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Comparing deliantra/server/common/object.C (file contents):
Revision 1.21 by root, Sat Sep 9 21:48:28 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 1.21 2006/09/09 21:48:28 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};
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}
59 133
60/* 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
61static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
62 key_value * wants_field; 138 key_value *wants_field;
63 139
64 /* 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
65 * 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
66 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
67 */ 143 */
68 144
69 /* For each field in wants, */ 145 /* For each field in wants, */
70 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 {
71 key_value * has_field; 148 key_value *has_field;
72 149
73 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
74 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)
75 154 {
76 if (has_field == NULL) {
77 /* No field with that name. */ 155 /* No field with that name. */
78 return FALSE; 156 return FALSE;
79 }
80 157 }
158
81 /* Found the matching field. */ 159 /* Found the matching field. */
82 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
83 /* 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. */
84 return FALSE; 163 return FALSE;
85 } 164 }
86 165
87 /* 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. */
88 }
89 167 }
168
90 /* 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. */
91 return TRUE; 170 return TRUE;
92} 171}
93 172
94/* 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
95static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
96 /* 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,
97 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
98 */ 179 */
99 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);
100} 181}
101 182
102/* 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
103 * they can be merged together. 184 * they can be merged together.
104 * 185 *
105 * 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
106 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
107 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
108 * 189 *
109 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
110 * 191 *
111 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
112 * check weight 193 * check weight
113 */ 194 */
114 195
115bool
116object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
117{ 197{
118 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
120 return 0; 204 return 0;
121 205
122 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
123 return 0;
124
125 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
126 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
127 * used to store nrof). 209 * used to store nrof).
128 */ 210 */
129 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
139 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
140 222
141 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
142 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
143 225
144 226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
145 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
146 * being locked in inventory should prevent merging.
147 * 0x4 in flags3 is CLIENT_SENT
148 */
149 if ((ob1->arch != ob2->arch) ||
150 (ob1->flags[0] != ob2->flags[0]) ||
151 (ob1->flags[1] != ob2->flags[1]) ||
152 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
153 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
154 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
155 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
156 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
157 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
158 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
159 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
160 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
161 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
162 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
163 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
164 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
165 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
166 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
167 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
168 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
169 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
170 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
171 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
172 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
173 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
174 (ob1->move_off != ob2->move_off) || 248 || ob1->move_off != ob2->move_off
175 (ob1->move_slow != ob2->move_slow) || 249 || ob1->move_slow != ob2->move_slow
176 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 251 return 0;
178 252
179 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 254 * check all objects in the inventory.
181 */ 255 */
182 if (ob1->inv || ob2->inv) 256 if (ob1->inv || ob2->inv)
183 { 257 {
184 /* 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 */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 260 return 0;
187 261
188 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 264 return 0;
191 265
192 /* 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
193 * if it is valid. 267 * if it is valid.
194 */ 268 */
195 } 269 }
203 277
204 /* 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
205 * 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
206 * check? 280 * check?
207 */ 281 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
209 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 return 0; 283 return 0;
211 284
212 switch (ob1->type) 285 switch (ob1->type)
213 { 286 {
214 case SCROLL: 287 case SCROLL:
215 if (ob1->level != ob2->level) 288 if (ob1->level != ob2->level)
216 return 0; 289 return 0;
217 break; 290 break;
218 } 291 }
219 292
220 if (ob1->key_values != NULL || ob2->key_values != NULL) 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
221 { 294 {
222 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
223 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
224 /* One has fields, but the other one doesn't. */ 297 /* One has fields, but the other one doesn't. */
225 return 0; 298 return 0;
226 else if (!compare_ob_value_lists (ob1, ob2)) 299 else if (!compare_ob_value_lists (ob1, ob2))
227 return 0; 300 return 0;
228 } 301 }
229 302
230 //TODO: generate an event or call into perl for additional checks 303 //TODO: generate an event or call into perl for additional checks
231 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
232 { 305 {
233 ob1->optimise (); 306 ob1->optimise ();
234 ob2->optimise (); 307 ob2->optimise ();
235 308
236 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
237 return 0; 310 return 0;
238 } 311 }
239 312
240 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
241 return 1; 314 return 1;
242} 315}
316
243/* 317/*
244 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
245 * 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
246 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
247 */ 321 */
248signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
249 signed long sum; 325 long sum;
250 object *inv; 326 object *inv;
327
251 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
252 if (inv->inv) 330 if (inv->inv)
253 sum_weight(inv); 331 sum_weight (inv);
254 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
255 } 333 }
334
256 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
257 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
258 if(op->carrying != sum) 338 if (op->carrying != sum)
259 op->carrying = sum; 339 op->carrying = sum;
340
260 return sum; 341 return sum;
261} 342}
262 343
263/** 344/**
264 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
265 */ 346 */
266 347
348object *
267object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
268 while (op->env != NULL) 351 while (op->env != NULL)
269 op = op->env; 352 op = op->env;
270 return op; 353 return op;
271} 354}
272 355
273/* 356/*
274 * 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
275 * 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
276 * or find a player. 359 * or find a player.
277 */ 360 */
278 361
362object *
279object *is_player_inv (object *op) { 363is_player_inv (object *op)
364{
280 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 365 for (; op != NULL && op->type != PLAYER; op = op->env)
281 if (op->env==op) 366 if (op->env == op)
282 op->env = NULL; 367 op->env = NULL;
283 return op; 368 return op;
284} 369}
285 370
286/* 371/*
287 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 372 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
288 * Some error messages. 373 * Some error messages.
289 * 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.
290 */ 375 */
291 376
292void dump_object2(object *op) { 377char *
293errmsg[0] = 0;
294return;
295 //TODO//D#d#
296#if 0
297 char *cp;
298/* object *tmp;*/
299
300 if(op->arch!=NULL) {
301 strcat(errmsg,"arch ");
302 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
303 strcat(errmsg,"\n");
304 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
305 strcat(errmsg,cp);
306#if 0
307 /* Don't dump player diffs - they are too long, mostly meaningless, and
308 * will overflow the buffer.
309 * Changed so that we don't dump inventory either. This may
310 * also overflow the buffer.
311 */
312 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
313 strcat(errmsg,cp);
314 for (tmp=op->inv; tmp; tmp=tmp->below)
315 dump_object2(tmp);
316#endif
317 strcat(errmsg,"end\n");
318 } else {
319 strcat(errmsg,"Object ");
320 if (op->name==NULL) strcat(errmsg, "(null)");
321 else strcat(errmsg,op->name);
322 strcat(errmsg,"\n");
323#if 0
324 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
325 strcat(errmsg,cp);
326 for (tmp=op->inv; tmp; tmp=tmp->below)
327 dump_object2(tmp);
328#endif
329 strcat(errmsg,"end\n");
330 }
331#endif
332}
333
334/*
335 * Dumps an object. Returns output in the static global errmsg array.
336 */
337
338void dump_object(object *op) { 378dump_object (object *op)
339 if(op==NULL) { 379{
340 strcpy(errmsg,"[NULL pointer]"); 380 if (!op)
341 return; 381 return strdup ("[NULLOBJ]");
342 }
343 errmsg[0]='\0';
344 dump_object2(op);
345}
346 382
347void dump_all_objects(void) { 383 object_freezer freezer;
348 object *op; 384 save_object (freezer, op, 3);
349 for(op=objects;op!=NULL;op=op->next) { 385 return freezer.as_string ();
350 dump_object(op);
351 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
352 }
353} 386}
354 387
355/* 388/*
356 * 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
357 * multi-object 1 which is closest to the second object. 390 * multi-object 1 which is closest to the second object.
358 * If it's not a multi-object, it is returned. 391 * If it's not a multi-object, it is returned.
359 */ 392 */
360 393
394object *
361object *get_nearest_part(object *op, const object *pl) { 395get_nearest_part (object *op, const object *pl)
396{
362 object *tmp,*closest; 397 object *tmp, *closest;
363 int last_dist,i; 398 int last_dist, i;
399
364 if(op->more==NULL) 400 if (op->more == NULL)
365 return op; 401 return op;
366 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)
367 if((i=distance(tmp,pl))<last_dist) 403 if ((i = distance (tmp, pl)) < last_dist)
368 closest=tmp,last_dist=i; 404 closest = tmp, last_dist = i;
369 return closest; 405 return closest;
370} 406}
371 407
372/* 408/*
373 * 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.
374 */ 410 */
375 411
412object *
376object *find_object(tag_t i) { 413find_object (tag_t i)
377 object *op; 414{
378 for(op=objects;op!=NULL;op=op->next) 415 for (object *op = object::first; op; op = op->next)
379 if(op->count==i) 416 if (op->count == i)
380 break; 417 return op;
418
381 return op; 419 return 0;
382} 420}
383 421
384/* 422/*
385 * 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.
386 * Used only by the patch command, but not all that useful. 424 * Used only by the patch command, but not all that useful.
387 * Enables features like "patch <name-of-other-player> food 999" 425 * Enables features like "patch <name-of-other-player> food 999"
388 */ 426 */
389 427
428object *
390object *find_object_name(const char *str) { 429find_object_name (const char *str)
391 const char *name = shstr::find (str); 430{
431 shstr_cmp str_ (str);
392 object *op; 432 object *op;
433
393 for(op=objects;op!=NULL;op=op->next) 434 for (op = object::first; op != NULL; op = op->next)
394 if(&op->name == name) 435 if (op->name == str_)
395 break; 436 break;
396 437
397 return op; 438 return op;
398} 439}
399 440
441void
400void free_all_object_data () 442free_all_object_data ()
401{ 443{
402 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 444 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
403}
404
405/*
406 * Returns the object which this object marks as being the owner.
407 * A id-scheme is used to avoid pointing to objects which have been
408 * freed and are now reused. If this is detected, the owner is
409 * set to NULL, and NULL is returned.
410 * Changed 2004-02-12 - if the player is setting at the play again
411 * prompt, he is removed, and we don't want to treat him as an owner of
412 * anything, so check removed flag. I don't expect that this should break
413 * anything - once an object is removed, it is basically dead anyways.
414 */
415
416object *get_owner(object *op) {
417 if(op->owner==NULL)
418 return NULL;
419
420 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
421 op->owner->count==op->ownercount)
422 return op->owner;
423
424 op->owner=NULL;
425 op->ownercount=0;
426 return NULL;
427}
428
429void clear_owner(object *op)
430{
431 if (!op) return;
432
433 if (op->owner && op->ownercount == op->owner->count)
434 op->owner->refcount--;
435
436 op->owner = NULL;
437 op->ownercount = 0;
438} 445}
439 446
440/* 447/*
441 * 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
442 * skill and experience objects. 449 * skill and experience objects.
443 */ 450 */
444void set_owner (object *op, object *owner) 451void
452object::set_owner (object *owner)
445{ 453{
446 if(owner==NULL||op==NULL) 454 if (!owner)
447 return; 455 return;
448 456
449 /* next line added to allow objects which own objects */ 457 /* next line added to allow objects which own objects */
450 /* 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
451 * with the fireball owning a poison cloud which then owned the 459 * with the fireball owning a poison cloud which then owned the
452 * 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
453 * freed and then another object replacing it. Since the ownercounts 461 * freed and then another object replacing it. Since the ownercounts
454 * didn't match, this check is valid and I believe that cause is valid. 462 * didn't match, this check is valid and I believe that cause is valid.
455 */ 463 */
456 while (owner->owner && owner!=owner->owner && 464 while (owner->owner)
457 owner->ownercount==owner->owner->count) owner=owner->owner; 465 owner = owner->owner;
458 466
459 /* IF the owner still has an owner, we did not resolve to a final owner.
460 * so lets not add to that.
461 */
462 if (owner->owner) return;
463
464 op->owner=owner; 467 this->owner = owner;
465
466 op->ownercount=owner->count;
467 owner->refcount++;
468
469}
470
471/* Set the owner to clone's current owner and set the skill and experience
472 * objects to clone's objects (typically those objects that where the owner's
473 * current skill and experience objects at the time when clone's owner was
474 * set - not the owner's current skill and experience objects).
475 *
476 * Use this function if player created an object (e.g. fire bullet, swarm
477 * spell), and this object creates further objects whose kills should be
478 * accounted for the player's original skill, even if player has changed
479 * skills meanwhile.
480 */
481void copy_owner (object *op, object *clone)
482{
483 object *owner = get_owner (clone);
484 if (owner == NULL) {
485 /* players don't have owners - they own themselves. Update
486 * as appropriate.
487 */
488 if (clone->type == PLAYER) owner=clone;
489 else return;
490 }
491 set_owner(op, owner);
492
493} 468}
494 469
495/* Zero the key_values on op, decrementing the shared-string 470/* Zero the key_values on op, decrementing the shared-string
496 * refcounts and freeing the links. 471 * refcounts and freeing the links.
