320 */
1321 if(op->nrof && !(flag & INS_NO_MERGE)) {
1322 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1323 if (CAN_MERGE(op,tmp)) {
1324 op->nrof+=tmp->nrof;
1325 remove_ob(tmp);
1326 free_object(tmp);
1327 }
1328 }
1329
1330 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1331 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1332 if (!QUERY_FLAG(op, FLAG_ALIVE))
1333 CLEAR_FLAG(op, FLAG_NO_STEAL);
1334
1335 if (flag & INS_BELOW_ORIGINATOR) {
1336 if (originator->map != op->map || originator->x != op->x ||
1337 originator->y != op->y) {
1338 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1339 abort();
1340 }
1341 op->above = originator;
1342 op->below = originator->below;
1343 if (op->below) op->below->above = op;
1344 else SET_MAP_OB(op->map, op->x, op->y, op);
1345 /* since *below* originator, no need to update top */
1346 originator->below = op;
1347 } else {
1348 /* If there are other objects, then */
1349 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1350 object *last=NULL;
1351 /*
1352 * If there are multiple objects on this space, we do some trickier handling.
1353 * We've already dealt with merging if appropriate.
1354 * Generally, we want to put the new object on top. But if
1355 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1356 * floor, we want to insert above that and no further.
1357 * Also, if there are spell objects on this space, we stop processing
1358 * once we get to them. This reduces the need to traverse over all of
1359 * them when adding another one - this saves quite a bit of cpu time
1360 * when lots of spells are cast in one area. Currently, it is presumed
1361 * that flying non pickable objects are spell objects.
1362 */
1363
1364 while (top != NULL) {
1365 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1366 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1367 if (QUERY_FLAG(top, FLAG_NO_PICK)
1368 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1369 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1370 {
1371 /* We insert above top, so we want this object below this */
1372 top=top->below;
1373 break;
1374 }
1375 last = top;
1376 top = top->above;
1377 }
1378 /* Don't want top to be NULL, so set it to the last valid object */
1379 top = last;
1380
1381 /* We let update_position deal with figuring out what the space
1382 * looks like instead of lots of conditions here.
1383 * makes things faster, and effectively the same result.
1384 */
1385
1386 /* Have object 'fall below' other objects that block view.
1387 * Unless those objects are exits, type 66
1388 * If INS_ON_TOP is used, don't do this processing
1389 * Need to find the object that in fact blocks view, otherwise
1390 * stacking is a bit odd.
1391 */
1392 if (!(flag & INS_ON_TOP) &&
1393 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1394 (op->face && !op->face->visibility)) {
1395 for (last=top; last != floor; last=last->below)
1396 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1397 /* Check to see if we found the object that blocks view,
1398 * and make sure we have a below pointer for it so that
1399 * we can get inserted below this one, which requires we
1400 * set top to the object below us.
1401 */
1402 if (last && last->below && last != floor) top=last->below;
1403 }
1404 } /* If objects on this space */
1405 if (flag & INS_MAP_LOAD)
1406 top = GET_MAP_TOP(op->map,op->x,op->y);
1407 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1408
1409 /* Top is the object that our object (op) is going to get inserted above.
1410 */
1411
1412 /* First object on this space */
1413 if (!top) {
1414 op->above = GET_MAP_OB(op->map, op->x, op->y);
1415 if (op->above) op->above->below = op;
1416 op->below = NULL;
1417 SET_MAP_OB(op->map, op->x, op->y, op);
1418 } else { /* get inserted into the stack above top */
1419 op->above = top->above;
1420 if (op->above) op->above->below = op;
1421 op->below = top;
1422 top->above = op;
1423 }
1424 if (op->above==NULL)
1425 SET_MAP_TOP(op->map,op->x, op->y, op);
1426 } /* else not INS_BELOW_ORIGINATOR */
1427
1428 if(op->type==PLAYER)
1429 op->contr->do_los=1;
1430
1431 /* If we have a floor, we know the player, if any, will be above
1432 * it, so save a few ticks and start from there.
1433 */
1434 if (!(flag & INS_MAP_LOAD))
1435 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1436 if (tmp->type == PLAYER)
1437 tmp->contr->socket.update_look=1;
1438 }
1439
1440 /* If this object glows, it may affect lighting conditions that are
1441 * visible to others on this map. But update_all_los is really
1442 * an inefficient way to do this, as it means los for all players
1443 * on the map will get recalculated. The players could very well
1444 * be far away from this change and not affected in any way -
1445 * this should get redone to only look for players within range,
1446 * or just updating the P_NEED_UPDATE for spaces within this area
1447 * of effect may be sufficient.
1448 */
1449 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1450 update_all_los(op->map, op->x, op->y);
1451
1452
1453 /* updates flags (blocked, alive, no magic, etc) for this map space */
1454 update_object(op,UP_OBJ_INSERT);
1455
1456
1457 /* Don't know if moving this to the end will break anything. However,
1458 * we want to have update_look set above before calling this.
1459 *
1460 * check_move_on() must be after this because code called from
1461 * check_move_on() depends on correct map flags (so functions like
1462 * blocked() and wall() work properly), and these flags are updated by
1463 * update_object().
1464 */
1465
1466 /* if this is not the head or flag has been passed, don't check walk on status */
1467
1468 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1469 if (check_move_on(op, originator))
1470 return NULL;
1471
1472 /* If we are a multi part object, lets work our way through the check 1521 /* If we are a multi part object, lets work our way through the check
1473 * walk on's. 1522 * walk on's.
1474 */ 1523 */
1475 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1524 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1476 if (check_move_on (tmp, originator)) 1525 if (check_move_on (tmp, originator))
1477 return NULL; 1526 return NULL;
1478 } 1527 }
1528
1479 return op; 1529 return op;
1480} 1530}
1481 1531
1482/* this function inserts an object in the map, but if it 1532/* this function inserts an object in the map, but if it
1483 * finds an object of its own type, it'll remove that one first. 1533 * finds an object of its own type, it'll remove that one first.
1484 * op is the object to insert it under: supplies x and the map. 1534 * op is the object to insert it under: supplies x and the map.
1485 */ 1535 */
1536void
1486void replace_insert_ob_in_map(const char *arch_string, object *op) { 1537replace_insert_ob_in_map (const char *arch_string, object *op)
1538{
1487 object *tmp; 1539 object *
1488 object *tmp1; 1540 tmp;
1541 object *
1542 tmp1;
1489 1543
1490 /* first search for itself and remove any old instances */ 1544 /* first search for itself and remove any old instances */
1491 1545
1492 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1546 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1493 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1494 remove_ob(tmp); 1548 tmp->destroy ();
1495 free_object(tmp);
1496 }
1497 }
1498 1549
1499 tmp1=arch_to_object(find_archetype(arch_string)); 1550 tmp1 = arch_to_object (archetype::find (arch_string));
1500 1551
1501 1552 tmp1->x = op->x;
1502 tmp1->x = op->x; tmp1->y = op->y; 1553 tmp1->y = op->y;
1503 insert_ob_in_map(tmp1,op->map,op,0); 1554 insert_ob_in_map (tmp1, op->map, op, 0);
1504} 1555}
1505 1556
1506/* 1557/*
1507 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1558 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1508 * is returned contains nr objects, and the remaining parts contains 1559 * is returned contains nr objects, and the remaining parts contains
1509 * the rest (or is removed and freed if that number is 0). 1560 * the rest (or is removed and freed if that number is 0).
1510 * On failure, NULL is returned, and the reason put into the 1561 * On failure, NULL is returned, and the reason put into the
1511 * global static errmsg array. 1562 * global static errmsg array.
