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Comparing deliantra/server/common/object.C (file contents):
Revision 1.14 by root, Mon Sep 4 11:07:59 2006 UTC vs.
Revision 1.64 by root, Tue Dec 12 21:39:56 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.14 2006/09/04 11:07:59 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
42int nrofallocobjects = 0; 35int nrofallocobjects = 0;
36static UUID uuid;
37const uint64 UUID_SKIP = 1<<19;
43 38
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 39object *active_objects; /* List of active objects that need to be processed */
46 40
47short freearr_x[SIZEOFFREE]= 41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 43};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 46};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49};
56int freedir[SIZEOFFREE]= { 50int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53};
59 54
55static void
56write_uuid (void)
57{
58 char filename1[MAX_BUF], filename2[MAX_BUF];
59
60 sprintf (filename1, "%s/uuid", settings.localdir);
61 sprintf (filename2, "%s/uuid~", settings.localdir);
62
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 FILE *fp;
84
85 if (!(fp = fopen (filename, "r")))
86 {
87 if (errno == ENOENT)
88 {
89 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0;
91 write_uuid ();
92 return;
93 }
94
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1);
97 }
98
99 int version;
100 unsigned long long uid;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
102 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
104 _exit (1);
105 }
106
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp);
111}
112
113UUID
114gen_uuid ()
115{
116 UUID uid;
117
118 uid.seq = ++uuid.seq;
119
120 if (!(uuid.seq & (UUID_SKIP - 1)))
121 write_uuid ();
122
123 return uid;
124}
125
126void
127init_uuid ()
128{
129 read_uuid ();
130}
60 131
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 134compare_ob_value_lists_one (const object *wants, const object *has)
135{
63 key_value * wants_field; 136 key_value *wants_field;
64 137
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 139 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 140 * different structure or at least keep the lists sorted...
68 */ 141 */
69 142
70 /* For each field in wants, */ 143 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
145 {
72 key_value * has_field; 146 key_value *has_field;
73 147
74 /* Look for a field in has with the same key. */ 148 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
76 152 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 153 /* No field with that name. */
79 return FALSE; 154 return FALSE;
80 }
81 155 }
156
82 /* Found the matching field. */ 157 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 158 if (has_field->value != wants_field->value)
159 {
84 /* Values don't match, so this half of the comparison is false. */ 160 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 161 return FALSE;
86 } 162 }
87 163
88 /* If we get here, we found a match. Now for the next field in wants. */ 164 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 165 }
166
91 /* If we get here, every field in wants has a matching field in has. */ 167 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 168 return TRUE;
93} 169}
94 170
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 171/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 173compare_ob_value_lists (const object *ob1, const object *ob2)
174{
97 /* However, there may be fields in has which aren't partnered in wants, 175 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 176 * so we need to run the comparison *twice*. :(
99 */ 177 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 179}
102 180
103/* Function examines the 2 objects given to it, and returns true if 181/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 182 * they can be merged together.
105 * 183 *
111 * 189 *
112 * Improvements made with merge: Better checking on potion, and also 190 * Improvements made with merge: Better checking on potion, and also
113 * check weight 191 * check weight
114 */ 192 */
115 193
116int CAN_MERGE(object *ob1, object *ob2) { 194bool object::can_merge (object *ob1, object *ob2)
117 195{
118 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 197 if ((ob1 == ob2) || (ob1->type != ob2->type))
198 return 0;
120 199
121 if (ob1->speed != ob2->speed) return 0; 200 if (ob1->speed != ob2->speed)
122 /* Note sure why the following is the case - either the object has to 201 return 0;
123 * be animated or have a very low speed. Is this an attempted monster 202
124 * check? 203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof).
125 */ 206 */
126 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
208 return 0;
209
210 /* If the objects have been identified, set the BEEN_APPLIED flag.
211 * This is to the comparison of the flags below will be OK. We
212 * just can't ignore the been applied or identified flags, as they
213 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning.
215 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221
222
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) ||
233 (ob1->title != ob2->title) ||
234 (ob1->msg != ob2->msg) ||
235 (ob1->weight != ob2->weight) ||
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
238 (ob1->attacktype != ob2->attacktype) ||
239 (ob1->magic != ob2->magic) ||
240 (ob1->slaying != ob2->slaying) ||
241 (ob1->skill != ob2->skill) ||
242 (ob1->value != ob2->value) ||
243 (ob1->animation_id != ob2->animation_id) ||
244 (ob1->client_type != ob2->client_type) ||
245 (ob1->materialname != ob2->materialname) ||
246 (ob1->lore != ob2->lore) ||
247 (ob1->subtype != ob2->subtype) ||
248 (ob1->move_type != ob2->move_type) ||
249 (ob1->move_block != ob2->move_block) ||
250 (ob1->move_allow != ob2->move_allow) ||
251 (ob1->move_on != ob2->move_on) ||
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
253 return 0;
254
255 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory.
257 */
258 if (ob1->inv || ob2->inv)
259 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
127 return 0; 262 return 0;
128 263
129 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 264 /* Now check to see if the two inventory objects could merge */
130 * value could not be stored in a sint32 (which unfortunately sometimes is 265 if (!CAN_MERGE (ob1->inv, ob2->inv))
131 * used to store nrof).
132 */
133 if (ob1->nrof+ob2->nrof >= 1UL<<31)
134 return 0; 266 return 0;
135 267
136 /* This is really a spellbook check - really, we should
137 * check all objects in the inventory.
138 */
139 if (ob1->inv || ob2->inv) {
140 /* if one object has inventory but the other doesn't, not equiv */
141 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
142
143 /* Now check to see if the two inventory objects could merge */
144 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
145
146 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
147 * if it is valid. 269 * if it is valid.
148 */ 270 */
149 } 271 }
150 272
151 /* If the objects have been identified, set the BEEN_APPLIED flag.
152 * This is to the comparison of the flags below will be OK. We
153 * just can't ignore the been applied or identified flags, as they
154 * are not equal - just if it has been identified, the been_applied
155 * flags lose any meaning.
156 */
157 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
158 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
159
160 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
161 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
162
163
164 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
165 * being locked in inventory should prevent merging.
166 * 0x4 in flags3 is CLIENT_SENT
167 */
168 if ((ob1->arch != ob2->arch) ||
169 (ob1->flags[0] != ob2->flags[0]) ||
170 (ob1->flags[1] != ob2->flags[1]) ||
171 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
172 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
173 (ob1->name != ob2->name) ||
174 (ob1->title != ob2->title) ||
175 (ob1->msg != ob2->msg) ||
176 (ob1->weight != ob2->weight) ||
177 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
178 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
179 (ob1->attacktype != ob2->attacktype) ||
180 (ob1->magic != ob2->magic) ||
181 (ob1->slaying != ob2->slaying) ||
182 (ob1->skill != ob2->skill) ||
183 (ob1->value != ob2->value) ||
184 (ob1->animation_id != ob2->animation_id) ||
185 (ob1->client_type != ob2->client_type) ||
186 (ob1->materialname != ob2->materialname) ||
187 (ob1->lore != ob2->lore) ||
188 (ob1->subtype != ob2->subtype) ||
189 (ob1->move_type != ob2->move_type) ||
190 (ob1->move_block != ob2->move_block) ||
191 (ob1->move_allow != ob2->move_allow) ||
192 (ob1->move_on != ob2->move_on) ||
193 (ob1->move_off != ob2->move_off) ||
194 (ob1->move_slow != ob2->move_slow) ||
195 (ob1->move_slow_penalty != ob2->move_slow_penalty)
196 )
197 return 0;
198
199 /* Don't merge objects that are applied. With the new 'body' code, 273 /* Don't merge objects that are applied. With the new 'body' code,
200 * it is possible for most any character to have more than one of 274 * it is possible for most any character to have more than one of
201 * some items equipped, and we don't want those to merge. 275 * some items equipped, and we don't want those to merge.
202 */ 276 */
203 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
278 return 0;
279
280 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster
282 * check?
283 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
285 return 0;
286
287 switch (ob1->type)
288 {
289 case SCROLL:
290 if (ob1->level != ob2->level)
291 return 0;
292 break;
293 }
294
295 if (ob1->key_values != NULL || ob2->key_values != NULL)
296 {
297 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
299 /* One has fields, but the other one doesn't. */
204 return 0; 300 return 0;
205
206 switch (ob1->type) {
207 case SCROLL:
208 if (ob1->level != ob2->level) return 0;
209 break;
210
211 }
212 if (ob1->key_values != NULL || ob2->key_values != NULL) {
213 /* At least one of these has key_values. */
214 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
215 /* One has fields, but the other one doesn't. */
216 return 0;
217 } else if (!compare_ob_value_lists(ob1, ob2)) { 301 else if (!compare_ob_value_lists (ob1, ob2))
218 return 0; 302 return 0;
219 } 303 }
304
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self)
220 } 307 {
308 ob1->optimise ();
309 ob2->optimise ();
221 310
311 if (ob1->self || ob2->self)
312 return 0;
313 }
314
222 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
223 return 1; 316 return 1;
224} 317}
225 318
226/* 319/*
227 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
228 * an object is carrying. It goes through in figures out how much 321 * an object is carrying. It goes through in figures out how much
229 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
230 */ 323 */
231signed long sum_weight(object *op) { 324long
325sum_weight (object *op)
326{
232 signed long sum; 327 long sum;
233 object *inv; 328 object *inv;
329
234 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331 {
235 if (inv->inv) 332 if (inv->inv)
236 sum_weight(inv); 333 sum_weight (inv);
237 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
238 } 335 }
336
239 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
240 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
241 if(op->carrying != sum) 340 if (op->carrying != sum)
242 op->carrying = sum; 341 op->carrying = sum;
342
243 return sum; 343 return sum;
244} 344}
245 345
246/** 346/**
247 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
248 */ 348 */
249 349
350object *
250object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
251 while (op->env != NULL) 353 while (op->env != NULL)
252 op = op->env; 354 op = op->env;
253 return op; 355 return op;
254} 356}
255 357
256/* 358/*
257 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
258 * a better check. We basically keeping traversing up until we can't 360 * a better check. We basically keeping traversing up until we can't
259 * or find a player. 361 * or find a player.
260 */ 362 */
261 363
364object *
262object *is_player_inv (object *op) { 365is_player_inv (object *op)
366{
263 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 367 for (; op != NULL && op->type != PLAYER; op = op->env)
264 if (op->env==op) 368 if (op->env == op)
265 op->env = NULL; 369 op->env = NULL;
266 return op; 370 return op;
267} 371}
268 372
269/* 373/*
270 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
271 * Some error messages. 375 * Some error messages.
272 * The result of the dump is stored in the static global errmsg array. 376 * The result of the dump is stored in the static global errmsg array.
273 */ 377 */
274 378
275void dump_object2(object *op) { 379char *
276errmsg[0] = 0;
277return;
278 //TODO//D#d#
279#if 0
280 char *cp;
281/* object *tmp;*/
282
283 if(op->arch!=NULL) {
284 strcat(errmsg,"arch ");
285 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
286 strcat(errmsg,"\n");
287 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
288 strcat(errmsg,cp);
289#if 0
290 /* Don't dump player diffs - they are too long, mostly meaningless, and
291 * will overflow the buffer.
292 * Changed so that we don't dump inventory either. This may
293 * also overflow the buffer.
294 */
295 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297 for (tmp=op->inv; tmp; tmp=tmp->below)
298 dump_object2(tmp);
299#endif
300 strcat(errmsg,"end\n");
301 } else {
302 strcat(errmsg,"Object ");
303 if (op->name==NULL) strcat(errmsg, "(null)");
304 else strcat(errmsg,op->name);
305 strcat(errmsg,"\n");
306#if 0
307 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
308 strcat(errmsg,cp);
309 for (tmp=op->inv; tmp; tmp=tmp->below)
310 dump_object2(tmp);
311#endif
312 strcat(errmsg,"end\n");
313 }
314#endif
315}
316
317/*
318 * Dumps an object. Returns output in the static global errmsg array.
319 */
320
321void dump_object(object *op) { 380dump_object (object *op)
322 if(op==NULL) { 381{
323 strcpy(errmsg,"[NULL pointer]"); 382 if (!op)
324 return; 383 return strdup ("[NULLOBJ]");
325 }
326 errmsg[0]='\0';
327 dump_object2(op);
328}
329 384
330void dump_all_objects(void) { 385 object_freezer freezer;
331 object *op; 386 save_object (freezer, op, 3);
332 for(op=objects;op!=NULL;op=op->next) { 387 return freezer.as_string ();
333 dump_object(op);
334 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
335 }
336} 388}
337 389
338/* 390/*
339 * get_nearest_part(multi-object, object 2) returns the part of the 391 * get_nearest_part(multi-object, object 2) returns the part of the
340 * multi-object 1 which is closest to the second object. 392 * multi-object 1 which is closest to the second object.
341 * If it's not a multi-object, it is returned. 393 * If it's not a multi-object, it is returned.
342 */ 394 */
343 395
396object *
344object *get_nearest_part(object *op, const object *pl) { 397get_nearest_part (object *op, const object *pl)
398{
345 object *tmp,*closest; 399 object *tmp, *closest;
346 int last_dist,i; 400 int last_dist, i;
401
347 if(op->more==NULL) 402 if (op->more == NULL)
348 return op; 403 return op;
349 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
350 if((i=distance(tmp,pl))<last_dist) 405 if ((i = distance (tmp, pl)) < last_dist)
351 closest=tmp,last_dist=i; 406 closest = tmp, last_dist = i;
352 return closest; 407 return closest;
353} 408}
354 409
355/* 410/*
356 * Returns the object which has the count-variable equal to the argument. 411 * Returns the object which has the count-variable equal to the argument.
357 */ 412 */
358 413
414object *
359object *find_object(tag_t i) { 415find_object (tag_t i)
360 object *op; 416{
361 for(op=objects;op!=NULL;op=op->next) 417 for (object *op = object::first; op; op = op->next)
362 if(op->count==i) 418 if (op->count == i)
363 break; 419 return op;
420
364 return op; 421 return 0;
365} 422}
366 423
367/* 424/*
368 * Returns the first object which has a name equal to the argument. 425 * Returns the first object which has a name equal to the argument.
369 * Used only by the patch command, but not all that useful. 426 * Used only by the patch command, but not all that useful.
370 * Enables features like "patch <name-of-other-player> food 999" 427 * Enables features like "patch <name-of-other-player> food 999"
371 */ 428 */
372 429
430object *
373object *find_object_name(const char *str) { 431find_object_name (const char *str)
374 const char *name = shstr::find (str); 432{
433 shstr_cmp str_ (str);
375 object *op; 434 object *op;
435
376 for(op=objects;op!=NULL;op=op->next) 436 for (op = object::first; op != NULL; op = op->next)
377 if(&op->name == name) 437 if (op->name == str_)
378 break; 438 break;
379 439
380 return op; 440 return op;
381} 441}
382 442
443void
383void free_all_object_data () 444free_all_object_data ()
384{ 445{
385 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
386}
387
388/*
389 * Returns the object which this object marks as being the owner.
390 * A id-scheme is used to avoid pointing to objects which have been
391 * freed and are now reused. If this is detected, the owner is
392 * set to NULL, and NULL is returned.
393 * Changed 2004-02-12 - if the player is setting at the play again
394 * prompt, he is removed, and we don't want to treat him as an owner of
395 * anything, so check removed flag. I don't expect that this should break
396 * anything - once an object is removed, it is basically dead anyways.
397 */
398
399object *get_owner(object *op) {
400 if(op->owner==NULL)
401 return NULL;
402
403 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
404 op->owner->count==op->ownercount)
405 return op->owner;
406
407 op->owner=NULL;
408 op->ownercount=0;
409 return NULL;
410}
411
412void clear_owner(object *op)
413{
414 if (!op) return;
415
416 if (op->owner && op->ownercount == op->owner->count)
417 op->owner->refcount--;
418
419 op->owner = NULL;
420 op->ownercount = 0;
421} 447}
422 448
423/* 449/*
424 * Sets the owner and sets the skill and exp pointers to owner's current 450 * Sets the owner and sets the skill and exp pointers to owner's current
425 * skill and experience objects. 451 * skill and experience objects.
