ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.23 by root, Sun Sep 10 14:54:02 2006 UTC vs.
Revision 1.67 by root, Thu Dec 14 04:30:32 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.23 2006/09/10 14:54:02 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
42int nrofallocobjects = 0; 35int nrofallocobjects = 0;
36static UUID uuid;
37const uint64 UUID_SKIP = 1<<19;
43 38
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 39object *active_objects; /* List of active objects that need to be processed */
46 40
47short freearr_x[SIZEOFFREE]= 41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 43};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 46};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49};
56int freedir[SIZEOFFREE]= { 50int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53};
54
55static void
56write_uuid (void)
57{
58 char filename1[MAX_BUF], filename2[MAX_BUF];
59
60 sprintf (filename1, "%s/uuid", settings.localdir);
61 sprintf (filename2, "%s/uuid~", settings.localdir);
62
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 FILE *fp;
84
85 if (!(fp = fopen (filename, "r")))
86 {
87 if (errno == ENOENT)
88 {
89 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0;
91 write_uuid ();
92 return;
93 }
94
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1);
97 }
98
99 int version;
100 unsigned long long uid;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
102 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
104 _exit (1);
105 }
106
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp);
111}
112
113UUID
114gen_uuid ()
115{
116 UUID uid;
117
118 uid.seq = ++uuid.seq;
119
120 if (!(uuid.seq & (UUID_SKIP - 1)))
121 write_uuid ();
122
123 return uid;
124}
125
126void
127init_uuid ()
128{
129 read_uuid ();
130}
59 131
60/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int
61static int compare_ob_value_lists_one(const object * wants, const object * has) { 134compare_ob_value_lists_one (const object *wants, const object *has)
135{
62 key_value * wants_field; 136 key_value *wants_field;
63 137
64 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
65 * objects with lists are rare, and lists stay short. If not, use a 139 * objects with lists are rare, and lists stay short. If not, use a
66 * different structure or at least keep the lists sorted... 140 * different structure or at least keep the lists sorted...
67 */ 141 */
68 142
69 /* For each field in wants, */ 143 /* For each field in wants, */
70 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
145 {
71 key_value * has_field; 146 key_value *has_field;
72 147
73 /* Look for a field in has with the same key. */ 148 /* Look for a field in has with the same key. */
74 has_field = get_ob_key_link(has, wants_field->key); 149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
75 152 {
76 if (has_field == NULL) {
77 /* No field with that name. */ 153 /* No field with that name. */
78 return FALSE; 154 return FALSE;
79 }
80 155 }
156
81 /* Found the matching field. */ 157 /* Found the matching field. */
82 if (has_field->value != wants_field->value) { 158 if (has_field->value != wants_field->value)
159 {
83 /* Values don't match, so this half of the comparison is false. */ 160 /* Values don't match, so this half of the comparison is false. */
84 return FALSE; 161 return FALSE;
85 } 162 }
86 163
87 /* If we get here, we found a match. Now for the next field in wants. */ 164 /* If we get here, we found a match. Now for the next field in wants. */
88 }
89 165 }
166
90 /* If we get here, every field in wants has a matching field in has. */ 167 /* If we get here, every field in wants has a matching field in has. */
91 return TRUE; 168 return TRUE;
92} 169}
93 170
94/* Returns TRUE if ob1 has the same key_values as ob2. */ 171/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int
95static int compare_ob_value_lists(const object * ob1, const object * ob2) { 173compare_ob_value_lists (const object *ob1, const object *ob2)
174{
96 /* However, there may be fields in has which aren't partnered in wants, 175 /* However, there may be fields in has which aren't partnered in wants,
97 * so we need to run the comparison *twice*. :( 176 * so we need to run the comparison *twice*. :(
98 */ 177 */
99 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
100} 179}
101 180
102/* Function examines the 2 objects given to it, and returns true if 181/* Function examines the 2 objects given to it, and returns true if
103 * they can be merged together. 182 * they can be merged together.
104 * 183 *
105 * Note that this function appears a lot longer than the macro it 184 * Note that this function appears a lot longer than the macro it
106 * replaces - this is mostly for clarity - a decent compiler should hopefully 185 * replaces - this is mostly for clarity - a decent compiler should hopefully
107 * reduce this to the same efficiency. 186 * reduce this to the same efficiency.
108 * 187 *
109 * Check nrof variable *before* calling CAN_MERGE() 188 * Check nrof variable *before* calling can_merge()
110 * 189 *
111 * Improvements made with merge: Better checking on potion, and also 190 * Improvements made with merge: Better checking on potion, and also
112 * check weight 191 * check weight
113 */ 192 */
114 193
115bool
116object::can_merge (object *ob1, object *ob2) 194bool object::can_merge_slow (object *ob1, object *ob2)
117{ 195{
118 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) 197 if (ob1 == ob2
198 || ob1->type != ob2->type
199 || ob1->speed != ob2->speed
200 || ob1->value != ob2->value
201 || ob1->name != ob2->name)
120 return 0; 202 return 0;
121 203
122 if (ob1->speed != ob2->speed) 204 //TODO: this ain't working well, use nicer and correct overflow check
123 return 0;
124
125 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
126 * value could not be stored in a sint32 (which unfortunately sometimes is 206 * value could not be stored in a sint32 (which unfortunately sometimes is
127 * used to store nrof). 207 * used to store nrof).
128 */ 208 */
129 if (ob1->nrof + ob2->nrof >= 1UL << 31) 209 if (ob1->nrof + ob2->nrof >= 1UL << 31)
169 (ob1->subtype != ob2->subtype) || 249 (ob1->subtype != ob2->subtype) ||
170 (ob1->move_type != ob2->move_type) || 250 (ob1->move_type != ob2->move_type) ||
171 (ob1->move_block != ob2->move_block) || 251 (ob1->move_block != ob2->move_block) ||
172 (ob1->move_allow != ob2->move_allow) || 252 (ob1->move_allow != ob2->move_allow) ||
173 (ob1->move_on != ob2->move_on) || 253 (ob1->move_on != ob2->move_on) ||
174 (ob1->move_off != ob2->move_off) || 254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
175 (ob1->move_slow != ob2->move_slow) ||
176 (ob1->move_slow_penalty != ob2->move_slow_penalty))
177 return 0; 255 return 0;
178 256
179 /* This is really a spellbook check - really, we should 257 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 258 * check all objects in the inventory.
181 */ 259 */
182 if (ob1->inv || ob2->inv) 260 if (ob1->inv || ob2->inv)
183 { 261 {
184 /* if one object has inventory but the other doesn't, not equiv */ 262 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 264 return 0;
187 265
188 /* Now check to see if the two inventory objects could merge */ 266 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 267 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 268 return 0;
191 269
192 /* inventory ok - still need to check rest of this object to see 270 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 271 * if it is valid.
194 */ 272 */
195 } 273 }
203 281
204 /* Note sure why the following is the case - either the object has to 282 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster 283 * be animated or have a very low speed. Is this an attempted monster
206 * check? 284 * check?
207 */ 285 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
209 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 return 0; 287 return 0;
211 288
212 switch (ob1->type) 289 switch (ob1->type)
213 { 290 {
214 case SCROLL: 291 case SCROLL:
215 if (ob1->level != ob2->level) 292 if (ob1->level != ob2->level)
216 return 0; 293 return 0;
217 break; 294 break;
218 } 295 }
219 296
220 if (ob1->key_values != NULL || ob2->key_values != NULL) 297 if (ob1->key_values != NULL || ob2->key_values != NULL)
221 { 298 {
222 /* At least one of these has key_values. */ 299 /* At least one of these has key_values. */
223 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 300 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
224 /* One has fields, but the other one doesn't. */ 301 /* One has fields, but the other one doesn't. */
225 return 0; 302 return 0;
226 else if (!compare_ob_value_lists (ob1, ob2)) 303 else if (!compare_ob_value_lists (ob1, ob2))
227 return 0; 304 return 0;
228 } 305 }
229 306
230 //TODO: generate an event or call into perl for additional checks 307 //TODO: generate an event or call into perl for additional checks
231 if (ob1->self || ob2->self) 308 if (ob1->self || ob2->self)
232 { 309 {
233 ob1->optimise (); 310 ob1->optimise ();
234 ob2->optimise (); 311 ob2->optimise ();
235 312
236 if (ob1->self || ob2->self) 313 if (ob1->self || ob2->self)
237 return 0; 314 return 0;
238 } 315 }
239 316
240 /* Everything passes, must be OK. */ 317 /* Everything passes, must be OK. */
241 return 1; 318 return 1;
242} 319}
320
243/* 321/*
244 * sum_weight() is a recursive function which calculates the weight 322 * sum_weight() is a recursive function which calculates the weight
245 * an object is carrying. It goes through in figures out how much 323 * an object is carrying. It goes through in figures out how much
246 * containers are carrying, and sums it up. 324 * containers are carrying, and sums it up.
247 */ 325 */
248signed long sum_weight(object *op) { 326long
327sum_weight (object *op)
328{
249 signed long sum; 329 long sum;
250 object *inv; 330 object *inv;
331
251 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
333 {
252 if (inv->inv) 334 if (inv->inv)
253 sum_weight(inv); 335 sum_weight (inv);
254 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 336 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
255 } 337 }
338
256 if (op->type == CONTAINER && op->stats.Str) 339 if (op->type == CONTAINER && op->stats.Str)
257 sum = (sum * (100 - op->stats.Str))/100; 340 sum = (sum * (100 - op->stats.Str)) / 100;
341
258 if(op->carrying != sum) 342 if (op->carrying != sum)
259 op->carrying = sum; 343 op->carrying = sum;
344
260 return sum; 345 return sum;
261} 346}
262 347
263/** 348/**
264 * Return the outermost environment object for a given object. 349 * Return the outermost environment object for a given object.
265 */ 350 */
266 351
352object *
267object *object_get_env_recursive (object *op) { 353object_get_env_recursive (object *op)
354{
268 while (op->env != NULL) 355 while (op->env != NULL)
269 op = op->env; 356 op = op->env;
270 return op; 357 return op;
271} 358}
272 359
273/* 360/*
274 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
275 * a better check. We basically keeping traversing up until we can't 362 * a better check. We basically keeping traversing up until we can't
276 * or find a player. 363 * or find a player.
277 */ 364 */
278 365
366object *
279object *is_player_inv (object *op) { 367is_player_inv (object *op)
368{
280 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 369 for (; op != NULL && op->type != PLAYER; op = op->env)
281 if (op->env==op) 370 if (op->env == op)
282 op->env = NULL; 371 op->env = NULL;
283 return op; 372 return op;
284} 373}
285 374
286/* 375/*
287 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
288 * Some error messages. 377 * Some error messages.
289 * The result of the dump is stored in the static global errmsg array. 378 * The result of the dump is stored in the static global errmsg array.
290 */ 379 */
291 380
292void dump_object2(object *op) { 381char *
293errmsg[0] = 0;
294return;
295 //TODO//D#d#
296#if 0
297 char *cp;
298/* object *tmp;*/
299
300 if(op->arch!=NULL) {
301 strcat(errmsg,"arch ");
302 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
303 strcat(errmsg,"\n");
304 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
305 strcat(errmsg,cp);
306#if 0
307 /* Don't dump player diffs - they are too long, mostly meaningless, and
308 * will overflow the buffer.
309 * Changed so that we don't dump inventory either. This may
310 * also overflow the buffer.
311 */
312 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
313 strcat(errmsg,cp);
314 for (tmp=op->inv; tmp; tmp=tmp->below)
315 dump_object2(tmp);
316#endif
317 strcat(errmsg,"end\n");
318 } else {
319 strcat(errmsg,"Object ");
320 if (op->name==NULL) strcat(errmsg, "(null)");
321 else strcat(errmsg,op->name);
322 strcat(errmsg,"\n");
323#if 0
324 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
325 strcat(errmsg,cp);
326 for (tmp=op->inv; tmp; tmp=tmp->below)
327 dump_object2(tmp);
328#endif
329 strcat(errmsg,"end\n");
330 }
331#endif
332}
333
334/*
335 * Dumps an object. Returns output in the static global errmsg array.
336 */
337
338void dump_object(object *op) { 382dump_object (object *op)
339 if(op==NULL) { 383{
340 strcpy(errmsg,"[NULL pointer]"); 384 if (!op)
341 return; 385 return strdup ("[NULLOBJ]");
342 }
343 errmsg[0]='\0';
344 dump_object2(op);
345}
346 386
347void dump_all_objects(void) { 387 object_freezer freezer;
348 object *op; 388 save_object (freezer, op, 3);
349 for(op=objects;op!=NULL;op=op->next) { 389 return freezer.as_string ();
350 dump_object(op);
351 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
352 }
353} 390}
354 391
355/* 392/*
356 * get_nearest_part(multi-object, object 2) returns the part of the 393 * get_nearest_part(multi-object, object 2) returns the part of the
357 * multi-object 1 which is closest to the second object. 394 * multi-object 1 which is closest to the second object.
358 * If it's not a multi-object, it is returned. 395 * If it's not a multi-object, it is returned.
359 */ 396 */
360 397
398object *
361object *get_nearest_part(object *op, const object *pl) { 399get_nearest_part (object *op, const object *pl)
400{
362 object *tmp,*closest; 401 object *tmp, *closest;
363 int last_dist,i; 402 int last_dist, i;
403
364 if(op->more==NULL) 404 if (op->more == NULL)
365 return op; 405 return op;
366 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 406 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
367 if((i=distance(tmp,pl))<last_dist) 407 if ((i = distance (tmp, pl)) < last_dist)
368 closest=tmp,last_dist=i; 408 closest = tmp, last_dist = i;
369 return closest; 409 return closest;
370} 410}
371 411
372/* 412/*
373 * Returns the object which has the count-variable equal to the argument. 413 * Returns the object which has the count-variable equal to the argument.
374 */ 414 */
375 415
416object *
376object *find_object(tag_t i) { 417find_object (tag_t i)
377 object *op; 418{
378 for(op=objects;op!=NULL;op=op->next) 419 for (object *op = object::first; op; op = op->next)
379 if(op->count==i) 420 if (op->count == i)
380 break; 421 return op;
422
381 return op; 423 return 0;
382} 424}
383 425
384/* 426/*
385 * Returns the first object which has a name equal to the argument. 427 * Returns the first object which has a name equal to the argument.
386 * Used only by the patch command, but not all that useful. 428 * Used only by the patch command, but not all that useful.
387 * Enables features like "patch <name-of-other-player> food 999" 429 * Enables features like "patch <name-of-other-player> food 999"
388 */ 430 */
389 431
432object *
390object *find_object_name(const char *str) { 433find_object_name (const char *str)
391 const char *name = shstr::find (str); 434{
435 shstr_cmp str_ (str);
392 object *op; 436 object *op;
437
393 for(op=objects;op!=NULL;op=op->next) 438 for (op = object::first; op != NULL; op = op->next)
394 if(&op->name == name) 439 if (op->name == str_)
395 break; 440 break;
396 441
397 return op; 442 return op;
398} 443}
399 444
445void
400void free_all_object_data () 446free_all_object_data ()
401{ 447{
402 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 448 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
403}
404
405/*
406 * Returns the object which this object marks as being the owner.
407 * A id-scheme is used to avoid pointing to objects which have been
408 * freed and are now reused. If this is detected, the owner is
409 * set to NULL, and NULL is returned.
410 * Changed 2004-02-12 - if the player is setting at the play again
411 * prompt, he is removed, and we don't want to treat him as an owner of
412 * anything, so check removed flag. I don't expect that this should break
413 * anything - once an object is removed, it is basically dead anyways.
414 */
415
416object *get_owner(object *op) {
417 if(op->owner==NULL)
418 return NULL;
419
420 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
421 op->owner->count==op->ownercount)
422 return op->owner;
423
424 op->owner=NULL;
425 op->ownercount=0;
426 return NULL;
427}
428
429void clear_owner(object *op)
430{
431 if (!op) return;
432
433 if (op->owner && op->ownercount == op->owner->count)
434 op->owner->refcount--;
435
436 op->owner = NULL;
437 op->ownercount = 0;
438} 449}
439 450
440/* 451/*
441 * Sets the owner and sets the skill and exp pointers to owner's current 452 * Sets the owner and sets the skill and exp pointers to owner's current
442 * skill and experience objects. 453 * skill and experience objects.
