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Comparing deliantra/server/common/object.C (file contents):
Revision 1.15 by root, Mon Sep 4 13:55:54 2006 UTC vs.
Revision 1.76 by root, Thu Dec 21 01:33:49 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.15 2006/09/04 13:55:54 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
36
42int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
43 40
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
46 42
47short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 45};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 48};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
56int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
59 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
60 133
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
63 key_value * wants_field; 138 key_value *wants_field;
64 139
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
68 */ 143 */
69 144
70 /* For each field in wants, */ 145 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
147 {
72 key_value * has_field; 148 key_value *has_field;
73 149
74 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
76 154 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 155 /* No field with that name. */
79 return FALSE; 156 return FALSE;
80 } 157 }
81 158
82 /* Found the matching field. */ 159 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
84 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 163 return FALSE;
86 } 164 }
87 165
88 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 167 }
168
91 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 170 return TRUE;
93} 171}
94 172
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
97 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
99 */ 179 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 181}
102 182
103/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 184 * they can be merged together.
105 * 185 *
106 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
109 * 189 *
110 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
111 * 191 *
112 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
113 * check weight 193 * check weight
114 */ 194 */
115 195
116int CAN_MERGE(object *ob1, object *ob2) { 196bool object::can_merge_slow (object *ob1, object *ob2)
117 197{
118 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
204 return 0;
120 205
121 if (ob1->speed != ob2->speed) return 0; 206 //TODO: this ain't working well, use nicer and correct overflow check
122 /* Note sure why the following is the case - either the object has to 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
123 * be animated or have a very low speed. Is this an attempted monster 208 * value could not be stored in a sint32 (which unfortunately sometimes is
124 * check? 209 * used to store nrof).
125 */ 210 */
126 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0;
213
214 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning.
219 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name
229 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id
240 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname
242 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
251 return 0;
252
253 /* This is really a spellbook check - really, we should
254 * check all objects in the inventory.
255 */
256 if (ob1->inv || ob2->inv)
257 {
258 /* if one object has inventory but the other doesn't, not equiv */
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
127 return 0; 260 return 0;
128 261
129 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 262 /* Now check to see if the two inventory objects could merge */
130 * value could not be stored in a sint32 (which unfortunately sometimes is 263 if (!object::can_merge (ob1->inv, ob2->inv))
131 * used to store nrof).
132 */
133 if (ob1->nrof+ob2->nrof >= 1UL<<31)
134 return 0; 264 return 0;
135 265
136 /* This is really a spellbook check - really, we should
137 * check all objects in the inventory.
138 */
139 if (ob1->inv || ob2->inv) {
140 /* if one object has inventory but the other doesn't, not equiv */
141 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
142
143 /* Now check to see if the two inventory objects could merge */
144 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
145
146 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
147 * if it is valid. 267 * if it is valid.
148 */ 268 */
149 } 269 }
150 270
151 /* If the objects have been identified, set the BEEN_APPLIED flag.
152 * This is to the comparison of the flags below will be OK. We
153 * just can't ignore the been applied or identified flags, as they
154 * are not equal - just if it has been identified, the been_applied
155 * flags lose any meaning.
156 */
157 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
158 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
159
160 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
161 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
162
163
164 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
165 * being locked in inventory should prevent merging.
166 * 0x4 in flags3 is CLIENT_SENT
167 */
168 if ((ob1->arch != ob2->arch) ||
169 (ob1->flags[0] != ob2->flags[0]) ||
170 (ob1->flags[1] != ob2->flags[1]) ||
171 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
172 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
173 (ob1->name != ob2->name) ||
174 (ob1->title != ob2->title) ||
175 (ob1->msg != ob2->msg) ||
176 (ob1->weight != ob2->weight) ||
177 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
178 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
179 (ob1->attacktype != ob2->attacktype) ||
180 (ob1->magic != ob2->magic) ||
181 (ob1->slaying != ob2->slaying) ||
182 (ob1->skill != ob2->skill) ||
183 (ob1->value != ob2->value) ||
184 (ob1->animation_id != ob2->animation_id) ||
185 (ob1->client_type != ob2->client_type) ||
186 (ob1->materialname != ob2->materialname) ||
187 (ob1->lore != ob2->lore) ||
188 (ob1->subtype != ob2->subtype) ||
189 (ob1->move_type != ob2->move_type) ||
190 (ob1->move_block != ob2->move_block) ||
191 (ob1->move_allow != ob2->move_allow) ||
192 (ob1->move_on != ob2->move_on) ||
193 (ob1->move_off != ob2->move_off) ||
194 (ob1->move_slow != ob2->move_slow) ||
195 (ob1->move_slow_penalty != ob2->move_slow_penalty)
196 )
197 return 0;
198
199 /* Don't merge objects that are applied. With the new 'body' code, 271 /* Don't merge objects that are applied. With the new 'body' code,
200 * it is possible for most any character to have more than one of 272 * it is possible for most any character to have more than one of
201 * some items equipped, and we don't want those to merge. 273 * some items equipped, and we don't want those to merge.
202 */ 274 */
203 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
276 return 0;
277
278 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster
280 * check?
281 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
283 return 0;
284
285 switch (ob1->type)
286 {
287 case SCROLL:
288 if (ob1->level != ob2->level)
289 return 0;
290 break;
291 }
292
293 if (ob1->key_values != NULL || ob2->key_values != NULL)
294 {
295 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
297 /* One has fields, but the other one doesn't. */
204 return 0; 298 return 0;
205
206 switch (ob1->type) {
207 case SCROLL:
208 if (ob1->level != ob2->level) return 0;
209 break;
210
211 }
212 if (ob1->key_values != NULL || ob2->key_values != NULL) {
213 /* At least one of these has key_values. */
214 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
215 /* One has fields, but the other one doesn't. */
216 return 0;
217 } else if (!compare_ob_value_lists(ob1, ob2)) { 299 else if (!compare_ob_value_lists (ob1, ob2))
218 return 0; 300 return 0;
219 } 301 }
302
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self)
220 } 305 {
306 ob1->optimise ();
307 ob2->optimise ();
221 308
309 if (ob1->self || ob2->self)
310 return 0;
311 }
312
222 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
223 return 1; 314 return 1;
224} 315}
225 316
226/* 317/*
227 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
228 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
229 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
230 */ 321 */
231signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
232 signed long sum; 325 long sum;
233 object *inv; 326 object *inv;
327
234 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
235 if (inv->inv) 330 if (inv->inv)
236 sum_weight(inv); 331 sum_weight (inv);
237 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
238 } 333 }
334
239 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
240 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
241 if(op->carrying != sum) 338 if (op->carrying != sum)
242 op->carrying = sum; 339 op->carrying = sum;
340
243 return sum; 341 return sum;
244} 342}
245 343
246/** 344/**
247 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
248 */ 346 */
249 347
348object *
250object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
251 while (op->env != NULL) 351 while (op->env != NULL)
252 op = op->env; 352 op = op->env;
253 return op; 353 return op;
254}
255
256/*
257 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
258 * a better check. We basically keeping traversing up until we can't
259 * or find a player.
260 */
261
262object *is_player_inv (object *op) {
263 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
264 if (op->env==op)
265 op->env = NULL;
266 return op;
267} 354}
268 355
269/* 356/*
270 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
271 * Some error messages. 358 * Some error messages.
272 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
273 */ 360 */
274 361
275void dump_object2(object *op) { 362char *
276errmsg[0] = 0;
277return;
278 //TODO//D#d#
279#if 0
280 char *cp;
281/* object *tmp;*/
282
283 if(op->arch!=NULL) {
284 strcat(errmsg,"arch ");
285 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
286 strcat(errmsg,"\n");
287 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
288 strcat(errmsg,cp);
289#if 0
290 /* Don't dump player diffs - they are too long, mostly meaningless, and
291 * will overflow the buffer.
292 * Changed so that we don't dump inventory either. This may
293 * also overflow the buffer.
294 */
295 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297 for (tmp=op->inv; tmp; tmp=tmp->below)
298 dump_object2(tmp);
299#endif
300 strcat(errmsg,"end\n");
301 } else {
302 strcat(errmsg,"Object ");
303 if (op->name==NULL) strcat(errmsg, "(null)");
304 else strcat(errmsg,op->name);
305 strcat(errmsg,"\n");
306#if 0
307 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
308 strcat(errmsg,cp);
309 for (tmp=op->inv; tmp; tmp=tmp->below)
310 dump_object2(tmp);
311#endif
312 strcat(errmsg,"end\n");
313 }
314#endif
315}
316
317/*
318 * Dumps an object. Returns output in the static global errmsg array.
319 */
320
321void dump_object(object *op) { 363dump_object (object *op)
322 if(op==NULL) { 364{
323 strcpy(errmsg,"[NULL pointer]"); 365 if (!op)
324 return; 366 return strdup ("[NULLOBJ]");
325 }
326 errmsg[0]='\0';
327 dump_object2(op);
328}
329 367
330void dump_all_objects(void) { 368 object_freezer freezer;
331 object *op; 369 save_object (freezer, op, 3);
332 for(op=objects;op!=NULL;op=op->next) { 370 return freezer.as_string ();
333 dump_object(op);
334 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
335 }
336} 371}
337 372
338/* 373/*
339 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
340 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
341 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
342 */ 377 */
343 378
379object *
344object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
345 object *tmp,*closest; 382 object *tmp, *closest;
346 int last_dist,i; 383 int last_dist, i;
384
347 if(op->more==NULL) 385 if (op->more == NULL)
348 return op; 386 return op;
349 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
350 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
351 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
352 return closest; 390 return closest;
353} 391}
354 392
355/* 393/*
356 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
357 */ 395 */
358 396
397object *
359object *find_object(tag_t i) { 398find_object (tag_t i)
360 object *op; 399{
361 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
362 if(op->count==i) 401 if (op->count == i)
363 break; 402 return op;
403
364 return op; 404 return 0;
365} 405}
366 406
367/* 407/*
368 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
369 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
370 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
371 */ 411 */
372 412
413object *
373object *find_object_name(const char *str) { 414find_object_name (const char *str)
374 const char *name = shstr::find (str); 415{
416 shstr_cmp str_ (str);
375 object *op; 417 object *op;
418
376 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
377 if(&op->name == name) 420 if (op->name == str_)
378 break; 421 break;
379 422
380 return op; 423 return op;
381} 424}
382 425
426void
383void free_all_object_data () 427free_all_object_data ()
384{ 428{
385 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
386}
387
388/*
389 * Returns the object which this object marks as being the owner.
390 * A id-scheme is used to avoid pointing to objects which have been
391 * freed and are now reused. If this is detected, the owner is
392 * set to NULL, and NULL is returned.
393 * Changed 2004-02-12 - if the player is setting at the play again
394 * prompt, he is removed, and we don't want to treat him as an owner of
395 * anything, so check removed flag. I don't expect that this should break
396 * anything - once an object is removed, it is basically dead anyways.
397 */
398
399object *get_owner(object *op) {
400 if(op->owner==NULL)
401 return NULL;
402
403 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
404 op->owner->count==op->ownercount)
405 return op->owner;
406
407 op->owner=NULL;
408 op->ownercount=0;
409 return NULL;
410}
411
412void clear_owner(object *op)
413{
414 if (!op) return;
415
416 if (op->owner && op->ownercount == op->owner->count)
417 op->owner->refcount--;
418
419 op->owner = NULL;
420 op->ownercount = 0;
421} 430}
422 431
423/* 432/*
424 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
425 * skill and experience objects. 434 * skill and experience objects.
426 */ 435 */
427void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
428{ 438{
429 if(owner==NULL||op==NULL) 439 if (!owner)
430 return; 440 return;
431 441
432 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
433 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* Add a check for ownercounts in here, as I got into an endless loop
434 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
435 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
436 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
437 * didn't match, this check is valid and I believe that cause is valid. 447 * didn't match, this check is valid and I believe that cause is valid.
438 */ 448 */
439 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
440 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
441 451
442 /* IF the owner still has an owner, we did not resolve to a final owner.
443 * so lets not add to that.
444 */
445 if (owner->owner) return;
446
447 op->owner=owner; 452 this->owner = owner;
448
449 op->ownercount=owner->count;
450 owner->refcount++;
451
452}
453
454/* Set the owner to clone's current owner and set the skill and experience
455 * objects to clone's objects (typically those objects that where the owner's
456 * current skill and experience objects at the time when clone's owner was
457 * set - not the owner's current skill and experience objects).
458 *
459 * Use this function if player created an object (e.g. fire bullet, swarm
460 * spell), and this object creates further objects whose kills should be
461 * accounted for the player's original skill, even if player has changed
462 * skills meanwhile.
463 */
464void copy_owner (object *op, object *clone)
465{
466 object *owner = get_owner (clone);
467 if (owner == NULL) {
468 /* players don't have owners - they own themselves. Update
469 * as appropriate.
470 */
471 if (clone->type == PLAYER) owner=clone;
472 else return;
473 }
474 set_owner(op, owner);
475
476} 453}
477 454
478/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
479 * refcounts and freeing the links. 456 * refcounts and freeing the links.
480 */ 457 */
458static void
481static void free_key_values(object * op) 459free_key_values (object *op)
482{ 460{
483 for (key_value *i = op->key_values; i != 0; ) 461 for (key_value *i = op->key_values; i != 0;)
484 { 462 {
485 key_value *next = i->next; 463 key_value *next = i->next;
486 delete i; 464 delete i;
465
487 i = next; 466 i = next;
488 } 467 }
489 468
490 op->key_values = 0; 469 op->key_values = 0;
491} 470}
492 471
493void object::clear () 472void object::clear ()
494{ 473{
495 attachable_base::clear (); 474 attachable_base::clear ();
496 475
497 free_key_values (this); 476 free_key_values (this);
498 477
499 name = 0; 478 owner = 0;
479 name = 0;
500 name_pl = 0; 480 name_pl = 0;
501 title = 0; 481 title = 0;
502 race = 0; 482 race = 0;
503 slaying = 0; 483 slaying = 0;
504 skill = 0; 484 skill = 0;
505 msg = 0; 485 msg = 0;
506 lore = 0; 486 lore = 0;
507 custom_name = 0; 487 custom_name = 0;
508 materialname = 0; 488 materialname = 0;
489 contr = 0;
490 below = 0;
491 above = 0;
492 inv = 0;
493 container = 0;
494 env = 0;
495 more = 0;
496 head = 0;
497 map = 0;
498 active_next = 0;
499 active_prev = 0;
509 500
510 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 501 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
511 502
512 SET_FLAG (this, FLAG_REMOVED); 503 SET_FLAG (this, FLAG_REMOVED);
513}
514 504
515void object::clone (object *destination)
516{
517 *(object_copy *)destination = *(object_copy *)this;
518 *(object_pod *)destination = *(object_pod *)this;
519
520 if (self || cb)
521 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
522}
523
524/*
525 * clear_object() frees everything allocated by an object, and also
526 * clears all variables and flags to default settings.
527 */
528
529void clear_object (object *op)
530{
531 op->clear ();
532
533 op->contr = NULL;
534 op->below = NULL;
535 op->above = NULL;
536 op->inv = NULL;
537 op->container=NULL;
538 op->env=NULL;
539 op->more=NULL;
540 op->head=NULL;
541 op->map=NULL;
542 op->refcount=0;
543 op->active_next = NULL;
544 op->active_prev = NULL;
545 /* What is not cleared is next, prev, and count */ 505 /* What is not cleared is next, prev, and count */
546 506
547 op->expmul = 1.0; 507 expmul = 1.0;
548 op->face = blank_face; 508 face = blank_face;
549 op->attacked_by_count = -1;
550 509
551 if (settings.casting_time) 510 if (settings.casting_time)
552 op->casting_time = -1; 511 casting_time = -1;
553} 512}
554 513
555/* 514/*
556 * copy object first frees everything allocated by the second object, 515 * copy_to first frees everything allocated by the dst object,
557 * and then copies the contends of the first object into the second 516 * and then copies the contents of itself into the second
558 * object, allocating what needs to be allocated. Basically, any 517 * object, allocating what needs to be allocated. Basically, any
559 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 518 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
560 * if the first object is freed, the pointers in the new object 519 * if the first object is freed, the pointers in the new object
561 * will point at garbage. 520 * will point at garbage.