1512 */ 1563 */
1513 1564
1565object *
1514object *get_split_ob(object *orig_ob, uint32 nr) { 1566get_split_ob (object *orig_ob, uint32 nr)
1567{
1515 object *newob; 1568 object *newob;
1516 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1569 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1517 1570
1518 if(orig_ob->nrof<nr) { 1571 if (orig_ob->nrof < nr)
1519 sprintf(errmsg,"There are only %d %ss.", 1572 {
1520 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1573 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1521 return NULL; 1574 return NULL;
1522 } 1575 }
1576
1523 newob = object_create_clone(orig_ob); 1577 newob = object_create_clone (orig_ob);
1578
1524 if((orig_ob->nrof-=nr)<1) { 1579 if ((orig_ob->nrof -= nr) < 1)
1525 if ( ! is_removed) 1580 orig_ob->destroy (1);
1526 remove_ob(orig_ob);
1527 free_object2(orig_ob, 1);
1528 }
1529 else if ( ! is_removed) { 1581 else if (!is_removed)
1582 {
1530 if(orig_ob->env!=NULL) 1583 if (orig_ob->env != NULL)
1531 sub_weight (orig_ob->env,orig_ob->weight*nr); 1584 sub_weight (orig_ob->env, orig_ob->weight * nr);
1532 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1585 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1586 {
1533 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1587 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1534 LOG(llevDebug,
1535 "Error, Tried to split object whose map is not in memory.\n"); 1588 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1536 return NULL; 1589 return NULL;
1537 } 1590 }
1538 } 1591 }
1592
1539 newob->nrof=nr; 1593 newob->nrof = nr;
1540 1594
1541 return newob; 1595 return newob;
1542} 1596}
1543 1597
1544/* 1598/*
1545 * decrease_ob_nr(object, number) decreases a specified number from 1599 * decrease_ob_nr(object, number) decreases a specified number from
1546 * the amount of an object. If the amount reaches 0, the object 1600 * the amount of an object. If the amount reaches 0, the object
1547 * is subsequently removed and freed. 1601 * is subsequently removed and freed.
1548 * 1602 *
1549 * Return value: 'op' if something is left, NULL if the amount reached 0 1603 * Return value: 'op' if something is left, NULL if the amount reached 0
1550 */ 1604 */
1551 1605
1606object *
1552object *decrease_ob_nr (object *op, uint32 i) 1607decrease_ob_nr (object *op, uint32 i)
1553{ 1608{
1554 object *tmp; 1609 object *tmp;
1555 player *pl; 1610 player *pl;
1556 1611
1557 if (i == 0) /* objects with op->nrof require this check */ 1612 if (i == 0) /* objects with op->nrof require this check */
1558 return op; 1613 return op;
1559 1614
1560 if (i > op->nrof) 1615 if (i > op->nrof)
1561 i = op->nrof; 1616 i = op->nrof;
1562 1617
1563 if (QUERY_FLAG (op, FLAG_REMOVED)) 1618 if (QUERY_FLAG (op, FLAG_REMOVED))
1619 op->nrof -= i;
1620 else if (op->env != NULL)
1621 {
1622 /* is this object in the players inventory, or sub container
1623 * therein?
1624 */
1625 tmp = is_player_inv (op->env);
1626 /* nope. Is this a container the player has opened?
1627 * If so, set tmp to that player.
1628 * IMO, searching through all the players will mostly
1629 * likely be quicker than following op->env to the map,
1630 * and then searching the map for a player.
1631 */
1632 if (!tmp)
1633 {
1634 for (pl = first_player; pl; pl = pl->next)
1635 if (pl->ob->container == op->env)
1636 break;
1637 if (pl)
1638 tmp = pl->ob;
1639 else
1640 tmp = NULL;
1641 }
1642
1643 if (i < op->nrof)
1644 {
1645 sub_weight (op->env, op->weight * i);
1646 op->nrof -= i;
1647 if (tmp)
1648 {
1649 esrv_send_item (tmp, op);
1650 }
1651 }
1652 else
1653 {
1654 op->remove ();
1655 op->nrof = 0;
1656 if (tmp)
1657 {
1658 esrv_del_item (tmp->contr, op->count);
1659 }
1660 }
1564 { 1661 }
1662 else
1663 {
1664 object *above = op->above;
1665
1666 if (i < op->nrof)
1565 op->nrof -= i; 1667 op->nrof -= i;
1566 } 1668 else
1567 else if (op->env != NULL)
1568 {
1569 /* is this object in the players inventory, or sub container
1570 * therein?
1571 */
1572 tmp = is_player_inv (op->env);
1573 /* nope. Is this a container the player has opened?
1574 * If so, set tmp to that player.
1575 * IMO, searching through all the players will mostly
1576 * likely be quicker than following op->env to the map,
1577 * and then searching the map for a player.
1578 */
1579 if (!tmp) {
1580 for (pl=first_player; pl; pl=pl->next)
1581 if (pl->ob->container == op->env) break;
1582 if (pl) tmp=pl->ob;
1583 else tmp=NULL;
1584 } 1669 {
1585
1586 if (i < op->nrof) {
1587 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i;
1589 if (tmp) {
1590 esrv_send_item(tmp, op);
1591 }
1592 } else {
1593 remove_ob (op); 1670 op->remove ();
1594 op->nrof = 0; 1671 op->nrof = 0;
1595 if (tmp) {
1596 esrv_del_item(tmp->contr, op->count);
1597 } 1672 }
1598 }
1599 }
1600 else
1601 {
1602 object *above = op->above;
1603 1673
1604 if (i < op->nrof) {
1605 op->nrof -= i;
1606 } else {
1607 remove_ob (op);
1608 op->nrof = 0;
1609 }
1610 /* Since we just removed op, op->above is null */ 1674 /* Since we just removed op, op->above is null */
1611 for (tmp = above; tmp != NULL; tmp = tmp->above) 1675 for (tmp = above; tmp != NULL; tmp = tmp->above)
1612 if (tmp->type == PLAYER) { 1676 if (tmp->type == PLAYER)
1677 {
1613 if (op->nrof) 1678 if (op->nrof)
1614 esrv_send_item(tmp, op); 1679 esrv_send_item (tmp, op);
1615 else 1680 else
1616 esrv_del_item(tmp->contr, op->count); 1681 esrv_del_item (tmp->contr, op->count);
1617 } 1682 }
1618 } 1683 }
1619 1684
1620 if (op->nrof) { 1685 if (op->nrof)
1621 return op; 1686 return op;
1622 } else { 1687 else
1623 free_object (op); 1688 {
1689 op->destroy ();
1624 return NULL; 1690 return NULL;
1625 } 1691 }
1626} 1692}
1627 1693
1628/* 1694/*
1629 * add_weight(object, weight) adds the specified weight to an object, 1695 * add_weight(object, weight) adds the specified weight to an object,
1630 * and also updates how much the environment(s) is/are carrying. 1696 * and also updates how much the environment(s) is/are carrying.
1631 */ 1697 */
1632 1698
1699void
1633void add_weight (object *op, signed long weight) { 1700add_weight (object *op, signed long weight)
1701{
1634 while (op!=NULL) { 1702 while (op != NULL)
1703 {
1635 if (op->type == CONTAINER) { 1704 if (op->type == CONTAINER)
1636 weight=(signed long)(weight*(100-op->stats.Str)/100); 1705 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1637 } 1706
1638 op->carrying+=weight; 1707 op->carrying += weight;
1639 op=op->env; 1708 op = op->env;
1640 } 1709 }
1641} 1710}
1642 1711
1712object *
1713insert_ob_in_ob (object *op, object *where)
1714{
1715 if (!where)
1716 {
1717 char *dump = dump_object (op);
1718 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1719 free (dump);
1720 return op;
1721 }
1722
1723 if (where->head)
1724 {
1725 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1726 where = where->head;
1727 }
1728
1729 return where->insert (op);
1730}
1731
1643/* 1732/*
1644 * insert_ob_in_ob(op,environment): 1733 * env->insert (op)
1645 * This function inserts the object op in the linked list 1734 * This function inserts the object op in the linked list
1646 * inside the object environment. 1735 * inside the object environment.
1647 * 1736 *
1648 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1649 * the inventory at the last position or next to other objects of the same
1650 * type.
1651 * Frank: Now sorted by type, archetype and magic!
1652 *
1653 * The function returns now pointer to inserted item, and return value can 1737 * The function returns now pointer to inserted item, and return value can
1654 * be != op, if items are merged. -Tero 1738 * be != op, if items are merged. -Tero
1655 */ 1739 */
1656 1740
1657object *insert_ob_in_ob(object *op,object *where) { 1741object *
1742object::insert (object *op)
1743{
1658 object *tmp, *otmp; 1744 object *tmp, *otmp;
1659 1745
1660 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1746 if (!QUERY_FLAG (op, FLAG_REMOVED))
1661 dump_object(op); 1747 op->remove ();
1662 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1748
1663 return op;
1664 }
1665 if(where==NULL) {
1666 dump_object(op);
1667 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1668 return op;
1669 }
1670 if (where->head) {
1671 LOG(llevDebug,
1672 "Warning: Tried to insert object wrong part of multipart object.\n");
1673 where = where->head;
1674 }
1675 if (op->more) { 1749 if (op->more)
1750 {
1676 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1751 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1677 &op->name, op->count);
1678 return op; 1752 return op;
1679 } 1753 }
1754
1680 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1755 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1681 CLEAR_FLAG(op, FLAG_REMOVED); 1756 CLEAR_FLAG (op, FLAG_REMOVED);
1682 if(op->nrof) { 1757 if (op->nrof)
1758 {
1683 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1759 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1684 if ( CAN_MERGE(tmp,op) ) { 1760 if (object::can_merge (tmp, op))
1761 {
1685 /* return the original object and remove inserted object 1762 /* return the original object and remove inserted object
1686 (client needs the original object) */ 1763 (client needs the original object) */
1687 tmp->nrof += op->nrof; 1764 tmp->nrof += op->nrof;
1688 /* Weight handling gets pretty funky. Since we are adding to 1765 /* Weight handling gets pretty funky. Since we are adding to
1689 * tmp->nrof, we need to increase the weight. 1766 * tmp->nrof, we need to increase the weight.