443 */ 454 */
444void set_owner (object *op, object *owner) 455void
456object::set_owner (object *owner)
445{ 457{
446 if(owner==NULL||op==NULL) 458 if (!owner)
447 return; 459 return;
448 460
449 /* next line added to allow objects which own objects */ 461 /* next line added to allow objects which own objects */
450 /* Add a check for ownercounts in here, as I got into an endless loop 462 /* Add a check for ownercounts in here, as I got into an endless loop
451 * with the fireball owning a poison cloud which then owned the 463 * with the fireball owning a poison cloud which then owned the
452 * fireball. I believe that was caused by one of the objects getting 464 * fireball. I believe that was caused by one of the objects getting
453 * freed and then another object replacing it. Since the ownercounts 465 * freed and then another object replacing it. Since the ownercounts
454 * didn't match, this check is valid and I believe that cause is valid. 466 * didn't match, this check is valid and I believe that cause is valid.
455 */ 467 */
456 while (owner->owner && owner!=owner->owner && 468 while (owner->owner)
457 owner->ownercount==owner->owner->count) owner=owner->owner; 469 owner = owner->owner;
458 470
459 /* IF the owner still has an owner, we did not resolve to a final owner.
460 * so lets not add to that.
461 */
462 if (owner->owner) return;
463
464 op->owner=owner; 471 this->owner = owner;
465
466 op->ownercount=owner->count;
467 owner->refcount++;
468
469}
470
471/* Set the owner to clone's current owner and set the skill and experience
472 * objects to clone's objects (typically those objects that where the owner's
473 * current skill and experience objects at the time when clone's owner was
474 * set - not the owner's current skill and experience objects).
475 *
476 * Use this function if player created an object (e.g. fire bullet, swarm
477 * spell), and this object creates further objects whose kills should be
478 * accounted for the player's original skill, even if player has changed
479 * skills meanwhile.
480 */
481void copy_owner (object *op, object *clone)
482{
483 object *owner = get_owner (clone);
484 if (owner == NULL) {
485 /* players don't have owners - they own themselves. Update
486 * as appropriate.
487 */
488 if (clone->type == PLAYER) owner=clone;
489 else return;
490 }
491 set_owner(op, owner);
492
493} 472}
494 473
495/* Zero the key_values on op, decrementing the shared-string 474/* Zero the key_values on op, decrementing the shared-string
496 * refcounts and freeing the links. 475 * refcounts and freeing the links.
497 */ 476 */
477static void
498static void free_key_values(object * op) 478free_key_values (object *op)
499{ 479{
500 for (key_value *i = op->key_values; i != 0; ) 480 for (key_value *i = op->key_values; i != 0;)
501 { 481 {
502 key_value *next = i->next; 482 key_value *next = i->next;
503 delete i; 483 delete i;
484
504 i = next; 485 i = next;
505 } 486 }
506 487
507 op->key_values = 0; 488 op->key_values = 0;
508} 489}
509 490
510void object::clear () 491void object::clear ()
511{ 492{
512 attachable_base::clear (); 493 attachable_base::clear ();
513 494
514 free_key_values (this); 495 free_key_values (this);
515 496
516 name = 0; 497 owner = 0;
498 name = 0;
517 name_pl = 0; 499 name_pl = 0;
518 title = 0; 500 title = 0;
519 race = 0; 501 race = 0;
520 slaying = 0; 502 slaying = 0;
521 skill = 0; 503 skill = 0;
522 msg = 0; 504 msg = 0;
523 lore = 0; 505 lore = 0;
524 custom_name = 0; 506 custom_name = 0;
525 materialname = 0; 507 materialname = 0;
508 contr = 0;
509 below = 0;
510 above = 0;
511 inv = 0;
512 container = 0;
513 env = 0;
514 more = 0;
515 head = 0;
516 map = 0;
517 active_next = 0;
518 active_prev = 0;
526 519
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 520 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528 521
529 SET_FLAG (this, FLAG_REMOVED); 522 SET_FLAG (this, FLAG_REMOVED);
530}
531 523
532void object::clone (object *destination)
533{
534 *(object_copy *)destination = *this;
535 *(object_pod *)destination = *this;
536
537 if (self || cb)
538 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
539}
540
541/*
542 * clear_object() frees everything allocated by an object, and also
543 * clears all variables and flags to default settings.
544 */
545
546void clear_object (object *op)
547{
548 op->clear ();
549
550 op->contr = NULL;
551 op->below = NULL;
552 op->above = NULL;
553 op->inv = NULL;
554 op->container=NULL;
555 op->env=NULL;
556 op->more=NULL;
557 op->head=NULL;
558 op->map=NULL;
559 op->refcount=0;
560 op->active_next = NULL;
561 op->active_prev = NULL;
562 /* What is not cleared is next, prev, and count */ 524 /* What is not cleared is next, prev, and count */
563 525
564 op->expmul = 1.0; 526 expmul = 1.0;
565 op->face = blank_face; 527 face = blank_face;
566 op->attacked_by_count = -1;
567 528
568 if (settings.casting_time) 529 if (settings.casting_time)
569 op->casting_time = -1; 530 casting_time = -1;
570} 531}
571 532
572/* 533/*
573 * copy object first frees everything allocated by the second object, 534 * copy_to first frees everything allocated by the dst object,
574 * and then copies the contends of the first object into the second 535 * and then copies the contents of itself into the second
575 * object, allocating what needs to be allocated. Basically, any 536 * object, allocating what needs to be allocated. Basically, any
576 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 537 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
577 * if the first object is freed, the pointers in the new object 538 * if the first object is freed, the pointers in the new object
578 * will point at garbage. 539 * will point at garbage.
579 */ 540 */
580 541void
581void copy_object (object *op2, object *op) 542object::copy_to (object *dst)
582{ 543{
583 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 544 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
584 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 545 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
585 546
586 op2->clone (op); 547 *(object_copy *)dst = *this;
548 *(object_pod *)dst = *this;
587 549
588 if (is_freed) SET_FLAG (op, FLAG_FREED); 550 if (self || cb)
589 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 551 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
590 552
553 if (is_freed)
554 SET_FLAG (dst, FLAG_FREED);
555
556 if (is_removed)
557 SET_FLAG (dst, FLAG_REMOVED);
558
591 if (op2->speed < 0) 559 if (speed < 0)
592 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 560 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
593 561
594 /* Copy over key_values, if any. */ 562 /* Copy over key_values, if any. */
595 if (op2->key_values) 563 if (key_values)
596 { 564 {
597 key_value *tail = 0; 565 key_value *tail = 0;
598 key_value *i; 566 key_value *i;
599 567
600 op->key_values = 0; 568 dst->key_values = 0;
601 569
602 for (i = op2->key_values; i; i = i->next) 570 for (i = key_values; i; i = i->next)
603 { 571 {
604 key_value *new_link = new key_value; 572 key_value *new_link = new key_value;
605 573
606 new_link->next = 0; 574 new_link->next = 0;
607 new_link->key = i->key; 575 new_link->key = i->key;
608 new_link->value = i->value; 576 new_link->value = i->value;
609 577
610 /* Try and be clever here, too. */ 578 /* Try and be clever here, too. */
611 if (!op->key_values) 579 if (!dst->key_values)
612 { 580 {
613 op->key_values = new_link; 581 dst->key_values = new_link;
614 tail = new_link; 582 tail = new_link;
615 } 583 }
616 else 584 else
617 { 585 {
618 tail->next = new_link; 586 tail->next = new_link;
619 tail = new_link; 587 tail = new_link;
620 } 588 }
621 } 589 }
622 } 590 }
623 591
624 update_ob_speed (op); 592 update_ob_speed (dst);
593}
594
595object *
596object::clone ()
597{
598 object *neu = create ();
599 copy_to (neu);
600 return neu;
625} 601}
626 602
627/* 603/*
628 * If an object with the IS_TURNABLE() flag needs to be turned due 604 * If an object with the IS_TURNABLE() flag needs to be turned due
629 * to the closest player being on the other side, this function can 605 * to the closest player being on the other side, this function can
630 * be called to update the face variable, _and_ how it looks on the map. 606 * be called to update the face variable, _and_ how it looks on the map.
631 */ 607 */
632 608
609void
633void update_turn_face(object *op) { 610update_turn_face (object *op)
611{
634 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 612 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
635 return; 613 return;
636 SET_ANIMATION(op, op->direction); 614 SET_ANIMATION (op, op->direction);
637 update_object(op,UP_OBJ_FACE); 615 update_object (op, UP_OBJ_FACE);
638} 616}
639 617
640/* 618/*
641 * Updates the speed of an object. If the speed changes from 0 to another 619 * Updates the speed of an object. If the speed changes from 0 to another
642 * value, or vice versa, then add/remove the object from the active list. 620 * value, or vice versa, then add/remove the object from the active list.
643 * This function needs to be called whenever the speed of an object changes. 621 * This function needs to be called whenever the speed of an object changes.
644 */ 622 */
645 623void
646void update_ob_speed(object *op) { 624update_ob_speed (object *op)
625{
647 extern int arch_init; 626 extern int arch_init;
648 627
649 /* No reason putting the archetypes objects on the speed list, 628 /* No reason putting the archetypes objects on the speed list,
650 * since they never really need to be updated. 629 * since they never really need to be updated.
651 */ 630 */
652 631
653 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 632 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
633 {
654 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 634 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
655#ifdef MANY_CORES 635#ifdef MANY_CORES
656 abort(); 636 abort ();
657#else 637#else
658 op->speed = 0; 638 op->speed = 0;
659#endif 639#endif
660 } 640 }
641
661 if (arch_init) { 642 if (arch_init)
643 return;
644
645 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
646 {
647 /* If already on active list, don't do anything */
648 if (op->active_next || op->active_prev || op == active_objects)
662 return; 649 return;
663 }
664 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
665 /* If already on active list, don't do anything */
666 if (op->active_next || op->active_prev || op==active_objects)
667 return;
668 650
669 /* process_events() expects us to insert the object at the beginning 651 /* process_events() expects us to insert the object at the beginning
670 * of the list. */ 652 * of the list. */
671 op->active_next = active_objects; 653 op->active_next = active_objects;
654
672 if (op->active_next!=NULL) 655 if (op->active_next != NULL)
673 op->active_next->active_prev = op; 656 op->active_next->active_prev = op;
657
674 active_objects = op; 658 active_objects = op;
659 }
660 else
675 } 661 {
676 else {
677 /* If not on the active list, nothing needs to be done */ 662 /* If not on the active list, nothing needs to be done */
678 if (!op->active_next && !op->active_prev && op!=active_objects) 663 if (!op->active_next && !op->active_prev && op != active_objects)
679 return; 664 return;
680 665
681 if (op->active_prev==NULL) { 666 if (op->active_prev == NULL)
667 {
682 active_objects = op->active_next; 668 active_objects = op->active_next;
669
683 if (op->active_next!=NULL) 670 if (op->active_next != NULL)
684 op->active_next->active_prev = NULL; 671 op->active_next->active_prev = NULL;
672 }
673 else
685 } 674 {
686 else {
687 op->active_prev->active_next = op->active_next; 675 op->active_prev->active_next = op->active_next;
676
688 if (op->active_next) 677 if (op->active_next)
689 op->active_next->active_prev = op->active_prev; 678 op->active_next->active_prev = op->active_prev;
690 } 679 }
680
691 op->active_next = NULL; 681 op->active_next = NULL;
692 op->active_prev = NULL; 682 op->active_prev = NULL;
693 } 683 }
694} 684}
695 685
696/* This function removes object 'op' from the list of active 686/* This function removes object 'op' from the list of active
697 * objects. 687 * objects.
699 * reference maps where you don't want an object that isn't 689 * reference maps where you don't want an object that isn't
700 * in play chewing up cpu time getting processed. 690 * in play chewing up cpu time getting processed.
701 * The reverse of this is to call update_ob_speed, which 691 * The reverse of this is to call update_ob_speed, which
702 * will do the right thing based on the speed of the object. 692 * will do the right thing based on the speed of the object.
703 */ 693 */
694void
704void remove_from_active_list(object *op) 695remove_from_active_list (object *op)
705{ 696{
706 /* If not on the active list, nothing needs to be done */ 697 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects) 698 if (!op->active_next && !op->active_prev && op != active_objects)
708 return; 699 return;
709 700
710 if (op->active_prev==NULL) { 701 if (op->active_prev == NULL)
702 {
711 active_objects = op->active_next; 703 active_objects = op->active_next;
712 if (op->active_next!=NULL) 704 if (op->active_next != NULL)
713 op->active_next->active_prev = NULL; 705 op->active_next->active_prev = NULL;
706 }
707 else
714 } 708 {
715 else {
716 op->active_prev->active_next = op->active_next; 709 op->active_prev->active_next = op->active_next;
717 if (op->active_next) 710 if (op->active_next)
718 op->active_next->active_prev = op->active_prev; 711 op->active_next->active_prev = op->active_prev;
719 } 712 }
720 op->active_next = NULL; 713 op->active_next = NULL;
721 op->active_prev = NULL; 714 op->active_prev = NULL;
722} 715}
723 716
724/* 717/*
725 * update_object() updates the array which represents the map. 718 * update_object() updates the array which represents the map.
726 * It takes into account invisible objects (and represent squares covered 719 * It takes into account invisible objects (and represent squares covered
741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 734 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
742 * as that is easier than trying to look at what may have changed. 735 * as that is easier than trying to look at what may have changed.
743 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
744 */ 737 */
745 738
739void
746void update_object(object *op, int action) { 740update_object (object *op, int action)
741{
747 int update_now=0, flags; 742 int update_now = 0, flags;
748 MoveType move_on, move_off, move_block, move_slow; 743 MoveType move_on, move_off, move_block, move_slow;
749 744
750 if (op == NULL) { 745 if (op == NULL)
746 {
751 /* this should never happen */ 747 /* this should never happen */
752 LOG(llevDebug,"update_object() called for NULL object.\n"); 748 LOG (llevDebug, "update_object() called for NULL object.\n");
753 return; 749 return;
754 }
755 750 }
751
756 if(op->env!=NULL) { 752 if (op->env != NULL)
753 {
757 /* Animation is currently handled by client, so nothing 754 /* Animation is currently handled by client, so nothing
758 * to do in this case. 755 * to do in this case.
759 */ 756 */
760 return; 757 return;
761 } 758 }
762 759
763 /* If the map is saving, don't do anything as everything is 760 /* If the map is saving, don't do anything as everything is
764 * going to get freed anyways. 761 * going to get freed anyways.
765 */ 762 */
766 if (!op->map || op->map->in_memory == MAP_SAVING) return; 763 if (!op->map || op->map->in_memory == MAP_SAVING)
767 764 return;
765
768 /* make sure the object is within map boundaries */ 766 /* make sure the object is within map boundaries */
769 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 767 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
770 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 768 {
771 LOG(llevError,"update_object() called for object out of map!\n"); 769 LOG (llevError, "update_object() called for object out of map!\n");
772#ifdef MANY_CORES 770#ifdef MANY_CORES
773 abort(); 771 abort ();
774#endif 772#endif
775 return; 773 return;
776 }
777 774 }
775
778 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 776 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
779 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 777 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
780 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 778 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
781 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 779 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
782 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 780 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
783 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 781 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
784 782
785 if (action == UP_OBJ_INSERT) { 783 if (action == UP_OBJ_INSERT)
784 {
786 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 785 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
787 update_now=1; 786 update_now = 1;
788 787
789 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 788 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
790 update_now=1; 789 update_now = 1;
791 790
792 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 791 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
793 update_now=1; 792 update_now = 1;
794 793
795 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 794 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now=1; 795 update_now = 1;
797 796
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 797 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now=1; 798 update_now = 1;
800 799
801 if ((move_on | op->move_on) != move_on) update_now=1; 800 if ((move_on | op->move_on) != move_on)
801 update_now = 1;
802 802
803 if ((move_off | op->move_off) != move_off) update_now=1; 803 if ((move_off | op->move_off) != move_off)
804 update_now = 1;
804 805
805 /* This isn't perfect, but I don't expect a lot of objects to 806 /* This isn't perfect, but I don't expect a lot of objects to
806 * to have move_allow right now. 807 * to have move_allow right now.