426 */ 452 */
427void set_owner (object *op, object *owner) 453void
454object::set_owner (object *owner)
428{ 455{
429 if(owner==NULL||op==NULL) 456 if (!owner)
430 return; 457 return;
431 458
432 /* next line added to allow objects which own objects */ 459 /* next line added to allow objects which own objects */
433 /* Add a check for ownercounts in here, as I got into an endless loop 460 /* Add a check for ownercounts in here, as I got into an endless loop
434 * with the fireball owning a poison cloud which then owned the 461 * with the fireball owning a poison cloud which then owned the
435 * fireball. I believe that was caused by one of the objects getting 462 * fireball. I believe that was caused by one of the objects getting
436 * freed and then another object replacing it. Since the ownercounts 463 * freed and then another object replacing it. Since the ownercounts
437 * didn't match, this check is valid and I believe that cause is valid. 464 * didn't match, this check is valid and I believe that cause is valid.
438 */ 465 */
439 while (owner->owner && owner!=owner->owner && 466 while (owner->owner)
440 owner->ownercount==owner->owner->count) owner=owner->owner; 467 owner = owner->owner;
441 468
442 /* IF the owner still has an owner, we did not resolve to a final owner.
443 * so lets not add to that.
444 */
445 if (owner->owner) return;
446
447 op->owner=owner; 469 this->owner = owner;
448
449 op->ownercount=owner->count;
450 owner->refcount++;
451
452}
453
454/* Set the owner to clone's current owner and set the skill and experience
455 * objects to clone's objects (typically those objects that where the owner's
456 * current skill and experience objects at the time when clone's owner was
457 * set - not the owner's current skill and experience objects).
458 *
459 * Use this function if player created an object (e.g. fire bullet, swarm
460 * spell), and this object creates further objects whose kills should be
461 * accounted for the player's original skill, even if player has changed
462 * skills meanwhile.
463 */
464void copy_owner (object *op, object *clone)
465{
466 object *owner = get_owner (clone);
467 if (owner == NULL) {
468 /* players don't have owners - they own themselves. Update
469 * as appropriate.
470 */
471 if (clone->type == PLAYER) owner=clone;
472 else return;
473 }
474 set_owner(op, owner);
475
476} 470}
477 471
478/* Zero the key_values on op, decrementing the shared-string 472/* Zero the key_values on op, decrementing the shared-string
479 * refcounts and freeing the links. 473 * refcounts and freeing the links.
480 */ 474 */
475static void
481static void free_key_values(object * op) 476free_key_values (object *op)
482{ 477{
483 for (key_value *i = op->key_values; i != 0; ) 478 for (key_value *i = op->key_values; i != 0;)
484 { 479 {
485 key_value *next = i->next; 480 key_value *next = i->next;
486 delete i; 481 delete i;
482
487 i = next; 483 i = next;
488 } 484 }
489 485
490 op->key_values = 0; 486 op->key_values = 0;
491} 487}
492 488
493void object::clear () 489void object::clear ()
494{ 490{
495 attachable_base::clear (); 491 attachable_base::clear ();
496 492
497 free_key_values (this); 493 free_key_values (this);
498 494
499 name = 0; 495 owner = 0;
496 name = 0;
500 name_pl = 0; 497 name_pl = 0;
501 title = 0; 498 title = 0;
502 race = 0; 499 race = 0;
503 slaying = 0; 500 slaying = 0;
504 skill = 0; 501 skill = 0;
505 msg = 0; 502 msg = 0;
506 lore = 0; 503 lore = 0;
507 custom_name = 0; 504 custom_name = 0;
508 materialname = 0; 505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
509 517
510 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
511 519
512 SET_FLAG (this, FLAG_REMOVED); 520 SET_FLAG (this, FLAG_REMOVED);
513}
514 521
515void object::clone (object *destination)
516{
517 *(object_copy *)destination = *(object_copy *)this;
518 *(object_pod *)destination = *(object_pod *)this;
519
520 if (self || cb)
521 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
522}
523
524/*
525 * clear_object() frees everything allocated by an object, and also
526 * clears all variables and flags to default settings.
527 */
528
529void clear_object (object *op)
530{
531 op->clear ();
532
533 op->contr = NULL;
534 op->below = NULL;
535 op->above = NULL;
536 op->inv = NULL;
537 op->container=NULL;
538 op->env=NULL;
539 op->more=NULL;
540 op->head=NULL;
541 op->map=NULL;
542 op->refcount=0;
543 op->active_next = NULL;
544 op->active_prev = NULL;
545 /* What is not cleared is next, prev, and count */ 522 /* What is not cleared is next, prev, and count */
546 523
547 op->expmul = 1.0; 524 expmul = 1.0;
548 op->face = blank_face; 525 face = blank_face;
549 op->attacked_by_count = -1;
550 526
551 if (settings.casting_time) 527 if (settings.casting_time)
552 op->casting_time = -1; 528 casting_time = -1;
553} 529}
554 530
555/* 531/*
556 * copy object first frees everything allocated by the second object, 532 * copy_to first frees everything allocated by the dst object,
557 * and then copies the contends of the first object into the second 533 * and then copies the contents of itself into the second
558 * object, allocating what needs to be allocated. Basically, any 534 * object, allocating what needs to be allocated. Basically, any
559 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 535 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
560 * if the first object is freed, the pointers in the new object 536 * if the first object is freed, the pointers in the new object
561 * will point at garbage. 537 * will point at garbage.
562 */ 538 */
563 539void
564void copy_object (object *op2, object *op) 540object::copy_to (object *dst)
565{ 541{
566 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 542 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
567 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 543 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
568 544
569 op2->clone (op); 545 *(object_copy *)dst = *this;
546 *(object_pod *)dst = *this;
570 547
571 if (is_freed) SET_FLAG (op, FLAG_FREED); 548 if (self || cb)
572 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 549 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
573 550
551 if (is_freed)
552 SET_FLAG (dst, FLAG_FREED);
553
554 if (is_removed)
555 SET_FLAG (dst, FLAG_REMOVED);
556
574 if (op2->speed < 0) 557 if (speed < 0)
575 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 558 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
576 559
577 /* Copy over key_values, if any. */ 560 /* Copy over key_values, if any. */
578 if (op2->key_values != NULL) 561 if (key_values)
579 { 562 {
580 key_value *tail = NULL; 563 key_value *tail = 0;
581 key_value *i; 564 key_value *i;
582 565
583 op->key_values = NULL; 566 dst->key_values = 0;
584 567
585 for (i = op2->key_values; i != NULL; i = i->next) 568 for (i = key_values; i; i = i->next)
586 { 569 {
587 key_value *new_link = new key_value; 570 key_value *new_link = new key_value;
588 571
589 new_link->next = NULL; 572 new_link->next = 0;
590 new_link->key = i->key; 573 new_link->key = i->key;
591 new_link->value = i->value; 574 new_link->value = i->value;
592 575
593 /* Try and be clever here, too. */ 576 /* Try and be clever here, too. */
594 if (op->key_values == NULL) 577 if (!dst->key_values)
595 { 578 {
596 op->key_values = new_link; 579 dst->key_values = new_link;
597 tail = new_link; 580 tail = new_link;
598 } 581 }
599 else 582 else
600 { 583 {
601 tail->next = new_link; 584 tail->next = new_link;
602 tail = new_link; 585 tail = new_link;
603 } 586 }
604 } 587 }
605 } 588 }
606 589
607 update_ob_speed (op); 590 update_ob_speed (dst);
608}
609
610/*
611 * get_object() grabs an object from the list of unused objects, makes
612 * sure it is initialised, and returns it.
613 * If there are no free objects, expand_objects() is called to get more.
614 */
615
616object *get_object ()
617{
618 object *op = new object;
619
620 op->count = ++ob_count;
621
622 op->active_next = 0;
623 op->active_prev = 0;
624
625 op->next = objects;
626 op->prev = 0;
627
628 if (objects)
629 objects->prev = op;
630
631 objects = op;
632
633 SET_FLAG (op, FLAG_REMOVED);
634
635 return op;
636} 591}
637 592
638/* 593/*
639 * If an object with the IS_TURNABLE() flag needs to be turned due 594 * If an object with the IS_TURNABLE() flag needs to be turned due
640 * to the closest player being on the other side, this function can 595 * to the closest player being on the other side, this function can
641 * be called to update the face variable, _and_ how it looks on the map. 596 * be called to update the face variable, _and_ how it looks on the map.
642 */ 597 */
643 598
599void
644void update_turn_face(object *op) { 600update_turn_face (object *op)
601{
645 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 602 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
646 return; 603 return;
647 SET_ANIMATION(op, op->direction); 604 SET_ANIMATION (op, op->direction);
648 update_object(op,UP_OBJ_FACE); 605 update_object (op, UP_OBJ_FACE);
649} 606}
650 607
651/* 608/*
652 * Updates the speed of an object. If the speed changes from 0 to another 609 * Updates the speed of an object. If the speed changes from 0 to another
653 * value, or vice versa, then add/remove the object from the active list. 610 * value, or vice versa, then add/remove the object from the active list.
654 * This function needs to be called whenever the speed of an object changes. 611 * This function needs to be called whenever the speed of an object changes.
655 */ 612 */
656 613void
657void update_ob_speed(object *op) { 614update_ob_speed (object *op)
615{
658 extern int arch_init; 616 extern int arch_init;
659 617
660 /* No reason putting the archetypes objects on the speed list, 618 /* No reason putting the archetypes objects on the speed list,
661 * since they never really need to be updated. 619 * since they never really need to be updated.
662 */ 620 */
663 621
664 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 622 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
623 {
665 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 624 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
666#ifdef MANY_CORES 625#ifdef MANY_CORES
667 abort(); 626 abort ();
668#else 627#else
669 op->speed = 0; 628 op->speed = 0;
670#endif 629#endif
671 } 630 }
631
672 if (arch_init) { 632 if (arch_init)
633 return;
634
635 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
636 {
637 /* If already on active list, don't do anything */
638 if (op->active_next || op->active_prev || op == active_objects)
673 return; 639 return;
674 }
675 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
676 /* If already on active list, don't do anything */
677 if (op->active_next || op->active_prev || op==active_objects)
678 return;
679 640
680 /* process_events() expects us to insert the object at the beginning 641 /* process_events() expects us to insert the object at the beginning
681 * of the list. */ 642 * of the list. */
682 op->active_next = active_objects; 643 op->active_next = active_objects;
644
683 if (op->active_next!=NULL) 645 if (op->active_next != NULL)
684 op->active_next->active_prev = op; 646 op->active_next->active_prev = op;
647
685 active_objects = op; 648 active_objects = op;
649 }
650 else
686 } 651 {
687 else {
688 /* If not on the active list, nothing needs to be done */ 652 /* If not on the active list, nothing needs to be done */
689 if (!op->active_next && !op->active_prev && op!=active_objects) 653 if (!op->active_next && !op->active_prev && op != active_objects)
690 return; 654 return;
691 655
692 if (op->active_prev==NULL) { 656 if (op->active_prev == NULL)
657 {
693 active_objects = op->active_next; 658 active_objects = op->active_next;
659
694 if (op->active_next!=NULL) 660 if (op->active_next != NULL)
695 op->active_next->active_prev = NULL; 661 op->active_next->active_prev = NULL;
662 }
663 else
696 } 664 {
697 else {
698 op->active_prev->active_next = op->active_next; 665 op->active_prev->active_next = op->active_next;
666
699 if (op->active_next) 667 if (op->active_next)
700 op->active_next->active_prev = op->active_prev; 668 op->active_next->active_prev = op->active_prev;
701 } 669 }
670
702 op->active_next = NULL; 671 op->active_next = NULL;
703 op->active_prev = NULL; 672 op->active_prev = NULL;
704 } 673 }
705} 674}
706 675
707/* This function removes object 'op' from the list of active 676/* This function removes object 'op' from the list of active
708 * objects. 677 * objects.
710 * reference maps where you don't want an object that isn't 679 * reference maps where you don't want an object that isn't
711 * in play chewing up cpu time getting processed. 680 * in play chewing up cpu time getting processed.
712 * The reverse of this is to call update_ob_speed, which 681 * The reverse of this is to call update_ob_speed, which
713 * will do the right thing based on the speed of the object. 682 * will do the right thing based on the speed of the object.
714 */ 683 */
684void
715void remove_from_active_list(object *op) 685remove_from_active_list (object *op)
716{ 686{
717 /* If not on the active list, nothing needs to be done */ 687 /* If not on the active list, nothing needs to be done */
718 if (!op->active_next && !op->active_prev && op!=active_objects) 688 if (!op->active_next && !op->active_prev && op != active_objects)
719 return; 689 return;
720 690
721 if (op->active_prev==NULL) { 691 if (op->active_prev == NULL)
692 {
722 active_objects = op->active_next; 693 active_objects = op->active_next;
723 if (op->active_next!=NULL) 694 if (op->active_next != NULL)
724 op->active_next->active_prev = NULL; 695 op->active_next->active_prev = NULL;
696 }
697 else
725 } 698 {
726 else {
727 op->active_prev->active_next = op->active_next; 699 op->active_prev->active_next = op->active_next;
728 if (op->active_next) 700 if (op->active_next)
729 op->active_next->active_prev = op->active_prev; 701 op->active_next->active_prev = op->active_prev;
730 } 702 }
731 op->active_next = NULL; 703 op->active_next = NULL;
732 op->active_prev = NULL; 704 op->active_prev = NULL;
733} 705}
734 706
735/* 707/*
736 * update_object() updates the array which represents the map. 708 * update_object() updates the array which represents the map.
737 * It takes into account invisible objects (and represent squares covered 709 * It takes into account invisible objects (and represent squares covered
752 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 724 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
753 * as that is easier than trying to look at what may have changed. 725 * as that is easier than trying to look at what may have changed.
754 * UP_OBJ_FACE: only the objects face has changed. 726 * UP_OBJ_FACE: only the objects face has changed.
755 */ 727 */
756 728
729void
757void update_object(object *op, int action) { 730update_object (object *op, int action)
731{
758 int update_now=0, flags; 732 int update_now = 0, flags;
759 MoveType move_on, move_off, move_block, move_slow; 733 MoveType move_on, move_off, move_block, move_slow;
760 734
761 if (op == NULL) { 735 if (op == NULL)
736 {
762 /* this should never happen */ 737 /* this should never happen */
763 LOG(llevDebug,"update_object() called for NULL object.\n"); 738 LOG (llevDebug, "update_object() called for NULL object.\n");
764 return; 739 return;
765 }
766 740 }
741
767 if(op->env!=NULL) { 742 if (op->env != NULL)
743 {
768 /* Animation is currently handled by client, so nothing 744 /* Animation is currently handled by client, so nothing
769 * to do in this case. 745 * to do in this case.
770 */ 746 */
771 return; 747 return;
772 } 748 }
773 749
774 /* If the map is saving, don't do anything as everything is 750 /* If the map is saving, don't do anything as everything is
775 * going to get freed anyways. 751 * going to get freed anyways.
776 */ 752 */
777 if (!op->map || op->map->in_memory == MAP_SAVING) return; 753 if (!op->map || op->map->in_memory == MAP_SAVING)
778 754 return;
755
779 /* make sure the object is within map boundaries */ 756 /* make sure the object is within map boundaries */
780 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 757 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
781 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 758 {
782 LOG(llevError,"update_object() called for object out of map!\n"); 759 LOG (llevError, "update_object() called for object out of map!\n");
783#ifdef MANY_CORES 760#ifdef MANY_CORES
784 abort(); 761 abort ();
785#endif 762#endif
786 return; 763 return;
787 }
788 764 }
765
789 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 766 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
790 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 767 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
791 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 768 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
792 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 769 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
793 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 770 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
794 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 771 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
795 772
796 if (action == UP_OBJ_INSERT) { 773 if (action == UP_OBJ_INSERT)
774 {
797 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 775 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
798 update_now=1; 776 update_now = 1;
799 777
800 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 778 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
801 update_now=1; 779 update_now = 1;
802 780
803 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 781 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
804 update_now=1; 782 update_now = 1;
805 783
806 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 784 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
807 update_now=1; 785 update_now = 1;
808 786
787 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
788 update_now = 1;
789
809 if ((move_on | op->move_on) != move_on) update_now=1; 790 if ((move_on | op->move_on) != move_on)
791 update_now = 1;
792
810 if ((move_off | op->move_off) != move_off) update_now=1; 793 if ((move_off | op->move_off) != move_off)
794 update_now = 1;
795
811 /* This isn't perfect, but I don't expect a lot of objects to 796 /* This isn't perfect, but I don't expect a lot of objects to
812 * to have move_allow right now. 797 * to have move_allow right now.
