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Comparing deliantra/server/common/object.C (file contents):
Revision 1.15 by root, Mon Sep 4 13:55:54 2006 UTC vs.
Revision 1.69 by root, Mon Dec 18 03:00:02 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.15 2006/09/04 13:55:54 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
36
42int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
43 40
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
46 42
47short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 45};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 48};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
56int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
59 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
60 133
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
63 key_value * wants_field; 138 key_value *wants_field;
64 139
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
68 */ 143 */
69 144
70 /* For each field in wants, */ 145 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
147 {
72 key_value * has_field; 148 key_value *has_field;
73 149
74 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
76 154 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 155 /* No field with that name. */
79 return FALSE; 156 return FALSE;
80 }
81 157 }
158
82 /* Found the matching field. */ 159 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
84 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 163 return FALSE;
86 } 164 }
87 165
88 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 167 }
168
91 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 170 return TRUE;
93} 171}
94 172
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
97 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
99 */ 179 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 181}
102 182
103/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 184 * they can be merged together.
105 * 185 *
106 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
109 * 189 *
110 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
111 * 191 *
112 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
113 * check weight 193 * check weight
114 */ 194 */
115 195
116int CAN_MERGE(object *ob1, object *ob2) { 196bool object::can_merge_slow (object *ob1, object *ob2)
117 197{
118 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
204 return 0;
120 205
121 if (ob1->speed != ob2->speed) return 0; 206 //TODO: this ain't working well, use nicer and correct overflow check
122 /* Note sure why the following is the case - either the object has to 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
123 * be animated or have a very low speed. Is this an attempted monster 208 * value could not be stored in a sint32 (which unfortunately sometimes is
124 * check? 209 * used to store nrof).
125 */ 210 */
126 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0;
213
214 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning.
219 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name
229 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id
240 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname
242 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
251 return 0;
252
253 /* This is really a spellbook check - really, we should
254 * check all objects in the inventory.
255 */
256 if (ob1->inv || ob2->inv)
257 {
258 /* if one object has inventory but the other doesn't, not equiv */
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
127 return 0; 260 return 0;
128 261
129 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 262 /* Now check to see if the two inventory objects could merge */
130 * value could not be stored in a sint32 (which unfortunately sometimes is 263 if (!object::can_merge (ob1->inv, ob2->inv))
131 * used to store nrof).
132 */
133 if (ob1->nrof+ob2->nrof >= 1UL<<31)
134 return 0; 264 return 0;
135 265
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 266 /* inventory ok - still need to check rest of this object to see
147 * if it is valid. 267 * if it is valid.
148 */ 268 */
149 } 269 }
150 270
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, 271 /* 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 272 * 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. 273 * some items equipped, and we don't want those to merge.
202 */ 274 */
203 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
276 return 0;
277
278 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster
280 * check?
281 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
283 return 0;
284
285 switch (ob1->type)
286 {
287 case SCROLL:
288 if (ob1->level != ob2->level)
289 return 0;
290 break;
291 }
292
293 if (ob1->key_values != NULL || ob2->key_values != NULL)
294 {
295 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
297 /* One has fields, but the other one doesn't. */
204 return 0; 298 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)) { 299 else if (!compare_ob_value_lists (ob1, ob2))
218 return 0; 300 return 0;
219 } 301 }
302
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self)
220 } 305 {
306 ob1->optimise ();
307 ob2->optimise ();
221 308
309 if (ob1->self || ob2->self)
310 return 0;
311 }
312
222 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
223 return 1; 314 return 1;
224} 315}
225 316
226/* 317/*
227 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
228 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
229 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
230 */ 321 */
231signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
232 signed long sum; 325 long sum;
233 object *inv; 326 object *inv;
327
234 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
235 if (inv->inv) 330 if (inv->inv)
236 sum_weight(inv); 331 sum_weight (inv);
237 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
238 } 333 }
334
239 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
240 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
241 if(op->carrying != sum) 338 if (op->carrying != sum)
242 op->carrying = sum; 339 op->carrying = sum;
340
243 return sum; 341 return sum;
244} 342}
245 343
246/** 344/**
247 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
248 */ 346 */
249 347
348object *
250object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
251 while (op->env != NULL) 351 while (op->env != NULL)
252 op = op->env; 352 op = op->env;
253 return op; 353 return op;
254} 354}
255 355
256/* 356/*
257 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 357 * 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 358 * a better check. We basically keeping traversing up until we can't
259 * or find a player. 359 * or find a player.
260 */ 360 */
261 361
362object *
262object *is_player_inv (object *op) { 363is_player_inv (object *op)
364{
263 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 365 for (; op != NULL && op->type != PLAYER; op = op->env)
264 if (op->env==op) 366 if (op->env == op)
265 op->env = NULL; 367 op->env = NULL;
266 return op; 368 return op;
267} 369}
268 370
269/* 371/*
270 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 372 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
271 * Some error messages. 373 * Some error messages.
272 * The result of the dump is stored in the static global errmsg array. 374 * The result of the dump is stored in the static global errmsg array.
273 */ 375 */
274 376
275void dump_object2(object *op) { 377char *
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) { 378dump_object (object *op)
322 if(op==NULL) { 379{
323 strcpy(errmsg,"[NULL pointer]"); 380 if (!op)
324 return; 381 return strdup ("[NULLOBJ]");
325 }
326 errmsg[0]='\0';
327 dump_object2(op);
328}
329 382
330void dump_all_objects(void) { 383 object_freezer freezer;
331 object *op; 384 save_object (freezer, op, 3);
332 for(op=objects;op!=NULL;op=op->next) { 385 return freezer.as_string ();
333 dump_object(op);
334 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
335 }
336} 386}
337 387
338/* 388/*
339 * get_nearest_part(multi-object, object 2) returns the part of the 389 * get_nearest_part(multi-object, object 2) returns the part of the
340 * multi-object 1 which is closest to the second object. 390 * multi-object 1 which is closest to the second object.
341 * If it's not a multi-object, it is returned. 391 * If it's not a multi-object, it is returned.
342 */ 392 */
343 393
394object *
344object *get_nearest_part(object *op, const object *pl) { 395get_nearest_part (object *op, const object *pl)
396{
345 object *tmp,*closest; 397 object *tmp, *closest;
346 int last_dist,i; 398 int last_dist, i;
399
347 if(op->more==NULL) 400 if (op->more == NULL)
348 return op; 401 return op;
349 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 402 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
350 if((i=distance(tmp,pl))<last_dist) 403 if ((i = distance (tmp, pl)) < last_dist)
351 closest=tmp,last_dist=i; 404 closest = tmp, last_dist = i;
352 return closest; 405 return closest;
353} 406}
354 407
355/* 408/*
356 * Returns the object which has the count-variable equal to the argument. 409 * Returns the object which has the count-variable equal to the argument.
357 */ 410 */
358 411
412object *
359object *find_object(tag_t i) { 413find_object (tag_t i)
360 object *op; 414{
361 for(op=objects;op!=NULL;op=op->next) 415 for (object *op = object::first; op; op = op->next)
362 if(op->count==i) 416 if (op->count == i)
363 break; 417 return op;
418
364 return op; 419 return 0;
365} 420}
366 421
367/* 422/*
368 * Returns the first object which has a name equal to the argument. 423 * Returns the first object which has a name equal to the argument.
369 * Used only by the patch command, but not all that useful. 424 * Used only by the patch command, but not all that useful.
370 * Enables features like "patch <name-of-other-player> food 999" 425 * Enables features like "patch <name-of-other-player> food 999"
371 */ 426 */
372 427
428object *
373object *find_object_name(const char *str) { 429find_object_name (const char *str)
374 const char *name = shstr::find (str); 430{
431 shstr_cmp str_ (str);
375 object *op; 432 object *op;
433
376 for(op=objects;op!=NULL;op=op->next) 434 for (op = object::first; op != NULL; op = op->next)
377 if(&op->name == name) 435 if (op->name == str_)
378 break; 436 break;
379 437
380 return op; 438 return op;
381} 439}
382 440
441void
383void free_all_object_data () 442free_all_object_data ()
384{ 443{
385 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 444 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} 445}
422 446
423/* 447/*
424 * Sets the owner and sets the skill and exp pointers to owner's current 448 * Sets the owner and sets the skill and exp pointers to owner's current
425 * skill and experience objects. 449 * skill and experience objects.
426 */ 450 */
427void set_owner (object *op, object *owner) 451void
452object::set_owner (object *owner)
428{ 453{
429 if(owner==NULL||op==NULL) 454 if (!owner)
430 return; 455 return;
431 456
432 /* next line added to allow objects which own objects */ 457 /* next line added to allow objects which own objects */
433 /* Add a check for ownercounts in here, as I got into an endless loop 458 /* 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 459 * with the fireball owning a poison cloud which then owned the
435 * fireball. I believe that was caused by one of the objects getting 460 * fireball. I believe that was caused by one of the objects getting
436 * freed and then another object replacing it. Since the ownercounts 461 * 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. 462 * didn't match, this check is valid and I believe that cause is valid.
438 */ 463 */
439 while (owner->owner && owner!=owner->owner && 464 while (owner->owner)
440 owner->ownercount==owner->owner->count) owner=owner->owner; 465 owner = owner->owner;
441 466
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; 467 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} 468}
477 469
478/* Zero the key_values on op, decrementing the shared-string 470/* Zero the key_values on op, decrementing the shared-string
479 * refcounts and freeing the links. 471 * refcounts and freeing the links.
480 */ 472 */
473static void
481static void free_key_values(object * op) 474free_key_values (object *op)
482{ 475{
483 for (key_value *i = op->key_values; i != 0; ) 476 for (key_value *i = op->key_values; i != 0;)
484 { 477 {
485 key_value *next = i->next; 478 key_value *next = i->next;
486 delete i; 479 delete i;
480
487 i = next; 481 i = next;
488 } 482 }
489 483
490 op->key_values = 0; 484 op->key_values = 0;
491} 485}
492 486
493void object::clear () 487void object::clear ()
494{ 488{
495 attachable_base::clear (); 489 attachable_base::clear ();
496 490
497 free_key_values (this); 491 free_key_values (this);
498 492
499 name = 0; 493 owner = 0;
494 name = 0;
500 name_pl = 0; 495 name_pl = 0;
501 title = 0; 496 title = 0;
502 race = 0; 497 race = 0;
503 slaying = 0; 498 slaying = 0;
504 skill = 0; 499 skill = 0;
505 msg = 0; 500 msg = 0;
506 lore = 0; 501 lore = 0;
507 custom_name = 0; 502 custom_name = 0;
508 materialname = 0; 503 materialname = 0;
504 contr = 0;
505 below = 0;
506 above = 0;
507 inv = 0;
508 container = 0;
509 env = 0;
510 more = 0;
511 head = 0;
512 map = 0;
513 active_next = 0;
514 active_prev = 0;
509 515
510 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 516 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
511 517
512 SET_FLAG (this, FLAG_REMOVED); 518 SET_FLAG (this, FLAG_REMOVED);
513}
514 519
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 */ 520 /* What is not cleared is next, prev, and count */
546 521
547 op->expmul = 1.0; 522 expmul = 1.0;
548 op->face = blank_face; 523 face = blank_face;
549 op->attacked_by_count = -1;
550 524
551 if (settings.casting_time) 525 if (settings.casting_time)
552 op->casting_time = -1; 526 casting_time = -1;
553} 527}
554 528
555/* 529/*
556 * copy object first frees everything allocated by the second object, 530 * copy_to first frees everything allocated by the dst object,
557 * and then copies the contends of the first object into the second 531 * and then copies the contents of itself into the second
558 * object, allocating what needs to be allocated. Basically, any 532 * object, allocating what needs to be allocated. Basically, any
559 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 533 * 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 534 * if the first object is freed, the pointers in the new object
561 * will point at garbage. 535 * will point at garbage.
562 */ 536 */
563 537void
564void copy_object (object *op2, object *op) 538object::copy_to (object *dst)
565{ 539{
566 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 540 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
567 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 541 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
568 542
569 op2->clone (op); 543 *(object_copy *)dst = *this;
544 *(object_pod *)dst = *this;
570 545
571 if (is_freed) SET_FLAG (op, FLAG_FREED); 546 if (self || cb)
572 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 547 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
573 548
549 if (is_freed)
550 SET_FLAG (dst, FLAG_FREED);
551
552 if (is_removed)
553 SET_FLAG (dst, FLAG_REMOVED);
554
574 if (op2->speed < 0) 555 if (speed < 0)
575 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 556 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
576 557
577 /* Copy over key_values, if any. */ 558 /* Copy over key_values, if any. */
578 if (op2->key_values != NULL) 559 if (key_values)
579 { 560 {
580 key_value *tail = NULL; 561 key_value *tail = 0;
581 key_value *i; 562 key_value *i;
582 563
583 op->key_values = NULL; 564 dst->key_values = 0;
584 565
585 for (i = op2->key_values; i != NULL; i = i->next) 566 for (i = key_values; i; i = i->next)
586 { 567 {
587 key_value *new_link = new key_value; 568 key_value *new_link = new key_value;
588 569
589 new_link->next = NULL; 570 new_link->next = 0;
590 new_link->key = i->key; 571 new_link->key = i->key;
591 new_link->value = i->value; 572 new_link->value = i->value;
592 573
593 /* Try and be clever here, too. */ 574 /* Try and be clever here, too. */
594 if (op->key_values == NULL) 575 if (!dst->key_values)
595 { 576 {
596 op->key_values = new_link; 577 dst->key_values = new_link;
597 tail = new_link; 578 tail = new_link;
598 } 579 }
599 else 580 else
600 { 581 {
601 tail->next = new_link; 582 tail->next = new_link;
602 tail = new_link; 583 tail = new_link;
603 } 584 }
604 } 585 }
605 } 586 }
606 587
607 update_ob_speed (op); 588 update_ob_speed (dst);
608} 589}
609 590
610/* 591object *
611 * get_object() grabs an object from the list of unused objects, makes 592object::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{ 593{
618 object *op = new object; 594 object *neu = create ();
619 595 copy_to (neu);
620 op->count = ++ob_count;
621
622 op->active_next = 0;
623 op->active_prev = 0;
624
625 op->next = objects;
626 op->prev = 0;
627
628 if (objects)
629 objects->prev = op;
630
631 objects = op;
632
633 SET_FLAG (op, FLAG_REMOVED);
634
635 op->expmul = 1.0;
636 op->face = blank_face;
637 op->attacked_by_count = -1;
638
639 return op; 596 return neu;
640} 597}
641 598
642/* 599/*
643 * If an object with the IS_TURNABLE() flag needs to be turned due 600 * If an object with the IS_TURNABLE() flag needs to be turned due
644 * to the closest player being on the other side, this function can 601 * to the closest player being on the other side, this function can
645 * be called to update the face variable, _and_ how it looks on the map. 602 * be called to update the face variable, _and_ how it looks on the map.