562 */ 521 */
563 522void
564void copy_object (object *op2, object *op) 523object::copy_to (object *dst)
565{ 524{
566 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
567 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
568 527
569 op2->clone (op); 528 *(object_copy *)dst = *this;
529 *(object_pod *)dst = *this;
570 530
571 if (is_freed) SET_FLAG (op, FLAG_FREED); 531 if (self || cb)
572 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
573 533
534 if (is_freed)
535 SET_FLAG (dst, FLAG_FREED);
536
537 if (is_removed)
538 SET_FLAG (dst, FLAG_REMOVED);
539
574 if (op2->speed < 0) 540 if (speed < 0)
575 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 541 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
576 542
577 /* Copy over key_values, if any. */ 543 /* Copy over key_values, if any. */
578 if (op2->key_values != NULL) 544 if (key_values)
579 { 545 {
580 key_value *tail = NULL; 546 key_value *tail = 0;
581 key_value *i; 547 key_value *i;
582 548
583 op->key_values = NULL; 549 dst->key_values = 0;
584 550
585 for (i = op2->key_values; i != NULL; i = i->next) 551 for (i = key_values; i; i = i->next)
586 { 552 {
587 key_value *new_link = new key_value; 553 key_value *new_link = new key_value;
588 554
589 new_link->next = NULL; 555 new_link->next = 0;
590 new_link->key = i->key; 556 new_link->key = i->key;
591 new_link->value = i->value; 557 new_link->value = i->value;
592 558
593 /* Try and be clever here, too. */ 559 /* Try and be clever here, too. */
594 if (op->key_values == NULL) 560 if (!dst->key_values)
595 { 561 {
596 op->key_values = new_link; 562 dst->key_values = new_link;
597 tail = new_link; 563 tail = new_link;
598 } 564 }
599 else 565 else
600 { 566 {
601 tail->next = new_link; 567 tail->next = new_link;
602 tail = new_link; 568 tail = new_link;
603 } 569 }
604 } 570 }
605 } 571 }
606 572
607 update_ob_speed (op); 573 update_ob_speed (dst);
608} 574}
609 575
610/* 576object *
611 * get_object() grabs an object from the list of unused objects, makes 577object::clone ()
612 * sure it is initialised, and returns it.
613 * If there are no free objects, expand_objects() is called to get more.
614 */
615
616object *get_object ()
617{ 578{
618 object *op = new object; 579 object *neu = create ();
619 580 copy_to (neu);
620 op->count = ++ob_count;
621
622 op->active_next = 0;
623 op->active_prev = 0;
624
625 op->next = objects;
626 op->prev = 0;
627
628 if (objects)
629 objects->prev = op;
630
631 objects = op;
632
633 SET_FLAG (op, FLAG_REMOVED);
634
635 op->expmul = 1.0;
636 op->face = blank_face;
637 op->attacked_by_count = -1;
638
639 return op; 581 return neu;
640} 582}
641 583
642/* 584/*
643 * If an object with the IS_TURNABLE() flag needs to be turned due 585 * If an object with the IS_TURNABLE() flag needs to be turned due
644 * to the closest player being on the other side, this function can 586 * to the closest player being on the other side, this function can
645 * be called to update the face variable, _and_ how it looks on the map. 587 * be called to update the face variable, _and_ how it looks on the map.
646 */ 588 */
647 589
590void
648void update_turn_face(object *op) { 591update_turn_face (object *op)
592{
649 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 593 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
650 return; 594 return;
651 SET_ANIMATION(op, op->direction); 595 SET_ANIMATION (op, op->direction);
652 update_object(op,UP_OBJ_FACE); 596 update_object (op, UP_OBJ_FACE);
653} 597}
654 598
655/* 599/*
656 * Updates the speed of an object. If the speed changes from 0 to another 600 * Updates the speed of an object. If the speed changes from 0 to another
657 * value, or vice versa, then add/remove the object from the active list. 601 * value, or vice versa, then add/remove the object from the active list.
658 * This function needs to be called whenever the speed of an object changes. 602 * This function needs to be called whenever the speed of an object changes.
659 */ 603 */
660 604void
661void update_ob_speed(object *op) { 605update_ob_speed (object *op)
606{
662 extern int arch_init; 607 extern int arch_init;
663 608
664 /* No reason putting the archetypes objects on the speed list, 609 /* No reason putting the archetypes objects on the speed list,
665 * since they never really need to be updated. 610 * since they never really need to be updated.
666 */ 611 */
667 612
668 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 613 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
614 {
669 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 615 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
670#ifdef MANY_CORES 616#ifdef MANY_CORES
671 abort(); 617 abort ();
672#else 618#else
673 op->speed = 0; 619 op->speed = 0;
674#endif 620#endif
675 } 621 }
622
676 if (arch_init) { 623 if (arch_init)
624 return;
625
626 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
627 {
628 /* If already on active list, don't do anything */
629 if (op->active_next || op->active_prev || op == active_objects)
677 return; 630 return;
678 }
679 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
680 /* If already on active list, don't do anything */
681 if (op->active_next || op->active_prev || op==active_objects)
682 return;
683 631
684 /* process_events() expects us to insert the object at the beginning 632 /* process_events() expects us to insert the object at the beginning
685 * of the list. */ 633 * of the list. */
686 op->active_next = active_objects; 634 op->active_next = active_objects;
635
687 if (op->active_next!=NULL) 636 if (op->active_next != NULL)
688 op->active_next->active_prev = op; 637 op->active_next->active_prev = op;
638
689 active_objects = op; 639 active_objects = op;
640 }
641 else
690 } 642 {
691 else {
692 /* If not on the active list, nothing needs to be done */ 643 /* If not on the active list, nothing needs to be done */
693 if (!op->active_next && !op->active_prev && op!=active_objects) 644 if (!op->active_next && !op->active_prev && op != active_objects)
694 return; 645 return;
695 646
696 if (op->active_prev==NULL) { 647 if (op->active_prev == NULL)
648 {
697 active_objects = op->active_next; 649 active_objects = op->active_next;
650
698 if (op->active_next!=NULL) 651 if (op->active_next != NULL)
699 op->active_next->active_prev = NULL; 652 op->active_next->active_prev = NULL;
700 } 653 }
701 else { 654 else
655 {
702 op->active_prev->active_next = op->active_next; 656 op->active_prev->active_next = op->active_next;
657
703 if (op->active_next) 658 if (op->active_next)
704 op->active_next->active_prev = op->active_prev; 659 op->active_next->active_prev = op->active_prev;
705 } 660 }
661
706 op->active_next = NULL; 662 op->active_next = NULL;
707 op->active_prev = NULL; 663 op->active_prev = NULL;
708 } 664 }
709} 665}
710 666
711/* This function removes object 'op' from the list of active 667/* This function removes object 'op' from the list of active
712 * objects. 668 * objects.
714 * reference maps where you don't want an object that isn't 670 * reference maps where you don't want an object that isn't
715 * in play chewing up cpu time getting processed. 671 * in play chewing up cpu time getting processed.
716 * The reverse of this is to call update_ob_speed, which 672 * The reverse of this is to call update_ob_speed, which
717 * will do the right thing based on the speed of the object. 673 * will do the right thing based on the speed of the object.
718 */ 674 */
675void
719void remove_from_active_list(object *op) 676remove_from_active_list (object *op)
720{ 677{
721 /* If not on the active list, nothing needs to be done */ 678 /* If not on the active list, nothing needs to be done */
722 if (!op->active_next && !op->active_prev && op!=active_objects) 679 if (!op->active_next && !op->active_prev && op != active_objects)
723 return; 680 return;
724 681
725 if (op->active_prev==NULL) { 682 if (op->active_prev == NULL)
683 {
726 active_objects = op->active_next; 684 active_objects = op->active_next;
727 if (op->active_next!=NULL) 685 if (op->active_next != NULL)
728 op->active_next->active_prev = NULL; 686 op->active_next->active_prev = NULL;
687 }
688 else
729 } 689 {
730 else {
731 op->active_prev->active_next = op->active_next; 690 op->active_prev->active_next = op->active_next;
732 if (op->active_next) 691 if (op->active_next)
733 op->active_next->active_prev = op->active_prev; 692 op->active_next->active_prev = op->active_prev;
734 } 693 }
735 op->active_next = NULL; 694 op->active_next = NULL;
736 op->active_prev = NULL; 695 op->active_prev = NULL;
737} 696}
738 697
739/* 698/*
740 * update_object() updates the array which represents the map. 699 * update_object() updates the the map.
741 * It takes into account invisible objects (and represent squares covered 700 * It takes into account invisible objects (and represent squares covered
742 * by invisible objects by whatever is below them (unless it's another 701 * by invisible objects by whatever is below them (unless it's another
743 * invisible object, etc...) 702 * invisible object, etc...)
744 * If the object being updated is beneath a player, the look-window 703 * If the object being updated is beneath a player, the look-window
745 * of that player is updated (this might be a suboptimal way of 704 * of that player is updated (this might be a suboptimal way of
746 * updating that window, though, since update_object() is called _often_) 705 * updating that window, though, since update_object() is called _often_)
747 * 706 *
748 * action is a hint of what the caller believes need to be done. 707 * action is a hint of what the caller believes need to be done.
749 * For example, if the only thing that has changed is the face (due to
750 * an animation), we don't need to call update_position until that actually
751 * comes into view of a player. OTOH, many other things, like addition/removal
752 * of walls or living creatures may need us to update the flags now.
753 * current action are: 708 * current action are:
754 * UP_OBJ_INSERT: op was inserted 709 * UP_OBJ_INSERT: op was inserted
755 * UP_OBJ_REMOVE: op was removed 710 * UP_OBJ_REMOVE: op was removed
756 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 711 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
757 * as that is easier than trying to look at what may have changed. 712 * as that is easier than trying to look at what may have changed.
758 * UP_OBJ_FACE: only the objects face has changed. 713 * UP_OBJ_FACE: only the objects face has changed.
759 */ 714 */
760 715void
761void update_object(object *op, int action) { 716update_object (object *op, int action)
762 int update_now=0, flags; 717{
763 MoveType move_on, move_off, move_block, move_slow; 718 MoveType move_on, move_off, move_block, move_slow;
764 719
765 if (op == NULL) { 720 if (op == NULL)
721 {
766 /* this should never happen */ 722 /* this should never happen */
767 LOG(llevDebug,"update_object() called for NULL object.\n"); 723 LOG (llevDebug, "update_object() called for NULL object.\n");
768 return; 724 return;
769 }
770 725 }
771 if(op->env!=NULL) { 726
727 if (op->env)
728 {
772 /* Animation is currently handled by client, so nothing 729 /* Animation is currently handled by client, so nothing
773 * to do in this case. 730 * to do in this case.
774 */ 731 */
775 return; 732 return;
776 } 733 }
777 734
778 /* If the map is saving, don't do anything as everything is 735 /* If the map is saving, don't do anything as everything is
779 * going to get freed anyways. 736 * going to get freed anyways.
780 */ 737 */
781 if (!op->map || op->map->in_memory == MAP_SAVING) return; 738 if (!op->map || op->map->in_memory == MAP_SAVING)
782 739 return;
740
783 /* make sure the object is within map boundaries */ 741 /* make sure the object is within map boundaries */
784 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 742 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
785 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 743 {
786 LOG(llevError,"update_object() called for object out of map!\n"); 744 LOG (llevError, "update_object() called for object out of map!\n");
787#ifdef MANY_CORES 745#ifdef MANY_CORES
788 abort(); 746 abort ();
789#endif 747#endif
790 return; 748 return;
791 }
792 749 }
793 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
794 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
795 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
796 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
797 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
798 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
799 750
751 mapspace &m = op->ms ();
752
753 if (m.flags_ & P_NEED_UPDATE)
754 /* nop */;
800 if (action == UP_OBJ_INSERT) { 755 else if (action == UP_OBJ_INSERT)
756 {
757 // this is likely overkill, TODO: revisit (schmorp)
801 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 758 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
802 update_now=1;
803
804 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 759 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
805 update_now=1; 760 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
806 761 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
762 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
807 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 763 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
808 update_now=1; 764 || (m.move_on | op->move_on ) != m.move_on
809
810 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
811 update_now=1;
812
813 if ((move_on | op->move_on) != move_on) update_now=1;
814 if ((move_off | op->move_off) != move_off) update_now=1; 765 || (m.move_off | op->move_off ) != m.move_off
766 || (m.move_slow | op->move_slow) != m.move_slow
815 /* This isn't perfect, but I don't expect a lot of objects to 767 /* This isn't perfect, but I don't expect a lot of objects to
816 * to have move_allow right now. 768 * to have move_allow right now.
817 */ 769 */
818 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 770 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
819 update_now=1; 771 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
820 if ((move_slow | op->move_slow) != move_slow) update_now=1; 772 m.flags_ = P_NEED_UPDATE;
821 } 773 }
822 /* if the object is being removed, we can't make intelligent 774 /* if the object is being removed, we can't make intelligent
823 * decisions, because remove_ob can't really pass the object 775 * decisions, because remove_ob can't really pass the object
824 * that is being removed. 776 * that is being removed.
825 */ 777 */
826 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 778 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
827 update_now=1; 779 m.flags_ = P_NEED_UPDATE;
828 } else if (action == UP_OBJ_FACE) { 780 else if (action == UP_OBJ_FACE)
829 /* Nothing to do for that case */ 781 /* Nothing to do for that case */ ;
830 }
831 else { 782 else
832 LOG(llevError,"update_object called with invalid action: %d\n", action); 783 LOG (llevError, "update_object called with invalid action: %d\n", action);
833 }
834 784
835 if (update_now) {
836 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
837 update_position(op->map, op->x, op->y);
838 }
839
840 if(op->more!=NULL) 785 if (op->more)
841 update_object(op->more, action); 786 update_object (op->more, action);
842} 787}
843 788
789object::vector object::mortals;
790object::vector object::objects; // not yet used
791object *object::first;
792
793void object::free_mortals ()
794{
795 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
796 if ((*i)->refcnt)
797 ++i; // further delay freeing
798 else
799 {
800 delete *i;
801 mortals.erase (i);
802 }
803}
804
805object::object ()
806{
807 SET_FLAG (this, FLAG_REMOVED);
808
809 expmul = 1.0;
810 face = blank_face;
811}
812
813object::~object ()
814{
815 free_key_values (this);
816}
817
818void object::link ()
819{
820 count = ++ob_count;
821 uuid = gen_uuid ();
822
823 prev = 0;
824 next = object::first;
825
826 if (object::first)
827 object::first->prev = this;
828
829 object::first = this;
830}
831
832void object::unlink ()
833{
834 if (this == object::first)
835 object::first = next;
836
837 /* Remove this object from the list of used objects */
838 if (prev) prev->next = next;
839 if (next) next->prev = prev;
840
841 prev = 0;
842 next = 0;
843}
844
845object *object::create ()
846{
847 object *op = new object;
848 op->link ();
849 return op;
850}
844 851
845/* 852/*
846 * free_object() frees everything allocated by an object, removes 853 * free_object() frees everything allocated by an object, removes
847 * it from the list of used objects, and puts it on the list of 854 * it from the list of used objects, and puts it on the list of
848 * free objects. The IS_FREED() flag is set in the object. 855 * free objects. The IS_FREED() flag is set in the object.