813 */ 798 */
814 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 799 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
815 update_now=1; 800 update_now = 1;
801
816 if ((move_slow | op->move_slow) != move_slow) update_now=1; 802 if ((move_slow | op->move_slow) != move_slow)
803 update_now = 1;
817 } 804 }
805
818 /* if the object is being removed, we can't make intelligent 806 /* if the object is being removed, we can't make intelligent
819 * decisions, because remove_ob can't really pass the object 807 * decisions, because remove_ob can't really pass the object
820 * that is being removed. 808 * that is being removed.
821 */ 809 */
822 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 810 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
823 update_now=1; 811 update_now = 1;
824 } else if (action == UP_OBJ_FACE) { 812 else if (action == UP_OBJ_FACE)
825 /* Nothing to do for that case */ 813 /* Nothing to do for that case */ ;
826 }
827 else { 814 else
828 LOG(llevError,"update_object called with invalid action: %d\n", action); 815 LOG (llevError, "update_object called with invalid action: %d\n", action);
829 }
830 816
831 if (update_now) { 817 if (update_now)
818 {
832 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 819 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
833 update_position(op->map, op->x, op->y); 820 update_position (op->map, op->x, op->y);
834 } 821 }
835 822
836 if(op->more!=NULL) 823 if (op->more != NULL)
837 update_object(op->more, action); 824 update_object (op->more, action);
838} 825}
839 826
827object::vector object::mortals;
828object::vector object::objects; // not yet used
829object *object::first;
830
831void object::free_mortals ()
832{
833 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
834 if ((*i)->refcnt)
835 ++i; // further delay freeing
836 else
837 {
838 delete *i;
839 mortals.erase (i);
840 }
841}
842
843object::object ()
844{
845 SET_FLAG (this, FLAG_REMOVED);
846
847 expmul = 1.0;
848 face = blank_face;
849}
850
851object::~object ()
852{
853 free_key_values (this);
854}
855
856void object::link ()
857{
858 count = ++ob_count;
859 uuid = gen_uuid ();
860
861 prev = 0;
862 next = object::first;
863
864 if (object::first)
865 object::first->prev = this;
866
867 object::first = this;
868}
869
870void object::unlink ()
871{
872 if (this == object::first)
873 object::first = next;
874
875 /* Remove this object from the list of used objects */
876 if (prev) prev->next = next;
877 if (next) next->prev = prev;
878
879 prev = 0;
880 next = 0;
881}
882
883object *object::create ()
884{
885 object *op = new object;
886 op->link ();
887 return op;
888}
840 889
841/* 890/*
842 * free_object() frees everything allocated by an object, removes 891 * free_object() frees everything allocated by an object, removes
843 * it from the list of used objects, and puts it on the list of 892 * it from the list of used objects, and puts it on the list of
844 * free objects. The IS_FREED() flag is set in the object. 893 * free objects. The IS_FREED() flag is set in the object.
845 * The object must have been removed by remove_ob() first for 894 * The object must have been removed by remove_ob() first for
846 * this function to succeed. 895 * this function to succeed.
847 * 896 *
848 * If free_inventory is set, free inventory as well. Else drop items in 897 * If destroy_inventory is set, free inventory as well. Else drop items in
849 * inventory to the ground. 898 * inventory to the ground.
850 */ 899 */
851 900void object::destroy (bool destroy_inventory)
852void
853free_object (object * ob)
854{ 901{
855 free_object2 (ob, 0);
856}
857
858void
859free_object2 (object * ob, int free_inventory)
860{
861 object *tmp, *op;
862
863 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 902 if (QUERY_FLAG (this, FLAG_FREED))
864 { 903 return;
865 LOG (llevDebug, "Free object called with non removed object\n");
866 dump_object (ob);
867#ifdef MANY_CORES
868 abort ();
869#endif
870 }
871 904
872 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 905 if (QUERY_FLAG (this, FLAG_FRIENDLY))
873 {
874 LOG (llevMonster, "Warning: tried to free friendly object.\n");
875 remove_friendly_object (ob); 906 remove_friendly_object (this);
876 }
877 907
878 if (QUERY_FLAG (ob, FLAG_FREED)) 908 if (!QUERY_FLAG (this, FLAG_REMOVED))
879 { 909 remove ();
880 dump_object (ob); 910
881 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 911 SET_FLAG (this, FLAG_FREED);
882 return; 912
913 if (more)
883 } 914 {
884 915 more->destroy (destroy_inventory);
885 if (ob->more != NULL) 916 more = 0;
886 { 917 }
887 free_object2 (ob->more, free_inventory);
888 ob->more = NULL;
889 }
890 918
891 if (ob->inv) 919 if (inv)
892 { 920 {
893 /* Only if the space blocks everything do we not process - 921 /* Only if the space blocks everything do we not process -
894 * if some form of movemnt is allowed, let objects 922 * if some form of movement is allowed, let objects
895 * drop on that space. 923 * drop on that space.
896 */ 924 */
897 if (free_inventory || ob->map == NULL 925 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
898 || ob->map->in_memory != MAP_IN_MEMORY 926 {
899 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 927 object *op = inv;
900 {
901 op = ob->inv;
902 928
903 while (op != NULL) 929 while (op)
904 { 930 {
905 tmp = op->below; 931 object *tmp = op->below;
906 remove_ob (op); 932 op->destroy (destroy_inventory);
907 free_object2 (op, free_inventory);
908 op = tmp; 933 op = tmp;
909 } 934 }
910 } 935 }
911 else 936 else
912 { /* Put objects in inventory onto this space */ 937 { /* Put objects in inventory onto this space */
913 op = ob->inv; 938 object *op = inv;
914 939
915 while (op != NULL) 940 while (op)
916 { 941 {
917 tmp = op->below; 942 object *tmp = op->below;
918 remove_ob (op);
919 943
944 op->remove ();
945
920 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 946 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
921 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 947 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
922 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 948 op->destroy ();
923 free_object (op); 949 else
924 else 950 {
925 { 951 op->x = x;
926 op->x = ob->x; 952 op->y = y;
927 op->y = ob->y;
928 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ 953 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
929 } 954 }
930 955
931 op = tmp; 956 op = tmp;
957 }
958 }
932 } 959 }
933 } 960
961 // hack to ensure that freed objects still have a valid map
962 {
963 static maptile *freed_map; // freed objects are moved here to avoid crashes
964
965 if (!freed_map)
966 {
967 freed_map = new maptile;
968
969 freed_map->name = "/internal/freed_objects_map";
970 freed_map->width = 3;
971 freed_map->height = 3;
972
973 freed_map->allocate ();
934 } 974 }
975
976 map = freed_map;
977 x = 1;
978 y = 1;
979 }
980
981 // clear those pointers that likely might have circular references to us
982 owner = 0;
983 enemy = 0;
984 attacked_by = 0;
985
986 // only relevant for players(?), but make sure of it anyways
987 contr = 0;
935 988
936 /* Remove object from the active list */ 989 /* Remove object from the active list */
937 ob->speed = 0; 990 speed = 0;
938 update_ob_speed (ob); 991 update_ob_speed (this);
939 992
940 SET_FLAG (ob, FLAG_FREED); 993 unlink ();
941 ob->count = 0;
942 994
943 /* Remove this object from the list of used objects */ 995 mortals.push_back (this);
944 if (ob->prev == NULL)
945 {
946 objects = ob->next;
947
948 if (objects != NULL)
949 objects->prev = NULL;
950 }
951 else
952 {
953 ob->prev->next = ob->next;
954
955 if (ob->next != NULL)
956 ob->next->prev = ob->prev;
957 }
958
959 free_key_values (ob);
960
961 /* Now link it with the free_objects list: */
962 ob->prev = 0;
963 ob->next = 0;
964
965 delete ob;
966} 996}
967 997
968/* 998/*
969 * sub_weight() recursively (outwards) subtracts a number from the 999 * sub_weight() recursively (outwards) subtracts a number from the
970 * weight of an object (and what is carried by it's environment(s)). 1000 * weight of an object (and what is carried by it's environment(s)).
971 */ 1001 */
972 1002void
973void sub_weight (object *op, signed long weight) { 1003sub_weight (object *op, signed long weight)
1004{
974 while (op != NULL) { 1005 while (op != NULL)
1006 {
975 if (op->type == CONTAINER) { 1007 if (op->type == CONTAINER)
976 weight=(signed long)(weight*(100-op->stats.Str)/100); 1008 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
977 } 1009
978 op->carrying-=weight; 1010 op->carrying -= weight;
979 op = op->env; 1011 op = op->env;
980 } 1012 }
981} 1013}
982 1014
983/* remove_ob(op): 1015/* op->remove ():
984 * This function removes the object op from the linked list of objects 1016 * This function removes the object op from the linked list of objects
985 * which it is currently tied to. When this function is done, the 1017 * which it is currently tied to. When this function is done, the
986 * object will have no environment. If the object previously had an 1018 * object will have no environment. If the object previously had an
987 * environment, the x and y coordinates will be updated to 1019 * environment, the x and y coordinates will be updated to
988 * the previous environment. 1020 * the previous environment.
989 * Beware: This function is called from the editor as well! 1021 * Beware: This function is called from the editor as well!
990 */ 1022 */
991 1023void
992void remove_ob(object *op) { 1024object::remove ()
1025{
993 object *tmp,*last=NULL; 1026 object *tmp, *last = 0;
994 object *otmp; 1027 object *otmp;
995 tag_t tag; 1028
996 int check_walk_off; 1029 int check_walk_off;
997 mapstruct *m;
998 sint16 x,y;
999
1000 1030
1001 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1031 if (QUERY_FLAG (this, FLAG_REMOVED))
1002 dump_object(op); 1032 return;
1003 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1004 1033
1005 /* Changed it to always dump core in this case. As has been learned
1006 * in the past, trying to recover from errors almost always
1007 * make things worse, and this is a real error here - something
1008 * that should not happen.
1009 * Yes, if this was a mission critical app, trying to do something
1010 * to recover may make sense, but that is because failure of the app
1011 * may have other disastrous problems. Cf runs out of a script
1012 * so is easily enough restarted without any real problems.
1013 * MSW 2001-07-01
1014 */
1015 abort();
1016 }
1017 if(op->more!=NULL)
1018 remove_ob(op->more);
1019
1020 SET_FLAG(op, FLAG_REMOVED); 1034 SET_FLAG (this, FLAG_REMOVED);
1021 1035
1036 if (more)
1037 more->remove ();
1038
1022 /* 1039 /*
1023 * In this case, the object to be removed is in someones 1040 * In this case, the object to be removed is in someones
1024 * inventory. 1041 * inventory.
1025 */ 1042 */
1026 if(op->env!=NULL) { 1043 if (env)
1044 {
1027 if(op->nrof) 1045 if (nrof)
1028 sub_weight(op->env, op->weight*op->nrof); 1046 sub_weight (env, weight * nrof);
1029 else 1047 else
1030 sub_weight(op->env, op->weight+op->carrying); 1048 sub_weight (env, weight + carrying);
1031 1049
1032 /* NO_FIX_PLAYER is set when a great many changes are being 1050 /* NO_FIX_PLAYER is set when a great many changes are being
1033 * made to players inventory. If set, avoiding the call 1051 * made to players inventory. If set, avoiding the call
1034 * to save cpu time. 1052 * to save cpu time.
1035 */ 1053 */
1036 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1054 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1037 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1038 fix_player(otmp); 1055 fix_player (otmp);
1039 1056
1040 if(op->above!=NULL) 1057 if (above != NULL)
1041 op->above->below=op->below; 1058 above->below = below;
1042 else 1059 else
1043 op->env->inv=op->below; 1060 env->inv = below;
1044 1061
1045 if(op->below!=NULL) 1062 if (below != NULL)
1046 op->below->above=op->above; 1063 below->above = above;
1047 1064
1048 /* we set up values so that it could be inserted into 1065 /* we set up values so that it could be inserted into
1049 * the map, but we don't actually do that - it is up 1066 * the map, but we don't actually do that - it is up
1050 * to the caller to decide what we want to do. 1067 * to the caller to decide what we want to do.
1068 */
1069 x = env->x, y = env->y;
1070 map = env->map;
1071 above = 0, below = 0;
1072 env = 0;
1073 }
1074 else if (map)
1075 {
1076 /* Re did the following section of code - it looks like it had
1077 * lots of logic for things we no longer care about
1078 */
1079
1080 /* link the object above us */
1081 if (above)
1082 above->below = below;
1083 else
1084 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1085
1086 /* Relink the object below us, if there is one */
1087 if (below)
1088 below->above = above;
1089 else
1090 {
1091 /* Nothing below, which means we need to relink map object for this space
1092 * use translated coordinates in case some oddness with map tiling is
1093 * evident
1051 */ 1094 */
1052 op->x=op->env->x,op->y=op->env->y; 1095 if (GET_MAP_OB (map, x, y) != this)
1053 op->map=op->env->map; 1096 {
1054 op->above=NULL,op->below=NULL; 1097 char *dump = dump_object (this);
1055 op->env=NULL; 1098 LOG (llevError,
1099 "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);
1100 free (dump);
1101 dump = dump_object (GET_MAP_OB (map, x, y));
1102 LOG (llevError, "%s\n", dump);
1103 free (dump);
1104 }
1105
1106 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1107 }
1108
1109 above = 0;
1110 below = 0;
1111
1112 if (map->in_memory == MAP_SAVING)
1056 return; 1113 return;
1057 }
1058 1114
1059 /* If we get here, we are removing it from a map */
1060 if (op->map == NULL) return;
1061
1062 x = op->x;
1063 y = op->y;
1064 m = get_map_from_coord(op->map, &x, &y);
1065
1066 if (!m) {
1067 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1068 op->map->path, op->x, op->y);
1069 /* in old days, we used to set x and y to 0 and continue.
1070 * it seems if we get into this case, something is probablye
1071 * screwed up and should be fixed.
1072 */
1073 abort();
1074 }
1075 if (op->map != m) {
1076 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1077 op->map->path, m->path, op->x, op->y, x, y);
1078 }
1079
1080 /* Re did the following section of code - it looks like it had
1081 * lots of logic for things we no longer care about
1082 */
1083
1084 /* link the object above us */
1085 if (op->above)
1086 op->above->below=op->below;
1087 else
1088 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1089
1090 /* Relink the object below us, if there is one */
1091 if(op->below) {
1092 op->below->above=op->above;
1093 } else {
1094 /* Nothing below, which means we need to relink map object for this space
1095 * use translated coordinates in case some oddness with map tiling is
1096 * evident
1097 */
1098 if(GET_MAP_OB(m,x,y)!=op) {
1099 dump_object(op);
1100 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1101 dump_object(GET_MAP_OB(m,x,y));
1102 LOG(llevError,"%s\n",errmsg);
1103 }
1104 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1105 }
1106 op->above=NULL;
1107 op->below=NULL;
1108
1109 if (op->map->in_memory == MAP_SAVING)
1110 return;
1111
1112 tag = op->count;
1113 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1115 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1116
1114 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1117 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1118 {
1115 /* No point updating the players look faces if he is the object 1119 /* No point updating the players look faces if he is the object
1116 * being removed. 1120 * being removed.
1117 */ 1121 */
1118 1122
1119 if(tmp->type==PLAYER && tmp!=op) { 1123 if (tmp->type == PLAYER && tmp != this)
1124 {
1120 /* If a container that the player is currently using somehow gets 1125 /* If a container that the player is currently using somehow gets
1121 * removed (most likely destroyed), update the player view 1126 * removed (most likely destroyed), update the player view
1122 * appropriately. 1127 * appropriately.