807 */ 808 */
808 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 809 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
809 update_now=1; 810 update_now = 1;
810 811
811 if ((move_slow | op->move_slow) != move_slow) 812 if ((move_slow | op->move_slow) != move_slow)
812 update_now=1; 813 update_now = 1;
813 } 814 }
815
814 /* if the object is being removed, we can't make intelligent 816 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 817 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 818 * that is being removed.
817 */ 819 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 820 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now=1; 821 update_now = 1;
820 } else if (action == UP_OBJ_FACE) { 822 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ 823 /* Nothing to do for that case */ ;
822 }
823 else { 824 else
824 LOG(llevError,"update_object called with invalid action: %d\n", action); 825 LOG (llevError, "update_object called with invalid action: %d\n", action);
825 }
826 826
827 if (update_now) { 827 if (update_now)
828 {
828 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 829 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
829 update_position(op->map, op->x, op->y); 830 update_position (op->map, op->x, op->y);
830 } 831 }
831 832
832 if(op->more!=NULL) 833 if (op->more != NULL)
833 update_object(op->more, action); 834 update_object (op->more, action);
834} 835}
835 836
836static std::vector<object *> mortals; 837object::vector object::mortals;
838object::vector object::objects; // not yet used
839object *object::first;
837 840
838void object::free_mortals () 841void object::free_mortals ()
839{ 842{
840 for (std::vector<object *>::iterator i = mortals.begin (); i != mortals.end (); ++i) 843 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
844 if ((*i)->refcnt)
845 ++i; // further delay freeing
846 else
847 {
841 delete *i; 848 delete *i;
842 849 mortals.erase (i);
843 mortals.clear (); 850 }
844} 851}
845 852
846object::object () 853object::object ()
847{ 854{
848 SET_FLAG (this, FLAG_REMOVED); 855 SET_FLAG (this, FLAG_REMOVED);
849 856
850 expmul = 1.0; 857 expmul = 1.0;
851 face = blank_face; 858 face = blank_face;
852 attacked_by_count = -1;
853} 859}
854 860
855object::~object () 861object::~object ()
856{ 862{
857 free_key_values (this); 863 free_key_values (this);
858} 864}
859 865
860void
861object::link () 866void object::link ()
862{ 867{
863 count = ++ob_count; 868 count = ++ob_count;
869 uuid = gen_uuid ();
864 870
865 prev = 0; 871 prev = 0;
866 next = objects; 872 next = object::first;
867 873
868 if (objects) 874 if (object::first)
869 objects->prev = this; 875 object::first->prev = this;
870 876
871 objects = this; 877 object::first = this;
872} 878}
873 879
874void
875object::unlink () 880void object::unlink ()
876{ 881{
877 count = 0; 882 if (this == object::first)
883 object::first = next;
878 884
879 /* Remove this object from the list of used objects */ 885 /* Remove this object from the list of used objects */
880 if (prev) prev->next = next; 886 if (prev) prev->next = next;
881 if (next) next->prev = prev; 887 if (next) next->prev = prev;
882 if (this == objects) objects = next; 888
883} 889 prev = 0;
890 next = 0;
891}
884 892
885object *object::create () 893object *object::create ()
886{ 894{
887 object *op = new object; 895 object *op = new object;
888 op->link (); 896 op->link ();
894 * it from the list of used objects, and puts it on the list of 902 * it from the list of used objects, and puts it on the list of
895 * free objects. The IS_FREED() flag is set in the object. 903 * free objects. The IS_FREED() flag is set in the object.
896 * The object must have been removed by remove_ob() first for 904 * The object must have been removed by remove_ob() first for
897 * this function to succeed. 905 * this function to succeed.
898 * 906 *
899 * If free_inventory is set, free inventory as well. Else drop items in 907 * If destroy_inventory is set, free inventory as well. Else drop items in
900 * inventory to the ground. 908 * inventory to the ground.
901 */ 909 */
902void 910void object::destroy (bool destroy_inventory)
903object::free (bool free_inventory)
904{ 911{
912 if (QUERY_FLAG (this, FLAG_FREED))
913 return;
914
915 if (QUERY_FLAG (this, FLAG_FRIENDLY))
916 remove_friendly_object (this);
917
905 if (!QUERY_FLAG (this, FLAG_REMOVED)) 918 if (!QUERY_FLAG (this, FLAG_REMOVED))
906 { 919 remove ();
907 LOG (llevDebug, "Free object called with non removed object\n");
908 dump_object (this);
909#ifdef MANY_CORES
910 abort ();
911#endif
912 }
913 920
914 if (QUERY_FLAG (this, FLAG_FRIENDLY))
915 {
916 LOG (llevMonster, "Warning: tried to free friendly object.\n");
917 remove_friendly_object (this);
918 }
919
920 if (QUERY_FLAG (this, FLAG_FREED)) 921 SET_FLAG (this, FLAG_FREED);
921 {
922 dump_object (this);
923 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
924 return;
925 }
926 922
927 if (more) 923 if (more)
928 { 924 {
929 more->free (free_inventory); 925 more->destroy (destroy_inventory);
930 more = 0; 926 more = 0;
931 } 927 }
932 928
933 if (inv) 929 if (inv)
934 { 930 {
935 /* Only if the space blocks everything do we not process - 931 /* Only if the space blocks everything do we not process -
936 * if some form of movement is allowed, let objects 932 * if some form of movement is allowed, let objects
937 * drop on that space. 933 * drop on that space.
938 */ 934 */
939 if (free_inventory || !map 935 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
940 || map->in_memory != MAP_IN_MEMORY 936 {
941 || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
942 {
943 object *op = inv; 937 object *op = inv;
944 938
945 while (op) 939 while (op)
946 { 940 {
947 object *tmp = op->below; 941 object *tmp = op->below;
948 remove_ob (op);
949 op->free (free_inventory); 942 op->destroy (destroy_inventory);
950 op = tmp; 943 op = tmp;
951 } 944 }
952 } 945 }
953 else 946 else
954 { /* Put objects in inventory onto this space */ 947 { /* Put objects in inventory onto this space */
955 object *op = inv; 948 object *op = inv;
956 949
957 while (op) 950 while (op)
958 { 951 {
959 object *tmp = op->below; 952 object *tmp = op->below;
960 remove_ob (op);
961 953
954 op->remove ();
955
962 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 956 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
963 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 957 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
964 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 958 op->destroy ();
965 free_object (op); 959 else
966 else 960 {
967 { 961 op->x = x;
968 op->x = x; 962 op->y = y;
969 op->y = y;
970 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */ 963 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
971 } 964 }
972 965
973 op = tmp; 966 op = tmp;
967 }
968 }
974 } 969 }
975 } 970
971 // hack to ensure that freed objects still have a valid map
972 {
973 static maptile *freed_map; // freed objects are moved here to avoid crashes
974
975 if (!freed_map)
976 {
977 freed_map = new maptile;
978
979 freed_map->name = "/internal/freed_objects_map";
980 freed_map->width = 3;
981 freed_map->height = 3;
982
983 freed_map->allocate ();
976 } 984 }
985
986 map = freed_map;
987 x = 1;
988 y = 1;
989 }
990
991 // clear those pointers that likely might have circular references to us
992 owner = 0;
993 enemy = 0;
994 attacked_by = 0;
995
996 // only relevant for players(?), but make sure of it anyways
997 contr = 0;
977 998
978 /* Remove object from the active list */ 999 /* Remove object from the active list */
979 speed = 0; 1000 speed = 0;
980 update_ob_speed (this); 1001 update_ob_speed (this);
981 1002
982 unlink (); 1003 unlink ();
983 1004
984 SET_FLAG (this, FLAG_FREED);
985
986 mortals.push_back (this); 1005 mortals.push_back (this);
987} 1006}
988 1007
989/* 1008/*
990 * sub_weight() recursively (outwards) subtracts a number from the 1009 * sub_weight() recursively (outwards) subtracts a number from the
991 * weight of an object (and what is carried by it's environment(s)). 1010 * weight of an object (and what is carried by it's environment(s)).
992 */ 1011 */
993 1012void
994void sub_weight (object *op, signed long weight) { 1013sub_weight (object *op, signed long weight)
1014{
995 while (op != NULL) { 1015 while (op != NULL)
1016 {
996 if (op->type == CONTAINER) { 1017 if (op->type == CONTAINER)
997 weight=(signed long)(weight*(100-op->stats.Str)/100); 1018 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
998 } 1019
999 op->carrying-=weight; 1020 op->carrying -= weight;
1000 op = op->env; 1021 op = op->env;
1001 } 1022 }
1002} 1023}
1003 1024
1004/* remove_ob(op): 1025/* op->remove ():
1005 * This function removes the object op from the linked list of objects 1026 * This function removes the object op from the linked list of objects
1006 * which it is currently tied to. When this function is done, the 1027 * which it is currently tied to. When this function is done, the
1007 * object will have no environment. If the object previously had an 1028 * object will have no environment. If the object previously had an
1008 * environment, the x and y coordinates will be updated to 1029 * environment, the x and y coordinates will be updated to
1009 * the previous environment. 1030 * the previous environment.
1010 * Beware: This function is called from the editor as well! 1031 * Beware: This function is called from the editor as well!
1011 */ 1032 */
1012 1033void
1013void remove_ob(object *op) { 1034object::remove ()
1035{
1014 object *tmp,*last=NULL; 1036 object *tmp, *last = 0;
1015 object *otmp; 1037 object *otmp;
1016 tag_t tag; 1038
1017 int check_walk_off; 1039 int check_walk_off;
1018 mapstruct *m;
1019 sint16 x,y;
1020
1021 1040
1022 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1041 if (QUERY_FLAG (this, FLAG_REMOVED))
1023 dump_object(op); 1042 return;
1024 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1025 1043
1026 /* Changed it to always dump core in this case. As has been learned
1027 * in the past, trying to recover from errors almost always
1028 * make things worse, and this is a real error here - something
1029 * that should not happen.
1030 * Yes, if this was a mission critical app, trying to do something
1031 * to recover may make sense, but that is because failure of the app
1032 * may have other disastrous problems. Cf runs out of a script
1033 * so is easily enough restarted without any real problems.
1034 * MSW 2001-07-01
1035 */
1036 abort();
1037 }
1038 if(op->more!=NULL)
1039 remove_ob(op->more);
1040
1041 SET_FLAG(op, FLAG_REMOVED); 1044 SET_FLAG (this, FLAG_REMOVED);
1042 1045
1046 if (more)
1047 more->remove ();
1048
1043 /* 1049 /*
1044 * In this case, the object to be removed is in someones 1050 * In this case, the object to be removed is in someones
1045 * inventory. 1051 * inventory.
1046 */ 1052 */
1047 if(op->env!=NULL) { 1053 if (env)
1054 {
1048 if(op->nrof) 1055 if (nrof)
1049 sub_weight(op->env, op->weight*op->nrof); 1056 sub_weight (env, weight * nrof);
1050 else 1057 else
1051 sub_weight(op->env, op->weight+op->carrying); 1058 sub_weight (env, weight + carrying);
1052 1059
1053 /* NO_FIX_PLAYER is set when a great many changes are being 1060 /* NO_FIX_PLAYER is set when a great many changes are being
1054 * made to players inventory. If set, avoiding the call 1061 * made to players inventory. If set, avoiding the call
1055 * to save cpu time. 1062 * to save cpu time.
1056 */ 1063 */
1057 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1064 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1058 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1059 fix_player(otmp); 1065 fix_player (otmp);
1060 1066
1061 if(op->above!=NULL) 1067 if (above != NULL)
1062 op->above->below=op->below; 1068 above->below = below;
1063 else 1069 else
1064 op->env->inv=op->below; 1070 env->inv = below;
1065 1071
1066 if(op->below!=NULL) 1072 if (below != NULL)
1067 op->below->above=op->above; 1073 below->above = above;
1068 1074
1069 /* we set up values so that it could be inserted into 1075 /* we set up values so that it could be inserted into
1070 * the map, but we don't actually do that - it is up 1076 * the map, but we don't actually do that - it is up
1071 * to the caller to decide what we want to do. 1077 * to the caller to decide what we want to do.
1078 */
1079 x = env->x, y = env->y;
1080 map = env->map;
1081 above = 0, below = 0;
1082 env = 0;
1083 }
1084 else if (map)
1085 {
1086 /* Re did the following section of code - it looks like it had
1087 * lots of logic for things we no longer care about
1088 */
1089
1090 /* link the object above us */
1091 if (above)
1092 above->below = below;
1093 else
1094 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1095
1096 /* Relink the object below us, if there is one */
1097 if (below)
1098 below->above = above;
1099 else
1100 {
1101 /* Nothing below, which means we need to relink map object for this space
1102 * use translated coordinates in case some oddness with map tiling is
1103 * evident
1072 */ 1104 */
1073 op->x=op->env->x,op->y=op->env->y; 1105 if (GET_MAP_OB (map, x, y) != this)
1074 op->map=op->env->map; 1106 {
1075 op->above=NULL,op->below=NULL; 1107 char *dump = dump_object (this);
1076 op->env=NULL; 1108 LOG (llevError,
1109 "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);
1110 free (dump);
1111 dump = dump_object (GET_MAP_OB (map, x, y));
1112 LOG (llevError, "%s\n", dump);
1113 free (dump);
1114 }
1115
1116 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1117 }
1118
1119 above = 0;
1120 below = 0;
1121
1122 if (map->in_memory == MAP_SAVING)
1077 return; 1123 return;
1078 }
1079 1124
1080 /* If we get here, we are removing it from a map */
1081 if (op->map == NULL) return;
1082
1083 x = op->x;
1084 y = op->y;
1085 m = get_map_from_coord(op->map, &x, &y);
1086
1087 if (!m) {
1088 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1089 op->map->path, op->x, op->y);
1090 /* in old days, we used to set x and y to 0 and continue.
1091 * it seems if we get into this case, something is probablye
1092 * screwed up and should be fixed.
1093 */
1094 abort();
1095 }
1096 if (op->map != m) {
1097 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1098 op->map->path, m->path, op->x, op->y, x, y);
1099 }
1100
1101 /* Re did the following section of code - it looks like it had
1102 * lots of logic for things we no longer care about
1103 */
1104
1105 /* link the object above us */
1106 if (op->above)
1107 op->above->below=op->below;
1108 else
1109 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1110
1111 /* Relink the object below us, if there is one */
1112 if(op->below) {
1113 op->below->above=op->above;
1114 } else {
1115 /* Nothing below, which means we need to relink map object for this space
1116 * use translated coordinates in case some oddness with map tiling is
1117 * evident
1118 */
1119 if(GET_MAP_OB(m,x,y)!=op) {
1120 dump_object(op);
1121 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);
1122 dump_object(GET_MAP_OB(m,x,y));
1123 LOG(llevError,"%s\n",errmsg);
1124 }
1125 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1126 }
1127 op->above=NULL;
1128 op->below=NULL;
1129
1130 if (op->map->in_memory == MAP_SAVING)
1131 return;
1132
1133 tag = op->count;
1134 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1125 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1126
1135 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1127 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1128 {
1136 /* No point updating the players look faces if he is the object 1129 /* No point updating the players look faces if he is the object
1137 * being removed. 1130 * being removed.
1138 */ 1131 */
1139 1132
1140 if(tmp->type==PLAYER && tmp!=op) { 1133 if (tmp->type == PLAYER && tmp != this)
1134 {
1141 /* If a container that the player is currently using somehow gets 1135 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view 1136 * removed (most likely destroyed), update the player view
1143 * appropriately. 1137 * appropriately.