1690 */ 1767 */
1691 add_weight (where, op->weight*op->nrof); 1768 add_weight (this, op->weight * op->nrof);
1692 SET_FLAG(op, FLAG_REMOVED); 1769 SET_FLAG (op, FLAG_REMOVED);
1693 free_object(op); /* free the inserted object */ 1770 op->destroy (); /* free the inserted object */
1694 op = tmp; 1771 op = tmp;
1695 remove_ob (op); /* and fix old object's links */ 1772 op->remove (); /* and fix old object's links */
1696 CLEAR_FLAG(op, FLAG_REMOVED); 1773 CLEAR_FLAG (op, FLAG_REMOVED);
1697 break; 1774 break;
1698 } 1775 }
1699 1776
1700 /* I assume combined objects have no inventory 1777 /* I assume combined objects have no inventory
1701 * We add the weight - this object could have just been removed 1778 * We add the weight - this object could have just been removed
1702 * (if it was possible to merge). calling remove_ob will subtract 1779 * (if it was possible to merge). calling remove_ob will subtract
1703 * the weight, so we need to add it in again, since we actually do 1780 * the weight, so we need to add it in again, since we actually do
1704 * the linking below 1781 * the linking below
1705 */ 1782 */
1706 add_weight (where, op->weight*op->nrof); 1783 add_weight (this, op->weight * op->nrof);
1784 }
1707 } else 1785 else
1708 add_weight (where, (op->weight+op->carrying)); 1786 add_weight (this, (op->weight + op->carrying));
1709 1787
1710 otmp=is_player_inv(where); 1788 otmp = is_player_inv (this);
1711 if (otmp&&otmp->contr!=NULL) { 1789 if (otmp && otmp->contr)
1712 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1790 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1713 fix_player(otmp); 1791 fix_player (otmp);
1714 }
1715 1792
1716 op->map=NULL; 1793 op->map = NULL;
1717 op->env=where; 1794 op->env = this;
1718 op->above=NULL; 1795 op->above = NULL;
1719 op->below=NULL; 1796 op->below = NULL;
1720 op->x=0,op->y=0; 1797 op->x = 0, op->y = 0;
1721 1798
1722 /* reset the light list and los of the players on the map */ 1799 /* reset the light list and los of the players on the map */
1723 if((op->glow_radius!=0)&&where->map) 1800 if ((op->glow_radius != 0) && map)
1724 { 1801 {
1725#ifdef DEBUG_LIGHTS 1802#ifdef DEBUG_LIGHTS
1726 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1803 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1727 op->name);
1728#endif /* DEBUG_LIGHTS */ 1804#endif /* DEBUG_LIGHTS */
1729 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1805 if (MAP_DARKNESS (map))
1806 update_all_los (map, x, y);
1730 } 1807 }
1731 1808
1732 /* Client has no idea of ordering so lets not bother ordering it here. 1809 /* Client has no idea of ordering so lets not bother ordering it here.
1733 * It sure simplifies this function... 1810 * It sure simplifies this function...
1734 */ 1811 */
1735 if (where->inv==NULL) 1812 if (!inv)
1736 where->inv=op; 1813 inv = op;
1737 else { 1814 else
1815 {
1738 op->below = where->inv; 1816 op->below = inv;
1739 op->below->above = op; 1817 op->below->above = op;
1740 where->inv = op; 1818 inv = op;
1741 } 1819 }
1820
1742 return op; 1821 return op;
1743} 1822}
1744 1823
1745/* 1824/*
1746 * Checks if any objects has a move_type that matches objects 1825 * Checks if any objects has a move_type that matches objects
1761 * MSW 2001-07-08: Check all objects on space, not just those below 1840 * MSW 2001-07-08: Check all objects on space, not just those below
1762 * object being inserted. insert_ob_in_map may not put new objects 1841 * object being inserted. insert_ob_in_map may not put new objects
1763 * on top. 1842 * on top.
1764 */ 1843 */
1765 1844
1845int
1766int check_move_on (object *op, object *originator) 1846check_move_on (object *op, object *originator)
1767{ 1847{
1768 object *tmp; 1848 object *tmp;
1769 tag_t tag;
1770 mapstruct *m=op->map; 1849 maptile *m = op->map;
1771 int x=op->x, y=op->y; 1850 int x = op->x, y = op->y;
1851
1772 MoveType move_on, move_slow, move_block; 1852 MoveType move_on, move_slow, move_block;
1773 1853
1774 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1854 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1775 return 0; 1855 return 0;
1776 1856
1777 tag = op->count;
1778
1779 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1857 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1780 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1858 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1781 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1859 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1782 1860
1783 /* if nothing on this space will slow op down or be applied, 1861 /* if nothing on this space will slow op down or be applied,
1784 * no need to do checking below. have to make sure move_type 1862 * no need to do checking below. have to make sure move_type
1785 * is set, as lots of objects don't have it set - we treat that 1863 * is set, as lots of objects don't have it set - we treat that
1786 * as walking. 1864 * as walking.
1787 */ 1865 */
1788 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1866 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1789 return 0; 1867 return 0;
1790 1868
1791 /* This is basically inverse logic of that below - basically, 1869 /* This is basically inverse logic of that below - basically,
1792 * if the object can avoid the move on or slow move, they do so, 1870 * if the object can avoid the move on or slow move, they do so,
1793 * but can't do it if the alternate movement they are using is 1871 * but can't do it if the alternate movement they are using is
1794 * blocked. Logic on this seems confusing, but does seem correct. 1872 * blocked. Logic on this seems confusing, but does seem correct.
1795 */ 1873 */
1796 if ((op->move_type & ~move_on & ~move_block) != 0 && 1874 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1797 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1875 return 0;
1798 1876
1799 /* The objects have to be checked from top to bottom. 1877 /* The objects have to be checked from top to bottom.
1800 * Hence, we first go to the top: 1878 * Hence, we first go to the top:
1801 */ 1879 */
1802 1880
1803 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1881 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1804 tmp->above!=NULL; tmp=tmp->above) { 1882 {
1805 /* Trim the search when we find the first other spell effect 1883 /* Trim the search when we find the first other spell effect
1806 * this helps performance so that if a space has 50 spell objects, 1884 * this helps performance so that if a space has 50 spell objects,
1807 * we don't need to check all of them. 1885 * we don't need to check all of them.
1808 */ 1886 */
1809 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1887 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1888 break;
1889 }
1890
1891 for (; tmp; tmp = tmp->below)
1810 } 1892 {
1811 for(;tmp!=NULL; tmp=tmp->below) { 1893 if (tmp == op)
1812 if (tmp == op) continue; /* Can't apply yourself */ 1894 continue; /* Can't apply yourself */
1813 1895
1814 /* Check to see if one of the movement types should be slowed down. 1896 /* Check to see if one of the movement types should be slowed down.
1815 * Second check makes sure that the movement types not being slowed 1897 * Second check makes sure that the movement types not being slowed
1816 * (~slow_move) is not blocked on this space - just because the 1898 * (~slow_move) is not blocked on this space - just because the
1817 * space doesn't slow down swimming (for example), if you can't actually 1899 * space doesn't slow down swimming (for example), if you can't actually
1818 * swim on that space, can't use it to avoid the penalty. 1900 * swim on that space, can't use it to avoid the penalty.