1123 */ 1128 */
1124 if (tmp->container==op) { 1129 if (tmp->container == this)
1130 {
1125 CLEAR_FLAG(op, FLAG_APPLIED); 1131 CLEAR_FLAG (this, FLAG_APPLIED);
1126 tmp->container=NULL; 1132 tmp->container = 0;
1133 }
1134
1135 tmp->contr->socket.update_look = 1;
1127 } 1136 }
1128 tmp->contr->socket.update_look=1; 1137
1129 }
1130 /* See if player moving off should effect something */ 1138 /* See if player moving off should effect something */
1131 if (check_walk_off && ((op->move_type & tmp->move_off) && 1139 if (check_walk_off
1140 && ((move_type & tmp->move_off)
1132 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1141 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1133 1142 {
1134 move_apply(tmp, op, NULL); 1143 move_apply (tmp, this, 0);
1144
1135 if (was_destroyed (op, tag)) { 1145 if (destroyed ())
1136 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1146 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1137 "leaving object\n", &tmp->name, &tmp->arch->name);
1138 } 1147 }
1139 }
1140 1148
1141 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1149 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1142 1150
1143 if(tmp->above == tmp) 1151 if (tmp->above == tmp)
1144 tmp->above = NULL; 1152 tmp->above = 0;
1153
1145 last=tmp; 1154 last = tmp;
1146 } 1155 }
1156
1147 /* last == NULL of there are no objects on this space */ 1157 /* last == NULL of there are no objects on this space */
1148 if (last==NULL) { 1158 if (!last)
1159 {
1149 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1160 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1150 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1161 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1151 * those out anyways, and if there are any flags set right now, they won't 1162 * those out anyways, and if there are any flags set right now, they won't
1152 * be correct anyways. 1163 * be correct anyways.
1153 */ 1164 */
1154 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1165 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1155 update_position(op->map, op->x, op->y); 1166 update_position (map, x, y);
1156 } 1167 }
1157 else 1168 else
1158 update_object(last, UP_OBJ_REMOVE); 1169 update_object (last, UP_OBJ_REMOVE);
1159 1170
1160 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1171 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1161 update_all_los(op->map, op->x, op->y); 1172 update_all_los (map, x, y);
1162 1173 }
1163} 1174}
1164 1175
1165/* 1176/*
1166 * merge_ob(op,top): 1177 * merge_ob(op,top):
1167 * 1178 *
1168 * This function goes through all objects below and including top, and 1179 * This function goes through all objects below and including top, and
1169 * merges op to the first matching object. 1180 * merges op to the first matching object.
1170 * If top is NULL, it is calculated. 1181 * If top is NULL, it is calculated.
1171 * Returns pointer to object if it succeded in the merge, otherwise NULL 1182 * Returns pointer to object if it succeded in the merge, otherwise NULL
1172 */ 1183 */
1173 1184object *
1174object *merge_ob(object *op, object *top) { 1185merge_ob (object *op, object *top)
1186{
1175 if(!op->nrof) 1187 if (!op->nrof)
1176 return 0; 1188 return 0;
1189
1177 if(top==NULL) 1190 if (top == NULL)
1178 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1191 for (top = op; top != NULL && top->above != NULL; top = top->above);
1192
1179 for(;top!=NULL;top=top->below) { 1193 for (; top != NULL; top = top->below)
1194 {
1180 if(top==op) 1195 if (top == op)
1181 continue; 1196 continue;
1182 if (CAN_MERGE(op,top)) 1197 if (CAN_MERGE (op, top))
1183 { 1198 {
1184 top->nrof+=op->nrof; 1199 top->nrof += op->nrof;
1200
1185/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1201/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1186 op->weight = 0; /* Don't want any adjustements now */ 1202 op->weight = 0; /* Don't want any adjustements now */
1187 remove_ob(op); 1203 op->destroy ();
1188 free_object(op);
1189 return top; 1204 return top;
1190 } 1205 }
1191 } 1206 }
1207
1192 return NULL; 1208 return 0;
1193} 1209}
1194 1210
1195/* 1211/*
1196 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1212 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1197 * job preparing multi-part monsters 1213 * job preparing multi-part monsters
1198 */ 1214 */
1215object *
1199object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1216insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1217{
1200 object* tmp; 1218 object *tmp;
1219
1201 if (op->head) 1220 if (op->head)
1202 op=op->head; 1221 op = op->head;
1222
1203 for (tmp=op;tmp;tmp=tmp->more){ 1223 for (tmp = op; tmp; tmp = tmp->more)
1224 {
1204 tmp->x=x+tmp->arch->clone.x; 1225 tmp->x = x + tmp->arch->clone.x;
1205 tmp->y=y+tmp->arch->clone.y; 1226 tmp->y = y + tmp->arch->clone.y;
1206 } 1227 }
1228
1207 return insert_ob_in_map (op, m, originator, flag); 1229 return insert_ob_in_map (op, m, originator, flag);
1208} 1230}
1209 1231
1210/* 1232/*
1211 * insert_ob_in_map (op, map, originator, flag): 1233 * insert_ob_in_map (op, map, originator, flag):
1212 * This function inserts the object in the two-way linked list 1234 * This function inserts the object in the two-way linked list
1226 * new object if 'op' was merged with other object 1248 * new object if 'op' was merged with other object
1227 * NULL if 'op' was destroyed 1249 * NULL if 'op' was destroyed
1228 * just 'op' otherwise 1250 * just 'op' otherwise
1229 */ 1251 */
1230 1252
1253object *
1231object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1254insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1232{ 1255{
1233 object *tmp, *top, *floor=NULL; 1256 object *tmp, *top, *floor = NULL;
1234 sint16 x,y; 1257 sint16 x, y;
1235 1258
1236 if (QUERY_FLAG (op, FLAG_FREED)) { 1259 if (QUERY_FLAG (op, FLAG_FREED))
1260 {
1237 LOG (llevError, "Trying to insert freed object!\n"); 1261 LOG (llevError, "Trying to insert freed object!\n");
1262 return NULL;
1263 }
1264
1265 if (m == NULL)
1266 {
1267 char *dump = dump_object (op);
1268 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1269 free (dump);
1270 return op;
1271 }
1272
1273 if (out_of_map (m, op->x, op->y))
1274 {
1275 char *dump = dump_object (op);
1276 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1277#ifdef MANY_CORES
1278 /* Better to catch this here, as otherwise the next use of this object
1279 * is likely to cause a crash. Better to find out where it is getting
1280 * improperly inserted.
1281 */
1282 abort ();
1283#endif
1284 free (dump);
1285 return op;
1286 }
1287
1288 if (!QUERY_FLAG (op, FLAG_REMOVED))
1289 {
1290 char *dump = dump_object (op);
1291 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1292 free (dump);
1293 return op;
1294 }
1295
1296 if (op->more != NULL)
1297 {
1298 /* The part may be on a different map. */
1299
1300 object *more = op->more;
1301
1302 /* We really need the caller to normalize coordinates - if
1303 * we set the map, that doesn't work if the location is within
1304 * a map and this is straddling an edge. So only if coordinate
1305 * is clear wrong do we normalize it.
1306 */
1307 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1308 more->map = get_map_from_coord (m, &more->x, &more->y);
1309 else if (!more->map)
1310 {
1311 /* For backwards compatibility - when not dealing with tiled maps,
1312 * more->map should always point to the parent.
1313 */
1314 more->map = m;
1315 }
1316
1317 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1318 {
1319 if (!op->head)
1320 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1321
1322 return NULL;
1323 }
1324 }
1325
1326 CLEAR_FLAG (op, FLAG_REMOVED);
1327
1328 /* Ideally, the caller figures this out. However, it complicates a lot
1329 * of areas of callers (eg, anything that uses find_free_spot would now
1330 * need extra work
1331 */
1332 op->map = get_map_from_coord (m, &op->x, &op->y);
1333 x = op->x;
1334 y = op->y;
1335
1336 /* this has to be done after we translate the coordinates.
1337 */
1338 if (op->nrof && !(flag & INS_NO_MERGE))
1339 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1340 if (CAN_MERGE (op, tmp))
1341 {
1342 op->nrof += tmp->nrof;
1343 tmp->destroy ();
1344 }
1345
1346 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1347 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1348
1349 if (!QUERY_FLAG (op, FLAG_ALIVE))
1350 CLEAR_FLAG (op, FLAG_NO_STEAL);
1351
1352 if (flag & INS_BELOW_ORIGINATOR)
1353 {
1354 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1355 {
1356 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1357 abort ();
1358 }
1359
1360 op->above = originator;
1361 op->below = originator->below;
1362
1363 if (op->below)
1364 op->below->above = op;
1365 else
1366 SET_MAP_OB (op->map, op->x, op->y, op);
1367
1368 /* since *below* originator, no need to update top */
1369 originator->below = op;
1370 }
1371 else
1372 {
1373 /* If there are other objects, then */
1374 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1375 {
1376 object *last = NULL;
1377
1378 /*
1379 * If there are multiple objects on this space, we do some trickier handling.
1380 * We've already dealt with merging if appropriate.
1381 * Generally, we want to put the new object on top. But if
1382 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1383 * floor, we want to insert above that and no further.
1384 * Also, if there are spell objects on this space, we stop processing
1385 * once we get to them. This reduces the need to traverse over all of
1386 * them when adding another one - this saves quite a bit of cpu time
1387 * when lots of spells are cast in one area. Currently, it is presumed
1388 * that flying non pickable objects are spell objects.
1389 */
1390
1391 while (top != NULL)
1392 {
1393 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1394 floor = top;
1395
1396 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1397 {
1398 /* We insert above top, so we want this object below this */
1399 top = top->below;
1400 break;
1401 }
1402
1403 last = top;
1404 top = top->above;
1405 }
1406
1407 /* Don't want top to be NULL, so set it to the last valid object */
1408 top = last;
1409
1410 /* We let update_position deal with figuring out what the space
1411 * looks like instead of lots of conditions here.
1412 * makes things faster, and effectively the same result.
1413 */
1414
1415 /* Have object 'fall below' other objects that block view.
1416 * Unless those objects are exits, type 66
1417 * If INS_ON_TOP is used, don't do this processing
1418 * Need to find the object that in fact blocks view, otherwise
1419 * stacking is a bit odd.
1420 */
1421 if (!(flag & INS_ON_TOP) &&
1422 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1423 {
1424 for (last = top; last != floor; last = last->below)
1425 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1426 break;
1427 /* Check to see if we found the object that blocks view,
1428 * and make sure we have a below pointer for it so that
1429 * we can get inserted below this one, which requires we
1430 * set top to the object below us.
1431 */
1432 if (last && last->below && last != floor)
1433 top = last->below;
1434 }
1435 } /* If objects on this space */
1436
1437 if (flag & INS_MAP_LOAD)
1438 top = GET_MAP_TOP (op->map, op->x, op->y);
1439
1440 if (flag & INS_ABOVE_FLOOR_ONLY)
1441 top = floor;
1442
1443 /* Top is the object that our object (op) is going to get inserted above.
1444 */
1445
1446 /* First object on this space */
1447 if (!top)
1448 {
1449 op->above = GET_MAP_OB (op->map, op->x, op->y);
1450
1451 if (op->above)
1452 op->above->below = op;
1453
1454 op->below = NULL;
1455 SET_MAP_OB (op->map, op->x, op->y, op);
1456 }
1457 else
1458 { /* get inserted into the stack above top */
1459 op->above = top->above;
1460
1461 if (op->above)
1462 op->above->below = op;
1463
1464 op->below = top;
1465 top->above = op;
1466 }
1467
1468 if (op->above == NULL)
1469 SET_MAP_TOP (op->map, op->x, op->y, op);
1470 } /* else not INS_BELOW_ORIGINATOR */
1471
1472 if (op->type == PLAYER)
1473 op->contr->do_los = 1;
1474
1475 /* If we have a floor, we know the player, if any, will be above
1476 * it, so save a few ticks and start from there.
1477 */
1478 if (!(flag & INS_MAP_LOAD))
1479 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1480 if (tmp->type == PLAYER)
1481 tmp->contr->socket.update_look = 1;
1482
1483 /* If this object glows, it may affect lighting conditions that are
1484 * visible to others on this map. But update_all_los is really
1485 * an inefficient way to do this, as it means los for all players
1486 * on the map will get recalculated. The players could very well
1487 * be far away from this change and not affected in any way -
1488 * this should get redone to only look for players within range,
1489 * or just updating the P_NEED_UPDATE for spaces within this area
1490 * of effect may be sufficient.
1491 */
1492 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1493 update_all_los (op->map, op->x, op->y);
1494
1495 /* updates flags (blocked, alive, no magic, etc) for this map space */
1496 update_object (op, UP_OBJ_INSERT);
1497
1498 /* Don't know if moving this to the end will break anything. However,
1499 * we want to have update_look set above before calling this.
1500 *
1501 * check_move_on() must be after this because code called from
1502 * check_move_on() depends on correct map flags (so functions like
1503 * blocked() and wall() work properly), and these flags are updated by
1504 * update_object().
1505 */
1506
1507 /* if this is not the head or flag has been passed, don't check walk on status */
1508 if (!(flag & INS_NO_WALK_ON) && !op->head)
1509 {
1510 if (check_move_on (op, originator))
1238 return NULL; 1511 return NULL;
1239 }
1240 if(m==NULL) {
1241 dump_object(op);
1242 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1243 return op;
1244 }
1245 if(out_of_map(m,op->x,op->y)) {
1246 dump_object(op);
1247 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1248#ifdef MANY_CORES
1249 /* Better to catch this here, as otherwise the next use of this object
1250 * is likely to cause a crash. Better to find out where it is getting
1251 * improperly inserted.
1252 */
1253 abort();
1254#endif
1255 return op;
1256 }
1257 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1258 dump_object(op);
1259 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1260 return op;
1261 }
1262 if(op->more!=NULL) {
1263 /* The part may be on a different map. */
1264 1512
1265 object *more = op->more;
1266
1267 /* We really need the caller to normalize coordinates - if
1268 * we set the map, that doesn't work if the location is within
1269 * a map and this is straddling an edge. So only if coordinate
1270 * is clear wrong do we normalize it.
1271 */
1272 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1273 more->map = get_map_from_coord(m, &more->x, &more->y);
1274 } else if (!more->map) {
1275 /* For backwards compatibility - when not dealing with tiled maps,
1276 * more->map should always point to the parent.
1277 */
1278 more->map = m;
1279 }
1280
1281 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1282 if ( ! op->head)
1283 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1284 return NULL;
1285 }
1286 }
1287 CLEAR_FLAG(op,FLAG_REMOVED);
1288
1289 /* Ideally, the caller figures this out. However, it complicates a lot
1290 * of areas of callers (eg, anything that uses find_free_spot would now
1291 * need extra work
1292 */
1293 op->map=get_map_from_coord(m, &op->x, &op->y);
1294 x = op->x;
1295 y = op->y;
1296
1297 /* this has to be done after we translate the coordinates.
1298 */
1299 if(op->nrof && !(flag & INS_NO_MERGE)) {
1300 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1301 if (CAN_MERGE(op,tmp)) {
1302 op->nrof+=tmp->nrof;
1303 remove_ob(tmp);
1304 free_object(tmp);
1305 }
1306 }
1307
1308 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1309 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1310 if (!QUERY_FLAG(op, FLAG_ALIVE))
1311 CLEAR_FLAG(op, FLAG_NO_STEAL);
1312
1313 if (flag & INS_BELOW_ORIGINATOR) {
1314 if (originator->map != op->map || originator->x != op->x ||
1315 originator->y != op->y) {
1316 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1317 abort();
1318 }
1319 op->above = originator;
1320 op->below = originator->below;
1321 if (op->below) op->below->above = op;
1322 else SET_MAP_OB(op->map, op->x, op->y, op);
1323 /* since *below* originator, no need to update top */
1324 originator->below = op;
1325 } else {
1326 /* If there are other objects, then */
1327 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1328 object *last=NULL;
1329 /*
1330 * If there are multiple objects on this space, we do some trickier handling.
1331 * We've already dealt with merging if appropriate.
1332 * Generally, we want to put the new object on top. But if
1333 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1334 * floor, we want to insert above that and no further.
1335 * Also, if there are spell objects on this space, we stop processing
1336 * once we get to them. This reduces the need to traverse over all of
1337 * them when adding another one - this saves quite a bit of cpu time
1338 * when lots of spells are cast in one area. Currently, it is presumed
1339 * that flying non pickable objects are spell objects.
