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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 1.65 by root, Wed Dec 13 00:42:03 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} 591}
609 592
610/* 593object *
611 * get_object() grabs an object from the list of unused objects, makes 594object::clone ()
612 * sure it is initialised, and returns it.
613 * If there are no free objects, expand_objects() is called to get more.
614 */
615
616object *get_object ()
617{ 595{
618 object *op = new object; 596 object *neu = create ();
619 597 copy_to (neu);
620 op->count = ++ob_count;
621
622 op->active_next = 0;
623 op->active_prev = 0;
624
625 op->next = objects;
626 op->prev = 0;
627
628 if (objects)
629 objects->prev = op;
630
631 objects = op;
632
633 SET_FLAG (op, FLAG_REMOVED);
634
635 return op; 598 return neu;
636} 599}
637 600
638/* 601/*
639 * If an object with the IS_TURNABLE() flag needs to be turned due 602 * If an object with the IS_TURNABLE() flag needs to be turned due
640 * to the closest player being on the other side, this function can 603 * to the closest player being on the other side, this function can
641 * be called to update the face variable, _and_ how it looks on the map. 604 * be called to update the face variable, _and_ how it looks on the map.
642 */ 605 */
643 606
607void
644void update_turn_face(object *op) { 608update_turn_face (object *op)
609{
645 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 610 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
646 return; 611 return;
647 SET_ANIMATION(op, op->direction); 612 SET_ANIMATION (op, op->direction);
648 update_object(op,UP_OBJ_FACE); 613 update_object (op, UP_OBJ_FACE);
649} 614}
650 615
651/* 616/*
652 * Updates the speed of an object. If the speed changes from 0 to another 617 * Updates the speed of an object. If the speed changes from 0 to another
653 * value, or vice versa, then add/remove the object from the active list. 618 * value, or vice versa, then add/remove the object from the active list.
654 * This function needs to be called whenever the speed of an object changes. 619 * This function needs to be called whenever the speed of an object changes.
655 */ 620 */
656 621void
657void update_ob_speed(object *op) { 622update_ob_speed (object *op)
623{
658 extern int arch_init; 624 extern int arch_init;
659 625
660 /* No reason putting the archetypes objects on the speed list, 626 /* No reason putting the archetypes objects on the speed list,
661 * since they never really need to be updated. 627 * since they never really need to be updated.
662 */ 628 */
663 629
664 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 630 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
631 {
665 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 632 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
666#ifdef MANY_CORES 633#ifdef MANY_CORES
667 abort(); 634 abort ();
668#else 635#else
669 op->speed = 0; 636 op->speed = 0;
670#endif 637#endif
671 } 638 }
639
672 if (arch_init) { 640 if (arch_init)
641 return;
642
643 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
644 {
645 /* If already on active list, don't do anything */
646 if (op->active_next || op->active_prev || op == active_objects)
673 return; 647 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;
679 648
680 /* process_events() expects us to insert the object at the beginning 649 /* process_events() expects us to insert the object at the beginning
681 * of the list. */ 650 * of the list. */
682 op->active_next = active_objects; 651 op->active_next = active_objects;
652
683 if (op->active_next!=NULL) 653 if (op->active_next != NULL)
684 op->active_next->active_prev = op; 654 op->active_next->active_prev = op;
655
685 active_objects = op; 656 active_objects = op;
657 }
658 else
686 } 659 {
687 else {
688 /* If not on the active list, nothing needs to be done */ 660 /* If not on the active list, nothing needs to be done */
689 if (!op->active_next && !op->active_prev && op!=active_objects) 661 if (!op->active_next && !op->active_prev && op != active_objects)
690 return; 662 return;
691 663
692 if (op->active_prev==NULL) { 664 if (op->active_prev == NULL)
665 {
693 active_objects = op->active_next; 666 active_objects = op->active_next;
667
694 if (op->active_next!=NULL) 668 if (op->active_next != NULL)
695 op->active_next->active_prev = NULL; 669 op->active_next->active_prev = NULL;
670 }
671 else
696 } 672 {
697 else {
698 op->active_prev->active_next = op->active_next; 673 op->active_prev->active_next = op->active_next;
674
699 if (op->active_next) 675 if (op->active_next)
700 op->active_next->active_prev = op->active_prev; 676 op->active_next->active_prev = op->active_prev;
701 } 677 }
678
702 op->active_next = NULL; 679 op->active_next = NULL;
703 op->active_prev = NULL; 680 op->active_prev = NULL;
704 } 681 }
705} 682}
706 683
707/* This function removes object 'op' from the list of active 684/* This function removes object 'op' from the list of active
708 * objects. 685 * objects.
710 * reference maps where you don't want an object that isn't 687 * reference maps where you don't want an object that isn't
711 * in play chewing up cpu time getting processed. 688 * in play chewing up cpu time getting processed.
712 * The reverse of this is to call update_ob_speed, which 689 * The reverse of this is to call update_ob_speed, which
713 * will do the right thing based on the speed of the object. 690 * will do the right thing based on the speed of the object.
714 */ 691 */
692void
715void remove_from_active_list(object *op) 693remove_from_active_list (object *op)
716{ 694{
717 /* If not on the active list, nothing needs to be done */ 695 /* If not on the active list, nothing needs to be done */
718 if (!op->active_next && !op->active_prev && op!=active_objects) 696 if (!op->active_next && !op->active_prev && op != active_objects)
719 return; 697 return;
720 698
721 if (op->active_prev==NULL) { 699 if (op->active_prev == NULL)
700 {
722 active_objects = op->active_next; 701 active_objects = op->active_next;
723 if (op->active_next!=NULL) 702 if (op->active_next != NULL)
724 op->active_next->active_prev = NULL; 703 op->active_next->active_prev = NULL;
704 }
705 else
725 } 706 {
726 else {
727 op->active_prev->active_next = op->active_next; 707 op->active_prev->active_next = op->active_next;
728 if (op->active_next) 708 if (op->active_next)
729 op->active_next->active_prev = op->active_prev; 709 op->active_next->active_prev = op->active_prev;
730 } 710 }
731 op->active_next = NULL; 711 op->active_next = NULL;
732 op->active_prev = NULL; 712 op->active_prev = NULL;
733} 713}
734 714
735/* 715/*
736 * update_object() updates the array which represents the map. 716 * update_object() updates the array which represents the map.
737 * It takes into account invisible objects (and represent squares covered 717 * It takes into account invisible objects (and represent squares covered
752 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 732 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
753 * as that is easier than trying to look at what may have changed. 733 * as that is easier than trying to look at what may have changed.
754 * UP_OBJ_FACE: only the objects face has changed. 734 * UP_OBJ_FACE: only the objects face has changed.
755 */ 735 */
756 736
737void
757void update_object(object *op, int action) { 738update_object (object *op, int action)
739{
758 int update_now=0, flags; 740 int update_now = 0, flags;
759 MoveType move_on, move_off, move_block, move_slow; 741 MoveType move_on, move_off, move_block, move_slow;
760 742
761 if (op == NULL) { 743 if (op == NULL)
744 {
762 /* this should never happen */ 745 /* this should never happen */
763 LOG(llevDebug,"update_object() called for NULL object.\n"); 746 LOG (llevDebug, "update_object() called for NULL object.\n");
764 return; 747 return;
765 }
766 748 }
749
767 if(op->env!=NULL) { 750 if (op->env != NULL)
751 {
768 /* Animation is currently handled by client, so nothing 752 /* Animation is currently handled by client, so nothing
769 * to do in this case. 753 * to do in this case.
770 */ 754 */
771 return; 755 return;
772 } 756 }
773 757
774 /* If the map is saving, don't do anything as everything is 758 /* If the map is saving, don't do anything as everything is
775 * going to get freed anyways. 759 * going to get freed anyways.
776 */ 760 */
777 if (!op->map || op->map->in_memory == MAP_SAVING) return; 761 if (!op->map || op->map->in_memory == MAP_SAVING)
778 762 return;
763
779 /* make sure the object is within map boundaries */ 764 /* make sure the object is within map boundaries */
780 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 765 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
781 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 766 {
782 LOG(llevError,"update_object() called for object out of map!\n"); 767 LOG (llevError, "update_object() called for object out of map!\n");
783#ifdef MANY_CORES 768#ifdef MANY_CORES
784 abort(); 769 abort ();
785#endif 770#endif
786 return; 771 return;
787 }
788 772 }
773
789 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 774 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
790 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 775 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
791 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 776 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
792 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 777 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
793 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 778 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
794 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 779 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
795 780
796 if (action == UP_OBJ_INSERT) { 781 if (action == UP_OBJ_INSERT)
782 {
797 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 783 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
798 update_now=1; 784 update_now = 1;
799 785
800 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 786 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
801 update_now=1; 787 update_now = 1;
802 788
803 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 789 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
804 update_now=1; 790 update_now = 1;
805 791
806 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 792 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
807 update_now=1; 793 update_now = 1;
808 794
795 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
796 update_now = 1;
797
809 if ((move_on | op->move_on) != move_on) update_now=1; 798 if ((move_on | op->move_on) != move_on)
799 update_now = 1;
800
810 if ((move_off | op->move_off) != move_off) update_now=1; 801 if ((move_off | op->move_off) != move_off)
802 update_now = 1;
803
811 /* This isn't perfect, but I don't expect a lot of objects to 804 /* This isn't perfect, but I don't expect a lot of objects to
812 * to have move_allow right now. 805 * to have move_allow right now.
813 */ 806 */
814 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 807 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
815 update_now=1; 808 update_now = 1;
809
816 if ((move_slow | op->move_slow) != move_slow) update_now=1; 810 if ((move_slow | op->move_slow) != move_slow)
811 update_now = 1;
817 } 812 }
813
818 /* if the object is being removed, we can't make intelligent 814 /* if the object is being removed, we can't make intelligent
819 * decisions, because remove_ob can't really pass the object 815 * decisions, because remove_ob can't really pass the object
820 * that is being removed. 816 * that is being removed.
821 */ 817 */
822 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
823 update_now=1; 819 update_now = 1;
824 } else if (action == UP_OBJ_FACE) { 820 else if (action == UP_OBJ_FACE)
825 /* Nothing to do for that case */ 821 /* Nothing to do for that case */ ;
826 }
827 else { 822 else
828 LOG(llevError,"update_object called with invalid action: %d\n", action); 823 LOG (llevError, "update_object called with invalid action: %d\n", action);
829 }
830 824
831 if (update_now) { 825 if (update_now)
826 {
832 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 827 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
833 update_position(op->map, op->x, op->y); 828 update_position (op->map, op->x, op->y);
834 } 829 }
835 830
836 if(op->more!=NULL) 831 if (op->more != NULL)
837 update_object(op->more, action); 832 update_object (op->more, action);
838} 833}
839 834
835object::vector object::mortals;
836object::vector object::objects; // not yet used
837object *object::first;
838
839void object::free_mortals ()
840{
841 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
842 if ((*i)->refcnt)
843 ++i; // further delay freeing
844 else
845 {
846 delete *i;
847 mortals.erase (i);
848 }
849}
850
851object::object ()
852{
853 SET_FLAG (this, FLAG_REMOVED);
854
855 expmul = 1.0;
856 face = blank_face;
857}
858
859object::~object ()
860{
861 free_key_values (this);
862}
863
864void object::link ()
865{
866 count = ++ob_count;
867 uuid = gen_uuid ();
868
869 prev = 0;
870 next = object::first;
871
872 if (object::first)
873 object::first->prev = this;
874
875 object::first = this;
876}
877
878void object::unlink ()
879{
880 if (this == object::first)
881 object::first = next;
882
883 /* Remove this object from the list of used objects */
884 if (prev) prev->next = next;
885 if (next) next->prev = prev;
886
887 prev = 0;
888 next = 0;
889}
890
891object *object::create ()
892{
893 object *op = new object;
894 op->link ();
895 return op;
896}
840 897
841/* 898/*
842 * free_object() frees everything allocated by an object, removes 899 * free_object() frees everything allocated by an object, removes
843 * it from the list of used objects, and puts it on the list of 900 * it from the list of used objects, and puts it on the list of
844 * free objects. The IS_FREED() flag is set in the object. 901 * free objects. The IS_FREED() flag is set in the object.