1819 */ 1901 */
1820 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1902 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1903 {
1821 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1904 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1822 ((op->move_type & tmp->move_slow) &&
1823 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1905 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1906 {
1824 1907
1825 float diff; 1908 float
1826
1827 diff = tmp->move_slow_penalty*FABS(op->speed); 1909 diff = tmp->move_slow_penalty * FABS (op->speed);
1910
1828 if (op->type == PLAYER) { 1911 if (op->type == PLAYER)
1829 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1912 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1830 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1913 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1831 diff /= 4.0; 1914 diff /= 4.0;
1832 } 1915
1833 }
1834 op->speed_left -= diff; 1916 op->speed_left -= diff;
1835 } 1917 }
1836 } 1918 }
1837 1919
1838 /* Basically same logic as above, except now for actual apply. */ 1920 /* Basically same logic as above, except now for actual apply. */
1839 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1921 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1840 ((op->move_type & tmp->move_on) &&
1841 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1922 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1842 1923 {
1843 move_apply(tmp, op, originator); 1924 move_apply (tmp, op, originator);
1925
1844 if (was_destroyed (op, tag)) 1926 if (op->destroyed ())
1845 return 1; 1927 return 1;
1846 1928
1847 /* what the person/creature stepped onto has moved the object 1929 /* what the person/creature stepped onto has moved the object
1848 * someplace new. Don't process any further - if we did, 1930 * someplace new. Don't process any further - if we did,
1849 * have a feeling strange problems would result. 1931 * have a feeling strange problems would result.
1850 */ 1932 */
1851 if (op->map != m || op->x != x || op->y != y) return 0; 1933 if (op->map != m || op->x != x || op->y != y)
1934 return 0;
1852 } 1935 }
1853 } 1936 }
1937
1854 return 0; 1938 return 0;
1855} 1939}
1856 1940
1857/* 1941/*
1858 * present_arch(arch, map, x, y) searches for any objects with 1942 * present_arch(arch, map, x, y) searches for any objects with
1859 * a matching archetype at the given map and coordinates. 1943 * a matching archetype at the given map and coordinates.
1860 * The first matching object is returned, or NULL if none. 1944 * The first matching object is returned, or NULL if none.
1861 */ 1945 */
1862 1946
1947object *
1863object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1948present_arch (const archetype *at, maptile *m, int x, int y)
1949{
1864 object *tmp; 1950 object *
1951 tmp;
1952
1865 if(m==NULL || out_of_map(m,x,y)) { 1953 if (m == NULL || out_of_map (m, x, y))
1954 {
1866 LOG(llevError,"Present_arch called outside map.\n"); 1955 LOG (llevError, "Present_arch called outside map.\n");
1867 return NULL; 1956 return NULL;
1868 } 1957 }
1869 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1958 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1870 if(tmp->arch == at) 1959 if (tmp->arch == at)
1871 return tmp; 1960 return tmp;
1872 return NULL; 1961 return NULL;
1873} 1962}
1874 1963
1875/* 1964/*
1876 * present(type, map, x, y) searches for any objects with 1965 * present(type, map, x, y) searches for any objects with
1877 * a matching type variable at the given map and coordinates. 1966 * a matching type variable at the given map and coordinates.
1878 * The first matching object is returned, or NULL if none. 1967 * The first matching object is returned, or NULL if none.
1879 */ 1968 */
1880 1969
1970object *
1881object *present(unsigned char type,mapstruct *m, int x,int y) { 1971present (unsigned char type, maptile *m, int x, int y)
1972{
1882 object *tmp; 1973 object *
1974 tmp;
1975
1883 if(out_of_map(m,x,y)) { 1976 if (out_of_map (m, x, y))
1977 {
1884 LOG(llevError,"Present called outside map.\n"); 1978 LOG (llevError, "Present called outside map.\n");
1885 return NULL; 1979 return NULL;
1886 } 1980 }
1887 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1981 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1888 if(tmp->type==type) 1982 if (tmp->type == type)
1889 return tmp; 1983 return tmp;
1890 return NULL; 1984 return NULL;
1891} 1985}
1892 1986
1893/* 1987/*
1894 * present_in_ob(type, object) searches for any objects with 1988 * present_in_ob(type, object) searches for any objects with
1895 * a matching type variable in the inventory of the given object. 1989 * a matching type variable in the inventory of the given object.
1896 * The first matching object is returned, or NULL if none. 1990 * The first matching object is returned, or NULL if none.
1897 */ 1991 */
1898 1992
1993object *
1899object *present_in_ob(unsigned char type, const object *op) { 1994present_in_ob (unsigned char type, const object *op)
1995{
1900 object *tmp; 1996 object *
1997 tmp;
1998
1901 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1999 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1902 if(tmp->type==type) 2000 if (tmp->type == type)
1903 return tmp; 2001 return tmp;
1904 return NULL; 2002 return NULL;
1905} 2003}
1906 2004
1907/* 2005/*
1917 * the object name, not the archetype name. this is so that the 2015 * the object name, not the archetype name. this is so that the
1918 * spell code can use one object type (force), but change it's name 2016 * spell code can use one object type (force), but change it's name
1919 * to be unique. 2017 * to be unique.
1920 */ 2018 */
1921 2019
2020object *
1922object *present_in_ob_by_name(int type, const char *str, const object *op) { 2021present_in_ob_by_name (int type, const char *str, const object *op)
2022{
1923 object *tmp; 2023 object *
2024 tmp;
1924 2025
1925 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2027 {
1926 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2028 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1927 return tmp; 2029 return tmp;
1928 } 2030 }
1929 return NULL; 2031 return NULL;
1930} 2032}
1931 2033
1932/* 2034/*
1933 * present_arch_in_ob(archetype, object) searches for any objects with 2035 * present_arch_in_ob(archetype, object) searches for any objects with
1934 * a matching archetype in the inventory of the given object. 2036 * a matching archetype in the inventory of the given object.
1935 * The first matching object is returned, or NULL if none. 2037 * The first matching object is returned, or NULL if none.
1936 */ 2038 */
1937 2039
2040object *
1938object *present_arch_in_ob(const archetype *at, const object *op) { 2041present_arch_in_ob (const archetype *at, const object *op)
2042{
1939 object *tmp; 2043 object *
2044 tmp;
2045
1940 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1941 if( tmp->arch == at) 2047 if (tmp->arch == at)
1942 return tmp; 2048 return tmp;
1943 return NULL; 2049 return NULL;
1944} 2050}
1945 2051
1946/* 2052/*
1947 * activate recursively a flag on an object inventory 2053 * activate recursively a flag on an object inventory
1948 */ 2054 */
2055void
1949void flag_inv(object*op, int flag){ 2056flag_inv (object *op, int flag)
2057{
1950 object *tmp; 2058 object *
2059 tmp;
2060
1951 if(op->inv) 2061 if (op->inv)
1952 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063 {
1953 SET_FLAG(tmp, flag); 2064 SET_FLAG (tmp, flag);
1954 flag_inv(tmp,flag); 2065 flag_inv (tmp, flag);
1955 } 2066 }
1956}/* 2067} /*
1957 * desactivate recursively a flag on an object inventory 2068 * desactivate recursively a flag on an object inventory
1958 */ 2069 */
2070void
1959void unflag_inv(object*op, int flag){ 2071unflag_inv (object *op, int flag)
2072{
1960 object *tmp; 2073 object *
2074 tmp;
2075
1961 if(op->inv) 2076 if (op->inv)
1962 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2077 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2078 {
1963 CLEAR_FLAG(tmp, flag); 2079 CLEAR_FLAG (tmp, flag);
1964 unflag_inv(tmp,flag); 2080 unflag_inv (tmp, flag);
1965 } 2081 }
1966} 2082}
1967 2083
1968/* 2084/*
1969 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2085 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1970 * all it's inventory (recursively). 2086 * all it's inventory (recursively).
1971 * If checksums are used, a player will get set_cheat called for 2087 * If checksums are used, a player will get set_cheat called for
1972 * him/her-self and all object carried by a call to this function. 2088 * him/her-self and all object carried by a call to this function.
1973 */ 2089 */
1974 2090
2091void
1975void set_cheat(object *op) { 2092set_cheat (object *op)
2093{
1976 SET_FLAG(op, FLAG_WAS_WIZ); 2094 SET_FLAG (op, FLAG_WAS_WIZ);
1977 flag_inv(op, FLAG_WAS_WIZ); 2095 flag_inv (op, FLAG_WAS_WIZ);
1978} 2096}
1979 2097
1980/* 2098/*
1981 * find_free_spot(object, map, x, y, start, stop) will search for 2099 * find_free_spot(object, map, x, y, start, stop) will search for
1982 * a spot at the given map and coordinates which will be able to contain 2100 * a spot at the given map and coordinates which will be able to contain
1997 * to know if the space in question will block the object. We can't use 2115 * to know if the space in question will block the object. We can't use
1998 * the archetype because that isn't correct if the monster has been 2116 * the archetype because that isn't correct if the monster has been
1999 * customized, changed states, etc. 2117 * customized, changed states, etc.