646 */ 603 */
647 604
605void
648void update_turn_face(object *op) { 606update_turn_face (object *op)
607{
649 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 608 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
650 return; 609 return;
651 SET_ANIMATION(op, op->direction); 610 SET_ANIMATION (op, op->direction);
652 update_object(op,UP_OBJ_FACE); 611 update_object (op, UP_OBJ_FACE);
653} 612}
654 613
655/* 614/*
656 * Updates the speed of an object. If the speed changes from 0 to another 615 * Updates the speed of an object. If the speed changes from 0 to another
657 * value, or vice versa, then add/remove the object from the active list. 616 * value, or vice versa, then add/remove the object from the active list.
658 * This function needs to be called whenever the speed of an object changes. 617 * This function needs to be called whenever the speed of an object changes.
659 */ 618 */
660 619void
661void update_ob_speed(object *op) { 620update_ob_speed (object *op)
621{
662 extern int arch_init; 622 extern int arch_init;
663 623
664 /* No reason putting the archetypes objects on the speed list, 624 /* No reason putting the archetypes objects on the speed list,
665 * since they never really need to be updated. 625 * since they never really need to be updated.
666 */ 626 */
667 627
668 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 628 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629 {
669 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 630 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
670#ifdef MANY_CORES 631#ifdef MANY_CORES
671 abort(); 632 abort ();
672#else 633#else
673 op->speed = 0; 634 op->speed = 0;
674#endif 635#endif
675 } 636 }
637
676 if (arch_init) { 638 if (arch_init)
639 return;
640
641 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
642 {
643 /* If already on active list, don't do anything */
644 if (op->active_next || op->active_prev || op == active_objects)
677 return; 645 return;
678 }
679 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
680 /* If already on active list, don't do anything */
681 if (op->active_next || op->active_prev || op==active_objects)
682 return;
683 646
684 /* process_events() expects us to insert the object at the beginning 647 /* process_events() expects us to insert the object at the beginning
685 * of the list. */ 648 * of the list. */
686 op->active_next = active_objects; 649 op->active_next = active_objects;
650
687 if (op->active_next!=NULL) 651 if (op->active_next != NULL)
688 op->active_next->active_prev = op; 652 op->active_next->active_prev = op;
653
689 active_objects = op; 654 active_objects = op;
655 }
656 else
690 } 657 {
691 else {
692 /* If not on the active list, nothing needs to be done */ 658 /* If not on the active list, nothing needs to be done */
693 if (!op->active_next && !op->active_prev && op!=active_objects) 659 if (!op->active_next && !op->active_prev && op != active_objects)
694 return; 660 return;
695 661
696 if (op->active_prev==NULL) { 662 if (op->active_prev == NULL)
663 {
697 active_objects = op->active_next; 664 active_objects = op->active_next;
665
698 if (op->active_next!=NULL) 666 if (op->active_next != NULL)
699 op->active_next->active_prev = NULL; 667 op->active_next->active_prev = NULL;
668 }
669 else
700 } 670 {
701 else {
702 op->active_prev->active_next = op->active_next; 671 op->active_prev->active_next = op->active_next;
672
703 if (op->active_next) 673 if (op->active_next)
704 op->active_next->active_prev = op->active_prev; 674 op->active_next->active_prev = op->active_prev;
705 } 675 }
676
706 op->active_next = NULL; 677 op->active_next = NULL;
707 op->active_prev = NULL; 678 op->active_prev = NULL;
708 } 679 }
709} 680}
710 681
711/* This function removes object 'op' from the list of active 682/* This function removes object 'op' from the list of active
712 * objects. 683 * objects.
714 * reference maps where you don't want an object that isn't 685 * reference maps where you don't want an object that isn't
715 * in play chewing up cpu time getting processed. 686 * in play chewing up cpu time getting processed.
716 * The reverse of this is to call update_ob_speed, which 687 * The reverse of this is to call update_ob_speed, which
717 * will do the right thing based on the speed of the object. 688 * will do the right thing based on the speed of the object.
718 */ 689 */
690void
719void remove_from_active_list(object *op) 691remove_from_active_list (object *op)
720{ 692{
721 /* If not on the active list, nothing needs to be done */ 693 /* If not on the active list, nothing needs to be done */
722 if (!op->active_next && !op->active_prev && op!=active_objects) 694 if (!op->active_next && !op->active_prev && op != active_objects)
723 return; 695 return;
724 696
725 if (op->active_prev==NULL) { 697 if (op->active_prev == NULL)
698 {
726 active_objects = op->active_next; 699 active_objects = op->active_next;
727 if (op->active_next!=NULL) 700 if (op->active_next != NULL)
728 op->active_next->active_prev = NULL; 701 op->active_next->active_prev = NULL;
702 }
703 else
729 } 704 {
730 else {
731 op->active_prev->active_next = op->active_next; 705 op->active_prev->active_next = op->active_next;
732 if (op->active_next) 706 if (op->active_next)
733 op->active_next->active_prev = op->active_prev; 707 op->active_next->active_prev = op->active_prev;
734 } 708 }
735 op->active_next = NULL; 709 op->active_next = NULL;
736 op->active_prev = NULL; 710 op->active_prev = NULL;
737} 711}
738 712
739/* 713/*
740 * update_object() updates the array which represents the map. 714 * update_object() updates the array which represents the map.
741 * It takes into account invisible objects (and represent squares covered 715 * It takes into account invisible objects (and represent squares covered
756 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 730 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
757 * as that is easier than trying to look at what may have changed. 731 * as that is easier than trying to look at what may have changed.
758 * UP_OBJ_FACE: only the objects face has changed. 732 * UP_OBJ_FACE: only the objects face has changed.
759 */ 733 */
760 734
735void
761void update_object(object *op, int action) { 736update_object (object *op, int action)
737{
762 int update_now=0, flags; 738 int update_now = 0, flags;
763 MoveType move_on, move_off, move_block, move_slow; 739 MoveType move_on, move_off, move_block, move_slow;
764 740
765 if (op == NULL) { 741 if (op == NULL)
742 {
766 /* this should never happen */ 743 /* this should never happen */
767 LOG(llevDebug,"update_object() called for NULL object.\n"); 744 LOG (llevDebug, "update_object() called for NULL object.\n");
768 return; 745 return;
769 }
770 746 }
747
771 if(op->env!=NULL) { 748 if (op->env != NULL)
749 {
772 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
773 * to do in this case. 751 * to do in this case.
774 */ 752 */
775 return; 753 return;
776 } 754 }
777 755
778 /* If the map is saving, don't do anything as everything is 756 /* If the map is saving, don't do anything as everything is
779 * going to get freed anyways. 757 * going to get freed anyways.
780 */ 758 */
781 if (!op->map || op->map->in_memory == MAP_SAVING) return; 759 if (!op->map || op->map->in_memory == MAP_SAVING)
782 760 return;
761
783 /* make sure the object is within map boundaries */ 762 /* make sure the object is within map boundaries */
784 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 763 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
785 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 764 {
786 LOG(llevError,"update_object() called for object out of map!\n"); 765 LOG (llevError, "update_object() called for object out of map!\n");
787#ifdef MANY_CORES 766#ifdef MANY_CORES
788 abort(); 767 abort ();
789#endif 768#endif
790 return; 769 return;
791 }
792 770 }
771
793 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 772 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
794 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 773 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
795 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
796 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 775 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
797 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 776 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
798 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 777 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
799 778
800 if (action == UP_OBJ_INSERT) { 779 if (action == UP_OBJ_INSERT)
780 {
801 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
802 update_now=1; 782 update_now = 1;
803 783
804 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 784 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
805 update_now=1; 785 update_now = 1;
806 786
807 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
808 update_now=1; 788 update_now = 1;
809 789
810 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 790 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
811 update_now=1; 791 update_now = 1;
812 792
793 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
794 update_now = 1;
795
813 if ((move_on | op->move_on) != move_on) update_now=1; 796 if ((move_on | op->move_on) != move_on)
797 update_now = 1;
798
814 if ((move_off | op->move_off) != move_off) update_now=1; 799 if ((move_off | op->move_off) != move_off)
800 update_now = 1;
801
815 /* This isn't perfect, but I don't expect a lot of objects to 802 /* This isn't perfect, but I don't expect a lot of objects to
816 * to have move_allow right now. 803 * to have move_allow right now.
817 */ 804 */
818 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 805 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
819 update_now=1; 806 update_now = 1;
807
820 if ((move_slow | op->move_slow) != move_slow) update_now=1; 808 if ((move_slow | op->move_slow) != move_slow)
809 update_now = 1;
821 } 810 }
811
822 /* if the object is being removed, we can't make intelligent 812 /* if the object is being removed, we can't make intelligent
823 * decisions, because remove_ob can't really pass the object 813 * decisions, because remove_ob can't really pass the object
824 * that is being removed. 814 * that is being removed.
825 */ 815 */
826 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 816 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
827 update_now=1; 817 update_now = 1;
828 } else if (action == UP_OBJ_FACE) { 818 else if (action == UP_OBJ_FACE)
829 /* Nothing to do for that case */ 819 /* Nothing to do for that case */ ;
830 }
831 else { 820 else
832 LOG(llevError,"update_object called with invalid action: %d\n", action); 821 LOG (llevError, "update_object called with invalid action: %d\n", action);
833 }
834 822
835 if (update_now) { 823 if (update_now)
824 {
836 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 825 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
837 update_position(op->map, op->x, op->y); 826 update_position (op->map, op->x, op->y);
838 } 827 }
839 828
840 if(op->more!=NULL) 829 if (op->more != NULL)
841 update_object(op->more, action); 830 update_object (op->more, action);
842} 831}
843 832
833object::vector object::mortals;
834object::vector object::objects; // not yet used
835object *object::first;
836
837void object::free_mortals ()
838{
839 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
840 if ((*i)->refcnt)
841 ++i; // further delay freeing
842 else
843 {
844 delete *i;
845 mortals.erase (i);
846 }
847}
848
849object::object ()
850{
851 SET_FLAG (this, FLAG_REMOVED);
852
853 expmul = 1.0;
854 face = blank_face;
855}
856
857object::~object ()
858{
859 free_key_values (this);
860}
861
862void object::link ()
863{
864 count = ++ob_count;
865 uuid = gen_uuid ();
866
867 prev = 0;
868 next = object::first;
869
870 if (object::first)
871 object::first->prev = this;
872
873 object::first = this;
874}
875
876void object::unlink ()
877{
878 if (this == object::first)
879 object::first = next;
880
881 /* Remove this object from the list of used objects */
882 if (prev) prev->next = next;
883 if (next) next->prev = prev;
884
885 prev = 0;
886 next = 0;
887}
888
889object *object::create ()
890{
891 object *op = new object;
892 op->link ();
893 return op;
894}
844 895
845/* 896/*
846 * free_object() frees everything allocated by an object, removes 897 * free_object() frees everything allocated by an object, removes
847 * it from the list of used objects, and puts it on the list of 898 * it from the list of used objects, and puts it on the list of
848 * free objects. The IS_FREED() flag is set in the object. 899 * free objects. The IS_FREED() flag is set in the object.
849 * The object must have been removed by remove_ob() first for 900 * The object must have been removed by remove_ob() first for
850 * this function to succeed. 901 * this function to succeed.
851 * 902 *
852 * If free_inventory is set, free inventory as well. Else drop items in 903 * If destroy_inventory is set, free inventory as well. Else drop items in
853 * inventory to the ground. 904 * inventory to the ground.
854 */ 905 */
855 906void object::destroy (bool destroy_inventory)
856void
857free_object (object * ob)
858{ 907{
859 free_object2 (ob, 0);
860}
861
862void
863free_object2 (object * ob, int free_inventory)
864{
865 object *tmp, *op;
866
867 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 908 if (QUERY_FLAG (this, FLAG_FREED))
868 { 909 return;
869 LOG (llevDebug, "Free object called with non removed object\n");
870 dump_object (ob);
871#ifdef MANY_CORES
872 abort ();
873#endif
874 }
875 910
876 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 911 if (QUERY_FLAG (this, FLAG_FRIENDLY))
877 {
878 LOG (llevMonster, "Warning: tried to free friendly object.\n");
879 remove_friendly_object (ob); 912 remove_friendly_object (this);
880 }
881 913
882 if (QUERY_FLAG (ob, FLAG_FREED)) 914 if (!QUERY_FLAG (this, FLAG_REMOVED))
883 { 915 remove ();
884 dump_object (ob); 916
885 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 917 SET_FLAG (this, FLAG_FREED);
886 return; 918
919 if (more)
887 } 920 {
888 921 more->destroy (destroy_inventory);
889 if (ob->more != NULL) 922 more = 0;
890 { 923 }
891 free_object2 (ob->more, free_inventory);
892 ob->more = NULL;
893 }
894 924
895 if (ob->inv) 925 if (inv)
896 { 926 {
897 /* Only if the space blocks everything do we not process - 927 /* Only if the space blocks everything do we not process -
898 * if some form of movemnt is allowed, let objects 928 * if some form of movement is allowed, let objects
899 * drop on that space. 929 * drop on that space.
900 */ 930 */
901 if (free_inventory || ob->map == NULL 931 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
902 || ob->map->in_memory != MAP_IN_MEMORY 932 {
903 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 933 object *op = inv;
904 {
905 op = ob->inv;
906 934
907 while (op != NULL) 935 while (op)
908 { 936 {
909 tmp = op->below; 937 object *tmp = op->below;
910 remove_ob (op); 938 op->destroy (destroy_inventory);
911 free_object2 (op, free_inventory);
912 op = tmp; 939 op = tmp;
913 } 940 }
914 } 941 }
915 else 942 else
916 { /* Put objects in inventory onto this space */ 943 { /* Put objects in inventory onto this space */
917 op = ob->inv; 944 object *op = inv;
918 945
919 while (op != NULL) 946 while (op)
920 { 947 {
921 tmp = op->below; 948 object *tmp = op->below;
922 remove_ob (op);
923 949
950 op->remove ();
951
924 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 952 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
925 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 953 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
926 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 954 op->destroy ();
927 free_object (op); 955 else
928 else 956 {
929 { 957 op->x = x;
930 op->x = ob->x; 958 op->y = y;
931 op->y = ob->y;
932 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ 959 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
933 } 960 }
934 961
935 op = tmp; 962 op = tmp;
963 }
964 }
936 } 965 }
937 } 966
967 // hack to ensure that freed objects still have a valid map
968 {
969 static maptile *freed_map; // freed objects are moved here to avoid crashes
970
971 if (!freed_map)
972 {
973 freed_map = new maptile;
974
975 freed_map->name = "/internal/freed_objects_map";
976 freed_map->width = 3;
977 freed_map->height = 3;
978
979 freed_map->allocate ();
938 } 980 }
981
982 map = freed_map;
983 x = 1;
984 y = 1;
985 }
986
987 // clear those pointers that likely might have circular references to us
988 owner = 0;
989 enemy = 0;
990 attacked_by = 0;
991
992 // only relevant for players(?), but make sure of it anyways
993 contr = 0;
939 994
940 /* Remove object from the active list */ 995 /* Remove object from the active list */
941 ob->speed = 0; 996 speed = 0;
942 update_ob_speed (ob); 997 update_ob_speed (this);
943 998
944 SET_FLAG (ob, FLAG_FREED); 999 unlink ();
945 ob->count = 0;
946 1000
947 /* Remove this object from the list of used objects */ 1001 mortals.push_back (this);
948 if (ob->prev == NULL)
949 {
950 objects = ob->next;
951
952 if (objects != NULL)
953 objects->prev = NULL;
954 }
955 else
956 {
957 ob->prev->next = ob->next;
958
959 if (ob->next != NULL)
960 ob->next->prev = ob->prev;
961 }
962
963 free_key_values (ob);
964
965 /* Now link it with the free_objects list: */
966 ob->prev = 0;
967 ob->next = 0;
968
969 delete ob;
970} 1002}
971 1003
972/* 1004/*
973 * sub_weight() recursively (outwards) subtracts a number from the 1005 * sub_weight() recursively (outwards) subtracts a number from the
974 * weight of an object (and what is carried by it's environment(s)). 1006 * weight of an object (and what is carried by it's environment(s)).