1144 */ 1138 */
1145 if (tmp->container==op) { 1139 if (tmp->container == this)
1140 {
1146 CLEAR_FLAG(op, FLAG_APPLIED); 1141 CLEAR_FLAG (this, FLAG_APPLIED);
1147 tmp->container=NULL; 1142 tmp->container = 0;
1143 }
1144
1145 tmp->contr->socket->update_look = 1;
1148 } 1146 }
1149 tmp->contr->socket.update_look=1; 1147
1150 }
1151 /* See if player moving off should effect something */ 1148 /* See if player moving off should effect something */
1152 if (check_walk_off && ((op->move_type & tmp->move_off) && 1149 if (check_walk_off
1150 && ((move_type & tmp->move_off)
1153 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1154 1152 {
1155 move_apply(tmp, op, NULL); 1153 move_apply (tmp, this, 0);
1154
1156 if (was_destroyed (op, tag)) { 1155 if (destroyed ())
1157 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1156 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1158 "leaving object\n", &tmp->name, &tmp->arch->name);
1159 } 1157 }
1160 }
1161 1158
1162 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1159 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1163 1160
1164 if(tmp->above == tmp) 1161 if (tmp->above == tmp)
1165 tmp->above = NULL; 1162 tmp->above = 0;
1163
1166 last=tmp; 1164 last = tmp;
1167 } 1165 }
1166
1168 /* last == NULL of there are no objects on this space */ 1167 /* last == NULL of there are no objects on this space */
1169 if (last==NULL) { 1168 if (!last)
1169 {
1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1171 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1171 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1172 * those out anyways, and if there are any flags set right now, they won't 1172 * those out anyways, and if there are any flags set right now, they won't
1173 * be correct anyways. 1173 * be correct anyways.
1174 */ 1174 */
1175 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1175 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1176 update_position(op->map, op->x, op->y); 1176 update_position (map, x, y);
1177 } 1177 }
1178 else 1178 else
1179 update_object(last, UP_OBJ_REMOVE); 1179 update_object (last, UP_OBJ_REMOVE);
1180 1180
1181 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1181 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1182 update_all_los(op->map, op->x, op->y); 1182 update_all_los (map, x, y);
1183 1183 }
1184} 1184}
1185 1185
1186/* 1186/*
1187 * merge_ob(op,top): 1187 * merge_ob(op,top):
1188 * 1188 *
1189 * This function goes through all objects below and including top, and 1189 * This function goes through all objects below and including top, and
1190 * merges op to the first matching object. 1190 * merges op to the first matching object.
1191 * If top is NULL, it is calculated. 1191 * If top is NULL, it is calculated.
1192 * Returns pointer to object if it succeded in the merge, otherwise NULL 1192 * Returns pointer to object if it succeded in the merge, otherwise NULL
1193 */ 1193 */
1194 1194object *
1195object *merge_ob(object *op, object *top) { 1195merge_ob (object *op, object *top)
1196{
1196 if(!op->nrof) 1197 if (!op->nrof)
1197 return 0; 1198 return 0;
1199
1198 if(top==NULL) 1200 if (top == NULL)
1199 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1201 for (top = op; top != NULL && top->above != NULL; top = top->above);
1202
1200 for(;top!=NULL;top=top->below) { 1203 for (; top != NULL; top = top->below)
1204 {
1201 if(top==op) 1205 if (top == op)
1202 continue; 1206 continue;
1203 if (CAN_MERGE(op,top)) 1207
1204 { 1208 if (object::can_merge (op, top))
1209 {
1205 top->nrof+=op->nrof; 1210 top->nrof += op->nrof;
1211
1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1212/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1207 op->weight = 0; /* Don't want any adjustements now */ 1213 op->weight = 0; /* Don't want any adjustements now */
1208 remove_ob(op); 1214 op->destroy ();
1209 free_object(op);
1210 return top; 1215 return top;
1211 } 1216 }
1212 } 1217 }
1218
1213 return NULL; 1219 return 0;
1214} 1220}
1215 1221
1216/* 1222/*
1217 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1223 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1218 * job preparing multi-part monsters 1224 * job preparing multi-part monsters
1219 */ 1225 */
1226object *
1220object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1227insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1228{
1221 object* tmp; 1229 object *tmp;
1230
1222 if (op->head) 1231 if (op->head)
1223 op=op->head; 1232 op = op->head;
1233
1224 for (tmp=op;tmp;tmp=tmp->more){ 1234 for (tmp = op; tmp; tmp = tmp->more)
1235 {
1225 tmp->x=x+tmp->arch->clone.x; 1236 tmp->x = x + tmp->arch->clone.x;
1226 tmp->y=y+tmp->arch->clone.y; 1237 tmp->y = y + tmp->arch->clone.y;
1227 } 1238 }
1239
1228 return insert_ob_in_map (op, m, originator, flag); 1240 return insert_ob_in_map (op, m, originator, flag);
1229} 1241}
1230 1242
1231/* 1243/*
1232 * insert_ob_in_map (op, map, originator, flag): 1244 * insert_ob_in_map (op, map, originator, flag):
1233 * This function inserts the object in the two-way linked list 1245 * This function inserts the object in the two-way linked list
1247 * new object if 'op' was merged with other object 1259 * new object if 'op' was merged with other object
1248 * NULL if 'op' was destroyed 1260 * NULL if 'op' was destroyed
1249 * just 'op' otherwise 1261 * just 'op' otherwise
1250 */ 1262 */
1251 1263
1264object *
1252object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1265insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1253{ 1266{
1254 object *tmp, *top, *floor=NULL; 1267 object *tmp, *top, *floor = NULL;
1255 sint16 x,y; 1268 sint16 x, y;
1256 1269
1257 if (QUERY_FLAG (op, FLAG_FREED)) { 1270 if (QUERY_FLAG (op, FLAG_FREED))
1271 {
1258 LOG (llevError, "Trying to insert freed object!\n"); 1272 LOG (llevError, "Trying to insert freed object!\n");
1273 return NULL;
1274 }
1275
1276 if (m == NULL)
1277 {
1278 char *dump = dump_object (op);
1279 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1280 free (dump);
1281 return op;
1282 }
1283
1284 if (out_of_map (m, op->x, op->y))
1285 {
1286 char *dump = dump_object (op);
1287 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1288#ifdef MANY_CORES
1289 /* Better to catch this here, as otherwise the next use of this object
1290 * is likely to cause a crash. Better to find out where it is getting
1291 * improperly inserted.
1292 */
1293 abort ();
1294#endif
1295 free (dump);
1296 return op;
1297 }
1298
1299 if (!QUERY_FLAG (op, FLAG_REMOVED))
1300 {
1301 char *dump = dump_object (op);
1302 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1303 free (dump);
1304 return op;
1305 }
1306
1307 if (op->more != NULL)
1308 {
1309 /* The part may be on a different map. */
1310
1311 object *more = op->more;
1312
1313 /* We really need the caller to normalize coordinates - if
1314 * we set the map, that doesn't work if the location is within
1315 * a map and this is straddling an edge. So only if coordinate
1316 * is clear wrong do we normalize it.
1317 */
1318 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1319 more->map = get_map_from_coord (m, &more->x, &more->y);
1320 else if (!more->map)
1321 {
1322 /* For backwards compatibility - when not dealing with tiled maps,
1323 * more->map should always point to the parent.
1324 */
1325 more->map = m;
1326 }
1327
1328 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1329 {
1330 if (!op->head)
1331 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1332
1333 return NULL;
1334 }
1335 }
1336
1337 CLEAR_FLAG (op, FLAG_REMOVED);
1338
1339 /* Ideally, the caller figures this out. However, it complicates a lot
1340 * of areas of callers (eg, anything that uses find_free_spot would now
1341 * need extra work
1342 */
1343 op->map = get_map_from_coord (m, &op->x, &op->y);
1344 x = op->x;
1345 y = op->y;
1346
1347 /* this has to be done after we translate the coordinates.
1348 */
1349 if (op->nrof && !(flag & INS_NO_MERGE))
1350 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1351 if (object::can_merge (op, tmp))
1352 {
1353 op->nrof += tmp->nrof;
1354 tmp->destroy ();
1355 }
1356
1357 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1358 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1359
1360 if (!QUERY_FLAG (op, FLAG_ALIVE))
1361 CLEAR_FLAG (op, FLAG_NO_STEAL);
1362
1363 if (flag & INS_BELOW_ORIGINATOR)
1364 {
1365 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1366 {
1367 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1368 abort ();
1369 }
1370
1371 op->above = originator;
1372 op->below = originator->below;
1373
1374 if (op->below)
1375 op->below->above = op;
1376 else
1377 SET_MAP_OB (op->map, op->x, op->y, op);
1378
1379 /* since *below* originator, no need to update top */
1380 originator->below = op;
1381 }
1382 else
1383 {
1384 /* If there are other objects, then */
1385 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1386 {
1387 object *last = NULL;
1388
1389 /*
1390 * If there are multiple objects on this space, we do some trickier handling.
1391 * We've already dealt with merging if appropriate.
1392 * Generally, we want to put the new object on top. But if
1393 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1394 * floor, we want to insert above that and no further.
1395 * Also, if there are spell objects on this space, we stop processing
1396 * once we get to them. This reduces the need to traverse over all of
1397 * them when adding another one - this saves quite a bit of cpu time
1398 * when lots of spells are cast in one area. Currently, it is presumed
1399 * that flying non pickable objects are spell objects.
1400 */
1401
1402 while (top != NULL)
1403 {
1404 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1405 floor = top;
1406
1407 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1408 {
1409 /* We insert above top, so we want this object below this */
1410 top = top->below;
1411 break;
1412 }
1413
1414 last = top;
1415 top = top->above;
1416 }
1417
1418 /* Don't want top to be NULL, so set it to the last valid object */
1419 top = last;
1420
1421 /* We let update_position deal with figuring out what the space
1422 * looks like instead of lots of conditions here.
1423 * makes things faster, and effectively the same result.
1424 */
1425
1426 /* Have object 'fall below' other objects that block view.
1427 * Unless those objects are exits, type 66
1428 * If INS_ON_TOP is used, don't do this processing
1429 * Need to find the object that in fact blocks view, otherwise
1430 * stacking is a bit odd.
1431 */
1432 if (!(flag & INS_ON_TOP) &&
1433 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1434 {
1435 for (last = top; last != floor; last = last->below)
1436 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1437 break;
1438 /* Check to see if we found the object that blocks view,
1439 * and make sure we have a below pointer for it so that
1440 * we can get inserted below this one, which requires we
1441 * set top to the object below us.
1442 */
1443 if (last && last->below && last != floor)
1444 top = last->below;
1445 }
1446 } /* If objects on this space */
1447
1448 if (flag & INS_MAP_LOAD)
1449 top = GET_MAP_TOP (op->map, op->x, op->y);
1450
1451 if (flag & INS_ABOVE_FLOOR_ONLY)
1452 top = floor;
1453
1454 /* Top is the object that our object (op) is going to get inserted above.
1455 */
1456
1457 /* First object on this space */
1458 if (!top)
1459 {
1460 op->above = GET_MAP_OB (op->map, op->x, op->y);
1461
1462 if (op->above)
1463 op->above->below = op;
1464
1465 op->below = NULL;
1466 SET_MAP_OB (op->map, op->x, op->y, op);
1467 }
1468 else
1469 { /* get inserted into the stack above top */
1470 op->above = top->above;
1471
1472 if (op->above)
1473 op->above->below = op;
1474
1475 op->below = top;
1476 top->above = op;
1477 }
1478
1479 if (op->above == NULL)
1480 SET_MAP_TOP (op->map, op->x, op->y, op);
1481 } /* else not INS_BELOW_ORIGINATOR */
1482
1483 if (op->type == PLAYER)
1484 op->contr->do_los = 1;
1485
1486 /* If we have a floor, we know the player, if any, will be above
1487 * it, so save a few ticks and start from there.
1488 */
1489 if (!(flag & INS_MAP_LOAD))
1490 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1491 if (tmp->type == PLAYER)
1492 tmp->contr->socket->update_look = 1;
1493
1494 /* If this object glows, it may affect lighting conditions that are
1495 * visible to others on this map. But update_all_los is really
1496 * an inefficient way to do this, as it means los for all players
1497 * on the map will get recalculated. The players could very well
1498 * be far away from this change and not affected in any way -
1499 * this should get redone to only look for players within range,
1500 * or just updating the P_NEED_UPDATE for spaces within this area
1501 * of effect may be sufficient.
1502 */
1503 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1504 update_all_los (op->map, op->x, op->y);
1505
1506 /* updates flags (blocked, alive, no magic, etc) for this map space */
1507 update_object (op, UP_OBJ_INSERT);
1508
1509 /* Don't know if moving this to the end will break anything. However,
1510 * we want to have update_look set above before calling this.
1511 *
1512 * check_move_on() must be after this because code called from
1513 * check_move_on() depends on correct map flags (so functions like
1514 * blocked() and wall() work properly), and these flags are updated by
1515 * update_object().
1516 */
1517
1518 /* if this is not the head or flag has been passed, don't check walk on status */
1519 if (!(flag & INS_NO_WALK_ON) && !op->head)
1520 {
1521 if (check_move_on (op, originator))
1259 return NULL; 1522 return NULL;
1260 }
1261 if(m==NULL) {
1262 dump_object(op);
1263 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1264 return op;
1265 }
1266 if(out_of_map(m,op->x,op->y)) {
1267 dump_object(op);
1268 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1269#ifdef MANY_CORES
1270 /* Better to catch this here, as otherwise the next use of this object
1271 * is likely to cause a crash. Better to find out where it is getting
1272 * improperly inserted.
1273 */
1274 abort();
1275#endif
1276 return op;
1277 }
1278 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1279 dump_object(op);
1280 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1281 return op;
1282 }
1283 if(op->more!=NULL) {
1284 /* The part may be on a different map. */
1285 1523
1286 object *more = op->more;
1287
1288 /* We really need the caller to normalize coordinates - if
1289 * we set the map, that doesn't work if the location is within
1290 * a map and this is straddling an edge. So only if coordinate
1291 * is clear wrong do we normalize it.
1292 */
1293 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1294 more->map = get_map_from_coord(m, &more->x, &more->y);
1295 } else if (!more->map) {
1296 /* For backwards compatibility - when not dealing with tiled maps,
1297 * more->map should always point to the parent.
1298 */
1299 more->map = m;
1300 }
1301
1302 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1303 if ( ! op->head)
1304 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1305 return NULL;
1306 }
1307 }
1308 CLEAR_FLAG(op,FLAG_REMOVED);
1309
1310 /* Ideally, the caller figures this out. However, it complicates a lot
1311 * of areas of callers (eg, anything that uses find_free_spot would now
1312 * need extra work
1313 */
1314 op->map=get_map_from_coord(m, &op->x, &op->y);
1315 x = op->x;
1316 y = op->y;
1317
1318 /* this has to be done after we translate the coordinates.
1319 */
1320 if(op->nrof && !(flag & INS_NO_MERGE)) {
1321 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1322 if (CAN_MERGE(op,tmp)) {
1323 op->nrof+=tmp->nrof;
1324 remove_ob(tmp);
1325 free_object(tmp);
1326 }
1327 }
1328
1329 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1330 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1331 if (!QUERY_FLAG(op, FLAG_ALIVE))
1332 CLEAR_FLAG(op, FLAG_NO_STEAL);
1333
1334 if (flag & INS_BELOW_ORIGINATOR) {
1335 if (originator->map != op->map || originator->x != op->x ||
1336 originator->y != op->y) {
1337 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1338 abort();
1339 }
1340 op->above = originator;
1341 op->below = originator->below;
1342 if (op->below) op->below->above = op;
1343 else SET_MAP_OB(op->map, op->x, op->y, op);
1344 /* since *below* originator, no need to update top */
1345 originator->below = op;
1346 } else {
1347 /* If there are other objects, then */
1348 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1349 object *last=NULL;
1350 /*
1351 * If there are multiple objects on this space, we do some trickier handling.
1352 * We've already dealt with merging if appropriate.
1353 * Generally, we want to put the new object on top. But if
1354 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1355 * floor, we want to insert above that and no further.
1356 * Also, if there are spell objects on this space, we stop processing
1357 * once we get to them. This reduces the need to traverse over all of
1358 * them when adding another one - this saves quite a bit of cpu time
1359 * when lots of spells are cast in one area. Currently, it is presumed
1360 * that flying non pickable objects are spell objects.
1361 */
1362
1363 while (top != NULL) {
1364 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1365 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1366 if (QUERY_FLAG(top, FLAG_NO_PICK)
1367 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1368 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1369 {
1370 /* We insert above top, so we want this object below this */
1371 top=top->below;
1372 break;
1373 }
1374 last = top;
1375 top = top->above;
1376 }
1377 /* Don't want top to be NULL, so set it to the last valid object */
1378 top = last;
1379
1380 /* We let update_position deal with figuring out what the space
1381 * looks like instead of lots of conditions here.