2000 */ 2118 */
2001 2119
2120int
2002int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2121find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2122{
2123 int
2124 i,
2003 int i,index=0, flag; 2125 index = 0, flag;
2126 static int
2004 static int altern[SIZEOFFREE]; 2127 altern[SIZEOFFREE];
2005 2128
2006 for(i=start;i<stop;i++) { 2129 for (i = start; i < stop; i++)
2130 {
2007 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2131 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2008 if(!flag) 2132 if (!flag)
2009 altern[index++]=i; 2133 altern[index++] = i;
2010 2134
2011 /* Basically, if we find a wall on a space, we cut down the search size. 2135 /* Basically, if we find a wall on a space, we cut down the search size.
2012 * In this way, we won't return spaces that are on another side of a wall. 2136 * In this way, we won't return spaces that are on another side of a wall.
2013 * This mostly work, but it cuts down the search size in all directions - 2137 * This mostly work, but it cuts down the search size in all directions -
2014 * if the space being examined only has a wall to the north and empty 2138 * if the space being examined only has a wall to the north and empty
2015 * spaces in all the other directions, this will reduce the search space 2139 * spaces in all the other directions, this will reduce the search space
2016 * to only the spaces immediately surrounding the target area, and 2140 * to only the spaces immediately surrounding the target area, and
2017 * won't look 2 spaces south of the target space. 2141 * won't look 2 spaces south of the target space.
2018 */ 2142 */
2019 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2143 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2020 stop=maxfree[i]; 2144 stop = maxfree[i];
2021 } 2145 }
2022 if(!index) return -1; 2146 if (!index)
2147 return -1;
2023 return altern[RANDOM()%index]; 2148 return altern[RANDOM () % index];
2024} 2149}
2025 2150
2026/* 2151/*
2027 * find_first_free_spot(archetype, mapstruct, x, y) works like 2152 * find_first_free_spot(archetype, maptile, x, y) works like
2028 * find_free_spot(), but it will search max number of squares. 2153 * find_free_spot(), but it will search max number of squares.
2029 * But it will return the first available spot, not a random choice. 2154 * But it will return the first available spot, not a random choice.
2030 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2155 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2031 */ 2156 */
2032 2157
2158int
2033int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2159find_first_free_spot (const object *ob, maptile *m, int x, int y)
2160{
2161 int
2034 int i; 2162 i;
2163
2035 for(i=0;i<SIZEOFFREE;i++) { 2164 for (i = 0; i < SIZEOFFREE; i++)
2165 {
2036 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2166 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2037 return i; 2167 return i;
2038 } 2168 }
2039 return -1; 2169 return -1;
2040} 2170}
2041 2171
2042/* 2172/*
2043 * The function permute(arr, begin, end) randomly reorders the array 2173 * The function permute(arr, begin, end) randomly reorders the array
2044 * arr[begin..end-1]. 2174 * arr[begin..end-1].
2045 */ 2175 */
2176static void
2046static void permute(int *arr, int begin, int end) 2177permute (int *arr, int begin, int end)
2047{ 2178{
2048 int i, j, tmp, len; 2179 int
2180 i,
2181 j,
2182 tmp,
2183 len;
2049 2184
2050 len = end-begin; 2185 len = end - begin;
2051 for(i = begin; i < end; i++) 2186 for (i = begin; i < end; i++)
2052 { 2187 {
2053 j = begin+RANDOM()%len; 2188 j = begin + RANDOM () % len;
2054 2189
2055 tmp = arr[i]; 2190 tmp = arr[i];
2056 arr[i] = arr[j]; 2191 arr[i] = arr[j];
2057 arr[j] = tmp; 2192 arr[j] = tmp;
2058 } 2193 }
2059} 2194}
2060 2195
2061/* new function to make monster searching more efficient, and effective! 2196/* new function to make monster searching more efficient, and effective!
2062 * This basically returns a randomized array (in the passed pointer) of 2197 * This basically returns a randomized array (in the passed pointer) of
2063 * the spaces to find monsters. In this way, it won't always look for 2198 * the spaces to find monsters. In this way, it won't always look for
2064 * monsters to the north first. However, the size of the array passed 2199 * monsters to the north first. However, the size of the array passed
2065 * covers all the spaces, so within that size, all the spaces within 2200 * covers all the spaces, so within that size, all the spaces within
2066 * the 3x3 area will be searched, just not in a predictable order. 2201 * the 3x3 area will be searched, just not in a predictable order.
2067 */ 2202 */
2203void
2068void get_search_arr(int *search_arr) 2204get_search_arr (int *search_arr)
2069{ 2205{
2206 int
2070 int i; 2207 i;
2071 2208
2072 for(i = 0; i < SIZEOFFREE; i++) 2209 for (i = 0; i < SIZEOFFREE; i++)
2073 { 2210 {
2074 search_arr[i] = i; 2211 search_arr[i] = i;
2075 } 2212 }
2076 2213
2077 permute(search_arr, 1, SIZEOFFREE1+1); 2214 permute (search_arr, 1, SIZEOFFREE1 + 1);
2078 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2215 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2079 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2216 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2080} 2217}
2081 2218
2082/* 2219/*
2083 * find_dir(map, x, y, exclude) will search some close squares in the 2220 * find_dir(map, x, y, exclude) will search some close squares in the
2084 * given map at the given coordinates for live objects. 2221 * given map at the given coordinates for live objects.
2090 * is actually want is going to try and move there. We need this info 2227 * is actually want is going to try and move there. We need this info
2091 * because we have to know what movement the thing looking to move 2228 * because we have to know what movement the thing looking to move
2092 * there is capable of. 2229 * there is capable of.
2093 */ 2230 */
2094 2231
2232int
2095int find_dir(mapstruct *m, int x, int y, object *exclude) { 2233find_dir (maptile *m, int x, int y, object *exclude)
2234{
2235 int
2236 i,
2096 int i,max=SIZEOFFREE, mflags; 2237 max = SIZEOFFREE, mflags;
2238
2097 sint16 nx, ny; 2239 sint16 nx, ny;
2098 object *tmp; 2240 object *
2099 mapstruct *mp; 2241 tmp;
2242 maptile *
2243 mp;
2244
2100 MoveType blocked, move_type; 2245 MoveType blocked, move_type;
2101 2246
2102 if (exclude && exclude->head) { 2247 if (exclude && exclude->head)
2248 {
2103 exclude = exclude->head; 2249 exclude = exclude->head;
2104 move_type = exclude->move_type; 2250 move_type = exclude->move_type;
2105 } else { 2251 }
2252 else
2253 {
2106 /* If we don't have anything, presume it can use all movement types. */ 2254 /* If we don't have anything, presume it can use all movement types. */
2107 move_type=MOVE_ALL; 2255 move_type = MOVE_ALL;
2256 }
2257
2258 for (i = 1; i < max; i++)
2108 } 2259 {
2109
2110 for(i=1;i<max;i++) {
2111 mp = m; 2260 mp = m;
2112 nx = x + freearr_x[i]; 2261 nx = x + freearr_x[i];
2113 ny = y + freearr_y[i]; 2262 ny = y + freearr_y[i];
2114 2263
2115 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2264 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2116 if (mflags & P_OUT_OF_MAP) { 2265 if (mflags & P_OUT_OF_MAP)
2266 {
2117 max = maxfree[i]; 2267 max = maxfree[i];
2268 }
2118 } else { 2269 else
2270 {
2119 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2271 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2120 2272
2121 if ((move_type & blocked) == move_type) { 2273 if ((move_type & blocked) == move_type)
2274 {
2122 max=maxfree[i]; 2275 max = maxfree[i];
2276 }
2123 } else if (mflags & P_IS_ALIVE) { 2277 else if (mflags & P_IS_ALIVE)
2278 {
2124 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2279 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2125 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2280 {
2126 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2281 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2282 {
2127 break; 2283 break;
2128 } 2284 }
2129 } 2285 }
2130 if(tmp) { 2286 if (tmp)
2287 {
2131 return freedir[i]; 2288 return freedir[i];
2132 } 2289 }
2133 } 2290 }
2134 } 2291 }
2135 } 2292 }
2136 return 0; 2293 return 0;
2137} 2294}
2138 2295
2139/* 2296/*
2140 * distance(object 1, object 2) will return the square of the 2297 * distance(object 1, object 2) will return the square of the
2141 * distance between the two given objects. 2298 * distance between the two given objects.