845 * The object must have been removed by remove_ob() first for 902 * The object must have been removed by remove_ob() first for
846 * this function to succeed. 903 * this function to succeed.
847 * 904 *
848 * If free_inventory is set, free inventory as well. Else drop items in 905 * If destroy_inventory is set, free inventory as well. Else drop items in
849 * inventory to the ground. 906 * inventory to the ground.
850 */ 907 */
851 908void object::destroy (bool destroy_inventory)
852void
853free_object (object * ob)
854{ 909{
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)) 910 if (QUERY_FLAG (this, FLAG_FREED))
864 { 911 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 }
871 912
872 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 913 if (QUERY_FLAG (this, FLAG_FRIENDLY))
873 {
874 LOG (llevMonster, "Warning: tried to free friendly object.\n");
875 remove_friendly_object (ob); 914 remove_friendly_object (this);
876 }
877 915
878 if (QUERY_FLAG (ob, FLAG_FREED)) 916 if (!QUERY_FLAG (this, FLAG_REMOVED))
879 { 917 remove ();
880 dump_object (ob); 918
881 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 919 SET_FLAG (this, FLAG_FREED);
882 return; 920
921 if (more)
883 } 922 {
884 923 more->destroy (destroy_inventory);
885 if (ob->more != NULL) 924 more = 0;
886 { 925 }
887 free_object2 (ob->more, free_inventory);
888 ob->more = NULL;
889 }
890 926
891 if (ob->inv) 927 if (inv)
892 { 928 {
893 /* Only if the space blocks everything do we not process - 929 /* Only if the space blocks everything do we not process -
894 * if some form of movemnt is allowed, let objects 930 * if some form of movement is allowed, let objects
895 * drop on that space. 931 * drop on that space.
896 */ 932 */
897 if (free_inventory || ob->map == NULL 933 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
898 || ob->map->in_memory != MAP_IN_MEMORY 934 {
899 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 935 object *op = inv;
900 {
901 op = ob->inv;
902 936
903 while (op != NULL) 937 while (op)
904 { 938 {
905 tmp = op->below; 939 object *tmp = op->below;
906 remove_ob (op); 940 op->destroy (destroy_inventory);
907 free_object2 (op, free_inventory);
908 op = tmp; 941 op = tmp;
909 } 942 }
910 } 943 }
911 else 944 else
912 { /* Put objects in inventory onto this space */ 945 { /* Put objects in inventory onto this space */
913 op = ob->inv; 946 object *op = inv;
914 947
915 while (op != NULL) 948 while (op)
916 { 949 {
917 tmp = op->below; 950 object *tmp = op->below;
918 remove_ob (op);
919 951
952 op->remove ();
953
920 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 954 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
921 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 955 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
922 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 956 op->destroy ();
923 free_object (op); 957 else
924 else 958 {
925 { 959 op->x = x;
926 op->x = ob->x; 960 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 */ 961 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
929 } 962 }
930 963
931 op = tmp; 964 op = tmp;
965 }
966 }
932 } 967 }
933 } 968
969 // hack to ensure that freed objects still have a valid map
970 {
971 static maptile *freed_map; // freed objects are moved here to avoid crashes
972
973 if (!freed_map)
974 {
975 freed_map = new maptile;
976
977 freed_map->name = "/internal/freed_objects_map";
978 freed_map->width = 3;
979 freed_map->height = 3;
980
981 freed_map->allocate ();
934 } 982 }
983
984 map = freed_map;
985 x = 1;
986 y = 1;
987 }
988
989 // clear those pointers that likely might have circular references to us
990 owner = 0;
991 enemy = 0;
992 attacked_by = 0;
993
994 // only relevant for players(?), but make sure of it anyways
995 contr = 0;
935 996
936 /* Remove object from the active list */ 997 /* Remove object from the active list */
937 ob->speed = 0; 998 speed = 0;
938 update_ob_speed (ob); 999 update_ob_speed (this);
939 1000
940 SET_FLAG (ob, FLAG_FREED); 1001 unlink ();
941 ob->count = 0;
942 1002
943 /* Remove this object from the list of used objects */ 1003 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} 1004}
967 1005
968/* 1006/*
969 * sub_weight() recursively (outwards) subtracts a number from the 1007 * sub_weight() recursively (outwards) subtracts a number from the
970 * weight of an object (and what is carried by it's environment(s)). 1008 * weight of an object (and what is carried by it's environment(s)).
971 */ 1009 */
972 1010void
973void sub_weight (object *op, signed long weight) { 1011sub_weight (object *op, signed long weight)
1012{
974 while (op != NULL) { 1013 while (op != NULL)
1014 {
975 if (op->type == CONTAINER) { 1015 if (op->type == CONTAINER)
976 weight=(signed long)(weight*(100-op->stats.Str)/100); 1016 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
977 } 1017
978 op->carrying-=weight; 1018 op->carrying -= weight;
979 op = op->env; 1019 op = op->env;
980 } 1020 }
981} 1021}
982 1022
983/* remove_ob(op): 1023/* op->remove ():
984 * This function removes the object op from the linked list of objects 1024 * This function removes the object op from the linked list of objects
985 * which it is currently tied to. When this function is done, the 1025 * which it is currently tied to. When this function is done, the
986 * object will have no environment. If the object previously had an 1026 * object will have no environment. If the object previously had an
987 * environment, the x and y coordinates will be updated to 1027 * environment, the x and y coordinates will be updated to
988 * the previous environment. 1028 * the previous environment.
989 * Beware: This function is called from the editor as well! 1029 * Beware: This function is called from the editor as well!
990 */ 1030 */
991 1031void
992void remove_ob(object *op) { 1032object::remove ()
1033{
993 object *tmp,*last=NULL; 1034 object *tmp, *last = 0;
994 object *otmp; 1035 object *otmp;
995 tag_t tag; 1036
996 int check_walk_off; 1037 int check_walk_off;
997 mapstruct *m;
998 sint16 x,y;
999
1000 1038
1001 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1039 if (QUERY_FLAG (this, FLAG_REMOVED))
1002 dump_object(op); 1040 return;
1003 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1004 1041
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); 1042 SET_FLAG (this, FLAG_REMOVED);
1021 1043
1044 if (more)
1045 more->remove ();
1046
1022 /* 1047 /*
1023 * In this case, the object to be removed is in someones 1048 * In this case, the object to be removed is in someones
1024 * inventory. 1049 * inventory.
1025 */ 1050 */
1026 if(op->env!=NULL) { 1051 if (env)
1052 {
1027 if(op->nrof) 1053 if (nrof)
1028 sub_weight(op->env, op->weight*op->nrof); 1054 sub_weight (env, weight * nrof);
1029 else 1055 else
1030 sub_weight(op->env, op->weight+op->carrying); 1056 sub_weight (env, weight + carrying);
1031 1057
1032 /* NO_FIX_PLAYER is set when a great many changes are being 1058 /* NO_FIX_PLAYER is set when a great many changes are being
1033 * made to players inventory. If set, avoiding the call 1059 * made to players inventory. If set, avoiding the call
1034 * to save cpu time. 1060 * to save cpu time.
1035 */ 1061 */
1036 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1062 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1037 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1038 fix_player(otmp); 1063 fix_player (otmp);
1039 1064
1040 if(op->above!=NULL) 1065 if (above != NULL)
1041 op->above->below=op->below; 1066 above->below = below;
1042 else 1067 else
1043 op->env->inv=op->below; 1068 env->inv = below;
1044 1069
1045 if(op->below!=NULL) 1070 if (below != NULL)
1046 op->below->above=op->above; 1071 below->above = above;
1047 1072
1048 /* we set up values so that it could be inserted into 1073 /* we set up values so that it could be inserted into
1049 * the map, but we don't actually do that - it is up 1074 * the map, but we don't actually do that - it is up
1050 * to the caller to decide what we want to do. 1075 * to the caller to decide what we want to do.
1076 */
1077 x = env->x, y = env->y;
1078 map = env->map;
1079 above = 0, below = 0;
1080 env = 0;
1081 }
1082 else if (map)
1083 {
1084 /* Re did the following section of code - it looks like it had
1085 * lots of logic for things we no longer care about
1086 */
1087
1088 /* link the object above us */
1089 if (above)
1090 above->below = below;
1091 else
1092 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1093
1094 /* Relink the object below us, if there is one */
1095 if (below)
1096 below->above = above;
1097 else
1098 {
1099 /* Nothing below, which means we need to relink map object for this space
1100 * use translated coordinates in case some oddness with map tiling is
1101 * evident
1051 */ 1102 */
1052 op->x=op->env->x,op->y=op->env->y; 1103 if (GET_MAP_OB (map, x, y) != this)
1053 op->map=op->env->map; 1104 {
1054 op->above=NULL,op->below=NULL; 1105 char *dump = dump_object (this);
1055 op->env=NULL; 1106 LOG (llevError,
1107 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1108 free (dump);
1109 dump = dump_object (GET_MAP_OB (map, x, y));
1110 LOG (llevError, "%s\n", dump);
1111 free (dump);
1112 }
1113
1114 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1115 }
1116
1117 above = 0;
1118 below = 0;
1119
1120 if (map->in_memory == MAP_SAVING)
1056 return; 1121 return;
1057 }
1058 1122
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); 1123 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1124
1114 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1125 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1126 {
1115 /* No point updating the players look faces if he is the object 1127 /* No point updating the players look faces if he is the object
1116 * being removed. 1128 * being removed.
1117 */ 1129 */
1118 1130
1119 if(tmp->type==PLAYER && tmp!=op) { 1131 if (tmp->type == PLAYER && tmp != this)
1132 {
1120 /* If a container that the player is currently using somehow gets 1133 /* If a container that the player is currently using somehow gets
1121 * removed (most likely destroyed), update the player view 1134 * removed (most likely destroyed), update the player view
1122 * appropriately. 1135 * appropriately.
1123 */ 1136 */
1124 if (tmp->container==op) { 1137 if (tmp->container == this)
1138 {
1125 CLEAR_FLAG(op, FLAG_APPLIED); 1139 CLEAR_FLAG (this, FLAG_APPLIED);
1126 tmp->container=NULL; 1140 tmp->container = 0;
1141 }
1142
1143 tmp->contr->socket.update_look = 1;
1127 } 1144 }
1128 tmp->contr->socket.update_look=1; 1145
1129 }
1130 /* See if player moving off should effect something */ 1146 /* See if player moving off should effect something */
1131 if (check_walk_off && ((op->move_type & tmp->move_off) && 1147 if (check_walk_off
1148 && ((move_type & tmp->move_off)
1132 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1149 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1133 1150 {
1134 move_apply(tmp, op, NULL); 1151 move_apply (tmp, this, 0);
1152
1135 if (was_destroyed (op, tag)) { 1153 if (destroyed ())
1136 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1154 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1137 "leaving object\n", &tmp->name, &tmp->arch->name);
1138 } 1155 }
1139 }
1140 1156
1141 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1157 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1142 1158
1143 if(tmp->above == tmp) 1159 if (tmp->above == tmp)
1144 tmp->above = NULL; 1160 tmp->above = 0;
1161
1145 last=tmp; 1162 last = tmp;
1146 } 1163 }
1164
1147 /* last == NULL of there are no objects on this space */ 1165 /* last == NULL of there are no objects on this space */
1148 if (last==NULL) { 1166 if (!last)
1167 {
1149 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1168 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1150 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1169 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1151 * those out anyways, and if there are any flags set right now, they won't 1170 * those out anyways, and if there are any flags set right now, they won't
1152 * be correct anyways. 1171 * be correct anyways.