1340 */
1341
1342 while (top != NULL) {
1343 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1344 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1345 if (QUERY_FLAG(top, FLAG_NO_PICK)
1346 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1347 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1348 {
1349 /* We insert above top, so we want this object below this */
1350 top=top->below;
1351 break;
1352 }
1353 last = top;
1354 top = top->above;
1355 }
1356 /* Don't want top to be NULL, so set it to the last valid object */
1357 top = last;
1358
1359 /* We let update_position deal with figuring out what the space
1360 * looks like instead of lots of conditions here.
1361 * makes things faster, and effectively the same result.
1362 */
1363
1364 /* Have object 'fall below' other objects that block view.
1365 * Unless those objects are exits, type 66
1366 * If INS_ON_TOP is used, don't do this processing
1367 * Need to find the object that in fact blocks view, otherwise
1368 * stacking is a bit odd.
1369 */
1370 if (!(flag & INS_ON_TOP) &&
1371 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1372 (op->face && !op->face->visibility)) {
1373 for (last=top; last != floor; last=last->below)
1374 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1375 /* Check to see if we found the object that blocks view,
1376 * and make sure we have a below pointer for it so that
1377 * we can get inserted below this one, which requires we
1378 * set top to the object below us.
1379 */
1380 if (last && last->below && last != floor) top=last->below;
1381 }
1382 } /* If objects on this space */
1383 if (flag & INS_MAP_LOAD)
1384 top = GET_MAP_TOP(op->map,op->x,op->y);
1385 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1386
1387 /* Top is the object that our object (op) is going to get inserted above.
1388 */
1389
1390 /* First object on this space */
1391 if (!top) {
1392 op->above = GET_MAP_OB(op->map, op->x, op->y);
1393 if (op->above) op->above->below = op;
1394 op->below = NULL;
1395 SET_MAP_OB(op->map, op->x, op->y, op);
1396 } else { /* get inserted into the stack above top */
1397 op->above = top->above;
1398 if (op->above) op->above->below = op;
1399 op->below = top;
1400 top->above = op;
1401 }
1402 if (op->above==NULL)
1403 SET_MAP_TOP(op->map,op->x, op->y, op);
1404 } /* else not INS_BELOW_ORIGINATOR */
1405
1406 if(op->type==PLAYER)
1407 op->contr->do_los=1;
1408
1409 /* If we have a floor, we know the player, if any, will be above
1410 * it, so save a few ticks and start from there.
1411 */
1412 if (!(flag & INS_MAP_LOAD))
1413 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1414 if (tmp->type == PLAYER)
1415 tmp->contr->socket.update_look=1;
1416 }
1417
1418 /* If this object glows, it may affect lighting conditions that are
1419 * visible to others on this map. But update_all_los is really
1420 * an inefficient way to do this, as it means los for all players
1421 * on the map will get recalculated. The players could very well
1422 * be far away from this change and not affected in any way -
1423 * this should get redone to only look for players within range,
1424 * or just updating the P_NEED_UPDATE for spaces within this area
1425 * of effect may be sufficient.
1426 */
1427 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1428 update_all_los(op->map, op->x, op->y);
1429
1430
1431 /* updates flags (blocked, alive, no magic, etc) for this map space */
1432 update_object(op,UP_OBJ_INSERT);
1433
1434
1435 /* Don't know if moving this to the end will break anything. However,
1436 * we want to have update_look set above before calling this.
1437 *
1438 * check_move_on() must be after this because code called from
1439 * check_move_on() depends on correct map flags (so functions like
1440 * blocked() and wall() work properly), and these flags are updated by
1441 * update_object().
1442 */
1443
1444 /* if this is not the head or flag has been passed, don't check walk on status */
1445
1446 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1447 if (check_move_on(op, originator))
1448 return NULL;
1449
1450 /* If we are a multi part object, lets work our way through the check 1513 /* If we are a multi part object, lets work our way through the check
1451 * walk on's. 1514 * walk on's.
1452 */ 1515 */
1453 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1516 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1454 if (check_move_on (tmp, originator)) 1517 if (check_move_on (tmp, originator))
1455 return NULL; 1518 return NULL;
1456 } 1519 }
1520
1457 return op; 1521 return op;
1458} 1522}
1459 1523
1460/* this function inserts an object in the map, but if it 1524/* this function inserts an object in the map, but if it
1461 * finds an object of its own type, it'll remove that one first. 1525 * finds an object of its own type, it'll remove that one first.
1462 * op is the object to insert it under: supplies x and the map. 1526 * op is the object to insert it under: supplies x and the map.
1463 */ 1527 */
1528void
1464void replace_insert_ob_in_map(const char *arch_string, object *op) { 1529replace_insert_ob_in_map (const char *arch_string, object *op)
1530{
1465 object *tmp; 1531 object *
1466 object *tmp1; 1532 tmp;
1533 object *
1534 tmp1;
1467 1535
1468 /* first search for itself and remove any old instances */ 1536 /* first search for itself and remove any old instances */
1469 1537
1470 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1538 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1471 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1539 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1472 remove_ob(tmp); 1540 tmp->destroy ();
1473 free_object(tmp);
1474 }
1475 }
1476 1541
1477 tmp1=arch_to_object(find_archetype(arch_string)); 1542 tmp1 = arch_to_object (archetype::find (arch_string));
1478 1543
1479 1544 tmp1->x = op->x;
1480 tmp1->x = op->x; tmp1->y = op->y; 1545 tmp1->y = op->y;
1481 insert_ob_in_map(tmp1,op->map,op,0); 1546 insert_ob_in_map (tmp1, op->map, op, 0);
1482} 1547}
1483 1548
1484/* 1549/*
1485 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1550 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1486 * is returned contains nr objects, and the remaining parts contains 1551 * is returned contains nr objects, and the remaining parts contains
1487 * the rest (or is removed and freed if that number is 0). 1552 * the rest (or is removed and freed if that number is 0).
1488 * On failure, NULL is returned, and the reason put into the 1553 * On failure, NULL is returned, and the reason put into the
1489 * global static errmsg array. 1554 * global static errmsg array.
1490 */ 1555 */
1491 1556
1557object *
1492object *get_split_ob(object *orig_ob, uint32 nr) { 1558get_split_ob (object *orig_ob, uint32 nr)
1559{
1493 object *newob; 1560 object *newob;
1494 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1561 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1495 1562
1496 if(orig_ob->nrof<nr) { 1563 if (orig_ob->nrof < nr)
1497 sprintf(errmsg,"There are only %d %ss.", 1564 {
1498 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1565 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1499 return NULL; 1566 return NULL;
1500 } 1567 }
1568
1501 newob = object_create_clone(orig_ob); 1569 newob = object_create_clone (orig_ob);
1570
1502 if((orig_ob->nrof-=nr)<1) { 1571 if ((orig_ob->nrof -= nr) < 1)
1503 if ( ! is_removed) 1572 orig_ob->destroy (1);
1504 remove_ob(orig_ob);
1505 free_object2(orig_ob, 1);
1506 }
1507 else if ( ! is_removed) { 1573 else if (!is_removed)
1574 {
1508 if(orig_ob->env!=NULL) 1575 if (orig_ob->env != NULL)
1509 sub_weight (orig_ob->env,orig_ob->weight*nr); 1576 sub_weight (orig_ob->env, orig_ob->weight * nr);
1510 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1577 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1578 {
1511 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1579 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1512 LOG(llevDebug,
1513 "Error, Tried to split object whose map is not in memory.\n"); 1580 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1514 return NULL; 1581 return NULL;
1515 } 1582 }
1516 } 1583 }
1584
1517 newob->nrof=nr; 1585 newob->nrof = nr;
1518 1586
1519 return newob; 1587 return newob;
1520} 1588}
1521 1589
1522/* 1590/*
1523 * decrease_ob_nr(object, number) decreases a specified number from 1591 * decrease_ob_nr(object, number) decreases a specified number from
1524 * the amount of an object. If the amount reaches 0, the object 1592 * the amount of an object. If the amount reaches 0, the object
1525 * is subsequently removed and freed. 1593 * is subsequently removed and freed.
1526 * 1594 *
1527 * Return value: 'op' if something is left, NULL if the amount reached 0 1595 * Return value: 'op' if something is left, NULL if the amount reached 0
1528 */ 1596 */
1529 1597
1598object *
1530object *decrease_ob_nr (object *op, uint32 i) 1599decrease_ob_nr (object *op, uint32 i)
1531{ 1600{
1532 object *tmp; 1601 object *tmp;
1533 player *pl; 1602 player *pl;
1534 1603
1535 if (i == 0) /* objects with op->nrof require this check */ 1604 if (i == 0) /* objects with op->nrof require this check */
1536 return op; 1605 return op;
1537 1606
1538 if (i > op->nrof) 1607 if (i > op->nrof)
1539 i = op->nrof; 1608 i = op->nrof;
1540 1609
1541 if (QUERY_FLAG (op, FLAG_REMOVED)) 1610 if (QUERY_FLAG (op, FLAG_REMOVED))
1611 op->nrof -= i;
1612 else if (op->env != NULL)
1613 {
1614 /* is this object in the players inventory, or sub container
1615 * therein?
1616 */
1617 tmp = is_player_inv (op->env);
1618 /* nope. Is this a container the player has opened?
1619 * If so, set tmp to that player.
1620 * IMO, searching through all the players will mostly
1621 * likely be quicker than following op->env to the map,
1622 * and then searching the map for a player.
1623 */
1624 if (!tmp)
1625 {
1626 for (pl = first_player; pl; pl = pl->next)
1627 if (pl->ob->container == op->env)
1628 break;
1629 if (pl)
1630 tmp = pl->ob;
1631 else
1632 tmp = NULL;
1633 }
1634
1635 if (i < op->nrof)
1636 {
1637 sub_weight (op->env, op->weight * i);
1638 op->nrof -= i;
1639 if (tmp)
1640 {
1641 esrv_send_item (tmp, op);
1642 }
1643 }
1644 else
1645 {
1646 op->remove ();
1647 op->nrof = 0;
1648 if (tmp)
1649 {
1650 esrv_del_item (tmp->contr, op->count);
1651 }
1652 }
1542 { 1653 }
1654 else
1655 {
1656 object *above = op->above;
1657
1658 if (i < op->nrof)
1543 op->nrof -= i; 1659 op->nrof -= i;
1544 } 1660 else
1545 else if (op->env != NULL)
1546 {
1547 /* is this object in the players inventory, or sub container
1548 * therein?
1549 */
1550 tmp = is_player_inv (op->env);
1551 /* nope. Is this a container the player has opened?
1552 * If so, set tmp to that player.
1553 * IMO, searching through all the players will mostly
1554 * likely be quicker than following op->env to the map,
1555 * and then searching the map for a player.
1556 */
1557 if (!tmp) {
1558 for (pl=first_player; pl; pl=pl->next)
1559 if (pl->ob->container == op->env) break;
1560 if (pl) tmp=pl->ob;
1561 else tmp=NULL;
1562 } 1661 {
1563
1564 if (i < op->nrof) {
1565 sub_weight (op->env, op->weight * i);
1566 op->nrof -= i;
1567 if (tmp) {
1568 esrv_send_item(tmp, op);
1569 }
1570 } else {
1571 remove_ob (op); 1662 op->remove ();
1572 op->nrof = 0; 1663 op->nrof = 0;
1573 if (tmp) {
1574 esrv_del_item(tmp->contr, op->count);
1575 } 1664 }
1576 }
1577 }
1578 else
1579 {
1580 object *above = op->above;
1581 1665
1582 if (i < op->nrof) {
1583 op->nrof -= i;
1584 } else {
1585 remove_ob (op);
1586 op->nrof = 0;
1587 }
1588 /* Since we just removed op, op->above is null */ 1666 /* Since we just removed op, op->above is null */
1589 for (tmp = above; tmp != NULL; tmp = tmp->above) 1667 for (tmp = above; tmp != NULL; tmp = tmp->above)
1590 if (tmp->type == PLAYER) { 1668 if (tmp->type == PLAYER)
1669 {
1591 if (op->nrof) 1670 if (op->nrof)
1592 esrv_send_item(tmp, op); 1671 esrv_send_item (tmp, op);
1593 else 1672 else
1594 esrv_del_item(tmp->contr, op->count); 1673 esrv_del_item (tmp->contr, op->count);
1595 } 1674 }
1596 } 1675 }
1597 1676
1598 if (op->nrof) { 1677 if (op->nrof)
1599 return op; 1678 return op;
1600 } else { 1679 else
1601 free_object (op); 1680 {
1681 op->destroy ();
1602 return NULL; 1682 return NULL;
1603 } 1683 }
1604} 1684}
1605 1685
1606/* 1686/*
1607 * add_weight(object, weight) adds the specified weight to an object, 1687 * add_weight(object, weight) adds the specified weight to an object,
1608 * and also updates how much the environment(s) is/are carrying. 1688 * and also updates how much the environment(s) is/are carrying.
1609 */ 1689 */
1610 1690
1691void
1611void add_weight (object *op, signed long weight) { 1692add_weight (object *op, signed long weight)
1693{
1612 while (op!=NULL) { 1694 while (op != NULL)
1695 {
1613 if (op->type == CONTAINER) { 1696 if (op->type == CONTAINER)
1614 weight=(signed long)(weight*(100-op->stats.Str)/100); 1697 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1615 } 1698
1616 op->carrying+=weight; 1699 op->carrying += weight;
1617 op=op->env; 1700 op = op->env;
1618 } 1701 }
1619} 1702}
1620 1703
1704object *
1705insert_ob_in_ob (object *op, object *where)
1706{
1707 if (!where)
1708 {
1709 char *dump = dump_object (op);
1710 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1711 free (dump);
1712 return op;
1713 }
1714
1715 if (where->head)
1716 {
1717 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1718 where = where->head;
1719 }
1720
1721 return where->insert (op);
1722}
1723
1621/* 1724/*
1622 * insert_ob_in_ob(op,environment): 1725 * env->insert (op)
1623 * This function inserts the object op in the linked list 1726 * This function inserts the object op in the linked list
1624 * inside the object environment. 1727 * inside the object environment.
1625 * 1728 *
1626 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1627 * the inventory at the last position or next to other objects of the same
1628 * type.
1629 * Frank: Now sorted by type, archetype and magic!
1630 *
1631 * The function returns now pointer to inserted item, and return value can 1729 * The function returns now pointer to inserted item, and return value can
1632 * be != op, if items are merged. -Tero 1730 * be != op, if items are merged. -Tero
1633 */ 1731 */
1634 1732
1635object *insert_ob_in_ob(object *op,object *where) { 1733object *
1734object::insert (object *op)
1735{
1636 object *tmp, *otmp; 1736 object *tmp, *otmp;
1637 1737
1638 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1738 if (!QUERY_FLAG (op, FLAG_REMOVED))
1639 dump_object(op); 1739 op->remove ();
1640 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1740
1641 return op;
1642 }
1643 if(where==NULL) {
1644 dump_object(op);
1645 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1646 return op;
1647 }
1648 if (where->head) {
1649 LOG(llevDebug,
1650 "Warning: Tried to insert object wrong part of multipart object.\n");
1651 where = where->head;
1652 }
1653 if (op->more) { 1741 if (op->more)
1742 {
1654 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1743 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1655 &op->name, op->count);
1656 return op; 1744 return op;
1657 } 1745 }
1746
1658 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1747 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1659 CLEAR_FLAG(op, FLAG_REMOVED); 1748 CLEAR_FLAG (op, FLAG_REMOVED);
1660 if(op->nrof) { 1749 if (op->nrof)
1750 {
1661 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1751 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1662 if ( CAN_MERGE(tmp,op) ) { 1752 if (CAN_MERGE (tmp, op))
1753 {
1663 /* return the original object and remove inserted object 1754 /* return the original object and remove inserted object
1664 (client needs the original object) */ 1755 (client needs the original object) */
1665 tmp->nrof += op->nrof; 1756 tmp->nrof += op->nrof;
1666 /* Weight handling gets pretty funky. Since we are adding to 1757 /* Weight handling gets pretty funky. Since we are adding to
1667 * tmp->nrof, we need to increase the weight. 1758 * tmp->nrof, we need to increase the weight.