849 * The object must have been removed by remove_ob() first for 856 * The object must have been removed by remove_ob() first for
850 * this function to succeed. 857 * this function to succeed.
851 * 858 *
852 * If free_inventory is set, free inventory as well. Else drop items in 859 * If destroy_inventory is set, free inventory as well. Else drop items in
853 * inventory to the ground. 860 * inventory to the ground.
854 */ 861 */
855 862void object::destroy (bool destroy_inventory)
856void
857free_object (object * ob)
858{ 863{
859 free_object2 (ob, 0);
860}
861
862void
863free_object2 (object * ob, int free_inventory)
864{
865 object *tmp, *op;
866
867 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 864 if (QUERY_FLAG (this, FLAG_FREED))
868 { 865 return;
869 LOG (llevDebug, "Free object called with non removed object\n");
870 dump_object (ob);
871#ifdef MANY_CORES
872 abort ();
873#endif
874 }
875 866
876 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 867 if (QUERY_FLAG (this, FLAG_FRIENDLY))
877 {
878 LOG (llevMonster, "Warning: tried to free friendly object.\n");
879 remove_friendly_object (ob); 868 remove_friendly_object (this);
880 }
881 869
882 if (QUERY_FLAG (ob, FLAG_FREED)) 870 if (!QUERY_FLAG (this, FLAG_REMOVED))
883 { 871 remove ();
884 dump_object (ob); 872
885 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 873 SET_FLAG (this, FLAG_FREED);
886 return; 874
875 if (more)
887 } 876 {
888 877 more->destroy (destroy_inventory);
889 if (ob->more != NULL) 878 more = 0;
890 { 879 }
891 free_object2 (ob->more, free_inventory);
892 ob->more = NULL;
893 }
894 880
895 if (ob->inv) 881 if (inv)
896 { 882 {
897 /* Only if the space blocks everything do we not process - 883 /* Only if the space blocks everything do we not process -
898 * if some form of movemnt is allowed, let objects 884 * if some form of movement is allowed, let objects
899 * drop on that space. 885 * drop on that space.
900 */ 886 */
901 if (free_inventory || ob->map == NULL 887 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
902 || ob->map->in_memory != MAP_IN_MEMORY 888 {
903 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 889 object *op = inv;
904 {
905 op = ob->inv;
906 890
907 while (op != NULL) 891 while (op)
908 { 892 {
909 tmp = op->below; 893 object *tmp = op->below;
910 remove_ob (op); 894 op->destroy (destroy_inventory);
911 free_object2 (op, free_inventory);
912 op = tmp; 895 op = tmp;
913 } 896 }
914 } 897 }
915 else 898 else
916 { /* Put objects in inventory onto this space */ 899 { /* Put objects in inventory onto this space */
917 op = ob->inv; 900 object *op = inv;
918 901
919 while (op != NULL) 902 while (op)
920 { 903 {
921 tmp = op->below; 904 object *tmp = op->below;
922 remove_ob (op);
923 905
906 op->remove ();
907
924 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 908 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
925 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 909 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
926 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 910 op->destroy ();
927 free_object (op); 911 else
928 else 912 {
929 { 913 op->x = x;
930 op->x = ob->x; 914 op->y = y;
931 op->y = ob->y;
932 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ 915 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
933 } 916 }
934 917
935 op = tmp; 918 op = tmp;
919 }
920 }
936 } 921 }
937 } 922
923 // hack to ensure that freed objects still have a valid map
924 {
925 static maptile *freed_map; // freed objects are moved here to avoid crashes
926
927 if (!freed_map)
928 {
929 freed_map = new maptile;
930
931 freed_map->name = "/internal/freed_objects_map";
932 freed_map->width = 3;
933 freed_map->height = 3;
934
935 freed_map->allocate ();
938 } 936 }
937
938 map = freed_map;
939 x = 1;
940 y = 1;
941 }
942
943 // clear those pointers that likely might have circular references to us
944 owner = 0;
945 enemy = 0;
946 attacked_by = 0;
947
948 // only relevant for players(?), but make sure of it anyways
949 contr = 0;
939 950
940 /* Remove object from the active list */ 951 /* Remove object from the active list */
941 ob->speed = 0; 952 speed = 0;
942 update_ob_speed (ob); 953 update_ob_speed (this);
943 954
944 SET_FLAG (ob, FLAG_FREED); 955 unlink ();
945 ob->count = 0;
946 956
947 /* Remove this object from the list of used objects */ 957 mortals.push_back (this);
948 if (ob->prev == NULL)
949 {
950 objects = ob->next;
951
952 if (objects != NULL)
953 objects->prev = NULL;
954 }
955 else
956 {
957 ob->prev->next = ob->next;
958
959 if (ob->next != NULL)
960 ob->next->prev = ob->prev;
961 }
962
963 free_key_values (ob);
964
965 /* Now link it with the free_objects list: */
966 ob->prev = 0;
967 ob->next = 0;
968
969 delete ob;
970} 958}
971 959
972/* 960/*
973 * sub_weight() recursively (outwards) subtracts a number from the 961 * sub_weight() recursively (outwards) subtracts a number from the
974 * weight of an object (and what is carried by it's environment(s)). 962 * weight of an object (and what is carried by it's environment(s)).
975 */ 963 */
976 964void
977void sub_weight (object *op, signed long weight) { 965sub_weight (object *op, signed long weight)
966{
978 while (op != NULL) { 967 while (op != NULL)
968 {
979 if (op->type == CONTAINER) { 969 if (op->type == CONTAINER)
980 weight=(signed long)(weight*(100-op->stats.Str)/100); 970 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
981 } 971
982 op->carrying-=weight; 972 op->carrying -= weight;
983 op = op->env; 973 op = op->env;
984 } 974 }
985} 975}
986 976
987/* remove_ob(op): 977/* op->remove ():
988 * This function removes the object op from the linked list of objects 978 * This function removes the object op from the linked list of objects
989 * which it is currently tied to. When this function is done, the 979 * which it is currently tied to. When this function is done, the
990 * object will have no environment. If the object previously had an 980 * object will have no environment. If the object previously had an
991 * environment, the x and y coordinates will be updated to 981 * environment, the x and y coordinates will be updated to
992 * the previous environment. 982 * the previous environment.
993 * Beware: This function is called from the editor as well! 983 * Beware: This function is called from the editor as well!
994 */ 984 */
995 985void
996void remove_ob(object *op) { 986object::remove ()
987{
997 object *tmp,*last=NULL; 988 object *tmp, *last = 0;
998 object *otmp; 989 object *otmp;
999 tag_t tag; 990
1000 int check_walk_off; 991 int check_walk_off;
1001 mapstruct *m;
1002 sint16 x,y;
1003
1004 992
1005 if(QUERY_FLAG(op,FLAG_REMOVED)) { 993 if (QUERY_FLAG (this, FLAG_REMOVED))
1006 dump_object(op); 994 return;
1007 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1008 995
1009 /* Changed it to always dump core in this case. As has been learned
1010 * in the past, trying to recover from errors almost always
1011 * make things worse, and this is a real error here - something
1012 * that should not happen.
1013 * Yes, if this was a mission critical app, trying to do something
1014 * to recover may make sense, but that is because failure of the app
1015 * may have other disastrous problems. Cf runs out of a script
1016 * so is easily enough restarted without any real problems.
1017 * MSW 2001-07-01
1018 */
1019 abort();
1020 }
1021 if(op->more!=NULL)
1022 remove_ob(op->more);
1023
1024 SET_FLAG(op, FLAG_REMOVED); 996 SET_FLAG (this, FLAG_REMOVED);
1025 997
998 if (more)
999 more->remove ();
1000
1026 /* 1001 /*
1027 * In this case, the object to be removed is in someones 1002 * In this case, the object to be removed is in someones
1028 * inventory. 1003 * inventory.
1029 */ 1004 */
1030 if(op->env!=NULL) { 1005 if (env)
1006 {
1031 if(op->nrof) 1007 if (nrof)
1032 sub_weight(op->env, op->weight*op->nrof); 1008 sub_weight (env, weight * nrof);
1033 else 1009 else
1034 sub_weight(op->env, op->weight+op->carrying); 1010 sub_weight (env, weight + carrying);
1035 1011
1036 /* NO_FIX_PLAYER is set when a great many changes are being 1012 /* NO_FIX_PLAYER is set when a great many changes are being
1037 * made to players inventory. If set, avoiding the call 1013 * made to players inventory. If set, avoiding the call
1038 * to save cpu time. 1014 * to save cpu time.
1039 */ 1015 */
1040 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1016 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1041 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1042 fix_player(otmp); 1017 fix_player (otmp);
1043 1018
1044 if(op->above!=NULL) 1019 if (above != NULL)
1045 op->above->below=op->below; 1020 above->below = below;
1046 else 1021 else
1047 op->env->inv=op->below; 1022 env->inv = below;
1048 1023
1049 if(op->below!=NULL) 1024 if (below != NULL)
1050 op->below->above=op->above; 1025 below->above = above;
1051 1026
1052 /* we set up values so that it could be inserted into 1027 /* we set up values so that it could be inserted into
1053 * the map, but we don't actually do that - it is up 1028 * the map, but we don't actually do that - it is up
1054 * to the caller to decide what we want to do. 1029 * to the caller to decide what we want to do.
1030 */
1031 x = env->x, y = env->y;
1032 map = env->map;
1033 above = 0, below = 0;
1034 env = 0;
1035 }
1036 else if (map)
1037 {
1038 /* Re did the following section of code - it looks like it had
1039 * lots of logic for things we no longer care about
1040 */
1041
1042 /* link the object above us */
1043 if (above)
1044 above->below = below;
1045 else
1046 map->at (x, y).top = below; /* we were top, set new top */
1047
1048 /* Relink the object below us, if there is one */
1049 if (below)
1050 below->above = above;
1051 else
1052 {
1053 /* Nothing below, which means we need to relink map object for this space
1054 * use translated coordinates in case some oddness with map tiling is
1055 * evident
1055 */ 1056 */
1056 op->x=op->env->x,op->y=op->env->y; 1057 if (GET_MAP_OB (map, x, y) != this)
1057 op->map=op->env->map; 1058 {
1058 op->above=NULL,op->below=NULL; 1059 char *dump = dump_object (this);
1059 op->env=NULL; 1060 LOG (llevError,
1061 "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);
1062 free (dump);
1063 dump = dump_object (GET_MAP_OB (map, x, y));
1064 LOG (llevError, "%s\n", dump);
1065 free (dump);
1066 }
1067
1068 map->at (x, y).bottom = above; /* goes on above it. */
1069 }
1070
1071 above = 0;
1072 below = 0;
1073
1074 if (map->in_memory == MAP_SAVING)
1060 return; 1075 return;
1061 }
1062 1076
1063 /* If we get here, we are removing it from a map */ 1077 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1064 if (op->map == NULL) return;
1065 1078
1066 x = op->x; 1079 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1067 y = op->y; 1080 {
1068 m = get_map_from_coord(op->map, &x, &y); 1081 /* No point updating the players look faces if he is the object
1069 1082 * being removed.
1070 if (!m) {
1071 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1072 op->map->path, op->x, op->y);
1073 /* in old days, we used to set x and y to 0 and continue.
1074 * it seems if we get into this case, something is probablye
1075 * screwed up and should be fixed.
1076 */ 1083 */
1077 abort();
1078 }
1079 if (op->map != m) {
1080 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1081 op->map->path, m->path, op->x, op->y, x, y);
1082 }
1083 1084
1084 /* Re did the following section of code - it looks like it had 1085 if (tmp->type == PLAYER && tmp != this)
1085 * lots of logic for things we no longer care about 1086 {
1086 */ 1087 /* If a container that the player is currently using somehow gets
1087 1088 * removed (most likely destroyed), update the player view
1088 /* link the object above us */ 1089 * appropriately.
1089 if (op->above)
1090 op->above->below=op->below;
1091 else
1092 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1093
1094 /* Relink the object below us, if there is one */
1095 if(op->below) {
1096 op->below->above=op->above;
1097 } else {
1098 /* Nothing below, which means we need to relink map object for this space
1099 * use translated coordinates in case some oddness with map tiling is
1100 * evident
1101 */ 1090 */
1102 if(GET_MAP_OB(m,x,y)!=op) { 1091 if (tmp->container == this)
1103 dump_object(op); 1092 {
1104 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1093 CLEAR_FLAG (this, FLAG_APPLIED);
1105 dump_object(GET_MAP_OB(m,x,y)); 1094 tmp->container = 0;
1106 LOG(llevError,"%s\n",errmsg); 1095 }
1096
1097 tmp->contr->socket->floorbox_update ();
1098 }
1099
1100 /* See if player moving off should effect something */
1101 if (check_walk_off
1102 && ((move_type & tmp->move_off)
1103 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1104 {
1105 move_apply (tmp, this, 0);
1106
1107 if (destroyed ())
1108 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1109 }
1110
1111 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1112
1113 if (tmp->above == tmp)
1114 tmp->above = 0;
1115
1116 last = tmp;
1107 } 1117 }
1108 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1109 }
1110 op->above=NULL;
1111 op->below=NULL;
1112 1118
1113 if (op->map->in_memory == MAP_SAVING)
1114 return;
1115
1116 tag = op->count;
1117 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1118 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1119 /* No point updating the players look faces if he is the object
1120 * being removed.
1121 */
1122
1123 if(tmp->type==PLAYER && tmp!=op) {
1124 /* If a container that the player is currently using somehow gets
1125 * removed (most likely destroyed), update the player view
1126 * appropriately.
1127 */
1128 if (tmp->container==op) {
1129 CLEAR_FLAG(op, FLAG_APPLIED);
1130 tmp->container=NULL;
1131 }
1132 tmp->contr->socket.update_look=1;
1133 }
1134 /* See if player moving off should effect something */
1135 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1136 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1137
1138 move_apply(tmp, op, NULL);
1139 if (was_destroyed (op, tag)) {
1140 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1141 "leaving object\n", &tmp->name, &tmp->arch->name);
1142 }
1143 }
1144
1145 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1146
1147 if(tmp->above == tmp)
1148 tmp->above = NULL;
1149 last=tmp;
1150 }
1151 /* last == NULL of there are no objects on this space */ 1119 /* last == NULL of there are no objects on this space */
1152 if (last==NULL) { 1120 if (!last)
1153 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1121 map->at (x, y).flags_ = P_NEED_UPDATE;
1154 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1155 * those out anyways, and if there are any flags set right now, they won't
1156 * be correct anyways.
1157 */
1158 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1159 update_position(op->map, op->x, op->y);
1160 }
1161 else 1122 else
1162 update_object(last, UP_OBJ_REMOVE); 1123 update_object (last, UP_OBJ_REMOVE);
1163 1124
1164 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1125 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1165 update_all_los(op->map, op->x, op->y); 1126 update_all_los (map, x, y);
1166 1127 }
1167} 1128}
1168 1129
1169/* 1130/*
1170 * merge_ob(op,top): 1131 * merge_ob(op,top):
1171 * 1132 *
1172 * This function goes through all objects below and including top, and 1133 * This function goes through all objects below and including top, and
1173 * merges op to the first matching object. 1134 * merges op to the first matching object.
1174 * If top is NULL, it is calculated. 1135 * If top is NULL, it is calculated.