2142 */ 2299 */
2143 2300
2301int
2144int distance(const object *ob1, const object *ob2) { 2302distance (const object *ob1, const object *ob2)
2303{
2145 int i; 2304 int
2146 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2305 i;
2147 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2306
2307 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2148 return i; 2308 return i;
2149} 2309}
2150 2310
2151/* 2311/*
2152 * find_dir_2(delta-x,delta-y) will return a direction in which 2312 * find_dir_2(delta-x,delta-y) will return a direction in which
2153 * an object which has subtracted the x and y coordinates of another 2313 * an object which has subtracted the x and y coordinates of another
2154 * object, needs to travel toward it. 2314 * object, needs to travel toward it.
2155 */ 2315 */
2156 2316
2317int
2157int find_dir_2(int x, int y) { 2318find_dir_2 (int x, int y)
2319{
2158 int q; 2320 int
2321 q;
2159 2322
2160 if(y) 2323 if (y)
2161 q=x*100/y; 2324 q = x * 100 / y;
2162 else if (x) 2325 else if (x)
2163 q= -300*x; 2326 q = -300 * x;
2164 else 2327 else
2165 return 0; 2328 return 0;
2166 2329
2167 if(y>0) { 2330 if (y > 0)
2331 {
2168 if(q < -242) 2332 if (q < -242)
2169 return 3 ; 2333 return 3;
2170 if (q < -41) 2334 if (q < -41)
2171 return 2 ; 2335 return 2;
2172 if (q < 41) 2336 if (q < 41)
2173 return 1 ; 2337 return 1;
2174 if (q < 242) 2338 if (q < 242)
2175 return 8 ; 2339 return 8;
2176 return 7 ; 2340 return 7;
2177 } 2341 }
2178 2342
2179 if (q < -242) 2343 if (q < -242)
2180 return 7 ; 2344 return 7;
2181 if (q < -41) 2345 if (q < -41)
2182 return 6 ; 2346 return 6;
2183 if (q < 41) 2347 if (q < 41)
2184 return 5 ; 2348 return 5;
2185 if (q < 242) 2349 if (q < 242)
2186 return 4 ; 2350 return 4;
2187 2351
2188 return 3 ; 2352 return 3;
2189} 2353}
2190 2354
2191/* 2355/*
2192 * absdir(int): Returns a number between 1 and 8, which represent 2356 * absdir(int): Returns a number between 1 and 8, which represent
2193 * the "absolute" direction of a number (it actually takes care of 2357 * the "absolute" direction of a number (it actually takes care of
2194 * "overflow" in previous calculations of a direction). 2358 * "overflow" in previous calculations of a direction).
2195 */ 2359 */
2196 2360
2361int
2197int absdir(int d) { 2362absdir (int d)
2198 while(d<1) d+=8; 2363{
2199 while(d>8) d-=8; 2364 while (d < 1)
2365 d += 8;
2366 while (d > 8)
2367 d -= 8;
2200 return d; 2368 return d;
2201} 2369}
2202 2370
2203/* 2371/*
2204 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2372 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2205 * between two directions (which are expected to be absolute (see absdir()) 2373 * between two directions (which are expected to be absolute (see absdir())
2206 */ 2374 */
2207 2375
2376int
2208int dirdiff(int dir1, int dir2) { 2377dirdiff (int dir1, int dir2)
2378{
2209 int d; 2379 int
2380 d;
2381
2210 d = abs(dir1 - dir2); 2382 d = abs (dir1 - dir2);
2211 if(d>4) 2383 if (d > 4)
2212 d = 8 - d; 2384 d = 8 - d;
2213 return d; 2385 return d;
2214} 2386}
2215 2387
2216/* peterm: 2388/* peterm:
2221 * direction 4, 14, or 16 to get back to where we are. 2393 * direction 4, 14, or 16 to get back to where we are.
2222 * Moved from spell_util.c to object.c with the other related direction 2394 * Moved from spell_util.c to object.c with the other related direction
2223 * functions. 2395 * functions.
2224 */ 2396 */
2225 2397
2398int
2226int reduction_dir[SIZEOFFREE][3] = { 2399 reduction_dir[SIZEOFFREE][3] = {
2227 {0,0,0}, /* 0 */ 2400 {0, 0, 0}, /* 0 */
2228 {0,0,0}, /* 1 */ 2401 {0, 0, 0}, /* 1 */
2229 {0,0,0}, /* 2 */ 2402 {0, 0, 0}, /* 2 */
2230 {0,0,0}, /* 3 */ 2403 {0, 0, 0}, /* 3 */
2231 {0,0,0}, /* 4 */ 2404 {0, 0, 0}, /* 4 */
2232 {0,0,0}, /* 5 */ 2405 {0, 0, 0}, /* 5 */
2233 {0,0,0}, /* 6 */ 2406 {0, 0, 0}, /* 6 */
2234 {0,0,0}, /* 7 */ 2407 {0, 0, 0}, /* 7 */
2235 {0,0,0}, /* 8 */ 2408 {0, 0, 0}, /* 8 */
2236 {8,1,2}, /* 9 */ 2409 {8, 1, 2}, /* 9 */
2237 {1,2,-1}, /* 10 */ 2410 {1, 2, -1}, /* 10 */
2238 {2,10,12}, /* 11 */ 2411 {2, 10, 12}, /* 11 */
2239 {2,3,-1}, /* 12 */ 2412 {2, 3, -1}, /* 12 */
2240 {2,3,4}, /* 13 */ 2413 {2, 3, 4}, /* 13 */
2241 {3,4,-1}, /* 14 */ 2414 {3, 4, -1}, /* 14 */
2242 {4,14,16}, /* 15 */ 2415 {4, 14, 16}, /* 15 */
2243 {5,4,-1}, /* 16 */ 2416 {5, 4, -1}, /* 16 */
2244 {4,5,6}, /* 17 */ 2417 {4, 5, 6}, /* 17 */
2245 {6,5,-1}, /* 18 */ 2418 {6, 5, -1}, /* 18 */
2246 {6,20,18}, /* 19 */ 2419 {6, 20, 18}, /* 19 */
2247 {7,6,-1}, /* 20 */ 2420 {7, 6, -1}, /* 20 */
2248 {6,7,8}, /* 21 */ 2421 {6, 7, 8}, /* 21 */
2249 {7,8,-1}, /* 22 */ 2422 {7, 8, -1}, /* 22 */
2250 {8,22,24}, /* 23 */ 2423 {8, 22, 24}, /* 23 */
2251 {8,1,-1}, /* 24 */ 2424 {8, 1, -1}, /* 24 */
2252 {24,9,10}, /* 25 */ 2425 {24, 9, 10}, /* 25 */
2253 {9,10,-1}, /* 26 */ 2426 {9, 10, -1}, /* 26 */
2254 {10,11,-1}, /* 27 */ 2427 {10, 11, -1}, /* 27 */
2255 {27,11,29}, /* 28 */ 2428 {27, 11, 29}, /* 28 */
2256 {11,12,-1}, /* 29 */ 2429 {11, 12, -1}, /* 29 */
2257 {12,13,-1}, /* 30 */ 2430 {12, 13, -1}, /* 30 */
2258 {12,13,14}, /* 31 */ 2431 {12, 13, 14}, /* 31 */
2259 {13,14,-1}, /* 32 */ 2432 {13, 14, -1}, /* 32 */
2260 {14,15,-1}, /* 33 */ 2433 {14, 15, -1}, /* 33 */
2261 {33,15,35}, /* 34 */ 2434 {33, 15, 35}, /* 34 */
2262 {16,15,-1}, /* 35 */ 2435 {16, 15, -1}, /* 35 */
2263 {17,16,-1}, /* 36 */ 2436 {17, 16, -1}, /* 36 */
2264 {18,17,16}, /* 37 */ 2437 {18, 17, 16}, /* 37 */
2265 {18,17,-1}, /* 38 */ 2438 {18, 17, -1}, /* 38 */
2266 {18,19,-1}, /* 39 */ 2439 {18, 19, -1}, /* 39 */
2267 {41,19,39}, /* 40 */ 2440 {41, 19, 39}, /* 40 */
2268 {19,20,-1}, /* 41 */ 2441 {19, 20, -1}, /* 41 */
2269 {20,21,-1}, /* 42 */ 2442 {20, 21, -1}, /* 42 */
2270 {20,21,22}, /* 43 */ 2443 {20, 21, 22}, /* 43 */
2271 {21,22,-1}, /* 44 */ 2444 {21, 22, -1}, /* 44 */
2272 {23,22,-1}, /* 45 */ 2445 {23, 22, -1}, /* 45 */
2273 {45,47,23}, /* 46 */ 2446 {45, 47, 23}, /* 46 */
2274 {23,24,-1}, /* 47 */ 2447 {23, 24, -1}, /* 47 */
2275 {24,9,-1}}; /* 48 */ 2448 {24, 9, -1}
2449}; /* 48 */
2276 2450
2277/* Recursive routine to step back and see if we can 2451/* Recursive routine to step back and see if we can
2278 * find a path to that monster that we found. If not, 2452 * find a path to that monster that we found. If not,
2279 * we don't bother going toward it. Returns 1 if we 2453 * we don't bother going toward it. Returns 1 if we
2280 * can see a direct way to get it 2454 * can see a direct way to get it
2281 * Modified to be map tile aware -.MSW 2455 * Modified to be map tile aware -.MSW
2282 */ 2456 */
2283
2284 2457
2458
2459int
2285int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2460can_see_monsterP (maptile *m, int x, int y, int dir)
2461{
2286 sint16 dx, dy; 2462 sint16 dx, dy;
2463 int
2287 int mflags; 2464 mflags;
2288 2465
2466 if (dir < 0)
2289 if(dir<0) return 0; /* exit condition: invalid direction */ 2467 return 0; /* exit condition: invalid direction */
2290 2468
2291 dx = x + freearr_x[dir]; 2469 dx = x + freearr_x[dir];
2292 dy = y + freearr_y[dir]; 2470 dy = y + freearr_y[dir];
2293 2471
2294 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2472 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2295 2473
2296 /* This functional arguably was incorrect before - it was 2474 /* This functional arguably was incorrect before - it was
2297 * checking for P_WALL - that was basically seeing if 2475 * checking for P_WALL - that was basically seeing if
2298 * we could move to the monster - this is being more 2476 * we could move to the monster - this is being more
2299 * literal on if we can see it. To know if we can actually 2477 * literal on if we can see it. To know if we can actually
2300 * move to the monster, we'd need the monster passed in or 2478 * move to the monster, we'd need the monster passed in or
2301 * at least its move type. 2479 * at least its move type.