975 */ 1007 */
976 1008void
977void sub_weight (object *op, signed long weight) { 1009sub_weight (object *op, signed long weight)
1010{
978 while (op != NULL) { 1011 while (op != NULL)
1012 {
979 if (op->type == CONTAINER) { 1013 if (op->type == CONTAINER)
980 weight=(signed long)(weight*(100-op->stats.Str)/100); 1014 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
981 } 1015
982 op->carrying-=weight; 1016 op->carrying -= weight;
983 op = op->env; 1017 op = op->env;
984 } 1018 }
985} 1019}
986 1020
987/* remove_ob(op): 1021/* op->remove ():
988 * This function removes the object op from the linked list of objects 1022 * This function removes the object op from the linked list of objects
989 * which it is currently tied to. When this function is done, the 1023 * which it is currently tied to. When this function is done, the
990 * object will have no environment. If the object previously had an 1024 * object will have no environment. If the object previously had an
991 * environment, the x and y coordinates will be updated to 1025 * environment, the x and y coordinates will be updated to
992 * the previous environment. 1026 * the previous environment.
993 * Beware: This function is called from the editor as well! 1027 * Beware: This function is called from the editor as well!
994 */ 1028 */
995 1029void
996void remove_ob(object *op) { 1030object::remove ()
1031{
997 object *tmp,*last=NULL; 1032 object *tmp, *last = 0;
998 object *otmp; 1033 object *otmp;
999 tag_t tag; 1034
1000 int check_walk_off; 1035 int check_walk_off;
1001 mapstruct *m;
1002 sint16 x,y;
1003
1004 1036
1005 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1037 if (QUERY_FLAG (this, FLAG_REMOVED))
1006 dump_object(op); 1038 return;
1007 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1008 1039
1009 /* Changed it to always dump core in this case. As has been learned
1010 * in the past, trying to recover from errors almost always
1011 * make things worse, and this is a real error here - something
1012 * that should not happen.
1013 * Yes, if this was a mission critical app, trying to do something
1014 * to recover may make sense, but that is because failure of the app
1015 * may have other disastrous problems. Cf runs out of a script
1016 * so is easily enough restarted without any real problems.
1017 * MSW 2001-07-01
1018 */
1019 abort();
1020 }
1021 if(op->more!=NULL)
1022 remove_ob(op->more);
1023
1024 SET_FLAG(op, FLAG_REMOVED); 1040 SET_FLAG (this, FLAG_REMOVED);
1025 1041
1042 if (more)
1043 more->remove ();
1044
1026 /* 1045 /*
1027 * In this case, the object to be removed is in someones 1046 * In this case, the object to be removed is in someones
1028 * inventory. 1047 * inventory.
1029 */ 1048 */
1030 if(op->env!=NULL) { 1049 if (env)
1050 {
1031 if(op->nrof) 1051 if (nrof)
1032 sub_weight(op->env, op->weight*op->nrof); 1052 sub_weight (env, weight * nrof);
1033 else 1053 else
1034 sub_weight(op->env, op->weight+op->carrying); 1054 sub_weight (env, weight + carrying);
1035 1055
1036 /* NO_FIX_PLAYER is set when a great many changes are being 1056 /* NO_FIX_PLAYER is set when a great many changes are being
1037 * made to players inventory. If set, avoiding the call 1057 * made to players inventory. If set, avoiding the call
1038 * to save cpu time. 1058 * to save cpu time.
1039 */ 1059 */
1040 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1060 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1041 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1042 fix_player(otmp); 1061 fix_player (otmp);
1043 1062
1044 if(op->above!=NULL) 1063 if (above != NULL)
1045 op->above->below=op->below; 1064 above->below = below;
1046 else 1065 else
1047 op->env->inv=op->below; 1066 env->inv = below;
1048 1067
1049 if(op->below!=NULL) 1068 if (below != NULL)
1050 op->below->above=op->above; 1069 below->above = above;
1051 1070
1052 /* we set up values so that it could be inserted into 1071 /* we set up values so that it could be inserted into
1053 * the map, but we don't actually do that - it is up 1072 * the map, but we don't actually do that - it is up
1054 * to the caller to decide what we want to do. 1073 * to the caller to decide what we want to do.
1074 */
1075 x = env->x, y = env->y;
1076 map = env->map;
1077 above = 0, below = 0;
1078 env = 0;
1079 }
1080 else if (map)
1081 {
1082 /* Re did the following section of code - it looks like it had
1083 * lots of logic for things we no longer care about
1084 */
1085
1086 /* link the object above us */
1087 if (above)
1088 above->below = below;
1089 else
1090 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1091
1092 /* Relink the object below us, if there is one */
1093 if (below)
1094 below->above = above;
1095 else
1096 {
1097 /* Nothing below, which means we need to relink map object for this space
1098 * use translated coordinates in case some oddness with map tiling is
1099 * evident
1055 */ 1100 */
1056 op->x=op->env->x,op->y=op->env->y; 1101 if (GET_MAP_OB (map, x, y) != this)
1057 op->map=op->env->map; 1102 {
1058 op->above=NULL,op->below=NULL; 1103 char *dump = dump_object (this);
1059 op->env=NULL; 1104 LOG (llevError,
1105 "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);
1106 free (dump);
1107 dump = dump_object (GET_MAP_OB (map, x, y));
1108 LOG (llevError, "%s\n", dump);
1109 free (dump);
1110 }
1111
1112 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1113 }
1114
1115 above = 0;
1116 below = 0;
1117
1118 if (map->in_memory == MAP_SAVING)
1060 return; 1119 return;
1061 }
1062 1120
1063 /* If we get here, we are removing it from a map */
1064 if (op->map == NULL) return;
1065
1066 x = op->x;
1067 y = op->y;
1068 m = get_map_from_coord(op->map, &x, &y);
1069
1070 if (!m) {
1071 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1072 op->map->path, op->x, op->y);
1073 /* in old days, we used to set x and y to 0 and continue.
1074 * it seems if we get into this case, something is probablye
1075 * screwed up and should be fixed.
1076 */
1077 abort();
1078 }
1079 if (op->map != m) {
1080 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1081 op->map->path, m->path, op->x, op->y, x, y);
1082 }
1083
1084 /* Re did the following section of code - it looks like it had
1085 * lots of logic for things we no longer care about
1086 */
1087
1088 /* link the object above us */
1089 if (op->above)
1090 op->above->below=op->below;
1091 else
1092 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1093
1094 /* Relink the object below us, if there is one */
1095 if(op->below) {
1096 op->below->above=op->above;
1097 } else {
1098 /* Nothing below, which means we need to relink map object for this space
1099 * use translated coordinates in case some oddness with map tiling is
1100 * evident
1101 */
1102 if(GET_MAP_OB(m,x,y)!=op) {
1103 dump_object(op);
1104 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1105 dump_object(GET_MAP_OB(m,x,y));
1106 LOG(llevError,"%s\n",errmsg);
1107 }
1108 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1109 }
1110 op->above=NULL;
1111 op->below=NULL;
1112
1113 if (op->map->in_memory == MAP_SAVING)
1114 return;
1115
1116 tag = op->count;
1117 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1121 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1122
1118 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1123 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1124 {
1119 /* No point updating the players look faces if he is the object 1125 /* No point updating the players look faces if he is the object
1120 * being removed. 1126 * being removed.
1121 */ 1127 */
1122 1128
1123 if(tmp->type==PLAYER && tmp!=op) { 1129 if (tmp->type == PLAYER && tmp != this)
1130 {
1124 /* If a container that the player is currently using somehow gets 1131 /* If a container that the player is currently using somehow gets
1125 * removed (most likely destroyed), update the player view 1132 * removed (most likely destroyed), update the player view
1126 * appropriately. 1133 * appropriately.
1127 */ 1134 */
1128 if (tmp->container==op) { 1135 if (tmp->container == this)
1136 {
1129 CLEAR_FLAG(op, FLAG_APPLIED); 1137 CLEAR_FLAG (this, FLAG_APPLIED);
1130 tmp->container=NULL; 1138 tmp->container = 0;
1139 }
1140
1141 tmp->contr->socket->update_look = 1;
1131 } 1142 }
1132 tmp->contr->socket.update_look=1; 1143
1133 }
1134 /* See if player moving off should effect something */ 1144 /* See if player moving off should effect something */
1135 if (check_walk_off && ((op->move_type & tmp->move_off) && 1145 if (check_walk_off
1146 && ((move_type & tmp->move_off)
1136 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1147 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1137 1148 {
1138 move_apply(tmp, op, NULL); 1149 move_apply (tmp, this, 0);
1150
1139 if (was_destroyed (op, tag)) { 1151 if (destroyed ())
1140 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1152 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1141 "leaving object\n", &tmp->name, &tmp->arch->name);
1142 } 1153 }
1143 }
1144 1154
1145 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1155 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1146 1156
1147 if(tmp->above == tmp) 1157 if (tmp->above == tmp)
1148 tmp->above = NULL; 1158 tmp->above = 0;
1159
1149 last=tmp; 1160 last = tmp;
1150 } 1161 }
1162
1151 /* last == NULL of there are no objects on this space */ 1163 /* last == NULL of there are no objects on this space */
1152 if (last==NULL) { 1164 if (!last)
1165 {
1153 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1166 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1154 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1167 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1155 * those out anyways, and if there are any flags set right now, they won't 1168 * those out anyways, and if there are any flags set right now, they won't
1156 * be correct anyways. 1169 * be correct anyways.
1157 */ 1170 */
1158 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1171 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1159 update_position(op->map, op->x, op->y); 1172 update_position (map, x, y);
1160 } 1173 }
1161 else 1174 else
1162 update_object(last, UP_OBJ_REMOVE); 1175 update_object (last, UP_OBJ_REMOVE);
1163 1176
1164 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1177 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1165 update_all_los(op->map, op->x, op->y); 1178 update_all_los (map, x, y);
1166 1179 }
1167} 1180}
1168 1181
1169/* 1182/*
1170 * merge_ob(op,top): 1183 * merge_ob(op,top):
1171 * 1184 *
1172 * This function goes through all objects below and including top, and 1185 * This function goes through all objects below and including top, and
1173 * merges op to the first matching object. 1186 * merges op to the first matching object.
1174 * If top is NULL, it is calculated. 1187 * If top is NULL, it is calculated.
1175 * Returns pointer to object if it succeded in the merge, otherwise NULL 1188 * Returns pointer to object if it succeded in the merge, otherwise NULL
1176 */ 1189 */
1177 1190object *
1178object *merge_ob(object *op, object *top) { 1191merge_ob (object *op, object *top)
1192{
1179 if(!op->nrof) 1193 if (!op->nrof)
1180 return 0; 1194 return 0;
1195
1181 if(top==NULL) 1196 if (top == NULL)
1182 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1197 for (top = op; top != NULL && top->above != NULL; top = top->above);
1198
1183 for(;top!=NULL;top=top->below) { 1199 for (; top != NULL; top = top->below)
1200 {
1184 if(top==op) 1201 if (top == op)
1185 continue; 1202 continue;
1186 if (CAN_MERGE(op,top)) 1203
1187 { 1204 if (object::can_merge (op, top))
1205 {
1188 top->nrof+=op->nrof; 1206 top->nrof += op->nrof;
1207
1189/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1208/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1190 op->weight = 0; /* Don't want any adjustements now */ 1209 op->weight = 0; /* Don't want any adjustements now */
1191 remove_ob(op); 1210 op->destroy ();
1192 free_object(op);
1193 return top; 1211 return top;
1194 } 1212 }
1195 } 1213 }
1214
1196 return NULL; 1215 return 0;
1197} 1216}
1198 1217
1199/* 1218/*
1200 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1219 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1201 * job preparing multi-part monsters 1220 * job preparing multi-part monsters
1202 */ 1221 */
1222object *
1203object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1223insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1224{
1204 object* tmp; 1225 object *tmp;
1226
1205 if (op->head) 1227 if (op->head)
1206 op=op->head; 1228 op = op->head;
1229
1207 for (tmp=op;tmp;tmp=tmp->more){ 1230 for (tmp = op; tmp; tmp = tmp->more)
1231 {
1208 tmp->x=x+tmp->arch->clone.x; 1232 tmp->x = x + tmp->arch->clone.x;
1209 tmp->y=y+tmp->arch->clone.y; 1233 tmp->y = y + tmp->arch->clone.y;
1210 } 1234 }
1235
1211 return insert_ob_in_map (op, m, originator, flag); 1236 return insert_ob_in_map (op, m, originator, flag);
1212} 1237}
1213 1238
1214/* 1239/*
1215 * insert_ob_in_map (op, map, originator, flag): 1240 * insert_ob_in_map (op, map, originator, flag):
1216 * This function inserts the object in the two-way linked list 1241 * This function inserts the object in the two-way linked list
1230 * new object if 'op' was merged with other object 1255 * new object if 'op' was merged with other object
1231 * NULL if 'op' was destroyed 1256 * NULL if 'op' was destroyed
1232 * just 'op' otherwise 1257 * just 'op' otherwise
1233 */ 1258 */
1234 1259
1260object *
1235object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1261insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1262{
1237 object *tmp, *top, *floor=NULL; 1263 object *tmp, *top, *floor = NULL;
1238 sint16 x,y; 1264 sint16 x, y;
1239 1265
1240 if (QUERY_FLAG (op, FLAG_FREED)) { 1266 if (QUERY_FLAG (op, FLAG_FREED))
1267 {
1241 LOG (llevError, "Trying to insert freed object!\n"); 1268 LOG (llevError, "Trying to insert freed object!\n");
1269 return NULL;
1270 }
1271
1272 if (m == NULL)
1273 {
1274 char *dump = dump_object (op);
1275 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1276 free (dump);
1277 return op;
1278 }
1279
1280 if (out_of_map (m, op->x, op->y))
1281 {
1282 char *dump = dump_object (op);
1283 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1284#ifdef MANY_CORES
1285 /* Better to catch this here, as otherwise the next use of this object
1286 * is likely to cause a crash. Better to find out where it is getting
1287 * improperly inserted.