1668 */ 1759 */
1669 add_weight (where, op->weight*op->nrof); 1760 add_weight (this, op->weight * op->nrof);
1670 SET_FLAG(op, FLAG_REMOVED); 1761 SET_FLAG (op, FLAG_REMOVED);
1671 free_object(op); /* free the inserted object */ 1762 op->destroy (); /* free the inserted object */
1672 op = tmp; 1763 op = tmp;
1673 remove_ob (op); /* and fix old object's links */ 1764 op->remove (); /* and fix old object's links */
1674 CLEAR_FLAG(op, FLAG_REMOVED); 1765 CLEAR_FLAG (op, FLAG_REMOVED);
1675 break; 1766 break;
1676 } 1767 }
1677 1768
1678 /* I assume combined objects have no inventory 1769 /* I assume combined objects have no inventory
1679 * We add the weight - this object could have just been removed 1770 * We add the weight - this object could have just been removed
1680 * (if it was possible to merge). calling remove_ob will subtract 1771 * (if it was possible to merge). calling remove_ob will subtract
1681 * the weight, so we need to add it in again, since we actually do 1772 * the weight, so we need to add it in again, since we actually do
1682 * the linking below 1773 * the linking below
1683 */ 1774 */
1684 add_weight (where, op->weight*op->nrof); 1775 add_weight (this, op->weight * op->nrof);
1776 }
1685 } else 1777 else
1686 add_weight (where, (op->weight+op->carrying)); 1778 add_weight (this, (op->weight + op->carrying));
1687 1779
1688 otmp=is_player_inv(where); 1780 otmp = is_player_inv (this);
1689 if (otmp&&otmp->contr!=NULL) { 1781 if (otmp && otmp->contr)
1690 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1782 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1691 fix_player(otmp); 1783 fix_player (otmp);
1692 }
1693 1784
1694 op->map=NULL; 1785 op->map = NULL;
1695 op->env=where; 1786 op->env = this;
1696 op->above=NULL; 1787 op->above = NULL;
1697 op->below=NULL; 1788 op->below = NULL;
1698 op->x=0,op->y=0; 1789 op->x = 0, op->y = 0;
1699 1790
1700 /* reset the light list and los of the players on the map */ 1791 /* reset the light list and los of the players on the map */
1701 if((op->glow_radius!=0)&&where->map) 1792 if ((op->glow_radius != 0) && map)
1702 { 1793 {
1703#ifdef DEBUG_LIGHTS 1794#ifdef DEBUG_LIGHTS
1704 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1795 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1705 op->name);
1706#endif /* DEBUG_LIGHTS */ 1796#endif /* DEBUG_LIGHTS */
1707 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1797 if (MAP_DARKNESS (map))
1798 update_all_los (map, x, y);
1708 } 1799 }
1709 1800
1710 /* Client has no idea of ordering so lets not bother ordering it here. 1801 /* Client has no idea of ordering so lets not bother ordering it here.
1711 * It sure simplifies this function... 1802 * It sure simplifies this function...
1712 */ 1803 */
1713 if (where->inv==NULL) 1804 if (!inv)
1714 where->inv=op; 1805 inv = op;
1715 else { 1806 else
1807 {
1716 op->below = where->inv; 1808 op->below = inv;
1717 op->below->above = op; 1809 op->below->above = op;
1718 where->inv = op; 1810 inv = op;
1719 } 1811 }
1812
1720 return op; 1813 return op;
1721} 1814}
1722 1815
1723/* 1816/*
1724 * Checks if any objects has a move_type that matches objects 1817 * Checks if any objects has a move_type that matches objects
1739 * MSW 2001-07-08: Check all objects on space, not just those below 1832 * MSW 2001-07-08: Check all objects on space, not just those below
1740 * object being inserted. insert_ob_in_map may not put new objects 1833 * object being inserted. insert_ob_in_map may not put new objects
1741 * on top. 1834 * on top.
1742 */ 1835 */
1743 1836
1837int
1744int check_move_on (object *op, object *originator) 1838check_move_on (object *op, object *originator)
1745{ 1839{
1746 object *tmp; 1840 object *tmp;
1747 tag_t tag;
1748 mapstruct *m=op->map; 1841 maptile *m = op->map;
1749 int x=op->x, y=op->y; 1842 int x = op->x, y = op->y;
1843
1750 MoveType move_on, move_slow, move_block; 1844 MoveType move_on, move_slow, move_block;
1751 1845
1752 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1846 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1753 return 0; 1847 return 0;
1754 1848
1755 tag = op->count;
1756
1757 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1849 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1758 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1850 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1759 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1851 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1760 1852
1761 /* if nothing on this space will slow op down or be applied, 1853 /* if nothing on this space will slow op down or be applied,
1762 * no need to do checking below. have to make sure move_type 1854 * no need to do checking below. have to make sure move_type
1763 * is set, as lots of objects don't have it set - we treat that 1855 * is set, as lots of objects don't have it set - we treat that
1764 * as walking. 1856 * as walking.
1765 */ 1857 */
1766 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1858 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1767 return 0; 1859 return 0;
1768 1860
1769 /* This is basically inverse logic of that below - basically, 1861 /* This is basically inverse logic of that below - basically,
1770 * if the object can avoid the move on or slow move, they do so, 1862 * if the object can avoid the move on or slow move, they do so,
1771 * but can't do it if the alternate movement they are using is 1863 * but can't do it if the alternate movement they are using is
1772 * blocked. Logic on this seems confusing, but does seem correct. 1864 * blocked. Logic on this seems confusing, but does seem correct.
1773 */ 1865 */
1774 if ((op->move_type & ~move_on & ~move_block) != 0 && 1866 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1775 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1867 return 0;
1776 1868
1777 /* The objects have to be checked from top to bottom. 1869 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1870 * Hence, we first go to the top:
1779 */ 1871 */
1780 1872
1781 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1873 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1782 tmp->above!=NULL; tmp=tmp->above) { 1874 {
1783 /* Trim the search when we find the first other spell effect 1875 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects, 1876 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them. 1877 * we don't need to check all of them.
1786 */ 1878 */
1787 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1879 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1880 break;
1881 }
1882
1883 for (; tmp; tmp = tmp->below)
1788 } 1884 {
1789 for(;tmp!=NULL; tmp=tmp->below) { 1885 if (tmp == op)
1790 if (tmp == op) continue; /* Can't apply yourself */ 1886 continue; /* Can't apply yourself */
1791 1887
1792 /* Check to see if one of the movement types should be slowed down. 1888 /* Check to see if one of the movement types should be slowed down.
1793 * Second check makes sure that the movement types not being slowed 1889 * Second check makes sure that the movement types not being slowed
1794 * (~slow_move) is not blocked on this space - just because the 1890 * (~slow_move) is not blocked on this space - just because the
1795 * space doesn't slow down swimming (for example), if you can't actually 1891 * space doesn't slow down swimming (for example), if you can't actually
1796 * swim on that space, can't use it to avoid the penalty. 1892 * swim on that space, can't use it to avoid the penalty.
1797 */ 1893 */
1798 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1894 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1895 {
1799 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1896 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1800 ((op->move_type & tmp->move_slow) &&
1801 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1897 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1898 {
1802 1899
1803 float diff; 1900 float
1804
1805 diff = tmp->move_slow_penalty*FABS(op->speed); 1901 diff = tmp->move_slow_penalty * FABS (op->speed);
1902
1806 if (op->type == PLAYER) { 1903 if (op->type == PLAYER)
1807 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1904 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1808 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1905 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1809 diff /= 4.0; 1906 diff /= 4.0;
1810 } 1907
1811 }
1812 op->speed_left -= diff; 1908 op->speed_left -= diff;
1813 } 1909 }
1814 } 1910 }
1815 1911
1816 /* Basically same logic as above, except now for actual apply. */ 1912 /* Basically same logic as above, except now for actual apply. */
1817 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1913 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1818 ((op->move_type & tmp->move_on) &&
1819 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1914 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1820 1915 {
1821 move_apply(tmp, op, originator); 1916 move_apply (tmp, op, originator);
1917
1822 if (was_destroyed (op, tag)) 1918 if (op->destroyed ())
1823 return 1; 1919 return 1;
1824 1920
1825 /* what the person/creature stepped onto has moved the object 1921 /* what the person/creature stepped onto has moved the object
1826 * someplace new. Don't process any further - if we did, 1922 * someplace new. Don't process any further - if we did,
1827 * have a feeling strange problems would result. 1923 * have a feeling strange problems would result.
1828 */ 1924 */
1829 if (op->map != m || op->x != x || op->y != y) return 0; 1925 if (op->map != m || op->x != x || op->y != y)
1926 return 0;
1830 } 1927 }
1831 } 1928 }
1929
1832 return 0; 1930 return 0;
1833} 1931}
1834 1932
1835/* 1933/*
1836 * present_arch(arch, map, x, y) searches for any objects with 1934 * present_arch(arch, map, x, y) searches for any objects with
1837 * a matching archetype at the given map and coordinates. 1935 * a matching archetype at the given map and coordinates.
1838 * The first matching object is returned, or NULL if none. 1936 * The first matching object is returned, or NULL if none.
1839 */ 1937 */
1840 1938
1939object *
1841object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1940present_arch (const archetype *at, maptile *m, int x, int y)
1941{
1842 object *tmp; 1942 object *
1943 tmp;
1944
1843 if(m==NULL || out_of_map(m,x,y)) { 1945 if (m == NULL || out_of_map (m, x, y))
1946 {
1844 LOG(llevError,"Present_arch called outside map.\n"); 1947 LOG (llevError, "Present_arch called outside map.\n");
1845 return NULL; 1948 return NULL;
1846 } 1949 }
1847 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1950 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1848 if(tmp->arch == at) 1951 if (tmp->arch == at)
1849 return tmp; 1952 return tmp;
1850 return NULL; 1953 return NULL;
1851} 1954}
1852 1955
1853/* 1956/*
1854 * present(type, map, x, y) searches for any objects with 1957 * present(type, map, x, y) searches for any objects with
1855 * a matching type variable at the given map and coordinates. 1958 * a matching type variable at the given map and coordinates.
1856 * The first matching object is returned, or NULL if none. 1959 * The first matching object is returned, or NULL if none.
1857 */ 1960 */
1858 1961
1962object *
1859object *present(unsigned char type,mapstruct *m, int x,int y) { 1963present (unsigned char type, maptile *m, int x, int y)
1964{
1860 object *tmp; 1965 object *
1966 tmp;
1967
1861 if(out_of_map(m,x,y)) { 1968 if (out_of_map (m, x, y))
1969 {
1862 LOG(llevError,"Present called outside map.\n"); 1970 LOG (llevError, "Present called outside map.\n");
1863 return NULL; 1971 return NULL;
1864 } 1972 }
1865 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1973 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1866 if(tmp->type==type) 1974 if (tmp->type == type)
1867 return tmp; 1975 return tmp;
1868 return NULL; 1976 return NULL;
1869} 1977}
1870 1978
1871/* 1979/*
1872 * present_in_ob(type, object) searches for any objects with 1980 * present_in_ob(type, object) searches for any objects with
1873 * a matching type variable in the inventory of the given object. 1981 * a matching type variable in the inventory of the given object.
1874 * The first matching object is returned, or NULL if none. 1982 * The first matching object is returned, or NULL if none.
1875 */ 1983 */
1876 1984
1985object *
1877object *present_in_ob(unsigned char type, const object *op) { 1986present_in_ob (unsigned char type, const object *op)
1987{
1878 object *tmp; 1988 object *
1989 tmp;
1990
1879 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1991 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1880 if(tmp->type==type) 1992 if (tmp->type == type)
1881 return tmp; 1993 return tmp;
1882 return NULL; 1994 return NULL;
1883} 1995}
1884 1996
1885/* 1997/*
1895 * the object name, not the archetype name. this is so that the 2007 * the object name, not the archetype name. this is so that the
1896 * spell code can use one object type (force), but change it's name 2008 * spell code can use one object type (force), but change it's name
1897 * to be unique. 2009 * to be unique.
1898 */ 2010 */
1899 2011
2012object *
1900object *present_in_ob_by_name(int type, const char *str, const object *op) { 2013present_in_ob_by_name (int type, const char *str, const object *op)
2014{
1901 object *tmp; 2015 object *
2016 tmp;
1902 2017
1903 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2018 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2019 {
1904 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2020 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1905 return tmp; 2021 return tmp;
1906 } 2022 }
1907 return NULL; 2023 return NULL;
1908} 2024}
1909 2025
1910/* 2026/*
1911 * present_arch_in_ob(archetype, object) searches for any objects with 2027 * present_arch_in_ob(archetype, object) searches for any objects with
1912 * a matching archetype in the inventory of the given object. 2028 * a matching archetype in the inventory of the given object.
1913 * The first matching object is returned, or NULL if none. 2029 * The first matching object is returned, or NULL if none.
1914 */ 2030 */
1915 2031
2032object *
1916object *present_arch_in_ob(const archetype *at, const object *op) { 2033present_arch_in_ob (const archetype *at, const object *op)
2034{
1917 object *tmp; 2035 object *
2036 tmp;
2037
1918 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2038 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1919 if( tmp->arch == at) 2039 if (tmp->arch == at)
1920 return tmp; 2040 return tmp;
1921 return NULL; 2041 return NULL;
1922} 2042}
1923 2043
1924/* 2044/*
1925 * activate recursively a flag on an object inventory 2045 * activate recursively a flag on an object inventory
1926 */ 2046 */
2047void
1927void flag_inv(object*op, int flag){ 2048flag_inv (object *op, int flag)
2049{
1928 object *tmp; 2050 object *
2051 tmp;
2052
1929 if(op->inv) 2053 if (op->inv)
1930 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2054 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2055 {
1931 SET_FLAG(tmp, flag); 2056 SET_FLAG (tmp, flag);
1932 flag_inv(tmp,flag); 2057 flag_inv (tmp, flag);
1933 } 2058 }
1934}/* 2059} /*
1935 * desactivate recursively a flag on an object inventory 2060 * desactivate recursively a flag on an object inventory
1936 */ 2061 */
2062void
1937void unflag_inv(object*op, int flag){ 2063unflag_inv (object *op, int flag)
2064{
1938 object *tmp; 2065 object *
2066 tmp;
2067
1939 if(op->inv) 2068 if (op->inv)
1940 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2069 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2070 {
1941 CLEAR_FLAG(tmp, flag); 2071 CLEAR_FLAG (tmp, flag);
1942 unflag_inv(tmp,flag); 2072 unflag_inv (tmp, flag);
1943 } 2073 }
1944} 2074}
1945 2075
1946/* 2076/*
1947 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2077 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1948 * all it's inventory (recursively). 2078 * all it's inventory (recursively).
1949 * If checksums are used, a player will get set_cheat called for 2079 * If checksums are used, a player will get set_cheat called for
1950 * him/her-self and all object carried by a call to this function. 2080 * him/her-self and all object carried by a call to this function.
1951 */ 2081 */
1952 2082
2083void
1953void set_cheat(object *op) { 2084set_cheat (object *op)
2085{
1954 SET_FLAG(op, FLAG_WAS_WIZ); 2086 SET_FLAG (op, FLAG_WAS_WIZ);
1955 flag_inv(op, FLAG_WAS_WIZ); 2087 flag_inv (op, FLAG_WAS_WIZ);
1956} 2088}
1957 2089
1958/* 2090/*
1959 * find_free_spot(object, map, x, y, start, stop) will search for 2091 * find_free_spot(object, map, x, y, start, stop) will search for
1960 * a spot at the given map and coordinates which will be able to contain 2092 * a spot at the given map and coordinates which will be able to contain
1975 * to know if the space in question will block the object. We can't use 2107 * to know if the space in question will block the object. We can't use
1976 * the archetype because that isn't correct if the monster has been 2108 * the archetype because that isn't correct if the monster has been
1977 * customized, changed states, etc. 2109 * customized, changed states, etc.
1978 */ 2110 */
1979 2111
2112int
1980int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2113find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2114{
2115 int
2116 i,
1981 int i,index=0, flag; 2117 index = 0, flag;
2118 static int
1982 static int altern[SIZEOFFREE]; 2119 altern[SIZEOFFREE];
1983 2120
1984 for(i=start;i<stop;i++) { 2121 for (i = start; i < stop; i++)
2122 {
1985 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2123 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1986 if(!flag) 2124 if (!flag)
1987 altern[index++]=i; 2125 altern[index++] = i;
1988 2126
1989 /* Basically, if we find a wall on a space, we cut down the search size. 2127 /* Basically, if we find a wall on a space, we cut down the search size.