1153 */ 1172 */
1154 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1173 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1155 update_position(op->map, op->x, op->y); 1174 update_position (map, x, y);
1156 } 1175 }
1157 else 1176 else
1158 update_object(last, UP_OBJ_REMOVE); 1177 update_object (last, UP_OBJ_REMOVE);
1159 1178
1160 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1179 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1161 update_all_los(op->map, op->x, op->y); 1180 update_all_los (map, x, y);
1162 1181 }
1163} 1182}
1164 1183
1165/* 1184/*
1166 * merge_ob(op,top): 1185 * merge_ob(op,top):
1167 * 1186 *
1168 * This function goes through all objects below and including top, and 1187 * This function goes through all objects below and including top, and
1169 * merges op to the first matching object. 1188 * merges op to the first matching object.
1170 * If top is NULL, it is calculated. 1189 * If top is NULL, it is calculated.
1171 * Returns pointer to object if it succeded in the merge, otherwise NULL 1190 * Returns pointer to object if it succeded in the merge, otherwise NULL
1172 */ 1191 */
1173 1192object *
1174object *merge_ob(object *op, object *top) { 1193merge_ob (object *op, object *top)
1194{
1175 if(!op->nrof) 1195 if (!op->nrof)
1176 return 0; 1196 return 0;
1197
1177 if(top==NULL) 1198 if (top == NULL)
1178 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1199 for (top = op; top != NULL && top->above != NULL; top = top->above);
1200
1179 for(;top!=NULL;top=top->below) { 1201 for (; top != NULL; top = top->below)
1202 {
1180 if(top==op) 1203 if (top == op)
1181 continue; 1204 continue;
1182 if (CAN_MERGE(op,top)) 1205 if (CAN_MERGE (op, top))
1183 { 1206 {
1184 top->nrof+=op->nrof; 1207 top->nrof += op->nrof;
1208
1185/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1209/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1186 op->weight = 0; /* Don't want any adjustements now */ 1210 op->weight = 0; /* Don't want any adjustements now */
1187 remove_ob(op); 1211 op->destroy ();
1188 free_object(op);
1189 return top; 1212 return top;
1190 } 1213 }
1191 } 1214 }
1215
1192 return NULL; 1216 return 0;
1193} 1217}
1194 1218
1195/* 1219/*
1196 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1220 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1197 * job preparing multi-part monsters 1221 * job preparing multi-part monsters
1198 */ 1222 */
1223object *
1199object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1224insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1225{
1200 object* tmp; 1226 object *tmp;
1227
1201 if (op->head) 1228 if (op->head)
1202 op=op->head; 1229 op = op->head;
1230
1203 for (tmp=op;tmp;tmp=tmp->more){ 1231 for (tmp = op; tmp; tmp = tmp->more)
1232 {
1204 tmp->x=x+tmp->arch->clone.x; 1233 tmp->x = x + tmp->arch->clone.x;
1205 tmp->y=y+tmp->arch->clone.y; 1234 tmp->y = y + tmp->arch->clone.y;
1206 } 1235 }
1236
1207 return insert_ob_in_map (op, m, originator, flag); 1237 return insert_ob_in_map (op, m, originator, flag);
1208} 1238}
1209 1239
1210/* 1240/*
1211 * insert_ob_in_map (op, map, originator, flag): 1241 * insert_ob_in_map (op, map, originator, flag):
1212 * This function inserts the object in the two-way linked list 1242 * This function inserts the object in the two-way linked list
1226 * new object if 'op' was merged with other object 1256 * new object if 'op' was merged with other object
1227 * NULL if 'op' was destroyed 1257 * NULL if 'op' was destroyed
1228 * just 'op' otherwise 1258 * just 'op' otherwise
1229 */ 1259 */
1230 1260
1261object *
1231object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1262insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1232{ 1263{
1233 object *tmp, *top, *floor=NULL; 1264 object *tmp, *top, *floor = NULL;
1234 sint16 x,y; 1265 sint16 x, y;
1235 1266
1236 if (QUERY_FLAG (op, FLAG_FREED)) { 1267 if (QUERY_FLAG (op, FLAG_FREED))
1268 {
1237 LOG (llevError, "Trying to insert freed object!\n"); 1269 LOG (llevError, "Trying to insert freed object!\n");
1270 return NULL;
1271 }
1272
1273 if (m == NULL)
1274 {
1275 char *dump = dump_object (op);
1276 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1277 free (dump);
1278 return op;
1279 }
1280
1281 if (out_of_map (m, op->x, op->y))
1282 {
1283 char *dump = dump_object (op);
1284 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1285#ifdef MANY_CORES
1286 /* Better to catch this here, as otherwise the next use of this object
1287 * is likely to cause a crash. Better to find out where it is getting
1288 * improperly inserted.
1289 */
1290 abort ();
1291#endif
1292 free (dump);
1293 return op;
1294 }
1295
1296 if (!QUERY_FLAG (op, FLAG_REMOVED))
1297 {
1298 char *dump = dump_object (op);
1299 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1300 free (dump);
1301 return op;
1302 }
1303
1304 if (op->more != NULL)
1305 {
1306 /* The part may be on a different map. */
1307
1308 object *more = op->more;
1309
1310 /* We really need the caller to normalize coordinates - if
1311 * we set the map, that doesn't work if the location is within
1312 * a map and this is straddling an edge. So only if coordinate
1313 * is clear wrong do we normalize it.
1314 */
1315 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1316 more->map = get_map_from_coord (m, &more->x, &more->y);
1317 else if (!more->map)
1318 {
1319 /* For backwards compatibility - when not dealing with tiled maps,
1320 * more->map should always point to the parent.
1321 */
1322 more->map = m;
1323 }
1324
1325 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1326 {
1327 if (!op->head)
1328 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1329
1330 return NULL;
1331 }
1332 }
1333
1334 CLEAR_FLAG (op, FLAG_REMOVED);
1335
1336 /* Ideally, the caller figures this out. However, it complicates a lot
1337 * of areas of callers (eg, anything that uses find_free_spot would now
1338 * need extra work
1339 */
1340 op->map = get_map_from_coord (m, &op->x, &op->y);
1341 x = op->x;
1342 y = op->y;
1343
1344 /* this has to be done after we translate the coordinates.
1345 */
1346 if (op->nrof && !(flag & INS_NO_MERGE))
1347 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1348 if (CAN_MERGE (op, tmp))
1349 {
1350 op->nrof += tmp->nrof;
1351 tmp->destroy ();
1352 }
1353
1354 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1355 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1356
1357 if (!QUERY_FLAG (op, FLAG_ALIVE))
1358 CLEAR_FLAG (op, FLAG_NO_STEAL);
1359
1360 if (flag & INS_BELOW_ORIGINATOR)
1361 {
1362 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1363 {
1364 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1365 abort ();
1366 }
1367
1368 op->above = originator;
1369 op->below = originator->below;
1370
1371 if (op->below)
1372 op->below->above = op;
1373 else
1374 SET_MAP_OB (op->map, op->x, op->y, op);
1375
1376 /* since *below* originator, no need to update top */
1377 originator->below = op;
1378 }
1379 else
1380 {
1381 /* If there are other objects, then */
1382 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1383 {
1384 object *last = NULL;
1385
1386 /*
1387 * If there are multiple objects on this space, we do some trickier handling.
1388 * We've already dealt with merging if appropriate.
1389 * Generally, we want to put the new object on top. But if
1390 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1391 * floor, we want to insert above that and no further.
1392 * Also, if there are spell objects on this space, we stop processing
1393 * once we get to them. This reduces the need to traverse over all of
1394 * them when adding another one - this saves quite a bit of cpu time
1395 * when lots of spells are cast in one area. Currently, it is presumed
1396 * that flying non pickable objects are spell objects.
1397 */
1398
1399 while (top != NULL)
1400 {
1401 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1402 floor = top;
1403
1404 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1405 {
1406 /* We insert above top, so we want this object below this */
1407 top = top->below;
1408 break;
1409 }
1410
1411 last = top;
1412 top = top->above;
1413 }
1414
1415 /* Don't want top to be NULL, so set it to the last valid object */
1416 top = last;
1417
1418 /* We let update_position deal with figuring out what the space
1419 * looks like instead of lots of conditions here.
1420 * makes things faster, and effectively the same result.
1421 */
1422
1423 /* Have object 'fall below' other objects that block view.
1424 * Unless those objects are exits, type 66
1425 * If INS_ON_TOP is used, don't do this processing
1426 * Need to find the object that in fact blocks view, otherwise
1427 * stacking is a bit odd.
1428 */
1429 if (!(flag & INS_ON_TOP) &&
1430 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1431 {
1432 for (last = top; last != floor; last = last->below)
1433 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1434 break;
1435 /* Check to see if we found the object that blocks view,
1436 * and make sure we have a below pointer for it so that
1437 * we can get inserted below this one, which requires we
1438 * set top to the object below us.
1439 */
1440 if (last && last->below && last != floor)
1441 top = last->below;
1442 }
1443 } /* If objects on this space */
1444
1445 if (flag & INS_MAP_LOAD)
1446 top = GET_MAP_TOP (op->map, op->x, op->y);
1447
1448 if (flag & INS_ABOVE_FLOOR_ONLY)
1449 top = floor;
1450
1451 /* Top is the object that our object (op) is going to get inserted above.
1452 */
1453
1454 /* First object on this space */
1455 if (!top)
1456 {
1457 op->above = GET_MAP_OB (op->map, op->x, op->y);
1458
1459 if (op->above)
1460 op->above->below = op;
1461
1462 op->below = NULL;
1463 SET_MAP_OB (op->map, op->x, op->y, op);
1464 }
1465 else
1466 { /* get inserted into the stack above top */
1467 op->above = top->above;
1468
1469 if (op->above)
1470 op->above->below = op;
1471
1472 op->below = top;
1473 top->above = op;
1474 }
1475
1476 if (op->above == NULL)
1477 SET_MAP_TOP (op->map, op->x, op->y, op);
1478 } /* else not INS_BELOW_ORIGINATOR */
1479
1480 if (op->type == PLAYER)
1481 op->contr->do_los = 1;
1482
1483 /* If we have a floor, we know the player, if any, will be above
1484 * it, so save a few ticks and start from there.
1485 */
1486 if (!(flag & INS_MAP_LOAD))
1487 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1488 if (tmp->type == PLAYER)
1489 tmp->contr->socket.update_look = 1;
1490
1491 /* If this object glows, it may affect lighting conditions that are
1492 * visible to others on this map. But update_all_los is really
1493 * an inefficient way to do this, as it means los for all players
1494 * on the map will get recalculated. The players could very well
1495 * be far away from this change and not affected in any way -
1496 * this should get redone to only look for players within range,
1497 * or just updating the P_NEED_UPDATE for spaces within this area
1498 * of effect may be sufficient.
1499 */
1500 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1501 update_all_los (op->map, op->x, op->y);
1502
1503 /* updates flags (blocked, alive, no magic, etc) for this map space */
1504 update_object (op, UP_OBJ_INSERT);
1505
1506 /* Don't know if moving this to the end will break anything. However,
1507 * we want to have update_look set above before calling this.