2302 */ 2480 */
2303 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2481 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2482 return 0;
2304 2483
2305 /* yes, can see. */ 2484 /* yes, can see. */
2306 if(dir < 9) return 1; 2485 if (dir < 9)
2486 return 1;
2307 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2487 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2308 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2488 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2309 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2310} 2489}
2311 2490
2312 2491
2313 2492
2314/* 2493/*
2315 * can_pick(picker, item): finds out if an object is possible to be 2494 * can_pick(picker, item): finds out if an object is possible to be
2316 * picked up by the picker. Returnes 1 if it can be 2495 * picked up by the picker. Returnes 1 if it can be
2317 * picked up, otherwise 0. 2496 * picked up, otherwise 0.
2318 * 2497 *
2320 * core dumps if they do. 2499 * core dumps if they do.
2321 * 2500 *
2322 * Add a check so we can't pick up invisible objects (0.93.8) 2501 * Add a check so we can't pick up invisible objects (0.93.8)
2323 */ 2502 */
2324 2503
2504int
2325int can_pick(const object *who, const object *item) { 2505can_pick (const object *who, const object *item)
2506{
2326 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2507 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2327 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2508 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2328 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2509 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2329 (who->type==PLAYER||item->weight<who->weight/3));
2330} 2510}
2331 2511
2332 2512
2333/* 2513/*
2334 * create clone from object to another 2514 * create clone from object to another
2335 */ 2515 */
2516object *
2336object *object_create_clone (object *asrc) { 2517object_create_clone (object *asrc)
2518{
2337 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2519 object *dst = 0, *tmp, *src, *part, *prev, *item;
2338 2520
2339 if(!asrc) return NULL; 2521 if (!asrc)
2522 return 0;
2523
2340 src = asrc; 2524 src = asrc;
2341 if(src->head) 2525 if (src->head)
2342 src = src->head; 2526 src = src->head;
2343 2527
2344 prev = NULL; 2528 prev = 0;
2345 for(part = src; part; part = part->more) { 2529 for (part = src; part; part = part->more)
2346 tmp = get_object(); 2530 {
2347 copy_object(part,tmp); 2531 tmp = part->clone ();
2348 tmp->x -= src->x; 2532 tmp->x -= src->x;
2349 tmp->y -= src->y; 2533 tmp->y -= src->y;
2534
2350 if(!part->head) { 2535 if (!part->head)
2536 {
2351 dst = tmp; 2537 dst = tmp;
2352 tmp->head = NULL; 2538 tmp->head = 0;
2539 }
2353 } else { 2540 else
2541 {
2354 tmp->head = dst; 2542 tmp->head = dst;
2355 } 2543 }
2544
2356 tmp->more = NULL; 2545 tmp->more = 0;
2546
2357 if(prev) 2547 if (prev)
2358 prev->more = tmp; 2548 prev->more = tmp;
2549
2359 prev = tmp; 2550 prev = tmp;
2360 } 2551 }
2361 /*** copy inventory ***/ 2552
2362 for(item = src->inv; item; item = item->below) { 2553 for (item = src->inv; item; item = item->below)
2363 (void) insert_ob_in_ob(object_create_clone(item),dst); 2554 insert_ob_in_ob (object_create_clone (item), dst);
2364 }
2365 2555
2366 return dst; 2556 return dst;
2367}
2368
2369/* return true if the object was destroyed, 0 otherwise */
2370int was_destroyed (const object *op, tag_t old_tag)
2371{
2372 /* checking for FLAG_FREED isn't necessary, but makes this function more
2373 * robust */
2374 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2375} 2557}
2376 2558
2377/* GROS - Creates an object using a string representing its content. */ 2559/* GROS - Creates an object using a string representing its content. */
2378/* Basically, we save the content of the string to a temp file, then call */ 2560/* Basically, we save the content of the string to a temp file, then call */
2379/* load_object on it. I admit it is a highly inefficient way to make things, */ 2561/* load_object on it. I admit it is a highly inefficient way to make things, */
2380/* but it was simple to make and allows reusing the load_object function. */ 2562/* but it was simple to make and allows reusing the load_object function. */
2381/* Remember not to use load_object_str in a time-critical situation. */ 2563/* Remember not to use load_object_str in a time-critical situation. */
2382/* Also remember that multiparts objects are not supported for now. */ 2564/* Also remember that multiparts objects are not supported for now. */
2383 2565
2566object *
2384object* load_object_str(const char *obstr) 2567load_object_str (const char *obstr)
2385{ 2568{
2386 object *op; 2569 object *op;
2387 char filename[MAX_BUF]; 2570 char filename[MAX_BUF];
2571
2388 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2572 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2389 2573
2390 FILE *tempfile=fopen(filename,"w"); 2574 FILE *tempfile = fopen (filename, "w");
2575
2391 if (tempfile == NULL) 2576 if (tempfile == NULL)
2392 { 2577 {
2393 LOG(llevError,"Error - Unable to access load object temp file\n"); 2578 LOG (llevError, "Error - Unable to access load object temp file\n");
2394 return NULL; 2579 return NULL;
2395 }; 2580 }
2581
2396 fprintf(tempfile,obstr); 2582 fprintf (tempfile, obstr);
2397 fclose(tempfile); 2583 fclose (tempfile);
2398 2584
2399 op=get_object(); 2585 op = object::create ();
2400 2586
2401 object_thawer thawer (filename); 2587 object_thawer thawer (filename);
2402 2588
2403 if (thawer) 2589 if (thawer)
2404 load_object(thawer,op,0); 2590 load_object (thawer, op, 0);
2405 2591
2406 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2592 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2407 CLEAR_FLAG(op,FLAG_REMOVED); 2593 CLEAR_FLAG (op, FLAG_REMOVED);
2408 2594
2409 return op; 2595 return op;
2410} 2596}
2411 2597
2412/* This returns the first object in who's inventory that 2598/* This returns the first object in who's inventory that
2413 * has the same type and subtype match. 2599 * has the same type and subtype match.
2414 * returns NULL if no match. 2600 * returns NULL if no match.