1288 */
1289 abort ();
1290#endif
1291 free (dump);
1292 return op;
1293 }
1294
1295 if (!QUERY_FLAG (op, FLAG_REMOVED))
1296 {
1297 char *dump = dump_object (op);
1298 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1299 free (dump);
1300 return op;
1301 }
1302
1303 if (op->more != NULL)
1304 {
1305 /* The part may be on a different map. */
1306
1307 object *more = op->more;
1308
1309 /* We really need the caller to normalize coordinates - if
1310 * we set the map, that doesn't work if the location is within
1311 * a map and this is straddling an edge. So only if coordinate
1312 * is clear wrong do we normalize it.
1313 */
1314 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1315 more->map = get_map_from_coord (m, &more->x, &more->y);
1316 else if (!more->map)
1317 {
1318 /* For backwards compatibility - when not dealing with tiled maps,
1319 * more->map should always point to the parent.
1320 */
1321 more->map = m;
1322 }
1323
1324 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1325 {
1326 if (!op->head)
1327 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1328
1329 return NULL;
1330 }
1331 }
1332
1333 CLEAR_FLAG (op, FLAG_REMOVED);
1334
1335 /* Ideally, the caller figures this out. However, it complicates a lot
1336 * of areas of callers (eg, anything that uses find_free_spot would now
1337 * need extra work
1338 */
1339 op->map = get_map_from_coord (m, &op->x, &op->y);
1340 x = op->x;
1341 y = op->y;
1342
1343 /* this has to be done after we translate the coordinates.
1344 */
1345 if (op->nrof && !(flag & INS_NO_MERGE))
1346 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1347 if (object::can_merge (op, tmp))
1348 {
1349 op->nrof += tmp->nrof;
1350 tmp->destroy ();
1351 }
1352
1353 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1354 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1355
1356 if (!QUERY_FLAG (op, FLAG_ALIVE))
1357 CLEAR_FLAG (op, FLAG_NO_STEAL);
1358
1359 if (flag & INS_BELOW_ORIGINATOR)
1360 {
1361 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1362 {
1363 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1364 abort ();
1365 }
1366
1367 op->above = originator;
1368 op->below = originator->below;
1369
1370 if (op->below)
1371 op->below->above = op;
1372 else
1373 SET_MAP_OB (op->map, op->x, op->y, op);
1374
1375 /* since *below* originator, no need to update top */
1376 originator->below = op;
1377 }
1378 else
1379 {
1380 /* If there are other objects, then */
1381 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1382 {
1383 object *last = NULL;
1384
1385 /*
1386 * If there are multiple objects on this space, we do some trickier handling.
1387 * We've already dealt with merging if appropriate.
1388 * Generally, we want to put the new object on top. But if
1389 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1390 * floor, we want to insert above that and no further.
1391 * Also, if there are spell objects on this space, we stop processing
1392 * once we get to them. This reduces the need to traverse over all of
1393 * them when adding another one - this saves quite a bit of cpu time
1394 * when lots of spells are cast in one area. Currently, it is presumed
1395 * that flying non pickable objects are spell objects.
1396 */
1397
1398 while (top != NULL)
1399 {
1400 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1401 floor = top;
1402
1403 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1404 {
1405 /* We insert above top, so we want this object below this */
1406 top = top->below;
1407 break;
1408 }
1409
1410 last = top;
1411 top = top->above;
1412 }
1413
1414 /* Don't want top to be NULL, so set it to the last valid object */
1415 top = last;
1416
1417 /* We let update_position deal with figuring out what the space
1418 * looks like instead of lots of conditions here.
1419 * makes things faster, and effectively the same result.
1420 */
1421
1422 /* Have object 'fall below' other objects that block view.
1423 * Unless those objects are exits, type 66
1424 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd.
1427 */
1428 if (!(flag & INS_ON_TOP) &&
1429 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1430 {
1431 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break;
1434 /* Check to see if we found the object that blocks view,
1435 * and make sure we have a below pointer for it so that
1436 * we can get inserted below this one, which requires we
1437 * set top to the object below us.
1438 */
1439 if (last && last->below && last != floor)
1440 top = last->below;
1441 }
1442 } /* If objects on this space */
1443
1444 if (flag & INS_MAP_LOAD)
1445 top = GET_MAP_TOP (op->map, op->x, op->y);
1446
1447 if (flag & INS_ABOVE_FLOOR_ONLY)
1448 top = floor;
1449
1450 /* Top is the object that our object (op) is going to get inserted above.
1451 */
1452
1453 /* First object on this space */
1454 if (!top)
1455 {
1456 op->above = GET_MAP_OB (op->map, op->x, op->y);
1457
1458 if (op->above)
1459 op->above->below = op;
1460
1461 op->below = NULL;
1462 SET_MAP_OB (op->map, op->x, op->y, op);
1463 }
1464 else
1465 { /* get inserted into the stack above top */
1466 op->above = top->above;
1467
1468 if (op->above)
1469 op->above->below = op;
1470
1471 op->below = top;
1472 top->above = op;
1473 }
1474
1475 if (op->above == NULL)
1476 SET_MAP_TOP (op->map, op->x, op->y, op);
1477 } /* else not INS_BELOW_ORIGINATOR */
1478
1479 if (op->type == PLAYER)
1480 op->contr->do_los = 1;
1481
1482 /* If we have a floor, we know the player, if any, will be above
1483 * it, so save a few ticks and start from there.
1484 */
1485 if (!(flag & INS_MAP_LOAD))
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1487 if (tmp->type == PLAYER)
1488 tmp->contr->socket->update_look = 1;
1489
1490 /* If this object glows, it may affect lighting conditions that are
1491 * visible to others on this map. But update_all_los is really
1492 * an inefficient way to do this, as it means los for all players
1493 * on the map will get recalculated. The players could very well
1494 * be far away from this change and not affected in any way -
1495 * this should get redone to only look for players within range,
1496 * or just updating the P_NEED_UPDATE for spaces within this area
1497 * of effect may be sufficient.
1498 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1500 update_all_los (op->map, op->x, op->y);
1501
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT);
1504
1505 /* Don't know if moving this to the end will break anything. However,
1506 * we want to have update_look set above before calling this.
1507 *
1508 * check_move_on() must be after this because code called from
1509 * check_move_on() depends on correct map flags (so functions like
1510 * blocked() and wall() work properly), and these flags are updated by
1511 * update_object().
1512 */
1513
1514 /* if this is not the head or flag has been passed, don't check walk on status */
1515 if (!(flag & INS_NO_WALK_ON) && !op->head)
1516 {
1517 if (check_move_on (op, originator))
1242 return NULL; 1518 return NULL;
1243 }
1244 if(m==NULL) {
1245 dump_object(op);
1246 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1247 return op;
1248 }
1249 if(out_of_map(m,op->x,op->y)) {
1250 dump_object(op);
1251 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1252#ifdef MANY_CORES
1253 /* Better to catch this here, as otherwise the next use of this object
1254 * is likely to cause a crash. Better to find out where it is getting
1255 * improperly inserted.
1256 */
1257 abort();
1258#endif
1259 return op;
1260 }
1261 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1262 dump_object(op);
1263 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1264 return op;
1265 }
1266 if(op->more!=NULL) {
1267 /* The part may be on a different map. */
1268 1519
1269 object *more = op->more;
1270
1271 /* We really need the caller to normalize coordinates - if
1272 * we set the map, that doesn't work if the location is within
1273 * a map and this is straddling an edge. So only if coordinate
1274 * is clear wrong do we normalize it.
1275 */
1276 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1277 more->map = get_map_from_coord(m, &more->x, &more->y);
1278 } else if (!more->map) {
1279 /* For backwards compatibility - when not dealing with tiled maps,
1280 * more->map should always point to the parent.
1281 */
1282 more->map = m;
1283 }
1284
1285 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1286 if ( ! op->head)
1287 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1288 return NULL;
1289 }
1290 }
1291 CLEAR_FLAG(op,FLAG_REMOVED);
1292
1293 /* Ideally, the caller figures this out. However, it complicates a lot
1294 * of areas of callers (eg, anything that uses find_free_spot would now
1295 * need extra work
1296 */
1297 op->map=get_map_from_coord(m, &op->x, &op->y);
1298 x = op->x;
1299 y = op->y;
1300
1301 /* this has to be done after we translate the coordinates.
1302 */
1303 if(op->nrof && !(flag & INS_NO_MERGE)) {
1304 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1305 if (CAN_MERGE(op,tmp)) {
1306 op->nrof+=tmp->nrof;
1307 remove_ob(tmp);
1308 free_object(tmp);
1309 }
1310 }
1311
1312 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1313 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1314 if (!QUERY_FLAG(op, FLAG_ALIVE))
1315 CLEAR_FLAG(op, FLAG_NO_STEAL);
1316
1317 if (flag & INS_BELOW_ORIGINATOR) {
1318 if (originator->map != op->map || originator->x != op->x ||
1319 originator->y != op->y) {
1320 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1321 abort();
1322 }
1323 op->above = originator;
1324 op->below = originator->below;
1325 if (op->below) op->below->above = op;
1326 else SET_MAP_OB(op->map, op->x, op->y, op);
1327 /* since *below* originator, no need to update top */
1328 originator->below = op;
1329 } else {
1330 /* If there are other objects, then */
1331 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1332 object *last=NULL;
1333 /*
1334 * If there are multiple objects on this space, we do some trickier handling.
1335 * We've already dealt with merging if appropriate.
1336 * Generally, we want to put the new object on top. But if
1337 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1338 * floor, we want to insert above that and no further.
1339 * Also, if there are spell objects on this space, we stop processing
1340 * once we get to them. This reduces the need to traverse over all of
1341 * them when adding another one - this saves quite a bit of cpu time
1342 * when lots of spells are cast in one area. Currently, it is presumed
1343 * that flying non pickable objects are spell objects.
1344 */
1345
1346 while (top != NULL) {
1347 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1348 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1349 if (QUERY_FLAG(top, FLAG_NO_PICK)
1350 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1351 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1352 {
1353 /* We insert above top, so we want this object below this */
1354 top=top->below;
1355 break;
1356 }
1357 last = top;
1358 top = top->above;
1359 }
1360 /* Don't want top to be NULL, so set it to the last valid object */
1361 top = last;
1362
1363 /* We let update_position deal with figuring out what the space
1364 * looks like instead of lots of conditions here.
1365 * makes things faster, and effectively the same result.
1366 */
1367
1368 /* Have object 'fall below' other objects that block view.
1369 * Unless those objects are exits, type 66
1370 * If INS_ON_TOP is used, don't do this processing
1371 * Need to find the object that in fact blocks view, otherwise
1372 * stacking is a bit odd.
1373 */
1374 if (!(flag & INS_ON_TOP) &&
1375 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1376 (op->face && !op->face->visibility)) {
1377 for (last=top; last != floor; last=last->below)
1378 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1379 /* Check to see if we found the object that blocks view,
1380 * and make sure we have a below pointer for it so that
1381 * we can get inserted below this one, which requires we
1382 * set top to the object below us.
1383 */
1384 if (last && last->below && last != floor) top=last->below;
1385 }
1386 } /* If objects on this space */
1387 if (flag & INS_MAP_LOAD)
1388 top = GET_MAP_TOP(op->map,op->x,op->y);
1389 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1390
1391 /* Top is the object that our object (op) is going to get inserted above.
1392 */
1393
1394 /* First object on this space */
1395 if (!top) {
1396 op->above = GET_MAP_OB(op->map, op->x, op->y);
1397 if (op->above) op->above->below = op;
1398 op->below = NULL;
1399 SET_MAP_OB(op->map, op->x, op->y, op);
1400 } else { /* get inserted into the stack above top */
1401 op->above = top->above;
1402 if (op->above) op->above->below = op;
1403 op->below = top;
1404 top->above = op;
1405 }
1406 if (op->above==NULL)
1407 SET_MAP_TOP(op->map,op->x, op->y, op);
1408 } /* else not INS_BELOW_ORIGINATOR */
1409
1410 if(op->type==PLAYER)
1411 op->contr->do_los=1;
1412
1413 /* If we have a floor, we know the player, if any, will be above
1414 * it, so save a few ticks and start from there.
1415 */
1416 if (!(flag & INS_MAP_LOAD))
1417 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1418 if (tmp->type == PLAYER)
1419 tmp->contr->socket.update_look=1;
1420 }
1421
1422 /* If this object glows, it may affect lighting conditions that are
1423 * visible to others on this map. But update_all_los is really
1424 * an inefficient way to do this, as it means los for all players
1425 * on the map will get recalculated. The players could very well
1426 * be far away from this change and not affected in any way -
1427 * this should get redone to only look for players within range,
1428 * or just updating the P_NEED_UPDATE for spaces within this area
1429 * of effect may be sufficient.
1430 */
1431 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1432 update_all_los(op->map, op->x, op->y);
1433
1434
1435 /* updates flags (blocked, alive, no magic, etc) for this map space */
1436 update_object(op,UP_OBJ_INSERT);
1437
1438
1439 /* Don't know if moving this to the end will break anything. However,
1440 * we want to have update_look set above before calling this.
1441 *
1442 * check_move_on() must be after this because code called from
1443 * check_move_on() depends on correct map flags (so functions like
1444 * blocked() and wall() work properly), and these flags are updated by
1445 * update_object().
1446 */
1447
1448 /* if this is not the head or flag has been passed, don't check walk on status */
1449
1450 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1451 if (check_move_on(op, originator))
1452 return NULL;
1453
1454 /* If we are a multi part object, lets work our way through the check 1520 /* If we are a multi part object, lets work our way through the check
1455 * walk on's. 1521 * walk on's.
1456 */ 1522 */
1457 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1458 if (check_move_on (tmp, originator)) 1524 if (check_move_on (tmp, originator))
1459 return NULL; 1525 return NULL;
1460 } 1526 }
1527
1461 return op; 1528 return op;
1462} 1529}
1463 1530
1464/* this function inserts an object in the map, but if it 1531/* this function inserts an object in the map, but if it
1465 * finds an object of its own type, it'll remove that one first. 1532 * finds an object of its own type, it'll remove that one first.
1466 * op is the object to insert it under: supplies x and the map. 1533 * op is the object to insert it under: supplies x and the map.
1467 */ 1534 */
1535void
1468void replace_insert_ob_in_map(const char *arch_string, object *op) { 1536replace_insert_ob_in_map (const char *arch_string, object *op)
1537{
1469 object *tmp; 1538 object *
1470 object *tmp1; 1539 tmp;
1540 object *
1541 tmp1;
1471 1542
1472 /* first search for itself and remove any old instances */ 1543 /* first search for itself and remove any old instances */
1473 1544
1474 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1545 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1475 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1546 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1476 remove_ob(tmp); 1547 tmp->destroy ();
1477 free_object(tmp);
1478 }
1479 }
1480 1548
1481 tmp1=arch_to_object(find_archetype(arch_string)); 1549 tmp1 = arch_to_object (archetype::find (arch_string));
1482 1550
1483 1551 tmp1->x = op->x;
1484 tmp1->x = op->x; tmp1->y = op->y; 1552 tmp1->y = op->y;
1485 insert_ob_in_map(tmp1,op->map,op,0); 1553 insert_ob_in_map (tmp1, op->map, op, 0);
1486} 1554}
1487 1555
1488/* 1556/*
1489 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1557 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1490 * is returned contains nr objects, and the remaining parts contains 1558 * is returned contains nr objects, and the remaining parts contains
1491 * the rest (or is removed and freed if that number is 0). 1559 * the rest (or is removed and freed if that number is 0).