1382 * makes things faster, and effectively the same result.
1383 */
1384
1385 /* Have object 'fall below' other objects that block view.
1386 * Unless those objects are exits, type 66
1387 * If INS_ON_TOP is used, don't do this processing
1388 * Need to find the object that in fact blocks view, otherwise
1389 * stacking is a bit odd.
1390 */
1391 if (!(flag & INS_ON_TOP) &&
1392 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1393 (op->face && !op->face->visibility)) {
1394 for (last=top; last != floor; last=last->below)
1395 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1396 /* Check to see if we found the object that blocks view,
1397 * and make sure we have a below pointer for it so that
1398 * we can get inserted below this one, which requires we
1399 * set top to the object below us.
1400 */
1401 if (last && last->below && last != floor) top=last->below;
1402 }
1403 } /* If objects on this space */
1404 if (flag & INS_MAP_LOAD)
1405 top = GET_MAP_TOP(op->map,op->x,op->y);
1406 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1407
1408 /* Top is the object that our object (op) is going to get inserted above.
1409 */
1410
1411 /* First object on this space */
1412 if (!top) {
1413 op->above = GET_MAP_OB(op->map, op->x, op->y);
1414 if (op->above) op->above->below = op;
1415 op->below = NULL;
1416 SET_MAP_OB(op->map, op->x, op->y, op);
1417 } else { /* get inserted into the stack above top */
1418 op->above = top->above;
1419 if (op->above) op->above->below = op;
1420 op->below = top;
1421 top->above = op;
1422 }
1423 if (op->above==NULL)
1424 SET_MAP_TOP(op->map,op->x, op->y, op);
1425 } /* else not INS_BELOW_ORIGINATOR */
1426
1427 if(op->type==PLAYER)
1428 op->contr->do_los=1;
1429
1430 /* If we have a floor, we know the player, if any, will be above
1431 * it, so save a few ticks and start from there.
1432 */
1433 if (!(flag & INS_MAP_LOAD))
1434 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1435 if (tmp->type == PLAYER)
1436 tmp->contr->socket.update_look=1;
1437 }
1438
1439 /* If this object glows, it may affect lighting conditions that are
1440 * visible to others on this map. But update_all_los is really
1441 * an inefficient way to do this, as it means los for all players
1442 * on the map will get recalculated. The players could very well
1443 * be far away from this change and not affected in any way -
1444 * this should get redone to only look for players within range,
1445 * or just updating the P_NEED_UPDATE for spaces within this area
1446 * of effect may be sufficient.
1447 */
1448 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1449 update_all_los(op->map, op->x, op->y);
1450
1451
1452 /* updates flags (blocked, alive, no magic, etc) for this map space */
1453 update_object(op,UP_OBJ_INSERT);
1454
1455
1456 /* Don't know if moving this to the end will break anything. However,
1457 * we want to have update_look set above before calling this.
1458 *
1459 * check_move_on() must be after this because code called from
1460 * check_move_on() depends on correct map flags (so functions like
1461 * blocked() and wall() work properly), and these flags are updated by
1462 * update_object().
1463 */
1464
1465 /* if this is not the head or flag has been passed, don't check walk on status */
1466
1467 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1468 if (check_move_on(op, originator))
1469 return NULL;
1470
1471 /* If we are a multi part object, lets work our way through the check 1524 /* If we are a multi part object, lets work our way through the check
1472 * walk on's. 1525 * walk on's.
1473 */ 1526 */
1474 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1527 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1475 if (check_move_on (tmp, originator)) 1528 if (check_move_on (tmp, originator))
1476 return NULL; 1529 return NULL;
1477 } 1530 }
1531
1478 return op; 1532 return op;
1479} 1533}
1480 1534
1481/* this function inserts an object in the map, but if it 1535/* this function inserts an object in the map, but if it
1482 * finds an object of its own type, it'll remove that one first. 1536 * finds an object of its own type, it'll remove that one first.
1483 * op is the object to insert it under: supplies x and the map. 1537 * op is the object to insert it under: supplies x and the map.
1484 */ 1538 */
1539void
1485void replace_insert_ob_in_map(const char *arch_string, object *op) { 1540replace_insert_ob_in_map (const char *arch_string, object *op)
1541{
1486 object *tmp; 1542 object *
1487 object *tmp1; 1543 tmp;
1544 object *
1545 tmp1;
1488 1546
1489 /* first search for itself and remove any old instances */ 1547 /* first search for itself and remove any old instances */
1490 1548
1491 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1549 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1492 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1550 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1493 remove_ob(tmp); 1551 tmp->destroy ();
1494 free_object(tmp);
1495 }
1496 }
1497 1552
1498 tmp1=arch_to_object(find_archetype(arch_string)); 1553 tmp1 = arch_to_object (archetype::find (arch_string));
1499 1554
1500 1555 tmp1->x = op->x;
1501 tmp1->x = op->x; tmp1->y = op->y; 1556 tmp1->y = op->y;
1502 insert_ob_in_map(tmp1,op->map,op,0); 1557 insert_ob_in_map (tmp1, op->map, op, 0);
1503} 1558}
1504 1559
1505/* 1560/*
1506 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1561 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1507 * is returned contains nr objects, and the remaining parts contains 1562 * is returned contains nr objects, and the remaining parts contains
1508 * the rest (or is removed and freed if that number is 0). 1563 * the rest (or is removed and freed if that number is 0).
1509 * On failure, NULL is returned, and the reason put into the 1564 * On failure, NULL is returned, and the reason put into the
1510 * global static errmsg array. 1565 * global static errmsg array.
1511 */ 1566 */
1512 1567
1568object *
1513object *get_split_ob(object *orig_ob, uint32 nr) { 1569get_split_ob (object *orig_ob, uint32 nr)
1570{
1514 object *newob; 1571 object *newob;
1515 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1572 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1516 1573
1517 if(orig_ob->nrof<nr) { 1574 if (orig_ob->nrof < nr)
1518 sprintf(errmsg,"There are only %d %ss.", 1575 {
1519 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1576 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1520 return NULL; 1577 return NULL;
1521 } 1578 }
1579
1522 newob = object_create_clone(orig_ob); 1580 newob = object_create_clone (orig_ob);
1581
1523 if((orig_ob->nrof-=nr)<1) { 1582 if ((orig_ob->nrof -= nr) < 1)
1524 if ( ! is_removed) 1583 orig_ob->destroy (1);
1525 remove_ob(orig_ob);
1526 free_object2(orig_ob, 1);
1527 }
1528 else if ( ! is_removed) { 1584 else if (!is_removed)
1585 {
1529 if(orig_ob->env!=NULL) 1586 if (orig_ob->env != NULL)
1530 sub_weight (orig_ob->env,orig_ob->weight*nr); 1587 sub_weight (orig_ob->env, orig_ob->weight * nr);
1531 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1588 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1589 {
1532 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1590 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1533 LOG(llevDebug,
1534 "Error, Tried to split object whose map is not in memory.\n"); 1591 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1535 return NULL; 1592 return NULL;
1536 } 1593 }
1537 } 1594 }
1595
1538 newob->nrof=nr; 1596 newob->nrof = nr;
1539 1597
1540 return newob; 1598 return newob;
1541} 1599}
1542 1600
1543/* 1601/*
1544 * decrease_ob_nr(object, number) decreases a specified number from 1602 * decrease_ob_nr(object, number) decreases a specified number from
1545 * the amount of an object. If the amount reaches 0, the object 1603 * the amount of an object. If the amount reaches 0, the object
1546 * is subsequently removed and freed. 1604 * is subsequently removed and freed.
1547 * 1605 *
1548 * Return value: 'op' if something is left, NULL if the amount reached 0 1606 * Return value: 'op' if something is left, NULL if the amount reached 0
1549 */ 1607 */
1550 1608
1609object *
1551object *decrease_ob_nr (object *op, uint32 i) 1610decrease_ob_nr (object *op, uint32 i)
1552{ 1611{
1553 object *tmp; 1612 object *tmp;
1554 player *pl; 1613 player *pl;
1555 1614
1556 if (i == 0) /* objects with op->nrof require this check */ 1615 if (i == 0) /* objects with op->nrof require this check */
1557 return op; 1616 return op;
1558 1617
1559 if (i > op->nrof) 1618 if (i > op->nrof)
1560 i = op->nrof; 1619 i = op->nrof;
1561 1620
1562 if (QUERY_FLAG (op, FLAG_REMOVED)) 1621 if (QUERY_FLAG (op, FLAG_REMOVED))
1622 op->nrof -= i;
1623 else if (op->env != NULL)
1624 {
1625 /* is this object in the players inventory, or sub container
1626 * therein?
1627 */
1628 tmp = is_player_inv (op->env);
1629 /* nope. Is this a container the player has opened?
1630 * If so, set tmp to that player.
1631 * IMO, searching through all the players will mostly
1632 * likely be quicker than following op->env to the map,
1633 * and then searching the map for a player.
1634 */
1635 if (!tmp)
1636 {
1637 for (pl = first_player; pl; pl = pl->next)
1638 if (pl->ob->container == op->env)
1639 break;
1640 if (pl)
1641 tmp = pl->ob;
1642 else
1643 tmp = NULL;
1644 }
1645
1646 if (i < op->nrof)
1647 {
1648 sub_weight (op->env, op->weight * i);
1649 op->nrof -= i;
1650 if (tmp)
1651 {
1652 esrv_send_item (tmp, op);
1653 }
1654 }
1655 else
1656 {
1657 op->remove ();
1658 op->nrof = 0;
1659 if (tmp)
1660 {
1661 esrv_del_item (tmp->contr, op->count);
1662 }
1663 }
1563 { 1664 }
1665 else
1666 {
1667 object *above = op->above;
1668
1669 if (i < op->nrof)
1564 op->nrof -= i; 1670 op->nrof -= i;
1565 } 1671 else
1566 else if (op->env != NULL)
1567 {
1568 /* is this object in the players inventory, or sub container
1569 * therein?
1570 */
1571 tmp = is_player_inv (op->env);
1572 /* nope. Is this a container the player has opened?
1573 * If so, set tmp to that player.
1574 * IMO, searching through all the players will mostly
1575 * likely be quicker than following op->env to the map,
1576 * and then searching the map for a player.
1577 */
1578 if (!tmp) {
1579 for (pl=first_player; pl; pl=pl->next)
1580 if (pl->ob->container == op->env) break;
1581 if (pl) tmp=pl->ob;
1582 else tmp=NULL;
1583 } 1672 {
1584
1585 if (i < op->nrof) {
1586 sub_weight (op->env, op->weight * i);
1587 op->nrof -= i;
1588 if (tmp) {
1589 esrv_send_item(tmp, op);
1590 }
1591 } else {
1592 remove_ob (op); 1673 op->remove ();
1593 op->nrof = 0; 1674 op->nrof = 0;
1594 if (tmp) {
1595 esrv_del_item(tmp->contr, op->count);
1596 } 1675 }
1597 }
1598 }
1599 else
1600 {
1601 object *above = op->above;
1602 1676
1603 if (i < op->nrof) {
1604 op->nrof -= i;
1605 } else {
1606 remove_ob (op);
1607 op->nrof = 0;
1608 }
1609 /* Since we just removed op, op->above is null */ 1677 /* Since we just removed op, op->above is null */
1610 for (tmp = above; tmp != NULL; tmp = tmp->above) 1678 for (tmp = above; tmp != NULL; tmp = tmp->above)
1611 if (tmp->type == PLAYER) { 1679 if (tmp->type == PLAYER)
1680 {
1612 if (op->nrof) 1681 if (op->nrof)
1613 esrv_send_item(tmp, op); 1682 esrv_send_item (tmp, op);
1614 else 1683 else
1615 esrv_del_item(tmp->contr, op->count); 1684 esrv_del_item (tmp->contr, op->count);
1616 } 1685 }
1617 } 1686 }
1618 1687
1619 if (op->nrof) { 1688 if (op->nrof)
1620 return op; 1689 return op;
1621 } else { 1690 else
1622 free_object (op); 1691 {
1692 op->destroy ();
1623 return NULL; 1693 return NULL;
1624 } 1694 }
1625} 1695}
1626 1696
1627/* 1697/*
1628 * add_weight(object, weight) adds the specified weight to an object, 1698 * add_weight(object, weight) adds the specified weight to an object,
1629 * and also updates how much the environment(s) is/are carrying. 1699 * and also updates how much the environment(s) is/are carrying.
1630 */ 1700 */
1631 1701
1702void
1632void add_weight (object *op, signed long weight) { 1703add_weight (object *op, signed long weight)
1704{
1633 while (op!=NULL) { 1705 while (op != NULL)
1706 {
1634 if (op->type == CONTAINER) { 1707 if (op->type == CONTAINER)
1635 weight=(signed long)(weight*(100-op->stats.Str)/100); 1708 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1636 } 1709
1637 op->carrying+=weight; 1710 op->carrying += weight;
1638 op=op->env; 1711 op = op->env;
1639 } 1712 }
1640} 1713}
1641 1714
1715object *
1716insert_ob_in_ob (object *op, object *where)
1717{
1718 if (!where)
1719 {
1720 char *dump = dump_object (op);
1721 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1722 free (dump);
1723 return op;
1724 }
1725
1726 if (where->head)
1727 {
1728 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1729 where = where->head;
1730 }
1731
1732 return where->insert (op);
1733}
1734
1642/* 1735/*
1643 * insert_ob_in_ob(op,environment): 1736 * env->insert (op)
1644 * This function inserts the object op in the linked list 1737 * This function inserts the object op in the linked list
1645 * inside the object environment. 1738 * inside the object environment.
1646 * 1739 *
1647 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1648 * the inventory at the last position or next to other objects of the same
1649 * type.
1650 * Frank: Now sorted by type, archetype and magic!
1651 *
1652 * The function returns now pointer to inserted item, and return value can 1740 * The function returns now pointer to inserted item, and return value can
1653 * be != op, if items are merged. -Tero 1741 * be != op, if items are merged. -Tero
1654 */ 1742 */
1655 1743
1656object *insert_ob_in_ob(object *op,object *where) { 1744object *
1745object::insert (object *op)
1746{
1657 object *tmp, *otmp; 1747 object *tmp, *otmp;
1658 1748
1659 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1749 if (!QUERY_FLAG (op, FLAG_REMOVED))
1660 dump_object(op); 1750 op->remove ();
1661 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1751
1662 return op;
1663 }
1664 if(where==NULL) {
1665 dump_object(op);
1666 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1667 return op;
1668 }
1669 if (where->head) {
1670 LOG(llevDebug,
1671 "Warning: Tried to insert object wrong part of multipart object.\n");
1672 where = where->head;
1673 }
1674 if (op->more) { 1752 if (op->more)
1753 {
1675 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1754 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1676 &op->name, op->count);
1677 return op; 1755 return op;
1678 } 1756 }
1757
1679 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1758 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1680 CLEAR_FLAG(op, FLAG_REMOVED); 1759 CLEAR_FLAG (op, FLAG_REMOVED);
1681 if(op->nrof) { 1760 if (op->nrof)
1761 {
1682 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1762 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1683 if ( CAN_MERGE(tmp,op) ) { 1763 if (object::can_merge (tmp, op))
1764 {
1684 /* return the original object and remove inserted object 1765 /* return the original object and remove inserted object
1685 (client needs the original object) */ 1766 (client needs the original object) */
1686 tmp->nrof += op->nrof; 1767 tmp->nrof += op->nrof;
1687 /* Weight handling gets pretty funky. Since we are adding to 1768 /* Weight handling gets pretty funky. Since we are adding to
1688 * tmp->nrof, we need to increase the weight. 1769 * tmp->nrof, we need to increase the weight.