1990 * In this way, we won't return spaces that are on another side of a wall. 2128 * In this way, we won't return spaces that are on another side of a wall.
1991 * This mostly work, but it cuts down the search size in all directions - 2129 * This mostly work, but it cuts down the search size in all directions -
1992 * if the space being examined only has a wall to the north and empty 2130 * if the space being examined only has a wall to the north and empty
1993 * spaces in all the other directions, this will reduce the search space 2131 * spaces in all the other directions, this will reduce the search space
1994 * to only the spaces immediately surrounding the target area, and 2132 * to only the spaces immediately surrounding the target area, and
1995 * won't look 2 spaces south of the target space. 2133 * won't look 2 spaces south of the target space.
1996 */ 2134 */
1997 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2135 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
1998 stop=maxfree[i]; 2136 stop = maxfree[i];
1999 } 2137 }
2000 if(!index) return -1; 2138 if (!index)
2139 return -1;
2001 return altern[RANDOM()%index]; 2140 return altern[RANDOM () % index];
2002} 2141}
2003 2142
2004/* 2143/*
2005 * find_first_free_spot(archetype, mapstruct, x, y) works like 2144 * find_first_free_spot(archetype, maptile, x, y) works like
2006 * find_free_spot(), but it will search max number of squares. 2145 * find_free_spot(), but it will search max number of squares.
2007 * But it will return the first available spot, not a random choice. 2146 * But it will return the first available spot, not a random choice.
2008 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2147 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2009 */ 2148 */
2010 2149
2150int
2011int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2151find_first_free_spot (const object *ob, maptile *m, int x, int y)
2152{
2153 int
2012 int i; 2154 i;
2155
2013 for(i=0;i<SIZEOFFREE;i++) { 2156 for (i = 0; i < SIZEOFFREE; i++)
2157 {
2014 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2158 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2015 return i; 2159 return i;
2016 } 2160 }
2017 return -1; 2161 return -1;
2018} 2162}
2019 2163
2020/* 2164/*
2021 * The function permute(arr, begin, end) randomly reorders the array 2165 * The function permute(arr, begin, end) randomly reorders the array
2022 * arr[begin..end-1]. 2166 * arr[begin..end-1].
2023 */ 2167 */
2168static void
2024static void permute(int *arr, int begin, int end) 2169permute (int *arr, int begin, int end)
2025{ 2170{
2026 int i, j, tmp, len; 2171 int
2172 i,
2173 j,
2174 tmp,
2175 len;
2027 2176
2028 len = end-begin; 2177 len = end - begin;
2029 for(i = begin; i < end; i++) 2178 for (i = begin; i < end; i++)
2030 { 2179 {
2031 j = begin+RANDOM()%len; 2180 j = begin + RANDOM () % len;
2032 2181
2033 tmp = arr[i]; 2182 tmp = arr[i];
2034 arr[i] = arr[j]; 2183 arr[i] = arr[j];
2035 arr[j] = tmp; 2184 arr[j] = tmp;
2036 } 2185 }
2037} 2186}
2038 2187
2039/* new function to make monster searching more efficient, and effective! 2188/* new function to make monster searching more efficient, and effective!
2040 * This basically returns a randomized array (in the passed pointer) of 2189 * This basically returns a randomized array (in the passed pointer) of
2041 * the spaces to find monsters. In this way, it won't always look for 2190 * the spaces to find monsters. In this way, it won't always look for
2042 * monsters to the north first. However, the size of the array passed 2191 * monsters to the north first. However, the size of the array passed
2043 * covers all the spaces, so within that size, all the spaces within 2192 * covers all the spaces, so within that size, all the spaces within
2044 * the 3x3 area will be searched, just not in a predictable order. 2193 * the 3x3 area will be searched, just not in a predictable order.
2045 */ 2194 */
2195void
2046void get_search_arr(int *search_arr) 2196get_search_arr (int *search_arr)
2047{ 2197{
2198 int
2048 int i; 2199 i;
2049 2200
2050 for(i = 0; i < SIZEOFFREE; i++) 2201 for (i = 0; i < SIZEOFFREE; i++)
2051 { 2202 {
2052 search_arr[i] = i; 2203 search_arr[i] = i;
2053 } 2204 }
2054 2205
2055 permute(search_arr, 1, SIZEOFFREE1+1); 2206 permute (search_arr, 1, SIZEOFFREE1 + 1);
2056 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2207 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2057 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2208 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2058} 2209}
2059 2210
2060/* 2211/*
2061 * find_dir(map, x, y, exclude) will search some close squares in the 2212 * find_dir(map, x, y, exclude) will search some close squares in the
2062 * given map at the given coordinates for live objects. 2213 * given map at the given coordinates for live objects.
2068 * is actually want is going to try and move there. We need this info 2219 * is actually want is going to try and move there. We need this info
2069 * because we have to know what movement the thing looking to move 2220 * because we have to know what movement the thing looking to move
2070 * there is capable of. 2221 * there is capable of.
2071 */ 2222 */
2072 2223
2224int
2073int find_dir(mapstruct *m, int x, int y, object *exclude) { 2225find_dir (maptile *m, int x, int y, object *exclude)
2226{
2227 int
2228 i,
2074 int i,max=SIZEOFFREE, mflags; 2229 max = SIZEOFFREE, mflags;
2230
2075 sint16 nx, ny; 2231 sint16 nx, ny;
2076 object *tmp; 2232 object *
2077 mapstruct *mp; 2233 tmp;
2234 maptile *
2235 mp;
2236
2078 MoveType blocked, move_type; 2237 MoveType blocked, move_type;
2079 2238
2080 if (exclude && exclude->head) { 2239 if (exclude && exclude->head)
2240 {
2081 exclude = exclude->head; 2241 exclude = exclude->head;
2082 move_type = exclude->move_type; 2242 move_type = exclude->move_type;
2083 } else { 2243 }
2244 else
2245 {
2084 /* If we don't have anything, presume it can use all movement types. */ 2246 /* If we don't have anything, presume it can use all movement types. */
2085 move_type=MOVE_ALL; 2247 move_type = MOVE_ALL;
2248 }
2249
2250 for (i = 1; i < max; i++)
2086 } 2251 {
2087
2088 for(i=1;i<max;i++) {
2089 mp = m; 2252 mp = m;
2090 nx = x + freearr_x[i]; 2253 nx = x + freearr_x[i];
2091 ny = y + freearr_y[i]; 2254 ny = y + freearr_y[i];
2092 2255
2093 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2256 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2094 if (mflags & P_OUT_OF_MAP) { 2257 if (mflags & P_OUT_OF_MAP)
2258 {
2095 max = maxfree[i]; 2259 max = maxfree[i];
2260 }
2096 } else { 2261 else
2262 {
2097 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2263 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2098 2264
2099 if ((move_type & blocked) == move_type) { 2265 if ((move_type & blocked) == move_type)
2266 {
2100 max=maxfree[i]; 2267 max = maxfree[i];
2268 }
2101 } else if (mflags & P_IS_ALIVE) { 2269 else if (mflags & P_IS_ALIVE)
2270 {
2102 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2271 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2103 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2272 {
2104 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2273 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2274 {
2105 break; 2275 break;
2106 } 2276 }
2107 } 2277 }
2108 if(tmp) { 2278 if (tmp)
2279 {
2109 return freedir[i]; 2280 return freedir[i];
2110 } 2281 }
2111 } 2282 }
2112 } 2283 }
2113 } 2284 }
2114 return 0; 2285 return 0;
2115} 2286}
2116 2287
2117/* 2288/*
2118 * distance(object 1, object 2) will return the square of the 2289 * distance(object 1, object 2) will return the square of the
2119 * distance between the two given objects. 2290 * distance between the two given objects.
2120 */ 2291 */
2121 2292
2293int
2122int distance(const object *ob1, const object *ob2) { 2294distance (const object *ob1, const object *ob2)
2295{
2123 int i; 2296 int
2124 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2297 i;
2125 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2298
2299 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2126 return i; 2300 return i;
2127} 2301}
2128 2302
2129/* 2303/*
2130 * find_dir_2(delta-x,delta-y) will return a direction in which 2304 * find_dir_2(delta-x,delta-y) will return a direction in which
2131 * an object which has subtracted the x and y coordinates of another 2305 * an object which has subtracted the x and y coordinates of another
2132 * object, needs to travel toward it. 2306 * object, needs to travel toward it.
2133 */ 2307 */
2134 2308
2309int
2135int find_dir_2(int x, int y) { 2310find_dir_2 (int x, int y)
2311{
2136 int q; 2312 int
2313 q;
2137 2314
2138 if(y) 2315 if (y)
2139 q=x*100/y; 2316 q = x * 100 / y;
2140 else if (x) 2317 else if (x)
2141 q= -300*x; 2318 q = -300 * x;
2142 else 2319 else
2143 return 0; 2320 return 0;
2144 2321
2145 if(y>0) { 2322 if (y > 0)
2323 {
2146 if(q < -242) 2324 if (q < -242)
2147 return 3 ; 2325 return 3;
2148 if (q < -41) 2326 if (q < -41)
2149 return 2 ; 2327 return 2;
2150 if (q < 41) 2328 if (q < 41)
2151 return 1 ; 2329 return 1;
2152 if (q < 242) 2330 if (q < 242)
2153 return 8 ; 2331 return 8;
2154 return 7 ; 2332 return 7;
2155 } 2333 }
2156 2334
2157 if (q < -242) 2335 if (q < -242)
2158 return 7 ; 2336 return 7;
2159 if (q < -41) 2337 if (q < -41)
2160 return 6 ; 2338 return 6;
2161 if (q < 41) 2339 if (q < 41)
2162 return 5 ; 2340 return 5;
2163 if (q < 242) 2341 if (q < 242)
2164 return 4 ; 2342 return 4;
2165 2343
2166 return 3 ; 2344 return 3;
2167} 2345}
2168 2346
2169/* 2347/*
2170 * absdir(int): Returns a number between 1 and 8, which represent 2348 * absdir(int): Returns a number between 1 and 8, which represent
2171 * the "absolute" direction of a number (it actually takes care of 2349 * the "absolute" direction of a number (it actually takes care of
2172 * "overflow" in previous calculations of a direction). 2350 * "overflow" in previous calculations of a direction).
2173 */ 2351 */
2174 2352
2353int
2175int absdir(int d) { 2354absdir (int d)
2176 while(d<1) d+=8; 2355{
2177 while(d>8) d-=8; 2356 while (d < 1)
2357 d += 8;
2358 while (d > 8)
2359 d -= 8;
2178 return d; 2360 return d;
2179} 2361}
2180 2362
2181/* 2363/*
2182 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2364 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2183 * between two directions (which are expected to be absolute (see absdir()) 2365 * between two directions (which are expected to be absolute (see absdir())
2184 */ 2366 */
2185 2367
2368int
2186int dirdiff(int dir1, int dir2) { 2369dirdiff (int dir1, int dir2)
2370{
2187 int d; 2371 int
2372 d;
2373
2188 d = abs(dir1 - dir2); 2374 d = abs (dir1 - dir2);
2189 if(d>4) 2375 if (d > 4)
2190 d = 8 - d; 2376 d = 8 - d;
2191 return d; 2377 return d;
2192} 2378}
2193 2379
2194/* peterm: 2380/* peterm:
2199 * direction 4, 14, or 16 to get back to where we are. 2385 * direction 4, 14, or 16 to get back to where we are.
2200 * Moved from spell_util.c to object.c with the other related direction 2386 * Moved from spell_util.c to object.c with the other related direction
2201 * functions. 2387 * functions.
2202 */ 2388 */
2203 2389
2390int
2204int reduction_dir[SIZEOFFREE][3] = { 2391 reduction_dir[SIZEOFFREE][3] = {
2205 {0,0,0}, /* 0 */ 2392 {0, 0, 0}, /* 0 */
2206 {0,0,0}, /* 1 */ 2393 {0, 0, 0}, /* 1 */
2207 {0,0,0}, /* 2 */ 2394 {0, 0, 0}, /* 2 */
2208 {0,0,0}, /* 3 */ 2395 {0, 0, 0}, /* 3 */
2209 {0,0,0}, /* 4 */ 2396 {0, 0, 0}, /* 4 */
2210 {0,0,0}, /* 5 */ 2397 {0, 0, 0}, /* 5 */
2211 {0,0,0}, /* 6 */ 2398 {0, 0, 0}, /* 6 */
2212 {0,0,0}, /* 7 */ 2399 {0, 0, 0}, /* 7 */
2213 {0,0,0}, /* 8 */ 2400 {0, 0, 0}, /* 8 */
2214 {8,1,2}, /* 9 */ 2401 {8, 1, 2}, /* 9 */
2215 {1,2,-1}, /* 10 */ 2402 {1, 2, -1}, /* 10 */
2216 {2,10,12}, /* 11 */ 2403 {2, 10, 12}, /* 11 */
2217 {2,3,-1}, /* 12 */ 2404 {2, 3, -1}, /* 12 */
2218 {2,3,4}, /* 13 */ 2405 {2, 3, 4}, /* 13 */
2219 {3,4,-1}, /* 14 */ 2406 {3, 4, -1}, /* 14 */
2220 {4,14,16}, /* 15 */ 2407 {4, 14, 16}, /* 15 */
2221 {5,4,-1}, /* 16 */ 2408 {5, 4, -1}, /* 16 */
2222 {4,5,6}, /* 17 */ 2409 {4, 5, 6}, /* 17 */
2223 {6,5,-1}, /* 18 */ 2410 {6, 5, -1}, /* 18 */
2224 {6,20,18}, /* 19 */ 2411 {6, 20, 18}, /* 19 */
2225 {7,6,-1}, /* 20 */ 2412 {7, 6, -1}, /* 20 */
2226 {6,7,8}, /* 21 */ 2413 {6, 7, 8}, /* 21 */
2227 {7,8,-1}, /* 22 */ 2414 {7, 8, -1}, /* 22 */
2228 {8,22,24}, /* 23 */ 2415 {8, 22, 24}, /* 23 */
2229 {8,1,-1}, /* 24 */ 2416 {8, 1, -1}, /* 24 */
2230 {24,9,10}, /* 25 */ 2417 {24, 9, 10}, /* 25 */
2231 {9,10,-1}, /* 26 */ 2418 {9, 10, -1}, /* 26 */
2232 {10,11,-1}, /* 27 */ 2419 {10, 11, -1}, /* 27 */
2233 {27,11,29}, /* 28 */ 2420 {27, 11, 29}, /* 28 */
2234 {11,12,-1}, /* 29 */ 2421 {11, 12, -1}, /* 29 */
2235 {12,13,-1}, /* 30 */ 2422 {12, 13, -1}, /* 30 */
2236 {12,13,14}, /* 31 */ 2423 {12, 13, 14}, /* 31 */
2237 {13,14,-1}, /* 32 */ 2424 {13, 14, -1}, /* 32 */
2238 {14,15,-1}, /* 33 */ 2425 {14, 15, -1}, /* 33 */
2239 {33,15,35}, /* 34 */ 2426 {33, 15, 35}, /* 34 */
2240 {16,15,-1}, /* 35 */ 2427 {16, 15, -1}, /* 35 */
2241 {17,16,-1}, /* 36 */ 2428 {17, 16, -1}, /* 36 */
2242 {18,17,16}, /* 37 */ 2429 {18, 17, 16}, /* 37 */
2243 {18,17,-1}, /* 38 */ 2430 {18, 17, -1}, /* 38 */
2244 {18,19,-1}, /* 39 */ 2431 {18, 19, -1}, /* 39 */
2245 {41,19,39}, /* 40 */ 2432 {41, 19, 39}, /* 40 */
2246 {19,20,-1}, /* 41 */ 2433 {19, 20, -1}, /* 41 */
2247 {20,21,-1}, /* 42 */ 2434 {20, 21, -1}, /* 42 */
2248 {20,21,22}, /* 43 */ 2435 {20, 21, 22}, /* 43 */
2249 {21,22,-1}, /* 44 */ 2436 {21, 22, -1}, /* 44 */
2250 {23,22,-1}, /* 45 */ 2437 {23, 22, -1}, /* 45 */
2251 {45,47,23}, /* 46 */ 2438 {45, 47, 23}, /* 46 */
2252 {23,24,-1}, /* 47 */ 2439 {23, 24, -1}, /* 47 */
2253 {24,9,-1}}; /* 48 */ 2440 {24, 9, -1}
2441}; /* 48 */
2254 2442
2255/* Recursive routine to step back and see if we can 2443/* Recursive routine to step back and see if we can
2256 * find a path to that monster that we found. If not, 2444 * find a path to that monster that we found. If not,
2257 * we don't bother going toward it. Returns 1 if we 2445 * we don't bother going toward it. Returns 1 if we
2258 * can see a direct way to get it 2446 * can see a direct way to get it
2259 * Modified to be map tile aware -.MSW 2447 * Modified to be map tile aware -.MSW
2260 */ 2448 */
2261
2262 2449
2450
2451int
2263int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2452can_see_monsterP (maptile *m, int x, int y, int dir)
2453{
2264 sint16 dx, dy; 2454 sint16 dx, dy;
2455 int
2265 int mflags; 2456 mflags;
2266 2457
2458 if (dir < 0)
2267 if(dir<0) return 0; /* exit condition: invalid direction */ 2459 return 0; /* exit condition: invalid direction */
2268 2460
2269 dx = x + freearr_x[dir]; 2461 dx = x + freearr_x[dir];
2270 dy = y + freearr_y[dir]; 2462 dy = y + freearr_y[dir];
2271 2463
2272 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2464 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2273 2465
2274 /* This functional arguably was incorrect before - it was 2466 /* This functional arguably was incorrect before - it was
2275 * checking for P_WALL - that was basically seeing if 2467 * checking for P_WALL - that was basically seeing if
2276 * we could move to the monster - this is being more 2468 * we could move to the monster - this is being more
2277 * literal on if we can see it. To know if we can actually 2469 * literal on if we can see it. To know if we can actually
2278 * move to the monster, we'd need the monster passed in or 2470 * move to the monster, we'd need the monster passed in or
2279 * at least its move type. 2471 * at least its move type.