497 */ 472 */
473static void
498static void free_key_values(object * op) 474free_key_values (object *op)
499{ 475{
500 for (key_value *i = op->key_values; i != 0; ) 476 for (key_value *i = op->key_values; i != 0;)
501 { 477 {
502 key_value *next = i->next; 478 key_value *next = i->next;
503 delete i; 479 delete i;
480
504 i = next; 481 i = next;
505 } 482 }
506 483
507 op->key_values = 0; 484 op->key_values = 0;
508} 485}
509 486
510void object::clear () 487void object::clear ()
511{ 488{
512 attachable_base::clear (); 489 attachable_base::clear ();
513 490
514 free_key_values (this); 491 free_key_values (this);
515 492
516 name = 0; 493 owner = 0;
494 name = 0;
517 name_pl = 0; 495 name_pl = 0;
518 title = 0; 496 title = 0;
519 race = 0; 497 race = 0;
520 slaying = 0; 498 slaying = 0;
521 skill = 0; 499 skill = 0;
522 msg = 0; 500 msg = 0;
523 lore = 0; 501 lore = 0;
524 custom_name = 0; 502 custom_name = 0;
525 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;
526 515
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 516 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528 517
529 SET_FLAG (this, FLAG_REMOVED); 518 SET_FLAG (this, FLAG_REMOVED);
530}
531 519
532void object::clone (object *destination)
533{
534 *(object_copy *)destination = *(object_copy *)this;
535 *(object_pod *)destination = *(object_pod *)this;
536
537 if (self || cb)
538 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
539}
540
541/*
542 * clear_object() frees everything allocated by an object, and also
543 * clears all variables and flags to default settings.
544 */
545
546void clear_object (object *op)
547{
548 op->clear ();
549
550 op->contr = NULL;
551 op->below = NULL;
552 op->above = NULL;
553 op->inv = NULL;
554 op->container=NULL;
555 op->env=NULL;
556 op->more=NULL;
557 op->head=NULL;
558 op->map=NULL;
559 op->refcount=0;
560 op->active_next = NULL;
561 op->active_prev = NULL;
562 /* What is not cleared is next, prev, and count */ 520 /* What is not cleared is next, prev, and count */
563 521
564 op->expmul = 1.0; 522 expmul = 1.0;
565 op->face = blank_face; 523 face = blank_face;
566 op->attacked_by_count = -1;
567 524
568 if (settings.casting_time) 525 if (settings.casting_time)
569 op->casting_time = -1; 526 casting_time = -1;
570} 527}
571 528
572/* 529/*
573 * copy object first frees everything allocated by the second object, 530 * copy_to first frees everything allocated by the dst object,
574 * and then copies the contends of the first object into the second 531 * and then copies the contents of itself into the second
575 * object, allocating what needs to be allocated. Basically, any 532 * object, allocating what needs to be allocated. Basically, any
576 * 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,
577 * 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
578 * will point at garbage. 535 * will point at garbage.
579 */ 536 */
580 537void
581void copy_object (object *op2, object *op) 538object::copy_to (object *dst)
582{ 539{
583 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 540 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
584 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 541 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
585 542
586 op2->clone (op); 543 *(object_copy *)dst = *this;
544 *(object_pod *)dst = *this;
587 545
588 if (is_freed) SET_FLAG (op, FLAG_FREED); 546 if (self || cb)
589 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 547 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
590 548
549 if (is_freed)
550 SET_FLAG (dst, FLAG_FREED);
551
552 if (is_removed)
553 SET_FLAG (dst, FLAG_REMOVED);
554
591 if (op2->speed < 0) 555 if (speed < 0)
592 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 556 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
593 557
594 /* Copy over key_values, if any. */ 558 /* Copy over key_values, if any. */
595 if (op2->key_values != NULL) 559 if (key_values)
596 { 560 {
597 key_value *tail = NULL; 561 key_value *tail = 0;
598 key_value *i; 562 key_value *i;
599 563
600 op->key_values = NULL; 564 dst->key_values = 0;
601 565
602 for (i = op2->key_values; i != NULL; i = i->next) 566 for (i = key_values; i; i = i->next)
603 { 567 {
604 key_value *new_link = new key_value; 568 key_value *new_link = new key_value;
605 569
606 new_link->next = NULL; 570 new_link->next = 0;
607 new_link->key = i->key; 571 new_link->key = i->key;
608 new_link->value = i->value; 572 new_link->value = i->value;
609 573
610 /* Try and be clever here, too. */ 574 /* Try and be clever here, too. */
611 if (op->key_values == NULL) 575 if (!dst->key_values)
612 { 576 {
613 op->key_values = new_link; 577 dst->key_values = new_link;
614 tail = new_link; 578 tail = new_link;
615 } 579 }
616 else 580 else
617 { 581 {
618 tail->next = new_link; 582 tail->next = new_link;
619 tail = new_link; 583 tail = new_link;
620 } 584 }
621 } 585 }
622 } 586 }
623 587
624 update_ob_speed (op); 588 update_ob_speed (dst);
589}
590
591object *
592object::clone ()
593{
594 object *neu = create ();
595 copy_to (neu);
596 return neu;
625} 597}
626 598
627/* 599/*
628 * 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
629 * 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
630 * 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.
631 */ 603 */
632 604
605void
633void update_turn_face(object *op) { 606update_turn_face (object *op)
607{
634 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 608 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
635 return; 609 return;
636 SET_ANIMATION(op, op->direction); 610 SET_ANIMATION (op, op->direction);
637 update_object(op,UP_OBJ_FACE); 611 update_object (op, UP_OBJ_FACE);
638} 612}
639 613
640/* 614/*
641 * 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
642 * 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.
643 * 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.
644 */ 618 */
645 619void
646void update_ob_speed(object *op) { 620update_ob_speed (object *op)
621{
647 extern int arch_init; 622 extern int arch_init;
648 623
649 /* No reason putting the archetypes objects on the speed list, 624 /* No reason putting the archetypes objects on the speed list,
650 * since they never really need to be updated. 625 * since they never really need to be updated.
651 */ 626 */
652 627
653 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 628 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629 {
654 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);
655#ifdef MANY_CORES 631#ifdef MANY_CORES
656 abort(); 632 abort ();
657#else 633#else
658 op->speed = 0; 634 op->speed = 0;
659#endif 635#endif
660 } 636 }
637
661 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)
662 return; 645 return;
663 }
664 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
665 /* If already on active list, don't do anything */
666 if (op->active_next || op->active_prev || op==active_objects)
667 return;
668 646
669 /* process_events() expects us to insert the object at the beginning 647 /* process_events() expects us to insert the object at the beginning
670 * of the list. */ 648 * of the list. */
671 op->active_next = active_objects; 649 op->active_next = active_objects;
650
672 if (op->active_next!=NULL) 651 if (op->active_next != NULL)
673 op->active_next->active_prev = op; 652 op->active_next->active_prev = op;
653
674 active_objects = op; 654 active_objects = op;
655 }
656 else
675 } 657 {
676 else {
677 /* If not on the active list, nothing needs to be done */ 658 /* If not on the active list, nothing needs to be done */
678 if (!op->active_next && !op->active_prev && op!=active_objects) 659 if (!op->active_next && !op->active_prev && op != active_objects)
679 return; 660 return;
680 661
681 if (op->active_prev==NULL) { 662 if (op->active_prev == NULL)
663 {
682 active_objects = op->active_next; 664 active_objects = op->active_next;
665
683 if (op->active_next!=NULL) 666 if (op->active_next != NULL)
684 op->active_next->active_prev = NULL; 667 op->active_next->active_prev = NULL;
668 }
669 else
685 } 670 {
686 else {
687 op->active_prev->active_next = op->active_next; 671 op->active_prev->active_next = op->active_next;
672
688 if (op->active_next) 673 if (op->active_next)
689 op->active_next->active_prev = op->active_prev; 674 op->active_next->active_prev = op->active_prev;
690 } 675 }
676
691 op->active_next = NULL; 677 op->active_next = NULL;
692 op->active_prev = NULL; 678 op->active_prev = NULL;
693 } 679 }
694} 680}
695 681
696/* This function removes object 'op' from the list of active 682/* This function removes object 'op' from the list of active
697 * objects. 683 * objects.
699 * 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
700 * in play chewing up cpu time getting processed. 686 * in play chewing up cpu time getting processed.
701 * The reverse of this is to call update_ob_speed, which 687 * The reverse of this is to call update_ob_speed, which
702 * 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.
703 */ 689 */
690void
704void remove_from_active_list(object *op) 691remove_from_active_list (object *op)
705{ 692{
706 /* If not on the active list, nothing needs to be done */ 693 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects) 694 if (!op->active_next && !op->active_prev && op != active_objects)
708 return; 695 return;
709 696
710 if (op->active_prev==NULL) { 697 if (op->active_prev == NULL)
698 {
711 active_objects = op->active_next; 699 active_objects = op->active_next;
712 if (op->active_next!=NULL) 700 if (op->active_next != NULL)
713 op->active_next->active_prev = NULL; 701 op->active_next->active_prev = NULL;
702 }
703 else
714 } 704 {
715 else {
716 op->active_prev->active_next = op->active_next; 705 op->active_prev->active_next = op->active_next;
717 if (op->active_next) 706 if (op->active_next)
718 op->active_next->active_prev = op->active_prev; 707 op->active_next->active_prev = op->active_prev;
719 } 708 }
720 op->active_next = NULL; 709 op->active_next = NULL;
721 op->active_prev = NULL; 710 op->active_prev = NULL;
722} 711}
723 712
724/* 713/*
725 * update_object() updates the array which represents the map. 714 * update_object() updates the array which represents the map.
726 * It takes into account invisible objects (and represent squares covered 715 * It takes into account invisible objects (and represent squares covered
741 * 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
742 * 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.
743 * UP_OBJ_FACE: only the objects face has changed. 732 * UP_OBJ_FACE: only the objects face has changed.
744 */ 733 */
745 734
735void
746void update_object(object *op, int action) { 736update_object (object *op, int action)
737{
747 int update_now=0, flags; 738 int update_now = 0, flags;
748 MoveType move_on, move_off, move_block, move_slow; 739 MoveType move_on, move_off, move_block, move_slow;
749 740
750 if (op == NULL) { 741 if (op == NULL)
742 {
751 /* this should never happen */ 743 /* this should never happen */
752 LOG(llevDebug,"update_object() called for NULL object.\n"); 744 LOG (llevDebug, "update_object() called for NULL object.\n");
753 return; 745 return;
754 }
755 746 }
747
756 if(op->env!=NULL) { 748 if (op->env != NULL)
749 {
757 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
758 * to do in this case. 751 * to do in this case.
759 */ 752 */
760 return; 753 return;
761 } 754 }
762 755
763 /* 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
764 * going to get freed anyways. 757 * going to get freed anyways.
765 */ 758 */
766 if (!op->map || op->map->in_memory == MAP_SAVING) return; 759 if (!op->map || op->map->in_memory == MAP_SAVING)
767 760 return;
761
768 /* make sure the object is within map boundaries */ 762 /* make sure the object is within map boundaries */
769 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))
770 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 764 {
771 LOG(llevError,"update_object() called for object out of map!\n"); 765 LOG (llevError, "update_object() called for object out of map!\n");
772#ifdef MANY_CORES 766#ifdef MANY_CORES
773 abort(); 767 abort ();
774#endif 768#endif
775 return; 769 return;
776 }
777 770 }
771
778 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 772 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
779 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);
780 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);
781 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);
782 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);
783 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);
784 778
785 if (action == UP_OBJ_INSERT) { 779 if (action == UP_OBJ_INSERT)
780 {
786 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
787 update_now=1; 782 update_now = 1;
788 783
789 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 784 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
790 update_now=1; 785 update_now = 1;
791 786
792 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
793 update_now=1; 788 update_now = 1;
794 789
795 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 790 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now=1; 791 update_now = 1;
797 792
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 793 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now=1; 794 update_now = 1;
800 795
801 if ((move_on | op->move_on) != move_on) update_now=1; 796 if ((move_on | op->move_on) != move_on)
797 update_now = 1;
802 798
803 if ((move_off | op->move_off) != move_off) update_now=1; 799 if ((move_off | op->move_off) != move_off)
800 update_now = 1;
804 801
805 /* 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
806 * to have move_allow right now. 803 * to have move_allow right now.
807 */ 804 */
808 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 805 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
809 update_now=1; 806 update_now = 1;
810 807
811 if ((move_slow | op->move_slow) != move_slow) 808 if ((move_slow | op->move_slow) != move_slow)
812 update_now=1; 809 update_now = 1;
813 } 810 }
811
814 /* if the object is being removed, we can't make intelligent 812 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 813 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 814 * that is being removed.
817 */ 815 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 816 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now=1; 817 update_now = 1;
820 } else if (action == UP_OBJ_FACE) { 818 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ 819 /* Nothing to do for that case */ ;
822 }
823 else { 820 else
824 LOG(llevError,"update_object called with invalid action: %d\n", action); 821 LOG (llevError, "update_object called with invalid action: %d\n", action);
825 }
826 822
827 if (update_now) { 823 if (update_now)
824 {
828 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);
829 update_position(op->map, op->x, op->y); 826 update_position (op->map, op->x, op->y);
830 } 827 }
831 828
832 if(op->more!=NULL) 829 if (op->more != NULL)
833 update_object(op->more, action); 830 update_object (op->more, action);
834} 831}
835 832
836static std::vector<object *> mortals; 833object::vector object::mortals;
834object::vector object::objects; // not yet used
835object *object::first;
837 836
838void object::free_mortals () 837void object::free_mortals ()
839{ 838{
840 for (std::vector<object *>::iterator i = mortals.begin (); i != mortals.end (); ++i) 839 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
840 if ((*i)->refcnt)
841 ++i; // further delay freeing
842 else
843 {
841 delete *i; 844 delete *i;
842 845 mortals.erase (i);
843 mortals.clear (); 846 }
844} 847}
845 848
846object::object () 849object::object ()
847{ 850{
848 count = ++ob_count;
849
850 prev = 0;
851 next = objects;
852
853 if (objects)
854 objects->prev = this;
855
856 objects = this;
857
858 SET_FLAG (this, FLAG_REMOVED); 851 SET_FLAG (this, FLAG_REMOVED);
859 852
860 expmul = 1.0; 853 expmul = 1.0;
861 face = blank_face; 854 face = blank_face;
862 attacked_by_count = -1;
863} 855}
864 856
865object::~object () 857object::~object ()
866{ 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;
867} 887}
868 888
869object *object::create () 889object *object::create ()
870{ 890{
871 return new object; 891 object *op = new object;
892 op->link ();
893 return op;
872} 894}
873 895
874/* 896/*
875 * free_object() frees everything allocated by an object, removes 897 * free_object() frees everything allocated by an object, removes
876 * 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
877 * free objects. The IS_FREED() flag is set in the object. 899 * free objects. The IS_FREED() flag is set in the object.
878 * The object must have been removed by remove_ob() first for 900 * The object must have been removed by remove_ob() first for
879 * this function to succeed. 901 * this function to succeed.
880 * 902 *
881 * 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
882 * inventory to the ground. 904 * inventory to the ground.
883 */ 905 */
884void 906void object::destroy (bool destroy_inventory)
885object::free (bool free_inventory)
886{ 907{
908 if (QUERY_FLAG (this, FLAG_FREED))
909 return;
910
911 if (QUERY_FLAG (this, FLAG_FRIENDLY))
912 remove_friendly_object (this);
913
887 if (!QUERY_FLAG (this, FLAG_REMOVED)) 914 if (!QUERY_FLAG (this, FLAG_REMOVED))
888 { 915 remove ();
889 LOG (llevDebug, "Free object called with non removed object\n");
890 dump_object (this);
891#ifdef MANY_CORES
892 abort ();
893#endif
894 }
895 916
896 if (QUERY_FLAG (this, FLAG_FRIENDLY))
897 {
898 LOG (llevMonster, "Warning: tried to free friendly object.\n");
899 remove_friendly_object (this);
900 }
901
902 if (QUERY_FLAG (this, FLAG_FREED)) 917 SET_FLAG (this, FLAG_FREED);
903 {
904 dump_object (this);
905 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
906 return;
907 }
908 918
909 if (more) 919 if (more)
910 { 920 {
911 more->free (free_inventory); 921 more->destroy (destroy_inventory);
912 more = 0; 922 more = 0;
913 } 923 }
914 924
915 if (inv) 925 if (inv)
916 { 926 {
917 /* Only if the space blocks everything do we not process - 927 /* Only if the space blocks everything do we not process -
918 * if some form of movement is allowed, let objects 928 * if some form of movement is allowed, let objects
919 * drop on that space. 929 * drop on that space.
920 */ 930 */
921 if (free_inventory || !map 931 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
922 || map->in_memory != MAP_IN_MEMORY 932 {
923 || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
924 {
925 object *op = inv; 933 object *op = inv;
926 934
927 while (op) 935 while (op)
928 { 936 {
929 object *tmp = op->below; 937 object *tmp = op->below;
930 remove_ob (op);
931 op->free (free_inventory); 938 op->destroy (destroy_inventory);
932 op = tmp; 939 op = tmp;
933 } 940 }
934 } 941 }
935 else 942 else
936 { /* Put objects in inventory onto this space */ 943 { /* Put objects in inventory onto this space */
937 object *op = inv; 944 object *op = inv;
938 945
939 while (op) 946 while (op)
940 { 947 {
941 object *tmp = op->below; 948 object *tmp = op->below;
942 remove_ob (op);
943 949
950 op->remove ();
951
944 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 952 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
945 || 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))
946 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 954 op->destroy ();
947 free_object (op); 955 else
948 else 956 {
949 { 957 op->x = x;
950 op->x = x; 958 op->y = y;
951 op->y = y;
952 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */ 959 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
953 } 960 }
954 961
955 op = tmp; 962 op = tmp;
963 }
964 }
956 } 965 }
957 } 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 ();
958 } 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;
959 994
960 /* Remove object from the active list */ 995 /* Remove object from the active list */
961 speed = 0; 996 speed = 0;
962 update_ob_speed (this); 997 update_ob_speed (this);
963 998
964 SET_FLAG (this, FLAG_FREED); 999 unlink ();
965
966 mortalise ();
967}
968
969void
970object::mortalise ()
971{
972 count = 0;
973
974 /* Remove this object from the list of used objects */
975 if (prev) prev->next = next;
976 if (next) next->prev = prev;
977 if (this == objects) objects = next;
978
979 free_key_values (this);
980 1000
981 mortals.push_back (this); 1001 mortals.push_back (this);
982} 1002}
983 1003
984/* 1004/*
985 * sub_weight() recursively (outwards) subtracts a number from the 1005 * sub_weight() recursively (outwards) subtracts a number from the
986 * 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)).
987 */ 1007 */
988 1008void
989void sub_weight (object *op, signed long weight) { 1009sub_weight (object *op, signed long weight)
1010{
990 while (op != NULL) { 1011 while (op != NULL)
1012 {
991 if (op->type == CONTAINER) { 1013 if (op->type == CONTAINER)
992 weight=(signed long)(weight*(100-op->stats.Str)/100); 1014 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
993 } 1015
994 op->carrying-=weight; 1016 op->carrying -= weight;
995 op = op->env; 1017 op = op->env;
996 } 1018 }
997} 1019}
998 1020
999/* remove_ob(op): 1021/* op->remove ():
1000 * 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
1001 * 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
1002 * object will have no environment. If the object previously had an 1024 * object will have no environment. If the object previously had an
1003 * environment, the x and y coordinates will be updated to 1025 * environment, the x and y coordinates will be updated to
1004 * the previous environment. 1026 * the previous environment.
1005 * Beware: This function is called from the editor as well! 1027 * Beware: This function is called from the editor as well!
1006 */ 1028 */
1007 1029void
1008void remove_ob(object *op) { 1030object::remove ()
1031{
1009 object *tmp,*last=NULL; 1032 object *tmp, *last = 0;
1010 object *otmp; 1033 object *otmp;
1011 tag_t tag; 1034
1012 int check_walk_off; 1035 int check_walk_off;
1013 mapstruct *m;
1014 sint16 x,y;
1015
1016 1036
1017 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1037 if (QUERY_FLAG (this, FLAG_REMOVED))
1018 dump_object(op); 1038 return;
1019 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1020 1039
1021 /* Changed it to always dump core in this case. As has been learned
1022 * in the past, trying to recover from errors almost always
1023 * make things worse, and this is a real error here - something
1024 * that should not happen.
1025 * Yes, if this was a mission critical app, trying to do something
1026 * to recover may make sense, but that is because failure of the app
1027 * may have other disastrous problems. Cf runs out of a script
1028 * so is easily enough restarted without any real problems.
1029 * MSW 2001-07-01
1030 */
1031 abort();
1032 }
1033 if(op->more!=NULL)
1034 remove_ob(op->more);
1035
1036 SET_FLAG(op, FLAG_REMOVED); 1040 SET_FLAG (this, FLAG_REMOVED);
1037 1041
1042 if (more)
1043 more->remove ();
1044
1038 /* 1045 /*
1039 * In this case, the object to be removed is in someones 1046 * In this case, the object to be removed is in someones
1040 * inventory. 1047 * inventory.
1041 */ 1048 */
1042 if(op->env!=NULL) { 1049 if (env)
1050 {
1043 if(op->nrof) 1051 if (nrof)
1044 sub_weight(op->env, op->weight*op->nrof); 1052 sub_weight (env, weight * nrof);
1045 else 1053 else
1046 sub_weight(op->env, op->weight+op->carrying); 1054 sub_weight (env, weight + carrying);
1047 1055
1048 /* 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
1049 * made to players inventory. If set, avoiding the call 1057 * made to players inventory. If set, avoiding the call
1050 * to save cpu time. 1058 * to save cpu time.
1051 */ 1059 */
1052 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))
1053 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1054 fix_player(otmp); 1061 fix_player (otmp);
1055 1062
1056 if(op->above!=NULL) 1063 if (above != NULL)
1057 op->above->below=op->below; 1064 above->below = below;
1058 else 1065 else
1059 op->env->inv=op->below; 1066 env->inv = below;
1060 1067
1061 if(op->below!=NULL) 1068 if (below != NULL)
1062 op->below->above=op->above; 1069 below->above = above;
1063 1070
1064 /* we set up values so that it could be inserted into 1071 /* we set up values so that it could be inserted into
1065 * 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
1066 * 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
1067 */ 1100 */
1068 op->x=op->env->x,op->y=op->env->y; 1101 if (GET_MAP_OB (map, x, y) != this)
1069 op->map=op->env->map; 1102 {
1070 op->above=NULL,op->below=NULL; 1103 char *dump = dump_object (this);
1071 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)
1072 return; 1119 return;
1073 }
1074 1120
1075 /* If we get here, we are removing it from a map */
1076 if (op->map == NULL) return;
1077
1078 x = op->x;
1079 y = op->y;
1080 m = get_map_from_coord(op->map, &x, &y);
1081
1082 if (!m) {
1083 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1084 op->map->path, op->x, op->y);
1085 /* in old days, we used to set x and y to 0 and continue.
1086 * it seems if we get into this case, something is probablye
1087 * screwed up and should be fixed.
1088 */
1089 abort();
1090 }
1091 if (op->map != m) {
1092 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1093 op->map->path, m->path, op->x, op->y, x, y);
1094 }
1095
1096 /* Re did the following section of code - it looks like it had
1097 * lots of logic for things we no longer care about
1098 */
1099
1100 /* link the object above us */
1101 if (op->above)
1102 op->above->below=op->below;
1103 else
1104 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1105
1106 /* Relink the object below us, if there is one */
1107 if(op->below) {
1108 op->below->above=op->above;
1109 } else {
1110 /* Nothing below, which means we need to relink map object for this space
1111 * use translated coordinates in case some oddness with map tiling is
1112 * evident
1113 */
1114 if(GET_MAP_OB(m,x,y)!=op) {
1115 dump_object(op);
1116 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);
1117 dump_object(GET_MAP_OB(m,x,y));
1118 LOG(llevError,"%s\n",errmsg);
1119 }
1120 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1121 }
1122 op->above=NULL;
1123 op->below=NULL;
1124
1125 if (op->map->in_memory == MAP_SAVING)
1126 return;
1127
1128 tag = op->count;
1129 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1121 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1122
1130 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 {
1131 /* 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
1132 * being removed. 1126 * being removed.
1133 */ 1127 */
1134 1128
1135 if(tmp->type==PLAYER && tmp!=op) { 1129 if (tmp->type == PLAYER && tmp != this)
1130 {
1136 /* If a container that the player is currently using somehow gets 1131 /* If a container that the player is currently using somehow gets
1137 * removed (most likely destroyed), update the player view 1132 * removed (most likely destroyed), update the player view
1138 * appropriately. 1133 * appropriately.
1139 */ 1134 */
1140 if (tmp->container==op) { 1135 if (tmp->container == this)
1136 {
1141 CLEAR_FLAG(op, FLAG_APPLIED); 1137 CLEAR_FLAG (this, FLAG_APPLIED);
1142 tmp->container=NULL; 1138 tmp->container = 0;
1139 }
1140
1141 tmp->contr->socket->floorbox_update ();
1143 } 1142 }
1144 tmp->contr->socket.update_look=1; 1143
1145 }
1146 /* See if player moving off should effect something */ 1144 /* See if player moving off should effect something */
1147 if (check_walk_off && ((op->move_type & tmp->move_off) && 1145 if (check_walk_off
1146 && ((move_type & tmp->move_off)
1148 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1147 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1149 1148 {
1150 move_apply(tmp, op, NULL); 1149 move_apply (tmp, this, 0);
1150
1151 if (was_destroyed (op, tag)) { 1151 if (destroyed ())
1152 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 ());
1153 "leaving object\n", &tmp->name, &tmp->arch->name);
1154 } 1153 }
1155 }
1156 1154
1157 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1155 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1158 1156
1159 if(tmp->above == tmp) 1157 if (tmp->above == tmp)
1160 tmp->above = NULL; 1158 tmp->above = 0;
1159
1161 last=tmp; 1160 last = tmp;
1162 } 1161 }
1162
1163 /* last == NULL of there are no objects on this space */ 1163 /* last == NULL of there are no objects on this space */
1164 if (last==NULL) { 1164 if (!last)
1165 {
1165 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1166 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1166 * 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
1167 * 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
1168 * be correct anyways. 1169 * be correct anyways.
1169 */ 1170 */
1170 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1171 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1171 update_position(op->map, op->x, op->y); 1172 update_position (map, x, y);
1172 } 1173 }
1173 else 1174 else
1174 update_object(last, UP_OBJ_REMOVE); 1175 update_object (last, UP_OBJ_REMOVE);
1175 1176
1176 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1177 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1177 update_all_los(op->map, op->x, op->y); 1178 update_all_los (map, x, y);
1178 1179 }
1179} 1180}
1180 1181
1181/* 1182/*
1182 * merge_ob(op,top): 1183 * merge_ob(op,top):
1183 * 1184 *
1184 * This function goes through all objects below and including top, and 1185 * This function goes through all objects below and including top, and
1185 * merges op to the first matching object. 1186 * merges op to the first matching object.
1186 * If top is NULL, it is calculated. 1187 * If top is NULL, it is calculated.
1187 * 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
1188 */ 1189 */
1189 1190object *
1190object *merge_ob(object *op, object *top) { 1191merge_ob (object *op, object *top)
1192{
1191 if(!op->nrof) 1193 if (!op->nrof)
1192 return 0; 1194 return 0;
1195
1193 if(top==NULL) 1196 if (top == NULL)
1194 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1197 for (top = op; top != NULL && top->above != NULL; top = top->above);
1198
1195 for(;top!=NULL;top=top->below) { 1199 for (; top != NULL; top = top->below)
1200 {
1196 if(top==op) 1201 if (top == op)
1197 continue; 1202 continue;
1198 if (CAN_MERGE(op,top)) 1203
1199 { 1204 if (object::can_merge (op, top))
1205 {
1200 top->nrof+=op->nrof; 1206 top->nrof += op->nrof;
1207
1201/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1208/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1202 op->weight = 0; /* Don't want any adjustements now */ 1209 op->weight = 0; /* Don't want any adjustements now */
1203 remove_ob(op); 1210 op->destroy ();
1204 free_object(op);
1205 return top; 1211 return top;
1206 } 1212 }
1207 } 1213 }
1214
1208 return NULL; 1215 return 0;
1209} 1216}
1210 1217
1211/* 1218/*
1212 * 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
1213 * job preparing multi-part monsters 1220 * job preparing multi-part monsters
1214 */ 1221 */
1222object *
1215object *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{
1216 object* tmp; 1225 object *tmp;
1226
1217 if (op->head) 1227 if (op->head)
1218 op=op->head; 1228 op = op->head;
1229
1219 for (tmp=op;tmp;tmp=tmp->more){ 1230 for (tmp = op; tmp; tmp = tmp->more)
1231 {
1220 tmp->x=x+tmp->arch->clone.x; 1232 tmp->x = x + tmp->arch->clone.x;
1221 tmp->y=y+tmp->arch->clone.y; 1233 tmp->y = y + tmp->arch->clone.y;
1222 } 1234 }
1235
1223 return insert_ob_in_map (op, m, originator, flag); 1236 return insert_ob_in_map (op, m, originator, flag);
1224} 1237}
1225 1238
1226/* 1239/*
1227 * insert_ob_in_map (op, map, originator, flag): 1240 * insert_ob_in_map (op, map, originator, flag):
1228 * This function inserts the object in the two-way linked list 1241 * This function inserts the object in the two-way linked list
1242 * new object if 'op' was merged with other object 1255 * new object if 'op' was merged with other object
1243 * NULL if 'op' was destroyed 1256 * NULL if 'op' was destroyed
1244 * just 'op' otherwise 1257 * just 'op' otherwise
1245 */ 1258 */
1246 1259
1260object *
1247object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1261insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1248{ 1262{
1249 object *tmp, *top, *floor=NULL; 1263 object *tmp, *top, *floor = NULL;
1250 sint16 x,y; 1264 sint16 x, y;
1251 1265
1252 if (QUERY_FLAG (op, FLAG_FREED)) { 1266 if (QUERY_FLAG (op, FLAG_FREED))
1267 {
1253 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))
1254 return NULL; 1518 return NULL;
1255 }
1256 if(m==NULL) {
1257 dump_object(op);
1258 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1259 return op;
1260 }
1261 if(out_of_map(m,op->x,op->y)) {
1262 dump_object(op);
1263 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1264#ifdef MANY_CORES
1265 /* Better to catch this here, as otherwise the next use of this object
1266 * is likely to cause a crash. Better to find out where it is getting
1267 * improperly inserted.
1268 */
1269 abort();
1270#endif
1271 return op;
1272 }
1273 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1274 dump_object(op);
1275 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1276 return op;
1277 }
1278 if(op->more!=NULL) {
1279 /* The part may be on a different map. */
1280 1519
1281 object *more = op->more;
1282
1283 /* We really need the caller to normalize coordinates - if
1284 * we set the map, that doesn't work if the location is within
1285 * a map and this is straddling an edge. So only if coordinate
1286 * is clear wrong do we normalize it.
1287 */
1288 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1289 more->map = get_map_from_coord(m, &more->x, &more->y);
1290 } else if (!more->map) {
1291 /* For backwards compatibility - when not dealing with tiled maps,
1292 * more->map should always point to the parent.
1293 */
1294 more->map = m;
1295 }
1296
1297 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1298 if ( ! op->head)
1299 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1300 return NULL;
1301 }
1302 }
1303 CLEAR_FLAG(op,FLAG_REMOVED);
1304
1305 /* Ideally, the caller figures this out. However, it complicates a lot
1306 * of areas of callers (eg, anything that uses find_free_spot would now
1307 * need extra work
1308 */
1309 op->map=get_map_from_coord(m, &op->x, &op->y);
1310 x = op->x;
1311 y = op->y;
1312
1313 /* this has to be done after we translate the coordinates.
1314 */
1315 if(op->nrof && !(flag & INS_NO_MERGE)) {
1316 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1317 if (CAN_MERGE(op,tmp)) {
1318 op->nrof+=tmp->nrof;
1319 remove_ob(tmp);
1320 free_object(tmp);
1321 }
1322 }
1323
1324 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1325 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1326 if (!QUERY_FLAG(op, FLAG_ALIVE))
1327 CLEAR_FLAG(op, FLAG_NO_STEAL);
1328
1329 if (flag & INS_BELOW_ORIGINATOR) {
1330 if (originator->map != op->map || originator->x != op->x ||
1331 originator->y != op->y) {
1332 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1333 abort();
1334 }
1335 op->above = originator;
1336 op->below = originator->below;
1337 if (op->below) op->below->above = op;
1338 else SET_MAP_OB(op->map, op->x, op->y, op);
1339 /* since *below* originator, no need to update top */
1340 originator->below = op;
1341 } else {
1342 /* If there are other objects, then */
1343 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1344 object *last=NULL;
1345 /*
1346 * If there are multiple objects on this space, we do some trickier handling.
1347 * We've already dealt with merging if appropriate.
1348 * Generally, we want to put the new object on top. But if
1349 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1350 * floor, we want to insert above that and no further.
1351 * Also, if there are spell objects on this space, we stop processing
1352 * once we get to them. This reduces the need to traverse over all of
1353 * them when adding another one - this saves quite a bit of cpu time
1354 * when lots of spells are cast in one area. Currently, it is presumed
1355 * that flying non pickable objects are spell objects.
1356 */
1357
1358 while (top != NULL) {
1359 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1360 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1361 if (QUERY_FLAG(top, FLAG_NO_PICK)
1362 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1363 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1364 {
1365 /* We insert above top, so we want this object below this */
1366 top=top->below;
1367 break;
1368 }
1369 last = top;
1370 top = top->above;
1371 }
1372 /* Don't want top to be NULL, so set it to the last valid object */
1373 top = last;
1374
1375 /* We let update_position deal with figuring out what the space
1376 * looks like instead of lots of conditions here.
1377 * makes things faster, and effectively the same result.
1378 */
1379
1380 /* Have object 'fall below' other objects that block view.
1381 * Unless those objects are exits, type 66
1382 * If INS_ON_TOP is used, don't do this processing
1383 * Need to find the object that in fact blocks view, otherwise
1384 * stacking is a bit odd.
1385 */
1386 if (!(flag & INS_ON_TOP) &&
1387 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1388 (op->face && !op->face->visibility)) {
1389 for (last=top; last != floor; last=last->below)
1390 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1391 /* Check to see if we found the object that blocks view,
1392 * and make sure we have a below pointer for it so that
1393 * we can get inserted below this one, which requires we
1394 * set top to the object below us.
1395 */
1396 if (last && last->below && last != floor) top=last->below;
1397 }
1398 } /* If objects on this space */
1399 if (flag & INS_MAP_LOAD)
1400 top = GET_MAP_TOP(op->map,op->x,op->y);
1401 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1402
1403 /* Top is the object that our object (op) is going to get inserted above.
1404 */
1405
1406 /* First object on this space */
1407 if (!top) {
1408 op->above = GET_MAP_OB(op->map, op->x, op->y);
1409 if (op->above) op->above->below = op;
1410 op->below = NULL;
1411 SET_MAP_OB(op->map, op->x, op->y, op);
1412 } else { /* get inserted into the stack above top */
1413 op->above = top->above;
1414 if (op->above) op->above->below = op;
1415 op->below = top;
1416 top->above = op;
1417 }
1418 if (op->above==NULL)
1419 SET_MAP_TOP(op->map,op->x, op->y, op);
1420 } /* else not INS_BELOW_ORIGINATOR */
1421
1422 if(op->type==PLAYER)
1423 op->contr->do_los=1;
1424
1425 /* If we have a floor, we know the player, if any, will be above
1426 * it, so save a few ticks and start from there.
1427 */
1428 if (!(flag & INS_MAP_LOAD))
1429 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1430 if (tmp->type == PLAYER)
1431 tmp->contr->socket.update_look=1;
1432 }
1433
1434 /* If this object glows, it may affect lighting conditions that are
1435 * visible to others on this map. But update_all_los is really
1436 * an inefficient way to do this, as it means los for all players
1437 * on the map will get recalculated. The players could very well
1438 * be far away from this change and not affected in any way -
1439 * this should get redone to only look for players within range,
1440 * or just updating the P_NEED_UPDATE for spaces within this area
1441 * of effect may be sufficient.
1442 */
1443 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1444 update_all_los(op->map, op->x, op->y);
1445
1446
1447 /* updates flags (blocked, alive, no magic, etc) for this map space */
1448 update_object(op,UP_OBJ_INSERT);
1449
1450
1451 /* Don't know if moving this to the end will break anything. However,
1452 * we want to have update_look set above before calling this.
1453 *
1454 * check_move_on() must be after this because code called from
1455 * check_move_on() depends on correct map flags (so functions like
1456 * blocked() and wall() work properly), and these flags are updated by
1457 * update_object().
1458 */
1459
1460 /* if this is not the head or flag has been passed, don't check walk on status */
1461
1462 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1463 if (check_move_on(op, originator))
1464 return NULL;
1465
1466 /* 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
1467 * walk on's. 1521 * walk on's.
1468 */ 1522 */
1469 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1470 if (check_move_on (tmp, originator)) 1524 if (check_move_on (tmp, originator))
1471 return NULL; 1525 return NULL;
1472 } 1526 }
1527
1473 return op; 1528 return op;
1474} 1529}
1475 1530
1476/* this function inserts an object in the map, but if it 1531/* this function inserts an object in the map, but if it
1477 * 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.
1478 * 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.
1479 */ 1534 */
1535void
1480void replace_insert_ob_in_map(const char *arch_string, object *op) { 1536replace_insert_ob_in_map (const char *arch_string, object *op)
1537{
1481 object *tmp; 1538 object *
1482 object *tmp1; 1539 tmp;
1540 object *
1541 tmp1;
1483 1542
1484 /* first search for itself and remove any old instances */ 1543 /* first search for itself and remove any old instances */
1485 1544
1486 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)
1487 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1546 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1488 remove_ob(tmp); 1547 tmp->destroy ();
1489 free_object(tmp);
1490 }
1491 }
1492 1548
1493 tmp1=arch_to_object(find_archetype(arch_string)); 1549 tmp1 = arch_to_object (archetype::find (arch_string));
1494 1550
1495 1551 tmp1->x = op->x;
1496 tmp1->x = op->x; tmp1->y = op->y; 1552 tmp1->y = op->y;
1497 insert_ob_in_map(tmp1,op->map,op,0); 1553 insert_ob_in_map (tmp1, op->map, op, 0);
1498} 1554}
1499 1555
1500/* 1556/*
1501 * 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
1502 * is returned contains nr objects, and the remaining parts contains 1558 * is returned contains nr objects, and the remaining parts contains
1503 * 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).
1504 * On failure, NULL is returned, and the reason put into the 1560 * On failure, NULL is returned, and the reason put into the
1505 * global static errmsg array. 1561 * global static errmsg array.
1506 */ 1562 */
1507 1563
1564object *
1508object *get_split_ob(object *orig_ob, uint32 nr) { 1565get_split_ob (object *orig_ob, uint32 nr)
1566{
1509 object *newob; 1567 object *newob;
1510 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1568 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1511 1569
1512 if(orig_ob->nrof<nr) { 1570 if (orig_ob->nrof < nr)
1513 sprintf(errmsg,"There are only %d %ss.", 1571 {
1514 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);
1515 return NULL; 1573 return NULL;
1516 } 1574 }
1575
1517 newob = object_create_clone(orig_ob); 1576 newob = object_create_clone (orig_ob);
1577
1518 if((orig_ob->nrof-=nr)<1) { 1578 if ((orig_ob->nrof -= nr) < 1)
1519 if ( ! is_removed) 1579 orig_ob->destroy (1);
1520 remove_ob(orig_ob);
1521 free_object2(orig_ob, 1);
1522 }
1523 else if ( ! is_removed) { 1580 else if (!is_removed)
1581 {
1524 if(orig_ob->env!=NULL) 1582 if (orig_ob->env != NULL)
1525 sub_weight (orig_ob->env,orig_ob->weight*nr); 1583 sub_weight (orig_ob->env, orig_ob->weight * nr);
1526 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 {
1527 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.");
1528 LOG(llevDebug,
1529 "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");
1530 return NULL; 1588 return NULL;
1531 } 1589 }
1532 } 1590 }
1591
1533 newob->nrof=nr; 1592 newob->nrof = nr;
1534 1593
1535 return newob; 1594 return newob;
1536} 1595}
1537 1596
1538/* 1597/*
1539 * decrease_ob_nr(object, number) decreases a specified number from 1598 * decrease_ob_nr(object, number) decreases a specified number from
1540 * 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
1541 * is subsequently removed and freed. 1600 * is subsequently removed and freed.
1542 * 1601 *
1543 * 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
1544 */ 1603 */
1545 1604
1605object *
1546object *decrease_ob_nr (object *op, uint32 i) 1606decrease_ob_nr (object *op, uint32 i)
1547{ 1607{
1548 object *tmp; 1608 object *tmp;
1549 player *pl; 1609 player *pl;
1550 1610
1551 if (i == 0) /* objects with op->nrof require this check */ 1611 if (i == 0) /* objects with op->nrof require this check */
1552 return op; 1612 return op;
1553 1613
1554 if (i > op->nrof) 1614 if (i > op->nrof)
1555 i = op->nrof; 1615 i = op->nrof;
1556 1616
1557 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 }
1558 { 1655 }
1656 else
1657 {
1658 object *above = op->above;
1659
1660 if (i < op->nrof)
1559 op->nrof -= i; 1661 op->nrof -= i;
1560 } 1662 else
1561 else if (op->env != NULL)
1562 {
1563 /* is this object in the players inventory, or sub container
1564 * therein?
1565 */
1566 tmp = is_player_inv (op->env);
1567 /* nope. Is this a container the player has opened?
1568 * If so, set tmp to that player.
1569 * IMO, searching through all the players will mostly
1570 * likely be quicker than following op->env to the map,
1571 * and then searching the map for a player.
1572 */
1573 if (!tmp) {
1574 for (pl=first_player; pl; pl=pl->next)
1575 if (pl->ob->container == op->env) break;
1576 if (pl) tmp=pl->ob;
1577 else tmp=NULL;
1578 } 1663 {
1579
1580 if (i < op->nrof) {
1581 sub_weight (op->env, op->weight * i);
1582 op->nrof -= i;
1583 if (tmp) {
1584 esrv_send_item(tmp, op);
1585 }
1586 } else {
1587 remove_ob (op); 1664 op->remove ();
1588 op->nrof = 0; 1665 op->nrof = 0;
1589 if (tmp) {
1590 esrv_del_item(tmp->contr, op->count);
1591 } 1666 }
1592 }
1593 }
1594 else
1595 {
1596 object *above = op->above;
1597 1667
1598 if (i < op->nrof) {
1599 op->nrof -= i;
1600 } else {
1601 remove_ob (op);
1602 op->nrof = 0;
1603 }
1604 /* Since we just removed op, op->above is null */ 1668 /* Since we just removed op, op->above is null */
1605 for (tmp = above; tmp != NULL; tmp = tmp->above) 1669 for (tmp = above; tmp; tmp = tmp->above)
1606 if (tmp->type == PLAYER) { 1670 if (tmp->type == PLAYER)
1671 {
1607 if (op->nrof) 1672 if (op->nrof)
1608 esrv_send_item(tmp, op); 1673 esrv_send_item (tmp, op);
1609 else 1674 else
1610 esrv_del_item(tmp->contr, op->count); 1675 esrv_del_item (tmp->contr, op->count);
1611 } 1676 }
1612 } 1677 }
1613 1678
1614 if (op->nrof) { 1679 if (op->nrof)
1615 return op; 1680 return op;
1616 } else { 1681 else
1617 free_object (op); 1682 {
1683 op->destroy ();
1618 return NULL; 1684 return 0;
1619 } 1685 }
1620} 1686}
1621 1687
1622/* 1688/*
1623 * add_weight(object, weight) adds the specified weight to an object, 1689 * add_weight(object, weight) adds the specified weight to an object,
1624 * and also updates how much the environment(s) is/are carrying. 1690 * and also updates how much the environment(s) is/are carrying.
1625 */ 1691 */
1626 1692
1693void
1627void add_weight (object *op, signed long weight) { 1694add_weight (object *op, signed long weight)
1695{
1628 while (op!=NULL) { 1696 while (op != NULL)
1697 {
1629 if (op->type == CONTAINER) { 1698 if (op->type == CONTAINER)
1630 weight=(signed long)(weight*(100-op->stats.Str)/100); 1699 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1631 } 1700
1632 op->carrying+=weight; 1701 op->carrying += weight;
1633 op=op->env; 1702 op = op->env;
1634 } 1703 }
1635} 1704}
1636 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
1637/* 1726/*
1638 * insert_ob_in_ob(op,environment): 1727 * env->insert (op)
1639 * This function inserts the object op in the linked list 1728 * This function inserts the object op in the linked list
1640 * inside the object environment. 1729 * inside the object environment.
1641 * 1730 *
1642 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1643 * the inventory at the last position or next to other objects of the same
1644 * type.
1645 * Frank: Now sorted by type, archetype and magic!
1646 *
1647 * 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
1648 * be != op, if items are merged. -Tero 1732 * be != op, if items are merged. -Tero
1649 */ 1733 */
1650 1734
1651object *insert_ob_in_ob(object *op,object *where) { 1735object *
1736object::insert (object *op)
1737{
1652 object *tmp, *otmp; 1738 object *tmp, *otmp;
1653 1739
1654 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1740 if (!QUERY_FLAG (op, FLAG_REMOVED))
1655 dump_object(op); 1741 op->remove ();
1656 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1742
1657 return op;
1658 }
1659 if(where==NULL) {
1660 dump_object(op);
1661 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1662 return op;
1663 }
1664 if (where->head) {
1665 LOG(llevDebug,
1666 "Warning: Tried to insert object wrong part of multipart object.\n");
1667 where = where->head;
1668 }
1669 if (op->more) { 1743 if (op->more)
1744 {
1670 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);
1671 &op->name, op->count);
1672 return op; 1746 return op;
1673 } 1747 }
1748
1674 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1749 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1675 CLEAR_FLAG(op, FLAG_REMOVED); 1750 CLEAR_FLAG (op, FLAG_REMOVED);
1676 if(op->nrof) { 1751 if (op->nrof)
1752 {
1677 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1753 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1678 if ( CAN_MERGE(tmp,op) ) { 1754 if (object::can_merge (tmp, op))
1755 {
1679 /* return the original object and remove inserted object 1756 /* return the original object and remove inserted object
1680 (client needs the original object) */ 1757 (client needs the original object) */
1681 tmp->nrof += op->nrof; 1758 tmp->nrof += op->nrof;
1682 /* Weight handling gets pretty funky. Since we are adding to 1759 /* Weight handling gets pretty funky. Since we are adding to
1683 * tmp->nrof, we need to increase the weight. 1760 * tmp->nrof, we need to increase the weight.
1684 */ 1761 */
1685 add_weight (where, op->weight*op->nrof); 1762 add_weight (this, op->weight * op->nrof);
1686 SET_FLAG(op, FLAG_REMOVED); 1763 SET_FLAG (op, FLAG_REMOVED);
1687 free_object(op); /* free the inserted object */ 1764 op->destroy (); /* free the inserted object */
1688 op = tmp; 1765 op = tmp;
1689 remove_ob (op); /* and fix old object's links */ 1766 op->remove (); /* and fix old object's links */
1690 CLEAR_FLAG(op, FLAG_REMOVED); 1767 CLEAR_FLAG (op, FLAG_REMOVED);
1691 break; 1768 break;
1692 } 1769 }
1693 1770
1694 /* I assume combined objects have no inventory 1771 /* I assume combined objects have no inventory
1695 * We add the weight - this object could have just been removed 1772 * We add the weight - this object could have just been removed
1696 * (if it was possible to merge). calling remove_ob will subtract 1773 * (if it was possible to merge). calling remove_ob will subtract
1697 * 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
1698 * the linking below 1775 * the linking below
1699 */ 1776 */
1700 add_weight (where, op->weight*op->nrof); 1777 add_weight (this, op->weight * op->nrof);
1778 }
1701 } else 1779 else
1702 add_weight (where, (op->weight+op->carrying)); 1780 add_weight (this, (op->weight + op->carrying));
1703 1781
1704 otmp=is_player_inv(where); 1782 otmp = is_player_inv (this);
1705 if (otmp&&otmp->contr!=NULL) { 1783 if (otmp && otmp->contr)
1706 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1784 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1707 fix_player(otmp); 1785 fix_player (otmp);
1708 }
1709 1786
1710 op->map=NULL; 1787 op->map = NULL;
1711 op->env=where; 1788 op->env = this;
1712 op->above=NULL; 1789 op->above = NULL;
1713 op->below=NULL; 1790 op->below = NULL;
1714 op->x=0,op->y=0; 1791 op->x = 0, op->y = 0;
1715 1792
1716 /* 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 */
1717 if((op->glow_radius!=0)&&where->map) 1794 if ((op->glow_radius != 0) && map)
1718 { 1795 {
1719#ifdef DEBUG_LIGHTS 1796#ifdef DEBUG_LIGHTS
1720 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);
1721 op->name);
1722#endif /* DEBUG_LIGHTS */ 1798#endif /* DEBUG_LIGHTS */
1723 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);
1724 } 1801 }
1725 1802
1726 /* 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.
1727 * It sure simplifies this function... 1804 * It sure simplifies this function...
1728 */ 1805 */
1729 if (where->inv==NULL) 1806 if (!inv)
1730 where->inv=op; 1807 inv = op;
1731 else { 1808 else
1809 {
1732 op->below = where->inv; 1810 op->below = inv;
1733 op->below->above = op; 1811 op->below->above = op;
1734 where->inv = op; 1812 inv = op;
1735 } 1813 }
1814
1736 return op; 1815 return op;
1737} 1816}
1738 1817
1739/* 1818/*
1740 * Checks if any objects has a move_type that matches objects 1819 * Checks if any objects has a move_type that matches objects
1755 * 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
1756 * 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
1757 * on top. 1836 * on top.
1758 */ 1837 */
1759 1838
1839int
1760int check_move_on (object *op, object *originator) 1840check_move_on (object *op, object *originator)
1761{ 1841{
1762 object *tmp; 1842 object *tmp;
1763 tag_t tag;
1764 mapstruct *m=op->map; 1843 maptile *m = op->map;
1765 int x=op->x, y=op->y; 1844 int x = op->x, y = op->y;
1845
1766 MoveType move_on, move_slow, move_block; 1846 MoveType move_on, move_slow, move_block;
1767 1847
1768 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1848 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1769 return 0; 1849 return 0;
1770 1850
1771 tag = op->count;
1772
1773 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);
1774 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);
1775 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);
1776 1854
1777 /* 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,
1778 * 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
1779 * 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
1780 * as walking. 1858 * as walking.
1781 */ 1859 */
1782 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))
1783 return 0; 1861 return 0;
1784 1862
1785 /* This is basically inverse logic of that below - basically, 1863 /* This is basically inverse logic of that below - basically,
1786 * 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,
1787 * 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
1788 * blocked. Logic on this seems confusing, but does seem correct. 1866 * blocked. Logic on this seems confusing, but does seem correct.
1789 */ 1867 */
1790 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)
1791 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1869 return 0;
1792 1870
1793 /* The objects have to be checked from top to bottom. 1871 /* The objects have to be checked from top to bottom.
1794 * Hence, we first go to the top: 1872 * Hence, we first go to the top:
1795 */ 1873 */
1796 1874
1797 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)
1798 tmp->above!=NULL; tmp=tmp->above) { 1876 {
1799 /* Trim the search when we find the first other spell effect 1877 /* Trim the search when we find the first other spell effect
1800 * 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,
1801 * we don't need to check all of them. 1879 * we don't need to check all of them.
1802 */ 1880 */
1803 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)
1804 } 1886 {
1805 for(;tmp!=NULL; tmp=tmp->below) { 1887 if (tmp == op)
1806 if (tmp == op) continue; /* Can't apply yourself */ 1888 continue; /* Can't apply yourself */
1807 1889
1808 /* 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.
1809 * Second check makes sure that the movement types not being slowed 1891 * Second check makes sure that the movement types not being slowed
1810 * (~slow_move) is not blocked on this space - just because the 1892 * (~slow_move) is not blocked on this space - just because the
1811 * 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
1812 * 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.
1813 */ 1895 */
1814 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1896 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1897 {
1815 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1898 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1816 ((op->move_type & tmp->move_slow) &&
1817 (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 {
1818 1901
1819 float diff; 1902 float
1820
1821 diff = tmp->move_slow_penalty*FABS(op->speed); 1903 diff = tmp->move_slow_penalty * FABS (op->speed);
1904
1822 if (op->type == PLAYER) { 1905 if (op->type == PLAYER)
1823 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)) ||
1824 (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)))
1825 diff /= 4.0; 1908 diff /= 4.0;
1826 } 1909
1827 }
1828 op->speed_left -= diff; 1910 op->speed_left -= diff;
1829 } 1911 }
1830 } 1912 }
1831 1913
1832 /* Basically same logic as above, except now for actual apply. */ 1914 /* Basically same logic as above, except now for actual apply. */
1833 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1915 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1834 ((op->move_type & tmp->move_on) &&
1835 (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))
1836 1917 {
1837 move_apply(tmp, op, originator); 1918 move_apply (tmp, op, originator);
1919
1838 if (was_destroyed (op, tag)) 1920 if (op->destroyed ())
1839 return 1; 1921 return 1;
1840 1922
1841 /* what the person/creature stepped onto has moved the object 1923 /* what the person/creature stepped onto has moved the object
1842 * someplace new. Don't process any further - if we did, 1924 * someplace new. Don't process any further - if we did,
1843 * have a feeling strange problems would result. 1925 * have a feeling strange problems would result.
1844 */ 1926 */
1845 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;
1846 } 1929 }
1847 } 1930 }
1931
1848 return 0; 1932 return 0;
1849} 1933}
1850 1934
1851/* 1935/*
1852 * present_arch(arch, map, x, y) searches for any objects with 1936 * present_arch(arch, map, x, y) searches for any objects with
1853 * a matching archetype at the given map and coordinates. 1937 * a matching archetype at the given map and coordinates.
1854 * The first matching object is returned, or NULL if none. 1938 * The first matching object is returned, or NULL if none.
1855 */ 1939 */
1856 1940
1941object *
1857object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1942present_arch (const archetype *at, maptile *m, int x, int y)
1943{
1858 object *tmp; 1944 object *
1945 tmp;
1946
1859 if(m==NULL || out_of_map(m,x,y)) { 1947 if (m == NULL || out_of_map (m, x, y))
1948 {
1860 LOG(llevError,"Present_arch called outside map.\n"); 1949 LOG (llevError, "Present_arch called outside map.\n");
1861 return NULL; 1950 return NULL;
1862 } 1951 }
1863 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)
1864 if(tmp->arch == at) 1953 if (tmp->arch == at)
1865 return tmp; 1954 return tmp;
1866 return NULL; 1955 return NULL;
1867} 1956}
1868 1957
1869/* 1958/*
1870 * present(type, map, x, y) searches for any objects with 1959 * present(type, map, x, y) searches for any objects with
1871 * a matching type variable at the given map and coordinates. 1960 * a matching type variable at the given map and coordinates.
1872 * The first matching object is returned, or NULL if none. 1961 * The first matching object is returned, or NULL if none.
1873 */ 1962 */
1874 1963
1964object *
1875object *present(unsigned char type,mapstruct *m, int x,int y) { 1965present (unsigned char type, maptile *m, int x, int y)
1966{
1876 object *tmp; 1967 object *
1968 tmp;
1969
1877 if(out_of_map(m,x,y)) { 1970 if (out_of_map (m, x, y))
1971 {
1878 LOG(llevError,"Present called outside map.\n"); 1972 LOG (llevError, "Present called outside map.\n");
1879 return NULL; 1973 return NULL;
1880 } 1974 }
1881 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)
1882 if(tmp->type==type) 1976 if (tmp->type == type)
1883 return tmp; 1977 return tmp;
1884 return NULL; 1978 return NULL;
1885} 1979}
1886 1980
1887/* 1981/*
1888 * present_in_ob(type, object) searches for any objects with 1982 * present_in_ob(type, object) searches for any objects with
1889 * a matching type variable in the inventory of the given object. 1983 * a matching type variable in the inventory of the given object.
1890 * The first matching object is returned, or NULL if none. 1984 * The first matching object is returned, or NULL if none.
1891 */ 1985 */
1892 1986
1987object *
1893object *present_in_ob(unsigned char type, const object *op) { 1988present_in_ob (unsigned char type, const object *op)
1989{
1894 object *tmp; 1990 object *
1991 tmp;
1992
1895 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1993 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1896 if(tmp->type==type) 1994 if (tmp->type == type)
1897 return tmp; 1995 return tmp;
1898 return NULL; 1996 return NULL;
1899} 1997}
1900 1998
1901/* 1999/*
1911 * 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
1912 * 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
1913 * to be unique. 2011 * to be unique.
1914 */ 2012 */
1915 2013
2014object *
1916object *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{
1917 object *tmp; 2017 object *
2018 tmp;
1918 2019
1919 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2020 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2021 {
1920 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2022 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1921 return tmp; 2023 return tmp;
1922 } 2024 }
1923 return NULL; 2025 return NULL;
1924} 2026}
1925 2027
1926/* 2028/*
1927 * present_arch_in_ob(archetype, object) searches for any objects with 2029 * present_arch_in_ob(archetype, object) searches for any objects with
1928 * a matching archetype in the inventory of the given object. 2030 * a matching archetype in the inventory of the given object.
1929 * The first matching object is returned, or NULL if none. 2031 * The first matching object is returned, or NULL if none.
1930 */ 2032 */
1931 2033
2034object *
1932object *present_arch_in_ob(const archetype *at, const object *op) { 2035present_arch_in_ob (const archetype *at, const object *op)
2036{
1933 object *tmp; 2037 object *
2038 tmp;
2039
1934 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2040 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1935 if( tmp->arch == at) 2041 if (tmp->arch == at)
1936 return tmp; 2042 return tmp;
1937 return NULL; 2043 return NULL;
1938} 2044}
1939 2045
1940/* 2046/*
1941 * activate recursively a flag on an object inventory 2047 * activate recursively a flag on an object inventory
1942 */ 2048 */
2049void
1943void flag_inv(object*op, int flag){ 2050flag_inv (object *op, int flag)
2051{
1944 object *tmp; 2052 object *
2053 tmp;
2054
1945 if(op->inv) 2055 if (op->inv)
1946 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2057 {
1947 SET_FLAG(tmp, flag); 2058 SET_FLAG (tmp, flag);
1948 flag_inv(tmp,flag); 2059 flag_inv (tmp, flag);
1949 } 2060 }
1950}/* 2061} /*
1951 * desactivate recursively a flag on an object inventory 2062 * desactivate recursively a flag on an object inventory
1952 */ 2063 */
2064void
1953void unflag_inv(object*op, int flag){ 2065unflag_inv (object *op, int flag)
2066{
1954 object *tmp; 2067 object *
2068 tmp;
2069
1955 if(op->inv) 2070 if (op->inv)
1956 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2071 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2072 {
1957 CLEAR_FLAG(tmp, flag); 2073 CLEAR_FLAG (tmp, flag);
1958 unflag_inv(tmp,flag); 2074 unflag_inv (tmp, flag);
1959 } 2075 }
1960} 2076}
1961 2077
1962/* 2078/*
1963 * 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
1964 * all it's inventory (recursively). 2080 * all it's inventory (recursively).
1965 * 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
1966 * 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.
1967 */ 2083 */
1968 2084
2085void
1969void set_cheat(object *op) { 2086set_cheat (object *op)
2087{
1970 SET_FLAG(op, FLAG_WAS_WIZ); 2088 SET_FLAG (op, FLAG_WAS_WIZ);
1971 flag_inv(op, FLAG_WAS_WIZ); 2089 flag_inv (op, FLAG_WAS_WIZ);
1972} 2090}
1973 2091
1974/* 2092/*
1975 * 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
1976 * 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
1991 * 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
1992 * 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
1993 * customized, changed states, etc. 2111 * customized, changed states, etc.
1994 */ 2112 */
1995 2113
2114int
1996int 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,
1997 int i,index=0, flag; 2119 index = 0, flag;
2120 static int
1998 static int altern[SIZEOFFREE]; 2121 altern[SIZEOFFREE];
1999 2122
2000 for(i=start;i<stop;i++) { 2123 for (i = start; i < stop; i++)
2124 {
2001 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]);
2002 if(!flag) 2126 if (!flag)
2003 altern[index++]=i; 2127 altern[index++] = i;
2004 2128
2005 /* 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.
2006 * 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.
2007 * 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 -
2008 * 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
2009 * 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
2010 * to only the spaces immediately surrounding the target area, and 2134 * to only the spaces immediately surrounding the target area, and
2011 * won't look 2 spaces south of the target space. 2135 * won't look 2 spaces south of the target space.
2012 */ 2136 */
2013 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2137 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2014 stop=maxfree[i]; 2138 stop = maxfree[i];
2015 } 2139 }
2016 if(!index) return -1; 2140 if (!index)
2141 return -1;
2017 return altern[RANDOM()%index]; 2142 return altern[RANDOM () % index];
2018} 2143}
2019 2144
2020/* 2145/*
2021 * find_first_free_spot(archetype, mapstruct, x, y) works like 2146 * find_first_free_spot(archetype, maptile, x, y) works like
2022 * find_free_spot(), but it will search max number of squares. 2147 * find_free_spot(), but it will search max number of squares.
2023 * 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.
2024 * 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.
2025 */ 2150 */
2026 2151
2152int
2027int 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
2028 int i; 2156 i;
2157
2029 for(i=0;i<SIZEOFFREE;i++) { 2158 for (i = 0; i < SIZEOFFREE; i++)
2159 {
2030 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]))
2031 return i; 2161 return i;
2032 } 2162 }
2033 return -1; 2163 return -1;
2034} 2164}
2035 2165
2036/* 2166/*
2037 * The function permute(arr, begin, end) randomly reorders the array 2167 * The function permute(arr, begin, end) randomly reorders the array
2038 * arr[begin..end-1]. 2168 * arr[begin..end-1].
2039 */ 2169 */
2170static void
2040static void permute(int *arr, int begin, int end) 2171permute (int *arr, int begin, int end)
2041{ 2172{
2042 int i, j, tmp, len; 2173 int
2174 i,
2175 j,
2176 tmp,
2177 len;
2043 2178
2044 len = end-begin; 2179 len = end - begin;
2045 for(i = begin; i < end; i++) 2180 for (i = begin; i < end; i++)
2046 { 2181 {
2047 j = begin+RANDOM()%len; 2182 j = begin + RANDOM () % len;
2048 2183
2049 tmp = arr[i]; 2184 tmp = arr[i];
2050 arr[i] = arr[j]; 2185 arr[i] = arr[j];
2051 arr[j] = tmp; 2186 arr[j] = tmp;
2052 } 2187 }
2053} 2188}
2054 2189
2055/* new function to make monster searching more efficient, and effective! 2190/* new function to make monster searching more efficient, and effective!
2056 * This basically returns a randomized array (in the passed pointer) of 2191 * This basically returns a randomized array (in the passed pointer) of
2057 * 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
2058 * 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
2059 * 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
2060 * 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.
2061 */ 2196 */
2197void
2062void get_search_arr(int *search_arr) 2198get_search_arr (int *search_arr)
2063{ 2199{
2200 int
2064 int i; 2201 i;
2065 2202
2066 for(i = 0; i < SIZEOFFREE; i++) 2203 for (i = 0; i < SIZEOFFREE; i++)
2067 { 2204 {
2068 search_arr[i] = i; 2205 search_arr[i] = i;
2069 } 2206 }
2070 2207
2071 permute(search_arr, 1, SIZEOFFREE1+1); 2208 permute (search_arr, 1, SIZEOFFREE1 + 1);
2072 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2209 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2073 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2210 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2074} 2211}
2075 2212
2076/* 2213/*
2077 * 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
2078 * given map at the given coordinates for live objects. 2215 * given map at the given coordinates for live objects.
2084 * 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
2085 * 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
2086 * there is capable of. 2223 * there is capable of.
2087 */ 2224 */
2088 2225
2226int
2089int 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,
2090 int i,max=SIZEOFFREE, mflags; 2231 max = SIZEOFFREE, mflags;
2232
2091 sint16 nx, ny; 2233 sint16 nx, ny;
2092 object *tmp; 2234 object *
2093 mapstruct *mp; 2235 tmp;
2236 maptile *
2237 mp;
2238
2094 MoveType blocked, move_type; 2239 MoveType blocked, move_type;
2095 2240
2096 if (exclude && exclude->head) { 2241 if (exclude && exclude->head)
2242 {
2097 exclude = exclude->head; 2243 exclude = exclude->head;
2098 move_type = exclude->move_type; 2244 move_type = exclude->move_type;
2099 } else { 2245 }
2246 else
2247 {
2100 /* 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. */
2101 move_type=MOVE_ALL; 2249 move_type = MOVE_ALL;
2250 }
2251
2252 for (i = 1; i < max; i++)
2102 } 2253 {
2103
2104 for(i=1;i<max;i++) {
2105 mp = m; 2254 mp = m;
2106 nx = x + freearr_x[i]; 2255 nx = x + freearr_x[i];
2107 ny = y + freearr_y[i]; 2256 ny = y + freearr_y[i];
2108 2257
2109 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2258 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2110 if (mflags & P_OUT_OF_MAP) { 2259 if (mflags & P_OUT_OF_MAP)
2260 {
2111 max = maxfree[i]; 2261 max = maxfree[i];
2262 }
2112 } else { 2263 else
2264 {
2113 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2265 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2114 2266
2115 if ((move_type & blocked) == move_type) { 2267 if ((move_type & blocked) == move_type)
2268 {
2116 max=maxfree[i]; 2269 max = maxfree[i];
2270 }
2117 } else if (mflags & P_IS_ALIVE) { 2271 else if (mflags & P_IS_ALIVE)
2272 {
2118 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)
2119 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2274 {
2120 (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 {
2121 break; 2277 break;
2122 } 2278 }
2123 } 2279 }
2124 if(tmp) { 2280 if (tmp)
2281 {
2125 return freedir[i]; 2282 return freedir[i];
2126 } 2283 }
2127 } 2284 }
2128 } 2285 }
2129 } 2286 }
2130 return 0; 2287 return 0;
2131} 2288}
2132 2289
2133/* 2290/*
2134 * distance(object 1, object 2) will return the square of the 2291 * distance(object 1, object 2) will return the square of the
2135 * distance between the two given objects. 2292 * distance between the two given objects.
2136 */ 2293 */
2137 2294
2295int
2138int distance(const object *ob1, const object *ob2) { 2296distance (const object *ob1, const object *ob2)
2297{
2139 int i; 2298 int
2140 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2299 i;
2141 (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);
2142 return i; 2302 return i;
2143} 2303}
2144 2304
2145/* 2305/*
2146 * 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
2147 * 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
2148 * object, needs to travel toward it. 2308 * object, needs to travel toward it.
2149 */ 2309 */
2150 2310
2311int
2151int find_dir_2(int x, int y) { 2312find_dir_2 (int x, int y)
2313{
2152 int q; 2314 int
2315 q;
2153 2316
2154 if(y) 2317 if (y)
2155 q=x*100/y; 2318 q = x * 100 / y;
2156 else if (x) 2319 else if (x)
2157 q= -300*x; 2320 q = -300 * x;
2158 else 2321 else
2159 return 0; 2322 return 0;
2160 2323
2161 if(y>0) { 2324 if (y > 0)
2325 {
2162 if(q < -242) 2326 if (q < -242)
2163 return 3 ; 2327 return 3;
2164 if (q < -41) 2328 if (q < -41)
2165 return 2 ; 2329 return 2;
2166 if (q < 41) 2330 if (q < 41)
2167 return 1 ; 2331 return 1;
2168 if (q < 242) 2332 if (q < 242)
2169 return 8 ; 2333 return 8;
2170 return 7 ; 2334 return 7;
2171 } 2335 }
2172 2336
2173 if (q < -242) 2337 if (q < -242)
2174 return 7 ; 2338 return 7;
2175 if (q < -41) 2339 if (q < -41)
2176 return 6 ; 2340 return 6;
2177 if (q < 41) 2341 if (q < 41)
2178 return 5 ; 2342 return 5;
2179 if (q < 242) 2343 if (q < 242)
2180 return 4 ; 2344 return 4;
2181 2345
2182 return 3 ; 2346 return 3;
2183} 2347}
2184 2348
2185/* 2349/*
2186 * absdir(int): Returns a number between 1 and 8, which represent 2350 * absdir(int): Returns a number between 1 and 8, which represent
2187 * the "absolute" direction of a number (it actually takes care of 2351 * the "absolute" direction of a number (it actually takes care of
2188 * "overflow" in previous calculations of a direction). 2352 * "overflow" in previous calculations of a direction).
2189 */ 2353 */
2190 2354
2355int
2191int absdir(int d) { 2356absdir (int d)
2192 while(d<1) d+=8; 2357{
2193 while(d>8) d-=8; 2358 while (d < 1)
2359 d += 8;
2360 while (d > 8)
2361 d -= 8;
2194 return d; 2362 return d;
2195} 2363}
2196 2364
2197/* 2365/*
2198 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2366 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2199 * between two directions (which are expected to be absolute (see absdir()) 2367 * between two directions (which are expected to be absolute (see absdir())
2200 */ 2368 */
2201 2369
2370int
2202int dirdiff(int dir1, int dir2) { 2371dirdiff (int dir1, int dir2)
2372{
2203 int d; 2373 int
2374 d;
2375
2204 d = abs(dir1 - dir2); 2376 d = abs (dir1 - dir2);
2205 if(d>4) 2377 if (d > 4)
2206 d = 8 - d; 2378 d = 8 - d;
2207 return d; 2379 return d;
2208} 2380}
2209 2381
2210/* peterm: 2382/* peterm:
2215 * 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.
2216 * 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
2217 * functions. 2389 * functions.
2218 */ 2390 */
2219 2391
2392int
2220int reduction_dir[SIZEOFFREE][3] = { 2393 reduction_dir[SIZEOFFREE][3] = {
2221 {0,0,0}, /* 0 */ 2394 {0, 0, 0}, /* 0 */
2222 {0,0,0}, /* 1 */ 2395 {0, 0, 0}, /* 1 */
2223 {0,0,0}, /* 2 */ 2396 {0, 0, 0}, /* 2 */
2224 {0,0,0}, /* 3 */ 2397 {0, 0, 0}, /* 3 */
2225 {0,0,0}, /* 4 */ 2398 {0, 0, 0}, /* 4 */
2226 {0,0,0}, /* 5 */ 2399 {0, 0, 0}, /* 5 */
2227 {0,0,0}, /* 6 */ 2400 {0, 0, 0}, /* 6 */
2228 {0,0,0}, /* 7 */ 2401 {0, 0, 0}, /* 7 */
2229 {0,0,0}, /* 8 */ 2402 {0, 0, 0}, /* 8 */
2230 {8,1,2}, /* 9 */ 2403 {8, 1, 2}, /* 9 */
2231 {1,2,-1}, /* 10 */ 2404 {1, 2, -1}, /* 10 */
2232 {2,10,12}, /* 11 */ 2405 {2, 10, 12}, /* 11 */
2233 {2,3,-1}, /* 12 */ 2406 {2, 3, -1}, /* 12 */
2234 {2,3,4}, /* 13 */ 2407 {2, 3, 4}, /* 13 */
2235 {3,4,-1}, /* 14 */ 2408 {3, 4, -1}, /* 14 */
2236 {4,14,16}, /* 15 */ 2409 {4, 14, 16}, /* 15 */
2237 {5,4,-1}, /* 16 */ 2410 {5, 4, -1}, /* 16 */
2238 {4,5,6}, /* 17 */ 2411 {4, 5, 6}, /* 17 */
2239 {6,5,-1}, /* 18 */ 2412 {6, 5, -1}, /* 18 */
2240 {6,20,18}, /* 19 */ 2413 {6, 20, 18}, /* 19 */
2241 {7,6,-1}, /* 20 */ 2414 {7, 6, -1}, /* 20 */
2242 {6,7,8}, /* 21 */ 2415 {6, 7, 8}, /* 21 */
2243 {7,8,-1}, /* 22 */ 2416 {7, 8, -1}, /* 22 */
2244 {8,22,24}, /* 23 */ 2417 {8, 22, 24}, /* 23 */
2245 {8,1,-1}, /* 24 */ 2418 {8, 1, -1}, /* 24 */
2246 {24,9,10}, /* 25 */ 2419 {24, 9, 10}, /* 25 */
2247 {9,10,-1}, /* 26 */ 2420 {9, 10, -1}, /* 26 */
2248 {10,11,-1}, /* 27 */ 2421 {10, 11, -1}, /* 27 */
2249 {27,11,29}, /* 28 */ 2422 {27, 11, 29}, /* 28 */
2250 {11,12,-1}, /* 29 */ 2423 {11, 12, -1}, /* 29 */
2251 {12,13,-1}, /* 30 */ 2424 {12, 13, -1}, /* 30 */
2252 {12,13,14}, /* 31 */ 2425 {12, 13, 14}, /* 31 */
2253 {13,14,-1}, /* 32 */ 2426 {13, 14, -1}, /* 32 */
2254 {14,15,-1}, /* 33 */ 2427 {14, 15, -1}, /* 33 */
2255 {33,15,35}, /* 34 */ 2428 {33, 15, 35}, /* 34 */
2256 {16,15,-1}, /* 35 */ 2429 {16, 15, -1}, /* 35 */
2257 {17,16,-1}, /* 36 */ 2430 {17, 16, -1}, /* 36 */
2258 {18,17,16}, /* 37 */ 2431 {18, 17, 16}, /* 37 */
2259 {18,17,-1}, /* 38 */ 2432 {18, 17, -1}, /* 38 */
2260 {18,19,-1}, /* 39 */ 2433 {18, 19, -1}, /* 39 */
2261 {41,19,39}, /* 40 */ 2434 {41, 19, 39}, /* 40 */
2262 {19,20,-1}, /* 41 */ 2435 {19, 20, -1}, /* 41 */
2263 {20,21,-1}, /* 42 */ 2436 {20, 21, -1}, /* 42 */
2264 {20,21,22}, /* 43 */ 2437 {20, 21, 22}, /* 43 */
2265 {21,22,-1}, /* 44 */ 2438 {21, 22, -1}, /* 44 */
2266 {23,22,-1}, /* 45 */ 2439 {23, 22, -1}, /* 45 */
2267 {45,47,23}, /* 46 */ 2440 {45, 47, 23}, /* 46 */
2268 {23,24,-1}, /* 47 */ 2441 {23, 24, -1}, /* 47 */
2269 {24,9,-1}}; /* 48 */ 2442 {24, 9, -1}
2443}; /* 48 */
2270 2444
2271/* Recursive routine to step back and see if we can 2445/* Recursive routine to step back and see if we can
2272 * find a path to that monster that we found. If not, 2446 * find a path to that monster that we found. If not,
2273 * we don't bother going toward it. Returns 1 if we 2447 * we don't bother going toward it. Returns 1 if we
2274 * can see a direct way to get it 2448 * can see a direct way to get it
2275 * Modified to be map tile aware -.MSW 2449 * Modified to be map tile aware -.MSW
2276 */ 2450 */
2277
2278 2451
2452
2453int
2279int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2454can_see_monsterP (maptile *m, int x, int y, int dir)
2455{
2280 sint16 dx, dy; 2456 sint16 dx, dy;
2457 int
2281 int mflags; 2458 mflags;
2282 2459
2460 if (dir < 0)
2283 if(dir<0) return 0; /* exit condition: invalid direction */ 2461 return 0; /* exit condition: invalid direction */
2284 2462
2285 dx = x + freearr_x[dir]; 2463 dx = x + freearr_x[dir];
2286 dy = y + freearr_y[dir]; 2464 dy = y + freearr_y[dir];
2287 2465
2288 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2466 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2289 2467
2290 /* This functional arguably was incorrect before - it was 2468 /* This functional arguably was incorrect before - it was
2291 * checking for P_WALL - that was basically seeing if 2469 * checking for P_WALL - that was basically seeing if
2292 * we could move to the monster - this is being more 2470 * we could move to the monster - this is being more
2293 * 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
2294 * 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
2295 * at least its move type. 2473 * at least its move type.
2296 */ 2474 */
2297 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2475 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2476 return 0;
2298 2477
2299 /* yes, can see. */ 2478 /* yes, can see. */
2300 if(dir < 9) return 1; 2479 if (dir < 9)
2480 return 1;
2301 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2481 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2302 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]);
2303 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2304} 2483}
2305 2484
2306 2485
2307 2486
2308/* 2487/*
2309 * 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
2310 * picked up by the picker. Returnes 1 if it can be 2489 * picked up by the picker. Returnes 1 if it can be
2311 * picked up, otherwise 0. 2490 * picked up, otherwise 0.
2312 * 2491 *
2314 * core dumps if they do. 2493 * core dumps if they do.
2315 * 2494 *
2316 * 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)
2317 */ 2496 */
2318 2497
2498int
2319int can_pick(const object *who, const object *item) { 2499can_pick (const object *who, const object *item)
2500{
2320 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2501 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2321 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2502 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2322 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2503 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2323 (who->type==PLAYER||item->weight<who->weight/3));
2324} 2504}
2325 2505
2326 2506
2327/* 2507/*
2328 * create clone from object to another 2508 * create clone from object to another
2329 */ 2509 */
2510object *
2330object *object_create_clone (object *asrc) { 2511object_create_clone (object *asrc)
2512{
2331 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2513 object *dst = 0, *tmp, *src, *part, *prev, *item;
2332 2514
2333 if(!asrc) return NULL; 2515 if (!asrc)
2516 return 0;
2517
2334 src = asrc; 2518 src = asrc;
2335 if(src->head) 2519 if (src->head)
2336 src = src->head; 2520 src = src->head;
2337 2521
2338 prev = NULL; 2522 prev = 0;
2339 for(part = src; part; part = part->more) { 2523 for (part = src; part; part = part->more)
2340 tmp = get_object(); 2524 {
2341 copy_object(part,tmp); 2525 tmp = part->clone ();
2342 tmp->x -= src->x; 2526 tmp->x -= src->x;
2343 tmp->y -= src->y; 2527 tmp->y -= src->y;
2528
2344 if(!part->head) { 2529 if (!part->head)
2530 {
2345 dst = tmp; 2531 dst = tmp;
2346 tmp->head = NULL; 2532 tmp->head = 0;
2533 }
2347 } else { 2534 else
2535 {
2348 tmp->head = dst; 2536 tmp->head = dst;
2349 } 2537 }
2538
2350 tmp->more = NULL; 2539 tmp->more = 0;
2540
2351 if(prev) 2541 if (prev)
2352 prev->more = tmp; 2542 prev->more = tmp;
2543
2353 prev = tmp; 2544 prev = tmp;
2354 } 2545 }
2355 /*** copy inventory ***/ 2546
2356 for(item = src->inv; item; item = item->below) { 2547 for (item = src->inv; item; item = item->below)
2357 (void) insert_ob_in_ob(object_create_clone(item),dst); 2548 insert_ob_in_ob (object_create_clone (item), dst);
2358 }
2359 2549
2360 return dst; 2550 return dst;
2361}
2362
2363/* return true if the object was destroyed, 0 otherwise */
2364int was_destroyed (const object *op, tag_t old_tag)
2365{
2366 /* checking for FLAG_FREED isn't necessary, but makes this function more
2367 * robust */
2368 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2369} 2551}
2370 2552
2371/* GROS - Creates an object using a string representing its content. */ 2553/* GROS - Creates an object using a string representing its content. */
2372/* 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 */
2373/* 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, */
2374/* 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. */
2375/* 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. */
2376/* Also remember that multiparts objects are not supported for now. */ 2558/* Also remember that multiparts objects are not supported for now. */
2377 2559
2560object *
2378object* load_object_str(const char *obstr) 2561load_object_str (const char *obstr)
2379{ 2562{
2380 object *op; 2563 object *op;
2381 char filename[MAX_BUF]; 2564 char filename[MAX_BUF];
2565
2382 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2566 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2383 2567
2384 FILE *tempfile=fopen(filename,"w"); 2568 FILE *tempfile = fopen (filename, "w");
2569
2385 if (tempfile == NULL) 2570 if (tempfile == NULL)
2386 { 2571 {
2387 LOG(llevError,"Error - Unable to access load object temp file\n"); 2572 LOG (llevError, "Error - Unable to access load object temp file\n");
2388 return NULL; 2573 return NULL;
2389 }; 2574 }
2575
2390 fprintf(tempfile,obstr); 2576 fprintf (tempfile, obstr);
2391 fclose(tempfile); 2577 fclose (tempfile);
2392 2578
2393 op=get_object(); 2579 op = object::create ();
2394 2580
2395 object_thawer thawer (filename); 2581 object_thawer thawer (filename);
2396 2582
2397 if (thawer) 2583 if (thawer)
2398 load_object(thawer,op,0); 2584 load_object (thawer, op, 0);
2399 2585
2400 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2586 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2401 CLEAR_FLAG(op,FLAG_REMOVED); 2587 CLEAR_FLAG (op, FLAG_REMOVED);
2402 2588
2403 return op; 2589 return op;
2404} 2590}
2405 2591
2406/* This returns the first object in who's inventory that 2592/* This returns the first object in who's inventory that
2407 * has the same type and subtype match. 2593 * has the same type and subtype match.
2408 * returns NULL if no match. 2594 * returns NULL if no match.
2409 */ 2595 */
2596object *
2410object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2597find_obj_by_type_subtype (const object *who, int type, int subtype)
2411{ 2598{
2412 object *tmp; 2599 object *tmp;
2413 2600
2414 for (tmp=who->inv; tmp; tmp=tmp->below) 2601 for (tmp = who->inv; tmp; tmp = tmp->below)
2415 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2602 if (tmp->type == type && tmp->subtype == subtype)
2603 return tmp;
2416 2604
2417 return NULL; 2605 return NULL;
2418} 2606}
2419 2607
2420/* 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,
2421 * otherwise return NULL. 2609 * otherwise return NULL.
2422 * 2610 *
2423 * 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
2424 * do the desired thing. 2612 * do the desired thing.
2425 */ 2613 */
2614key_value *
2426key_value * get_ob_key_link(const object * ob, const char * key) { 2615get_ob_key_link (const object *ob, const char *key)
2616{
2427 key_value * link; 2617 key_value *link;
2428 2618
2429 for (link = ob->key_values; link != NULL; link = link->next) { 2619 for (link = ob->key_values; link != NULL; link = link->next)
2430 if (link->key == key) { 2620 if (link->key == key)
2431 return link; 2621 return link;
2432 } 2622
2433 }
2434
2435 return NULL; 2623 return NULL;
2436} 2624}
2437 2625
2438/* 2626/*
2439 * 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.
2440 * 2628 *
2441 * The argument doesn't need to be a shared string. 2629 * The argument doesn't need to be a shared string.
2442 * 2630 *
2443 * The returned string is shared. 2631 * The returned string is shared.
2444 */ 2632 */
2633const char *
2445const char * get_ob_key_value(const object * op, const char * const key) { 2634get_ob_key_value (const object *op, const char *const key)
2635{
2446 key_value * link; 2636 key_value *link;
2447 const char * canonical_key; 2637 shstr_cmp canonical_key (key);
2638
2639 if (!canonical_key)
2448 2640 {
2449 canonical_key = shstr::find (key);
2450
2451 if (canonical_key == NULL) {
2452 /* 1. There being a field named key on any object 2641 /* 1. There being a field named key on any object
2453 * implies there'd be a shared string to find. 2642 * implies there'd be a shared string to find.
2454 * 2. Since there isn't, no object has this field. 2643 * 2. Since there isn't, no object has this field.
2455 * 3. Therefore, *this* object doesn't have this field. 2644 * 3. Therefore, *this* object doesn't have this field.
2456 */ 2645 */
2457 return NULL; 2646 return 0;
2458 } 2647 }
2459 2648
2460 /* This is copied from get_ob_key_link() above - 2649 /* This is copied from get_ob_key_link() above -
2461 * only 4 lines, and saves the function call overhead. 2650 * only 4 lines, and saves the function call overhead.
2462 */ 2651 */
2463 for (link = op->key_values; link != NULL; link = link->next) { 2652 for (link = op->key_values; link; link = link->next)
2464 if (link->key == canonical_key) { 2653 if (link->key == canonical_key)
2465 return link->value; 2654 return link->value;
2466 } 2655
2467 } 2656 return 0;
2468 return NULL;
2469} 2657}
2470 2658
2471 2659
2472/* 2660/*
2473 * Updates the canonical_key in op to value. 2661 * Updates the canonical_key in op to value.
2477 * 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
2478 * keys. 2666 * keys.
2479 * 2667 *
2480 * Returns TRUE on success. 2668 * Returns TRUE on success.
2481 */ 2669 */
2670int
2482int 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 *
2483 key_value * field = NULL, *last=NULL; 2674 field = NULL, *last = NULL;
2484 2675
2485 for (field=op->key_values; field != NULL; field=field->next) { 2676 for (field = op->key_values; field != NULL; field = field->next)
2677 {
2486 if (field->key != canonical_key) { 2678 if (field->key != canonical_key)
2679 {
2487 last = field; 2680 last = field;
2488 continue; 2681 continue;
2489 } 2682 }
2490 2683
2491 if (value) 2684 if (value)
2492 field->value = value; 2685 field->value = value;
2493 else { 2686 else
2687 {
2494 /* Basically, if the archetype has this key set, 2688 /* Basically, if the archetype has this key set,
2495 * we need to store the null value so when we save 2689 * we need to store the null value so when we save
2496 * it, we save the empty value so that when we load, 2690 * it, we save the empty value so that when we load,
2497 * we get this value back again. 2691 * we get this value back again.
2498 */ 2692 */
2499 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2693 if (get_ob_key_link (&op->arch->clone, canonical_key))
2500 field->value = 0; 2694 field->value = 0;
2695 else
2696 {
2697 if (last)
2698 last->next = field->next;
2501 else 2699 else
2502 {
2503 if (last) last->next = field->next;
2504 else op->key_values = field->next; 2700 op->key_values = field->next;
2505 2701
2506 delete field; 2702 delete field;
2507 } 2703 }
2508 } 2704 }
2509 return TRUE; 2705 return TRUE;
2510 } 2706 }
2511 /* IF we get here, key doesn't exist */ 2707 /* IF we get here, key doesn't exist */
2512 2708
2513 /* No field, we'll have to add it. */ 2709 /* No field, we'll have to add it. */
2710
2711 if (!add_key)
2514 2712 {
2515 if (!add_key) {
2516 return FALSE; 2713 return FALSE;
2517 } 2714 }
2518 /* There isn't any good reason to store a null 2715 /* There isn't any good reason to store a null
2519 * value in the key/value list. If the archetype has 2716 * value in the key/value list. If the archetype has
2520 * this key, then we should also have it, so shouldn't 2717 * this key, then we should also have it, so shouldn't
2521 * be here. If user wants to store empty strings, 2718 * be here. If user wants to store empty strings,
2522 * should pass in "" 2719 * should pass in ""
2523 */ 2720 */
2524 if (value == NULL) return TRUE; 2721 if (value == NULL)
2525
2526 field = new key_value;
2527
2528 field->key = canonical_key;
2529 field->value = value;
2530 /* Usual prepend-addition. */
2531 field->next = op->key_values;
2532 op->key_values = field;
2533
2534 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;
2535} 2733}
2536 2734
2537/* 2735/*
2538 * Updates the key in op to value. 2736 * Updates the key in op to value.
2539 * 2737 *
2541 * and not add new ones. 2739 * and not add new ones.
2542 * 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
2543 * 2741 *
2544 * Returns TRUE on success. 2742 * Returns TRUE on success.
2545 */ 2743 */
2744int
2546int 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)
2547{ 2746{
2548 shstr key_ (key); 2747 shstr key_ (key);
2748
2549 return set_ob_key_value_s (op, key_, value, add_key); 2749 return set_ob_key_value_s (op, key_, value, add_key);
2550} 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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