1508 *
1509 * check_move_on() must be after this because code called from
1510 * check_move_on() depends on correct map flags (so functions like
1511 * blocked() and wall() work properly), and these flags are updated by
1512 * update_object().
1513 */
1514
1515 /* if this is not the head or flag has been passed, don't check walk on status */
1516 if (!(flag & INS_NO_WALK_ON) && !op->head)
1517 {
1518 if (check_move_on (op, originator))
1238 return NULL; 1519 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 1520
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 1521 /* If we are a multi part object, lets work our way through the check
1451 * walk on's. 1522 * walk on's.
1452 */ 1523 */
1453 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1524 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1454 if (check_move_on (tmp, originator)) 1525 if (check_move_on (tmp, originator))
1455 return NULL; 1526 return NULL;
1456 } 1527 }
1528
1457 return op; 1529 return op;
1458} 1530}
1459 1531
1460/* this function inserts an object in the map, but if it 1532/* 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. 1533 * 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. 1534 * op is the object to insert it under: supplies x and the map.
1463 */ 1535 */
1536void
1464void replace_insert_ob_in_map(const char *arch_string, object *op) { 1537replace_insert_ob_in_map (const char *arch_string, object *op)
1538{
1465 object *tmp; 1539 object *
1466 object *tmp1; 1540 tmp;
1541 object *
1542 tmp1;
1467 1543
1468 /* first search for itself and remove any old instances */ 1544 /* first search for itself and remove any old instances */
1469 1545
1470 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1546 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1471 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1472 remove_ob(tmp); 1548 tmp->destroy ();
1473 free_object(tmp);
1474 }
1475 }
1476 1549
1477 tmp1=arch_to_object(find_archetype(arch_string)); 1550 tmp1 = arch_to_object (archetype::find (arch_string));
1478 1551
1479 1552 tmp1->x = op->x;
1480 tmp1->x = op->x; tmp1->y = op->y; 1553 tmp1->y = op->y;
1481 insert_ob_in_map(tmp1,op->map,op,0); 1554 insert_ob_in_map (tmp1, op->map, op, 0);
1482} 1555}
1483 1556
1484/* 1557/*
1485 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1558 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1486 * is returned contains nr objects, and the remaining parts contains 1559 * is returned contains nr objects, and the remaining parts contains
1487 * the rest (or is removed and freed if that number is 0). 1560 * the rest (or is removed and freed if that number is 0).
1488 * On failure, NULL is returned, and the reason put into the 1561 * On failure, NULL is returned, and the reason put into the
1489 * global static errmsg array. 1562 * global static errmsg array.
1490 */ 1563 */
1491 1564
1565object *
1492object *get_split_ob(object *orig_ob, uint32 nr) { 1566get_split_ob (object *orig_ob, uint32 nr)
1567{
1493 object *newob; 1568 object *newob;
1494 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1569 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1495 1570
1496 if(orig_ob->nrof<nr) { 1571 if (orig_ob->nrof < nr)
1497 sprintf(errmsg,"There are only %d %ss.", 1572 {
1498 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1573 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1499 return NULL; 1574 return NULL;
1500 } 1575 }
1576
1501 newob = object_create_clone(orig_ob); 1577 newob = object_create_clone (orig_ob);
1578
1502 if((orig_ob->nrof-=nr)<1) { 1579 if ((orig_ob->nrof -= nr) < 1)
1503 if ( ! is_removed) 1580 orig_ob->destroy (1);
1504 remove_ob(orig_ob);
1505 free_object2(orig_ob, 1);
1506 }
1507 else if ( ! is_removed) { 1581 else if (!is_removed)
1582 {
1508 if(orig_ob->env!=NULL) 1583 if (orig_ob->env != NULL)
1509 sub_weight (orig_ob->env,orig_ob->weight*nr); 1584 sub_weight (orig_ob->env, orig_ob->weight * nr);
1510 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1585 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1586 {
1511 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1587 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1512 LOG(llevDebug,
1513 "Error, Tried to split object whose map is not in memory.\n"); 1588 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1514 return NULL; 1589 return NULL;
1515 } 1590 }
1516 } 1591 }
1592
1517 newob->nrof=nr; 1593 newob->nrof = nr;
1518 1594
1519 return newob; 1595 return newob;
1520} 1596}
1521 1597
1522/* 1598/*
1523 * decrease_ob_nr(object, number) decreases a specified number from 1599 * decrease_ob_nr(object, number) decreases a specified number from
1524 * the amount of an object. If the amount reaches 0, the object 1600 * the amount of an object. If the amount reaches 0, the object
1525 * is subsequently removed and freed. 1601 * is subsequently removed and freed.
1526 * 1602 *
1527 * Return value: 'op' if something is left, NULL if the amount reached 0 1603 * Return value: 'op' if something is left, NULL if the amount reached 0
1528 */ 1604 */
1529 1605
1606object *
1530object *decrease_ob_nr (object *op, uint32 i) 1607decrease_ob_nr (object *op, uint32 i)
1531{ 1608{
1532 object *tmp; 1609 object *tmp;
1533 player *pl; 1610 player *pl;
1534 1611
1535 if (i == 0) /* objects with op->nrof require this check */ 1612 if (i == 0) /* objects with op->nrof require this check */
1536 return op; 1613 return op;
1537 1614
1538 if (i > op->nrof) 1615 if (i > op->nrof)
1539 i = op->nrof; 1616 i = op->nrof;
1540 1617
1541 if (QUERY_FLAG (op, FLAG_REMOVED)) 1618 if (QUERY_FLAG (op, FLAG_REMOVED))
1619 op->nrof -= i;
1620 else if (op->env != NULL)
1621 {
1622 /* is this object in the players inventory, or sub container
1623 * therein?
1624 */
1625 tmp = is_player_inv (op->env);
1626 /* nope. Is this a container the player has opened?
1627 * If so, set tmp to that player.
1628 * IMO, searching through all the players will mostly
1629 * likely be quicker than following op->env to the map,
1630 * and then searching the map for a player.
1631 */
1632 if (!tmp)
1633 {
1634 for (pl = first_player; pl; pl = pl->next)
1635 if (pl->ob->container == op->env)
1636 break;
1637 if (pl)
1638 tmp = pl->ob;
1639 else
1640 tmp = NULL;
1641 }
1642
1643 if (i < op->nrof)
1644 {
1645 sub_weight (op->env, op->weight * i);
1646 op->nrof -= i;
1647 if (tmp)
1648 {
1649 esrv_send_item (tmp, op);
1650 }
1651 }
1652 else
1653 {
1654 op->remove ();
1655 op->nrof = 0;
1656 if (tmp)
1657 {
1658 esrv_del_item (tmp->contr, op->count);
1659 }
1660 }
1542 { 1661 }
1662 else
1663 {
1664 object *above = op->above;
1665
1666 if (i < op->nrof)
1543 op->nrof -= i; 1667 op->nrof -= i;
1544 } 1668 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 } 1669 {
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); 1670 op->remove ();
1572 op->nrof = 0; 1671 op->nrof = 0;
1573 if (tmp) {
1574 esrv_del_item(tmp->contr, op->count);
1575 } 1672 }
1576 }
1577 }
1578 else
1579 {
1580 object *above = op->above;
1581 1673
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 */ 1674 /* Since we just removed op, op->above is null */
1589 for (tmp = above; tmp != NULL; tmp = tmp->above) 1675 for (tmp = above; tmp != NULL; tmp = tmp->above)
1590 if (tmp->type == PLAYER) { 1676 if (tmp->type == PLAYER)
1677 {
1591 if (op->nrof) 1678 if (op->nrof)
1592 esrv_send_item(tmp, op); 1679 esrv_send_item (tmp, op);
1593 else 1680 else
1594 esrv_del_item(tmp->contr, op->count); 1681 esrv_del_item (tmp->contr, op->count);
1595 } 1682 }
1596 } 1683 }
1597 1684
1598 if (op->nrof) { 1685 if (op->nrof)
1599 return op; 1686 return op;
1600 } else { 1687 else
1601 free_object (op); 1688 {
1689 op->destroy ();
1602 return NULL; 1690 return NULL;
1603 } 1691 }
1604} 1692}
1605 1693
1606/* 1694/*
1607 * add_weight(object, weight) adds the specified weight to an object, 1695 * add_weight(object, weight) adds the specified weight to an object,
1608 * and also updates how much the environment(s) is/are carrying. 1696 * and also updates how much the environment(s) is/are carrying.
1609 */ 1697 */
1610 1698
1699void
1611void add_weight (object *op, signed long weight) { 1700add_weight (object *op, signed long weight)
1701{
1612 while (op!=NULL) { 1702 while (op != NULL)
1703 {
1613 if (op->type == CONTAINER) { 1704 if (op->type == CONTAINER)
1614 weight=(signed long)(weight*(100-op->stats.Str)/100); 1705 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1615 } 1706
1616 op->carrying+=weight; 1707 op->carrying += weight;
1617 op=op->env; 1708 op = op->env;
1618 } 1709 }
1619} 1710}
1620 1711
1712object *
1713insert_ob_in_ob (object *op, object *where)
1714{
1715 if (!where)
1716 {
1717 char *dump = dump_object (op);
1718 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1719 free (dump);
1720 return op;
1721 }
1722
1723 if (where->head)
1724 {
1725 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1726 where = where->head;
1727 }
1728
1729 return where->insert (op);
1730}
1731
1621/* 1732/*
1622 * insert_ob_in_ob(op,environment): 1733 * env->insert (op)
1623 * This function inserts the object op in the linked list 1734 * This function inserts the object op in the linked list
1624 * inside the object environment. 1735 * inside the object environment.
1625 * 1736 *
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 1737 * The function returns now pointer to inserted item, and return value can
1632 * be != op, if items are merged. -Tero 1738 * be != op, if items are merged. -Tero
1633 */ 1739 */
1634 1740
1635object *insert_ob_in_ob(object *op,object *where) { 1741object *
1742object::insert (object *op)
1743{
1636 object *tmp, *otmp; 1744 object *tmp, *otmp;
1637 1745
1638 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1746 if (!QUERY_FLAG (op, FLAG_REMOVED))
1639 dump_object(op); 1747 op->remove ();
1640 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1748
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) { 1749 if (op->more)
1750 {
1654 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1751 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1655 &op->name, op->count);
1656 return op; 1752 return op;
1657 } 1753 }
1754
1658 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1755 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1659 CLEAR_FLAG(op, FLAG_REMOVED); 1756 CLEAR_FLAG (op, FLAG_REMOVED);
1660 if(op->nrof) { 1757 if (op->nrof)
1758 {
1661 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1759 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1662 if ( CAN_MERGE(tmp,op) ) { 1760 if (CAN_MERGE (tmp, op))
1761 {
1663 /* return the original object and remove inserted object 1762 /* return the original object and remove inserted object
1664 (client needs the original object) */ 1763 (client needs the original object) */
1665 tmp->nrof += op->nrof; 1764 tmp->nrof += op->nrof;
1666 /* Weight handling gets pretty funky. Since we are adding to 1765 /* Weight handling gets pretty funky. Since we are adding to
1667 * tmp->nrof, we need to increase the weight. 1766 * tmp->nrof, we need to increase the weight.