2280 */ 2472 */
2281 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2473 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2474 return 0;
2282 2475
2283 /* yes, can see. */ 2476 /* yes, can see. */
2284 if(dir < 9) return 1; 2477 if (dir < 9)
2478 return 1;
2285 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2479 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2286 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2480 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2287 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2288} 2481}
2289 2482
2290 2483
2291 2484
2292/* 2485/*
2293 * can_pick(picker, item): finds out if an object is possible to be 2486 * can_pick(picker, item): finds out if an object is possible to be
2294 * picked up by the picker. Returnes 1 if it can be 2487 * picked up by the picker. Returnes 1 if it can be
2295 * picked up, otherwise 0. 2488 * picked up, otherwise 0.
2296 * 2489 *
2298 * core dumps if they do. 2491 * core dumps if they do.
2299 * 2492 *
2300 * Add a check so we can't pick up invisible objects (0.93.8) 2493 * Add a check so we can't pick up invisible objects (0.93.8)
2301 */ 2494 */
2302 2495
2496int
2303int can_pick(const object *who, const object *item) { 2497can_pick (const object *who, const object *item)
2498{
2304 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2499 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2305 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2500 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2306 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2501 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2307 (who->type==PLAYER||item->weight<who->weight/3));
2308} 2502}
2309 2503
2310 2504
2311/* 2505/*
2312 * create clone from object to another 2506 * create clone from object to another
2313 */ 2507 */
2508object *
2314object *object_create_clone (object *asrc) { 2509object_create_clone (object *asrc)
2510{
2315 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2511 object *dst = 0, *tmp, *src, *part, *prev, *item;
2316 2512
2317 if(!asrc) return NULL; 2513 if (!asrc)
2514 return 0;
2515
2318 src = asrc; 2516 src = asrc;
2319 if(src->head) 2517 if (src->head)
2320 src = src->head; 2518 src = src->head;
2321 2519
2322 prev = NULL; 2520 prev = 0;
2323 for(part = src; part; part = part->more) { 2521 for (part = src; part; part = part->more)
2324 tmp = get_object(); 2522 {
2325 copy_object(part,tmp); 2523 tmp = object::create ();
2524 part->copy_to (tmp);
2326 tmp->x -= src->x; 2525 tmp->x -= src->x;
2327 tmp->y -= src->y; 2526 tmp->y -= src->y;
2527
2328 if(!part->head) { 2528 if (!part->head)
2529 {
2329 dst = tmp; 2530 dst = tmp;
2330 tmp->head = NULL; 2531 tmp->head = 0;
2532 }
2331 } else { 2533 else
2534 {
2332 tmp->head = dst; 2535 tmp->head = dst;
2333 } 2536 }
2537
2334 tmp->more = NULL; 2538 tmp->more = 0;
2539
2335 if(prev) 2540 if (prev)
2336 prev->more = tmp; 2541 prev->more = tmp;
2542
2337 prev = tmp; 2543 prev = tmp;
2338 } 2544 }
2339 /*** copy inventory ***/ 2545
2340 for(item = src->inv; item; item = item->below) { 2546 for (item = src->inv; item; item = item->below)
2341 (void) insert_ob_in_ob(object_create_clone(item),dst); 2547 insert_ob_in_ob (object_create_clone (item), dst);
2342 }
2343 2548
2344 return dst; 2549 return dst;
2345}
2346
2347/* return true if the object was destroyed, 0 otherwise */
2348int was_destroyed (const object *op, tag_t old_tag)
2349{
2350 /* checking for FLAG_FREED isn't necessary, but makes this function more
2351 * robust */
2352 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2353} 2550}
2354 2551
2355/* GROS - Creates an object using a string representing its content. */ 2552/* GROS - Creates an object using a string representing its content. */
2356/* Basically, we save the content of the string to a temp file, then call */ 2553/* Basically, we save the content of the string to a temp file, then call */
2357/* load_object on it. I admit it is a highly inefficient way to make things, */ 2554/* load_object on it. I admit it is a highly inefficient way to make things, */
2358/* but it was simple to make and allows reusing the load_object function. */ 2555/* but it was simple to make and allows reusing the load_object function. */
2359/* Remember not to use load_object_str in a time-critical situation. */ 2556/* Remember not to use load_object_str in a time-critical situation. */
2360/* Also remember that multiparts objects are not supported for now. */ 2557/* Also remember that multiparts objects are not supported for now. */
2361 2558
2559object *
2362object* load_object_str(const char *obstr) 2560load_object_str (const char *obstr)
2363{ 2561{
2364 object *op; 2562 object *op;
2365 char filename[MAX_BUF]; 2563 char filename[MAX_BUF];
2564
2366 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2565 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2367 2566
2368 FILE *tempfile=fopen(filename,"w"); 2567 FILE *tempfile = fopen (filename, "w");
2568
2369 if (tempfile == NULL) 2569 if (tempfile == NULL)
2370 { 2570 {
2371 LOG(llevError,"Error - Unable to access load object temp file\n"); 2571 LOG (llevError, "Error - Unable to access load object temp file\n");
2372 return NULL; 2572 return NULL;
2373 }; 2573 }
2574
2374 fprintf(tempfile,obstr); 2575 fprintf (tempfile, obstr);
2375 fclose(tempfile); 2576 fclose (tempfile);
2376 2577
2377 op=get_object(); 2578 op = object::create ();
2378 2579
2379 object_thawer thawer (filename); 2580 object_thawer thawer (filename);
2380 2581
2381 if (thawer) 2582 if (thawer)
2382 load_object(thawer,op,0); 2583 load_object (thawer, op, 0);
2383 2584
2384 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2585 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2385 CLEAR_FLAG(op,FLAG_REMOVED); 2586 CLEAR_FLAG (op, FLAG_REMOVED);
2386 2587
2387 return op; 2588 return op;
2388} 2589}
2389 2590
2390/* This returns the first object in who's inventory that 2591/* This returns the first object in who's inventory that
2391 * has the same type and subtype match. 2592 * has the same type and subtype match.
2392 * returns NULL if no match. 2593 * returns NULL if no match.
2393 */ 2594 */
2595object *
2394object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2596find_obj_by_type_subtype (const object *who, int type, int subtype)
2395{ 2597{
2396 object *tmp; 2598 object *tmp;
2397 2599
2398 for (tmp=who->inv; tmp; tmp=tmp->below) 2600 for (tmp = who->inv; tmp; tmp = tmp->below)
2399 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2601 if (tmp->type == type && tmp->subtype == subtype)
2602 return tmp;
2400 2603
2401 return NULL; 2604 return NULL;
2402} 2605}
2403 2606
2404/* If ob has a field named key, return the link from the list, 2607/* If ob has a field named key, return the link from the list,
2405 * otherwise return NULL. 2608 * otherwise return NULL.
2406 * 2609 *
2407 * key must be a passed in shared string - otherwise, this won't 2610 * key must be a passed in shared string - otherwise, this won't
2408 * do the desired thing. 2611 * do the desired thing.
2409 */ 2612 */
2613key_value *
2410key_value * get_ob_key_link(const object * ob, const char * key) { 2614get_ob_key_link (const object *ob, const char *key)
2615{
2411 key_value * link; 2616 key_value *link;
2412 2617
2413 for (link = ob->key_values; link != NULL; link = link->next) { 2618 for (link = ob->key_values; link != NULL; link = link->next)
2414 if (link->key == key) { 2619 if (link->key == key)
2415 return link; 2620 return link;
2416 } 2621
2417 }
2418
2419 return NULL; 2622 return NULL;
2420} 2623}
2421 2624
2422/* 2625/*
2423 * Returns the value of op has an extra_field for key, or NULL. 2626 * Returns the value of op has an extra_field for key, or NULL.
2424 * 2627 *
2425 * The argument doesn't need to be a shared string. 2628 * The argument doesn't need to be a shared string.
2426 * 2629 *
2427 * The returned string is shared. 2630 * The returned string is shared.
2428 */ 2631 */
2632const char *
2429const char * get_ob_key_value(const object * op, const char * const key) { 2633get_ob_key_value (const object *op, const char *const key)
2634{
2430 key_value * link; 2635 key_value *link;
2431 const char * canonical_key; 2636 shstr_cmp canonical_key (key);
2637
2638 if (!canonical_key)
2432 2639 {
2433 canonical_key = shstr::find (key);
2434
2435 if (canonical_key == NULL) {
2436 /* 1. There being a field named key on any object 2640 /* 1. There being a field named key on any object
2437 * implies there'd be a shared string to find. 2641 * implies there'd be a shared string to find.
2438 * 2. Since there isn't, no object has this field. 2642 * 2. Since there isn't, no object has this field.
2439 * 3. Therefore, *this* object doesn't have this field. 2643 * 3. Therefore, *this* object doesn't have this field.
2440 */ 2644 */
2441 return NULL; 2645 return 0;
2442 } 2646 }
2443 2647
2444 /* This is copied from get_ob_key_link() above - 2648 /* This is copied from get_ob_key_link() above -
2445 * only 4 lines, and saves the function call overhead. 2649 * only 4 lines, and saves the function call overhead.
2446 */ 2650 */
2447 for (link = op->key_values; link != NULL; link = link->next) { 2651 for (link = op->key_values; link; link = link->next)
2448 if (link->key == canonical_key) { 2652 if (link->key == canonical_key)
2449 return link->value; 2653 return link->value;
2450 } 2654
2451 } 2655 return 0;
2452 return NULL;
2453} 2656}
2454 2657
2455 2658
2456/* 2659/*
2457 * Updates the canonical_key in op to value. 2660 * Updates the canonical_key in op to value.
2461 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2664 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2462 * keys. 2665 * keys.
2463 * 2666 *
2464 * Returns TRUE on success. 2667 * Returns TRUE on success.
2465 */ 2668 */
2669int
2466int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2670set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2671{
2672 key_value *
2467 key_value * field = NULL, *last=NULL; 2673 field = NULL, *last = NULL;
2468 2674
2469 for (field=op->key_values; field != NULL; field=field->next) { 2675 for (field = op->key_values; field != NULL; field = field->next)
2676 {
2470 if (field->key != canonical_key) { 2677 if (field->key != canonical_key)
2678 {
2471 last = field; 2679 last = field;
2472 continue; 2680 continue;
2473 } 2681 }
2474 2682
2475 if (value) 2683 if (value)
2476 field->value = value; 2684 field->value = value;
2477 else { 2685 else
2686 {
2478 /* Basically, if the archetype has this key set, 2687 /* Basically, if the archetype has this key set,
2479 * we need to store the null value so when we save 2688 * we need to store the null value so when we save
2480 * it, we save the empty value so that when we load, 2689 * it, we save the empty value so that when we load,
2481 * we get this value back again. 2690 * we get this value back again.
2482 */ 2691 */
2483 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2692 if (get_ob_key_link (&op->arch->clone, canonical_key))
2484 field->value = 0; 2693 field->value = 0;
2694 else
2695 {
2696 if (last)
2697 last->next = field->next;
2485 else 2698 else
2486 {
2487 if (last) last->next = field->next;
2488 else op->key_values = field->next; 2699 op->key_values = field->next;
2489 2700
2490 delete field; 2701 delete field;
2491 } 2702 }
2492 } 2703 }
2493 return TRUE; 2704 return TRUE;
2494 } 2705 }
2495 /* IF we get here, key doesn't exist */ 2706 /* IF we get here, key doesn't exist */
2496 2707
2497 /* No field, we'll have to add it. */ 2708 /* No field, we'll have to add it. */
2709
2710 if (!add_key)
2498 2711 {
2499 if (!add_key) {
2500 return FALSE; 2712 return FALSE;
2501 } 2713 }
2502 /* There isn't any good reason to store a null 2714 /* There isn't any good reason to store a null
2503 * value in the key/value list. If the archetype has 2715 * value in the key/value list. If the archetype has
2504 * this key, then we should also have it, so shouldn't 2716 * this key, then we should also have it, so shouldn't
2505 * be here. If user wants to store empty strings, 2717 * be here. If user wants to store empty strings,
2506 * should pass in "" 2718 * should pass in ""
2507 */ 2719 */
2508 if (value == NULL) return TRUE; 2720 if (value == NULL)
2509
2510 field = new key_value;
2511
2512 field->key = canonical_key;
2513 field->value = value;
2514 /* Usual prepend-addition. */
2515 field->next = op->key_values;
2516 op->key_values = field;
2517
2518 return TRUE; 2721 return TRUE;
2722
2723 field = new key_value;
2724
2725 field->key = canonical_key;
2726 field->value = value;
2727 /* Usual prepend-addition. */
2728 field->next = op->key_values;
2729 op->key_values = field;
2730
2731 return TRUE;
2519} 2732}
2520 2733
2521/* 2734/*
2522 * Updates the key in op to value. 2735 * Updates the key in op to value.
2523 * 2736 *
2525 * and not add new ones. 2738 * and not add new ones.
2526 * In general, should be little reason FALSE is ever passed in for add_key 2739 * In general, should be little reason FALSE is ever passed in for add_key
2527 * 2740 *
2528 * Returns TRUE on success. 2741 * Returns TRUE on success.
2529 */ 2742 */
2743int
2530int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2744set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2531{ 2745{
2532 shstr key_ (key); 2746 shstr key_ (key);
2747
2533 return set_ob_key_value_s (op, key_, value, add_key); 2748 return set_ob_key_value_s (op, key_, value, add_key);
2534} 2749}
2750
2751object::depth_iterator::depth_iterator (object *container)
2752: iterator_base (container)
2753{
2754 while (item->inv)
2755 item = item->inv;
2756}
2757
2758void
2759object::depth_iterator::next ()
2760{
2761 if (item->below)
2762 {
2763 item = item->below;
2764
2765 while (item->inv)
2766 item = item->inv;
2767 }
2768 else
2769 item = item->env;
2770}
2771
2772// return a suitable string describing an objetc in enough detail to find it
2773const char *
2774object::debug_desc (char *info) const
2775{
2776 char info2[256 * 3];
2777 char *p = info;
2778
2779 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2780 count,
2781 &name,
2782 title ? " " : "",
2783 title ? (const char *)title : "");
2784
2785 if (env)
2786 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2787
2788 if (map)
2789 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2790
2791 return info;
2792}
2793
2794const char *
2795object::debug_desc () const
2796{
2797 static char info[256 * 3];
2798 return debug_desc (info);
2799}
2800

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