1689 */ 1770 */
1690 add_weight (where, op->weight*op->nrof); 1771 add_weight (this, op->weight * op->nrof);
1691 SET_FLAG(op, FLAG_REMOVED); 1772 SET_FLAG (op, FLAG_REMOVED);
1692 free_object(op); /* free the inserted object */ 1773 op->destroy (); /* free the inserted object */
1693 op = tmp; 1774 op = tmp;
1694 remove_ob (op); /* and fix old object's links */ 1775 op->remove (); /* and fix old object's links */
1695 CLEAR_FLAG(op, FLAG_REMOVED); 1776 CLEAR_FLAG (op, FLAG_REMOVED);
1696 break; 1777 break;
1697 } 1778 }
1698 1779
1699 /* I assume combined objects have no inventory 1780 /* I assume combined objects have no inventory
1700 * We add the weight - this object could have just been removed 1781 * We add the weight - this object could have just been removed
1701 * (if it was possible to merge). calling remove_ob will subtract 1782 * (if it was possible to merge). calling remove_ob will subtract
1702 * the weight, so we need to add it in again, since we actually do 1783 * the weight, so we need to add it in again, since we actually do
1703 * the linking below 1784 * the linking below
1704 */ 1785 */
1705 add_weight (where, op->weight*op->nrof); 1786 add_weight (this, op->weight * op->nrof);
1787 }
1706 } else 1788 else
1707 add_weight (where, (op->weight+op->carrying)); 1789 add_weight (this, (op->weight + op->carrying));
1708 1790
1709 otmp=is_player_inv(where); 1791 otmp = is_player_inv (this);
1710 if (otmp&&otmp->contr!=NULL) { 1792 if (otmp && otmp->contr)
1711 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1793 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1712 fix_player(otmp); 1794 fix_player (otmp);
1713 }
1714 1795
1715 op->map=NULL; 1796 op->map = NULL;
1716 op->env=where; 1797 op->env = this;
1717 op->above=NULL; 1798 op->above = NULL;
1718 op->below=NULL; 1799 op->below = NULL;
1719 op->x=0,op->y=0; 1800 op->x = 0, op->y = 0;
1720 1801
1721 /* reset the light list and los of the players on the map */ 1802 /* reset the light list and los of the players on the map */
1722 if((op->glow_radius!=0)&&where->map) 1803 if ((op->glow_radius != 0) && map)
1723 { 1804 {
1724#ifdef DEBUG_LIGHTS 1805#ifdef DEBUG_LIGHTS
1725 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1806 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1726 op->name);
1727#endif /* DEBUG_LIGHTS */ 1807#endif /* DEBUG_LIGHTS */
1728 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1808 if (MAP_DARKNESS (map))
1809 update_all_los (map, x, y);
1729 } 1810 }
1730 1811
1731 /* Client has no idea of ordering so lets not bother ordering it here. 1812 /* Client has no idea of ordering so lets not bother ordering it here.
1732 * It sure simplifies this function... 1813 * It sure simplifies this function...
1733 */ 1814 */
1734 if (where->inv==NULL) 1815 if (!inv)
1735 where->inv=op; 1816 inv = op;
1736 else { 1817 else
1818 {
1737 op->below = where->inv; 1819 op->below = inv;
1738 op->below->above = op; 1820 op->below->above = op;
1739 where->inv = op; 1821 inv = op;
1740 } 1822 }
1823
1741 return op; 1824 return op;
1742} 1825}
1743 1826
1744/* 1827/*
1745 * Checks if any objects has a move_type that matches objects 1828 * Checks if any objects has a move_type that matches objects
1760 * MSW 2001-07-08: Check all objects on space, not just those below 1843 * MSW 2001-07-08: Check all objects on space, not just those below
1761 * object being inserted. insert_ob_in_map may not put new objects 1844 * object being inserted. insert_ob_in_map may not put new objects
1762 * on top. 1845 * on top.
1763 */ 1846 */
1764 1847
1848int
1765int check_move_on (object *op, object *originator) 1849check_move_on (object *op, object *originator)
1766{ 1850{
1767 object *tmp; 1851 object *tmp;
1768 tag_t tag;
1769 mapstruct *m=op->map; 1852 maptile *m = op->map;
1770 int x=op->x, y=op->y; 1853 int x = op->x, y = op->y;
1854
1771 MoveType move_on, move_slow, move_block; 1855 MoveType move_on, move_slow, move_block;
1772 1856
1773 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1857 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1774 return 0; 1858 return 0;
1775 1859
1776 tag = op->count;
1777
1778 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1860 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1779 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1861 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1780 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1862 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1781 1863
1782 /* if nothing on this space will slow op down or be applied, 1864 /* if nothing on this space will slow op down or be applied,
1783 * no need to do checking below. have to make sure move_type 1865 * no need to do checking below. have to make sure move_type
1784 * is set, as lots of objects don't have it set - we treat that 1866 * is set, as lots of objects don't have it set - we treat that
1785 * as walking. 1867 * as walking.
1786 */ 1868 */
1787 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1869 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1788 return 0; 1870 return 0;
1789 1871
1790 /* This is basically inverse logic of that below - basically, 1872 /* This is basically inverse logic of that below - basically,
1791 * if the object can avoid the move on or slow move, they do so, 1873 * if the object can avoid the move on or slow move, they do so,
1792 * but can't do it if the alternate movement they are using is 1874 * but can't do it if the alternate movement they are using is
1793 * blocked. Logic on this seems confusing, but does seem correct. 1875 * blocked. Logic on this seems confusing, but does seem correct.
1794 */ 1876 */
1795 if ((op->move_type & ~move_on & ~move_block) != 0 && 1877 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1796 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1878 return 0;
1797 1879
1798 /* The objects have to be checked from top to bottom. 1880 /* The objects have to be checked from top to bottom.
1799 * Hence, we first go to the top: 1881 * Hence, we first go to the top:
1800 */ 1882 */
1801 1883
1802 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1884 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1803 tmp->above!=NULL; tmp=tmp->above) { 1885 {
1804 /* Trim the search when we find the first other spell effect 1886 /* Trim the search when we find the first other spell effect
1805 * this helps performance so that if a space has 50 spell objects, 1887 * this helps performance so that if a space has 50 spell objects,
1806 * we don't need to check all of them. 1888 * we don't need to check all of them.
1807 */ 1889 */
1808 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1890 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1891 break;
1892 }
1893
1894 for (; tmp; tmp = tmp->below)
1809 } 1895 {
1810 for(;tmp!=NULL; tmp=tmp->below) { 1896 if (tmp == op)
1811 if (tmp == op) continue; /* Can't apply yourself */ 1897 continue; /* Can't apply yourself */
1812 1898
1813 /* Check to see if one of the movement types should be slowed down. 1899 /* Check to see if one of the movement types should be slowed down.
1814 * Second check makes sure that the movement types not being slowed 1900 * Second check makes sure that the movement types not being slowed
1815 * (~slow_move) is not blocked on this space - just because the 1901 * (~slow_move) is not blocked on this space - just because the
1816 * space doesn't slow down swimming (for example), if you can't actually 1902 * space doesn't slow down swimming (for example), if you can't actually
1817 * swim on that space, can't use it to avoid the penalty. 1903 * swim on that space, can't use it to avoid the penalty.
1818 */ 1904 */
1819 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1905 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1906 {
1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1907 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1821 ((op->move_type & tmp->move_slow) &&
1822 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1908 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1909 {
1823 1910
1824 float diff; 1911 float
1825
1826 diff = tmp->move_slow_penalty*FABS(op->speed); 1912 diff = tmp->move_slow_penalty * FABS (op->speed);
1913
1827 if (op->type == PLAYER) { 1914 if (op->type == PLAYER)
1828 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1915 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1829 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1916 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1830 diff /= 4.0; 1917 diff /= 4.0;
1831 } 1918
1832 }
1833 op->speed_left -= diff; 1919 op->speed_left -= diff;
1834 } 1920 }
1835 } 1921 }
1836 1922
1837 /* Basically same logic as above, except now for actual apply. */ 1923 /* Basically same logic as above, except now for actual apply. */
1838 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1924 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1839 ((op->move_type & tmp->move_on) &&
1840 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1925 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1841 1926 {
1842 move_apply(tmp, op, originator); 1927 move_apply (tmp, op, originator);
1928
1843 if (was_destroyed (op, tag)) 1929 if (op->destroyed ())
1844 return 1; 1930 return 1;
1845 1931
1846 /* what the person/creature stepped onto has moved the object 1932 /* what the person/creature stepped onto has moved the object
1847 * someplace new. Don't process any further - if we did, 1933 * someplace new. Don't process any further - if we did,
1848 * have a feeling strange problems would result. 1934 * have a feeling strange problems would result.
1849 */ 1935 */
1850 if (op->map != m || op->x != x || op->y != y) return 0; 1936 if (op->map != m || op->x != x || op->y != y)
1937 return 0;
1851 } 1938 }
1852 } 1939 }
1940
1853 return 0; 1941 return 0;
1854} 1942}
1855 1943
1856/* 1944/*
1857 * present_arch(arch, map, x, y) searches for any objects with 1945 * present_arch(arch, map, x, y) searches for any objects with
1858 * a matching archetype at the given map and coordinates. 1946 * a matching archetype at the given map and coordinates.
1859 * The first matching object is returned, or NULL if none. 1947 * The first matching object is returned, or NULL if none.
1860 */ 1948 */
1861 1949
1950object *
1862object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1951present_arch (const archetype *at, maptile *m, int x, int y)
1952{
1863 object *tmp; 1953 object *
1954 tmp;
1955
1864 if(m==NULL || out_of_map(m,x,y)) { 1956 if (m == NULL || out_of_map (m, x, y))
1957 {
1865 LOG(llevError,"Present_arch called outside map.\n"); 1958 LOG (llevError, "Present_arch called outside map.\n");
1866 return NULL; 1959 return NULL;
1867 } 1960 }
1868 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1961 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1869 if(tmp->arch == at) 1962 if (tmp->arch == at)
1870 return tmp; 1963 return tmp;
1871 return NULL; 1964 return NULL;
1872} 1965}
1873 1966
1874/* 1967/*
1875 * present(type, map, x, y) searches for any objects with 1968 * present(type, map, x, y) searches for any objects with
1876 * a matching type variable at the given map and coordinates. 1969 * a matching type variable at the given map and coordinates.
1877 * The first matching object is returned, or NULL if none. 1970 * The first matching object is returned, or NULL if none.
1878 */ 1971 */
1879 1972
1973object *
1880object *present(unsigned char type,mapstruct *m, int x,int y) { 1974present (unsigned char type, maptile *m, int x, int y)
1975{
1881 object *tmp; 1976 object *
1977 tmp;
1978
1882 if(out_of_map(m,x,y)) { 1979 if (out_of_map (m, x, y))
1980 {
1883 LOG(llevError,"Present called outside map.\n"); 1981 LOG (llevError, "Present called outside map.\n");
1884 return NULL; 1982 return NULL;
1885 } 1983 }
1886 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1984 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1887 if(tmp->type==type) 1985 if (tmp->type == type)
1888 return tmp; 1986 return tmp;
1889 return NULL; 1987 return NULL;
1890} 1988}
1891 1989
1892/* 1990/*
1893 * present_in_ob(type, object) searches for any objects with 1991 * present_in_ob(type, object) searches for any objects with
1894 * a matching type variable in the inventory of the given object. 1992 * a matching type variable in the inventory of the given object.
1895 * The first matching object is returned, or NULL if none. 1993 * The first matching object is returned, or NULL if none.
1896 */ 1994 */
1897 1995
1996object *
1898object *present_in_ob(unsigned char type, const object *op) { 1997present_in_ob (unsigned char type, const object *op)
1998{
1899 object *tmp; 1999 object *
2000 tmp;
2001
1900 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2002 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1901 if(tmp->type==type) 2003 if (tmp->type == type)
1902 return tmp; 2004 return tmp;
1903 return NULL; 2005 return NULL;
1904} 2006}
1905 2007
1906/* 2008/*
1916 * the object name, not the archetype name. this is so that the 2018 * the object name, not the archetype name. this is so that the
1917 * spell code can use one object type (force), but change it's name 2019 * spell code can use one object type (force), but change it's name
1918 * to be unique. 2020 * to be unique.
1919 */ 2021 */
1920 2022
2023object *
1921object *present_in_ob_by_name(int type, const char *str, const object *op) { 2024present_in_ob_by_name (int type, const char *str, const object *op)
2025{
1922 object *tmp; 2026 object *
2027 tmp;
1923 2028
1924 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2029 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2030 {
1925 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2031 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1926 return tmp; 2032 return tmp;
1927 } 2033 }
1928 return NULL; 2034 return NULL;
1929} 2035}
1930 2036
1931/* 2037/*
1932 * present_arch_in_ob(archetype, object) searches for any objects with 2038 * present_arch_in_ob(archetype, object) searches for any objects with
1933 * a matching archetype in the inventory of the given object. 2039 * a matching archetype in the inventory of the given object.
1934 * The first matching object is returned, or NULL if none. 2040 * The first matching object is returned, or NULL if none.
1935 */ 2041 */
1936 2042
2043object *
1937object *present_arch_in_ob(const archetype *at, const object *op) { 2044present_arch_in_ob (const archetype *at, const object *op)
2045{
1938 object *tmp; 2046 object *
2047 tmp;
2048
1939 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2049 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1940 if( tmp->arch == at) 2050 if (tmp->arch == at)
1941 return tmp; 2051 return tmp;
1942 return NULL; 2052 return NULL;
1943} 2053}
1944 2054
1945/* 2055/*
1946 * activate recursively a flag on an object inventory 2056 * activate recursively a flag on an object inventory
1947 */ 2057 */
2058void
1948void flag_inv(object*op, int flag){ 2059flag_inv (object *op, int flag)
2060{
1949 object *tmp; 2061 object *
2062 tmp;
2063
1950 if(op->inv) 2064 if (op->inv)
1951 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2065 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2066 {
1952 SET_FLAG(tmp, flag); 2067 SET_FLAG (tmp, flag);
1953 flag_inv(tmp,flag); 2068 flag_inv (tmp, flag);
1954 } 2069 }
1955}/* 2070} /*
1956 * desactivate recursively a flag on an object inventory 2071 * desactivate recursively a flag on an object inventory
1957 */ 2072 */
2073void
1958void unflag_inv(object*op, int flag){ 2074unflag_inv (object *op, int flag)
2075{
1959 object *tmp; 2076 object *
2077 tmp;
2078
1960 if(op->inv) 2079 if (op->inv)
1961 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2080 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2081 {
1962 CLEAR_FLAG(tmp, flag); 2082 CLEAR_FLAG (tmp, flag);
1963 unflag_inv(tmp,flag); 2083 unflag_inv (tmp, flag);
1964 } 2084 }
1965} 2085}
1966 2086
1967/* 2087/*
1968 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2088 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1969 * all it's inventory (recursively). 2089 * all it's inventory (recursively).
1970 * If checksums are used, a player will get set_cheat called for 2090 * If checksums are used, a player will get set_cheat called for
1971 * him/her-self and all object carried by a call to this function. 2091 * him/her-self and all object carried by a call to this function.
1972 */ 2092 */
1973 2093
2094void
1974void set_cheat(object *op) { 2095set_cheat (object *op)
2096{
1975 SET_FLAG(op, FLAG_WAS_WIZ); 2097 SET_FLAG (op, FLAG_WAS_WIZ);
1976 flag_inv(op, FLAG_WAS_WIZ); 2098 flag_inv (op, FLAG_WAS_WIZ);
1977} 2099}
1978 2100
1979/* 2101/*
1980 * find_free_spot(object, map, x, y, start, stop) will search for 2102 * find_free_spot(object, map, x, y, start, stop) will search for
1981 * a spot at the given map and coordinates which will be able to contain 2103 * a spot at the given map and coordinates which will be able to contain
1996 * to know if the space in question will block the object. We can't use 2118 * to know if the space in question will block the object. We can't use
1997 * the archetype because that isn't correct if the monster has been 2119 * the archetype because that isn't correct if the monster has been
1998 * customized, changed states, etc. 2120 * customized, changed states, etc.
1999 */ 2121 */
2000 2122
2123int
2001int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2124find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2125{
2126 int
2127 i,
2002 int i,index=0, flag; 2128 index = 0, flag;
2129 static int
2003 static int altern[SIZEOFFREE]; 2130 altern[SIZEOFFREE];
2004 2131
2005 for(i=start;i<stop;i++) { 2132 for (i = start; i < stop; i++)
2133 {
2006 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2134 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2007 if(!flag) 2135 if (!flag)
2008 altern[index++]=i; 2136 altern[index++] = i;
2009 2137
2010 /* Basically, if we find a wall on a space, we cut down the search size. 2138 /* Basically, if we find a wall on a space, we cut down the search size.