1668 */ 1767 */
1669 add_weight (where, op->weight*op->nrof); 1768 add_weight (this, op->weight * op->nrof);
1670 SET_FLAG(op, FLAG_REMOVED); 1769 SET_FLAG (op, FLAG_REMOVED);
1671 free_object(op); /* free the inserted object */ 1770 op->destroy (); /* free the inserted object */
1672 op = tmp; 1771 op = tmp;
1673 remove_ob (op); /* and fix old object's links */ 1772 op->remove (); /* and fix old object's links */
1674 CLEAR_FLAG(op, FLAG_REMOVED); 1773 CLEAR_FLAG (op, FLAG_REMOVED);
1675 break; 1774 break;
1676 } 1775 }
1677 1776
1678 /* I assume combined objects have no inventory 1777 /* I assume combined objects have no inventory
1679 * We add the weight - this object could have just been removed 1778 * We add the weight - this object could have just been removed
1680 * (if it was possible to merge). calling remove_ob will subtract 1779 * (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 1780 * the weight, so we need to add it in again, since we actually do
1682 * the linking below 1781 * the linking below
1683 */ 1782 */
1684 add_weight (where, op->weight*op->nrof); 1783 add_weight (this, op->weight * op->nrof);
1784 }
1685 } else 1785 else
1686 add_weight (where, (op->weight+op->carrying)); 1786 add_weight (this, (op->weight + op->carrying));
1687 1787
1688 otmp=is_player_inv(where); 1788 otmp = is_player_inv (this);
1689 if (otmp&&otmp->contr!=NULL) { 1789 if (otmp && otmp->contr)
1690 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1790 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1691 fix_player(otmp); 1791 fix_player (otmp);
1692 }
1693 1792
1694 op->map=NULL; 1793 op->map = NULL;
1695 op->env=where; 1794 op->env = this;
1696 op->above=NULL; 1795 op->above = NULL;
1697 op->below=NULL; 1796 op->below = NULL;
1698 op->x=0,op->y=0; 1797 op->x = 0, op->y = 0;
1699 1798
1700 /* reset the light list and los of the players on the map */ 1799 /* reset the light list and los of the players on the map */
1701 if((op->glow_radius!=0)&&where->map) 1800 if ((op->glow_radius != 0) && map)
1702 { 1801 {
1703#ifdef DEBUG_LIGHTS 1802#ifdef DEBUG_LIGHTS
1704 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1803 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1705 op->name);
1706#endif /* DEBUG_LIGHTS */ 1804#endif /* DEBUG_LIGHTS */
1707 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1805 if (MAP_DARKNESS (map))
1806 update_all_los (map, x, y);
1708 } 1807 }
1709 1808
1710 /* Client has no idea of ordering so lets not bother ordering it here. 1809 /* Client has no idea of ordering so lets not bother ordering it here.
1711 * It sure simplifies this function... 1810 * It sure simplifies this function...
1712 */ 1811 */
1713 if (where->inv==NULL) 1812 if (!inv)
1714 where->inv=op; 1813 inv = op;
1715 else { 1814 else
1815 {
1716 op->below = where->inv; 1816 op->below = inv;
1717 op->below->above = op; 1817 op->below->above = op;
1718 where->inv = op; 1818 inv = op;
1719 } 1819 }
1820
1720 return op; 1821 return op;
1721} 1822}
1722 1823
1723/* 1824/*
1724 * Checks if any objects has a move_type that matches objects 1825 * 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 1840 * 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 1841 * object being inserted. insert_ob_in_map may not put new objects
1741 * on top. 1842 * on top.
1742 */ 1843 */
1743 1844
1845int
1744int check_move_on (object *op, object *originator) 1846check_move_on (object *op, object *originator)
1745{ 1847{
1746 object *tmp; 1848 object *tmp;
1747 tag_t tag;
1748 mapstruct *m=op->map; 1849 maptile *m = op->map;
1749 int x=op->x, y=op->y; 1850 int x = op->x, y = op->y;
1851
1750 MoveType move_on, move_slow, move_block; 1852 MoveType move_on, move_slow, move_block;
1751 1853
1752 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1854 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1753 return 0; 1855 return 0;
1754 1856
1755 tag = op->count;
1756
1757 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1857 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1758 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1858 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1759 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1859 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1760 1860
1761 /* if nothing on this space will slow op down or be applied, 1861 /* if nothing on this space will slow op down or be applied,
1762 * no need to do checking below. have to make sure move_type 1862 * no need to do checking below. have to make sure move_type
1763 * is set, as lots of objects don't have it set - we treat that 1863 * is set, as lots of objects don't have it set - we treat that
1764 * as walking. 1864 * as walking.
1765 */ 1865 */
1766 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1866 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1767 return 0; 1867 return 0;
1768 1868
1769 /* This is basically inverse logic of that below - basically, 1869 /* This is basically inverse logic of that below - basically,
1770 * if the object can avoid the move on or slow move, they do so, 1870 * if the object can avoid the move on or slow move, they do so,
1771 * but can't do it if the alternate movement they are using is 1871 * but can't do it if the alternate movement they are using is
1772 * blocked. Logic on this seems confusing, but does seem correct. 1872 * blocked. Logic on this seems confusing, but does seem correct.
1773 */ 1873 */
1774 if ((op->move_type & ~move_on & ~move_block) != 0 && 1874 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1775 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1875 return 0;
1776 1876
1777 /* The objects have to be checked from top to bottom. 1877 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1878 * Hence, we first go to the top:
1779 */ 1879 */
1780 1880
1781 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1881 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1782 tmp->above!=NULL; tmp=tmp->above) { 1882 {
1783 /* Trim the search when we find the first other spell effect 1883 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects, 1884 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them. 1885 * we don't need to check all of them.
1786 */ 1886 */
1787 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1887 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1888 break;
1889 }
1890
1891 for (; tmp; tmp = tmp->below)
1788 } 1892 {
1789 for(;tmp!=NULL; tmp=tmp->below) { 1893 if (tmp == op)
1790 if (tmp == op) continue; /* Can't apply yourself */ 1894 continue; /* Can't apply yourself */
1791 1895
1792 /* Check to see if one of the movement types should be slowed down. 1896 /* Check to see if one of the movement types should be slowed down.
1793 * Second check makes sure that the movement types not being slowed 1897 * Second check makes sure that the movement types not being slowed
1794 * (~slow_move) is not blocked on this space - just because the 1898 * (~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 1899 * 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. 1900 * swim on that space, can't use it to avoid the penalty.
1797 */ 1901 */
1798 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1902 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1903 {
1799 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1904 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)) { 1905 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1906 {
1802 1907
1803 float diff; 1908 float
1804
1805 diff = tmp->move_slow_penalty*FABS(op->speed); 1909 diff = tmp->move_slow_penalty * FABS (op->speed);
1910
1806 if (op->type == PLAYER) { 1911 if (op->type == PLAYER)
1807 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1912 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1808 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1913 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1809 diff /= 4.0; 1914 diff /= 4.0;
1810 } 1915
1811 }
1812 op->speed_left -= diff; 1916 op->speed_left -= diff;
1813 } 1917 }
1814 } 1918 }
1815 1919
1816 /* Basically same logic as above, except now for actual apply. */ 1920 /* Basically same logic as above, except now for actual apply. */
1817 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1921 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)) { 1922 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1820 1923 {
1821 move_apply(tmp, op, originator); 1924 move_apply (tmp, op, originator);
1925
1822 if (was_destroyed (op, tag)) 1926 if (op->destroyed ())
1823 return 1; 1927 return 1;
1824 1928
1825 /* what the person/creature stepped onto has moved the object 1929 /* what the person/creature stepped onto has moved the object
1826 * someplace new. Don't process any further - if we did, 1930 * someplace new. Don't process any further - if we did,
1827 * have a feeling strange problems would result. 1931 * have a feeling strange problems would result.
1828 */ 1932 */
1829 if (op->map != m || op->x != x || op->y != y) return 0; 1933 if (op->map != m || op->x != x || op->y != y)
1934 return 0;
1830 } 1935 }
1831 } 1936 }
1937
1832 return 0; 1938 return 0;
1833} 1939}
1834 1940
1835/* 1941/*
1836 * present_arch(arch, map, x, y) searches for any objects with 1942 * present_arch(arch, map, x, y) searches for any objects with
1837 * a matching archetype at the given map and coordinates. 1943 * a matching archetype at the given map and coordinates.
1838 * The first matching object is returned, or NULL if none. 1944 * The first matching object is returned, or NULL if none.
1839 */ 1945 */
1840 1946
1947object *
1841object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1948present_arch (const archetype *at, maptile *m, int x, int y)
1949{
1842 object *tmp; 1950 object *
1951 tmp;
1952
1843 if(m==NULL || out_of_map(m,x,y)) { 1953 if (m == NULL || out_of_map (m, x, y))
1954 {
1844 LOG(llevError,"Present_arch called outside map.\n"); 1955 LOG (llevError, "Present_arch called outside map.\n");
1845 return NULL; 1956 return NULL;
1846 } 1957 }
1847 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1958 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1848 if(tmp->arch == at) 1959 if (tmp->arch == at)
1849 return tmp; 1960 return tmp;
1850 return NULL; 1961 return NULL;
1851} 1962}
1852 1963
1853/* 1964/*
1854 * present(type, map, x, y) searches for any objects with 1965 * present(type, map, x, y) searches for any objects with
1855 * a matching type variable at the given map and coordinates. 1966 * a matching type variable at the given map and coordinates.
1856 * The first matching object is returned, or NULL if none. 1967 * The first matching object is returned, or NULL if none.
1857 */ 1968 */
1858 1969
1970object *
1859object *present(unsigned char type,mapstruct *m, int x,int y) { 1971present (unsigned char type, maptile *m, int x, int y)
1972{
1860 object *tmp; 1973 object *
1974 tmp;
1975
1861 if(out_of_map(m,x,y)) { 1976 if (out_of_map (m, x, y))
1977 {
1862 LOG(llevError,"Present called outside map.\n"); 1978 LOG (llevError, "Present called outside map.\n");
1863 return NULL; 1979 return NULL;
1864 } 1980 }
1865 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1981 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1866 if(tmp->type==type) 1982 if (tmp->type == type)
1867 return tmp; 1983 return tmp;
1868 return NULL; 1984 return NULL;
1869} 1985}
1870 1986
1871/* 1987/*
1872 * present_in_ob(type, object) searches for any objects with 1988 * present_in_ob(type, object) searches for any objects with
1873 * a matching type variable in the inventory of the given object. 1989 * a matching type variable in the inventory of the given object.
1874 * The first matching object is returned, or NULL if none. 1990 * The first matching object is returned, or NULL if none.
1875 */ 1991 */
1876 1992
1993object *
1877object *present_in_ob(unsigned char type, const object *op) { 1994present_in_ob (unsigned char type, const object *op)
1995{
1878 object *tmp; 1996 object *
1997 tmp;
1998
1879 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1999 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1880 if(tmp->type==type) 2000 if (tmp->type == type)
1881 return tmp; 2001 return tmp;
1882 return NULL; 2002 return NULL;
1883} 2003}
1884 2004
1885/* 2005/*
1895 * the object name, not the archetype name. this is so that the 2015 * the object name, not the archetype name. this is so that the
1896 * spell code can use one object type (force), but change it's name 2016 * spell code can use one object type (force), but change it's name
1897 * to be unique. 2017 * to be unique.
1898 */ 2018 */
1899 2019
2020object *
1900object *present_in_ob_by_name(int type, const char *str, const object *op) { 2021present_in_ob_by_name (int type, const char *str, const object *op)
2022{
1901 object *tmp; 2023 object *
2024 tmp;
1902 2025
1903 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2027 {
1904 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2028 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1905 return tmp; 2029 return tmp;
1906 } 2030 }
1907 return NULL; 2031 return NULL;
1908} 2032}
1909 2033
1910/* 2034/*
1911 * present_arch_in_ob(archetype, object) searches for any objects with 2035 * present_arch_in_ob(archetype, object) searches for any objects with
1912 * a matching archetype in the inventory of the given object. 2036 * a matching archetype in the inventory of the given object.
1913 * The first matching object is returned, or NULL if none. 2037 * The first matching object is returned, or NULL if none.