2415 */ 2601 */
2602object *
2416object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2603find_obj_by_type_subtype (const object *who, int type, int subtype)
2417{ 2604{
2418 object *tmp; 2605 object *tmp;
2419 2606
2420 for (tmp=who->inv; tmp; tmp=tmp->below) 2607 for (tmp = who->inv; tmp; tmp = tmp->below)
2421 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2608 if (tmp->type == type && tmp->subtype == subtype)
2609 return tmp;
2422 2610
2423 return NULL; 2611 return NULL;
2424} 2612}
2425 2613
2426/* If ob has a field named key, return the link from the list, 2614/* If ob has a field named key, return the link from the list,
2427 * otherwise return NULL. 2615 * otherwise return NULL.
2428 * 2616 *
2429 * key must be a passed in shared string - otherwise, this won't 2617 * key must be a passed in shared string - otherwise, this won't
2430 * do the desired thing. 2618 * do the desired thing.
2431 */ 2619 */
2620key_value *
2432key_value * get_ob_key_link(const object * ob, const char * key) { 2621get_ob_key_link (const object *ob, const char *key)
2622{
2433 key_value * link; 2623 key_value *link;
2434 2624
2435 for (link = ob->key_values; link != NULL; link = link->next) { 2625 for (link = ob->key_values; link != NULL; link = link->next)
2436 if (link->key == key) { 2626 if (link->key == key)
2437 return link; 2627 return link;
2438 } 2628
2439 }
2440
2441 return NULL; 2629 return NULL;
2442} 2630}
2443 2631
2444/* 2632/*
2445 * Returns the value of op has an extra_field for key, or NULL. 2633 * Returns the value of op has an extra_field for key, or NULL.
2446 * 2634 *
2447 * The argument doesn't need to be a shared string. 2635 * The argument doesn't need to be a shared string.
2448 * 2636 *
2449 * The returned string is shared. 2637 * The returned string is shared.
2450 */ 2638 */
2639const char *
2451const char * get_ob_key_value(const object * op, const char * const key) { 2640get_ob_key_value (const object *op, const char *const key)
2641{
2452 key_value * link; 2642 key_value *link;
2453 const char * canonical_key; 2643 shstr_cmp canonical_key (key);
2644
2645 if (!canonical_key)
2454 2646 {
2455 canonical_key = shstr::find (key);
2456
2457 if (canonical_key == NULL) {
2458 /* 1. There being a field named key on any object 2647 /* 1. There being a field named key on any object
2459 * implies there'd be a shared string to find. 2648 * implies there'd be a shared string to find.
2460 * 2. Since there isn't, no object has this field. 2649 * 2. Since there isn't, no object has this field.
2461 * 3. Therefore, *this* object doesn't have this field. 2650 * 3. Therefore, *this* object doesn't have this field.
2462 */ 2651 */
2463 return NULL; 2652 return 0;
2464 } 2653 }
2465 2654
2466 /* This is copied from get_ob_key_link() above - 2655 /* This is copied from get_ob_key_link() above -
2467 * only 4 lines, and saves the function call overhead. 2656 * only 4 lines, and saves the function call overhead.
2468 */ 2657 */
2469 for (link = op->key_values; link != NULL; link = link->next) { 2658 for (link = op->key_values; link; link = link->next)
2470 if (link->key == canonical_key) { 2659 if (link->key == canonical_key)
2471 return link->value; 2660 return link->value;
2472 } 2661
2473 } 2662 return 0;
2474 return NULL;
2475} 2663}
2476 2664
2477 2665
2478/* 2666/*
2479 * Updates the canonical_key in op to value. 2667 * Updates the canonical_key in op to value.
2483 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2671 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2484 * keys. 2672 * keys.
2485 * 2673 *
2486 * Returns TRUE on success. 2674 * Returns TRUE on success.
2487 */ 2675 */
2676int
2488int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2677set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2678{
2679 key_value *
2489 key_value * field = NULL, *last=NULL; 2680 field = NULL, *last = NULL;
2490 2681
2491 for (field=op->key_values; field != NULL; field=field->next) { 2682 for (field = op->key_values; field != NULL; field = field->next)
2683 {
2492 if (field->key != canonical_key) { 2684 if (field->key != canonical_key)
2685 {
2493 last = field; 2686 last = field;
2494 continue; 2687 continue;
2495 } 2688 }
2496 2689
2497 if (value) 2690 if (value)
2498 field->value = value; 2691 field->value = value;
2499 else { 2692 else
2693 {
2500 /* Basically, if the archetype has this key set, 2694 /* Basically, if the archetype has this key set,
2501 * we need to store the null value so when we save 2695 * we need to store the null value so when we save
2502 * it, we save the empty value so that when we load, 2696 * it, we save the empty value so that when we load,
2503 * we get this value back again. 2697 * we get this value back again.
2504 */ 2698 */
2505 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2699 if (get_ob_key_link (&op->arch->clone, canonical_key))
2506 field->value = 0; 2700 field->value = 0;
2701 else
2702 {
2703 if (last)
2704 last->next = field->next;
2507 else 2705 else
2508 {
2509 if (last) last->next = field->next;
2510 else op->key_values = field->next; 2706 op->key_values = field->next;
2511 2707
2512 delete field; 2708 delete field;
2513 } 2709 }
2514 } 2710 }
2515 return TRUE; 2711 return TRUE;
2516 } 2712 }
2517 /* IF we get here, key doesn't exist */ 2713 /* IF we get here, key doesn't exist */
2518 2714
2519 /* No field, we'll have to add it. */ 2715 /* No field, we'll have to add it. */
2716
2717 if (!add_key)
2520 2718 {
2521 if (!add_key) {
2522 return FALSE; 2719 return FALSE;
2523 } 2720 }
2524 /* There isn't any good reason to store a null 2721 /* There isn't any good reason to store a null
2525 * value in the key/value list. If the archetype has 2722 * value in the key/value list. If the archetype has
2526 * this key, then we should also have it, so shouldn't 2723 * this key, then we should also have it, so shouldn't
2527 * be here. If user wants to store empty strings, 2724 * be here. If user wants to store empty strings,
2528 * should pass in "" 2725 * should pass in ""
2529 */ 2726 */
2530 if (value == NULL) return TRUE; 2727 if (value == NULL)
2531
2532 field = new key_value;
2533
2534 field->key = canonical_key;
2535 field->value = value;
2536 /* Usual prepend-addition. */
2537 field->next = op->key_values;
2538 op->key_values = field;
2539
2540 return TRUE; 2728 return TRUE;
2729
2730 field = new key_value;
2731
2732 field->key = canonical_key;
2733 field->value = value;
2734 /* Usual prepend-addition. */
2735 field->next = op->key_values;
2736 op->key_values = field;
2737
2738 return TRUE;
2541} 2739}
2542 2740
2543/* 2741/*
2544 * Updates the key in op to value. 2742 * Updates the key in op to value.
2545 * 2743 *
2547 * and not add new ones. 2745 * and not add new ones.
2548 * In general, should be little reason FALSE is ever passed in for add_key 2746 * In general, should be little reason FALSE is ever passed in for add_key
2549 * 2747 *
2550 * Returns TRUE on success. 2748 * Returns TRUE on success.
2551 */ 2749 */
2750int
2552int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2751set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2553{ 2752{
2554 shstr key_ (key); 2753 shstr key_ (key);
2754
2555 return set_ob_key_value_s (op, key_, value, add_key); 2755 return set_ob_key_value_s (op, key_, value, add_key);
2556} 2756}
2757
2758object::depth_iterator::depth_iterator (object *container)
2759: iterator_base (container)
2760{
2761 while (item->inv)
2762 item = item->inv;
2763}
2764
2765void
2766object::depth_iterator::next ()
2767{
2768 if (item->below)
2769 {
2770 item = item->below;
2771
2772 while (item->inv)
2773 item = item->inv;
2774 }
2775 else
2776 item = item->env;
2777}
2778
2779// return a suitable string describing an objetc in enough detail to find it
2780const char *
2781object::debug_desc (char *info) const
2782{
2783 char info2[256 * 3];
2784 char *p = info;
2785
2786 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2787 count,
2788 &name,
2789 title ? " " : "",
2790 title ? (const char *)title : "");
2791
2792 if (env)
2793 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2794
2795 if (map)
2796 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2797
2798 return info;
2799}
2800
2801const char *
2802object::debug_desc () const
2803{
2804 static char info[256 * 3];
2805 return debug_desc (info);
2806}
2807

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