1175 * Returns pointer to object if it succeded in the merge, otherwise NULL 1136 * Returns pointer to object if it succeded in the merge, otherwise NULL
1176 */ 1137 */
1177 1138object *
1178object *merge_ob(object *op, object *top) { 1139merge_ob (object *op, object *top)
1140{
1179 if(!op->nrof) 1141 if (!op->nrof)
1180 return 0; 1142 return 0;
1143
1181 if(top==NULL) 1144 if (top == NULL)
1182 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1145 for (top = op; top != NULL && top->above != NULL; top = top->above);
1146
1183 for(;top!=NULL;top=top->below) { 1147 for (; top != NULL; top = top->below)
1148 {
1184 if(top==op) 1149 if (top == op)
1185 continue; 1150 continue;
1186 if (CAN_MERGE(op,top)) 1151
1187 { 1152 if (object::can_merge (op, top))
1153 {
1188 top->nrof+=op->nrof; 1154 top->nrof += op->nrof;
1155
1189/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1156/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1190 op->weight = 0; /* Don't want any adjustements now */ 1157 op->weight = 0; /* Don't want any adjustements now */
1191 remove_ob(op); 1158 op->destroy ();
1192 free_object(op);
1193 return top; 1159 return top;
1194 } 1160 }
1195 } 1161 }
1162
1196 return NULL; 1163 return 0;
1197} 1164}
1198 1165
1199/* 1166/*
1200 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1167 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1201 * job preparing multi-part monsters 1168 * job preparing multi-part monsters
1202 */ 1169 */
1170object *
1203object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1171insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1172{
1204 object* tmp; 1173 object *tmp;
1174
1205 if (op->head) 1175 if (op->head)
1206 op=op->head; 1176 op = op->head;
1177
1207 for (tmp=op;tmp;tmp=tmp->more){ 1178 for (tmp = op; tmp; tmp = tmp->more)
1179 {
1208 tmp->x=x+tmp->arch->clone.x; 1180 tmp->x = x + tmp->arch->clone.x;
1209 tmp->y=y+tmp->arch->clone.y; 1181 tmp->y = y + tmp->arch->clone.y;
1210 } 1182 }
1183
1211 return insert_ob_in_map (op, m, originator, flag); 1184 return insert_ob_in_map (op, m, originator, flag);
1212} 1185}
1213 1186
1214/* 1187/*
1215 * insert_ob_in_map (op, map, originator, flag): 1188 * insert_ob_in_map (op, map, originator, flag):
1216 * This function inserts the object in the two-way linked list 1189 * This function inserts the object in the two-way linked list
1230 * new object if 'op' was merged with other object 1203 * new object if 'op' was merged with other object
1231 * NULL if 'op' was destroyed 1204 * NULL if 'op' was destroyed
1232 * just 'op' otherwise 1205 * just 'op' otherwise
1233 */ 1206 */
1234 1207
1208object *
1235object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1209insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1210{
1237 object *tmp, *top, *floor=NULL; 1211 object *tmp, *top, *floor = NULL;
1238 sint16 x,y; 1212 sint16 x, y;
1239 1213
1240 if (QUERY_FLAG (op, FLAG_FREED)) { 1214 if (QUERY_FLAG (op, FLAG_FREED))
1215 {
1241 LOG (llevError, "Trying to insert freed object!\n"); 1216 LOG (llevError, "Trying to insert freed object!\n");
1217 return NULL;
1218 }
1219
1220 if (m == NULL)
1221 {
1222 char *dump = dump_object (op);
1223 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1224 free (dump);
1225 return op;
1226 }
1227
1228 if (out_of_map (m, op->x, op->y))
1229 {
1230 char *dump = dump_object (op);
1231 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1232#ifdef MANY_CORES
1233 /* Better to catch this here, as otherwise the next use of this object
1234 * is likely to cause a crash. Better to find out where it is getting
1235 * improperly inserted.
1236 */
1237 abort ();
1238#endif
1239 free (dump);
1240 return op;
1241 }
1242
1243 if (!QUERY_FLAG (op, FLAG_REMOVED))
1244 {
1245 char *dump = dump_object (op);
1246 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1247 free (dump);
1248 return op;
1249 }
1250
1251 if (op->more != NULL)
1252 {
1253 /* The part may be on a different map. */
1254
1255 object *more = op->more;
1256
1257 /* We really need the caller to normalize coordinates - if
1258 * we set the map, that doesn't work if the location is within
1259 * a map and this is straddling an edge. So only if coordinate
1260 * is clear wrong do we normalize it.
1261 */
1262 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1263 more->map = get_map_from_coord (m, &more->x, &more->y);
1264 else if (!more->map)
1265 {
1266 /* For backwards compatibility - when not dealing with tiled maps,
1267 * more->map should always point to the parent.
1268 */
1269 more->map = m;
1270 }
1271
1272 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1273 {
1274 if (!op->head)
1275 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1276
1277 return NULL;
1278 }
1279 }
1280
1281 CLEAR_FLAG (op, FLAG_REMOVED);
1282
1283 /* Ideally, the caller figures this out. However, it complicates a lot
1284 * of areas of callers (eg, anything that uses find_free_spot would now
1285 * need extra work
1286 */
1287 op->map = get_map_from_coord (m, &op->x, &op->y);
1288 x = op->x;
1289 y = op->y;
1290
1291 /* this has to be done after we translate the coordinates.
1292 */
1293 if (op->nrof && !(flag & INS_NO_MERGE))
1294 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1295 if (object::can_merge (op, tmp))
1296 {
1297 op->nrof += tmp->nrof;
1298 tmp->destroy ();
1299 }
1300
1301 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1302 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1303
1304 if (!QUERY_FLAG (op, FLAG_ALIVE))
1305 CLEAR_FLAG (op, FLAG_NO_STEAL);
1306
1307 if (flag & INS_BELOW_ORIGINATOR)
1308 {
1309 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1310 {
1311 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1312 abort ();
1313 }
1314
1315 op->above = originator;
1316 op->below = originator->below;
1317
1318 if (op->below)
1319 op->below->above = op;
1320 else
1321 op->ms ().bottom = op;
1322
1323 /* since *below* originator, no need to update top */
1324 originator->below = op;
1325 }
1326 else
1327 {
1328 /* If there are other objects, then */
1329 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1330 {
1331 object *last = NULL;
1332
1333 /*
1334 * If there are multiple objects on this space, we do some trickier handling.
1335 * We've already dealt with merging if appropriate.
1336 * Generally, we want to put the new object on top. But if
1337 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1338 * floor, we want to insert above that and no further.
1339 * Also, if there are spell objects on this space, we stop processing
1340 * once we get to them. This reduces the need to traverse over all of
1341 * them when adding another one - this saves quite a bit of cpu time
1342 * when lots of spells are cast in one area. Currently, it is presumed
1343 * that flying non pickable objects are spell objects.
1344 */
1345
1346 while (top != NULL)
1347 {
1348 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1349 floor = top;
1350
1351 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1352 {
1353 /* We insert above top, so we want this object below this */
1354 top = top->below;
1355 break;
1356 }
1357
1358 last = top;
1359 top = top->above;
1360 }
1361
1362 /* Don't want top to be NULL, so set it to the last valid object */
1363 top = last;
1364
1365 /* We let update_position deal with figuring out what the space
1366 * looks like instead of lots of conditions here.
1367 * makes things faster, and effectively the same result.
1368 */
1369
1370 /* Have object 'fall below' other objects that block view.
1371 * Unless those objects are exits, type 66
1372 * If INS_ON_TOP is used, don't do this processing
1373 * Need to find the object that in fact blocks view, otherwise
1374 * stacking is a bit odd.
1375 */
1376 if (!(flag & INS_ON_TOP) &&
1377 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1378 {
1379 for (last = top; last != floor; last = last->below)
1380 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1381 break;
1382 /* Check to see if we found the object that blocks view,
1383 * and make sure we have a below pointer for it so that
1384 * we can get inserted below this one, which requires we
1385 * set top to the object below us.
1386 */
1387 if (last && last->below && last != floor)
1388 top = last->below;
1389 }
1390 } /* If objects on this space */
1391
1392 if (flag & INS_MAP_LOAD)
1393 top = GET_MAP_TOP (op->map, op->x, op->y);
1394
1395 if (flag & INS_ABOVE_FLOOR_ONLY)
1396 top = floor;
1397
1398 /* Top is the object that our object (op) is going to get inserted above.
1399 */
1400
1401 /* First object on this space */
1402 if (!top)
1403 {
1404 op->above = GET_MAP_OB (op->map, op->x, op->y);
1405
1406 if (op->above)
1407 op->above->below = op;
1408
1409 op->below = NULL;
1410 op->ms ().bottom = op;
1411 }
1412 else
1413 { /* get inserted into the stack above top */
1414 op->above = top->above;
1415
1416 if (op->above)
1417 op->above->below = op;
1418
1419 op->below = top;
1420 top->above = op;
1421 }
1422
1423 if (op->above == NULL)
1424 op->ms ().top = 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 if (object *pl = op->ms ().player ())
1435 pl->contr->socket->floorbox_update ();
1436
1437 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really
1439 * an inefficient way to do this, as it means los for all players
1440 * on the map will get recalculated. The players could very well
1441 * be far away from this change and not affected in any way -
1442 * this should get redone to only look for players within range,
1443 * or just updating the P_NEED_UPDATE for spaces within this area
1444 * of effect may be sufficient.
1445 */
1446 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1447 update_all_los (op->map, op->x, op->y);
1448
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object (op, UP_OBJ_INSERT);
1451
1452 /* Don't know if moving this to the end will break anything. However,
1453 * we want to have floorbox_update called before calling this.
1454 *
1455 * check_move_on() must be after this because code called from
1456 * check_move_on() depends on correct map flags (so functions like
1457 * blocked() and wall() work properly), and these flags are updated by
1458 * update_object().
1459 */
1460
1461 /* if this is not the head or flag has been passed, don't check walk on status */
1462 if (!(flag & INS_NO_WALK_ON) && !op->head)
1463 {
1464 if (check_move_on (op, originator))
1242 return NULL; 1465 return NULL;
1243 }
1244 if(m==NULL) {
1245 dump_object(op);
1246 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1247 return op;
1248 }
1249 if(out_of_map(m,op->x,op->y)) {
1250 dump_object(op);
1251 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1252#ifdef MANY_CORES
1253 /* Better to catch this here, as otherwise the next use of this object
1254 * is likely to cause a crash. Better to find out where it is getting
1255 * improperly inserted.
1256 */
1257 abort();
1258#endif
1259 return op;
1260 }
1261 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1262 dump_object(op);
1263 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1264 return op;
1265 }
1266 if(op->more!=NULL) {
1267 /* The part may be on a different map. */
1268 1466
1269 object *more = op->more;
1270
1271 /* We really need the caller to normalize coordinates - if
1272 * we set the map, that doesn't work if the location is within
1273 * a map and this is straddling an edge. So only if coordinate
1274 * is clear wrong do we normalize it.
1275 */
1276 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1277 more->map = get_map_from_coord(m, &more->x, &more->y);
1278 } else if (!more->map) {
1279 /* For backwards compatibility - when not dealing with tiled maps,
1280 * more->map should always point to the parent.
1281 */
1282 more->map = m;
1283 }
1284
1285 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1286 if ( ! op->head)
1287 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1288 return NULL;
1289 }
1290 }
1291 CLEAR_FLAG(op,FLAG_REMOVED);
1292
1293 /* Ideally, the caller figures this out. However, it complicates a lot
1294 * of areas of callers (eg, anything that uses find_free_spot would now
1295 * need extra work
1296 */
1297 op->map=get_map_from_coord(m, &op->x, &op->y);
1298 x = op->x;
1299 y = op->y;
1300
1301 /* this has to be done after we translate the coordinates.
1302 */
1303 if(op->nrof && !(flag & INS_NO_MERGE)) {
1304 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1305 if (CAN_MERGE(op,tmp)) {
1306 op->nrof+=tmp->nrof;
1307 remove_ob(tmp);
1308 free_object(tmp);
1309 }
1310 }
1311
1312 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1313 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1314 if (!QUERY_FLAG(op, FLAG_ALIVE))
1315 CLEAR_FLAG(op, FLAG_NO_STEAL);
1316
1317 if (flag & INS_BELOW_ORIGINATOR) {
1318 if (originator->map != op->map || originator->x != op->x ||
1319 originator->y != op->y) {
1320 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1321 abort();
1322 }
1323 op->above = originator;
1324 op->below = originator->below;
1325 if (op->below) op->below->above = op;
1326 else SET_MAP_OB(op->map, op->x, op->y, op);
1327 /* since *below* originator, no need to update top */
1328 originator->below = op;
1329 } else {
1330 /* If there are other objects, then */
1331 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1332 object *last=NULL;
1333 /*
1334 * If there are multiple objects on this space, we do some trickier handling.
1335 * We've already dealt with merging if appropriate.
1336 * Generally, we want to put the new object on top. But if
1337 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1338 * floor, we want to insert above that and no further.
1339 * Also, if there are spell objects on this space, we stop processing
1340 * once we get to them. This reduces the need to traverse over all of
1341 * them when adding another one - this saves quite a bit of cpu time
1342 * when lots of spells are cast in one area. Currently, it is presumed
1343 * that flying non pickable objects are spell objects.
1344 */
1345
1346 while (top != NULL) {
1347 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1348 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1349 if (QUERY_FLAG(top, FLAG_NO_PICK)
1350 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1351 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1352 {
1353 /* We insert above top, so we want this object below this */
1354 top=top->below;
1355 break;
1356 }
1357 last = top;
1358 top = top->above;
1359 }
1360 /* Don't want top to be NULL, so set it to the last valid object */
1361 top = last;
1362
1363 /* We let update_position deal with figuring out what the space
1364 * looks like instead of lots of conditions here.
1365 * makes things faster, and effectively the same result.
1366 */
1367
1368 /* Have object 'fall below' other objects that block view.
1369 * Unless those objects are exits, type 66
1370 * If INS_ON_TOP is used, don't do this processing
1371 * Need to find the object that in fact blocks view, otherwise
1372 * stacking is a bit odd.
1373 */
1374 if (!(flag & INS_ON_TOP) &&
1375 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1376 (op->face && !op->face->visibility)) {
1377 for (last=top; last != floor; last=last->below)
1378 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1379 /* Check to see if we found the object that blocks view,
1380 * and make sure we have a below pointer for it so that
1381 * we can get inserted below this one, which requires we
1382 * set top to the object below us.
1383 */
1384 if (last && last->below && last != floor) top=last->below;
1385 }
1386 } /* If objects on this space */
1387 if (flag & INS_MAP_LOAD)
1388 top = GET_MAP_TOP(op->map,op->x,op->y);
1389 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1390
1391 /* Top is the object that our object (op) is going to get inserted above.
1392 */
1393
1394 /* First object on this space */
1395 if (!top) {
1396 op->above = GET_MAP_OB(op->map, op->x, op->y);
1397 if (op->above) op->above->below = op;
1398 op->below = NULL;
1399 SET_MAP_OB(op->map, op->x, op->y, op);
1400 } else { /* get inserted into the stack above top */
1401 op->above = top->above;
1402 if (op->above) op->above->below = op;
1403 op->below = top;
1404 top->above = op;
1405 }
1406 if (op->above==NULL)
1407 SET_MAP_TOP(op->map,op->x, op->y, op);
1408 } /* else not INS_BELOW_ORIGINATOR */
1409
1410 if(op->type==PLAYER)
1411 op->contr->do_los=1;
1412
1413 /* If we have a floor, we know the player, if any, will be above
1414 * it, so save a few ticks and start from there.
1415 */
1416 if (!(flag & INS_MAP_LOAD))
1417 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1418 if (tmp->type == PLAYER)
1419 tmp->contr->socket.update_look=1;
1420 }
1421
1422 /* If this object glows, it may affect lighting conditions that are
1423 * visible to others on this map. But update_all_los is really
1424 * an inefficient way to do this, as it means los for all players
1425 * on the map will get recalculated. The players could very well
1426 * be far away from this change and not affected in any way -
1427 * this should get redone to only look for players within range,
1428 * or just updating the P_NEED_UPDATE for spaces within this area
1429 * of effect may be sufficient.
1430 */
1431 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1432 update_all_los(op->map, op->x, op->y);
1433
1434
1435 /* updates flags (blocked, alive, no magic, etc) for this map space */
1436 update_object(op,UP_OBJ_INSERT);
1437
1438
1439 /* Don't know if moving this to the end will break anything. However,
1440 * we want to have update_look set above before calling this.
1441 *
1442 * check_move_on() must be after this because code called from
1443 * check_move_on() depends on correct map flags (so functions like
1444 * blocked() and wall() work properly), and these flags are updated by
1445 * update_object().
1446 */
1447
1448 /* if this is not the head or flag has been passed, don't check walk on status */
1449
1450 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1451 if (check_move_on(op, originator))
1452 return NULL;
1453
1454 /* If we are a multi part object, lets work our way through the check 1467 /* If we are a multi part object, lets work our way through the check
1455 * walk on's. 1468 * walk on's.
1456 */ 1469 */
1457 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1470 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1458 if (check_move_on (tmp, originator)) 1471 if (check_move_on (tmp, originator))
1459 return NULL; 1472 return NULL;
1460 } 1473 }
1474
1461 return op; 1475 return op;
1462} 1476}
1463 1477
1464/* this function inserts an object in the map, but if it 1478/* this function inserts an object in the map, but if it
1465 * finds an object of its own type, it'll remove that one first. 1479 * finds an object of its own type, it'll remove that one first.
1466 * op is the object to insert it under: supplies x and the map. 1480 * op is the object to insert it under: supplies x and the map.
1467 */ 1481 */
1482void
1468void replace_insert_ob_in_map(const char *arch_string, object *op) { 1483replace_insert_ob_in_map (const char *arch_string, object *op)
1469 object *tmp; 1484{
1470 object *tmp1; 1485 object *tmp, *tmp1;
1471 1486
1472 /* first search for itself and remove any old instances */ 1487 /* first search for itself and remove any old instances */
1473 1488
1474 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1489 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1475 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1490 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1476 remove_ob(tmp); 1491 tmp->destroy ();
1477 free_object(tmp);
1478 }
1479 }
1480 1492
1481 tmp1=arch_to_object(find_archetype(arch_string)); 1493 tmp1 = arch_to_object (archetype::find (arch_string));
1482 1494
1483 1495 tmp1->x = op->x;
1484 tmp1->x = op->x; tmp1->y = op->y; 1496 tmp1->y = op->y;
1485 insert_ob_in_map(tmp1,op->map,op,0); 1497 insert_ob_in_map (tmp1, op->map, op, 0);
1486} 1498}
1487 1499
1488/* 1500/*
1489 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1501 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1490 * is returned contains nr objects, and the remaining parts contains 1502 * is returned contains nr objects, and the remaining parts contains
1491 * the rest (or is removed and freed if that number is 0). 1503 * the rest (or is removed and freed if that number is 0).
1492 * On failure, NULL is returned, and the reason put into the 1504 * On failure, NULL is returned, and the reason put into the
1493 * global static errmsg array. 1505 * global static errmsg array.
1494 */ 1506 */
1495 1507
1508object *
1496object *get_split_ob(object *orig_ob, uint32 nr) { 1509get_split_ob (object *orig_ob, uint32 nr)
1510{
1497 object *newob; 1511 object *newob;
1498 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1499 1513
1500 if(orig_ob->nrof<nr) { 1514 if (orig_ob->nrof < nr)
1501 sprintf(errmsg,"There are only %d %ss.", 1515 {
1502 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1516 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1503 return NULL; 1517 return NULL;
1504 } 1518 }
1519
1505 newob = object_create_clone(orig_ob); 1520 newob = object_create_clone (orig_ob);
1521
1506 if((orig_ob->nrof-=nr)<1) { 1522 if ((orig_ob->nrof -= nr) < 1)
1507 if ( ! is_removed) 1523 orig_ob->destroy (1);
1508 remove_ob(orig_ob);
1509 free_object2(orig_ob, 1);
1510 }
1511 else if ( ! is_removed) { 1524 else if (!is_removed)
1525 {
1512 if(orig_ob->env!=NULL) 1526 if (orig_ob->env != NULL)
1513 sub_weight (orig_ob->env,orig_ob->weight*nr); 1527 sub_weight (orig_ob->env, orig_ob->weight * nr);
1514 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1528 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1529 {
1515 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1530 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1516 LOG(llevDebug,
1517 "Error, Tried to split object whose map is not in memory.\n"); 1531 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1518 return NULL; 1532 return NULL;
1519 } 1533 }
1520 } 1534 }
1535
1521 newob->nrof=nr; 1536 newob->nrof = nr;
1522 1537
1523 return newob; 1538 return newob;
1524} 1539}
1525 1540
1526/* 1541/*
1527 * decrease_ob_nr(object, number) decreases a specified number from 1542 * decrease_ob_nr(object, number) decreases a specified number from
1528 * the amount of an object. If the amount reaches 0, the object 1543 * the amount of an object. If the amount reaches 0, the object
1529 * is subsequently removed and freed. 1544 * is subsequently removed and freed.
1530 * 1545 *
1531 * Return value: 'op' if something is left, NULL if the amount reached 0 1546 * Return value: 'op' if something is left, NULL if the amount reached 0
1532 */ 1547 */
1533 1548
1549object *
1534object *decrease_ob_nr (object *op, uint32 i) 1550decrease_ob_nr (object *op, uint32 i)
1535{ 1551{
1536 object *tmp; 1552 object *tmp;
1537 player *pl; 1553 player *pl;
1538 1554
1539 if (i == 0) /* objects with op->nrof require this check */ 1555 if (i == 0) /* objects with op->nrof require this check */
1540 return op; 1556 return op;
1541 1557
1542 if (i > op->nrof) 1558 if (i > op->nrof)
1543 i = op->nrof; 1559 i = op->nrof;
1544 1560
1545 if (QUERY_FLAG (op, FLAG_REMOVED)) 1561 if (QUERY_FLAG (op, FLAG_REMOVED))
1562 op->nrof -= i;
1563 else if (op->env)
1564 {
1565 /* is this object in the players inventory, or sub container
1566 * therein?
1567 */
1568 tmp = op->in_player ();
1569 /* nope. Is this a container the player has opened?
1570 * If so, set tmp to that player.
1571 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player.
1574 */
1575 if (!tmp)
1576 {
1577 for (pl = first_player; pl; pl = pl->next)
1578 if (pl->ob->container == op->env)
1579 {
1580 tmp = pl->ob;
1581 break;
1582 }
1583 }
1584
1585 if (i < op->nrof)
1586 {
1587 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i;
1589 if (tmp)
1590 esrv_send_item (tmp, op);
1591 }
1592 else
1593 {
1594 op->remove ();
1595 op->nrof = 0;
1596 if (tmp)
1597 esrv_del_item (tmp->contr, op->count);
1598 }
1546 { 1599 }
1600 else
1601 {
1602 object *above = op->above;
1603
1604 if (i < op->nrof)
1547 op->nrof -= i; 1605 op->nrof -= i;
1548 } 1606 else
1549 else if (op->env != NULL)
1550 {
1551 /* is this object in the players inventory, or sub container
1552 * therein?
1553 */ 1607 {
1554 tmp = is_player_inv (op->env); 1608 op->remove ();
1555 /* nope. Is this a container the player has opened? 1609 op->nrof = 0;
1556 * If so, set tmp to that player.
1557 * IMO, searching through all the players will mostly
1558 * likely be quicker than following op->env to the map,
1559 * and then searching the map for a player.
1560 */
1561 if (!tmp) {
1562 for (pl=first_player; pl; pl=pl->next)
1563 if (pl->ob->container == op->env) break;
1564 if (pl) tmp=pl->ob;
1565 else tmp=NULL;
1566 } 1610 }
1567 1611
1568 if (i < op->nrof) {
1569 sub_weight (op->env, op->weight * i);
1570 op->nrof -= i;
1571 if (tmp) {
1572 esrv_send_item(tmp, op);
1573 }
1574 } else {
1575 remove_ob (op);
1576 op->nrof = 0;
1577 if (tmp) {
1578 esrv_del_item(tmp->contr, op->count);
1579 }
1580 }
1581 }
1582 else
1583 {
1584 object *above = op->above;
1585
1586 if (i < op->nrof) {
1587 op->nrof -= i;
1588 } else {
1589 remove_ob (op);
1590 op->nrof = 0;
1591 }
1592 /* Since we just removed op, op->above is null */ 1612 /* Since we just removed op, op->above is null */
1593 for (tmp = above; tmp != NULL; tmp = tmp->above) 1613 for (tmp = above; tmp; tmp = tmp->above)
1594 if (tmp->type == PLAYER) { 1614 if (tmp->type == PLAYER)
1615 {
1595 if (op->nrof) 1616 if (op->nrof)
1596 esrv_send_item(tmp, op); 1617 esrv_send_item (tmp, op);
1597 else 1618 else
1598 esrv_del_item(tmp->contr, op->count); 1619 esrv_del_item (tmp->contr, op->count);
1599 } 1620 }
1600 } 1621 }
1601 1622
1602 if (op->nrof) { 1623 if (op->nrof)
1603 return op; 1624 return op;
1604 } else { 1625 else
1605 free_object (op); 1626 {
1627 op->destroy ();
1606 return NULL; 1628 return 0;
1607 } 1629 }
1608} 1630}
1609 1631
1610/* 1632/*
1611 * add_weight(object, weight) adds the specified weight to an object, 1633 * add_weight(object, weight) adds the specified weight to an object,
1612 * and also updates how much the environment(s) is/are carrying. 1634 * and also updates how much the environment(s) is/are carrying.
1613 */ 1635 */
1614 1636
1637void
1615void add_weight (object *op, signed long weight) { 1638add_weight (object *op, signed long weight)
1639{
1616 while (op!=NULL) { 1640 while (op != NULL)
1641 {
1617 if (op->type == CONTAINER) { 1642 if (op->type == CONTAINER)
1618 weight=(signed long)(weight*(100-op->stats.Str)/100); 1643 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1619 } 1644
1620 op->carrying+=weight; 1645 op->carrying += weight;
1621 op=op->env; 1646 op = op->env;
1622 } 1647 }
1623} 1648}
1624 1649
1650object *
1651insert_ob_in_ob (object *op, object *where)
1652{
1653 if (!where)
1654 {
1655 char *dump = dump_object (op);
1656 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1657 free (dump);
1658 return op;
1659 }
1660
1661 if (where->head)
1662 {
1663 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1664 where = where->head;
1665 }
1666
1667 return where->insert (op);
1668}
1669
1625/* 1670/*
1626 * insert_ob_in_ob(op,environment): 1671 * env->insert (op)
1627 * This function inserts the object op in the linked list 1672 * This function inserts the object op in the linked list
1628 * inside the object environment. 1673 * inside the object environment.
1629 * 1674 *
1630 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1631 * the inventory at the last position or next to other objects of the same
1632 * type.
1633 * Frank: Now sorted by type, archetype and magic!
1634 *
1635 * The function returns now pointer to inserted item, and return value can 1675 * The function returns now pointer to inserted item, and return value can
1636 * be != op, if items are merged. -Tero 1676 * be != op, if items are merged. -Tero
1637 */ 1677 */
1638 1678
1639object *insert_ob_in_ob(object *op,object *where) { 1679object *
1680object::insert (object *op)
1681{
1640 object *tmp, *otmp; 1682 object *tmp, *otmp;
1641 1683
1642 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1684 if (!QUERY_FLAG (op, FLAG_REMOVED))
1643 dump_object(op); 1685 op->remove ();
1644 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1686
1645 return op;
1646 }
1647 if(where==NULL) {
1648 dump_object(op);
1649 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1650 return op;
1651 }
1652 if (where->head) {
1653 LOG(llevDebug,
1654 "Warning: Tried to insert object wrong part of multipart object.\n");
1655 where = where->head;
1656 }
1657 if (op->more) { 1687 if (op->more)
1688 {
1658 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1689 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1659 &op->name, op->count);
1660 return op; 1690 return op;
1661 } 1691 }
1692
1662 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1693 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1663 CLEAR_FLAG(op, FLAG_REMOVED); 1694 CLEAR_FLAG (op, FLAG_REMOVED);
1664 if(op->nrof) { 1695 if (op->nrof)
1696 {
1665 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1697 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1666 if ( CAN_MERGE(tmp,op) ) { 1698 if (object::can_merge (tmp, op))
1699 {
1667 /* return the original object and remove inserted object 1700 /* return the original object and remove inserted object
1668 (client needs the original object) */ 1701 (client needs the original object) */
1669 tmp->nrof += op->nrof; 1702 tmp->nrof += op->nrof;
1670 /* Weight handling gets pretty funky. Since we are adding to 1703 /* Weight handling gets pretty funky. Since we are adding to
1671 * tmp->nrof, we need to increase the weight. 1704 * tmp->nrof, we need to increase the weight.
1672 */ 1705 */
1673 add_weight (where, op->weight*op->nrof); 1706 add_weight (this, op->weight * op->nrof);
1674 SET_FLAG(op, FLAG_REMOVED); 1707 SET_FLAG (op, FLAG_REMOVED);
1675 free_object(op); /* free the inserted object */ 1708 op->destroy (); /* free the inserted object */
1676 op = tmp; 1709 op = tmp;
1677 remove_ob (op); /* and fix old object's links */ 1710 op->remove (); /* and fix old object's links */
1678 CLEAR_FLAG(op, FLAG_REMOVED); 1711 CLEAR_FLAG (op, FLAG_REMOVED);
1679 break; 1712 break;
1680 } 1713 }
1681 1714
1682 /* I assume combined objects have no inventory 1715 /* I assume combined objects have no inventory
1683 * We add the weight - this object could have just been removed 1716 * We add the weight - this object could have just been removed
1684 * (if it was possible to merge). calling remove_ob will subtract 1717 * (if it was possible to merge). calling remove_ob will subtract
1685 * the weight, so we need to add it in again, since we actually do 1718 * the weight, so we need to add it in again, since we actually do
1686 * the linking below 1719 * the linking below
1687 */ 1720 */
1688 add_weight (where, op->weight*op->nrof); 1721 add_weight (this, op->weight * op->nrof);
1722 }
1689 } else 1723 else
1690 add_weight (where, (op->weight+op->carrying)); 1724 add_weight (this, (op->weight + op->carrying));
1691 1725
1692 otmp=is_player_inv(where); 1726 otmp = this->in_player ();
1693 if (otmp&&otmp->contr!=NULL) { 1727 if (otmp && otmp->contr)
1694 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1728 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1695 fix_player(otmp); 1729 fix_player (otmp);
1696 }
1697 1730
1698 op->map=NULL; 1731 op->map = 0;
1699 op->env=where; 1732 op->env = this;
1700 op->above=NULL; 1733 op->above = 0;
1701 op->below=NULL; 1734 op->below = 0;
1702 op->x=0,op->y=0; 1735 op->x = 0, op->y = 0;
1703 1736
1704 /* reset the light list and los of the players on the map */ 1737 /* reset the light list and los of the players on the map */
1705 if((op->glow_radius!=0)&&where->map) 1738 if ((op->glow_radius != 0) && map)
1706 { 1739 {
1707#ifdef DEBUG_LIGHTS 1740#ifdef DEBUG_LIGHTS
1708 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1741 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1709 op->name);
1710#endif /* DEBUG_LIGHTS */ 1742#endif /* DEBUG_LIGHTS */
1711 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1743 if (MAP_DARKNESS (map))
1744 update_all_los (map, x, y);
1712 } 1745 }
1713 1746
1714 /* Client has no idea of ordering so lets not bother ordering it here. 1747 /* Client has no idea of ordering so lets not bother ordering it here.
1715 * It sure simplifies this function... 1748 * It sure simplifies this function...
1716 */ 1749 */
1717 if (where->inv==NULL) 1750 if (!inv)
1718 where->inv=op; 1751 inv = op;
1719 else { 1752 else
1753 {
1720 op->below = where->inv; 1754 op->below = inv;
1721 op->below->above = op; 1755 op->below->above = op;
1722 where->inv = op; 1756 inv = op;
1723 } 1757 }
1758
1724 return op; 1759 return op;
1725} 1760}
1726 1761
1727/* 1762/*
1728 * Checks if any objects has a move_type that matches objects 1763 * Checks if any objects has a move_type that matches objects
1743 * MSW 2001-07-08: Check all objects on space, not just those below 1778 * MSW 2001-07-08: Check all objects on space, not just those below
1744 * object being inserted. insert_ob_in_map may not put new objects 1779 * object being inserted. insert_ob_in_map may not put new objects
1745 * on top. 1780 * on top.
1746 */ 1781 */
1747 1782
1783int
1748int check_move_on (object *op, object *originator) 1784check_move_on (object *op, object *originator)
1749{ 1785{
1750 object *tmp; 1786 object *tmp;
1751 tag_t tag;
1752 mapstruct *m=op->map; 1787 maptile *m = op->map;
1753 int x=op->x, y=op->y; 1788 int x = op->x, y = op->y;
1789
1754 MoveType move_on, move_slow, move_block; 1790 MoveType move_on, move_slow, move_block;
1755 1791
1756 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1792 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1757 return 0; 1793 return 0;
1758 1794
1759 tag = op->count;
1760
1761 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1795 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1762 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1796 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1763 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1797 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1764 1798
1765 /* if nothing on this space will slow op down or be applied, 1799 /* if nothing on this space will slow op down or be applied,
1766 * no need to do checking below. have to make sure move_type 1800 * no need to do checking below. have to make sure move_type
1767 * is set, as lots of objects don't have it set - we treat that 1801 * is set, as lots of objects don't have it set - we treat that
1768 * as walking. 1802 * as walking.
1769 */ 1803 */
1770 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1804 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1771 return 0; 1805 return 0;
1772 1806
1773 /* This is basically inverse logic of that below - basically, 1807 /* This is basically inverse logic of that below - basically,
1774 * if the object can avoid the move on or slow move, they do so, 1808 * if the object can avoid the move on or slow move, they do so,
1775 * but can't do it if the alternate movement they are using is 1809 * but can't do it if the alternate movement they are using is
1776 * blocked. Logic on this seems confusing, but does seem correct. 1810 * blocked. Logic on this seems confusing, but does seem correct.
1777 */ 1811 */
1778 if ((op->move_type & ~move_on & ~move_block) != 0 && 1812 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1779 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1813 return 0;
1780 1814
1781 /* The objects have to be checked from top to bottom. 1815 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1816 * Hence, we first go to the top:
1783 */ 1817 */
1784 1818
1785 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1819 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1786 tmp->above!=NULL; tmp=tmp->above) { 1820 {
1787 /* Trim the search when we find the first other spell effect 1821 /* Trim the search when we find the first other spell effect
1788 * this helps performance so that if a space has 50 spell objects, 1822 * this helps performance so that if a space has 50 spell objects,
1789 * we don't need to check all of them. 1823 * we don't need to check all of them.
1790 */ 1824 */
1791 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1825 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1826 break;
1827 }
1828
1829 for (; tmp; tmp = tmp->below)
1792 } 1830 {
1793 for(;tmp!=NULL; tmp=tmp->below) { 1831 if (tmp == op)
1794 if (tmp == op) continue; /* Can't apply yourself */ 1832 continue; /* Can't apply yourself */
1795 1833
1796 /* Check to see if one of the movement types should be slowed down. 1834 /* Check to see if one of the movement types should be slowed down.
1797 * Second check makes sure that the movement types not being slowed 1835 * Second check makes sure that the movement types not being slowed
1798 * (~slow_move) is not blocked on this space - just because the 1836 * (~slow_move) is not blocked on this space - just because the
1799 * space doesn't slow down swimming (for example), if you can't actually 1837 * space doesn't slow down swimming (for example), if you can't actually
1800 * swim on that space, can't use it to avoid the penalty. 1838 * swim on that space, can't use it to avoid the penalty.
1801 */ 1839 */
1802 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1840 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1841 {
1803 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1842 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1804 ((op->move_type & tmp->move_slow) &&
1805 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1843 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1844 {
1806 1845
1807 float diff; 1846 float
1808
1809 diff = tmp->move_slow_penalty*FABS(op->speed); 1847 diff = tmp->move_slow_penalty * FABS (op->speed);
1848
1810 if (op->type == PLAYER) { 1849 if (op->type == PLAYER)
1811 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1850 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1812 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1851 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1813 diff /= 4.0; 1852 diff /= 4.0;
1814 } 1853
1815 }
1816 op->speed_left -= diff; 1854 op->speed_left -= diff;
1817 } 1855 }
1818 } 1856 }
1819 1857
1820 /* Basically same logic as above, except now for actual apply. */ 1858 /* Basically same logic as above, except now for actual apply. */
1821 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1859 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1822 ((op->move_type & tmp->move_on) &&
1823 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1860 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1824 1861 {
1825 move_apply(tmp, op, originator); 1862 move_apply (tmp, op, originator);
1863
1826 if (was_destroyed (op, tag)) 1864 if (op->destroyed ())
1827 return 1; 1865 return 1;
1828 1866
1829 /* what the person/creature stepped onto has moved the object 1867 /* what the person/creature stepped onto has moved the object
1830 * someplace new. Don't process any further - if we did, 1868 * someplace new. Don't process any further - if we did,
1831 * have a feeling strange problems would result. 1869 * have a feeling strange problems would result.
1832 */ 1870 */
1833 if (op->map != m || op->x != x || op->y != y) return 0; 1871 if (op->map != m || op->x != x || op->y != y)
1872 return 0;
1834 } 1873 }
1835 } 1874 }
1875
1836 return 0; 1876 return 0;
1837} 1877}
1838 1878
1839/* 1879/*
1840 * present_arch(arch, map, x, y) searches for any objects with 1880 * present_arch(arch, map, x, y) searches for any objects with
1841 * a matching archetype at the given map and coordinates. 1881 * a matching archetype at the given map and coordinates.
1842 * The first matching object is returned, or NULL if none. 1882 * The first matching object is returned, or NULL if none.
1843 */ 1883 */
1844 1884
1885object *
1845object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1886present_arch (const archetype *at, maptile *m, int x, int y)
1887{
1846 object *tmp; 1888 object *
1889 tmp;
1890
1847 if(m==NULL || out_of_map(m,x,y)) { 1891 if (m == NULL || out_of_map (m, x, y))
1892 {
1848 LOG(llevError,"Present_arch called outside map.\n"); 1893 LOG (llevError, "Present_arch called outside map.\n");
1849 return NULL; 1894 return NULL;
1850 } 1895 }
1851 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1896 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1852 if(tmp->arch == at) 1897 if (tmp->arch == at)
1853 return tmp; 1898 return tmp;
1854 return NULL; 1899 return NULL;
1855} 1900}
1856 1901
1857/* 1902/*
1858 * present(type, map, x, y) searches for any objects with 1903 * present(type, map, x, y) searches for any objects with
1859 * a matching type variable at the given map and coordinates. 1904 * a matching type variable at the given map and coordinates.
1860 * The first matching object is returned, or NULL if none. 1905 * The first matching object is returned, or NULL if none.
1861 */ 1906 */
1862 1907
1908object *
1863object *present(unsigned char type,mapstruct *m, int x,int y) { 1909present (unsigned char type, maptile *m, int x, int y)
1910{
1864 object *tmp; 1911 object *
1912 tmp;
1913
1865 if(out_of_map(m,x,y)) { 1914 if (out_of_map (m, x, y))
1915 {
1866 LOG(llevError,"Present called outside map.\n"); 1916 LOG (llevError, "Present called outside map.\n");
1867 return NULL; 1917 return NULL;
1868 } 1918 }
1869 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1919 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1870 if(tmp->type==type) 1920 if (tmp->type == type)
1871 return tmp; 1921 return tmp;
1872 return NULL; 1922 return NULL;
1873} 1923}
1874 1924
1875/* 1925/*
1876 * present_in_ob(type, object) searches for any objects with 1926 * present_in_ob(type, object) searches for any objects with
1877 * a matching type variable in the inventory of the given object. 1927 * a matching type variable in the inventory of the given object.
1878 * The first matching object is returned, or NULL if none. 1928 * The first matching object is returned, or NULL if none.
1879 */ 1929 */
1880 1930
1931object *
1881object *present_in_ob(unsigned char type, const object *op) { 1932present_in_ob (unsigned char type, const object *op)
1933{
1882 object *tmp; 1934 object *
1935 tmp;
1936
1883 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1937 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1884 if(tmp->type==type) 1938 if (tmp->type == type)
1885 return tmp; 1939 return tmp;
1886 return NULL; 1940 return NULL;
1887} 1941}
1888 1942
1889/* 1943/*
1899 * the object name, not the archetype name. this is so that the 1953 * the object name, not the archetype name. this is so that the
1900 * spell code can use one object type (force), but change it's name 1954 * spell code can use one object type (force), but change it's name
1901 * to be unique. 1955 * to be unique.
1902 */ 1956 */
1903 1957
1958object *
1904object *present_in_ob_by_name(int type, const char *str, const object *op) { 1959present_in_ob_by_name (int type, const char *str, const object *op)
1960{
1905 object *tmp; 1961 object *
1962 tmp;
1906 1963
1907 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1964 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1965 {
1908 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1966 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1909 return tmp; 1967 return tmp;
1910 } 1968 }
1911 return NULL; 1969 return NULL;
1912} 1970}
1913 1971
1914/* 1972/*
1915 * present_arch_in_ob(archetype, object) searches for any objects with 1973 * present_arch_in_ob(archetype, object) searches for any objects with
1916 * a matching archetype in the inventory of the given object. 1974 * a matching archetype in the inventory of the given object.
1917 * The first matching object is returned, or NULL if none. 1975 * The first matching object is returned, or NULL if none.
1918 */ 1976 */
1919 1977
1978object *
1920object *present_arch_in_ob(const archetype *at, const object *op) { 1979present_arch_in_ob (const archetype *at, const object *op)
1980{
1921 object *tmp; 1981 object *
1982 tmp;
1983
1922 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1984 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1923 if( tmp->arch == at) 1985 if (tmp->arch == at)
1924 return tmp; 1986 return tmp;
1925 return NULL; 1987 return NULL;
1926} 1988}
1927 1989
1928/* 1990/*
1929 * activate recursively a flag on an object inventory 1991 * activate recursively a flag on an object inventory
1930 */ 1992 */
1993void
1931void flag_inv(object*op, int flag){ 1994flag_inv (object *op, int flag)
1995{
1932 object *tmp; 1996 object *
1997 tmp;
1998
1933 if(op->inv) 1999 if (op->inv)
1934 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2000 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2001 {
1935 SET_FLAG(tmp, flag); 2002 SET_FLAG (tmp, flag);
1936 flag_inv(tmp,flag); 2003 flag_inv (tmp, flag);
1937 } 2004 }
1938}/* 2005} /*
1939 * desactivate recursively a flag on an object inventory 2006 * desactivate recursively a flag on an object inventory
1940 */ 2007 */
2008void
1941void unflag_inv(object*op, int flag){ 2009unflag_inv (object *op, int flag)
2010{
1942 object *tmp; 2011 object *
2012 tmp;
2013
1943 if(op->inv) 2014 if (op->inv)
1944 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2015 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2016 {
1945 CLEAR_FLAG(tmp, flag); 2017 CLEAR_FLAG (tmp, flag);
1946 unflag_inv(tmp,flag); 2018 unflag_inv (tmp, flag);
1947 } 2019 }
1948} 2020}
1949 2021
1950/* 2022/*
1951 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2023 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1952 * all it's inventory (recursively). 2024 * all it's inventory (recursively).
1953 * If checksums are used, a player will get set_cheat called for 2025 * If checksums are used, a player will get set_cheat called for
1954 * him/her-self and all object carried by a call to this function. 2026 * him/her-self and all object carried by a call to this function.
1955 */ 2027 */
1956 2028
2029void
1957void set_cheat(object *op) { 2030set_cheat (object *op)
2031{
1958 SET_FLAG(op, FLAG_WAS_WIZ); 2032 SET_FLAG (op, FLAG_WAS_WIZ);
1959 flag_inv(op, FLAG_WAS_WIZ); 2033 flag_inv (op, FLAG_WAS_WIZ);
1960} 2034}
1961 2035
1962/* 2036/*
1963 * find_free_spot(object, map, x, y, start, stop) will search for 2037 * find_free_spot(object, map, x, y, start, stop) will search for
1964 * a spot at the given map and coordinates which will be able to contain 2038 * a spot at the given map and coordinates which will be able to contain
1979 * to know if the space in question will block the object. We can't use 2053 * to know if the space in question will block the object. We can't use
1980 * the archetype because that isn't correct if the monster has been 2054 * the archetype because that isn't correct if the monster has been
1981 * customized, changed states, etc. 2055 * customized, changed states, etc.
1982 */ 2056 */
1983 2057
2058int
1984int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2059find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2060{
2061 int
2062 i,
1985 int i,index=0, flag; 2063 index = 0, flag;
2064 static int
1986 static int altern[SIZEOFFREE]; 2065 altern[SIZEOFFREE];
1987 2066
1988 for(i=start;i<stop;i++) { 2067 for (i = start; i < stop; i++)
2068 {
1989 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2069 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1990 if(!flag) 2070 if (!flag)
1991 altern[index++]=i; 2071 altern[index++] = i;
1992 2072
1993 /* Basically, if we find a wall on a space, we cut down the search size. 2073 /* Basically, if we find a wall on a space, we cut down the search size.
1994 * In this way, we won't return spaces that are on another side of a wall. 2074 * In this way, we won't return spaces that are on another side of a wall.
1995 * This mostly work, but it cuts down the search size in all directions - 2075 * This mostly work, but it cuts down the search size in all directions -
1996 * if the space being examined only has a wall to the north and empty 2076 * if the space being examined only has a wall to the north and empty
1997 * spaces in all the other directions, this will reduce the search space 2077 * spaces in all the other directions, this will reduce the search space
1998 * to only the spaces immediately surrounding the target area, and 2078 * to only the spaces immediately surrounding the target area, and
1999 * won't look 2 spaces south of the target space. 2079 * won't look 2 spaces south of the target space.
2000 */ 2080 */
2001 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2081 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2002 stop=maxfree[i]; 2082 stop = maxfree[i];
2003 } 2083 }
2004 if(!index) return -1; 2084
2085 if (!index)
2086 return -1;
2087
2005 return altern[RANDOM()%index]; 2088 return altern[RANDOM () % index];
2006} 2089}
2007 2090
2008/* 2091/*
2009 * find_first_free_spot(archetype, mapstruct, x, y) works like 2092 * find_first_free_spot(archetype, maptile, x, y) works like
2010 * find_free_spot(), but it will search max number of squares. 2093 * find_free_spot(), but it will search max number of squares.
2011 * But it will return the first available spot, not a random choice. 2094 * But it will return the first available spot, not a random choice.
2012 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2095 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2013 */ 2096 */
2014 2097
2098int
2015int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2099find_first_free_spot (const object *ob, maptile *m, int x, int y)
2100{
2101 int
2016 int i; 2102 i;
2103
2017 for(i=0;i<SIZEOFFREE;i++) { 2104 for (i = 0; i < SIZEOFFREE; i++)
2105 {
2018 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2106 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2019 return i; 2107 return i;
2020 } 2108 }
2021 return -1; 2109 return -1;
2022} 2110}
2023 2111
2024/* 2112/*
2025 * The function permute(arr, begin, end) randomly reorders the array 2113 * The function permute(arr, begin, end) randomly reorders the array
2026 * arr[begin..end-1]. 2114 * arr[begin..end-1].
2027 */ 2115 */
2116static void
2028static void permute(int *arr, int begin, int end) 2117permute (int *arr, int begin, int end)
2029{ 2118{
2030 int i, j, tmp, len; 2119 int
2120 i,
2121 j,
2122 tmp,
2123 len;
2031 2124
2032 len = end-begin; 2125 len = end - begin;
2033 for(i = begin; i < end; i++) 2126 for (i = begin; i < end; i++)
2034 { 2127 {
2035 j = begin+RANDOM()%len; 2128 j = begin + RANDOM () % len;
2036 2129
2037 tmp = arr[i]; 2130 tmp = arr[i];
2038 arr[i] = arr[j]; 2131 arr[i] = arr[j];
2039 arr[j] = tmp; 2132 arr[j] = tmp;
2040 } 2133 }
2041} 2134}
2042 2135
2043/* new function to make monster searching more efficient, and effective! 2136/* new function to make monster searching more efficient, and effective!
2044 * This basically returns a randomized array (in the passed pointer) of 2137 * This basically returns a randomized array (in the passed pointer) of
2045 * the spaces to find monsters. In this way, it won't always look for 2138 * the spaces to find monsters. In this way, it won't always look for
2046 * monsters to the north first. However, the size of the array passed 2139 * monsters to the north first. However, the size of the array passed
2047 * covers all the spaces, so within that size, all the spaces within 2140 * covers all the spaces, so within that size, all the spaces within
2048 * the 3x3 area will be searched, just not in a predictable order. 2141 * the 3x3 area will be searched, just not in a predictable order.
2049 */ 2142 */
2143void
2050void get_search_arr(int *search_arr) 2144get_search_arr (int *search_arr)
2051{ 2145{
2146 int
2052 int i; 2147 i;
2053 2148
2054 for(i = 0; i < SIZEOFFREE; i++) 2149 for (i = 0; i < SIZEOFFREE; i++)
2055 { 2150 {
2056 search_arr[i] = i; 2151 search_arr[i] = i;
2057 } 2152 }
2058 2153
2059 permute(search_arr, 1, SIZEOFFREE1+1); 2154 permute (search_arr, 1, SIZEOFFREE1 + 1);
2060 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2155 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2061 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2156 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2062} 2157}
2063 2158
2064/* 2159/*
2065 * find_dir(map, x, y, exclude) will search some close squares in the 2160 * find_dir(map, x, y, exclude) will search some close squares in the
2066 * given map at the given coordinates for live objects. 2161 * given map at the given coordinates for live objects.
2072 * is actually want is going to try and move there. We need this info 2167 * is actually want is going to try and move there. We need this info
2073 * because we have to know what movement the thing looking to move 2168 * because we have to know what movement the thing looking to move
2074 * there is capable of. 2169 * there is capable of.
2075 */ 2170 */
2076 2171
2172int
2077int find_dir(mapstruct *m, int x, int y, object *exclude) { 2173find_dir (maptile *m, int x, int y, object *exclude)
2174{
2175 int
2176 i,
2078 int i,max=SIZEOFFREE, mflags; 2177 max = SIZEOFFREE, mflags;
2178
2079 sint16 nx, ny; 2179 sint16 nx, ny;
2080 object *tmp; 2180 object *
2081 mapstruct *mp; 2181 tmp;
2182 maptile *
2183 mp;
2184
2082 MoveType blocked, move_type; 2185 MoveType blocked, move_type;
2083 2186
2084 if (exclude && exclude->head) { 2187 if (exclude && exclude->head)
2188 {
2085 exclude = exclude->head; 2189 exclude = exclude->head;
2086 move_type = exclude->move_type; 2190 move_type = exclude->move_type;
2087 } else { 2191 }
2192 else
2193 {
2088 /* If we don't have anything, presume it can use all movement types. */ 2194 /* If we don't have anything, presume it can use all movement types. */
2089 move_type=MOVE_ALL; 2195 move_type = MOVE_ALL;
2196 }
2197
2198 for (i = 1; i < max; i++)
2090 } 2199 {
2091
2092 for(i=1;i<max;i++) {
2093 mp = m; 2200 mp = m;
2094 nx = x + freearr_x[i]; 2201 nx = x + freearr_x[i];
2095 ny = y + freearr_y[i]; 2202 ny = y + freearr_y[i];
2096 2203
2097 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2204 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2205
2098 if (mflags & P_OUT_OF_MAP) { 2206 if (mflags & P_OUT_OF_MAP)
2207 max = maxfree[i];
2208 else
2209 {
2210 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2211
2212 if ((move_type & blocked) == move_type)
2099 max = maxfree[i]; 2213 max = maxfree[i];
2100 } else {
2101 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2102
2103 if ((move_type & blocked) == move_type) {
2104 max=maxfree[i];
2105 } else if (mflags & P_IS_ALIVE) { 2214 else if (mflags & P_IS_ALIVE)
2215 {
2106 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2216 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above)
2107 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2217 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2108 (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2109 break; 2218 break;
2110 } 2219
2111 }
2112 if(tmp) { 2220 if (tmp)
2113 return freedir[i]; 2221 return freedir[i];
2114 }
2115 } 2222 }
2116 } 2223 }
2117 } 2224 }
2225
2118 return 0; 2226 return 0;
2119} 2227}
2120 2228
2121/* 2229/*
2122 * distance(object 1, object 2) will return the square of the 2230 * distance(object 1, object 2) will return the square of the
2123 * distance between the two given objects. 2231 * distance between the two given objects.
2124 */ 2232 */
2125 2233
2234int
2126int distance(const object *ob1, const object *ob2) { 2235distance (const object *ob1, const object *ob2)
2236{
2127 int i; 2237 int i;
2128 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2238
2129 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2239 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2130 return i; 2240 return i;
2131} 2241}
2132 2242
2133/* 2243/*
2134 * find_dir_2(delta-x,delta-y) will return a direction in which 2244 * find_dir_2(delta-x,delta-y) will return a direction in which
2135 * an object which has subtracted the x and y coordinates of another 2245 * an object which has subtracted the x and y coordinates of another
2136 * object, needs to travel toward it. 2246 * object, needs to travel toward it.
2137 */ 2247 */
2138 2248
2249int
2139int find_dir_2(int x, int y) { 2250find_dir_2 (int x, int y)
2251{
2140 int q; 2252 int q;
2141 2253
2142 if(y) 2254 if (y)
2143 q=x*100/y; 2255 q = x * 100 / y;
2144 else if (x) 2256 else if (x)
2145 q= -300*x; 2257 q = -300 * x;
2146 else 2258 else
2147 return 0; 2259 return 0;
2148 2260
2149 if(y>0) { 2261 if (y > 0)
2262 {
2150 if(q < -242) 2263 if (q < -242)
2151 return 3 ; 2264 return 3;
2152 if (q < -41) 2265 if (q < -41)
2153 return 2 ; 2266 return 2;
2154 if (q < 41) 2267 if (q < 41)
2155 return 1 ; 2268 return 1;
2156 if (q < 242) 2269 if (q < 242)
2157 return 8 ; 2270 return 8;
2158 return 7 ; 2271 return 7;
2159 } 2272 }
2160 2273
2161 if (q < -242) 2274 if (q < -242)
2162 return 7 ; 2275 return 7;
2163 if (q < -41) 2276 if (q < -41)
2164 return 6 ; 2277 return 6;
2165 if (q < 41) 2278 if (q < 41)
2166 return 5 ; 2279 return 5;
2167 if (q < 242) 2280 if (q < 242)
2168 return 4 ; 2281 return 4;
2169 2282
2170 return 3 ; 2283 return 3;
2171} 2284}
2172 2285
2173/* 2286/*
2174 * absdir(int): Returns a number between 1 and 8, which represent 2287 * absdir(int): Returns a number between 1 and 8, which represent
2175 * the "absolute" direction of a number (it actually takes care of 2288 * the "absolute" direction of a number (it actually takes care of
2176 * "overflow" in previous calculations of a direction). 2289 * "overflow" in previous calculations of a direction).
2177 */ 2290 */
2178 2291
2292int
2179int absdir(int d) { 2293absdir (int d)
2180 while(d<1) d+=8; 2294{
2181 while(d>8) d-=8; 2295 while (d < 1)
2296 d += 8;
2297 while (d > 8)
2298 d -= 8;
2182 return d; 2299 return d;
2183} 2300}
2184 2301
2185/* 2302/*
2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2303 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2187 * between two directions (which are expected to be absolute (see absdir()) 2304 * between two directions (which are expected to be absolute (see absdir())
2188 */ 2305 */
2189 2306
2307int
2190int dirdiff(int dir1, int dir2) { 2308dirdiff (int dir1, int dir2)
2309{
2191 int d; 2310 int
2311 d;
2312
2192 d = abs(dir1 - dir2); 2313 d = abs (dir1 - dir2);
2193 if(d>4) 2314 if (d > 4)
2194 d = 8 - d; 2315 d = 8 - d;
2195 return d; 2316 return d;
2196} 2317}
2197 2318
2198/* peterm: 2319/* peterm:
2203 * direction 4, 14, or 16 to get back to where we are. 2324 * direction 4, 14, or 16 to get back to where we are.
2204 * Moved from spell_util.c to object.c with the other related direction 2325 * Moved from spell_util.c to object.c with the other related direction
2205 * functions. 2326 * functions.
2206 */ 2327 */
2207 2328
2329int
2208int reduction_dir[SIZEOFFREE][3] = { 2330 reduction_dir[SIZEOFFREE][3] = {
2209 {0,0,0}, /* 0 */ 2331 {0, 0, 0}, /* 0 */
2210 {0,0,0}, /* 1 */ 2332 {0, 0, 0}, /* 1 */
2211 {0,0,0}, /* 2 */ 2333 {0, 0, 0}, /* 2 */
2212 {0,0,0}, /* 3 */ 2334 {0, 0, 0}, /* 3 */
2213 {0,0,0}, /* 4 */ 2335 {0, 0, 0}, /* 4 */
2214 {0,0,0}, /* 5 */ 2336 {0, 0, 0}, /* 5 */
2215 {0,0,0}, /* 6 */ 2337 {0, 0, 0}, /* 6 */
2216 {0,0,0}, /* 7 */ 2338 {0, 0, 0}, /* 7 */
2217 {0,0,0}, /* 8 */ 2339 {0, 0, 0}, /* 8 */
2218 {8,1,2}, /* 9 */ 2340 {8, 1, 2}, /* 9 */
2219 {1,2,-1}, /* 10 */ 2341 {1, 2, -1}, /* 10 */
2220 {2,10,12}, /* 11 */ 2342 {2, 10, 12}, /* 11 */
2221 {2,3,-1}, /* 12 */ 2343 {2, 3, -1}, /* 12 */
2222 {2,3,4}, /* 13 */ 2344 {2, 3, 4}, /* 13 */
2223 {3,4,-1}, /* 14 */ 2345 {3, 4, -1}, /* 14 */
2224 {4,14,16}, /* 15 */ 2346 {4, 14, 16}, /* 15 */
2225 {5,4,-1}, /* 16 */ 2347 {5, 4, -1}, /* 16 */
2226 {4,5,6}, /* 17 */ 2348 {4, 5, 6}, /* 17 */
2227 {6,5,-1}, /* 18 */ 2349 {6, 5, -1}, /* 18 */
2228 {6,20,18}, /* 19 */ 2350 {6, 20, 18}, /* 19 */
2229 {7,6,-1}, /* 20 */ 2351 {7, 6, -1}, /* 20 */
2230 {6,7,8}, /* 21 */ 2352 {6, 7, 8}, /* 21 */
2231 {7,8,-1}, /* 22 */ 2353 {7, 8, -1}, /* 22 */
2232 {8,22,24}, /* 23 */ 2354 {8, 22, 24}, /* 23 */
2233 {8,1,-1}, /* 24 */ 2355 {8, 1, -1}, /* 24 */
2234 {24,9,10}, /* 25 */ 2356 {24, 9, 10}, /* 25 */
2235 {9,10,-1}, /* 26 */ 2357 {9, 10, -1}, /* 26 */
2236 {10,11,-1}, /* 27 */ 2358 {10, 11, -1}, /* 27 */
2237 {27,11,29}, /* 28 */ 2359 {27, 11, 29}, /* 28 */
2238 {11,12,-1}, /* 29 */ 2360 {11, 12, -1}, /* 29 */
2239 {12,13,-1}, /* 30 */ 2361 {12, 13, -1}, /* 30 */
2240 {12,13,14}, /* 31 */ 2362 {12, 13, 14}, /* 31 */
2241 {13,14,-1}, /* 32 */ 2363 {13, 14, -1}, /* 32 */
2242 {14,15,-1}, /* 33 */ 2364 {14, 15, -1}, /* 33 */
2243 {33,15,35}, /* 34 */ 2365 {33, 15, 35}, /* 34 */
2244 {16,15,-1}, /* 35 */ 2366 {16, 15, -1}, /* 35 */
2245 {17,16,-1}, /* 36 */ 2367 {17, 16, -1}, /* 36 */
2246 {18,17,16}, /* 37 */ 2368 {18, 17, 16}, /* 37 */
2247 {18,17,-1}, /* 38 */ 2369 {18, 17, -1}, /* 38 */
2248 {18,19,-1}, /* 39 */ 2370 {18, 19, -1}, /* 39 */
2249 {41,19,39}, /* 40 */ 2371 {41, 19, 39}, /* 40 */
2250 {19,20,-1}, /* 41 */ 2372 {19, 20, -1}, /* 41 */
2251 {20,21,-1}, /* 42 */ 2373 {20, 21, -1}, /* 42 */
2252 {20,21,22}, /* 43 */ 2374 {20, 21, 22}, /* 43 */
2253 {21,22,-1}, /* 44 */ 2375 {21, 22, -1}, /* 44 */
2254 {23,22,-1}, /* 45 */ 2376 {23, 22, -1}, /* 45 */
2255 {45,47,23}, /* 46 */ 2377 {45, 47, 23}, /* 46 */
2256 {23,24,-1}, /* 47 */ 2378 {23, 24, -1}, /* 47 */
2257 {24,9,-1}}; /* 48 */ 2379 {24, 9, -1}
2380}; /* 48 */
2258 2381
2259/* Recursive routine to step back and see if we can 2382/* Recursive routine to step back and see if we can
2260 * find a path to that monster that we found. If not, 2383 * find a path to that monster that we found. If not,
2261 * we don't bother going toward it. Returns 1 if we 2384 * we don't bother going toward it. Returns 1 if we
2262 * can see a direct way to get it 2385 * can see a direct way to get it
2263 * Modified to be map tile aware -.MSW 2386 * Modified to be map tile aware -.MSW
2264 */ 2387 */
2265 2388int
2266
2267int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2389can_see_monsterP (maptile *m, int x, int y, int dir)
2390{
2268 sint16 dx, dy; 2391 sint16 dx, dy;
2269 int mflags; 2392 int mflags;
2270 2393
2394 if (dir < 0)
2271 if(dir<0) return 0; /* exit condition: invalid direction */ 2395 return 0; /* exit condition: invalid direction */
2272 2396
2273 dx = x + freearr_x[dir]; 2397 dx = x + freearr_x[dir];
2274 dy = y + freearr_y[dir]; 2398 dy = y + freearr_y[dir];
2275 2399
2276 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2400 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2277 2401
2278 /* This functional arguably was incorrect before - it was 2402 /* This functional arguably was incorrect before - it was
2279 * checking for P_WALL - that was basically seeing if 2403 * checking for P_WALL - that was basically seeing if
2280 * we could move to the monster - this is being more 2404 * we could move to the monster - this is being more
2281 * literal on if we can see it. To know if we can actually 2405 * literal on if we can see it. To know if we can actually
2282 * move to the monster, we'd need the monster passed in or 2406 * move to the monster, we'd need the monster passed in or
2283 * at least its move type. 2407 * at least its move type.
2284 */ 2408 */
2285 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2409 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2410 return 0;
2286 2411
2287 /* yes, can see. */ 2412 /* yes, can see. */
2288 if(dir < 9) return 1; 2413 if (dir < 9)
2414 return 1;
2415
2289 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2416 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2290 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2417 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2291 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2418 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2292} 2419}
2293 2420
2294
2295
2296/* 2421/*
2297 * can_pick(picker, item): finds out if an object is possible to be 2422 * can_pick(picker, item): finds out if an object is possible to be
2298 * picked up by the picker. Returnes 1 if it can be 2423 * picked up by the picker. Returnes 1 if it can be
2299 * picked up, otherwise 0. 2424 * picked up, otherwise 0.
2300 * 2425 *
2302 * core dumps if they do. 2427 * core dumps if they do.
2303 * 2428 *
2304 * Add a check so we can't pick up invisible objects (0.93.8) 2429 * Add a check so we can't pick up invisible objects (0.93.8)
2305 */ 2430 */
2306 2431
2432int
2307int can_pick(const object *who, const object *item) { 2433can_pick (const object *who, const object *item)
2434{
2308 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2435 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2309 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2436 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2310 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2437 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2311 (who->type==PLAYER||item->weight<who->weight/3));
2312} 2438}
2313
2314 2439
2315/* 2440/*
2316 * create clone from object to another 2441 * create clone from object to another
2317 */ 2442 */
2443object *
2318object *object_create_clone (object *asrc) { 2444object_create_clone (object *asrc)
2445{
2319 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2446 object *dst = 0, *tmp, *src, *part, *prev, *item;
2320 2447
2321 if(!asrc) return NULL; 2448 if (!asrc)
2449 return 0;
2450
2322 src = asrc; 2451 src = asrc;
2323 if(src->head) 2452 if (src->head)
2324 src = src->head; 2453 src = src->head;
2325 2454
2326 prev = NULL; 2455 prev = 0;
2327 for(part = src; part; part = part->more) { 2456 for (part = src; part; part = part->more)
2328 tmp = get_object(); 2457 {
2329 copy_object(part,tmp); 2458 tmp = part->clone ();
2330 tmp->x -= src->x; 2459 tmp->x -= src->x;
2331 tmp->y -= src->y; 2460 tmp->y -= src->y;
2461
2332 if(!part->head) { 2462 if (!part->head)
2463 {
2333 dst = tmp; 2464 dst = tmp;
2334 tmp->head = NULL;
2335 } else {
2336 tmp->head = dst; 2465 tmp->head = 0;
2337 } 2466 }
2467 else
2468 tmp->head = dst;
2469
2338 tmp->more = NULL; 2470 tmp->more = 0;
2471
2339 if(prev) 2472 if (prev)
2340 prev->more = tmp; 2473 prev->more = tmp;
2474
2341 prev = tmp; 2475 prev = tmp;
2342 } 2476 }
2343 /*** copy inventory ***/ 2477
2344 for(item = src->inv; item; item = item->below) { 2478 for (item = src->inv; item; item = item->below)
2345 (void) insert_ob_in_ob(object_create_clone(item),dst); 2479 insert_ob_in_ob (object_create_clone (item), dst);
2346 }
2347 2480
2348 return dst; 2481 return dst;
2349}
2350
2351/* return true if the object was destroyed, 0 otherwise */
2352int was_destroyed (const object *op, tag_t old_tag)
2353{
2354 /* checking for FLAG_FREED isn't necessary, but makes this function more
2355 * robust */
2356 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2357} 2482}
2358 2483
2359/* GROS - Creates an object using a string representing its content. */ 2484/* GROS - Creates an object using a string representing its content. */
2360/* Basically, we save the content of the string to a temp file, then call */ 2485/* Basically, we save the content of the string to a temp file, then call */
2361/* load_object on it. I admit it is a highly inefficient way to make things, */ 2486/* load_object on it. I admit it is a highly inefficient way to make things, */
2362/* but it was simple to make and allows reusing the load_object function. */ 2487/* but it was simple to make and allows reusing the load_object function. */
2363/* Remember not to use load_object_str in a time-critical situation. */ 2488/* Remember not to use load_object_str in a time-critical situation. */
2364/* Also remember that multiparts objects are not supported for now. */ 2489/* Also remember that multiparts objects are not supported for now. */
2365 2490
2491object *
2366object* load_object_str(const char *obstr) 2492load_object_str (const char *obstr)
2367{ 2493{
2368 object *op; 2494 object *op;
2369 char filename[MAX_BUF]; 2495 char filename[MAX_BUF];
2496
2370 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2497 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2371 2498
2372 FILE *tempfile=fopen(filename,"w"); 2499 FILE *tempfile = fopen (filename, "w");
2500
2373 if (tempfile == NULL) 2501 if (tempfile == NULL)
2374 { 2502 {
2375 LOG(llevError,"Error - Unable to access load object temp file\n"); 2503 LOG (llevError, "Error - Unable to access load object temp file\n");
2376 return NULL; 2504 return NULL;
2377 }; 2505 }
2506
2378 fprintf(tempfile,obstr); 2507 fprintf (tempfile, obstr);
2379 fclose(tempfile); 2508 fclose (tempfile);
2380 2509
2381 op=get_object(); 2510 op = object::create ();
2382 2511
2383 object_thawer thawer (filename); 2512 object_thawer thawer (filename);
2384 2513
2385 if (thawer) 2514 if (thawer)
2386 load_object(thawer,op,0); 2515 load_object (thawer, op, 0);
2387 2516
2388 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2517 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2389 CLEAR_FLAG(op,FLAG_REMOVED); 2518 CLEAR_FLAG (op, FLAG_REMOVED);
2390 2519
2391 return op; 2520 return op;
2392} 2521}
2393 2522
2394/* This returns the first object in who's inventory that 2523/* This returns the first object in who's inventory that
2395 * has the same type and subtype match. 2524 * has the same type and subtype match.
2396 * returns NULL if no match. 2525 * returns NULL if no match.
2397 */ 2526 */
2527object *
2398object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2528find_obj_by_type_subtype (const object *who, int type, int subtype)
2399{ 2529{
2400 object *tmp; 2530 object *tmp;
2401 2531
2402 for (tmp=who->inv; tmp; tmp=tmp->below) 2532 for (tmp = who->inv; tmp; tmp = tmp->below)
2403 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2533 if (tmp->type == type && tmp->subtype == subtype)
2534 return tmp;
2404 2535
2405 return NULL; 2536 return NULL;
2406} 2537}
2407 2538
2408/* If ob has a field named key, return the link from the list, 2539/* If ob has a field named key, return the link from the list,
2409 * otherwise return NULL. 2540 * otherwise return NULL.
2410 * 2541 *
2411 * key must be a passed in shared string - otherwise, this won't 2542 * key must be a passed in shared string - otherwise, this won't
2412 * do the desired thing. 2543 * do the desired thing.
2413 */ 2544 */
2545key_value *
2414key_value * get_ob_key_link(const object * ob, const char * key) { 2546get_ob_key_link (const object *ob, const char *key)
2547{
2415 key_value * link; 2548 key_value *link;
2416 2549
2417 for (link = ob->key_values; link != NULL; link = link->next) { 2550 for (link = ob->key_values; link != NULL; link = link->next)
2418 if (link->key == key) { 2551 if (link->key == key)
2419 return link; 2552 return link;
2420 } 2553
2421 }
2422
2423 return NULL; 2554 return NULL;
2424} 2555}
2425 2556
2426/* 2557/*
2427 * Returns the value of op has an extra_field for key, or NULL. 2558 * Returns the value of op has an extra_field for key, or NULL.
2428 * 2559 *
2429 * The argument doesn't need to be a shared string. 2560 * The argument doesn't need to be a shared string.
2430 * 2561 *
2431 * The returned string is shared. 2562 * The returned string is shared.
2432 */ 2563 */
2564const char *
2433const char * get_ob_key_value(const object * op, const char * const key) { 2565get_ob_key_value (const object *op, const char *const key)
2566{
2434 key_value * link; 2567 key_value *link;
2435 const char * canonical_key; 2568 shstr_cmp canonical_key (key);
2569
2570 if (!canonical_key)
2436 2571 {
2437 canonical_key = shstr::find (key);
2438
2439 if (canonical_key == NULL) {
2440 /* 1. There being a field named key on any object 2572 /* 1. There being a field named key on any object
2441 * implies there'd be a shared string to find. 2573 * implies there'd be a shared string to find.
2442 * 2. Since there isn't, no object has this field. 2574 * 2. Since there isn't, no object has this field.
2443 * 3. Therefore, *this* object doesn't have this field. 2575 * 3. Therefore, *this* object doesn't have this field.
2444 */ 2576 */
2445 return NULL; 2577 return 0;
2446 } 2578 }
2447 2579
2448 /* This is copied from get_ob_key_link() above - 2580 /* This is copied from get_ob_key_link() above -
2449 * only 4 lines, and saves the function call overhead. 2581 * only 4 lines, and saves the function call overhead.
2450 */ 2582 */
2451 for (link = op->key_values; link != NULL; link = link->next) { 2583 for (link = op->key_values; link; link = link->next)
2452 if (link->key == canonical_key) { 2584 if (link->key == canonical_key)
2453 return link->value; 2585 return link->value;
2454 } 2586
2455 } 2587 return 0;
2456 return NULL;
2457} 2588}
2458 2589
2459 2590
2460/* 2591/*
2461 * Updates the canonical_key in op to value. 2592 * Updates the canonical_key in op to value.
2465 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2596 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2466 * keys. 2597 * keys.
2467 * 2598 *
2468 * Returns TRUE on success. 2599 * Returns TRUE on success.
2469 */ 2600 */
2601int
2470int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2602set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2603{
2604 key_value *
2471 key_value * field = NULL, *last=NULL; 2605 field = NULL, *last = NULL;
2472 2606
2473 for (field=op->key_values; field != NULL; field=field->next) { 2607 for (field = op->key_values; field != NULL; field = field->next)
2608 {
2474 if (field->key != canonical_key) { 2609 if (field->key != canonical_key)
2610 {
2475 last = field; 2611 last = field;
2476 continue; 2612 continue;
2477 } 2613 }
2478 2614
2479 if (value) 2615 if (value)
2480 field->value = value; 2616 field->value = value;
2481 else { 2617 else
2618 {
2482 /* Basically, if the archetype has this key set, 2619 /* Basically, if the archetype has this key set,
2483 * we need to store the null value so when we save 2620 * we need to store the null value so when we save
2484 * it, we save the empty value so that when we load, 2621 * it, we save the empty value so that when we load,
2485 * we get this value back again. 2622 * we get this value back again.
2486 */ 2623 */
2487 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2624 if (get_ob_key_link (&op->arch->clone, canonical_key))
2488 field->value = 0; 2625 field->value = 0;
2626 else
2627 {
2628 if (last)
2629 last->next = field->next;
2489 else 2630 else
2490 {
2491 if (last) last->next = field->next;
2492 else op->key_values = field->next; 2631 op->key_values = field->next;
2493 2632
2494 delete field; 2633 delete field;
2495 } 2634 }
2496 } 2635 }
2497 return TRUE; 2636 return TRUE;
2498 } 2637 }
2499 /* IF we get here, key doesn't exist */ 2638 /* IF we get here, key doesn't exist */
2500 2639
2501 /* No field, we'll have to add it. */ 2640 /* No field, we'll have to add it. */
2641
2642 if (!add_key)
2502 2643 {
2503 if (!add_key) {
2504 return FALSE; 2644 return FALSE;
2505 } 2645 }
2506 /* There isn't any good reason to store a null 2646 /* There isn't any good reason to store a null
2507 * value in the key/value list. If the archetype has 2647 * value in the key/value list. If the archetype has
2508 * this key, then we should also have it, so shouldn't 2648 * this key, then we should also have it, so shouldn't
2509 * be here. If user wants to store empty strings, 2649 * be here. If user wants to store empty strings,
2510 * should pass in "" 2650 * should pass in ""
2511 */ 2651 */
2512 if (value == NULL) return TRUE; 2652 if (value == NULL)
2513
2514 field = new key_value;
2515
2516 field->key = canonical_key;
2517 field->value = value;
2518 /* Usual prepend-addition. */
2519 field->next = op->key_values;
2520 op->key_values = field;
2521
2522 return TRUE; 2653 return TRUE;
2654
2655 field = new key_value;
2656
2657 field->key = canonical_key;
2658 field->value = value;
2659 /* Usual prepend-addition. */
2660 field->next = op->key_values;
2661 op->key_values = field;
2662
2663 return TRUE;
2523} 2664}
2524 2665
2525/* 2666/*
2526 * Updates the key in op to value. 2667 * Updates the key in op to value.
2527 * 2668 *
2529 * and not add new ones. 2670 * and not add new ones.
2530 * In general, should be little reason FALSE is ever passed in for add_key 2671 * In general, should be little reason FALSE is ever passed in for add_key
2531 * 2672 *
2532 * Returns TRUE on success. 2673 * Returns TRUE on success.
2533 */ 2674 */
2675int
2534int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2676set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2535{ 2677{
2536 shstr key_ (key); 2678 shstr key_ (key);
2679
2537 return set_ob_key_value_s (op, key_, value, add_key); 2680 return set_ob_key_value_s (op, key_, value, add_key);
2538} 2681}
2682
2683object::depth_iterator::depth_iterator (object *container)
2684: iterator_base (container)
2685{
2686 while (item->inv)
2687 item = item->inv;
2688}
2689
2690void
2691object::depth_iterator::next ()
2692{
2693 if (item->below)
2694 {
2695 item = item->below;
2696
2697 while (item->inv)
2698 item = item->inv;
2699 }
2700 else
2701 item = item->env;
2702}
2703
2704// return a suitable string describing an objetc in enough detail to find it
2705const char *
2706object::debug_desc (char *info) const
2707{
2708 char info2[256 * 3];
2709 char *p = info;
2710
2711 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2712 count,
2713 &name,
2714 title ? " " : "",
2715 title ? (const char *)title : "");
2716
2717 if (env)
2718 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2719
2720 if (map)
2721 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2722
2723 return info;
2724}
2725
2726const char *
2727object::debug_desc () const
2728{
2729 static char info[256 * 3];
2730 return debug_desc (info);
2731}
2732

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