1914 */ 2038 */
1915 2039
2040object *
1916object *present_arch_in_ob(const archetype *at, const object *op) { 2041present_arch_in_ob (const archetype *at, const object *op)
2042{
1917 object *tmp; 2043 object *
2044 tmp;
2045
1918 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1919 if( tmp->arch == at) 2047 if (tmp->arch == at)
1920 return tmp; 2048 return tmp;
1921 return NULL; 2049 return NULL;
1922} 2050}
1923 2051
1924/* 2052/*
1925 * activate recursively a flag on an object inventory 2053 * activate recursively a flag on an object inventory
1926 */ 2054 */
2055void
1927void flag_inv(object*op, int flag){ 2056flag_inv (object *op, int flag)
2057{
1928 object *tmp; 2058 object *
2059 tmp;
2060
1929 if(op->inv) 2061 if (op->inv)
1930 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063 {
1931 SET_FLAG(tmp, flag); 2064 SET_FLAG (tmp, flag);
1932 flag_inv(tmp,flag); 2065 flag_inv (tmp, flag);
1933 } 2066 }
1934}/* 2067} /*
1935 * desactivate recursively a flag on an object inventory 2068 * desactivate recursively a flag on an object inventory
1936 */ 2069 */
2070void
1937void unflag_inv(object*op, int flag){ 2071unflag_inv (object *op, int flag)
2072{
1938 object *tmp; 2073 object *
2074 tmp;
2075
1939 if(op->inv) 2076 if (op->inv)
1940 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2077 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2078 {
1941 CLEAR_FLAG(tmp, flag); 2079 CLEAR_FLAG (tmp, flag);
1942 unflag_inv(tmp,flag); 2080 unflag_inv (tmp, flag);
1943 } 2081 }
1944} 2082}
1945 2083
1946/* 2084/*
1947 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2085 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1948 * all it's inventory (recursively). 2086 * all it's inventory (recursively).
1949 * If checksums are used, a player will get set_cheat called for 2087 * If checksums are used, a player will get set_cheat called for
1950 * him/her-self and all object carried by a call to this function. 2088 * him/her-self and all object carried by a call to this function.
1951 */ 2089 */
1952 2090
2091void
1953void set_cheat(object *op) { 2092set_cheat (object *op)
2093{
1954 SET_FLAG(op, FLAG_WAS_WIZ); 2094 SET_FLAG (op, FLAG_WAS_WIZ);
1955 flag_inv(op, FLAG_WAS_WIZ); 2095 flag_inv (op, FLAG_WAS_WIZ);
1956} 2096}
1957 2097
1958/* 2098/*
1959 * find_free_spot(object, map, x, y, start, stop) will search for 2099 * find_free_spot(object, map, x, y, start, stop) will search for
1960 * a spot at the given map and coordinates which will be able to contain 2100 * a spot at the given map and coordinates which will be able to contain
1975 * to know if the space in question will block the object. We can't use 2115 * to know if the space in question will block the object. We can't use
1976 * the archetype because that isn't correct if the monster has been 2116 * the archetype because that isn't correct if the monster has been
1977 * customized, changed states, etc. 2117 * customized, changed states, etc.
1978 */ 2118 */
1979 2119
2120int
1980int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2121find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2122{
2123 int
2124 i,
1981 int i,index=0, flag; 2125 index = 0, flag;
2126 static int
1982 static int altern[SIZEOFFREE]; 2127 altern[SIZEOFFREE];
1983 2128
1984 for(i=start;i<stop;i++) { 2129 for (i = start; i < stop; i++)
2130 {
1985 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2131 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1986 if(!flag) 2132 if (!flag)
1987 altern[index++]=i; 2133 altern[index++] = i;
1988 2134
1989 /* Basically, if we find a wall on a space, we cut down the search size. 2135 /* Basically, if we find a wall on a space, we cut down the search size.
1990 * In this way, we won't return spaces that are on another side of a wall. 2136 * In this way, we won't return spaces that are on another side of a wall.
1991 * This mostly work, but it cuts down the search size in all directions - 2137 * This mostly work, but it cuts down the search size in all directions -
1992 * if the space being examined only has a wall to the north and empty 2138 * if the space being examined only has a wall to the north and empty
1993 * spaces in all the other directions, this will reduce the search space 2139 * spaces in all the other directions, this will reduce the search space
1994 * to only the spaces immediately surrounding the target area, and 2140 * to only the spaces immediately surrounding the target area, and
1995 * won't look 2 spaces south of the target space. 2141 * won't look 2 spaces south of the target space.
1996 */ 2142 */
1997 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2143 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
1998 stop=maxfree[i]; 2144 stop = maxfree[i];
1999 } 2145 }
2000 if(!index) return -1; 2146 if (!index)
2147 return -1;
2001 return altern[RANDOM()%index]; 2148 return altern[RANDOM () % index];
2002} 2149}
2003 2150
2004/* 2151/*
2005 * find_first_free_spot(archetype, mapstruct, x, y) works like 2152 * find_first_free_spot(archetype, maptile, x, y) works like
2006 * find_free_spot(), but it will search max number of squares. 2153 * find_free_spot(), but it will search max number of squares.
2007 * But it will return the first available spot, not a random choice. 2154 * But it will return the first available spot, not a random choice.
2008 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2155 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2009 */ 2156 */
2010 2157
2158int
2011int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2159find_first_free_spot (const object *ob, maptile *m, int x, int y)
2160{
2161 int
2012 int i; 2162 i;
2163
2013 for(i=0;i<SIZEOFFREE;i++) { 2164 for (i = 0; i < SIZEOFFREE; i++)
2165 {
2014 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2166 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2015 return i; 2167 return i;
2016 } 2168 }
2017 return -1; 2169 return -1;
2018} 2170}
2019 2171
2020/* 2172/*
2021 * The function permute(arr, begin, end) randomly reorders the array 2173 * The function permute(arr, begin, end) randomly reorders the array
2022 * arr[begin..end-1]. 2174 * arr[begin..end-1].
2023 */ 2175 */
2176static void
2024static void permute(int *arr, int begin, int end) 2177permute (int *arr, int begin, int end)
2025{ 2178{
2026 int i, j, tmp, len; 2179 int
2180 i,
2181 j,
2182 tmp,
2183 len;
2027 2184
2028 len = end-begin; 2185 len = end - begin;
2029 for(i = begin; i < end; i++) 2186 for (i = begin; i < end; i++)
2030 { 2187 {
2031 j = begin+RANDOM()%len; 2188 j = begin + RANDOM () % len;
2032 2189
2033 tmp = arr[i]; 2190 tmp = arr[i];
2034 arr[i] = arr[j]; 2191 arr[i] = arr[j];
2035 arr[j] = tmp; 2192 arr[j] = tmp;
2036 } 2193 }
2037} 2194}
2038 2195
2039/* new function to make monster searching more efficient, and effective! 2196/* new function to make monster searching more efficient, and effective!
2040 * This basically returns a randomized array (in the passed pointer) of 2197 * 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 2198 * 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 2199 * 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 2200 * 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. 2201 * the 3x3 area will be searched, just not in a predictable order.
2045 */ 2202 */
2203void
2046void get_search_arr(int *search_arr) 2204get_search_arr (int *search_arr)
2047{ 2205{
2206 int
2048 int i; 2207 i;
2049 2208
2050 for(i = 0; i < SIZEOFFREE; i++) 2209 for (i = 0; i < SIZEOFFREE; i++)
2051 { 2210 {
2052 search_arr[i] = i; 2211 search_arr[i] = i;
2053 } 2212 }
2054 2213
2055 permute(search_arr, 1, SIZEOFFREE1+1); 2214 permute (search_arr, 1, SIZEOFFREE1 + 1);
2056 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2215 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2057 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2216 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2058} 2217}
2059 2218
2060/* 2219/*
2061 * find_dir(map, x, y, exclude) will search some close squares in the 2220 * find_dir(map, x, y, exclude) will search some close squares in the
2062 * given map at the given coordinates for live objects. 2221 * given map at the given coordinates for live objects.
2068 * is actually want is going to try and move there. We need this info 2227 * is actually want is going to try and move there. We need this info
2069 * because we have to know what movement the thing looking to move 2228 * because we have to know what movement the thing looking to move
2070 * there is capable of. 2229 * there is capable of.
2071 */ 2230 */
2072 2231
2232int
2073int find_dir(mapstruct *m, int x, int y, object *exclude) { 2233find_dir (maptile *m, int x, int y, object *exclude)
2234{
2235 int
2236 i,
2074 int i,max=SIZEOFFREE, mflags; 2237 max = SIZEOFFREE, mflags;
2238
2075 sint16 nx, ny; 2239 sint16 nx, ny;
2076 object *tmp; 2240 object *
2077 mapstruct *mp; 2241 tmp;
2242 maptile *
2243 mp;
2244
2078 MoveType blocked, move_type; 2245 MoveType blocked, move_type;
2079 2246
2080 if (exclude && exclude->head) { 2247 if (exclude && exclude->head)
2248 {
2081 exclude = exclude->head; 2249 exclude = exclude->head;
2082 move_type = exclude->move_type; 2250 move_type = exclude->move_type;
2083 } else { 2251 }
2252 else
2253 {
2084 /* If we don't have anything, presume it can use all movement types. */ 2254 /* If we don't have anything, presume it can use all movement types. */
2085 move_type=MOVE_ALL; 2255 move_type = MOVE_ALL;
2256 }
2257
2258 for (i = 1; i < max; i++)
2086 } 2259 {
2087
2088 for(i=1;i<max;i++) {
2089 mp = m; 2260 mp = m;
2090 nx = x + freearr_x[i]; 2261 nx = x + freearr_x[i];
2091 ny = y + freearr_y[i]; 2262 ny = y + freearr_y[i];
2092 2263
2093 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2264 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2094 if (mflags & P_OUT_OF_MAP) { 2265 if (mflags & P_OUT_OF_MAP)
2266 {
2095 max = maxfree[i]; 2267 max = maxfree[i];
2268 }
2096 } else { 2269 else
2270 {
2097 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2271 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2098 2272
2099 if ((move_type & blocked) == move_type) { 2273 if ((move_type & blocked) == move_type)
2274 {
2100 max=maxfree[i]; 2275 max = maxfree[i];
2276 }
2101 } else if (mflags & P_IS_ALIVE) { 2277 else if (mflags & P_IS_ALIVE)
2278 {
2102 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2279 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2103 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2280 {
2104 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2281 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2282 {
2105 break; 2283 break;
2106 } 2284 }
2107 } 2285 }
2108 if(tmp) { 2286 if (tmp)
2287 {
2109 return freedir[i]; 2288 return freedir[i];
2110 } 2289 }
2111 } 2290 }
2112 } 2291 }
2113 } 2292 }
2114 return 0; 2293 return 0;
2115} 2294}
2116 2295
2117/* 2296/*
2118 * distance(object 1, object 2) will return the square of the 2297 * distance(object 1, object 2) will return the square of the
2119 * distance between the two given objects. 2298 * distance between the two given objects.
2120 */ 2299 */
2121 2300
2301int
2122int distance(const object *ob1, const object *ob2) { 2302distance (const object *ob1, const object *ob2)
2303{
2123 int i; 2304 int
2124 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2305 i;
2125 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2306
2307 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2126 return i; 2308 return i;
2127} 2309}
2128 2310
2129/* 2311/*
2130 * find_dir_2(delta-x,delta-y) will return a direction in which 2312 * find_dir_2(delta-x,delta-y) will return a direction in which
2131 * an object which has subtracted the x and y coordinates of another 2313 * an object which has subtracted the x and y coordinates of another
2132 * object, needs to travel toward it. 2314 * object, needs to travel toward it.
2133 */ 2315 */
2134 2316
2317int
2135int find_dir_2(int x, int y) { 2318find_dir_2 (int x, int y)
2319{
2136 int q; 2320 int
2321 q;
2137 2322
2138 if(y) 2323 if (y)
2139 q=x*100/y; 2324 q = x * 100 / y;
2140 else if (x) 2325 else if (x)
2141 q= -300*x; 2326 q = -300 * x;
2142 else 2327 else
2143 return 0; 2328 return 0;
2144 2329
2145 if(y>0) { 2330 if (y > 0)
2331 {
2146 if(q < -242) 2332 if (q < -242)
2147 return 3 ; 2333 return 3;
2148 if (q < -41) 2334 if (q < -41)
2149 return 2 ; 2335 return 2;
2150 if (q < 41) 2336 if (q < 41)
2151 return 1 ; 2337 return 1;
2152 if (q < 242) 2338 if (q < 242)
2153 return 8 ; 2339 return 8;
2154 return 7 ; 2340 return 7;
2155 } 2341 }
2156 2342
2157 if (q < -242) 2343 if (q < -242)
2158 return 7 ; 2344 return 7;
2159 if (q < -41) 2345 if (q < -41)
2160 return 6 ; 2346 return 6;
2161 if (q < 41) 2347 if (q < 41)
2162 return 5 ; 2348 return 5;
2163 if (q < 242) 2349 if (q < 242)
2164 return 4 ; 2350 return 4;
2165 2351
2166 return 3 ; 2352 return 3;
2167} 2353}
2168 2354
2169/* 2355/*
2170 * absdir(int): Returns a number between 1 and 8, which represent 2356 * absdir(int): Returns a number between 1 and 8, which represent
2171 * the "absolute" direction of a number (it actually takes care of 2357 * the "absolute" direction of a number (it actually takes care of
2172 * "overflow" in previous calculations of a direction). 2358 * "overflow" in previous calculations of a direction).
2173 */ 2359 */
2174 2360
2361int
2175int absdir(int d) { 2362absdir (int d)
2176 while(d<1) d+=8; 2363{
2177 while(d>8) d-=8; 2364 while (d < 1)
2365 d += 8;
2366 while (d > 8)
2367 d -= 8;
2178 return d; 2368 return d;
2179} 2369}
2180 2370
2181/* 2371/*
2182 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2372 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2183 * between two directions (which are expected to be absolute (see absdir()) 2373 * between two directions (which are expected to be absolute (see absdir())
2184 */ 2374 */
2185 2375
2376int
2186int dirdiff(int dir1, int dir2) { 2377dirdiff (int dir1, int dir2)
2378{
2187 int d; 2379 int
2380 d;
2381
2188 d = abs(dir1 - dir2); 2382 d = abs (dir1 - dir2);
2189 if(d>4) 2383 if (d > 4)
2190 d = 8 - d; 2384 d = 8 - d;
2191 return d; 2385 return d;
2192} 2386}
2193 2387
2194/* peterm: 2388/* peterm:
2199 * direction 4, 14, or 16 to get back to where we are. 2393 * direction 4, 14, or 16 to get back to where we are.
2200 * Moved from spell_util.c to object.c with the other related direction 2394 * Moved from spell_util.c to object.c with the other related direction
2201 * functions. 2395 * functions.
2202 */ 2396 */
2203 2397
2398int
2204int reduction_dir[SIZEOFFREE][3] = { 2399 reduction_dir[SIZEOFFREE][3] = {
2205 {0,0,0}, /* 0 */ 2400 {0, 0, 0}, /* 0 */
2206 {0,0,0}, /* 1 */ 2401 {0, 0, 0}, /* 1 */
2207 {0,0,0}, /* 2 */ 2402 {0, 0, 0}, /* 2 */
2208 {0,0,0}, /* 3 */ 2403 {0, 0, 0}, /* 3 */
2209 {0,0,0}, /* 4 */ 2404 {0, 0, 0}, /* 4 */
2210 {0,0,0}, /* 5 */ 2405 {0, 0, 0}, /* 5 */
2211 {0,0,0}, /* 6 */ 2406 {0, 0, 0}, /* 6 */
2212 {0,0,0}, /* 7 */ 2407 {0, 0, 0}, /* 7 */
2213 {0,0,0}, /* 8 */ 2408 {0, 0, 0}, /* 8 */
2214 {8,1,2}, /* 9 */ 2409 {8, 1, 2}, /* 9 */
2215 {1,2,-1}, /* 10 */ 2410 {1, 2, -1}, /* 10 */
2216 {2,10,12}, /* 11 */ 2411 {2, 10, 12}, /* 11 */
2217 {2,3,-1}, /* 12 */ 2412 {2, 3, -1}, /* 12 */
2218 {2,3,4}, /* 13 */ 2413 {2, 3, 4}, /* 13 */
2219 {3,4,-1}, /* 14 */ 2414 {3, 4, -1}, /* 14 */
2220 {4,14,16}, /* 15 */ 2415 {4, 14, 16}, /* 15 */
2221 {5,4,-1}, /* 16 */ 2416 {5, 4, -1}, /* 16 */
2222 {4,5,6}, /* 17 */ 2417 {4, 5, 6}, /* 17 */
2223 {6,5,-1}, /* 18 */ 2418 {6, 5, -1}, /* 18 */
2224 {6,20,18}, /* 19 */ 2419 {6, 20, 18}, /* 19 */
2225 {7,6,-1}, /* 20 */ 2420 {7, 6, -1}, /* 20 */
2226 {6,7,8}, /* 21 */ 2421 {6, 7, 8}, /* 21 */
2227 {7,8,-1}, /* 22 */ 2422 {7, 8, -1}, /* 22 */
2228 {8,22,24}, /* 23 */ 2423 {8, 22, 24}, /* 23 */
2229 {8,1,-1}, /* 24 */ 2424 {8, 1, -1}, /* 24 */
2230 {24,9,10}, /* 25 */ 2425 {24, 9, 10}, /* 25 */
2231 {9,10,-1}, /* 26 */ 2426 {9, 10, -1}, /* 26 */
2232 {10,11,-1}, /* 27 */ 2427 {10, 11, -1}, /* 27 */
2233 {27,11,29}, /* 28 */ 2428 {27, 11, 29}, /* 28 */
2234 {11,12,-1}, /* 29 */ 2429 {11, 12, -1}, /* 29 */
2235 {12,13,-1}, /* 30 */ 2430 {12, 13, -1}, /* 30 */
2236 {12,13,14}, /* 31 */ 2431 {12, 13, 14}, /* 31 */
2237 {13,14,-1}, /* 32 */ 2432 {13, 14, -1}, /* 32 */
2238 {14,15,-1}, /* 33 */ 2433 {14, 15, -1}, /* 33 */
2239 {33,15,35}, /* 34 */ 2434 {33, 15, 35}, /* 34 */
2240 {16,15,-1}, /* 35 */ 2435 {16, 15, -1}, /* 35 */
2241 {17,16,-1}, /* 36 */ 2436 {17, 16, -1}, /* 36 */
2242 {18,17,16}, /* 37 */ 2437 {18, 17, 16}, /* 37 */
2243 {18,17,-1}, /* 38 */ 2438 {18, 17, -1}, /* 38 */
2244 {18,19,-1}, /* 39 */ 2439 {18, 19, -1}, /* 39 */
2245 {41,19,39}, /* 40 */ 2440 {41, 19, 39}, /* 40 */
2246 {19,20,-1}, /* 41 */ 2441 {19, 20, -1}, /* 41 */
2247 {20,21,-1}, /* 42 */ 2442 {20, 21, -1}, /* 42 */
2248 {20,21,22}, /* 43 */ 2443 {20, 21, 22}, /* 43 */
2249 {21,22,-1}, /* 44 */ 2444 {21, 22, -1}, /* 44 */
2250 {23,22,-1}, /* 45 */ 2445 {23, 22, -1}, /* 45 */
2251 {45,47,23}, /* 46 */ 2446 {45, 47, 23}, /* 46 */
2252 {23,24,-1}, /* 47 */ 2447 {23, 24, -1}, /* 47 */
2253 {24,9,-1}}; /* 48 */ 2448 {24, 9, -1}
2449}; /* 48 */
2254 2450
2255/* Recursive routine to step back and see if we can 2451/* Recursive routine to step back and see if we can
2256 * find a path to that monster that we found. If not, 2452 * find a path to that monster that we found. If not,
2257 * we don't bother going toward it. Returns 1 if we 2453 * we don't bother going toward it. Returns 1 if we
2258 * can see a direct way to get it 2454 * can see a direct way to get it
2259 * Modified to be map tile aware -.MSW 2455 * Modified to be map tile aware -.MSW
2260 */ 2456 */
2261
2262 2457
2458
2459int
2263int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2460can_see_monsterP (maptile *m, int x, int y, int dir)
2461{
2264 sint16 dx, dy; 2462 sint16 dx, dy;
2463 int
2265 int mflags; 2464 mflags;
2266 2465
2466 if (dir < 0)
2267 if(dir<0) return 0; /* exit condition: invalid direction */ 2467 return 0; /* exit condition: invalid direction */
2268 2468
2269 dx = x + freearr_x[dir]; 2469 dx = x + freearr_x[dir];
2270 dy = y + freearr_y[dir]; 2470 dy = y + freearr_y[dir];
2271 2471
2272 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2472 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2273 2473
2274 /* This functional arguably was incorrect before - it was 2474 /* This functional arguably was incorrect before - it was
2275 * checking for P_WALL - that was basically seeing if 2475 * checking for P_WALL - that was basically seeing if
2276 * we could move to the monster - this is being more 2476 * we could move to the monster - this is being more
2277 * literal on if we can see it. To know if we can actually 2477 * literal on if we can see it. To know if we can actually
2278 * move to the monster, we'd need the monster passed in or 2478 * move to the monster, we'd need the monster passed in or
2279 * at least its move type. 2479 * at least its move type.
2280 */ 2480 */
2281 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2481 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2482 return 0;
2282 2483
2283 /* yes, can see. */ 2484 /* yes, can see. */
2284 if(dir < 9) return 1; 2485 if (dir < 9)
2486 return 1;
2285 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2487 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2286 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2488 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2287 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2288} 2489}
2289 2490
2290 2491
2291 2492
2292/* 2493/*
2293 * can_pick(picker, item): finds out if an object is possible to be 2494 * can_pick(picker, item): finds out if an object is possible to be
2294 * picked up by the picker. Returnes 1 if it can be 2495 * picked up by the picker. Returnes 1 if it can be
2295 * picked up, otherwise 0. 2496 * picked up, otherwise 0.
2296 * 2497 *
2298 * core dumps if they do. 2499 * core dumps if they do.
2299 * 2500 *
2300 * Add a check so we can't pick up invisible objects (0.93.8) 2501 * Add a check so we can't pick up invisible objects (0.93.8)
2301 */ 2502 */
2302 2503
2504int
2303int can_pick(const object *who, const object *item) { 2505can_pick (const object *who, const object *item)
2506{
2304 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2507 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2305 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2508 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2306 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2509 !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} 2510}
2309 2511
2310 2512
2311/* 2513/*
2312 * create clone from object to another 2514 * create clone from object to another
2313 */ 2515 */
2516object *
2314object *object_create_clone (object *asrc) { 2517object_create_clone (object *asrc)
2518{
2315 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2519 object *dst = 0, *tmp, *src, *part, *prev, *item;
2316 2520
2317 if(!asrc) return NULL; 2521 if (!asrc)
2522 return 0;
2523
2318 src = asrc; 2524 src = asrc;
2319 if(src->head) 2525 if (src->head)
2320 src = src->head; 2526 src = src->head;
2321 2527
2322 prev = NULL; 2528 prev = 0;
2323 for(part = src; part; part = part->more) { 2529 for (part = src; part; part = part->more)
2324 tmp = get_object(); 2530 {
2325 copy_object(part,tmp); 2531 tmp = part->clone ();
2326 tmp->x -= src->x; 2532 tmp->x -= src->x;
2327 tmp->y -= src->y; 2533 tmp->y -= src->y;
2534
2328 if(!part->head) { 2535 if (!part->head)
2536 {
2329 dst = tmp; 2537 dst = tmp;
2330 tmp->head = NULL; 2538 tmp->head = 0;
2539 }
2331 } else { 2540 else
2541 {
2332 tmp->head = dst; 2542 tmp->head = dst;
2333 } 2543 }
2544
2334 tmp->more = NULL; 2545 tmp->more = 0;
2546
2335 if(prev) 2547 if (prev)
2336 prev->more = tmp; 2548 prev->more = tmp;
2549
2337 prev = tmp; 2550 prev = tmp;
2338 } 2551 }
2339 /*** copy inventory ***/ 2552
2340 for(item = src->inv; item; item = item->below) { 2553 for (item = src->inv; item; item = item->below)
2341 (void) insert_ob_in_ob(object_create_clone(item),dst); 2554 insert_ob_in_ob (object_create_clone (item), dst);
2342 }
2343 2555
2344 return dst; 2556 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} 2557}
2354 2558
2355/* GROS - Creates an object using a string representing its content. */ 2559/* 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 */ 2560/* 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, */ 2561/* 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. */ 2562/* 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. */ 2563/* Remember not to use load_object_str in a time-critical situation. */
2360/* Also remember that multiparts objects are not supported for now. */ 2564/* Also remember that multiparts objects are not supported for now. */
2361 2565
2566object *
2362object* load_object_str(const char *obstr) 2567load_object_str (const char *obstr)
2363{ 2568{
2364 object *op; 2569 object *op;
2365 char filename[MAX_BUF]; 2570 char filename[MAX_BUF];
2571
2366 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2572 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2367 2573
2368 FILE *tempfile=fopen(filename,"w"); 2574 FILE *tempfile = fopen (filename, "w");
2575
2369 if (tempfile == NULL) 2576 if (tempfile == NULL)
2370 { 2577 {
2371 LOG(llevError,"Error - Unable to access load object temp file\n"); 2578 LOG (llevError, "Error - Unable to access load object temp file\n");
2372 return NULL; 2579 return NULL;
2373 }; 2580 }
2581
2374 fprintf(tempfile,obstr); 2582 fprintf (tempfile, obstr);
2375 fclose(tempfile); 2583 fclose (tempfile);
2376 2584
2377 op=get_object(); 2585 op = object::create ();
2378 2586
2379 object_thawer thawer (filename); 2587 object_thawer thawer (filename);
2380 2588
2381 if (thawer) 2589 if (thawer)
2382 load_object(thawer,op,0); 2590 load_object (thawer, op, 0);
2383 2591
2384 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2592 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2385 CLEAR_FLAG(op,FLAG_REMOVED); 2593 CLEAR_FLAG (op, FLAG_REMOVED);
2386 2594
2387 return op; 2595 return op;
2388} 2596}
2389 2597
2390/* This returns the first object in who's inventory that 2598/* This returns the first object in who's inventory that
2391 * has the same type and subtype match. 2599 * has the same type and subtype match.
2392 * returns NULL if no match. 2600 * returns NULL if no match.
2393 */ 2601 */
2602object *
2394object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2603find_obj_by_type_subtype (const object *who, int type, int subtype)
2395{ 2604{
2396 object *tmp; 2605 object *tmp;
2397 2606
2398 for (tmp=who->inv; tmp; tmp=tmp->below) 2607 for (tmp = who->inv; tmp; tmp = tmp->below)
2399 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2608 if (tmp->type == type && tmp->subtype == subtype)
2609 return tmp;
2400 2610
2401 return NULL; 2611 return NULL;
2402} 2612}
2403 2613
2404/* If ob has a field named key, return the link from the list, 2614/* If ob has a field named key, return the link from the list,
2405 * otherwise return NULL. 2615 * otherwise return NULL.
2406 * 2616 *
2407 * key must be a passed in shared string - otherwise, this won't 2617 * key must be a passed in shared string - otherwise, this won't
2408 * do the desired thing. 2618 * do the desired thing.
2409 */ 2619 */
2620key_value *
2410key_value * get_ob_key_link(const object * ob, const char * key) { 2621get_ob_key_link (const object *ob, const char *key)
2622{
2411 key_value * link; 2623 key_value *link;
2412 2624
2413 for (link = ob->key_values; link != NULL; link = link->next) { 2625 for (link = ob->key_values; link != NULL; link = link->next)
2414 if (link->key == key) { 2626 if (link->key == key)
2415 return link; 2627 return link;
2416 } 2628
2417 }
2418
2419 return NULL; 2629 return NULL;
2420} 2630}
2421 2631
2422/* 2632/*
2423 * Returns the value of op has an extra_field for key, or NULL. 2633 * Returns the value of op has an extra_field for key, or NULL.
2424 * 2634 *
2425 * The argument doesn't need to be a shared string. 2635 * The argument doesn't need to be a shared string.
2426 * 2636 *
2427 * The returned string is shared. 2637 * The returned string is shared.
2428 */ 2638 */
2639const char *
2429const char * get_ob_key_value(const object * op, const char * const key) { 2640get_ob_key_value (const object *op, const char *const key)
2641{
2430 key_value * link; 2642 key_value *link;
2431 const char * canonical_key; 2643 shstr_cmp canonical_key (key);
2644
2645 if (!canonical_key)
2432 2646 {
2433 canonical_key = shstr::find (key);
2434
2435 if (canonical_key == NULL) {
2436 /* 1. There being a field named key on any object 2647 /* 1. There being a field named key on any object
2437 * implies there'd be a shared string to find. 2648 * implies there'd be a shared string to find.
2438 * 2. Since there isn't, no object has this field. 2649 * 2. Since there isn't, no object has this field.
2439 * 3. Therefore, *this* object doesn't have this field. 2650 * 3. Therefore, *this* object doesn't have this field.
2440 */ 2651 */
2441 return NULL; 2652 return 0;
2442 } 2653 }
2443 2654
2444 /* This is copied from get_ob_key_link() above - 2655 /* This is copied from get_ob_key_link() above -
2445 * only 4 lines, and saves the function call overhead. 2656 * only 4 lines, and saves the function call overhead.
2446 */ 2657 */
2447 for (link = op->key_values; link != NULL; link = link->next) { 2658 for (link = op->key_values; link; link = link->next)
2448 if (link->key == canonical_key) { 2659 if (link->key == canonical_key)
2449 return link->value; 2660 return link->value;
2450 } 2661
2451 } 2662 return 0;
2452 return NULL;
2453} 2663}
2454 2664
2455 2665
2456/* 2666/*
2457 * Updates the canonical_key in op to value. 2667 * 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 2671 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2462 * keys. 2672 * keys.
2463 * 2673 *
2464 * Returns TRUE on success. 2674 * Returns TRUE on success.
2465 */ 2675 */
2676int
2466int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2677set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2678{
2679 key_value *
2467 key_value * field = NULL, *last=NULL; 2680 field = NULL, *last = NULL;
2468 2681
2469 for (field=op->key_values; field != NULL; field=field->next) { 2682 for (field = op->key_values; field != NULL; field = field->next)
2683 {
2470 if (field->key != canonical_key) { 2684 if (field->key != canonical_key)
2685 {
2471 last = field; 2686 last = field;
2472 continue; 2687 continue;
2473 } 2688 }
2474 2689
2475 if (value) 2690 if (value)
2476 field->value = value; 2691 field->value = value;
2477 else { 2692 else
2693 {
2478 /* Basically, if the archetype has this key set, 2694 /* Basically, if the archetype has this key set,
2479 * we need to store the null value so when we save 2695 * we need to store the null value so when we save
2480 * it, we save the empty value so that when we load, 2696 * it, we save the empty value so that when we load,
2481 * we get this value back again. 2697 * we get this value back again.
2482 */ 2698 */
2483 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2699 if (get_ob_key_link (&op->arch->clone, canonical_key))
2484 field->value = 0; 2700 field->value = 0;
2701 else
2702 {
2703 if (last)
2704 last->next = field->next;
2485 else 2705 else
2486 {
2487 if (last) last->next = field->next;
2488 else op->key_values = field->next; 2706 op->key_values = field->next;
2489 2707
2490 delete field; 2708 delete field;
2491 } 2709 }
2492 } 2710 }
2493 return TRUE; 2711 return TRUE;
2494 } 2712 }
2495 /* IF we get here, key doesn't exist */ 2713 /* IF we get here, key doesn't exist */
2496 2714
2497 /* No field, we'll have to add it. */ 2715 /* No field, we'll have to add it. */
2716
2717 if (!add_key)
2498 2718 {
2499 if (!add_key) {
2500 return FALSE; 2719 return FALSE;
2501 } 2720 }
2502 /* There isn't any good reason to store a null 2721 /* There isn't any good reason to store a null
2503 * value in the key/value list. If the archetype has 2722 * value in the key/value list. If the archetype has
2504 * this key, then we should also have it, so shouldn't 2723 * this key, then we should also have it, so shouldn't
2505 * be here. If user wants to store empty strings, 2724 * be here. If user wants to store empty strings,
2506 * should pass in "" 2725 * should pass in ""
2507 */ 2726 */
2508 if (value == NULL) return TRUE; 2727 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; 2728 return TRUE;
2729
2730 field = new key_value;
2731
2732 field->key = canonical_key;
2733 field->value = value;
2734 /* Usual prepend-addition. */
2735 field->next = op->key_values;
2736 op->key_values = field;
2737
2738 return TRUE;
2519} 2739}
2520 2740
2521/* 2741/*
2522 * Updates the key in op to value. 2742 * Updates the key in op to value.
2523 * 2743 *
2525 * and not add new ones. 2745 * and not add new ones.
2526 * In general, should be little reason FALSE is ever passed in for add_key 2746 * In general, should be little reason FALSE is ever passed in for add_key
2527 * 2747 *
2528 * Returns TRUE on success. 2748 * Returns TRUE on success.
2529 */ 2749 */
2750int
2530int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2751set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2531{ 2752{
2532 shstr key_ (key); 2753 shstr key_ (key);
2754
2533 return set_ob_key_value_s (op, key_, value, add_key); 2755 return set_ob_key_value_s (op, key_, value, add_key);
2534} 2756}
2757
2758object::depth_iterator::depth_iterator (object *container)
2759: iterator_base (container)
2760{
2761 while (item->inv)
2762 item = item->inv;
2763}
2764
2765void
2766object::depth_iterator::next ()
2767{
2768 if (item->below)
2769 {
2770 item = item->below;
2771
2772 while (item->inv)
2773 item = item->inv;
2774 }
2775 else
2776 item = item->env;
2777}
2778
2779// return a suitable string describing an objetc in enough detail to find it
2780const char *
2781object::debug_desc (char *info) const
2782{
2783 char info2[256 * 3];
2784 char *p = info;
2785
2786 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2787 count,
2788 &name,
2789 title ? " " : "",
2790 title ? (const char *)title : "");
2791
2792 if (env)
2793 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2794
2795 if (map)
2796 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2797
2798 return info;
2799}
2800
2801const char *
2802object::debug_desc () const
2803{
2804 static char info[256 * 3];
2805 return debug_desc (info);
2806}
2807

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