2011 * In this way, we won't return spaces that are on another side of a wall. 2139 * In this way, we won't return spaces that are on another side of a wall.
2012 * This mostly work, but it cuts down the search size in all directions - 2140 * This mostly work, but it cuts down the search size in all directions -
2013 * if the space being examined only has a wall to the north and empty 2141 * if the space being examined only has a wall to the north and empty
2014 * spaces in all the other directions, this will reduce the search space 2142 * spaces in all the other directions, this will reduce the search space
2015 * to only the spaces immediately surrounding the target area, and 2143 * to only the spaces immediately surrounding the target area, and
2016 * won't look 2 spaces south of the target space. 2144 * won't look 2 spaces south of the target space.
2017 */ 2145 */
2018 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2146 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2019 stop=maxfree[i]; 2147 stop = maxfree[i];
2020 } 2148 }
2021 if(!index) return -1; 2149 if (!index)
2150 return -1;
2022 return altern[RANDOM()%index]; 2151 return altern[RANDOM () % index];
2023} 2152}
2024 2153
2025/* 2154/*
2026 * find_first_free_spot(archetype, mapstruct, x, y) works like 2155 * find_first_free_spot(archetype, maptile, x, y) works like
2027 * find_free_spot(), but it will search max number of squares. 2156 * find_free_spot(), but it will search max number of squares.
2028 * But it will return the first available spot, not a random choice. 2157 * But it will return the first available spot, not a random choice.
2029 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2158 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2030 */ 2159 */
2031 2160
2161int
2032int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2162find_first_free_spot (const object *ob, maptile *m, int x, int y)
2163{
2164 int
2033 int i; 2165 i;
2166
2034 for(i=0;i<SIZEOFFREE;i++) { 2167 for (i = 0; i < SIZEOFFREE; i++)
2168 {
2035 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2169 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2036 return i; 2170 return i;
2037 } 2171 }
2038 return -1; 2172 return -1;
2039} 2173}
2040 2174
2041/* 2175/*
2042 * The function permute(arr, begin, end) randomly reorders the array 2176 * The function permute(arr, begin, end) randomly reorders the array
2043 * arr[begin..end-1]. 2177 * arr[begin..end-1].
2044 */ 2178 */
2179static void
2045static void permute(int *arr, int begin, int end) 2180permute (int *arr, int begin, int end)
2046{ 2181{
2047 int i, j, tmp, len; 2182 int
2183 i,
2184 j,
2185 tmp,
2186 len;
2048 2187
2049 len = end-begin; 2188 len = end - begin;
2050 for(i = begin; i < end; i++) 2189 for (i = begin; i < end; i++)
2051 { 2190 {
2052 j = begin+RANDOM()%len; 2191 j = begin + RANDOM () % len;
2053 2192
2054 tmp = arr[i]; 2193 tmp = arr[i];
2055 arr[i] = arr[j]; 2194 arr[i] = arr[j];
2056 arr[j] = tmp; 2195 arr[j] = tmp;
2057 } 2196 }
2058} 2197}
2059 2198
2060/* new function to make monster searching more efficient, and effective! 2199/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2200 * This basically returns a randomized array (in the passed pointer) of
2062 * the spaces to find monsters. In this way, it won't always look for 2201 * the spaces to find monsters. In this way, it won't always look for
2063 * monsters to the north first. However, the size of the array passed 2202 * monsters to the north first. However, the size of the array passed
2064 * covers all the spaces, so within that size, all the spaces within 2203 * covers all the spaces, so within that size, all the spaces within
2065 * the 3x3 area will be searched, just not in a predictable order. 2204 * the 3x3 area will be searched, just not in a predictable order.
2066 */ 2205 */
2206void
2067void get_search_arr(int *search_arr) 2207get_search_arr (int *search_arr)
2068{ 2208{
2209 int
2069 int i; 2210 i;
2070 2211
2071 for(i = 0; i < SIZEOFFREE; i++) 2212 for (i = 0; i < SIZEOFFREE; i++)
2072 { 2213 {
2073 search_arr[i] = i; 2214 search_arr[i] = i;
2074 } 2215 }
2075 2216
2076 permute(search_arr, 1, SIZEOFFREE1+1); 2217 permute (search_arr, 1, SIZEOFFREE1 + 1);
2077 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2218 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2078 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2219 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2079} 2220}
2080 2221
2081/* 2222/*
2082 * find_dir(map, x, y, exclude) will search some close squares in the 2223 * find_dir(map, x, y, exclude) will search some close squares in the
2083 * given map at the given coordinates for live objects. 2224 * given map at the given coordinates for live objects.
2089 * is actually want is going to try and move there. We need this info 2230 * is actually want is going to try and move there. We need this info
2090 * because we have to know what movement the thing looking to move 2231 * because we have to know what movement the thing looking to move
2091 * there is capable of. 2232 * there is capable of.
2092 */ 2233 */
2093 2234
2235int
2094int find_dir(mapstruct *m, int x, int y, object *exclude) { 2236find_dir (maptile *m, int x, int y, object *exclude)
2237{
2238 int
2239 i,
2095 int i,max=SIZEOFFREE, mflags; 2240 max = SIZEOFFREE, mflags;
2241
2096 sint16 nx, ny; 2242 sint16 nx, ny;
2097 object *tmp; 2243 object *
2098 mapstruct *mp; 2244 tmp;
2245 maptile *
2246 mp;
2247
2099 MoveType blocked, move_type; 2248 MoveType blocked, move_type;
2100 2249
2101 if (exclude && exclude->head) { 2250 if (exclude && exclude->head)
2251 {
2102 exclude = exclude->head; 2252 exclude = exclude->head;
2103 move_type = exclude->move_type; 2253 move_type = exclude->move_type;
2104 } else { 2254 }
2255 else
2256 {
2105 /* If we don't have anything, presume it can use all movement types. */ 2257 /* If we don't have anything, presume it can use all movement types. */
2106 move_type=MOVE_ALL; 2258 move_type = MOVE_ALL;
2259 }
2260
2261 for (i = 1; i < max; i++)
2107 } 2262 {
2108
2109 for(i=1;i<max;i++) {
2110 mp = m; 2263 mp = m;
2111 nx = x + freearr_x[i]; 2264 nx = x + freearr_x[i];
2112 ny = y + freearr_y[i]; 2265 ny = y + freearr_y[i];
2113 2266
2114 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2267 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2115 if (mflags & P_OUT_OF_MAP) { 2268 if (mflags & P_OUT_OF_MAP)
2269 {
2116 max = maxfree[i]; 2270 max = maxfree[i];
2271 }
2117 } else { 2272 else
2273 {
2118 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2274 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2119 2275
2120 if ((move_type & blocked) == move_type) { 2276 if ((move_type & blocked) == move_type)
2277 {
2121 max=maxfree[i]; 2278 max = maxfree[i];
2279 }
2122 } else if (mflags & P_IS_ALIVE) { 2280 else if (mflags & P_IS_ALIVE)
2281 {
2123 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2282 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2124 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2283 {
2125 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2284 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2285 {
2126 break; 2286 break;
2127 } 2287 }
2128 } 2288 }
2129 if(tmp) { 2289 if (tmp)
2290 {
2130 return freedir[i]; 2291 return freedir[i];
2131 } 2292 }
2132 } 2293 }
2133 } 2294 }
2134 } 2295 }
2135 return 0; 2296 return 0;
2136} 2297}
2137 2298
2138/* 2299/*
2139 * distance(object 1, object 2) will return the square of the 2300 * distance(object 1, object 2) will return the square of the
2140 * distance between the two given objects. 2301 * distance between the two given objects.
2141 */ 2302 */
2142 2303
2304int
2143int distance(const object *ob1, const object *ob2) { 2305distance (const object *ob1, const object *ob2)
2306{
2144 int i; 2307 int
2145 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2308 i;
2146 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2309
2310 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2147 return i; 2311 return i;
2148} 2312}
2149 2313
2150/* 2314/*
2151 * find_dir_2(delta-x,delta-y) will return a direction in which 2315 * find_dir_2(delta-x,delta-y) will return a direction in which
2152 * an object which has subtracted the x and y coordinates of another 2316 * an object which has subtracted the x and y coordinates of another
2153 * object, needs to travel toward it. 2317 * object, needs to travel toward it.
2154 */ 2318 */
2155 2319
2320int
2156int find_dir_2(int x, int y) { 2321find_dir_2 (int x, int y)
2322{
2157 int q; 2323 int
2324 q;
2158 2325
2159 if(y) 2326 if (y)
2160 q=x*100/y; 2327 q = x * 100 / y;
2161 else if (x) 2328 else if (x)
2162 q= -300*x; 2329 q = -300 * x;
2163 else 2330 else
2164 return 0; 2331 return 0;
2165 2332
2166 if(y>0) { 2333 if (y > 0)
2334 {
2167 if(q < -242) 2335 if (q < -242)
2168 return 3 ; 2336 return 3;
2169 if (q < -41) 2337 if (q < -41)
2170 return 2 ; 2338 return 2;
2171 if (q < 41) 2339 if (q < 41)
2172 return 1 ; 2340 return 1;
2173 if (q < 242) 2341 if (q < 242)
2174 return 8 ; 2342 return 8;
2175 return 7 ; 2343 return 7;
2176 } 2344 }
2177 2345
2178 if (q < -242) 2346 if (q < -242)
2179 return 7 ; 2347 return 7;
2180 if (q < -41) 2348 if (q < -41)
2181 return 6 ; 2349 return 6;
2182 if (q < 41) 2350 if (q < 41)
2183 return 5 ; 2351 return 5;
2184 if (q < 242) 2352 if (q < 242)
2185 return 4 ; 2353 return 4;
2186 2354
2187 return 3 ; 2355 return 3;
2188} 2356}
2189 2357
2190/* 2358/*
2191 * absdir(int): Returns a number between 1 and 8, which represent 2359 * absdir(int): Returns a number between 1 and 8, which represent
2192 * the "absolute" direction of a number (it actually takes care of 2360 * the "absolute" direction of a number (it actually takes care of
2193 * "overflow" in previous calculations of a direction). 2361 * "overflow" in previous calculations of a direction).
2194 */ 2362 */
2195 2363
2364int
2196int absdir(int d) { 2365absdir (int d)
2197 while(d<1) d+=8; 2366{
2198 while(d>8) d-=8; 2367 while (d < 1)
2368 d += 8;
2369 while (d > 8)
2370 d -= 8;
2199 return d; 2371 return d;
2200} 2372}
2201 2373
2202/* 2374/*
2203 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2375 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2204 * between two directions (which are expected to be absolute (see absdir()) 2376 * between two directions (which are expected to be absolute (see absdir())
2205 */ 2377 */
2206 2378
2379int
2207int dirdiff(int dir1, int dir2) { 2380dirdiff (int dir1, int dir2)
2381{
2208 int d; 2382 int
2383 d;
2384
2209 d = abs(dir1 - dir2); 2385 d = abs (dir1 - dir2);
2210 if(d>4) 2386 if (d > 4)
2211 d = 8 - d; 2387 d = 8 - d;
2212 return d; 2388 return d;
2213} 2389}
2214 2390
2215/* peterm: 2391/* peterm:
2220 * direction 4, 14, or 16 to get back to where we are. 2396 * direction 4, 14, or 16 to get back to where we are.
2221 * Moved from spell_util.c to object.c with the other related direction 2397 * Moved from spell_util.c to object.c with the other related direction
2222 * functions. 2398 * functions.
2223 */ 2399 */
2224 2400
2401int
2225int reduction_dir[SIZEOFFREE][3] = { 2402 reduction_dir[SIZEOFFREE][3] = {
2226 {0,0,0}, /* 0 */ 2403 {0, 0, 0}, /* 0 */
2227 {0,0,0}, /* 1 */ 2404 {0, 0, 0}, /* 1 */
2228 {0,0,0}, /* 2 */ 2405 {0, 0, 0}, /* 2 */
2229 {0,0,0}, /* 3 */ 2406 {0, 0, 0}, /* 3 */
2230 {0,0,0}, /* 4 */ 2407 {0, 0, 0}, /* 4 */
2231 {0,0,0}, /* 5 */ 2408 {0, 0, 0}, /* 5 */
2232 {0,0,0}, /* 6 */ 2409 {0, 0, 0}, /* 6 */
2233 {0,0,0}, /* 7 */ 2410 {0, 0, 0}, /* 7 */
2234 {0,0,0}, /* 8 */ 2411 {0, 0, 0}, /* 8 */
2235 {8,1,2}, /* 9 */ 2412 {8, 1, 2}, /* 9 */
2236 {1,2,-1}, /* 10 */ 2413 {1, 2, -1}, /* 10 */
2237 {2,10,12}, /* 11 */ 2414 {2, 10, 12}, /* 11 */
2238 {2,3,-1}, /* 12 */ 2415 {2, 3, -1}, /* 12 */
2239 {2,3,4}, /* 13 */ 2416 {2, 3, 4}, /* 13 */
2240 {3,4,-1}, /* 14 */ 2417 {3, 4, -1}, /* 14 */
2241 {4,14,16}, /* 15 */ 2418 {4, 14, 16}, /* 15 */
2242 {5,4,-1}, /* 16 */ 2419 {5, 4, -1}, /* 16 */
2243 {4,5,6}, /* 17 */ 2420 {4, 5, 6}, /* 17 */
2244 {6,5,-1}, /* 18 */ 2421 {6, 5, -1}, /* 18 */
2245 {6,20,18}, /* 19 */ 2422 {6, 20, 18}, /* 19 */
2246 {7,6,-1}, /* 20 */ 2423 {7, 6, -1}, /* 20 */
2247 {6,7,8}, /* 21 */ 2424 {6, 7, 8}, /* 21 */
2248 {7,8,-1}, /* 22 */ 2425 {7, 8, -1}, /* 22 */
2249 {8,22,24}, /* 23 */ 2426 {8, 22, 24}, /* 23 */
2250 {8,1,-1}, /* 24 */ 2427 {8, 1, -1}, /* 24 */
2251 {24,9,10}, /* 25 */ 2428 {24, 9, 10}, /* 25 */
2252 {9,10,-1}, /* 26 */ 2429 {9, 10, -1}, /* 26 */
2253 {10,11,-1}, /* 27 */ 2430 {10, 11, -1}, /* 27 */
2254 {27,11,29}, /* 28 */ 2431 {27, 11, 29}, /* 28 */
2255 {11,12,-1}, /* 29 */ 2432 {11, 12, -1}, /* 29 */
2256 {12,13,-1}, /* 30 */ 2433 {12, 13, -1}, /* 30 */
2257 {12,13,14}, /* 31 */ 2434 {12, 13, 14}, /* 31 */
2258 {13,14,-1}, /* 32 */ 2435 {13, 14, -1}, /* 32 */
2259 {14,15,-1}, /* 33 */ 2436 {14, 15, -1}, /* 33 */
2260 {33,15,35}, /* 34 */ 2437 {33, 15, 35}, /* 34 */
2261 {16,15,-1}, /* 35 */ 2438 {16, 15, -1}, /* 35 */
2262 {17,16,-1}, /* 36 */ 2439 {17, 16, -1}, /* 36 */
2263 {18,17,16}, /* 37 */ 2440 {18, 17, 16}, /* 37 */
2264 {18,17,-1}, /* 38 */ 2441 {18, 17, -1}, /* 38 */
2265 {18,19,-1}, /* 39 */ 2442 {18, 19, -1}, /* 39 */
2266 {41,19,39}, /* 40 */ 2443 {41, 19, 39}, /* 40 */
2267 {19,20,-1}, /* 41 */ 2444 {19, 20, -1}, /* 41 */
2268 {20,21,-1}, /* 42 */ 2445 {20, 21, -1}, /* 42 */
2269 {20,21,22}, /* 43 */ 2446 {20, 21, 22}, /* 43 */
2270 {21,22,-1}, /* 44 */ 2447 {21, 22, -1}, /* 44 */
2271 {23,22,-1}, /* 45 */ 2448 {23, 22, -1}, /* 45 */
2272 {45,47,23}, /* 46 */ 2449 {45, 47, 23}, /* 46 */
2273 {23,24,-1}, /* 47 */ 2450 {23, 24, -1}, /* 47 */
2274 {24,9,-1}}; /* 48 */ 2451 {24, 9, -1}
2452}; /* 48 */
2275 2453
2276/* Recursive routine to step back and see if we can 2454/* Recursive routine to step back and see if we can
2277 * find a path to that monster that we found. If not, 2455 * find a path to that monster that we found. If not,
2278 * we don't bother going toward it. Returns 1 if we 2456 * we don't bother going toward it. Returns 1 if we
2279 * can see a direct way to get it 2457 * can see a direct way to get it
2280 * Modified to be map tile aware -.MSW 2458 * Modified to be map tile aware -.MSW
2281 */ 2459 */
2282
2283 2460
2461
2462int
2284int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2463can_see_monsterP (maptile *m, int x, int y, int dir)
2464{
2285 sint16 dx, dy; 2465 sint16 dx, dy;
2466 int
2286 int mflags; 2467 mflags;
2287 2468
2469 if (dir < 0)
2288 if(dir<0) return 0; /* exit condition: invalid direction */ 2470 return 0; /* exit condition: invalid direction */
2289 2471
2290 dx = x + freearr_x[dir]; 2472 dx = x + freearr_x[dir];
2291 dy = y + freearr_y[dir]; 2473 dy = y + freearr_y[dir];
2292 2474
2293 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2475 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2294 2476
2295 /* This functional arguably was incorrect before - it was 2477 /* This functional arguably was incorrect before - it was
2296 * checking for P_WALL - that was basically seeing if 2478 * checking for P_WALL - that was basically seeing if
2297 * we could move to the monster - this is being more 2479 * we could move to the monster - this is being more
2298 * literal on if we can see it. To know if we can actually 2480 * literal on if we can see it. To know if we can actually
2299 * move to the monster, we'd need the monster passed in or 2481 * move to the monster, we'd need the monster passed in or
2300 * at least its move type. 2482 * at least its move type.
