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Comparing deliantra/server/common/object.C (file contents):
Revision 1.16 by root, Mon Sep 4 16:46:32 2006 UTC vs.
Revision 1.73 by root, Wed Dec 20 01:19:11 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.16 2006/09/04 16:46:32 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
36
42int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
43 40
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
46 42
47short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 45};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 48};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
56int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
59 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
60 133
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
63 key_value * wants_field; 138 key_value *wants_field;
64 139
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
68 */ 143 */
69 144
70 /* For each field in wants, */ 145 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
147 {
72 key_value * has_field; 148 key_value *has_field;
73 149
74 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
76 154 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 155 /* No field with that name. */
79 return FALSE; 156 return FALSE;
80 }
81 157 }
158
82 /* Found the matching field. */ 159 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
84 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 163 return FALSE;
86 } 164 }
87 165
88 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 167 }
168
91 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 170 return TRUE;
93} 171}
94 172
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
97 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
99 */ 179 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 181}
102 182
103/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 184 * they can be merged together.
105 * 185 *
106 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
109 * 189 *
110 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
111 * 191 *
112 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
113 * check weight 193 * check weight
114 */ 194 */
115 195
116bool
117object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
118{ 197{
119 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
121 return 0; 204 return 0;
122 205
123 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
124 return 0;
125
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof). 209 * used to store nrof).
129 */ 210 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 222
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 225
145 226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || 248 || ob1->move_off != ob2->move_off
176 (ob1->move_slow != ob2->move_slow) || 249 || ob1->move_slow != ob2->move_slow
177 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
178 return 0; 251 return 0;
179 252
180 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 254 * check all objects in the inventory.
182 */ 255 */
183 if (ob1->inv || ob2->inv) 256 if (ob1->inv || ob2->inv)
184 { 257 {
185 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 260 return 0;
188 261
189 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
191 return 0; 264 return 0;
192 265
193 /* 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
194 * if it is valid. 267 * if it is valid.
195 */ 268 */
196 } 269 }
204 277
205 /* Note sure why the following is the case - either the object has to 278 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 279 * be animated or have a very low speed. Is this an attempted monster
207 * check? 280 * check?
208 */ 281 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 283 return 0;
212 284
213 switch (ob1->type) 285 switch (ob1->type)
214 { 286 {
215 case SCROLL: 287 case SCROLL:
216 if (ob1->level != ob2->level) 288 if (ob1->level != ob2->level)
217 return 0; 289 return 0;
218 break; 290 break;
219 } 291 }
220 292
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 294 {
223 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 297 /* One has fields, but the other one doesn't. */
226 return 0; 298 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 299 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 300 return 0;
229 } 301 }
230 302
231 //TODO: generate an event or call into perl for additional checks 303 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
233 { 305 {
234 ob1->optimise (); 306 ob1->optimise ();
235 ob2->optimise (); 307 ob2->optimise ();
236 308
237 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
238 return 0; 310 return 0;
239 } 311 }
240 312
241 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
242 return 1; 314 return 1;
243} 315}
316
244/* 317/*
245 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
246 * 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
247 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
248 */ 321 */
249signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
250 signed long sum; 325 long sum;
251 object *inv; 326 object *inv;
327
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
253 if (inv->inv) 330 if (inv->inv)
254 sum_weight(inv); 331 sum_weight (inv);
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 333 }
334
257 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
259 if(op->carrying != sum) 338 if (op->carrying != sum)
260 op->carrying = sum; 339 op->carrying = sum;
340
261 return sum; 341 return sum;
262} 342}
263 343
264/** 344/**
265 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
266 */ 346 */
267 347
348object *
268object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
269 while (op->env != NULL) 351 while (op->env != NULL)
270 op = op->env; 352 op = op->env;
271 return op; 353 return op;
272} 354}
273 355
274/* 356/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 357 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't 358 * a better check. We basically keeping traversing up until we can't
277 * or find a player. 359 * or find a player.
278 */ 360 */
279 361
362object *
280object *is_player_inv (object *op) { 363is_player_inv (object *op)
364{
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 365 for (; op != NULL && op->type != PLAYER; op = op->env)
282 if (op->env==op) 366 if (op->env == op)
283 op->env = NULL; 367 op->env = NULL;
284 return op; 368 return op;
285} 369}
286 370
287/* 371/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 372 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 373 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array. 374 * The result of the dump is stored in the static global errmsg array.
291 */ 375 */
292 376
293void dump_object2(object *op) { 377char *
294errmsg[0] = 0;
295return;
296 //TODO//D#d#
297#if 0
298 char *cp;
299/* object *tmp;*/
300
301 if(op->arch!=NULL) {
302 strcat(errmsg,"arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
304 strcat(errmsg,"\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307#if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer.
312 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 } else {
320 strcat(errmsg,"Object ");
321 if (op->name==NULL) strcat(errmsg, "(null)");
322 else strcat(errmsg,op->name);
323 strcat(errmsg,"\n");
324#if 0
325 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326 strcat(errmsg,cp);
327 for (tmp=op->inv; tmp; tmp=tmp->below)
328 dump_object2(tmp);
329#endif
330 strcat(errmsg,"end\n");
331 }
332#endif
333}
334
335/*
336 * Dumps an object. Returns output in the static global errmsg array.
337 */
338
339void dump_object(object *op) { 378dump_object (object *op)
340 if(op==NULL) { 379{
341 strcpy(errmsg,"[NULL pointer]"); 380 if (!op)
342 return; 381 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 382
348void dump_all_objects(void) { 383 object_freezer freezer;
349 object *op; 384 save_object (freezer, op, 3);
350 for(op=objects;op!=NULL;op=op->next) { 385 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 386}
355 387
356/* 388/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 389 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 390 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 391 * If it's not a multi-object, it is returned.
360 */ 392 */
361 393
394object *
362object *get_nearest_part(object *op, const object *pl) { 395get_nearest_part (object *op, const object *pl)
396{
363 object *tmp,*closest; 397 object *tmp, *closest;
364 int last_dist,i; 398 int last_dist, i;
399
365 if(op->more==NULL) 400 if (op->more == NULL)
366 return op; 401 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 402 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 403 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 404 closest = tmp, last_dist = i;
370 return closest; 405 return closest;
371} 406}
372 407
373/* 408/*
374 * Returns the object which has the count-variable equal to the argument. 409 * Returns the object which has the count-variable equal to the argument.
375 */ 410 */
376 411
412object *
377object *find_object(tag_t i) { 413find_object (tag_t i)
378 object *op; 414{
379 for(op=objects;op!=NULL;op=op->next) 415 for (object *op = object::first; op; op = op->next)
380 if(op->count==i) 416 if (op->count == i)
381 break; 417 return op;
418
382 return op; 419 return 0;
383} 420}
384 421
385/* 422/*
386 * Returns the first object which has a name equal to the argument. 423 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 424 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 425 * Enables features like "patch <name-of-other-player> food 999"
389 */ 426 */
390 427
428object *
391object *find_object_name(const char *str) { 429find_object_name (const char *str)
392 const char *name = shstr::find (str); 430{
431 shstr_cmp str_ (str);
393 object *op; 432 object *op;
433
394 for(op=objects;op!=NULL;op=op->next) 434 for (op = object::first; op != NULL; op = op->next)
395 if(&op->name == name) 435 if (op->name == str_)
396 break; 436 break;
397 437
398 return op; 438 return op;
399} 439}
400 440
441void
401void free_all_object_data () 442free_all_object_data ()
402{ 443{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 444 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404}
405
406/*
407 * Returns the object which this object marks as being the owner.
408 * A id-scheme is used to avoid pointing to objects which have been
409 * freed and are now reused. If this is detected, the owner is
410 * set to NULL, and NULL is returned.
411 * Changed 2004-02-12 - if the player is setting at the play again
412 * prompt, he is removed, and we don't want to treat him as an owner of
413 * anything, so check removed flag. I don't expect that this should break
414 * anything - once an object is removed, it is basically dead anyways.
415 */
416
417object *get_owner(object *op) {
418 if(op->owner==NULL)
419 return NULL;
420
421 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 op->owner->count==op->ownercount)
423 return op->owner;
424
425 op->owner=NULL;
426 op->ownercount=0;
427 return NULL;
428}
429
430void clear_owner(object *op)
431{
432 if (!op) return;
433
434 if (op->owner && op->ownercount == op->owner->count)
435 op->owner->refcount--;
436
437 op->owner = NULL;
438 op->ownercount = 0;
439} 445}
440 446
441/* 447/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 448 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 449 * skill and experience objects.
444 */ 450 */
445void set_owner (object *op, object *owner) 451void
452object::set_owner (object *owner)
446{ 453{
447 if(owner==NULL||op==NULL) 454 if (!owner)
448 return; 455 return;
449 456
450 /* next line added to allow objects which own objects */ 457 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop 458 /* Add a check for ownercounts in here, as I got into an endless loop
452 * with the fireball owning a poison cloud which then owned the 459 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting 460 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts 461 * freed and then another object replacing it. Since the ownercounts
455 * didn't match, this check is valid and I believe that cause is valid. 462 * didn't match, this check is valid and I believe that cause is valid.
456 */ 463 */
457 while (owner->owner && owner!=owner->owner && 464 while (owner->owner)
458 owner->ownercount==owner->owner->count) owner=owner->owner; 465 owner = owner->owner;
459 466
460 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that.
462 */
463 if (owner->owner) return;
464
465 op->owner=owner; 467 this->owner = owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470}
471
472/* Set the owner to clone's current owner and set the skill and experience
473 * objects to clone's objects (typically those objects that where the owner's
474 * current skill and experience objects at the time when clone's owner was
475 * set - not the owner's current skill and experience objects).
476 *
477 * Use this function if player created an object (e.g. fire bullet, swarm
478 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile.
481 */
482void copy_owner (object *op, object *clone)
483{
484 object *owner = get_owner (clone);
485 if (owner == NULL) {
486 /* players don't have owners - they own themselves. Update
487 * as appropriate.
488 */
489 if (clone->type == PLAYER) owner=clone;
490 else return;
491 }
492 set_owner(op, owner);
493
494} 468}
495 469
496/* Zero the key_values on op, decrementing the shared-string 470/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 471 * refcounts and freeing the links.
498 */ 472 */
473static void
499static void free_key_values(object * op) 474free_key_values (object *op)
500{ 475{
501 for (key_value *i = op->key_values; i != 0; ) 476 for (key_value *i = op->key_values; i != 0;)
502 { 477 {
503 key_value *next = i->next; 478 key_value *next = i->next;
504 delete i; 479 delete i;
480
505 i = next; 481 i = next;
506 } 482 }
507 483
508 op->key_values = 0; 484 op->key_values = 0;
509} 485}
510 486
511void object::clear () 487void object::clear ()
512{ 488{
513 attachable_base::clear (); 489 attachable_base::clear ();
514 490
515 free_key_values (this); 491 free_key_values (this);
516 492
517 name = 0; 493 owner = 0;
494 name = 0;
518 name_pl = 0; 495 name_pl = 0;
519 title = 0; 496 title = 0;
520 race = 0; 497 race = 0;
521 slaying = 0; 498 slaying = 0;
522 skill = 0; 499 skill = 0;
523 msg = 0; 500 msg = 0;
524 lore = 0; 501 lore = 0;
525 custom_name = 0; 502 custom_name = 0;
526 materialname = 0; 503 materialname = 0;
504 contr = 0;
505 below = 0;
506 above = 0;
507 inv = 0;
508 container = 0;
509 env = 0;
510 more = 0;
511 head = 0;
512 map = 0;
513 active_next = 0;
514 active_prev = 0;
527 515
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 516 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529 517
530 SET_FLAG (this, FLAG_REMOVED); 518 SET_FLAG (this, FLAG_REMOVED);
531}
532 519
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *(object_copy *)this;
536 *(object_pod *)destination = *(object_pod *)this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object (object *op)
548{
549 op->clear ();
550
551 op->contr = NULL;
552 op->below = NULL;
553 op->above = NULL;
554 op->inv = NULL;
555 op->container=NULL;
556 op->env=NULL;
557 op->more=NULL;
558 op->head=NULL;
559 op->map=NULL;
560 op->refcount=0;
561 op->active_next = NULL;
562 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */ 520 /* What is not cleared is next, prev, and count */
564 521
565 op->expmul = 1.0; 522 expmul = 1.0;
566 op->face = blank_face; 523 face = blank_face;
567 op->attacked_by_count = -1;
568 524
569 if (settings.casting_time) 525 if (settings.casting_time)
570 op->casting_time = -1; 526 casting_time = -1;
571} 527}
572 528
573/* 529/*
574 * copy object first frees everything allocated by the second object, 530 * copy_to first frees everything allocated by the dst object,
575 * and then copies the contends of the first object into the second 531 * and then copies the contents of itself into the second
576 * object, allocating what needs to be allocated. Basically, any 532 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 533 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
578 * if the first object is freed, the pointers in the new object 534 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 535 * will point at garbage.
580 */ 536 */
581 537void
582void copy_object (object *op2, object *op) 538object::copy_to (object *dst)
583{ 539{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 540 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 541 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
586 542
587 op2->clone (op); 543 *(object_copy *)dst = *this;
544 *(object_pod *)dst = *this;
588 545
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 546 if (self || cb)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 547 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
591 548
549 if (is_freed)
550 SET_FLAG (dst, FLAG_FREED);
551
552 if (is_removed)
553 SET_FLAG (dst, FLAG_REMOVED);
554
592 if (op2->speed < 0) 555 if (speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 556 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
594 557
595 /* Copy over key_values, if any. */ 558 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 559 if (key_values)
597 { 560 {
598 key_value *tail = NULL; 561 key_value *tail = 0;
599 key_value *i; 562 key_value *i;
600 563
601 op->key_values = NULL; 564 dst->key_values = 0;
602 565
603 for (i = op2->key_values; i != NULL; i = i->next) 566 for (i = key_values; i; i = i->next)
604 { 567 {
605 key_value *new_link = new key_value; 568 key_value *new_link = new key_value;
606 569
607 new_link->next = NULL; 570 new_link->next = 0;
608 new_link->key = i->key; 571 new_link->key = i->key;
609 new_link->value = i->value; 572 new_link->value = i->value;
610 573
611 /* Try and be clever here, too. */ 574 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 575 if (!dst->key_values)
613 { 576 {
614 op->key_values = new_link; 577 dst->key_values = new_link;
615 tail = new_link; 578 tail = new_link;
616 } 579 }
617 else 580 else
618 { 581 {
619 tail->next = new_link; 582 tail->next = new_link;
620 tail = new_link; 583 tail = new_link;
621 } 584 }
622 } 585 }
623 } 586 }
624 587
625 update_ob_speed (op); 588 update_ob_speed (dst);
626} 589}
627 590
628/* 591object *
629 * get_object() grabs an object from the list of unused objects, makes 592object::clone ()
630 * sure it is initialised, and returns it.
631 * If there are no free objects, expand_objects() is called to get more.
632 */
633
634object *get_object ()
635{ 593{
636 object *op = new object; 594 object *neu = create ();
637 595 copy_to (neu);
638 op->count = ++ob_count;
639
640 op->active_next = 0;
641 op->active_prev = 0;
642
643 op->next = objects;
644 op->prev = 0;
645
646 if (objects)
647 objects->prev = op;
648
649 objects = op;
650
651 SET_FLAG (op, FLAG_REMOVED);
652
653 op->expmul = 1.0;
654 op->face = blank_face;
655 op->attacked_by_count = -1;
656
657 return op; 596 return neu;
658} 597}
659 598
660/* 599/*
661 * If an object with the IS_TURNABLE() flag needs to be turned due 600 * If an object with the IS_TURNABLE() flag needs to be turned due
662 * to the closest player being on the other side, this function can 601 * to the closest player being on the other side, this function can
663 * be called to update the face variable, _and_ how it looks on the map. 602 * be called to update the face variable, _and_ how it looks on the map.
664 */ 603 */
665 604
605void
666void update_turn_face(object *op) { 606update_turn_face (object *op)
607{
667 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 608 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
668 return; 609 return;
669 SET_ANIMATION(op, op->direction); 610 SET_ANIMATION (op, op->direction);
670 update_object(op,UP_OBJ_FACE); 611 update_object (op, UP_OBJ_FACE);
671} 612}
672 613
673/* 614/*
674 * Updates the speed of an object. If the speed changes from 0 to another 615 * Updates the speed of an object. If the speed changes from 0 to another
675 * value, or vice versa, then add/remove the object from the active list. 616 * value, or vice versa, then add/remove the object from the active list.
676 * This function needs to be called whenever the speed of an object changes. 617 * This function needs to be called whenever the speed of an object changes.
677 */ 618 */
678 619void
679void update_ob_speed(object *op) { 620update_ob_speed (object *op)
621{
680 extern int arch_init; 622 extern int arch_init;
681 623
682 /* No reason putting the archetypes objects on the speed list, 624 /* No reason putting the archetypes objects on the speed list,
683 * since they never really need to be updated. 625 * since they never really need to be updated.
684 */ 626 */
685 627
686 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 628 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629 {
687 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 630 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
688#ifdef MANY_CORES 631#ifdef MANY_CORES
689 abort(); 632 abort ();
690#else 633#else
691 op->speed = 0; 634 op->speed = 0;
692#endif 635#endif
693 } 636 }
637
694 if (arch_init) { 638 if (arch_init)
639 return;
640
641 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
642 {
643 /* If already on active list, don't do anything */
644 if (op->active_next || op->active_prev || op == active_objects)
695 return; 645 return;
696 }
697 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
698 /* If already on active list, don't do anything */
699 if (op->active_next || op->active_prev || op==active_objects)
700 return;
701 646
702 /* process_events() expects us to insert the object at the beginning 647 /* process_events() expects us to insert the object at the beginning
703 * of the list. */ 648 * of the list. */
704 op->active_next = active_objects; 649 op->active_next = active_objects;
650
705 if (op->active_next!=NULL) 651 if (op->active_next != NULL)
706 op->active_next->active_prev = op; 652 op->active_next->active_prev = op;
653
707 active_objects = op; 654 active_objects = op;
655 }
656 else
708 } 657 {
709 else {
710 /* If not on the active list, nothing needs to be done */ 658 /* If not on the active list, nothing needs to be done */
711 if (!op->active_next && !op->active_prev && op!=active_objects) 659 if (!op->active_next && !op->active_prev && op != active_objects)
712 return; 660 return;
713 661
714 if (op->active_prev==NULL) { 662 if (op->active_prev == NULL)
663 {
715 active_objects = op->active_next; 664 active_objects = op->active_next;
665
716 if (op->active_next!=NULL) 666 if (op->active_next != NULL)
717 op->active_next->active_prev = NULL; 667 op->active_next->active_prev = NULL;
668 }
669 else
718 } 670 {
719 else {
720 op->active_prev->active_next = op->active_next; 671 op->active_prev->active_next = op->active_next;
672
721 if (op->active_next) 673 if (op->active_next)
722 op->active_next->active_prev = op->active_prev; 674 op->active_next->active_prev = op->active_prev;
723 } 675 }
676
724 op->active_next = NULL; 677 op->active_next = NULL;
725 op->active_prev = NULL; 678 op->active_prev = NULL;
726 } 679 }
727} 680}
728 681
729/* This function removes object 'op' from the list of active 682/* This function removes object 'op' from the list of active
730 * objects. 683 * objects.
732 * reference maps where you don't want an object that isn't 685 * reference maps where you don't want an object that isn't
733 * in play chewing up cpu time getting processed. 686 * in play chewing up cpu time getting processed.
734 * The reverse of this is to call update_ob_speed, which 687 * The reverse of this is to call update_ob_speed, which
735 * will do the right thing based on the speed of the object. 688 * will do the right thing based on the speed of the object.
736 */ 689 */
690void
737void remove_from_active_list(object *op) 691remove_from_active_list (object *op)
738{ 692{
739 /* If not on the active list, nothing needs to be done */ 693 /* If not on the active list, nothing needs to be done */
740 if (!op->active_next && !op->active_prev && op!=active_objects) 694 if (!op->active_next && !op->active_prev && op != active_objects)
741 return; 695 return;
742 696
743 if (op->active_prev==NULL) { 697 if (op->active_prev == NULL)
698 {
744 active_objects = op->active_next; 699 active_objects = op->active_next;
745 if (op->active_next!=NULL) 700 if (op->active_next != NULL)
746 op->active_next->active_prev = NULL; 701 op->active_next->active_prev = NULL;
702 }
703 else
747 } 704 {
748 else {
749 op->active_prev->active_next = op->active_next; 705 op->active_prev->active_next = op->active_next;
750 if (op->active_next) 706 if (op->active_next)
751 op->active_next->active_prev = op->active_prev; 707 op->active_next->active_prev = op->active_prev;
752 } 708 }
753 op->active_next = NULL; 709 op->active_next = NULL;
754 op->active_prev = NULL; 710 op->active_prev = NULL;
755} 711}
756 712
757/* 713/*
758 * update_object() updates the array which represents the map. 714 * update_object() updates the array which represents the map.
759 * It takes into account invisible objects (and represent squares covered 715 * It takes into account invisible objects (and represent squares covered
774 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 730 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
775 * as that is easier than trying to look at what may have changed. 731 * as that is easier than trying to look at what may have changed.
776 * UP_OBJ_FACE: only the objects face has changed. 732 * UP_OBJ_FACE: only the objects face has changed.
777 */ 733 */
778 734
735void
779void update_object(object *op, int action) { 736update_object (object *op, int action)
737{
780 int update_now=0, flags; 738 int update_now = 0, flags;
781 MoveType move_on, move_off, move_block, move_slow; 739 MoveType move_on, move_off, move_block, move_slow;
782 740
783 if (op == NULL) { 741 if (op == NULL)
742 {
784 /* this should never happen */ 743 /* this should never happen */
785 LOG(llevDebug,"update_object() called for NULL object.\n"); 744 LOG (llevDebug, "update_object() called for NULL object.\n");
786 return; 745 return;
787 }
788 746 }
747
789 if(op->env!=NULL) { 748 if (op->env != NULL)
749 {
790 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
791 * to do in this case. 751 * to do in this case.
792 */ 752 */
793 return; 753 return;
794 } 754 }
795 755
796 /* If the map is saving, don't do anything as everything is 756 /* If the map is saving, don't do anything as everything is
797 * going to get freed anyways. 757 * going to get freed anyways.
798 */ 758 */
799 if (!op->map || op->map->in_memory == MAP_SAVING) return; 759 if (!op->map || op->map->in_memory == MAP_SAVING)
800 760 return;
761
801 /* make sure the object is within map boundaries */ 762 /* make sure the object is within map boundaries */
802 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 763 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
803 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 764 {
804 LOG(llevError,"update_object() called for object out of map!\n"); 765 LOG (llevError, "update_object() called for object out of map!\n");
805#ifdef MANY_CORES 766#ifdef MANY_CORES
806 abort(); 767 abort ();
807#endif 768#endif
808 return; 769 return;
809 }
810 770 }
771
811 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 772 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
812 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 773 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
813 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
814 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 775 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
815 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 776 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
816 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 777 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
817 778
818 if (action == UP_OBJ_INSERT) { 779 if (action == UP_OBJ_INSERT)
780 {
819 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
820 update_now=1; 782 update_now = 1;
821 783
822 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 784 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
823 update_now=1; 785 update_now = 1;
824 786
825 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
826 update_now=1; 788 update_now = 1;
827 789
828 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 790 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
829 update_now=1; 791 update_now = 1;
830 792
793 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
794 update_now = 1;
795
831 if ((move_on | op->move_on) != move_on) update_now=1; 796 if ((move_on | op->move_on) != move_on)
797 update_now = 1;
798
832 if ((move_off | op->move_off) != move_off) update_now=1; 799 if ((move_off | op->move_off) != move_off)
800 update_now = 1;
801
833 /* This isn't perfect, but I don't expect a lot of objects to 802 /* This isn't perfect, but I don't expect a lot of objects to
834 * to have move_allow right now. 803 * to have move_allow right now.
835 */ 804 */
836 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 805 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
837 update_now=1; 806 update_now = 1;
807
838 if ((move_slow | op->move_slow) != move_slow) update_now=1; 808 if ((move_slow | op->move_slow) != move_slow)
809 update_now = 1;
839 } 810 }
811
840 /* if the object is being removed, we can't make intelligent 812 /* if the object is being removed, we can't make intelligent
841 * decisions, because remove_ob can't really pass the object 813 * decisions, because remove_ob can't really pass the object
842 * that is being removed. 814 * that is being removed.
843 */ 815 */
844 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 816 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
845 update_now=1; 817 update_now = 1;
846 } else if (action == UP_OBJ_FACE) { 818 else if (action == UP_OBJ_FACE)
847 /* Nothing to do for that case */ 819 /* Nothing to do for that case */ ;
848 }
849 else { 820 else
850 LOG(llevError,"update_object called with invalid action: %d\n", action); 821 LOG (llevError, "update_object called with invalid action: %d\n", action);
851 }
852 822
853 if (update_now) { 823 if (update_now)
824 {
854 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 825 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
855 update_position(op->map, op->x, op->y); 826 update_position (op->map, op->x, op->y);
856 } 827 }
857 828
858 if(op->more!=NULL) 829 if (op->more != NULL)
859 update_object(op->more, action); 830 update_object (op->more, action);
860} 831}
861 832
833object::vector object::mortals;
834object::vector object::objects; // not yet used
835object *object::first;
836
837void object::free_mortals ()
838{
839 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
840 if ((*i)->refcnt)
841 ++i; // further delay freeing
842 else
843 {
844 delete *i;
845 mortals.erase (i);
846 }
847}
848
849object::object ()
850{
851 SET_FLAG (this, FLAG_REMOVED);
852
853 expmul = 1.0;
854 face = blank_face;
855}
856
857object::~object ()
858{
859 free_key_values (this);
860}
861
862void object::link ()
863{
864 count = ++ob_count;
865 uuid = gen_uuid ();
866
867 prev = 0;
868 next = object::first;
869
870 if (object::first)
871 object::first->prev = this;
872
873 object::first = this;
874}
875
876void object::unlink ()
877{
878 if (this == object::first)
879 object::first = next;
880
881 /* Remove this object from the list of used objects */
882 if (prev) prev->next = next;
883 if (next) next->prev = prev;
884
885 prev = 0;
886 next = 0;
887}
888
889object *object::create ()
890{
891 object *op = new object;
892 op->link ();
893 return op;
894}
862 895
863/* 896/*
864 * free_object() frees everything allocated by an object, removes 897 * free_object() frees everything allocated by an object, removes
865 * it from the list of used objects, and puts it on the list of 898 * it from the list of used objects, and puts it on the list of
866 * free objects. The IS_FREED() flag is set in the object. 899 * free objects. The IS_FREED() flag is set in the object.
867 * The object must have been removed by remove_ob() first for 900 * The object must have been removed by remove_ob() first for
868 * this function to succeed. 901 * this function to succeed.
869 * 902 *
870 * If free_inventory is set, free inventory as well. Else drop items in 903 * If destroy_inventory is set, free inventory as well. Else drop items in
871 * inventory to the ground. 904 * inventory to the ground.
872 */ 905 */
873 906void object::destroy (bool destroy_inventory)
874void
875free_object (object * ob)
876{ 907{
877 free_object2 (ob, 0);
878}
879
880void
881free_object2 (object * ob, int free_inventory)
882{
883 object *tmp, *op;
884
885 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 908 if (QUERY_FLAG (this, FLAG_FREED))
886 { 909 return;
887 LOG (llevDebug, "Free object called with non removed object\n");
888 dump_object (ob);
889#ifdef MANY_CORES
890 abort ();
891#endif
892 }
893 910
894 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 911 if (QUERY_FLAG (this, FLAG_FRIENDLY))
895 {
896 LOG (llevMonster, "Warning: tried to free friendly object.\n");
897 remove_friendly_object (ob); 912 remove_friendly_object (this);
898 }
899 913
900 if (QUERY_FLAG (ob, FLAG_FREED)) 914 if (!QUERY_FLAG (this, FLAG_REMOVED))
901 { 915 remove ();
902 dump_object (ob); 916
903 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 917 SET_FLAG (this, FLAG_FREED);
904 return; 918
919 if (more)
905 } 920 {
906 921 more->destroy (destroy_inventory);
907 if (ob->more != NULL) 922 more = 0;
908 { 923 }
909 free_object2 (ob->more, free_inventory);
910 ob->more = NULL;
911 }
912 924
913 if (ob->inv) 925 if (inv)
914 { 926 {
915 /* Only if the space blocks everything do we not process - 927 /* Only if the space blocks everything do we not process -
916 * if some form of movemnt is allowed, let objects 928 * if some form of movement is allowed, let objects
917 * drop on that space. 929 * drop on that space.
918 */ 930 */
919 if (free_inventory || ob->map == NULL 931 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
920 || ob->map->in_memory != MAP_IN_MEMORY 932 {
921 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 933 object *op = inv;
922 {
923 op = ob->inv;
924 934
925 while (op != NULL) 935 while (op)
926 { 936 {
927 tmp = op->below; 937 object *tmp = op->below;
928 remove_ob (op); 938 op->destroy (destroy_inventory);
929 free_object2 (op, free_inventory);
930 op = tmp; 939 op = tmp;
931 } 940 }
932 } 941 }
933 else 942 else
934 { /* Put objects in inventory onto this space */ 943 { /* Put objects in inventory onto this space */
935 op = ob->inv; 944 object *op = inv;
936 945
937 while (op != NULL) 946 while (op)
938 { 947 {
939 tmp = op->below; 948 object *tmp = op->below;
940 remove_ob (op);
941 949
950 op->remove ();
951
942 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 952 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
943 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 953 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
944 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 954 op->destroy ();
945 free_object (op); 955 else
946 else 956 {
947 { 957 op->x = x;
948 op->x = ob->x; 958 op->y = y;
949 op->y = ob->y;
950 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ 959 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
951 } 960 }
952 961
953 op = tmp; 962 op = tmp;
963 }
964 }
954 } 965 }
955 } 966
967 // hack to ensure that freed objects still have a valid map
968 {
969 static maptile *freed_map; // freed objects are moved here to avoid crashes
970
971 if (!freed_map)
972 {
973 freed_map = new maptile;
974
975 freed_map->name = "/internal/freed_objects_map";
976 freed_map->width = 3;
977 freed_map->height = 3;
978
979 freed_map->allocate ();
956 } 980 }
981
982 map = freed_map;
983 x = 1;
984 y = 1;
985 }
986
987 // clear those pointers that likely might have circular references to us
988 owner = 0;
989 enemy = 0;
990 attacked_by = 0;
991
992 // only relevant for players(?), but make sure of it anyways
993 contr = 0;
957 994
958 /* Remove object from the active list */ 995 /* Remove object from the active list */
959 ob->speed = 0; 996 speed = 0;
960 update_ob_speed (ob); 997 update_ob_speed (this);
961 998
962 SET_FLAG (ob, FLAG_FREED); 999 unlink ();
963 ob->count = 0;
964 1000
965 /* Remove this object from the list of used objects */ 1001 mortals.push_back (this);
966 if (ob->prev == NULL)
967 {
968 objects = ob->next;
969
970 if (objects != NULL)
971 objects->prev = NULL;
972 }
973 else
974 {
975 ob->prev->next = ob->next;
976
977 if (ob->next != NULL)
978 ob->next->prev = ob->prev;
979 }
980
981 free_key_values (ob);
982
983 /* Now link it with the free_objects list: */
984 ob->prev = 0;
985 ob->next = 0;
986
987 delete ob;
988} 1002}
989 1003
990/* 1004/*
991 * sub_weight() recursively (outwards) subtracts a number from the 1005 * sub_weight() recursively (outwards) subtracts a number from the
992 * weight of an object (and what is carried by it's environment(s)). 1006 * weight of an object (and what is carried by it's environment(s)).
993 */ 1007 */
994 1008void
995void sub_weight (object *op, signed long weight) { 1009sub_weight (object *op, signed long weight)
1010{
996 while (op != NULL) { 1011 while (op != NULL)
1012 {
997 if (op->type == CONTAINER) { 1013 if (op->type == CONTAINER)
998 weight=(signed long)(weight*(100-op->stats.Str)/100); 1014 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
999 } 1015
1000 op->carrying-=weight; 1016 op->carrying -= weight;
1001 op = op->env; 1017 op = op->env;
1002 } 1018 }
1003} 1019}
1004 1020
1005/* remove_ob(op): 1021/* op->remove ():
1006 * This function removes the object op from the linked list of objects 1022 * This function removes the object op from the linked list of objects
1007 * which it is currently tied to. When this function is done, the 1023 * which it is currently tied to. When this function is done, the
1008 * object will have no environment. If the object previously had an 1024 * object will have no environment. If the object previously had an
1009 * environment, the x and y coordinates will be updated to 1025 * environment, the x and y coordinates will be updated to
1010 * the previous environment. 1026 * the previous environment.
1011 * Beware: This function is called from the editor as well! 1027 * Beware: This function is called from the editor as well!
1012 */ 1028 */
1013 1029void
1014void remove_ob(object *op) { 1030object::remove ()
1031{
1015 object *tmp,*last=NULL; 1032 object *tmp, *last = 0;
1016 object *otmp; 1033 object *otmp;
1017 tag_t tag; 1034
1018 int check_walk_off; 1035 int check_walk_off;
1019 mapstruct *m;
1020 sint16 x,y;
1021
1022 1036
1023 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1037 if (QUERY_FLAG (this, FLAG_REMOVED))
1024 dump_object(op); 1038 return;
1025 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1026 1039
1027 /* Changed it to always dump core in this case. As has been learned
1028 * in the past, trying to recover from errors almost always
1029 * make things worse, and this is a real error here - something
1030 * that should not happen.
1031 * Yes, if this was a mission critical app, trying to do something
1032 * to recover may make sense, but that is because failure of the app
1033 * may have other disastrous problems. Cf runs out of a script
1034 * so is easily enough restarted without any real problems.
1035 * MSW 2001-07-01
1036 */
1037 abort();
1038 }
1039 if(op->more!=NULL)
1040 remove_ob(op->more);
1041
1042 SET_FLAG(op, FLAG_REMOVED); 1040 SET_FLAG (this, FLAG_REMOVED);
1043 1041
1042 if (more)
1043 more->remove ();
1044
1044 /* 1045 /*
1045 * In this case, the object to be removed is in someones 1046 * In this case, the object to be removed is in someones
1046 * inventory. 1047 * inventory.
1047 */ 1048 */
1048 if(op->env!=NULL) { 1049 if (env)
1050 {
1049 if(op->nrof) 1051 if (nrof)
1050 sub_weight(op->env, op->weight*op->nrof); 1052 sub_weight (env, weight * nrof);
1051 else 1053 else
1052 sub_weight(op->env, op->weight+op->carrying); 1054 sub_weight (env, weight + carrying);
1053 1055
1054 /* NO_FIX_PLAYER is set when a great many changes are being 1056 /* NO_FIX_PLAYER is set when a great many changes are being
1055 * made to players inventory. If set, avoiding the call 1057 * made to players inventory. If set, avoiding the call
1056 * to save cpu time. 1058 * to save cpu time.
1057 */ 1059 */
1058 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1060 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1059 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1060 fix_player(otmp); 1061 fix_player (otmp);
1061 1062
1062 if(op->above!=NULL) 1063 if (above != NULL)
1063 op->above->below=op->below; 1064 above->below = below;
1064 else 1065 else
1065 op->env->inv=op->below; 1066 env->inv = below;
1066 1067
1067 if(op->below!=NULL) 1068 if (below != NULL)
1068 op->below->above=op->above; 1069 below->above = above;
1069 1070
1070 /* we set up values so that it could be inserted into 1071 /* we set up values so that it could be inserted into
1071 * the map, but we don't actually do that - it is up 1072 * the map, but we don't actually do that - it is up
1072 * to the caller to decide what we want to do. 1073 * to the caller to decide what we want to do.
1074 */
1075 x = env->x, y = env->y;
1076 map = env->map;
1077 above = 0, below = 0;
1078 env = 0;
1079 }
1080 else if (map)
1081 {
1082 /* Re did the following section of code - it looks like it had
1083 * lots of logic for things we no longer care about
1084 */
1085
1086 /* link the object above us */
1087 if (above)
1088 above->below = below;
1089 else
1090 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1091
1092 /* Relink the object below us, if there is one */
1093 if (below)
1094 below->above = above;
1095 else
1096 {
1097 /* Nothing below, which means we need to relink map object for this space
1098 * use translated coordinates in case some oddness with map tiling is
1099 * evident
1073 */ 1100 */
1074 op->x=op->env->x,op->y=op->env->y; 1101 if (GET_MAP_OB (map, x, y) != this)
1075 op->map=op->env->map; 1102 {
1076 op->above=NULL,op->below=NULL; 1103 char *dump = dump_object (this);
1077 op->env=NULL; 1104 LOG (llevError,
1105 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1106 free (dump);
1107 dump = dump_object (GET_MAP_OB (map, x, y));
1108 LOG (llevError, "%s\n", dump);
1109 free (dump);
1110 }
1111
1112 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1113 }
1114
1115 above = 0;
1116 below = 0;
1117
1118 if (map->in_memory == MAP_SAVING)
1078 return; 1119 return;
1079 }
1080 1120
1081 /* If we get here, we are removing it from a map */
1082 if (op->map == NULL) return;
1083
1084 x = op->x;
1085 y = op->y;
1086 m = get_map_from_coord(op->map, &x, &y);
1087
1088 if (!m) {
1089 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1090 op->map->path, op->x, op->y);
1091 /* in old days, we used to set x and y to 0 and continue.
1092 * it seems if we get into this case, something is probablye
1093 * screwed up and should be fixed.
1094 */
1095 abort();
1096 }
1097 if (op->map != m) {
1098 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1099 op->map->path, m->path, op->x, op->y, x, y);
1100 }
1101
1102 /* Re did the following section of code - it looks like it had
1103 * lots of logic for things we no longer care about
1104 */
1105
1106 /* link the object above us */
1107 if (op->above)
1108 op->above->below=op->below;
1109 else
1110 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1111
1112 /* Relink the object below us, if there is one */
1113 if(op->below) {
1114 op->below->above=op->above;
1115 } else {
1116 /* Nothing below, which means we need to relink map object for this space
1117 * use translated coordinates in case some oddness with map tiling is
1118 * evident
1119 */
1120 if(GET_MAP_OB(m,x,y)!=op) {
1121 dump_object(op);
1122 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);
1123 dump_object(GET_MAP_OB(m,x,y));
1124 LOG(llevError,"%s\n",errmsg);
1125 }
1126 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1127 }
1128 op->above=NULL;
1129 op->below=NULL;
1130
1131 if (op->map->in_memory == MAP_SAVING)
1132 return;
1133
1134 tag = op->count;
1135 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1121 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1122
1136 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1123 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1124 {
1137 /* No point updating the players look faces if he is the object 1125 /* No point updating the players look faces if he is the object
1138 * being removed. 1126 * being removed.
1139 */ 1127 */
1140 1128
1141 if(tmp->type==PLAYER && tmp!=op) { 1129 if (tmp->type == PLAYER && tmp != this)
1130 {
1142 /* If a container that the player is currently using somehow gets 1131 /* If a container that the player is currently using somehow gets
1143 * removed (most likely destroyed), update the player view 1132 * removed (most likely destroyed), update the player view
1144 * appropriately. 1133 * appropriately.
1145 */ 1134 */
1146 if (tmp->container==op) { 1135 if (tmp->container == this)
1136 {
1147 CLEAR_FLAG(op, FLAG_APPLIED); 1137 CLEAR_FLAG (this, FLAG_APPLIED);
1148 tmp->container=NULL; 1138 tmp->container = 0;
1139 }
1140
1141 tmp->contr->socket->floorbox_update ();
1149 } 1142 }
1150 tmp->contr->socket.update_look=1; 1143
1151 }
1152 /* See if player moving off should effect something */ 1144 /* See if player moving off should effect something */
1153 if (check_walk_off && ((op->move_type & tmp->move_off) && 1145 if (check_walk_off
1146 && ((move_type & tmp->move_off)
1154 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1147 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1155 1148 {
1156 move_apply(tmp, op, NULL); 1149 move_apply (tmp, this, 0);
1150
1157 if (was_destroyed (op, tag)) { 1151 if (destroyed ())
1158 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1152 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1159 "leaving object\n", &tmp->name, &tmp->arch->name);
1160 } 1153 }
1161 }
1162 1154
1163 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1155 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1164 1156
1165 if(tmp->above == tmp) 1157 if (tmp->above == tmp)
1166 tmp->above = NULL; 1158 tmp->above = 0;
1159
1167 last=tmp; 1160 last = tmp;
1168 } 1161 }
1162
1169 /* last == NULL of there are no objects on this space */ 1163 /* last == NULL of there are no objects on this space */
1170 if (last==NULL) { 1164 if (!last)
1165 {
1171 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1166 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1172 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1167 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1173 * those out anyways, and if there are any flags set right now, they won't 1168 * those out anyways, and if there are any flags set right now, they won't
1174 * be correct anyways. 1169 * be correct anyways.
1175 */ 1170 */
1176 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1171 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1177 update_position(op->map, op->x, op->y); 1172 update_position (map, x, y);
1178 } 1173 }
1179 else 1174 else
1180 update_object(last, UP_OBJ_REMOVE); 1175 update_object (last, UP_OBJ_REMOVE);
1181 1176
1182 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1177 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1183 update_all_los(op->map, op->x, op->y); 1178 update_all_los (map, x, y);
1184 1179 }
1185} 1180}
1186 1181
1187/* 1182/*
1188 * merge_ob(op,top): 1183 * merge_ob(op,top):
1189 * 1184 *
1190 * This function goes through all objects below and including top, and 1185 * This function goes through all objects below and including top, and
1191 * merges op to the first matching object. 1186 * merges op to the first matching object.
1192 * If top is NULL, it is calculated. 1187 * If top is NULL, it is calculated.
1193 * Returns pointer to object if it succeded in the merge, otherwise NULL 1188 * Returns pointer to object if it succeded in the merge, otherwise NULL
1194 */ 1189 */
1195 1190object *
1196object *merge_ob(object *op, object *top) { 1191merge_ob (object *op, object *top)
1192{
1197 if(!op->nrof) 1193 if (!op->nrof)
1198 return 0; 1194 return 0;
1195
1199 if(top==NULL) 1196 if (top == NULL)
1200 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1197 for (top = op; top != NULL && top->above != NULL; top = top->above);
1198
1201 for(;top!=NULL;top=top->below) { 1199 for (; top != NULL; top = top->below)
1200 {
1202 if(top==op) 1201 if (top == op)
1203 continue; 1202 continue;
1204 if (CAN_MERGE(op,top)) 1203
1205 { 1204 if (object::can_merge (op, top))
1205 {
1206 top->nrof+=op->nrof; 1206 top->nrof += op->nrof;
1207
1207/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1208/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1208 op->weight = 0; /* Don't want any adjustements now */ 1209 op->weight = 0; /* Don't want any adjustements now */
1209 remove_ob(op); 1210 op->destroy ();
1210 free_object(op);
1211 return top; 1211 return top;
1212 } 1212 }
1213 } 1213 }
1214
1214 return NULL; 1215 return 0;
1215} 1216}
1216 1217
1217/* 1218/*
1218 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1219 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1219 * job preparing multi-part monsters 1220 * job preparing multi-part monsters
1220 */ 1221 */
1222object *
1221object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1223insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1224{
1222 object* tmp; 1225 object *tmp;
1226
1223 if (op->head) 1227 if (op->head)
1224 op=op->head; 1228 op = op->head;
1229
1225 for (tmp=op;tmp;tmp=tmp->more){ 1230 for (tmp = op; tmp; tmp = tmp->more)
1231 {
1226 tmp->x=x+tmp->arch->clone.x; 1232 tmp->x = x + tmp->arch->clone.x;
1227 tmp->y=y+tmp->arch->clone.y; 1233 tmp->y = y + tmp->arch->clone.y;
1228 } 1234 }
1235
1229 return insert_ob_in_map (op, m, originator, flag); 1236 return insert_ob_in_map (op, m, originator, flag);
1230} 1237}
1231 1238
1232/* 1239/*
1233 * insert_ob_in_map (op, map, originator, flag): 1240 * insert_ob_in_map (op, map, originator, flag):
1234 * This function inserts the object in the two-way linked list 1241 * This function inserts the object in the two-way linked list
1248 * new object if 'op' was merged with other object 1255 * new object if 'op' was merged with other object
1249 * NULL if 'op' was destroyed 1256 * NULL if 'op' was destroyed
1250 * just 'op' otherwise 1257 * just 'op' otherwise
1251 */ 1258 */
1252 1259
1260object *
1253object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1261insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1254{ 1262{
1255 object *tmp, *top, *floor=NULL; 1263 object *tmp, *top, *floor = NULL;
1256 sint16 x,y; 1264 sint16 x, y;
1257 1265
1258 if (QUERY_FLAG (op, FLAG_FREED)) { 1266 if (QUERY_FLAG (op, FLAG_FREED))
1267 {
1259 LOG (llevError, "Trying to insert freed object!\n"); 1268 LOG (llevError, "Trying to insert freed object!\n");
1269 return NULL;
1270 }
1271
1272 if (m == NULL)
1273 {
1274 char *dump = dump_object (op);
1275 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1276 free (dump);
1277 return op;
1278 }
1279
1280 if (out_of_map (m, op->x, op->y))
1281 {
1282 char *dump = dump_object (op);
1283 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1284#ifdef MANY_CORES
1285 /* Better to catch this here, as otherwise the next use of this object
1286 * is likely to cause a crash. Better to find out where it is getting
1287 * improperly inserted.
1288 */
1289 abort ();
1290#endif
1291 free (dump);
1292 return op;
1293 }
1294
1295 if (!QUERY_FLAG (op, FLAG_REMOVED))
1296 {
1297 char *dump = dump_object (op);
1298 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1299 free (dump);
1300 return op;
1301 }
1302
1303 if (op->more != NULL)
1304 {
1305 /* The part may be on a different map. */
1306
1307 object *more = op->more;
1308
1309 /* We really need the caller to normalize coordinates - if
1310 * we set the map, that doesn't work if the location is within
1311 * a map and this is straddling an edge. So only if coordinate
1312 * is clear wrong do we normalize it.
1313 */
1314 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1315 more->map = get_map_from_coord (m, &more->x, &more->y);
1316 else if (!more->map)
1317 {
1318 /* For backwards compatibility - when not dealing with tiled maps,
1319 * more->map should always point to the parent.
1320 */
1321 more->map = m;
1322 }
1323
1324 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1325 {
1326 if (!op->head)
1327 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1328
1329 return NULL;
1330 }
1331 }
1332
1333 CLEAR_FLAG (op, FLAG_REMOVED);
1334
1335 /* Ideally, the caller figures this out. However, it complicates a lot
1336 * of areas of callers (eg, anything that uses find_free_spot would now
1337 * need extra work
1338 */
1339 op->map = get_map_from_coord (m, &op->x, &op->y);
1340 x = op->x;
1341 y = op->y;
1342
1343 /* this has to be done after we translate the coordinates.
1344 */
1345 if (op->nrof && !(flag & INS_NO_MERGE))
1346 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1347 if (object::can_merge (op, tmp))
1348 {
1349 op->nrof += tmp->nrof;
1350 tmp->destroy ();
1351 }
1352
1353 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1354 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1355
1356 if (!QUERY_FLAG (op, FLAG_ALIVE))
1357 CLEAR_FLAG (op, FLAG_NO_STEAL);
1358
1359 if (flag & INS_BELOW_ORIGINATOR)
1360 {
1361 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1362 {
1363 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1364 abort ();
1365 }
1366
1367 op->above = originator;
1368 op->below = originator->below;
1369
1370 if (op->below)
1371 op->below->above = op;
1372 else
1373 SET_MAP_OB (op->map, op->x, op->y, op);
1374
1375 /* since *below* originator, no need to update top */
1376 originator->below = op;
1377 }
1378 else
1379 {
1380 /* If there are other objects, then */
1381 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1382 {
1383 object *last = NULL;
1384
1385 /*
1386 * If there are multiple objects on this space, we do some trickier handling.
1387 * We've already dealt with merging if appropriate.
1388 * Generally, we want to put the new object on top. But if
1389 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1390 * floor, we want to insert above that and no further.
1391 * Also, if there are spell objects on this space, we stop processing
1392 * once we get to them. This reduces the need to traverse over all of
1393 * them when adding another one - this saves quite a bit of cpu time
1394 * when lots of spells are cast in one area. Currently, it is presumed
1395 * that flying non pickable objects are spell objects.
1396 */
1397
1398 while (top != NULL)
1399 {
1400 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1401 floor = top;
1402
1403 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1404 {
1405 /* We insert above top, so we want this object below this */
1406 top = top->below;
1407 break;
1408 }
1409
1410 last = top;
1411 top = top->above;
1412 }
1413
1414 /* Don't want top to be NULL, so set it to the last valid object */
1415 top = last;
1416
1417 /* We let update_position deal with figuring out what the space
1418 * looks like instead of lots of conditions here.
1419 * makes things faster, and effectively the same result.
1420 */
1421
1422 /* Have object 'fall below' other objects that block view.
1423 * Unless those objects are exits, type 66
1424 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd.
1427 */
1428 if (!(flag & INS_ON_TOP) &&
1429 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1430 {
1431 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break;
1434 /* Check to see if we found the object that blocks view,
1435 * and make sure we have a below pointer for it so that
1436 * we can get inserted below this one, which requires we
1437 * set top to the object below us.
1438 */
1439 if (last && last->below && last != floor)
1440 top = last->below;
1441 }
1442 } /* If objects on this space */
1443
1444 if (flag & INS_MAP_LOAD)
1445 top = GET_MAP_TOP (op->map, op->x, op->y);
1446
1447 if (flag & INS_ABOVE_FLOOR_ONLY)
1448 top = floor;
1449
1450 /* Top is the object that our object (op) is going to get inserted above.
1451 */
1452
1453 /* First object on this space */
1454 if (!top)
1455 {
1456 op->above = GET_MAP_OB (op->map, op->x, op->y);
1457
1458 if (op->above)
1459 op->above->below = op;
1460
1461 op->below = NULL;
1462 SET_MAP_OB (op->map, op->x, op->y, op);
1463 }
1464 else
1465 { /* get inserted into the stack above top */
1466 op->above = top->above;
1467
1468 if (op->above)
1469 op->above->below = op;
1470
1471 op->below = top;
1472 top->above = op;
1473 }
1474
1475 if (op->above == NULL)
1476 SET_MAP_TOP (op->map, op->x, op->y, op);
1477 } /* else not INS_BELOW_ORIGINATOR */
1478
1479 if (op->type == PLAYER)
1480 op->contr->do_los = 1;
1481
1482 /* If we have a floor, we know the player, if any, will be above
1483 * it, so save a few ticks and start from there.
1484 */
1485 if (!(flag & INS_MAP_LOAD))
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1487 if (tmp->type == PLAYER)
1488 tmp->contr->socket->floorbox_update ();
1489
1490 /* If this object glows, it may affect lighting conditions that are
1491 * visible to others on this map. But update_all_los is really
1492 * an inefficient way to do this, as it means los for all players
1493 * on the map will get recalculated. The players could very well
1494 * be far away from this change and not affected in any way -
1495 * this should get redone to only look for players within range,
1496 * or just updating the P_NEED_UPDATE for spaces within this area
1497 * of effect may be sufficient.
1498 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1500 update_all_los (op->map, op->x, op->y);
1501
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT);
1504
1505 /* Don't know if moving this to the end will break anything. However,
1506 * we want to have floorbox_update called before calling this.
1507 *
1508 * check_move_on() must be after this because code called from
1509 * check_move_on() depends on correct map flags (so functions like
1510 * blocked() and wall() work properly), and these flags are updated by
1511 * update_object().
1512 */
1513
1514 /* if this is not the head or flag has been passed, don't check walk on status */
1515 if (!(flag & INS_NO_WALK_ON) && !op->head)
1516 {
1517 if (check_move_on (op, originator))
1260 return NULL; 1518 return NULL;
1261 }
1262 if(m==NULL) {
1263 dump_object(op);
1264 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1265 return op;
1266 }
1267 if(out_of_map(m,op->x,op->y)) {
1268 dump_object(op);
1269 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1270#ifdef MANY_CORES
1271 /* Better to catch this here, as otherwise the next use of this object
1272 * is likely to cause a crash. Better to find out where it is getting
1273 * improperly inserted.
1274 */
1275 abort();
1276#endif
1277 return op;
1278 }
1279 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1280 dump_object(op);
1281 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1282 return op;
1283 }
1284 if(op->more!=NULL) {
1285 /* The part may be on a different map. */
1286 1519
1287 object *more = op->more;
1288
1289 /* We really need the caller to normalize coordinates - if
1290 * we set the map, that doesn't work if the location is within
1291 * a map and this is straddling an edge. So only if coordinate
1292 * is clear wrong do we normalize it.
1293 */
1294 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1295 more->map = get_map_from_coord(m, &more->x, &more->y);
1296 } else if (!more->map) {
1297 /* For backwards compatibility - when not dealing with tiled maps,
1298 * more->map should always point to the parent.
1299 */
1300 more->map = m;
1301 }
1302
1303 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1304 if ( ! op->head)
1305 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1306 return NULL;
1307 }
1308 }
1309 CLEAR_FLAG(op,FLAG_REMOVED);
1310
1311 /* Ideally, the caller figures this out. However, it complicates a lot
1312 * of areas of callers (eg, anything that uses find_free_spot would now
1313 * need extra work
1314 */
1315 op->map=get_map_from_coord(m, &op->x, &op->y);
1316 x = op->x;
1317 y = op->y;
1318
1319 /* this has to be done after we translate the coordinates.
1320 */
1321 if(op->nrof && !(flag & INS_NO_MERGE)) {
1322 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1323 if (CAN_MERGE(op,tmp)) {
1324 op->nrof+=tmp->nrof;
1325 remove_ob(tmp);
1326 free_object(tmp);
1327 }
1328 }
1329
1330 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1331 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1332 if (!QUERY_FLAG(op, FLAG_ALIVE))
1333 CLEAR_FLAG(op, FLAG_NO_STEAL);
1334
1335 if (flag & INS_BELOW_ORIGINATOR) {
1336 if (originator->map != op->map || originator->x != op->x ||
1337 originator->y != op->y) {
1338 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1339 abort();
1340 }
1341 op->above = originator;
1342 op->below = originator->below;
1343 if (op->below) op->below->above = op;
1344 else SET_MAP_OB(op->map, op->x, op->y, op);
1345 /* since *below* originator, no need to update top */
1346 originator->below = op;
1347 } else {
1348 /* If there are other objects, then */
1349 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1350 object *last=NULL;
1351 /*
1352 * If there are multiple objects on this space, we do some trickier handling.
1353 * We've already dealt with merging if appropriate.
1354 * Generally, we want to put the new object on top. But if
1355 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1356 * floor, we want to insert above that and no further.
1357 * Also, if there are spell objects on this space, we stop processing
1358 * once we get to them. This reduces the need to traverse over all of
1359 * them when adding another one - this saves quite a bit of cpu time
1360 * when lots of spells are cast in one area. Currently, it is presumed
1361 * that flying non pickable objects are spell objects.
1362 */
1363
1364 while (top != NULL) {
1365 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1366 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1367 if (QUERY_FLAG(top, FLAG_NO_PICK)
1368 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1369 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1370 {
1371 /* We insert above top, so we want this object below this */
1372 top=top->below;
1373 break;
1374 }
1375 last = top;
1376 top = top->above;
1377 }
1378 /* Don't want top to be NULL, so set it to the last valid object */
1379 top = last;
1380
1381 /* We let update_position deal with figuring out what the space
1382 * looks like instead of lots of conditions here.
1383 * makes things faster, and effectively the same result.
1384 */
1385
1386 /* Have object 'fall below' other objects that block view.
1387 * Unless those objects are exits, type 66
1388 * If INS_ON_TOP is used, don't do this processing
1389 * Need to find the object that in fact blocks view, otherwise
1390 * stacking is a bit odd.
1391 */
1392 if (!(flag & INS_ON_TOP) &&
1393 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1394 (op->face && !op->face->visibility)) {
1395 for (last=top; last != floor; last=last->below)
1396 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1397 /* Check to see if we found the object that blocks view,
1398 * and make sure we have a below pointer for it so that
1399 * we can get inserted below this one, which requires we
1400 * set top to the object below us.
1401 */
1402 if (last && last->below && last != floor) top=last->below;
1403 }
1404 } /* If objects on this space */
1405 if (flag & INS_MAP_LOAD)
1406 top = GET_MAP_TOP(op->map,op->x,op->y);
1407 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1408
1409 /* Top is the object that our object (op) is going to get inserted above.
1410 */
1411
1412 /* First object on this space */
1413 if (!top) {
1414 op->above = GET_MAP_OB(op->map, op->x, op->y);
1415 if (op->above) op->above->below = op;
1416 op->below = NULL;
1417 SET_MAP_OB(op->map, op->x, op->y, op);
1418 } else { /* get inserted into the stack above top */
1419 op->above = top->above;
1420 if (op->above) op->above->below = op;
1421 op->below = top;
1422 top->above = op;
1423 }
1424 if (op->above==NULL)
1425 SET_MAP_TOP(op->map,op->x, op->y, op);
1426 } /* else not INS_BELOW_ORIGINATOR */
1427
1428 if(op->type==PLAYER)
1429 op->contr->do_los=1;
1430
1431 /* If we have a floor, we know the player, if any, will be above
1432 * it, so save a few ticks and start from there.
1433 */
1434 if (!(flag & INS_MAP_LOAD))
1435 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1436 if (tmp->type == PLAYER)
1437 tmp->contr->socket.update_look=1;
1438 }
1439
1440 /* If this object glows, it may affect lighting conditions that are
1441 * visible to others on this map. But update_all_los is really
1442 * an inefficient way to do this, as it means los for all players
1443 * on the map will get recalculated. The players could very well
1444 * be far away from this change and not affected in any way -
1445 * this should get redone to only look for players within range,
1446 * or just updating the P_NEED_UPDATE for spaces within this area
1447 * of effect may be sufficient.
1448 */
1449 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1450 update_all_los(op->map, op->x, op->y);
1451
1452
1453 /* updates flags (blocked, alive, no magic, etc) for this map space */
1454 update_object(op,UP_OBJ_INSERT);
1455
1456
1457 /* Don't know if moving this to the end will break anything. However,
1458 * we want to have update_look set above before calling this.
1459 *
1460 * check_move_on() must be after this because code called from
1461 * check_move_on() depends on correct map flags (so functions like
1462 * blocked() and wall() work properly), and these flags are updated by
1463 * update_object().
1464 */
1465
1466 /* if this is not the head or flag has been passed, don't check walk on status */
1467
1468 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1469 if (check_move_on(op, originator))
1470 return NULL;
1471
1472 /* If we are a multi part object, lets work our way through the check 1520 /* If we are a multi part object, lets work our way through the check
1473 * walk on's. 1521 * walk on's.
1474 */ 1522 */
1475 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1476 if (check_move_on (tmp, originator)) 1524 if (check_move_on (tmp, originator))
1477 return NULL; 1525 return NULL;
1478 } 1526 }
1527
1479 return op; 1528 return op;
1480} 1529}
1481 1530
1482/* this function inserts an object in the map, but if it 1531/* this function inserts an object in the map, but if it
1483 * finds an object of its own type, it'll remove that one first. 1532 * finds an object of its own type, it'll remove that one first.
1484 * op is the object to insert it under: supplies x and the map. 1533 * op is the object to insert it under: supplies x and the map.
1485 */ 1534 */
1535void
1486void replace_insert_ob_in_map(const char *arch_string, object *op) { 1536replace_insert_ob_in_map (const char *arch_string, object *op)
1537{
1487 object *tmp; 1538 object *
1488 object *tmp1; 1539 tmp;
1540 object *
1541 tmp1;
1489 1542
1490 /* first search for itself and remove any old instances */ 1543 /* first search for itself and remove any old instances */
1491 1544
1492 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1545 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1493 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1546 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1494 remove_ob(tmp); 1547 tmp->destroy ();
1495 free_object(tmp);
1496 }
1497 }
1498 1548
1499 tmp1=arch_to_object(find_archetype(arch_string)); 1549 tmp1 = arch_to_object (archetype::find (arch_string));
1500 1550
1501 1551 tmp1->x = op->x;
1502 tmp1->x = op->x; tmp1->y = op->y; 1552 tmp1->y = op->y;
1503 insert_ob_in_map(tmp1,op->map,op,0); 1553 insert_ob_in_map (tmp1, op->map, op, 0);
1504} 1554}
1505 1555
1506/* 1556/*
1507 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1557 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1508 * is returned contains nr objects, and the remaining parts contains 1558 * is returned contains nr objects, and the remaining parts contains
1509 * the rest (or is removed and freed if that number is 0). 1559 * the rest (or is removed and freed if that number is 0).
1510 * On failure, NULL is returned, and the reason put into the 1560 * On failure, NULL is returned, and the reason put into the
1511 * global static errmsg array. 1561 * global static errmsg array.
1512 */ 1562 */
1513 1563
1564object *
1514object *get_split_ob(object *orig_ob, uint32 nr) { 1565get_split_ob (object *orig_ob, uint32 nr)
1566{
1515 object *newob; 1567 object *newob;
1516 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1568 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1517 1569
1518 if(orig_ob->nrof<nr) { 1570 if (orig_ob->nrof < nr)
1519 sprintf(errmsg,"There are only %d %ss.", 1571 {
1520 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1572 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1521 return NULL; 1573 return NULL;
1522 } 1574 }
1575
1523 newob = object_create_clone(orig_ob); 1576 newob = object_create_clone (orig_ob);
1577
1524 if((orig_ob->nrof-=nr)<1) { 1578 if ((orig_ob->nrof -= nr) < 1)
1525 if ( ! is_removed) 1579 orig_ob->destroy (1);
1526 remove_ob(orig_ob);
1527 free_object2(orig_ob, 1);
1528 }
1529 else if ( ! is_removed) { 1580 else if (!is_removed)
1581 {
1530 if(orig_ob->env!=NULL) 1582 if (orig_ob->env != NULL)
1531 sub_weight (orig_ob->env,orig_ob->weight*nr); 1583 sub_weight (orig_ob->env, orig_ob->weight * nr);
1532 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1584 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1585 {
1533 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1586 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1534 LOG(llevDebug,
1535 "Error, Tried to split object whose map is not in memory.\n"); 1587 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1536 return NULL; 1588 return NULL;
1537 } 1589 }
1538 } 1590 }
1591
1539 newob->nrof=nr; 1592 newob->nrof = nr;
1540 1593
1541 return newob; 1594 return newob;
1542} 1595}
1543 1596
1544/* 1597/*
1545 * decrease_ob_nr(object, number) decreases a specified number from 1598 * decrease_ob_nr(object, number) decreases a specified number from
1546 * the amount of an object. If the amount reaches 0, the object 1599 * the amount of an object. If the amount reaches 0, the object
1547 * is subsequently removed and freed. 1600 * is subsequently removed and freed.
1548 * 1601 *
1549 * Return value: 'op' if something is left, NULL if the amount reached 0 1602 * Return value: 'op' if something is left, NULL if the amount reached 0
1550 */ 1603 */
1551 1604
1605object *
1552object *decrease_ob_nr (object *op, uint32 i) 1606decrease_ob_nr (object *op, uint32 i)
1553{ 1607{
1554 object *tmp; 1608 object *tmp;
1555 player *pl; 1609 player *pl;
1556 1610
1557 if (i == 0) /* objects with op->nrof require this check */ 1611 if (i == 0) /* objects with op->nrof require this check */
1558 return op; 1612 return op;
1559 1613
1560 if (i > op->nrof) 1614 if (i > op->nrof)
1561 i = op->nrof; 1615 i = op->nrof;
1562 1616
1563 if (QUERY_FLAG (op, FLAG_REMOVED)) 1617 if (QUERY_FLAG (op, FLAG_REMOVED))
1618 op->nrof -= i;
1619 else if (op->env)
1620 {
1621 /* is this object in the players inventory, or sub container
1622 * therein?
1623 */
1624 tmp = is_player_inv (op->env);
1625 /* nope. Is this a container the player has opened?
1626 * If so, set tmp to that player.
1627 * IMO, searching through all the players will mostly
1628 * likely be quicker than following op->env to the map,
1629 * and then searching the map for a player.
1630 */
1631 if (!tmp)
1632 {
1633 for (pl = first_player; pl; pl = pl->next)
1634 if (pl->ob->container == op->env)
1635 {
1636 tmp = pl->ob;
1637 break;
1638 }
1639 }
1640
1641 if (i < op->nrof)
1642 {
1643 sub_weight (op->env, op->weight * i);
1644 op->nrof -= i;
1645 if (tmp)
1646 esrv_send_item (tmp, op);
1647 }
1648 else
1649 {
1650 op->remove ();
1651 op->nrof = 0;
1652 if (tmp)
1653 esrv_del_item (tmp->contr, op->count);
1654 }
1564 { 1655 }
1656 else
1657 {
1658 object *above = op->above;
1659
1660 if (i < op->nrof)
1565 op->nrof -= i; 1661 op->nrof -= i;
1566 } 1662 else
1567 else if (op->env != NULL)
1568 {
1569 /* is this object in the players inventory, or sub container
1570 * therein?
1571 */
1572 tmp = is_player_inv (op->env);
1573 /* nope. Is this a container the player has opened?
1574 * If so, set tmp to that player.
1575 * IMO, searching through all the players will mostly
1576 * likely be quicker than following op->env to the map,
1577 * and then searching the map for a player.
1578 */
1579 if (!tmp) {
1580 for (pl=first_player; pl; pl=pl->next)
1581 if (pl->ob->container == op->env) break;
1582 if (pl) tmp=pl->ob;
1583 else tmp=NULL;
1584 } 1663 {
1585
1586 if (i < op->nrof) {
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 remove_ob (op); 1664 op->remove ();
1594 op->nrof = 0; 1665 op->nrof = 0;
1595 if (tmp) {
1596 esrv_del_item(tmp->contr, op->count);
1597 } 1666 }
1598 }
1599 }
1600 else
1601 {
1602 object *above = op->above;
1603 1667
1604 if (i < op->nrof) {
1605 op->nrof -= i;
1606 } else {
1607 remove_ob (op);
1608 op->nrof = 0;
1609 }
1610 /* Since we just removed op, op->above is null */ 1668 /* Since we just removed op, op->above is null */
1611 for (tmp = above; tmp != NULL; tmp = tmp->above) 1669 for (tmp = above; tmp; tmp = tmp->above)
1612 if (tmp->type == PLAYER) { 1670 if (tmp->type == PLAYER)
1671 {
1613 if (op->nrof) 1672 if (op->nrof)
1614 esrv_send_item(tmp, op); 1673 esrv_send_item (tmp, op);
1615 else 1674 else
1616 esrv_del_item(tmp->contr, op->count); 1675 esrv_del_item (tmp->contr, op->count);
1617 } 1676 }
1618 } 1677 }
1619 1678
1620 if (op->nrof) { 1679 if (op->nrof)
1621 return op; 1680 return op;
1622 } else { 1681 else
1623 free_object (op); 1682 {
1683 op->destroy ();
1624 return NULL; 1684 return 0;
1625 } 1685 }
1626} 1686}
1627 1687
1628/* 1688/*
1629 * add_weight(object, weight) adds the specified weight to an object, 1689 * add_weight(object, weight) adds the specified weight to an object,
1630 * and also updates how much the environment(s) is/are carrying. 1690 * and also updates how much the environment(s) is/are carrying.
1631 */ 1691 */
1632 1692
1693void
1633void add_weight (object *op, signed long weight) { 1694add_weight (object *op, signed long weight)
1695{
1634 while (op!=NULL) { 1696 while (op != NULL)
1697 {
1635 if (op->type == CONTAINER) { 1698 if (op->type == CONTAINER)
1636 weight=(signed long)(weight*(100-op->stats.Str)/100); 1699 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1637 } 1700
1638 op->carrying+=weight; 1701 op->carrying += weight;
1639 op=op->env; 1702 op = op->env;
1640 } 1703 }
1641} 1704}
1642 1705
1706object *
1707insert_ob_in_ob (object *op, object *where)
1708{
1709 if (!where)
1710 {
1711 char *dump = dump_object (op);
1712 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1713 free (dump);
1714 return op;
1715 }
1716
1717 if (where->head)
1718 {
1719 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1720 where = where->head;
1721 }
1722
1723 return where->insert (op);
1724}
1725
1643/* 1726/*
1644 * insert_ob_in_ob(op,environment): 1727 * env->insert (op)
1645 * This function inserts the object op in the linked list 1728 * This function inserts the object op in the linked list
1646 * inside the object environment. 1729 * inside the object environment.
1647 * 1730 *
1648 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1649 * the inventory at the last position or next to other objects of the same
1650 * type.
1651 * Frank: Now sorted by type, archetype and magic!
1652 *
1653 * The function returns now pointer to inserted item, and return value can 1731 * The function returns now pointer to inserted item, and return value can
1654 * be != op, if items are merged. -Tero 1732 * be != op, if items are merged. -Tero
1655 */ 1733 */
1656 1734
1657object *insert_ob_in_ob(object *op,object *where) { 1735object *
1736object::insert (object *op)
1737{
1658 object *tmp, *otmp; 1738 object *tmp, *otmp;
1659 1739
1660 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1740 if (!QUERY_FLAG (op, FLAG_REMOVED))
1661 dump_object(op); 1741 op->remove ();
1662 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1742
1663 return op;
1664 }
1665 if(where==NULL) {
1666 dump_object(op);
1667 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1668 return op;
1669 }
1670 if (where->head) {
1671 LOG(llevDebug,
1672 "Warning: Tried to insert object wrong part of multipart object.\n");
1673 where = where->head;
1674 }
1675 if (op->more) { 1743 if (op->more)
1744 {
1676 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1745 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1677 &op->name, op->count);
1678 return op; 1746 return op;
1679 } 1747 }
1748
1680 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1749 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1681 CLEAR_FLAG(op, FLAG_REMOVED); 1750 CLEAR_FLAG (op, FLAG_REMOVED);
1682 if(op->nrof) { 1751 if (op->nrof)
1752 {
1683 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1753 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1684 if ( CAN_MERGE(tmp,op) ) { 1754 if (object::can_merge (tmp, op))
1755 {
1685 /* return the original object and remove inserted object 1756 /* return the original object and remove inserted object
1686 (client needs the original object) */ 1757 (client needs the original object) */
1687 tmp->nrof += op->nrof; 1758 tmp->nrof += op->nrof;
1688 /* Weight handling gets pretty funky. Since we are adding to 1759 /* Weight handling gets pretty funky. Since we are adding to
1689 * tmp->nrof, we need to increase the weight. 1760 * tmp->nrof, we need to increase the weight.
1690 */ 1761 */
1691 add_weight (where, op->weight*op->nrof); 1762 add_weight (this, op->weight * op->nrof);
1692 SET_FLAG(op, FLAG_REMOVED); 1763 SET_FLAG (op, FLAG_REMOVED);
1693 free_object(op); /* free the inserted object */ 1764 op->destroy (); /* free the inserted object */
1694 op = tmp; 1765 op = tmp;
1695 remove_ob (op); /* and fix old object's links */ 1766 op->remove (); /* and fix old object's links */
1696 CLEAR_FLAG(op, FLAG_REMOVED); 1767 CLEAR_FLAG (op, FLAG_REMOVED);
1697 break; 1768 break;
1698 } 1769 }
1699 1770
1700 /* I assume combined objects have no inventory 1771 /* I assume combined objects have no inventory
1701 * We add the weight - this object could have just been removed 1772 * We add the weight - this object could have just been removed
1702 * (if it was possible to merge). calling remove_ob will subtract 1773 * (if it was possible to merge). calling remove_ob will subtract
1703 * the weight, so we need to add it in again, since we actually do 1774 * the weight, so we need to add it in again, since we actually do
1704 * the linking below 1775 * the linking below
1705 */ 1776 */
1706 add_weight (where, op->weight*op->nrof); 1777 add_weight (this, op->weight * op->nrof);
1778 }
1707 } else 1779 else
1708 add_weight (where, (op->weight+op->carrying)); 1780 add_weight (this, (op->weight + op->carrying));
1709 1781
1710 otmp=is_player_inv(where); 1782 otmp = is_player_inv (this);
1711 if (otmp&&otmp->contr!=NULL) { 1783 if (otmp && otmp->contr)
1712 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1784 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1713 fix_player(otmp); 1785 fix_player (otmp);
1714 }
1715 1786
1716 op->map=NULL; 1787 op->map = NULL;
1717 op->env=where; 1788 op->env = this;
1718 op->above=NULL; 1789 op->above = NULL;
1719 op->below=NULL; 1790 op->below = NULL;
1720 op->x=0,op->y=0; 1791 op->x = 0, op->y = 0;
1721 1792
1722 /* reset the light list and los of the players on the map */ 1793 /* reset the light list and los of the players on the map */
1723 if((op->glow_radius!=0)&&where->map) 1794 if ((op->glow_radius != 0) && map)
1724 { 1795 {
1725#ifdef DEBUG_LIGHTS 1796#ifdef DEBUG_LIGHTS
1726 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1797 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1727 op->name);
1728#endif /* DEBUG_LIGHTS */ 1798#endif /* DEBUG_LIGHTS */
1729 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1799 if (MAP_DARKNESS (map))
1800 update_all_los (map, x, y);
1730 } 1801 }
1731 1802
1732 /* Client has no idea of ordering so lets not bother ordering it here. 1803 /* Client has no idea of ordering so lets not bother ordering it here.
1733 * It sure simplifies this function... 1804 * It sure simplifies this function...
1734 */ 1805 */
1735 if (where->inv==NULL) 1806 if (!inv)
1736 where->inv=op; 1807 inv = op;
1737 else { 1808 else
1809 {
1738 op->below = where->inv; 1810 op->below = inv;
1739 op->below->above = op; 1811 op->below->above = op;
1740 where->inv = op; 1812 inv = op;
1741 } 1813 }
1814
1742 return op; 1815 return op;
1743} 1816}
1744 1817
1745/* 1818/*
1746 * Checks if any objects has a move_type that matches objects 1819 * Checks if any objects has a move_type that matches objects
1761 * MSW 2001-07-08: Check all objects on space, not just those below 1834 * MSW 2001-07-08: Check all objects on space, not just those below
1762 * object being inserted. insert_ob_in_map may not put new objects 1835 * object being inserted. insert_ob_in_map may not put new objects
1763 * on top. 1836 * on top.
1764 */ 1837 */
1765 1838
1839int
1766int check_move_on (object *op, object *originator) 1840check_move_on (object *op, object *originator)
1767{ 1841{
1768 object *tmp; 1842 object *tmp;
1769 tag_t tag;
1770 mapstruct *m=op->map; 1843 maptile *m = op->map;
1771 int x=op->x, y=op->y; 1844 int x = op->x, y = op->y;
1845
1772 MoveType move_on, move_slow, move_block; 1846 MoveType move_on, move_slow, move_block;
1773 1847
1774 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1848 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1775 return 0; 1849 return 0;
1776 1850
1777 tag = op->count;
1778
1779 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1851 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1780 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1852 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1781 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1853 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1782 1854
1783 /* if nothing on this space will slow op down or be applied, 1855 /* if nothing on this space will slow op down or be applied,
1784 * no need to do checking below. have to make sure move_type 1856 * no need to do checking below. have to make sure move_type
1785 * is set, as lots of objects don't have it set - we treat that 1857 * is set, as lots of objects don't have it set - we treat that
1786 * as walking. 1858 * as walking.
1787 */ 1859 */
1788 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1860 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1789 return 0; 1861 return 0;
1790 1862
1791 /* This is basically inverse logic of that below - basically, 1863 /* This is basically inverse logic of that below - basically,
1792 * if the object can avoid the move on or slow move, they do so, 1864 * if the object can avoid the move on or slow move, they do so,
1793 * but can't do it if the alternate movement they are using is 1865 * but can't do it if the alternate movement they are using is
1794 * blocked. Logic on this seems confusing, but does seem correct. 1866 * blocked. Logic on this seems confusing, but does seem correct.
1795 */ 1867 */
1796 if ((op->move_type & ~move_on & ~move_block) != 0 && 1868 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1797 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1869 return 0;
1798 1870
1799 /* The objects have to be checked from top to bottom. 1871 /* The objects have to be checked from top to bottom.
1800 * Hence, we first go to the top: 1872 * Hence, we first go to the top:
1801 */ 1873 */
1802 1874
1803 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1875 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1804 tmp->above!=NULL; tmp=tmp->above) { 1876 {
1805 /* Trim the search when we find the first other spell effect 1877 /* Trim the search when we find the first other spell effect
1806 * this helps performance so that if a space has 50 spell objects, 1878 * this helps performance so that if a space has 50 spell objects,
1807 * we don't need to check all of them. 1879 * we don't need to check all of them.
1808 */ 1880 */
1809 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1881 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1882 break;
1883 }
1884
1885 for (; tmp; tmp = tmp->below)
1810 } 1886 {
1811 for(;tmp!=NULL; tmp=tmp->below) { 1887 if (tmp == op)
1812 if (tmp == op) continue; /* Can't apply yourself */ 1888 continue; /* Can't apply yourself */
1813 1889
1814 /* Check to see if one of the movement types should be slowed down. 1890 /* Check to see if one of the movement types should be slowed down.
1815 * Second check makes sure that the movement types not being slowed 1891 * Second check makes sure that the movement types not being slowed
1816 * (~slow_move) is not blocked on this space - just because the 1892 * (~slow_move) is not blocked on this space - just because the
1817 * space doesn't slow down swimming (for example), if you can't actually 1893 * space doesn't slow down swimming (for example), if you can't actually
1818 * swim on that space, can't use it to avoid the penalty. 1894 * swim on that space, can't use it to avoid the penalty.
1819 */ 1895 */
1820 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1896 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1897 {
1821 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1898 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1822 ((op->move_type & tmp->move_slow) &&
1823 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1899 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1900 {
1824 1901
1825 float diff; 1902 float
1826
1827 diff = tmp->move_slow_penalty*FABS(op->speed); 1903 diff = tmp->move_slow_penalty * FABS (op->speed);
1904
1828 if (op->type == PLAYER) { 1905 if (op->type == PLAYER)
1829 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1906 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1830 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1907 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1831 diff /= 4.0; 1908 diff /= 4.0;
1832 } 1909
1833 }
1834 op->speed_left -= diff; 1910 op->speed_left -= diff;
1835 } 1911 }
1836 } 1912 }
1837 1913
1838 /* Basically same logic as above, except now for actual apply. */ 1914 /* Basically same logic as above, except now for actual apply. */
1839 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1915 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1840 ((op->move_type & tmp->move_on) &&
1841 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1916 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1842 1917 {
1843 move_apply(tmp, op, originator); 1918 move_apply (tmp, op, originator);
1919
1844 if (was_destroyed (op, tag)) 1920 if (op->destroyed ())
1845 return 1; 1921 return 1;
1846 1922
1847 /* what the person/creature stepped onto has moved the object 1923 /* what the person/creature stepped onto has moved the object
1848 * someplace new. Don't process any further - if we did, 1924 * someplace new. Don't process any further - if we did,
1849 * have a feeling strange problems would result. 1925 * have a feeling strange problems would result.
1850 */ 1926 */
1851 if (op->map != m || op->x != x || op->y != y) return 0; 1927 if (op->map != m || op->x != x || op->y != y)
1928 return 0;
1852 } 1929 }
1853 } 1930 }
1931
1854 return 0; 1932 return 0;
1855} 1933}
1856 1934
1857/* 1935/*
1858 * present_arch(arch, map, x, y) searches for any objects with 1936 * present_arch(arch, map, x, y) searches for any objects with
1859 * a matching archetype at the given map and coordinates. 1937 * a matching archetype at the given map and coordinates.
1860 * The first matching object is returned, or NULL if none. 1938 * The first matching object is returned, or NULL if none.
1861 */ 1939 */
1862 1940
1941object *
1863object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1942present_arch (const archetype *at, maptile *m, int x, int y)
1943{
1864 object *tmp; 1944 object *
1945 tmp;
1946
1865 if(m==NULL || out_of_map(m,x,y)) { 1947 if (m == NULL || out_of_map (m, x, y))
1948 {
1866 LOG(llevError,"Present_arch called outside map.\n"); 1949 LOG (llevError, "Present_arch called outside map.\n");
1867 return NULL; 1950 return NULL;
1868 } 1951 }
1869 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1952 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1870 if(tmp->arch == at) 1953 if (tmp->arch == at)
1871 return tmp; 1954 return tmp;
1872 return NULL; 1955 return NULL;
1873} 1956}
1874 1957
1875/* 1958/*
1876 * present(type, map, x, y) searches for any objects with 1959 * present(type, map, x, y) searches for any objects with
1877 * a matching type variable at the given map and coordinates. 1960 * a matching type variable at the given map and coordinates.
1878 * The first matching object is returned, or NULL if none. 1961 * The first matching object is returned, or NULL if none.
1879 */ 1962 */
1880 1963
1964object *
1881object *present(unsigned char type,mapstruct *m, int x,int y) { 1965present (unsigned char type, maptile *m, int x, int y)
1966{
1882 object *tmp; 1967 object *
1968 tmp;
1969
1883 if(out_of_map(m,x,y)) { 1970 if (out_of_map (m, x, y))
1971 {
1884 LOG(llevError,"Present called outside map.\n"); 1972 LOG (llevError, "Present called outside map.\n");
1885 return NULL; 1973 return NULL;
1886 } 1974 }
1887 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1975 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1888 if(tmp->type==type) 1976 if (tmp->type == type)
1889 return tmp; 1977 return tmp;
1890 return NULL; 1978 return NULL;
1891} 1979}
1892 1980
1893/* 1981/*
1894 * present_in_ob(type, object) searches for any objects with 1982 * present_in_ob(type, object) searches for any objects with
1895 * a matching type variable in the inventory of the given object. 1983 * a matching type variable in the inventory of the given object.
1896 * The first matching object is returned, or NULL if none. 1984 * The first matching object is returned, or NULL if none.
1897 */ 1985 */
1898 1986
1987object *
1899object *present_in_ob(unsigned char type, const object *op) { 1988present_in_ob (unsigned char type, const object *op)
1989{
1900 object *tmp; 1990 object *
1991 tmp;
1992
1901 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1993 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1902 if(tmp->type==type) 1994 if (tmp->type == type)
1903 return tmp; 1995 return tmp;
1904 return NULL; 1996 return NULL;
1905} 1997}
1906 1998
1907/* 1999/*
1917 * the object name, not the archetype name. this is so that the 2009 * the object name, not the archetype name. this is so that the
1918 * spell code can use one object type (force), but change it's name 2010 * spell code can use one object type (force), but change it's name
1919 * to be unique. 2011 * to be unique.
1920 */ 2012 */
1921 2013
2014object *
1922object *present_in_ob_by_name(int type, const char *str, const object *op) { 2015present_in_ob_by_name (int type, const char *str, const object *op)
2016{
1923 object *tmp; 2017 object *
2018 tmp;
1924 2019
1925 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2020 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2021 {
1926 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2022 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1927 return tmp; 2023 return tmp;
1928 } 2024 }
1929 return NULL; 2025 return NULL;
1930} 2026}
1931 2027
1932/* 2028/*
1933 * present_arch_in_ob(archetype, object) searches for any objects with 2029 * present_arch_in_ob(archetype, object) searches for any objects with
1934 * a matching archetype in the inventory of the given object. 2030 * a matching archetype in the inventory of the given object.
1935 * The first matching object is returned, or NULL if none. 2031 * The first matching object is returned, or NULL if none.
1936 */ 2032 */
1937 2033
2034object *
1938object *present_arch_in_ob(const archetype *at, const object *op) { 2035present_arch_in_ob (const archetype *at, const object *op)
2036{
1939 object *tmp; 2037 object *
2038 tmp;
2039
1940 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2040 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1941 if( tmp->arch == at) 2041 if (tmp->arch == at)
1942 return tmp; 2042 return tmp;
1943 return NULL; 2043 return NULL;
1944} 2044}
1945 2045
1946/* 2046/*
1947 * activate recursively a flag on an object inventory 2047 * activate recursively a flag on an object inventory
1948 */ 2048 */
2049void
1949void flag_inv(object*op, int flag){ 2050flag_inv (object *op, int flag)
2051{
1950 object *tmp; 2052 object *
2053 tmp;
2054
1951 if(op->inv) 2055 if (op->inv)
1952 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2057 {
1953 SET_FLAG(tmp, flag); 2058 SET_FLAG (tmp, flag);
1954 flag_inv(tmp,flag); 2059 flag_inv (tmp, flag);
1955 } 2060 }
1956}/* 2061} /*
1957 * desactivate recursively a flag on an object inventory 2062 * desactivate recursively a flag on an object inventory
1958 */ 2063 */
2064void
1959void unflag_inv(object*op, int flag){ 2065unflag_inv (object *op, int flag)
2066{
1960 object *tmp; 2067 object *
2068 tmp;
2069
1961 if(op->inv) 2070 if (op->inv)
1962 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2071 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2072 {
1963 CLEAR_FLAG(tmp, flag); 2073 CLEAR_FLAG (tmp, flag);
1964 unflag_inv(tmp,flag); 2074 unflag_inv (tmp, flag);
1965 } 2075 }
1966} 2076}
1967 2077
1968/* 2078/*
1969 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2079 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1970 * all it's inventory (recursively). 2080 * all it's inventory (recursively).
1971 * If checksums are used, a player will get set_cheat called for 2081 * If checksums are used, a player will get set_cheat called for
1972 * him/her-self and all object carried by a call to this function. 2082 * him/her-self and all object carried by a call to this function.
1973 */ 2083 */
1974 2084
2085void
1975void set_cheat(object *op) { 2086set_cheat (object *op)
2087{
1976 SET_FLAG(op, FLAG_WAS_WIZ); 2088 SET_FLAG (op, FLAG_WAS_WIZ);
1977 flag_inv(op, FLAG_WAS_WIZ); 2089 flag_inv (op, FLAG_WAS_WIZ);
1978} 2090}
1979 2091
1980/* 2092/*
1981 * find_free_spot(object, map, x, y, start, stop) will search for 2093 * find_free_spot(object, map, x, y, start, stop) will search for
1982 * a spot at the given map and coordinates which will be able to contain 2094 * a spot at the given map and coordinates which will be able to contain
1997 * to know if the space in question will block the object. We can't use 2109 * to know if the space in question will block the object. We can't use
1998 * the archetype because that isn't correct if the monster has been 2110 * the archetype because that isn't correct if the monster has been
1999 * customized, changed states, etc. 2111 * customized, changed states, etc.
2000 */ 2112 */
2001 2113
2114int
2002int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2115find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2116{
2117 int
2118 i,
2003 int i,index=0, flag; 2119 index = 0, flag;
2120 static int
2004 static int altern[SIZEOFFREE]; 2121 altern[SIZEOFFREE];
2005 2122
2006 for(i=start;i<stop;i++) { 2123 for (i = start; i < stop; i++)
2124 {
2007 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2125 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2008 if(!flag) 2126 if (!flag)
2009 altern[index++]=i; 2127 altern[index++] = i;
2010 2128
2011 /* Basically, if we find a wall on a space, we cut down the search size. 2129 /* Basically, if we find a wall on a space, we cut down the search size.
2012 * In this way, we won't return spaces that are on another side of a wall. 2130 * In this way, we won't return spaces that are on another side of a wall.
2013 * This mostly work, but it cuts down the search size in all directions - 2131 * This mostly work, but it cuts down the search size in all directions -
2014 * if the space being examined only has a wall to the north and empty 2132 * if the space being examined only has a wall to the north and empty
2015 * spaces in all the other directions, this will reduce the search space 2133 * spaces in all the other directions, this will reduce the search space
2016 * to only the spaces immediately surrounding the target area, and 2134 * to only the spaces immediately surrounding the target area, and
2017 * won't look 2 spaces south of the target space. 2135 * won't look 2 spaces south of the target space.
2018 */ 2136 */
2019 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2137 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2020 stop=maxfree[i]; 2138 stop = maxfree[i];
2021 } 2139 }
2022 if(!index) return -1; 2140 if (!index)
2141 return -1;
2023 return altern[RANDOM()%index]; 2142 return altern[RANDOM () % index];
2024} 2143}
2025 2144
2026/* 2145/*
2027 * find_first_free_spot(archetype, mapstruct, x, y) works like 2146 * find_first_free_spot(archetype, maptile, x, y) works like
2028 * find_free_spot(), but it will search max number of squares. 2147 * find_free_spot(), but it will search max number of squares.
2029 * But it will return the first available spot, not a random choice. 2148 * But it will return the first available spot, not a random choice.
2030 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2149 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2031 */ 2150 */
2032 2151
2152int
2033int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2153find_first_free_spot (const object *ob, maptile *m, int x, int y)
2154{
2155 int
2034 int i; 2156 i;
2157
2035 for(i=0;i<SIZEOFFREE;i++) { 2158 for (i = 0; i < SIZEOFFREE; i++)
2159 {
2036 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2160 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2037 return i; 2161 return i;
2038 } 2162 }
2039 return -1; 2163 return -1;
2040} 2164}
2041 2165
2042/* 2166/*
2043 * The function permute(arr, begin, end) randomly reorders the array 2167 * The function permute(arr, begin, end) randomly reorders the array
2044 * arr[begin..end-1]. 2168 * arr[begin..end-1].
2045 */ 2169 */
2170static void
2046static void permute(int *arr, int begin, int end) 2171permute (int *arr, int begin, int end)
2047{ 2172{
2048 int i, j, tmp, len; 2173 int
2174 i,
2175 j,
2176 tmp,
2177 len;
2049 2178
2050 len = end-begin; 2179 len = end - begin;
2051 for(i = begin; i < end; i++) 2180 for (i = begin; i < end; i++)
2052 { 2181 {
2053 j = begin+RANDOM()%len; 2182 j = begin + RANDOM () % len;
2054 2183
2055 tmp = arr[i]; 2184 tmp = arr[i];
2056 arr[i] = arr[j]; 2185 arr[i] = arr[j];
2057 arr[j] = tmp; 2186 arr[j] = tmp;
2058 } 2187 }
2059} 2188}
2060 2189
2061/* new function to make monster searching more efficient, and effective! 2190/* new function to make monster searching more efficient, and effective!
2062 * This basically returns a randomized array (in the passed pointer) of 2191 * This basically returns a randomized array (in the passed pointer) of
2063 * the spaces to find monsters. In this way, it won't always look for 2192 * the spaces to find monsters. In this way, it won't always look for
2064 * monsters to the north first. However, the size of the array passed 2193 * monsters to the north first. However, the size of the array passed
2065 * covers all the spaces, so within that size, all the spaces within 2194 * covers all the spaces, so within that size, all the spaces within
2066 * the 3x3 area will be searched, just not in a predictable order. 2195 * the 3x3 area will be searched, just not in a predictable order.
2067 */ 2196 */
2197void
2068void get_search_arr(int *search_arr) 2198get_search_arr (int *search_arr)
2069{ 2199{
2200 int
2070 int i; 2201 i;
2071 2202
2072 for(i = 0; i < SIZEOFFREE; i++) 2203 for (i = 0; i < SIZEOFFREE; i++)
2073 { 2204 {
2074 search_arr[i] = i; 2205 search_arr[i] = i;
2075 } 2206 }
2076 2207
2077 permute(search_arr, 1, SIZEOFFREE1+1); 2208 permute (search_arr, 1, SIZEOFFREE1 + 1);
2078 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2209 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2079 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2210 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2080} 2211}
2081 2212
2082/* 2213/*
2083 * find_dir(map, x, y, exclude) will search some close squares in the 2214 * find_dir(map, x, y, exclude) will search some close squares in the
2084 * given map at the given coordinates for live objects. 2215 * given map at the given coordinates for live objects.
2090 * is actually want is going to try and move there. We need this info 2221 * is actually want is going to try and move there. We need this info
2091 * because we have to know what movement the thing looking to move 2222 * because we have to know what movement the thing looking to move
2092 * there is capable of. 2223 * there is capable of.
2093 */ 2224 */
2094 2225
2226int
2095int find_dir(mapstruct *m, int x, int y, object *exclude) { 2227find_dir (maptile *m, int x, int y, object *exclude)
2228{
2229 int
2230 i,
2096 int i,max=SIZEOFFREE, mflags; 2231 max = SIZEOFFREE, mflags;
2232
2097 sint16 nx, ny; 2233 sint16 nx, ny;
2098 object *tmp; 2234 object *
2099 mapstruct *mp; 2235 tmp;
2236 maptile *
2237 mp;
2238
2100 MoveType blocked, move_type; 2239 MoveType blocked, move_type;
2101 2240
2102 if (exclude && exclude->head) { 2241 if (exclude && exclude->head)
2242 {
2103 exclude = exclude->head; 2243 exclude = exclude->head;
2104 move_type = exclude->move_type; 2244 move_type = exclude->move_type;
2105 } else { 2245 }
2246 else
2247 {
2106 /* If we don't have anything, presume it can use all movement types. */ 2248 /* If we don't have anything, presume it can use all movement types. */
2107 move_type=MOVE_ALL; 2249 move_type = MOVE_ALL;
2250 }
2251
2252 for (i = 1; i < max; i++)
2108 } 2253 {
2109
2110 for(i=1;i<max;i++) {
2111 mp = m; 2254 mp = m;
2112 nx = x + freearr_x[i]; 2255 nx = x + freearr_x[i];
2113 ny = y + freearr_y[i]; 2256 ny = y + freearr_y[i];
2114 2257
2115 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2258 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2116 if (mflags & P_OUT_OF_MAP) { 2259 if (mflags & P_OUT_OF_MAP)
2260 {
2117 max = maxfree[i]; 2261 max = maxfree[i];
2262 }
2118 } else { 2263 else
2264 {
2119 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2265 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2120 2266
2121 if ((move_type & blocked) == move_type) { 2267 if ((move_type & blocked) == move_type)
2268 {
2122 max=maxfree[i]; 2269 max = maxfree[i];
2270 }
2123 } else if (mflags & P_IS_ALIVE) { 2271 else if (mflags & P_IS_ALIVE)
2272 {
2124 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2273 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2125 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2274 {
2126 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2275 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2276 {
2127 break; 2277 break;
2128 } 2278 }
2129 } 2279 }
2130 if(tmp) { 2280 if (tmp)
2281 {
2131 return freedir[i]; 2282 return freedir[i];
2132 } 2283 }
2133 } 2284 }
2134 } 2285 }
2135 } 2286 }
2136 return 0; 2287 return 0;
2137} 2288}
2138 2289
2139/* 2290/*
2140 * distance(object 1, object 2) will return the square of the 2291 * distance(object 1, object 2) will return the square of the
2141 * distance between the two given objects. 2292 * distance between the two given objects.
2142 */ 2293 */
2143 2294
2295int
2144int distance(const object *ob1, const object *ob2) { 2296distance (const object *ob1, const object *ob2)
2297{
2145 int i; 2298 int
2146 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2299 i;
2147 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2300
2301 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2148 return i; 2302 return i;
2149} 2303}
2150 2304
2151/* 2305/*
2152 * find_dir_2(delta-x,delta-y) will return a direction in which 2306 * find_dir_2(delta-x,delta-y) will return a direction in which
2153 * an object which has subtracted the x and y coordinates of another 2307 * an object which has subtracted the x and y coordinates of another
2154 * object, needs to travel toward it. 2308 * object, needs to travel toward it.
2155 */ 2309 */
2156 2310
2311int
2157int find_dir_2(int x, int y) { 2312find_dir_2 (int x, int y)
2313{
2158 int q; 2314 int
2315 q;
2159 2316
2160 if(y) 2317 if (y)
2161 q=x*100/y; 2318 q = x * 100 / y;
2162 else if (x) 2319 else if (x)
2163 q= -300*x; 2320 q = -300 * x;
2164 else 2321 else
2165 return 0; 2322 return 0;
2166 2323
2167 if(y>0) { 2324 if (y > 0)
2325 {
2168 if(q < -242) 2326 if (q < -242)
2169 return 3 ; 2327 return 3;
2170 if (q < -41) 2328 if (q < -41)
2171 return 2 ; 2329 return 2;
2172 if (q < 41) 2330 if (q < 41)
2173 return 1 ; 2331 return 1;
2174 if (q < 242) 2332 if (q < 242)
2175 return 8 ; 2333 return 8;
2176 return 7 ; 2334 return 7;
2177 } 2335 }
2178 2336
2179 if (q < -242) 2337 if (q < -242)
2180 return 7 ; 2338 return 7;
2181 if (q < -41) 2339 if (q < -41)
2182 return 6 ; 2340 return 6;
2183 if (q < 41) 2341 if (q < 41)
2184 return 5 ; 2342 return 5;
2185 if (q < 242) 2343 if (q < 242)
2186 return 4 ; 2344 return 4;
2187 2345
2188 return 3 ; 2346 return 3;
2189} 2347}
2190 2348
2191/* 2349/*
2192 * absdir(int): Returns a number between 1 and 8, which represent 2350 * absdir(int): Returns a number between 1 and 8, which represent
2193 * the "absolute" direction of a number (it actually takes care of 2351 * the "absolute" direction of a number (it actually takes care of
2194 * "overflow" in previous calculations of a direction). 2352 * "overflow" in previous calculations of a direction).
2195 */ 2353 */
2196 2354
2355int
2197int absdir(int d) { 2356absdir (int d)
2198 while(d<1) d+=8; 2357{
2199 while(d>8) d-=8; 2358 while (d < 1)
2359 d += 8;
2360 while (d > 8)
2361 d -= 8;
2200 return d; 2362 return d;
2201} 2363}
2202 2364
2203/* 2365/*
2204 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2366 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2205 * between two directions (which are expected to be absolute (see absdir()) 2367 * between two directions (which are expected to be absolute (see absdir())
2206 */ 2368 */
2207 2369
2370int
2208int dirdiff(int dir1, int dir2) { 2371dirdiff (int dir1, int dir2)
2372{
2209 int d; 2373 int
2374 d;
2375
2210 d = abs(dir1 - dir2); 2376 d = abs (dir1 - dir2);
2211 if(d>4) 2377 if (d > 4)
2212 d = 8 - d; 2378 d = 8 - d;
2213 return d; 2379 return d;
2214} 2380}
2215 2381
2216/* peterm: 2382/* peterm:
2221 * direction 4, 14, or 16 to get back to where we are. 2387 * direction 4, 14, or 16 to get back to where we are.
2222 * Moved from spell_util.c to object.c with the other related direction 2388 * Moved from spell_util.c to object.c with the other related direction
2223 * functions. 2389 * functions.
2224 */ 2390 */
2225 2391
2392int
2226int reduction_dir[SIZEOFFREE][3] = { 2393 reduction_dir[SIZEOFFREE][3] = {
2227 {0,0,0}, /* 0 */ 2394 {0, 0, 0}, /* 0 */
2228 {0,0,0}, /* 1 */ 2395 {0, 0, 0}, /* 1 */
2229 {0,0,0}, /* 2 */ 2396 {0, 0, 0}, /* 2 */
2230 {0,0,0}, /* 3 */ 2397 {0, 0, 0}, /* 3 */
2231 {0,0,0}, /* 4 */ 2398 {0, 0, 0}, /* 4 */
2232 {0,0,0}, /* 5 */ 2399 {0, 0, 0}, /* 5 */
2233 {0,0,0}, /* 6 */ 2400 {0, 0, 0}, /* 6 */
2234 {0,0,0}, /* 7 */ 2401 {0, 0, 0}, /* 7 */
2235 {0,0,0}, /* 8 */ 2402 {0, 0, 0}, /* 8 */
2236 {8,1,2}, /* 9 */ 2403 {8, 1, 2}, /* 9 */
2237 {1,2,-1}, /* 10 */ 2404 {1, 2, -1}, /* 10 */
2238 {2,10,12}, /* 11 */ 2405 {2, 10, 12}, /* 11 */
2239 {2,3,-1}, /* 12 */ 2406 {2, 3, -1}, /* 12 */
2240 {2,3,4}, /* 13 */ 2407 {2, 3, 4}, /* 13 */
2241 {3,4,-1}, /* 14 */ 2408 {3, 4, -1}, /* 14 */
2242 {4,14,16}, /* 15 */ 2409 {4, 14, 16}, /* 15 */
2243 {5,4,-1}, /* 16 */ 2410 {5, 4, -1}, /* 16 */
2244 {4,5,6}, /* 17 */ 2411 {4, 5, 6}, /* 17 */
2245 {6,5,-1}, /* 18 */ 2412 {6, 5, -1}, /* 18 */
2246 {6,20,18}, /* 19 */ 2413 {6, 20, 18}, /* 19 */
2247 {7,6,-1}, /* 20 */ 2414 {7, 6, -1}, /* 20 */
2248 {6,7,8}, /* 21 */ 2415 {6, 7, 8}, /* 21 */
2249 {7,8,-1}, /* 22 */ 2416 {7, 8, -1}, /* 22 */
2250 {8,22,24}, /* 23 */ 2417 {8, 22, 24}, /* 23 */
2251 {8,1,-1}, /* 24 */ 2418 {8, 1, -1}, /* 24 */
2252 {24,9,10}, /* 25 */ 2419 {24, 9, 10}, /* 25 */
2253 {9,10,-1}, /* 26 */ 2420 {9, 10, -1}, /* 26 */
2254 {10,11,-1}, /* 27 */ 2421 {10, 11, -1}, /* 27 */
2255 {27,11,29}, /* 28 */ 2422 {27, 11, 29}, /* 28 */
2256 {11,12,-1}, /* 29 */ 2423 {11, 12, -1}, /* 29 */
2257 {12,13,-1}, /* 30 */ 2424 {12, 13, -1}, /* 30 */
2258 {12,13,14}, /* 31 */ 2425 {12, 13, 14}, /* 31 */
2259 {13,14,-1}, /* 32 */ 2426 {13, 14, -1}, /* 32 */
2260 {14,15,-1}, /* 33 */ 2427 {14, 15, -1}, /* 33 */
2261 {33,15,35}, /* 34 */ 2428 {33, 15, 35}, /* 34 */
2262 {16,15,-1}, /* 35 */ 2429 {16, 15, -1}, /* 35 */
2263 {17,16,-1}, /* 36 */ 2430 {17, 16, -1}, /* 36 */
2264 {18,17,16}, /* 37 */ 2431 {18, 17, 16}, /* 37 */
2265 {18,17,-1}, /* 38 */ 2432 {18, 17, -1}, /* 38 */
2266 {18,19,-1}, /* 39 */ 2433 {18, 19, -1}, /* 39 */
2267 {41,19,39}, /* 40 */ 2434 {41, 19, 39}, /* 40 */
2268 {19,20,-1}, /* 41 */ 2435 {19, 20, -1}, /* 41 */
2269 {20,21,-1}, /* 42 */ 2436 {20, 21, -1}, /* 42 */
2270 {20,21,22}, /* 43 */ 2437 {20, 21, 22}, /* 43 */
2271 {21,22,-1}, /* 44 */ 2438 {21, 22, -1}, /* 44 */
2272 {23,22,-1}, /* 45 */ 2439 {23, 22, -1}, /* 45 */
2273 {45,47,23}, /* 46 */ 2440 {45, 47, 23}, /* 46 */
2274 {23,24,-1}, /* 47 */ 2441 {23, 24, -1}, /* 47 */
2275 {24,9,-1}}; /* 48 */ 2442 {24, 9, -1}
2443}; /* 48 */
2276 2444
2277/* Recursive routine to step back and see if we can 2445/* Recursive routine to step back and see if we can
2278 * find a path to that monster that we found. If not, 2446 * find a path to that monster that we found. If not,
2279 * we don't bother going toward it. Returns 1 if we 2447 * we don't bother going toward it. Returns 1 if we
2280 * can see a direct way to get it 2448 * can see a direct way to get it
2281 * Modified to be map tile aware -.MSW 2449 * Modified to be map tile aware -.MSW
2282 */ 2450 */
2283
2284 2451
2452
2453int
2285int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2454can_see_monsterP (maptile *m, int x, int y, int dir)
2455{
2286 sint16 dx, dy; 2456 sint16 dx, dy;
2457 int
2287 int mflags; 2458 mflags;
2288 2459
2460 if (dir < 0)
2289 if(dir<0) return 0; /* exit condition: invalid direction */ 2461 return 0; /* exit condition: invalid direction */
2290 2462
2291 dx = x + freearr_x[dir]; 2463 dx = x + freearr_x[dir];
2292 dy = y + freearr_y[dir]; 2464 dy = y + freearr_y[dir];
2293 2465
2294 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2466 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2295 2467
2296 /* This functional arguably was incorrect before - it was 2468 /* This functional arguably was incorrect before - it was
2297 * checking for P_WALL - that was basically seeing if 2469 * checking for P_WALL - that was basically seeing if
2298 * we could move to the monster - this is being more 2470 * we could move to the monster - this is being more
2299 * literal on if we can see it. To know if we can actually 2471 * literal on if we can see it. To know if we can actually
2300 * move to the monster, we'd need the monster passed in or 2472 * move to the monster, we'd need the monster passed in or
2301 * at least its move type. 2473 * at least its move type.
2302 */ 2474 */
2303 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2475 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2476 return 0;
2304 2477
2305 /* yes, can see. */ 2478 /* yes, can see. */
2306 if(dir < 9) return 1; 2479 if (dir < 9)
2480 return 1;
2307 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2481 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2308 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2482 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2309 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2310} 2483}
2311 2484
2312 2485
2313 2486
2314/* 2487/*
2315 * can_pick(picker, item): finds out if an object is possible to be 2488 * can_pick(picker, item): finds out if an object is possible to be
2316 * picked up by the picker. Returnes 1 if it can be 2489 * picked up by the picker. Returnes 1 if it can be
2317 * picked up, otherwise 0. 2490 * picked up, otherwise 0.
2318 * 2491 *
2320 * core dumps if they do. 2493 * core dumps if they do.
2321 * 2494 *
2322 * Add a check so we can't pick up invisible objects (0.93.8) 2495 * Add a check so we can't pick up invisible objects (0.93.8)
2323 */ 2496 */
2324 2497
2498int
2325int can_pick(const object *who, const object *item) { 2499can_pick (const object *who, const object *item)
2500{
2326 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2501 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2327 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2502 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2328 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2503 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2329 (who->type==PLAYER||item->weight<who->weight/3));
2330} 2504}
2331 2505
2332 2506
2333/* 2507/*
2334 * create clone from object to another 2508 * create clone from object to another
2335 */ 2509 */
2510object *
2336object *object_create_clone (object *asrc) { 2511object_create_clone (object *asrc)
2512{
2337 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2513 object *dst = 0, *tmp, *src, *part, *prev, *item;
2338 2514
2339 if(!asrc) return NULL; 2515 if (!asrc)
2516 return 0;
2517
2340 src = asrc; 2518 src = asrc;
2341 if(src->head) 2519 if (src->head)
2342 src = src->head; 2520 src = src->head;
2343 2521
2344 prev = NULL; 2522 prev = 0;
2345 for(part = src; part; part = part->more) { 2523 for (part = src; part; part = part->more)
2346 tmp = get_object(); 2524 {
2347 copy_object(part,tmp); 2525 tmp = part->clone ();
2348 tmp->x -= src->x; 2526 tmp->x -= src->x;
2349 tmp->y -= src->y; 2527 tmp->y -= src->y;
2528
2350 if(!part->head) { 2529 if (!part->head)
2530 {
2351 dst = tmp; 2531 dst = tmp;
2352 tmp->head = NULL; 2532 tmp->head = 0;
2533 }
2353 } else { 2534 else
2535 {
2354 tmp->head = dst; 2536 tmp->head = dst;
2355 } 2537 }
2538
2356 tmp->more = NULL; 2539 tmp->more = 0;
2540
2357 if(prev) 2541 if (prev)
2358 prev->more = tmp; 2542 prev->more = tmp;
2543
2359 prev = tmp; 2544 prev = tmp;
2360 } 2545 }
2361 /*** copy inventory ***/ 2546
2362 for(item = src->inv; item; item = item->below) { 2547 for (item = src->inv; item; item = item->below)
2363 (void) insert_ob_in_ob(object_create_clone(item),dst); 2548 insert_ob_in_ob (object_create_clone (item), dst);
2364 }
2365 2549
2366 return dst; 2550 return dst;
2367}
2368
2369/* return true if the object was destroyed, 0 otherwise */
2370int was_destroyed (const object *op, tag_t old_tag)
2371{
2372 /* checking for FLAG_FREED isn't necessary, but makes this function more
2373 * robust */
2374 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2375} 2551}
2376 2552
2377/* GROS - Creates an object using a string representing its content. */ 2553/* GROS - Creates an object using a string representing its content. */
2378/* Basically, we save the content of the string to a temp file, then call */ 2554/* Basically, we save the content of the string to a temp file, then call */
2379/* load_object on it. I admit it is a highly inefficient way to make things, */ 2555/* load_object on it. I admit it is a highly inefficient way to make things, */
2380/* but it was simple to make and allows reusing the load_object function. */ 2556/* but it was simple to make and allows reusing the load_object function. */
2381/* Remember not to use load_object_str in a time-critical situation. */ 2557/* Remember not to use load_object_str in a time-critical situation. */
2382/* Also remember that multiparts objects are not supported for now. */ 2558/* Also remember that multiparts objects are not supported for now. */
2383 2559
2560object *
2384object* load_object_str(const char *obstr) 2561load_object_str (const char *obstr)
2385{ 2562{
2386 object *op; 2563 object *op;
2387 char filename[MAX_BUF]; 2564 char filename[MAX_BUF];
2565
2388 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2566 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2389 2567
2390 FILE *tempfile=fopen(filename,"w"); 2568 FILE *tempfile = fopen (filename, "w");
2569
2391 if (tempfile == NULL) 2570 if (tempfile == NULL)
2392 { 2571 {
2393 LOG(llevError,"Error - Unable to access load object temp file\n"); 2572 LOG (llevError, "Error - Unable to access load object temp file\n");
2394 return NULL; 2573 return NULL;
2395 }; 2574 }
2575
2396 fprintf(tempfile,obstr); 2576 fprintf (tempfile, obstr);
2397 fclose(tempfile); 2577 fclose (tempfile);
2398 2578
2399 op=get_object(); 2579 op = object::create ();
2400 2580
2401 object_thawer thawer (filename); 2581 object_thawer thawer (filename);
2402 2582
2403 if (thawer) 2583 if (thawer)
2404 load_object(thawer,op,0); 2584 load_object (thawer, op, 0);
2405 2585
2406 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2586 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2407 CLEAR_FLAG(op,FLAG_REMOVED); 2587 CLEAR_FLAG (op, FLAG_REMOVED);
2408 2588
2409 return op; 2589 return op;
2410} 2590}
2411 2591
2412/* This returns the first object in who's inventory that 2592/* This returns the first object in who's inventory that
2413 * has the same type and subtype match. 2593 * has the same type and subtype match.
2414 * returns NULL if no match. 2594 * returns NULL if no match.
2415 */ 2595 */
2596object *
2416object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2597find_obj_by_type_subtype (const object *who, int type, int subtype)
2417{ 2598{
2418 object *tmp; 2599 object *tmp;
2419 2600
2420 for (tmp=who->inv; tmp; tmp=tmp->below) 2601 for (tmp = who->inv; tmp; tmp = tmp->below)
2421 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2602 if (tmp->type == type && tmp->subtype == subtype)
2603 return tmp;
2422 2604
2423 return NULL; 2605 return NULL;
2424} 2606}
2425 2607
2426/* If ob has a field named key, return the link from the list, 2608/* If ob has a field named key, return the link from the list,
2427 * otherwise return NULL. 2609 * otherwise return NULL.
2428 * 2610 *
2429 * key must be a passed in shared string - otherwise, this won't 2611 * key must be a passed in shared string - otherwise, this won't
2430 * do the desired thing. 2612 * do the desired thing.
2431 */ 2613 */
2614key_value *
2432key_value * get_ob_key_link(const object * ob, const char * key) { 2615get_ob_key_link (const object *ob, const char *key)
2616{
2433 key_value * link; 2617 key_value *link;
2434 2618
2435 for (link = ob->key_values; link != NULL; link = link->next) { 2619 for (link = ob->key_values; link != NULL; link = link->next)
2436 if (link->key == key) { 2620 if (link->key == key)
2437 return link; 2621 return link;
2438 } 2622
2439 }
2440
2441 return NULL; 2623 return NULL;
2442} 2624}
2443 2625
2444/* 2626/*
2445 * Returns the value of op has an extra_field for key, or NULL. 2627 * Returns the value of op has an extra_field for key, or NULL.
2446 * 2628 *
2447 * The argument doesn't need to be a shared string. 2629 * The argument doesn't need to be a shared string.
2448 * 2630 *
2449 * The returned string is shared. 2631 * The returned string is shared.
2450 */ 2632 */
2633const char *
2451const char * get_ob_key_value(const object * op, const char * const key) { 2634get_ob_key_value (const object *op, const char *const key)
2635{
2452 key_value * link; 2636 key_value *link;
2453 const char * canonical_key; 2637 shstr_cmp canonical_key (key);
2638
2639 if (!canonical_key)
2454 2640 {
2455 canonical_key = shstr::find (key);
2456
2457 if (canonical_key == NULL) {
2458 /* 1. There being a field named key on any object 2641 /* 1. There being a field named key on any object
2459 * implies there'd be a shared string to find. 2642 * implies there'd be a shared string to find.
2460 * 2. Since there isn't, no object has this field. 2643 * 2. Since there isn't, no object has this field.
2461 * 3. Therefore, *this* object doesn't have this field. 2644 * 3. Therefore, *this* object doesn't have this field.
2462 */ 2645 */
2463 return NULL; 2646 return 0;
2464 } 2647 }
2465 2648
2466 /* This is copied from get_ob_key_link() above - 2649 /* This is copied from get_ob_key_link() above -
2467 * only 4 lines, and saves the function call overhead. 2650 * only 4 lines, and saves the function call overhead.
2468 */ 2651 */
2469 for (link = op->key_values; link != NULL; link = link->next) { 2652 for (link = op->key_values; link; link = link->next)
2470 if (link->key == canonical_key) { 2653 if (link->key == canonical_key)
2471 return link->value; 2654 return link->value;
2472 } 2655
2473 } 2656 return 0;
2474 return NULL;
2475} 2657}
2476 2658
2477 2659
2478/* 2660/*
2479 * Updates the canonical_key in op to value. 2661 * Updates the canonical_key in op to value.
2483 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2665 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2484 * keys. 2666 * keys.
2485 * 2667 *
2486 * Returns TRUE on success. 2668 * Returns TRUE on success.
2487 */ 2669 */
2670int
2488int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2671set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2672{
2673 key_value *
2489 key_value * field = NULL, *last=NULL; 2674 field = NULL, *last = NULL;
2490 2675
2491 for (field=op->key_values; field != NULL; field=field->next) { 2676 for (field = op->key_values; field != NULL; field = field->next)
2677 {
2492 if (field->key != canonical_key) { 2678 if (field->key != canonical_key)
2679 {
2493 last = field; 2680 last = field;
2494 continue; 2681 continue;
2495 } 2682 }
2496 2683
2497 if (value) 2684 if (value)
2498 field->value = value; 2685 field->value = value;
2499 else { 2686 else
2687 {
2500 /* Basically, if the archetype has this key set, 2688 /* Basically, if the archetype has this key set,
2501 * we need to store the null value so when we save 2689 * we need to store the null value so when we save
2502 * it, we save the empty value so that when we load, 2690 * it, we save the empty value so that when we load,
2503 * we get this value back again. 2691 * we get this value back again.
2504 */ 2692 */
2505 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2693 if (get_ob_key_link (&op->arch->clone, canonical_key))
2506 field->value = 0; 2694 field->value = 0;
2695 else
2696 {
2697 if (last)
2698 last->next = field->next;
2507 else 2699 else
2508 {
2509 if (last) last->next = field->next;
2510 else op->key_values = field->next; 2700 op->key_values = field->next;
2511 2701
2512 delete field; 2702 delete field;
2513 } 2703 }
2514 } 2704 }
2515 return TRUE; 2705 return TRUE;
2516 } 2706 }
2517 /* IF we get here, key doesn't exist */ 2707 /* IF we get here, key doesn't exist */
2518 2708
2519 /* No field, we'll have to add it. */ 2709 /* No field, we'll have to add it. */
2710
2711 if (!add_key)
2520 2712 {
2521 if (!add_key) {
2522 return FALSE; 2713 return FALSE;
2523 } 2714 }
2524 /* There isn't any good reason to store a null 2715 /* There isn't any good reason to store a null
2525 * value in the key/value list. If the archetype has 2716 * value in the key/value list. If the archetype has
2526 * this key, then we should also have it, so shouldn't 2717 * this key, then we should also have it, so shouldn't
2527 * be here. If user wants to store empty strings, 2718 * be here. If user wants to store empty strings,
2528 * should pass in "" 2719 * should pass in ""
2529 */ 2720 */
2530 if (value == NULL) return TRUE; 2721 if (value == NULL)
2531
2532 field = new key_value;
2533
2534 field->key = canonical_key;
2535 field->value = value;
2536 /* Usual prepend-addition. */
2537 field->next = op->key_values;
2538 op->key_values = field;
2539
2540 return TRUE; 2722 return TRUE;
2723
2724 field = new key_value;
2725
2726 field->key = canonical_key;
2727 field->value = value;
2728 /* Usual prepend-addition. */
2729 field->next = op->key_values;
2730 op->key_values = field;
2731
2732 return TRUE;
2541} 2733}
2542 2734
2543/* 2735/*
2544 * Updates the key in op to value. 2736 * Updates the key in op to value.
2545 * 2737 *
2547 * and not add new ones. 2739 * and not add new ones.
2548 * In general, should be little reason FALSE is ever passed in for add_key 2740 * In general, should be little reason FALSE is ever passed in for add_key
2549 * 2741 *
2550 * Returns TRUE on success. 2742 * Returns TRUE on success.
2551 */ 2743 */
2744int
2552int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2745set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2553{ 2746{
2554 shstr key_ (key); 2747 shstr key_ (key);
2748
2555 return set_ob_key_value_s (op, key_, value, add_key); 2749 return set_ob_key_value_s (op, key_, value, add_key);
2556} 2750}
2751
2752object::depth_iterator::depth_iterator (object *container)
2753: iterator_base (container)
2754{
2755 while (item->inv)
2756 item = item->inv;
2757}
2758
2759void
2760object::depth_iterator::next ()
2761{
2762 if (item->below)
2763 {
2764 item = item->below;
2765
2766 while (item->inv)
2767 item = item->inv;
2768 }
2769 else
2770 item = item->env;
2771}
2772
2773// return a suitable string describing an objetc in enough detail to find it
2774const char *
2775object::debug_desc (char *info) const
2776{
2777 char info2[256 * 3];
2778 char *p = info;
2779
2780 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2781 count,
2782 &name,
2783 title ? " " : "",
2784 title ? (const char *)title : "");
2785
2786 if (env)
2787 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2788
2789 if (map)
2790 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2791
2792 return info;
2793}
2794
2795const char *
2796object::debug_desc () const
2797{
2798 static char info[256 * 3];
2799 return debug_desc (info);
2800}
2801

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