1492 * On failure, NULL is returned, and the reason put into the 1560 * On failure, NULL is returned, and the reason put into the
1493 * global static errmsg array. 1561 * global static errmsg array.
1494 */ 1562 */
1495 1563
1564object *
1496object *get_split_ob(object *orig_ob, uint32 nr) { 1565get_split_ob (object *orig_ob, uint32 nr)
1566{
1497 object *newob; 1567 object *newob;
1498 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1568 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1499 1569
1500 if(orig_ob->nrof<nr) { 1570 if (orig_ob->nrof < nr)
1501 sprintf(errmsg,"There are only %d %ss.", 1571 {
1502 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1572 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1503 return NULL; 1573 return NULL;
1504 } 1574 }
1575
1505 newob = object_create_clone(orig_ob); 1576 newob = object_create_clone (orig_ob);
1577
1506 if((orig_ob->nrof-=nr)<1) { 1578 if ((orig_ob->nrof -= nr) < 1)
1507 if ( ! is_removed) 1579 orig_ob->destroy (1);
1508 remove_ob(orig_ob);
1509 free_object2(orig_ob, 1);
1510 }
1511 else if ( ! is_removed) { 1580 else if (!is_removed)
1581 {
1512 if(orig_ob->env!=NULL) 1582 if (orig_ob->env != NULL)
1513 sub_weight (orig_ob->env,orig_ob->weight*nr); 1583 sub_weight (orig_ob->env, orig_ob->weight * nr);
1514 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1584 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1585 {
1515 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1586 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1516 LOG(llevDebug,
1517 "Error, Tried to split object whose map is not in memory.\n"); 1587 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1518 return NULL; 1588 return NULL;
1519 } 1589 }
1520 } 1590 }
1591
1521 newob->nrof=nr; 1592 newob->nrof = nr;
1522 1593
1523 return newob; 1594 return newob;
1524} 1595}
1525 1596
1526/* 1597/*
1527 * decrease_ob_nr(object, number) decreases a specified number from 1598 * decrease_ob_nr(object, number) decreases a specified number from
1528 * the amount of an object. If the amount reaches 0, the object 1599 * the amount of an object. If the amount reaches 0, the object
1529 * is subsequently removed and freed. 1600 * is subsequently removed and freed.
1530 * 1601 *
1531 * Return value: 'op' if something is left, NULL if the amount reached 0 1602 * Return value: 'op' if something is left, NULL if the amount reached 0
1532 */ 1603 */
1533 1604
1605object *
1534object *decrease_ob_nr (object *op, uint32 i) 1606decrease_ob_nr (object *op, uint32 i)
1535{ 1607{
1536 object *tmp; 1608 object *tmp;
1537 player *pl; 1609 player *pl;
1538 1610
1539 if (i == 0) /* objects with op->nrof require this check */ 1611 if (i == 0) /* objects with op->nrof require this check */
1540 return op; 1612 return op;
1541 1613
1542 if (i > op->nrof) 1614 if (i > op->nrof)
1543 i = op->nrof; 1615 i = op->nrof;
1544 1616
1545 if (QUERY_FLAG (op, FLAG_REMOVED)) 1617 if (QUERY_FLAG (op, FLAG_REMOVED))
1618 op->nrof -= i;
1619 else if (op->env != NULL)
1620 {
1621 /* is this object in the players inventory, or sub container
1622 * therein?
1623 */
1624 tmp = is_player_inv (op->env);
1625 /* nope. Is this a container the player has opened?
1626 * If so, set tmp to that player.
1627 * IMO, searching through all the players will mostly
1628 * likely be quicker than following op->env to the map,
1629 * and then searching the map for a player.
1630 */
1631 if (!tmp)
1632 {
1633 for (pl = first_player; pl; pl = pl->next)
1634 if (pl->ob->container == op->env)
1635 break;
1636 if (pl)
1637 tmp = pl->ob;
1638 else
1639 tmp = NULL;
1640 }
1641
1642 if (i < op->nrof)
1643 {
1644 sub_weight (op->env, op->weight * i);
1645 op->nrof -= i;
1646 if (tmp)
1647 {
1648 esrv_send_item (tmp, op);
1649 }
1650 }
1651 else
1652 {
1653 op->remove ();
1654 op->nrof = 0;
1655 if (tmp)
1656 {
1657 esrv_del_item (tmp->contr, op->count);
1658 }
1659 }
1546 { 1660 }
1661 else
1662 {
1663 object *above = op->above;
1664
1665 if (i < op->nrof)
1547 op->nrof -= i; 1666 op->nrof -= i;
1548 } 1667 else
1549 else if (op->env != NULL)
1550 {
1551 /* is this object in the players inventory, or sub container
1552 * therein?
1553 */
1554 tmp = is_player_inv (op->env);
1555 /* nope. Is this a container the player has opened?
1556 * If so, set tmp to that player.
1557 * IMO, searching through all the players will mostly
1558 * likely be quicker than following op->env to the map,
1559 * and then searching the map for a player.
1560 */
1561 if (!tmp) {
1562 for (pl=first_player; pl; pl=pl->next)
1563 if (pl->ob->container == op->env) break;
1564 if (pl) tmp=pl->ob;
1565 else tmp=NULL;
1566 } 1668 {
1567
1568 if (i < op->nrof) {
1569 sub_weight (op->env, op->weight * i);
1570 op->nrof -= i;
1571 if (tmp) {
1572 esrv_send_item(tmp, op);
1573 }
1574 } else {
1575 remove_ob (op); 1669 op->remove ();
1576 op->nrof = 0; 1670 op->nrof = 0;
1577 if (tmp) {
1578 esrv_del_item(tmp->contr, op->count);
1579 } 1671 }
1580 }
1581 }
1582 else
1583 {
1584 object *above = op->above;
1585 1672
1586 if (i < op->nrof) {
1587 op->nrof -= i;
1588 } else {
1589 remove_ob (op);
1590 op->nrof = 0;
1591 }
1592 /* Since we just removed op, op->above is null */ 1673 /* Since we just removed op, op->above is null */
1593 for (tmp = above; tmp != NULL; tmp = tmp->above) 1674 for (tmp = above; tmp != NULL; tmp = tmp->above)
1594 if (tmp->type == PLAYER) { 1675 if (tmp->type == PLAYER)
1676 {
1595 if (op->nrof) 1677 if (op->nrof)
1596 esrv_send_item(tmp, op); 1678 esrv_send_item (tmp, op);
1597 else 1679 else
1598 esrv_del_item(tmp->contr, op->count); 1680 esrv_del_item (tmp->contr, op->count);
1599 } 1681 }
1600 } 1682 }
1601 1683
1602 if (op->nrof) { 1684 if (op->nrof)
1603 return op; 1685 return op;
1604 } else { 1686 else
1605 free_object (op); 1687 {
1688 op->destroy ();
1606 return NULL; 1689 return NULL;
1607 } 1690 }
1608} 1691}
1609 1692
1610/* 1693/*
1611 * add_weight(object, weight) adds the specified weight to an object, 1694 * add_weight(object, weight) adds the specified weight to an object,
1612 * and also updates how much the environment(s) is/are carrying. 1695 * and also updates how much the environment(s) is/are carrying.
1613 */ 1696 */
1614 1697
1698void
1615void add_weight (object *op, signed long weight) { 1699add_weight (object *op, signed long weight)
1700{
1616 while (op!=NULL) { 1701 while (op != NULL)
1702 {
1617 if (op->type == CONTAINER) { 1703 if (op->type == CONTAINER)
1618 weight=(signed long)(weight*(100-op->stats.Str)/100); 1704 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1619 } 1705
1620 op->carrying+=weight; 1706 op->carrying += weight;
1621 op=op->env; 1707 op = op->env;
1622 } 1708 }
1623} 1709}
1624 1710
1711object *
1712insert_ob_in_ob (object *op, object *where)
1713{
1714 if (!where)
1715 {
1716 char *dump = dump_object (op);
1717 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1718 free (dump);
1719 return op;
1720 }
1721
1722 if (where->head)
1723 {
1724 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1725 where = where->head;
1726 }
1727
1728 return where->insert (op);
1729}
1730
1625/* 1731/*
1626 * insert_ob_in_ob(op,environment): 1732 * env->insert (op)
1627 * This function inserts the object op in the linked list 1733 * This function inserts the object op in the linked list
1628 * inside the object environment. 1734 * inside the object environment.
1629 * 1735 *
1630 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1631 * the inventory at the last position or next to other objects of the same
1632 * type.
1633 * Frank: Now sorted by type, archetype and magic!
1634 *
1635 * The function returns now pointer to inserted item, and return value can 1736 * The function returns now pointer to inserted item, and return value can
1636 * be != op, if items are merged. -Tero 1737 * be != op, if items are merged. -Tero
1637 */ 1738 */
1638 1739
1639object *insert_ob_in_ob(object *op,object *where) { 1740object *
1741object::insert (object *op)
1742{
1640 object *tmp, *otmp; 1743 object *tmp, *otmp;
1641 1744
1642 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1745 if (!QUERY_FLAG (op, FLAG_REMOVED))
1643 dump_object(op); 1746 op->remove ();
1644 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1747
1645 return op;
1646 }
1647 if(where==NULL) {
1648 dump_object(op);
1649 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1650 return op;
1651 }
1652 if (where->head) {
1653 LOG(llevDebug,
1654 "Warning: Tried to insert object wrong part of multipart object.\n");
1655 where = where->head;
1656 }
1657 if (op->more) { 1748 if (op->more)
1749 {
1658 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1750 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1659 &op->name, op->count);
1660 return op; 1751 return op;
1661 } 1752 }
1753
1662 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1754 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1663 CLEAR_FLAG(op, FLAG_REMOVED); 1755 CLEAR_FLAG (op, FLAG_REMOVED);
1664 if(op->nrof) { 1756 if (op->nrof)
1757 {
1665 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1758 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1666 if ( CAN_MERGE(tmp,op) ) { 1759 if (object::can_merge (tmp, op))
1760 {
1667 /* return the original object and remove inserted object 1761 /* return the original object and remove inserted object
1668 (client needs the original object) */ 1762 (client needs the original object) */
1669 tmp->nrof += op->nrof; 1763 tmp->nrof += op->nrof;
1670 /* Weight handling gets pretty funky. Since we are adding to 1764 /* Weight handling gets pretty funky. Since we are adding to
1671 * tmp->nrof, we need to increase the weight. 1765 * tmp->nrof, we need to increase the weight.
1672 */ 1766 */
1673 add_weight (where, op->weight*op->nrof); 1767 add_weight (this, op->weight * op->nrof);
1674 SET_FLAG(op, FLAG_REMOVED); 1768 SET_FLAG (op, FLAG_REMOVED);
1675 free_object(op); /* free the inserted object */ 1769 op->destroy (); /* free the inserted object */
1676 op = tmp; 1770 op = tmp;
1677 remove_ob (op); /* and fix old object's links */ 1771 op->remove (); /* and fix old object's links */
1678 CLEAR_FLAG(op, FLAG_REMOVED); 1772 CLEAR_FLAG (op, FLAG_REMOVED);
1679 break; 1773 break;
1680 } 1774 }
1681 1775
1682 /* I assume combined objects have no inventory 1776 /* I assume combined objects have no inventory
1683 * We add the weight - this object could have just been removed 1777 * We add the weight - this object could have just been removed
1684 * (if it was possible to merge). calling remove_ob will subtract 1778 * (if it was possible to merge). calling remove_ob will subtract
1685 * the weight, so we need to add it in again, since we actually do 1779 * the weight, so we need to add it in again, since we actually do
1686 * the linking below 1780 * the linking below
1687 */ 1781 */
1688 add_weight (where, op->weight*op->nrof); 1782 add_weight (this, op->weight * op->nrof);
1783 }
1689 } else 1784 else
1690 add_weight (where, (op->weight+op->carrying)); 1785 add_weight (this, (op->weight + op->carrying));
1691 1786
1692 otmp=is_player_inv(where); 1787 otmp = is_player_inv (this);
1693 if (otmp&&otmp->contr!=NULL) { 1788 if (otmp && otmp->contr)
1694 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1789 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1695 fix_player(otmp); 1790 fix_player (otmp);
1696 }
1697 1791
1698 op->map=NULL; 1792 op->map = NULL;
1699 op->env=where; 1793 op->env = this;
1700 op->above=NULL; 1794 op->above = NULL;
1701 op->below=NULL; 1795 op->below = NULL;
1702 op->x=0,op->y=0; 1796 op->x = 0, op->y = 0;
1703 1797
1704 /* reset the light list and los of the players on the map */ 1798 /* reset the light list and los of the players on the map */
1705 if((op->glow_radius!=0)&&where->map) 1799 if ((op->glow_radius != 0) && map)
1706 { 1800 {
1707#ifdef DEBUG_LIGHTS 1801#ifdef DEBUG_LIGHTS
1708 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1802 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1709 op->name);
1710#endif /* DEBUG_LIGHTS */ 1803#endif /* DEBUG_LIGHTS */
1711 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1804 if (MAP_DARKNESS (map))
1805 update_all_los (map, x, y);
1712 } 1806 }
1713 1807
1714 /* Client has no idea of ordering so lets not bother ordering it here. 1808 /* Client has no idea of ordering so lets not bother ordering it here.
1715 * It sure simplifies this function... 1809 * It sure simplifies this function...
1716 */ 1810 */
1717 if (where->inv==NULL) 1811 if (!inv)
1718 where->inv=op; 1812 inv = op;
1719 else { 1813 else
1814 {
1720 op->below = where->inv; 1815 op->below = inv;
1721 op->below->above = op; 1816 op->below->above = op;
1722 where->inv = op; 1817 inv = op;
1723 } 1818 }
1819
1724 return op; 1820 return op;
1725} 1821}
1726 1822
1727/* 1823/*
1728 * Checks if any objects has a move_type that matches objects 1824 * Checks if any objects has a move_type that matches objects
1743 * MSW 2001-07-08: Check all objects on space, not just those below 1839 * MSW 2001-07-08: Check all objects on space, not just those below
1744 * object being inserted. insert_ob_in_map may not put new objects 1840 * object being inserted. insert_ob_in_map may not put new objects
1745 * on top. 1841 * on top.
1746 */ 1842 */
1747 1843
1844int
1748int check_move_on (object *op, object *originator) 1845check_move_on (object *op, object *originator)
1749{ 1846{
1750 object *tmp; 1847 object *tmp;
1751 tag_t tag;
1752 mapstruct *m=op->map; 1848 maptile *m = op->map;
1753 int x=op->x, y=op->y; 1849 int x = op->x, y = op->y;
1850
1754 MoveType move_on, move_slow, move_block; 1851 MoveType move_on, move_slow, move_block;
1755 1852
1756 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1853 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1757 return 0; 1854 return 0;
1758 1855
1759 tag = op->count;
1760
1761 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1856 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1762 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1857 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1763 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1858 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1764 1859
1765 /* if nothing on this space will slow op down or be applied, 1860 /* if nothing on this space will slow op down or be applied,
1766 * no need to do checking below. have to make sure move_type 1861 * no need to do checking below. have to make sure move_type
1767 * is set, as lots of objects don't have it set - we treat that 1862 * is set, as lots of objects don't have it set - we treat that
1768 * as walking. 1863 * as walking.
1769 */ 1864 */
1770 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1865 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1771 return 0; 1866 return 0;
1772 1867
1773 /* This is basically inverse logic of that below - basically, 1868 /* This is basically inverse logic of that below - basically,
1774 * if the object can avoid the move on or slow move, they do so, 1869 * if the object can avoid the move on or slow move, they do so,
1775 * but can't do it if the alternate movement they are using is 1870 * but can't do it if the alternate movement they are using is
1776 * blocked. Logic on this seems confusing, but does seem correct. 1871 * blocked. Logic on this seems confusing, but does seem correct.
1777 */ 1872 */
1778 if ((op->move_type & ~move_on & ~move_block) != 0 && 1873 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1779 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1874 return 0;
1780 1875
1781 /* The objects have to be checked from top to bottom. 1876 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1877 * Hence, we first go to the top:
1783 */ 1878 */
1784 1879
1785 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1880 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1786 tmp->above!=NULL; tmp=tmp->above) { 1881 {
1787 /* Trim the search when we find the first other spell effect 1882 /* Trim the search when we find the first other spell effect
1788 * this helps performance so that if a space has 50 spell objects, 1883 * this helps performance so that if a space has 50 spell objects,
1789 * we don't need to check all of them. 1884 * we don't need to check all of them.
1790 */ 1885 */
1791 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1886 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1887 break;
1888 }
1889
1890 for (; tmp; tmp = tmp->below)
1792 } 1891 {
1793 for(;tmp!=NULL; tmp=tmp->below) { 1892 if (tmp == op)
1794 if (tmp == op) continue; /* Can't apply yourself */ 1893 continue; /* Can't apply yourself */
1795 1894
1796 /* Check to see if one of the movement types should be slowed down. 1895 /* Check to see if one of the movement types should be slowed down.
1797 * Second check makes sure that the movement types not being slowed 1896 * Second check makes sure that the movement types not being slowed
1798 * (~slow_move) is not blocked on this space - just because the 1897 * (~slow_move) is not blocked on this space - just because the
1799 * space doesn't slow down swimming (for example), if you can't actually 1898 * space doesn't slow down swimming (for example), if you can't actually
1800 * swim on that space, can't use it to avoid the penalty. 1899 * swim on that space, can't use it to avoid the penalty.
1801 */ 1900 */
1802 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1901 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1902 {
1803 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1903 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1804 ((op->move_type & tmp->move_slow) &&
1805 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1904 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1905 {
1806 1906
1807 float diff; 1907 float
1808
1809 diff = tmp->move_slow_penalty*FABS(op->speed); 1908 diff = tmp->move_slow_penalty * FABS (op->speed);
1909
1810 if (op->type == PLAYER) { 1910 if (op->type == PLAYER)
1811 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1911 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1812 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1912 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1813 diff /= 4.0; 1913 diff /= 4.0;
1814 } 1914
1815 }
1816 op->speed_left -= diff; 1915 op->speed_left -= diff;
1817 } 1916 }
1818 } 1917 }
1819 1918
1820 /* Basically same logic as above, except now for actual apply. */ 1919 /* Basically same logic as above, except now for actual apply. */
1821 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1920 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1822 ((op->move_type & tmp->move_on) &&
1823 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1921 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1824 1922 {
1825 move_apply(tmp, op, originator); 1923 move_apply (tmp, op, originator);
1924
1826 if (was_destroyed (op, tag)) 1925 if (op->destroyed ())
1827 return 1; 1926 return 1;
1828 1927
1829 /* what the person/creature stepped onto has moved the object 1928 /* what the person/creature stepped onto has moved the object
1830 * someplace new. Don't process any further - if we did, 1929 * someplace new. Don't process any further - if we did,
1831 * have a feeling strange problems would result. 1930 * have a feeling strange problems would result.
1832 */ 1931 */
1833 if (op->map != m || op->x != x || op->y != y) return 0; 1932 if (op->map != m || op->x != x || op->y != y)
1933 return 0;
1834 } 1934 }
1835 } 1935 }
1936
1836 return 0; 1937 return 0;
1837} 1938}
1838 1939
1839/* 1940/*
1840 * present_arch(arch, map, x, y) searches for any objects with 1941 * present_arch(arch, map, x, y) searches for any objects with
1841 * a matching archetype at the given map and coordinates. 1942 * a matching archetype at the given map and coordinates.
1842 * The first matching object is returned, or NULL if none. 1943 * The first matching object is returned, or NULL if none.
1843 */ 1944 */
1844 1945
1946object *
1845object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1947present_arch (const archetype *at, maptile *m, int x, int y)
1948{
1846 object *tmp; 1949 object *
1950 tmp;
1951
1847 if(m==NULL || out_of_map(m,x,y)) { 1952 if (m == NULL || out_of_map (m, x, y))
1953 {
1848 LOG(llevError,"Present_arch called outside map.\n"); 1954 LOG (llevError, "Present_arch called outside map.\n");
1849 return NULL; 1955 return NULL;
1850 } 1956 }
1851 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1957 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1852 if(tmp->arch == at) 1958 if (tmp->arch == at)
1853 return tmp; 1959 return tmp;
1854 return NULL; 1960 return NULL;
1855} 1961}
1856 1962
1857/* 1963/*
1858 * present(type, map, x, y) searches for any objects with 1964 * present(type, map, x, y) searches for any objects with
1859 * a matching type variable at the given map and coordinates. 1965 * a matching type variable at the given map and coordinates.
1860 * The first matching object is returned, or NULL if none. 1966 * The first matching object is returned, or NULL if none.
1861 */ 1967 */
1862 1968
1969object *
1863object *present(unsigned char type,mapstruct *m, int x,int y) { 1970present (unsigned char type, maptile *m, int x, int y)
1971{
1864 object *tmp; 1972 object *
1973 tmp;
1974
1865 if(out_of_map(m,x,y)) { 1975 if (out_of_map (m, x, y))
1976 {
1866 LOG(llevError,"Present called outside map.\n"); 1977 LOG (llevError, "Present called outside map.\n");
1867 return NULL; 1978 return NULL;
1868 } 1979 }
1869 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1980 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1870 if(tmp->type==type) 1981 if (tmp->type == type)
1871 return tmp; 1982 return tmp;
1872 return NULL; 1983 return NULL;
1873} 1984}
1874 1985
1875/* 1986/*
1876 * present_in_ob(type, object) searches for any objects with 1987 * present_in_ob(type, object) searches for any objects with
1877 * a matching type variable in the inventory of the given object. 1988 * a matching type variable in the inventory of the given object.
1878 * The first matching object is returned, or NULL if none. 1989 * The first matching object is returned, or NULL if none.
1879 */ 1990 */
1880 1991
1992object *
1881object *present_in_ob(unsigned char type, const object *op) { 1993present_in_ob (unsigned char type, const object *op)
1994{
1882 object *tmp; 1995 object *
1996 tmp;
1997
1883 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1998 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1884 if(tmp->type==type) 1999 if (tmp->type == type)
1885 return tmp; 2000 return tmp;
1886 return NULL; 2001 return NULL;
1887} 2002}
1888 2003
1889/* 2004/*
1899 * the object name, not the archetype name. this is so that the 2014 * the object name, not the archetype name. this is so that the
1900 * spell code can use one object type (force), but change it's name 2015 * spell code can use one object type (force), but change it's name
1901 * to be unique. 2016 * to be unique.
1902 */ 2017 */
1903 2018
2019object *
1904object *present_in_ob_by_name(int type, const char *str, const object *op) { 2020present_in_ob_by_name (int type, const char *str, const object *op)
2021{
1905 object *tmp; 2022 object *
2023 tmp;
1906 2024
1907 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2025 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2026 {
1908 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2027 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1909 return tmp; 2028 return tmp;
1910 } 2029 }
1911 return NULL; 2030 return NULL;
1912} 2031}
1913 2032
1914/* 2033/*
1915 * present_arch_in_ob(archetype, object) searches for any objects with 2034 * present_arch_in_ob(archetype, object) searches for any objects with
1916 * a matching archetype in the inventory of the given object. 2035 * a matching archetype in the inventory of the given object.
1917 * The first matching object is returned, or NULL if none. 2036 * The first matching object is returned, or NULL if none.
1918 */ 2037 */
1919 2038
2039object *
1920object *present_arch_in_ob(const archetype *at, const object *op) { 2040present_arch_in_ob (const archetype *at, const object *op)
2041{
1921 object *tmp; 2042 object *
2043 tmp;
2044
1922 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2045 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1923 if( tmp->arch == at) 2046 if (tmp->arch == at)
1924 return tmp; 2047 return tmp;
1925 return NULL; 2048 return NULL;
1926} 2049}
1927 2050
1928/* 2051/*
1929 * activate recursively a flag on an object inventory 2052 * activate recursively a flag on an object inventory
1930 */ 2053 */
2054void
1931void flag_inv(object*op, int flag){ 2055flag_inv (object *op, int flag)
2056{
1932 object *tmp; 2057 object *
2058 tmp;
2059
1933 if(op->inv) 2060 if (op->inv)
1934 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2061 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2062 {
1935 SET_FLAG(tmp, flag); 2063 SET_FLAG (tmp, flag);
1936 flag_inv(tmp,flag); 2064 flag_inv (tmp, flag);
1937 } 2065 }
1938}/* 2066} /*
1939 * desactivate recursively a flag on an object inventory 2067 * desactivate recursively a flag on an object inventory
1940 */ 2068 */
2069void
1941void unflag_inv(object*op, int flag){ 2070unflag_inv (object *op, int flag)
2071{
1942 object *tmp; 2072 object *
2073 tmp;
2074
1943 if(op->inv) 2075 if (op->inv)
1944 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2076 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2077 {
1945 CLEAR_FLAG(tmp, flag); 2078 CLEAR_FLAG (tmp, flag);
1946 unflag_inv(tmp,flag); 2079 unflag_inv (tmp, flag);
1947 } 2080 }
1948} 2081}
1949 2082
1950/* 2083/*
1951 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2084 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1952 * all it's inventory (recursively). 2085 * all it's inventory (recursively).
1953 * If checksums are used, a player will get set_cheat called for 2086 * If checksums are used, a player will get set_cheat called for
1954 * him/her-self and all object carried by a call to this function. 2087 * him/her-self and all object carried by a call to this function.
1955 */ 2088 */
1956 2089
2090void
1957void set_cheat(object *op) { 2091set_cheat (object *op)
2092{
1958 SET_FLAG(op, FLAG_WAS_WIZ); 2093 SET_FLAG (op, FLAG_WAS_WIZ);
1959 flag_inv(op, FLAG_WAS_WIZ); 2094 flag_inv (op, FLAG_WAS_WIZ);
1960} 2095}
1961 2096
1962/* 2097/*
1963 * find_free_spot(object, map, x, y, start, stop) will search for 2098 * find_free_spot(object, map, x, y, start, stop) will search for
1964 * a spot at the given map and coordinates which will be able to contain 2099 * a spot at the given map and coordinates which will be able to contain
1979 * to know if the space in question will block the object. We can't use 2114 * to know if the space in question will block the object. We can't use
1980 * the archetype because that isn't correct if the monster has been 2115 * the archetype because that isn't correct if the monster has been
1981 * customized, changed states, etc. 2116 * customized, changed states, etc.
1982 */ 2117 */
1983 2118
2119int
1984int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2120find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2121{
2122 int
2123 i,
1985 int i,index=0, flag; 2124 index = 0, flag;
2125 static int
1986 static int altern[SIZEOFFREE]; 2126 altern[SIZEOFFREE];
1987 2127
1988 for(i=start;i<stop;i++) { 2128 for (i = start; i < stop; i++)
2129 {
1989 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2130 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1990 if(!flag) 2131 if (!flag)
1991 altern[index++]=i; 2132 altern[index++] = i;
1992 2133
1993 /* Basically, if we find a wall on a space, we cut down the search size. 2134 /* Basically, if we find a wall on a space, we cut down the search size.
1994 * In this way, we won't return spaces that are on another side of a wall. 2135 * In this way, we won't return spaces that are on another side of a wall.
1995 * This mostly work, but it cuts down the search size in all directions - 2136 * This mostly work, but it cuts down the search size in all directions -
1996 * if the space being examined only has a wall to the north and empty 2137 * if the space being examined only has a wall to the north and empty
1997 * spaces in all the other directions, this will reduce the search space 2138 * spaces in all the other directions, this will reduce the search space
1998 * to only the spaces immediately surrounding the target area, and 2139 * to only the spaces immediately surrounding the target area, and
1999 * won't look 2 spaces south of the target space. 2140 * won't look 2 spaces south of the target space.
2000 */ 2141 */
2001 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2142 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2002 stop=maxfree[i]; 2143 stop = maxfree[i];
2003 } 2144 }
2004 if(!index) return -1; 2145 if (!index)
2146 return -1;
2005 return altern[RANDOM()%index]; 2147 return altern[RANDOM () % index];
2006} 2148}
2007 2149
2008/* 2150/*
2009 * find_first_free_spot(archetype, mapstruct, x, y) works like 2151 * find_first_free_spot(archetype, maptile, x, y) works like
2010 * find_free_spot(), but it will search max number of squares. 2152 * find_free_spot(), but it will search max number of squares.
2011 * But it will return the first available spot, not a random choice. 2153 * But it will return the first available spot, not a random choice.
2012 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2154 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2013 */ 2155 */
2014 2156
2157int
2015int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2158find_first_free_spot (const object *ob, maptile *m, int x, int y)
2159{
2160 int
2016 int i; 2161 i;
2162
2017 for(i=0;i<SIZEOFFREE;i++) { 2163 for (i = 0; i < SIZEOFFREE; i++)
2164 {
2018 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2165 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2019 return i; 2166 return i;
2020 } 2167 }
2021 return -1; 2168 return -1;
2022} 2169}
2023 2170
2024/* 2171/*
2025 * The function permute(arr, begin, end) randomly reorders the array 2172 * The function permute(arr, begin, end) randomly reorders the array
2026 * arr[begin..end-1]. 2173 * arr[begin..end-1].
2027 */ 2174 */
2175static void
2028static void permute(int *arr, int begin, int end) 2176permute (int *arr, int begin, int end)
2029{ 2177{
2030 int i, j, tmp, len; 2178 int
2179 i,
2180 j,
2181 tmp,
2182 len;
2031 2183
2032 len = end-begin; 2184 len = end - begin;
2033 for(i = begin; i < end; i++) 2185 for (i = begin; i < end; i++)
2034 { 2186 {
2035 j = begin+RANDOM()%len; 2187 j = begin + RANDOM () % len;
2036 2188
2037 tmp = arr[i]; 2189 tmp = arr[i];
2038 arr[i] = arr[j]; 2190 arr[i] = arr[j];
2039 arr[j] = tmp; 2191 arr[j] = tmp;
2040 } 2192 }
2041} 2193}
2042 2194
2043/* new function to make monster searching more efficient, and effective! 2195/* new function to make monster searching more efficient, and effective!
2044 * This basically returns a randomized array (in the passed pointer) of 2196 * This basically returns a randomized array (in the passed pointer) of
2045 * the spaces to find monsters. In this way, it won't always look for 2197 * the spaces to find monsters. In this way, it won't always look for
2046 * monsters to the north first. However, the size of the array passed 2198 * monsters to the north first. However, the size of the array passed
2047 * covers all the spaces, so within that size, all the spaces within 2199 * covers all the spaces, so within that size, all the spaces within
2048 * the 3x3 area will be searched, just not in a predictable order. 2200 * the 3x3 area will be searched, just not in a predictable order.
2049 */ 2201 */
2202void
2050void get_search_arr(int *search_arr) 2203get_search_arr (int *search_arr)
2051{ 2204{
2205 int
2052 int i; 2206 i;
2053 2207
2054 for(i = 0; i < SIZEOFFREE; i++) 2208 for (i = 0; i < SIZEOFFREE; i++)
2055 { 2209 {
2056 search_arr[i] = i; 2210 search_arr[i] = i;
2057 } 2211 }
2058 2212
2059 permute(search_arr, 1, SIZEOFFREE1+1); 2213 permute (search_arr, 1, SIZEOFFREE1 + 1);
2060 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2214 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2061 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2215 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2062} 2216}
2063 2217
2064/* 2218/*
2065 * find_dir(map, x, y, exclude) will search some close squares in the 2219 * find_dir(map, x, y, exclude) will search some close squares in the
2066 * given map at the given coordinates for live objects. 2220 * given map at the given coordinates for live objects.
2072 * is actually want is going to try and move there. We need this info 2226 * is actually want is going to try and move there. We need this info
2073 * because we have to know what movement the thing looking to move 2227 * because we have to know what movement the thing looking to move
2074 * there is capable of. 2228 * there is capable of.
2075 */ 2229 */
2076 2230
2231int
2077int find_dir(mapstruct *m, int x, int y, object *exclude) { 2232find_dir (maptile *m, int x, int y, object *exclude)
2233{
2234 int
2235 i,
2078 int i,max=SIZEOFFREE, mflags; 2236 max = SIZEOFFREE, mflags;
2237
2079 sint16 nx, ny; 2238 sint16 nx, ny;
2080 object *tmp; 2239 object *
2081 mapstruct *mp; 2240 tmp;
2241 maptile *
2242 mp;
2243
2082 MoveType blocked, move_type; 2244 MoveType blocked, move_type;
2083 2245
2084 if (exclude && exclude->head) { 2246 if (exclude && exclude->head)
2247 {
2085 exclude = exclude->head; 2248 exclude = exclude->head;
2086 move_type = exclude->move_type; 2249 move_type = exclude->move_type;
2087 } else { 2250 }
2251 else
2252 {
2088 /* If we don't have anything, presume it can use all movement types. */ 2253 /* If we don't have anything, presume it can use all movement types. */
2089 move_type=MOVE_ALL; 2254 move_type = MOVE_ALL;
2255 }
2256
2257 for (i = 1; i < max; i++)
2090 } 2258 {
2091
2092 for(i=1;i<max;i++) {
2093 mp = m; 2259 mp = m;
2094 nx = x + freearr_x[i]; 2260 nx = x + freearr_x[i];
2095 ny = y + freearr_y[i]; 2261 ny = y + freearr_y[i];
2096 2262
2097 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2263 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2098 if (mflags & P_OUT_OF_MAP) { 2264 if (mflags & P_OUT_OF_MAP)
2265 {
2099 max = maxfree[i]; 2266 max = maxfree[i];
2267 }
2100 } else { 2268 else
2269 {
2101 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2270 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2102 2271
2103 if ((move_type & blocked) == move_type) { 2272 if ((move_type & blocked) == move_type)
2273 {
2104 max=maxfree[i]; 2274 max = maxfree[i];
2275 }
2105 } else if (mflags & P_IS_ALIVE) { 2276 else if (mflags & P_IS_ALIVE)
2277 {
2106 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2278 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2107 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2279 {
2108 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2280 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2281 {
2109 break; 2282 break;
2110 } 2283 }
2111 } 2284 }
2112 if(tmp) { 2285 if (tmp)
2286 {
2113 return freedir[i]; 2287 return freedir[i];
2114 } 2288 }
2115 } 2289 }
2116 } 2290 }
2117 } 2291 }
2118 return 0; 2292 return 0;
2119} 2293}
2120 2294
2121/* 2295/*
2122 * distance(object 1, object 2) will return the square of the 2296 * distance(object 1, object 2) will return the square of the
2123 * distance between the two given objects. 2297 * distance between the two given objects.
2124 */ 2298 */
2125 2299
2300int
2126int distance(const object *ob1, const object *ob2) { 2301distance (const object *ob1, const object *ob2)
2302{
2127 int i; 2303 int
2128 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2304 i;
2129 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2305
2306 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2130 return i; 2307 return i;
2131} 2308}
2132 2309
2133/* 2310/*
2134 * find_dir_2(delta-x,delta-y) will return a direction in which 2311 * find_dir_2(delta-x,delta-y) will return a direction in which
2135 * an object which has subtracted the x and y coordinates of another 2312 * an object which has subtracted the x and y coordinates of another
2136 * object, needs to travel toward it. 2313 * object, needs to travel toward it.
2137 */ 2314 */
2138 2315
2316int
2139int find_dir_2(int x, int y) { 2317find_dir_2 (int x, int y)
2318{
2140 int q; 2319 int
2320 q;
2141 2321
2142 if(y) 2322 if (y)
2143 q=x*100/y; 2323 q = x * 100 / y;
2144 else if (x) 2324 else if (x)
2145 q= -300*x; 2325 q = -300 * x;
2146 else 2326 else
2147 return 0; 2327 return 0;
2148 2328
2149 if(y>0) { 2329 if (y > 0)
2330 {
2150 if(q < -242) 2331 if (q < -242)
2151 return 3 ; 2332 return 3;
2152 if (q < -41) 2333 if (q < -41)
2153 return 2 ; 2334 return 2;
2154 if (q < 41) 2335 if (q < 41)
2155 return 1 ; 2336 return 1;
2156 if (q < 242) 2337 if (q < 242)
2157 return 8 ; 2338 return 8;
2158 return 7 ; 2339 return 7;
2159 } 2340 }
2160 2341
2161 if (q < -242) 2342 if (q < -242)
2162 return 7 ; 2343 return 7;
2163 if (q < -41) 2344 if (q < -41)
2164 return 6 ; 2345 return 6;
2165 if (q < 41) 2346 if (q < 41)
2166 return 5 ; 2347 return 5;
2167 if (q < 242) 2348 if (q < 242)
2168 return 4 ; 2349 return 4;
2169 2350
2170 return 3 ; 2351 return 3;
2171} 2352}
2172 2353
2173/* 2354/*
2174 * absdir(int): Returns a number between 1 and 8, which represent 2355 * absdir(int): Returns a number between 1 and 8, which represent
2175 * the "absolute" direction of a number (it actually takes care of 2356 * the "absolute" direction of a number (it actually takes care of
2176 * "overflow" in previous calculations of a direction). 2357 * "overflow" in previous calculations of a direction).
2177 */ 2358 */
2178 2359
2360int
2179int absdir(int d) { 2361absdir (int d)
2180 while(d<1) d+=8; 2362{
2181 while(d>8) d-=8; 2363 while (d < 1)
2364 d += 8;
2365 while (d > 8)
2366 d -= 8;
2182 return d; 2367 return d;
2183} 2368}
2184 2369
2185/* 2370/*
2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2371 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2187 * between two directions (which are expected to be absolute (see absdir()) 2372 * between two directions (which are expected to be absolute (see absdir())
2188 */ 2373 */
2189 2374
2375int
2190int dirdiff(int dir1, int dir2) { 2376dirdiff (int dir1, int dir2)
2377{
2191 int d; 2378 int
2379 d;
2380
2192 d = abs(dir1 - dir2); 2381 d = abs (dir1 - dir2);
2193 if(d>4) 2382 if (d > 4)
2194 d = 8 - d; 2383 d = 8 - d;
2195 return d; 2384 return d;
2196} 2385}
2197 2386
2198/* peterm: 2387/* peterm:
2203 * direction 4, 14, or 16 to get back to where we are. 2392 * direction 4, 14, or 16 to get back to where we are.
2204 * Moved from spell_util.c to object.c with the other related direction 2393 * Moved from spell_util.c to object.c with the other related direction
2205 * functions. 2394 * functions.
2206 */ 2395 */
2207 2396
2397int
2208int reduction_dir[SIZEOFFREE][3] = { 2398 reduction_dir[SIZEOFFREE][3] = {
2209 {0,0,0}, /* 0 */ 2399 {0, 0, 0}, /* 0 */
2210 {0,0,0}, /* 1 */ 2400 {0, 0, 0}, /* 1 */
2211 {0,0,0}, /* 2 */ 2401 {0, 0, 0}, /* 2 */
2212 {0,0,0}, /* 3 */ 2402 {0, 0, 0}, /* 3 */
2213 {0,0,0}, /* 4 */ 2403 {0, 0, 0}, /* 4 */
2214 {0,0,0}, /* 5 */ 2404 {0, 0, 0}, /* 5 */
2215 {0,0,0}, /* 6 */ 2405 {0, 0, 0}, /* 6 */
2216 {0,0,0}, /* 7 */ 2406 {0, 0, 0}, /* 7 */
2217 {0,0,0}, /* 8 */ 2407 {0, 0, 0}, /* 8 */
2218 {8,1,2}, /* 9 */ 2408 {8, 1, 2}, /* 9 */
2219 {1,2,-1}, /* 10 */ 2409 {1, 2, -1}, /* 10 */
2220 {2,10,12}, /* 11 */ 2410 {2, 10, 12}, /* 11 */
2221 {2,3,-1}, /* 12 */ 2411 {2, 3, -1}, /* 12 */
2222 {2,3,4}, /* 13 */ 2412 {2, 3, 4}, /* 13 */
2223 {3,4,-1}, /* 14 */ 2413 {3, 4, -1}, /* 14 */
2224 {4,14,16}, /* 15 */ 2414 {4, 14, 16}, /* 15 */
2225 {5,4,-1}, /* 16 */ 2415 {5, 4, -1}, /* 16 */
2226 {4,5,6}, /* 17 */ 2416 {4, 5, 6}, /* 17 */
2227 {6,5,-1}, /* 18 */ 2417 {6, 5, -1}, /* 18 */
2228 {6,20,18}, /* 19 */ 2418 {6, 20, 18}, /* 19 */
2229 {7,6,-1}, /* 20 */ 2419 {7, 6, -1}, /* 20 */
2230 {6,7,8}, /* 21 */ 2420 {6, 7, 8}, /* 21 */
2231 {7,8,-1}, /* 22 */ 2421 {7, 8, -1}, /* 22 */
2232 {8,22,24}, /* 23 */ 2422 {8, 22, 24}, /* 23 */
2233 {8,1,-1}, /* 24 */ 2423 {8, 1, -1}, /* 24 */
2234 {24,9,10}, /* 25 */ 2424 {24, 9, 10}, /* 25 */
2235 {9,10,-1}, /* 26 */ 2425 {9, 10, -1}, /* 26 */
2236 {10,11,-1}, /* 27 */ 2426 {10, 11, -1}, /* 27 */
2237 {27,11,29}, /* 28 */ 2427 {27, 11, 29}, /* 28 */
2238 {11,12,-1}, /* 29 */ 2428 {11, 12, -1}, /* 29 */
2239 {12,13,-1}, /* 30 */ 2429 {12, 13, -1}, /* 30 */
2240 {12,13,14}, /* 31 */ 2430 {12, 13, 14}, /* 31 */
2241 {13,14,-1}, /* 32 */ 2431 {13, 14, -1}, /* 32 */
2242 {14,15,-1}, /* 33 */ 2432 {14, 15, -1}, /* 33 */
2243 {33,15,35}, /* 34 */ 2433 {33, 15, 35}, /* 34 */
2244 {16,15,-1}, /* 35 */ 2434 {16, 15, -1}, /* 35 */
2245 {17,16,-1}, /* 36 */ 2435 {17, 16, -1}, /* 36 */
2246 {18,17,16}, /* 37 */ 2436 {18, 17, 16}, /* 37 */
2247 {18,17,-1}, /* 38 */ 2437 {18, 17, -1}, /* 38 */
2248 {18,19,-1}, /* 39 */ 2438 {18, 19, -1}, /* 39 */
2249 {41,19,39}, /* 40 */ 2439 {41, 19, 39}, /* 40 */
2250 {19,20,-1}, /* 41 */ 2440 {19, 20, -1}, /* 41 */
2251 {20,21,-1}, /* 42 */ 2441 {20, 21, -1}, /* 42 */
2252 {20,21,22}, /* 43 */ 2442 {20, 21, 22}, /* 43 */
2253 {21,22,-1}, /* 44 */ 2443 {21, 22, -1}, /* 44 */
2254 {23,22,-1}, /* 45 */ 2444 {23, 22, -1}, /* 45 */
2255 {45,47,23}, /* 46 */ 2445 {45, 47, 23}, /* 46 */
2256 {23,24,-1}, /* 47 */ 2446 {23, 24, -1}, /* 47 */
2257 {24,9,-1}}; /* 48 */ 2447 {24, 9, -1}
2448}; /* 48 */
2258 2449
2259/* Recursive routine to step back and see if we can 2450/* Recursive routine to step back and see if we can
2260 * find a path to that monster that we found. If not, 2451 * find a path to that monster that we found. If not,
2261 * we don't bother going toward it. Returns 1 if we 2452 * we don't bother going toward it. Returns 1 if we
2262 * can see a direct way to get it 2453 * can see a direct way to get it
2263 * Modified to be map tile aware -.MSW 2454 * Modified to be map tile aware -.MSW
2264 */ 2455 */
2265
2266 2456
2457
2458int
2267int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2459can_see_monsterP (maptile *m, int x, int y, int dir)
2460{
2268 sint16 dx, dy; 2461 sint16 dx, dy;
2462 int
2269 int mflags; 2463 mflags;
2270 2464
2465 if (dir < 0)
2271 if(dir<0) return 0; /* exit condition: invalid direction */ 2466 return 0; /* exit condition: invalid direction */
2272 2467
2273 dx = x + freearr_x[dir]; 2468 dx = x + freearr_x[dir];
2274 dy = y + freearr_y[dir]; 2469 dy = y + freearr_y[dir];
2275 2470
2276 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2471 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2277 2472
2278 /* This functional arguably was incorrect before - it was 2473 /* This functional arguably was incorrect before - it was
2279 * checking for P_WALL - that was basically seeing if 2474 * checking for P_WALL - that was basically seeing if
2280 * we could move to the monster - this is being more 2475 * we could move to the monster - this is being more
2281 * literal on if we can see it. To know if we can actually 2476 * literal on if we can see it. To know if we can actually
2282 * move to the monster, we'd need the monster passed in or 2477 * move to the monster, we'd need the monster passed in or
2283 * at least its move type. 2478 * at least its move type.
2284 */ 2479 */
2285 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2480 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2481 return 0;
2286 2482
2287 /* yes, can see. */ 2483 /* yes, can see. */
2288 if(dir < 9) return 1; 2484 if (dir < 9)
2485 return 1;
2289 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2486 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2290 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2487 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2291 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2292} 2488}
2293 2489
2294 2490
2295 2491
2296/* 2492/*
2297 * can_pick(picker, item): finds out if an object is possible to be 2493 * can_pick(picker, item): finds out if an object is possible to be
2298 * picked up by the picker. Returnes 1 if it can be 2494 * picked up by the picker. Returnes 1 if it can be
2299 * picked up, otherwise 0. 2495 * picked up, otherwise 0.
2300 * 2496 *
2302 * core dumps if they do. 2498 * core dumps if they do.
2303 * 2499 *
2304 * Add a check so we can't pick up invisible objects (0.93.8) 2500 * Add a check so we can't pick up invisible objects (0.93.8)
2305 */ 2501 */
2306 2502
2503int
2307int can_pick(const object *who, const object *item) { 2504can_pick (const object *who, const object *item)
2505{
2308 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2506 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2309 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2507 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2310 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2508 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2311 (who->type==PLAYER||item->weight<who->weight/3));
2312} 2509}
2313 2510
2314 2511
2315/* 2512/*
2316 * create clone from object to another 2513 * create clone from object to another
2317 */ 2514 */
2515object *
2318object *object_create_clone (object *asrc) { 2516object_create_clone (object *asrc)
2517{
2319 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2518 object *dst = 0, *tmp, *src, *part, *prev, *item;
2320 2519
2321 if(!asrc) return NULL; 2520 if (!asrc)
2521 return 0;
2522
2322 src = asrc; 2523 src = asrc;
2323 if(src->head) 2524 if (src->head)
2324 src = src->head; 2525 src = src->head;
2325 2526
2326 prev = NULL; 2527 prev = 0;
2327 for(part = src; part; part = part->more) { 2528 for (part = src; part; part = part->more)
2328 tmp = get_object(); 2529 {
2329 copy_object(part,tmp); 2530 tmp = part->clone ();
2330 tmp->x -= src->x; 2531 tmp->x -= src->x;
2331 tmp->y -= src->y; 2532 tmp->y -= src->y;
2533
2332 if(!part->head) { 2534 if (!part->head)
2535 {
2333 dst = tmp; 2536 dst = tmp;
2334 tmp->head = NULL; 2537 tmp->head = 0;
2538 }
2335 } else { 2539 else
2540 {
2336 tmp->head = dst; 2541 tmp->head = dst;
2337 } 2542 }
2543
2338 tmp->more = NULL; 2544 tmp->more = 0;
2545
2339 if(prev) 2546 if (prev)
2340 prev->more = tmp; 2547 prev->more = tmp;
2548
2341 prev = tmp; 2549 prev = tmp;
2342 } 2550 }
2343 /*** copy inventory ***/ 2551
2344 for(item = src->inv; item; item = item->below) { 2552 for (item = src->inv; item; item = item->below)
2345 (void) insert_ob_in_ob(object_create_clone(item),dst); 2553 insert_ob_in_ob (object_create_clone (item), dst);
2346 }
2347 2554
2348 return dst; 2555 return dst;
2349}
2350
2351/* return true if the object was destroyed, 0 otherwise */
2352int was_destroyed (const object *op, tag_t old_tag)
2353{
2354 /* checking for FLAG_FREED isn't necessary, but makes this function more
2355 * robust */
2356 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2357} 2556}
2358 2557
2359/* GROS - Creates an object using a string representing its content. */ 2558/* GROS - Creates an object using a string representing its content. */
2360/* Basically, we save the content of the string to a temp file, then call */ 2559/* Basically, we save the content of the string to a temp file, then call */
2361/* load_object on it. I admit it is a highly inefficient way to make things, */ 2560/* load_object on it. I admit it is a highly inefficient way to make things, */
2362/* but it was simple to make and allows reusing the load_object function. */ 2561/* but it was simple to make and allows reusing the load_object function. */
2363/* Remember not to use load_object_str in a time-critical situation. */ 2562/* Remember not to use load_object_str in a time-critical situation. */
2364/* Also remember that multiparts objects are not supported for now. */ 2563/* Also remember that multiparts objects are not supported for now. */
2365 2564
2565object *
2366object* load_object_str(const char *obstr) 2566load_object_str (const char *obstr)
2367{ 2567{
2368 object *op; 2568 object *op;
2369 char filename[MAX_BUF]; 2569 char filename[MAX_BUF];
2570
2370 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2571 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2371 2572
2372 FILE *tempfile=fopen(filename,"w"); 2573 FILE *tempfile = fopen (filename, "w");
2574
2373 if (tempfile == NULL) 2575 if (tempfile == NULL)
2374 { 2576 {
2375 LOG(llevError,"Error - Unable to access load object temp file\n"); 2577 LOG (llevError, "Error - Unable to access load object temp file\n");
2376 return NULL; 2578 return NULL;
2377 }; 2579 }
2580
2378 fprintf(tempfile,obstr); 2581 fprintf (tempfile, obstr);
2379 fclose(tempfile); 2582 fclose (tempfile);
2380 2583
2381 op=get_object(); 2584 op = object::create ();
2382 2585
2383 object_thawer thawer (filename); 2586 object_thawer thawer (filename);
2384 2587
2385 if (thawer) 2588 if (thawer)
2386 load_object(thawer,op,0); 2589 load_object (thawer, op, 0);
2387 2590
2388 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2591 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2389 CLEAR_FLAG(op,FLAG_REMOVED); 2592 CLEAR_FLAG (op, FLAG_REMOVED);
2390 2593
2391 return op; 2594 return op;
2392} 2595}
2393 2596
2394/* This returns the first object in who's inventory that 2597/* This returns the first object in who's inventory that
2395 * has the same type and subtype match. 2598 * has the same type and subtype match.
2396 * returns NULL if no match. 2599 * returns NULL if no match.
2397 */ 2600 */
2601object *
2398object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2602find_obj_by_type_subtype (const object *who, int type, int subtype)
2399{ 2603{
2400 object *tmp; 2604 object *tmp;
2401 2605
2402 for (tmp=who->inv; tmp; tmp=tmp->below) 2606 for (tmp = who->inv; tmp; tmp = tmp->below)
2403 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2607 if (tmp->type == type && tmp->subtype == subtype)
2608 return tmp;
2404 2609
2405 return NULL; 2610 return NULL;
2406} 2611}
2407 2612
2408/* If ob has a field named key, return the link from the list, 2613/* If ob has a field named key, return the link from the list,
2409 * otherwise return NULL. 2614 * otherwise return NULL.
2410 * 2615 *
2411 * key must be a passed in shared string - otherwise, this won't 2616 * key must be a passed in shared string - otherwise, this won't
2412 * do the desired thing. 2617 * do the desired thing.
2413 */ 2618 */
2619key_value *
2414key_value * get_ob_key_link(const object * ob, const char * key) { 2620get_ob_key_link (const object *ob, const char *key)
2621{
2415 key_value * link; 2622 key_value *link;
2416 2623
2417 for (link = ob->key_values; link != NULL; link = link->next) { 2624 for (link = ob->key_values; link != NULL; link = link->next)
2418 if (link->key == key) { 2625 if (link->key == key)
2419 return link; 2626 return link;
2420 } 2627
2421 }
2422
2423 return NULL; 2628 return NULL;
2424} 2629}
2425 2630
2426/* 2631/*
2427 * Returns the value of op has an extra_field for key, or NULL. 2632 * Returns the value of op has an extra_field for key, or NULL.
2428 * 2633 *
2429 * The argument doesn't need to be a shared string. 2634 * The argument doesn't need to be a shared string.
2430 * 2635 *
2431 * The returned string is shared. 2636 * The returned string is shared.
2432 */ 2637 */
2638const char *
2433const char * get_ob_key_value(const object * op, const char * const key) { 2639get_ob_key_value (const object *op, const char *const key)
2640{
2434 key_value * link; 2641 key_value *link;
2435 const char * canonical_key; 2642 shstr_cmp canonical_key (key);
2643
2644 if (!canonical_key)
2436 2645 {
2437 canonical_key = shstr::find (key);
2438
2439 if (canonical_key == NULL) {
2440 /* 1. There being a field named key on any object 2646 /* 1. There being a field named key on any object
2441 * implies there'd be a shared string to find. 2647 * implies there'd be a shared string to find.
2442 * 2. Since there isn't, no object has this field. 2648 * 2. Since there isn't, no object has this field.
2443 * 3. Therefore, *this* object doesn't have this field. 2649 * 3. Therefore, *this* object doesn't have this field.
2444 */ 2650 */
2445 return NULL; 2651 return 0;
2446 } 2652 }
2447 2653
2448 /* This is copied from get_ob_key_link() above - 2654 /* This is copied from get_ob_key_link() above -
2449 * only 4 lines, and saves the function call overhead. 2655 * only 4 lines, and saves the function call overhead.
2450 */ 2656 */
2451 for (link = op->key_values; link != NULL; link = link->next) { 2657 for (link = op->key_values; link; link = link->next)
2452 if (link->key == canonical_key) { 2658 if (link->key == canonical_key)
2453 return link->value; 2659 return link->value;
2454 } 2660
2455 } 2661 return 0;
2456 return NULL;
2457} 2662}
2458 2663
2459 2664
2460/* 2665/*
2461 * Updates the canonical_key in op to value. 2666 * Updates the canonical_key in op to value.
2465 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2670 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2466 * keys. 2671 * keys.
2467 * 2672 *
2468 * Returns TRUE on success. 2673 * Returns TRUE on success.
2469 */ 2674 */
2675int
2470int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2676set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2677{
2678 key_value *
2471 key_value * field = NULL, *last=NULL; 2679 field = NULL, *last = NULL;
2472 2680
2473 for (field=op->key_values; field != NULL; field=field->next) { 2681 for (field = op->key_values; field != NULL; field = field->next)
2682 {
2474 if (field->key != canonical_key) { 2683 if (field->key != canonical_key)
2684 {
2475 last = field; 2685 last = field;
2476 continue; 2686 continue;
2477 } 2687 }
2478 2688
2479 if (value) 2689 if (value)
2480 field->value = value; 2690 field->value = value;
2481 else { 2691 else
2692 {
2482 /* Basically, if the archetype has this key set, 2693 /* Basically, if the archetype has this key set,
2483 * we need to store the null value so when we save 2694 * we need to store the null value so when we save
2484 * it, we save the empty value so that when we load, 2695 * it, we save the empty value so that when we load,
2485 * we get this value back again. 2696 * we get this value back again.
2486 */ 2697 */
2487 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2698 if (get_ob_key_link (&op->arch->clone, canonical_key))
2488 field->value = 0; 2699 field->value = 0;
2700 else
2701 {
2702 if (last)
2703 last->next = field->next;
2489 else 2704 else
2490 {
2491 if (last) last->next = field->next;
2492 else op->key_values = field->next; 2705 op->key_values = field->next;
2493 2706
2494 delete field; 2707 delete field;
2495 } 2708 }
2496 } 2709 }
2497 return TRUE; 2710 return TRUE;
2498 } 2711 }
2499 /* IF we get here, key doesn't exist */ 2712 /* IF we get here, key doesn't exist */
2500 2713
2501 /* No field, we'll have to add it. */ 2714 /* No field, we'll have to add it. */
2715
2716 if (!add_key)
2502 2717 {
2503 if (!add_key) {
2504 return FALSE; 2718 return FALSE;
2505 } 2719 }
2506 /* There isn't any good reason to store a null 2720 /* There isn't any good reason to store a null
2507 * value in the key/value list. If the archetype has 2721 * value in the key/value list. If the archetype has
2508 * this key, then we should also have it, so shouldn't 2722 * this key, then we should also have it, so shouldn't
2509 * be here. If user wants to store empty strings, 2723 * be here. If user wants to store empty strings,
2510 * should pass in "" 2724 * should pass in ""
2511 */ 2725 */
2512 if (value == NULL) return TRUE; 2726 if (value == NULL)
2513
2514 field = new key_value;
2515
2516 field->key = canonical_key;
2517 field->value = value;
2518 /* Usual prepend-addition. */
2519 field->next = op->key_values;
2520 op->key_values = field;
2521
2522 return TRUE; 2727 return TRUE;
2728
2729 field = new key_value;
2730
2731 field->key = canonical_key;
2732 field->value = value;
2733 /* Usual prepend-addition. */
2734 field->next = op->key_values;
2735 op->key_values = field;
2736
2737 return TRUE;
2523} 2738}
2524 2739
2525/* 2740/*
2526 * Updates the key in op to value. 2741 * Updates the key in op to value.
2527 * 2742 *
2529 * and not add new ones. 2744 * and not add new ones.
2530 * In general, should be little reason FALSE is ever passed in for add_key 2745 * In general, should be little reason FALSE is ever passed in for add_key
2531 * 2746 *
2532 * Returns TRUE on success. 2747 * Returns TRUE on success.
2533 */ 2748 */
2749int
2534int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2750set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2535{ 2751{
2536 shstr key_ (key); 2752 shstr key_ (key);
2753
2537 return set_ob_key_value_s (op, key_, value, add_key); 2754 return set_ob_key_value_s (op, key_, value, add_key);
2538} 2755}
2756
2757object::depth_iterator::depth_iterator (object *container)
2758: iterator_base (container)
2759{
2760 while (item->inv)
2761 item = item->inv;
2762}
2763
2764void
2765object::depth_iterator::next ()
2766{
2767 if (item->below)
2768 {
2769 item = item->below;
2770
2771 while (item->inv)
2772 item = item->inv;
2773 }
2774 else
2775 item = item->env;
2776}
2777
2778// return a suitable string describing an objetc in enough detail to find it
2779const char *
2780object::debug_desc (char *info) const
2781{
2782 char info2[256 * 3];
2783 char *p = info;
2784
2785 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2786 count,
2787 &name,
2788 title ? " " : "",
2789 title ? (const char *)title : "");
2790
2791 if (env)
2792 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2793
2794 if (map)
2795 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2796
2797 return info;
2798}
2799
2800const char *
2801object::debug_desc () const
2802{
2803 static char info[256 * 3];
2804 return debug_desc (info);
2805}
2806

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