2301 */ 2483 */
2302 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2484 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2485 return 0;
2303 2486
2304 /* yes, can see. */ 2487 /* yes, can see. */
2305 if(dir < 9) return 1; 2488 if (dir < 9)
2489 return 1;
2306 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2490 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2307 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2491 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2308 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2309} 2492}
2310 2493
2311 2494
2312 2495
2313/* 2496/*
2314 * can_pick(picker, item): finds out if an object is possible to be 2497 * can_pick(picker, item): finds out if an object is possible to be
2315 * picked up by the picker. Returnes 1 if it can be 2498 * picked up by the picker. Returnes 1 if it can be
2316 * picked up, otherwise 0. 2499 * picked up, otherwise 0.
2317 * 2500 *
2319 * core dumps if they do. 2502 * core dumps if they do.
2320 * 2503 *
2321 * Add a check so we can't pick up invisible objects (0.93.8) 2504 * Add a check so we can't pick up invisible objects (0.93.8)
2322 */ 2505 */
2323 2506
2507int
2324int can_pick(const object *who, const object *item) { 2508can_pick (const object *who, const object *item)
2509{
2325 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2510 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2326 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2511 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2327 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2512 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2328 (who->type==PLAYER||item->weight<who->weight/3));
2329} 2513}
2330 2514
2331 2515
2332/* 2516/*
2333 * create clone from object to another 2517 * create clone from object to another
2334 */ 2518 */
2519object *
2335object *object_create_clone (object *asrc) { 2520object_create_clone (object *asrc)
2521{
2336 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2522 object *dst = 0, *tmp, *src, *part, *prev, *item;
2337 2523
2338 if(!asrc) return NULL; 2524 if (!asrc)
2525 return 0;
2526
2339 src = asrc; 2527 src = asrc;
2340 if(src->head) 2528 if (src->head)
2341 src = src->head; 2529 src = src->head;
2342 2530
2343 prev = NULL; 2531 prev = 0;
2344 for(part = src; part; part = part->more) { 2532 for (part = src; part; part = part->more)
2345 tmp = get_object(); 2533 {
2346 copy_object(part,tmp); 2534 tmp = part->clone ();
2347 tmp->x -= src->x; 2535 tmp->x -= src->x;
2348 tmp->y -= src->y; 2536 tmp->y -= src->y;
2537
2349 if(!part->head) { 2538 if (!part->head)
2539 {
2350 dst = tmp; 2540 dst = tmp;
2351 tmp->head = NULL; 2541 tmp->head = 0;
2542 }
2352 } else { 2543 else
2544 {
2353 tmp->head = dst; 2545 tmp->head = dst;
2354 } 2546 }
2547
2355 tmp->more = NULL; 2548 tmp->more = 0;
2549
2356 if(prev) 2550 if (prev)
2357 prev->more = tmp; 2551 prev->more = tmp;
2552
2358 prev = tmp; 2553 prev = tmp;
2359 } 2554 }
2360 /*** copy inventory ***/ 2555
2361 for(item = src->inv; item; item = item->below) { 2556 for (item = src->inv; item; item = item->below)
2362 (void) insert_ob_in_ob(object_create_clone(item),dst); 2557 insert_ob_in_ob (object_create_clone (item), dst);
2363 }
2364 2558
2365 return dst; 2559 return dst;
2366}
2367
2368/* return true if the object was destroyed, 0 otherwise */
2369int was_destroyed (const object *op, tag_t old_tag)
2370{
2371 /* checking for FLAG_FREED isn't necessary, but makes this function more
2372 * robust */
2373 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2374} 2560}
2375 2561
2376/* GROS - Creates an object using a string representing its content. */ 2562/* GROS - Creates an object using a string representing its content. */
2377/* Basically, we save the content of the string to a temp file, then call */ 2563/* Basically, we save the content of the string to a temp file, then call */
2378/* load_object on it. I admit it is a highly inefficient way to make things, */ 2564/* load_object on it. I admit it is a highly inefficient way to make things, */
2379/* but it was simple to make and allows reusing the load_object function. */ 2565/* but it was simple to make and allows reusing the load_object function. */
2380/* Remember not to use load_object_str in a time-critical situation. */ 2566/* Remember not to use load_object_str in a time-critical situation. */
2381/* Also remember that multiparts objects are not supported for now. */ 2567/* Also remember that multiparts objects are not supported for now. */
2382 2568
2569object *
2383object* load_object_str(const char *obstr) 2570load_object_str (const char *obstr)
2384{ 2571{
2385 object *op; 2572 object *op;
2386 char filename[MAX_BUF]; 2573 char filename[MAX_BUF];
2574
2387 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2575 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2388 2576
2389 FILE *tempfile=fopen(filename,"w"); 2577 FILE *tempfile = fopen (filename, "w");
2578
2390 if (tempfile == NULL) 2579 if (tempfile == NULL)
2391 { 2580 {
2392 LOG(llevError,"Error - Unable to access load object temp file\n"); 2581 LOG (llevError, "Error - Unable to access load object temp file\n");
2393 return NULL; 2582 return NULL;
2394 }; 2583 }
2584
2395 fprintf(tempfile,obstr); 2585 fprintf (tempfile, obstr);
2396 fclose(tempfile); 2586 fclose (tempfile);
2397 2587
2398 op=get_object(); 2588 op = object::create ();
2399 2589
2400 object_thawer thawer (filename); 2590 object_thawer thawer (filename);
2401 2591
2402 if (thawer) 2592 if (thawer)
2403 load_object(thawer,op,0); 2593 load_object (thawer, op, 0);
2404 2594
2405 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2595 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2406 CLEAR_FLAG(op,FLAG_REMOVED); 2596 CLEAR_FLAG (op, FLAG_REMOVED);
2407 2597
2408 return op; 2598 return op;
2409} 2599}
2410 2600
2411/* This returns the first object in who's inventory that 2601/* This returns the first object in who's inventory that
2412 * has the same type and subtype match. 2602 * has the same type and subtype match.
2413 * returns NULL if no match. 2603 * returns NULL if no match.
2414 */ 2604 */
2605object *
2415object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2606find_obj_by_type_subtype (const object *who, int type, int subtype)
2416{ 2607{
2417 object *tmp; 2608 object *tmp;
2418 2609
2419 for (tmp=who->inv; tmp; tmp=tmp->below) 2610 for (tmp = who->inv; tmp; tmp = tmp->below)
2420 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2611 if (tmp->type == type && tmp->subtype == subtype)
2612 return tmp;
2421 2613
2422 return NULL; 2614 return NULL;
2423} 2615}
2424 2616
2425/* If ob has a field named key, return the link from the list, 2617/* If ob has a field named key, return the link from the list,
2426 * otherwise return NULL. 2618 * otherwise return NULL.
2427 * 2619 *
2428 * key must be a passed in shared string - otherwise, this won't 2620 * key must be a passed in shared string - otherwise, this won't
2429 * do the desired thing. 2621 * do the desired thing.
2430 */ 2622 */
2623key_value *
2431key_value * get_ob_key_link(const object * ob, const char * key) { 2624get_ob_key_link (const object *ob, const char *key)
2625{
2432 key_value * link; 2626 key_value *link;
2433 2627
2434 for (link = ob->key_values; link != NULL; link = link->next) { 2628 for (link = ob->key_values; link != NULL; link = link->next)
2435 if (link->key == key) { 2629 if (link->key == key)
2436 return link; 2630 return link;
2437 } 2631
2438 }
2439
2440 return NULL; 2632 return NULL;
2441} 2633}
2442 2634
2443/* 2635/*
2444 * Returns the value of op has an extra_field for key, or NULL. 2636 * Returns the value of op has an extra_field for key, or NULL.
2445 * 2637 *
2446 * The argument doesn't need to be a shared string. 2638 * The argument doesn't need to be a shared string.
2447 * 2639 *
2448 * The returned string is shared. 2640 * The returned string is shared.
2449 */ 2641 */
2642const char *
2450const char * get_ob_key_value(const object * op, const char * const key) { 2643get_ob_key_value (const object *op, const char *const key)
2644{
2451 key_value * link; 2645 key_value *link;
2452 const char * canonical_key; 2646 shstr_cmp canonical_key (key);
2647
2648 if (!canonical_key)
2453 2649 {
2454 canonical_key = shstr::find (key);
2455
2456 if (canonical_key == NULL) {
2457 /* 1. There being a field named key on any object 2650 /* 1. There being a field named key on any object
2458 * implies there'd be a shared string to find. 2651 * implies there'd be a shared string to find.
2459 * 2. Since there isn't, no object has this field. 2652 * 2. Since there isn't, no object has this field.
2460 * 3. Therefore, *this* object doesn't have this field. 2653 * 3. Therefore, *this* object doesn't have this field.
2461 */ 2654 */
2462 return NULL; 2655 return 0;
2463 } 2656 }
2464 2657
2465 /* This is copied from get_ob_key_link() above - 2658 /* This is copied from get_ob_key_link() above -
2466 * only 4 lines, and saves the function call overhead. 2659 * only 4 lines, and saves the function call overhead.
2467 */ 2660 */
2468 for (link = op->key_values; link != NULL; link = link->next) { 2661 for (link = op->key_values; link; link = link->next)
2469 if (link->key == canonical_key) { 2662 if (link->key == canonical_key)
2470 return link->value; 2663 return link->value;
2471 } 2664
2472 } 2665 return 0;
2473 return NULL;
2474} 2666}
2475 2667
2476 2668
2477/* 2669/*
2478 * Updates the canonical_key in op to value. 2670 * Updates the canonical_key in op to value.
2482 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2674 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2483 * keys. 2675 * keys.
2484 * 2676 *
2485 * Returns TRUE on success. 2677 * Returns TRUE on success.
2486 */ 2678 */
2679int
2487int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2680set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2681{
2682 key_value *
2488 key_value * field = NULL, *last=NULL; 2683 field = NULL, *last = NULL;
2489 2684
2490 for (field=op->key_values; field != NULL; field=field->next) { 2685 for (field = op->key_values; field != NULL; field = field->next)
2686 {
2491 if (field->key != canonical_key) { 2687 if (field->key != canonical_key)
2688 {
2492 last = field; 2689 last = field;
2493 continue; 2690 continue;
2494 } 2691 }
2495 2692
2496 if (value) 2693 if (value)
2497 field->value = value; 2694 field->value = value;
2498 else { 2695 else
2696 {
2499 /* Basically, if the archetype has this key set, 2697 /* Basically, if the archetype has this key set,
2500 * we need to store the null value so when we save 2698 * we need to store the null value so when we save
2501 * it, we save the empty value so that when we load, 2699 * it, we save the empty value so that when we load,
2502 * we get this value back again. 2700 * we get this value back again.
2503 */ 2701 */
2504 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2702 if (get_ob_key_link (&op->arch->clone, canonical_key))
2505 field->value = 0; 2703 field->value = 0;
2704 else
2705 {
2706 if (last)
2707 last->next = field->next;
2506 else 2708 else
2507 {
2508 if (last) last->next = field->next;
2509 else op->key_values = field->next; 2709 op->key_values = field->next;
2510 2710
2511 delete field; 2711 delete field;
2512 } 2712 }
2513 } 2713 }
2514 return TRUE; 2714 return TRUE;
2515 } 2715 }
2516 /* IF we get here, key doesn't exist */ 2716 /* IF we get here, key doesn't exist */
2517 2717
2518 /* No field, we'll have to add it. */ 2718 /* No field, we'll have to add it. */
2719
2720 if (!add_key)
2519 2721 {
2520 if (!add_key) {
2521 return FALSE; 2722 return FALSE;
2522 } 2723 }
2523 /* There isn't any good reason to store a null 2724 /* There isn't any good reason to store a null
2524 * value in the key/value list. If the archetype has 2725 * value in the key/value list. If the archetype has
2525 * this key, then we should also have it, so shouldn't 2726 * this key, then we should also have it, so shouldn't
2526 * be here. If user wants to store empty strings, 2727 * be here. If user wants to store empty strings,
2527 * should pass in "" 2728 * should pass in ""
2528 */ 2729 */
2529 if (value == NULL) return TRUE; 2730 if (value == NULL)
2530
2531 field = new key_value;
2532
2533 field->key = canonical_key;
2534 field->value = value;
2535 /* Usual prepend-addition. */
2536 field->next = op->key_values;
2537 op->key_values = field;
2538
2539 return TRUE; 2731 return TRUE;
2732
2733 field = new key_value;
2734
2735 field->key = canonical_key;
2736 field->value = value;
2737 /* Usual prepend-addition. */
2738 field->next = op->key_values;
2739 op->key_values = field;
2740
2741 return TRUE;
2540} 2742}
2541 2743
2542/* 2744/*
2543 * Updates the key in op to value. 2745 * Updates the key in op to value.
2544 * 2746 *
2546 * and not add new ones. 2748 * and not add new ones.
2547 * In general, should be little reason FALSE is ever passed in for add_key 2749 * In general, should be little reason FALSE is ever passed in for add_key
2548 * 2750 *
2549 * Returns TRUE on success. 2751 * Returns TRUE on success.
2550 */ 2752 */
2753int
2551int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2754set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2552{ 2755{
2553 shstr key_ (key); 2756 shstr key_ (key);
2757
2554 return set_ob_key_value_s (op, key_, value, add_key); 2758 return set_ob_key_value_s (op, key_, value, add_key);
2555} 2759}
2760
2761object::depth_iterator::depth_iterator (object *container)
2762: iterator_base (container)
2763{
2764 while (item->inv)
2765 item = item->inv;
2766}
2767
2768void
2769object::depth_iterator::next ()
2770{
2771 if (item->below)
2772 {
2773 item = item->below;
2774
2775 while (item->inv)
2776 item = item->inv;
2777 }
2778 else
2779 item = item->env;
2780}
2781
2782// return a suitable string describing an objetc in enough detail to find it
2783const char *
2784object::debug_desc (char *info) const
2785{
2786 char info2[256 * 3];
2787 char *p = info;
2788
2789 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2790 count,
2791 &name,
2792 title ? " " : "",
2793 title ? (const char *)title : "");
2794
2795 if (env)
2796 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2797
2798 if (map)
2799 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2800
2801 return info;
2802}
2803
2804const char *
2805object::debug_desc () const
2806{
2807 static char info[256 * 3];
2808 return debug_desc (info);
2809}
2810

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines