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Comparing deliantra/server/common/object.C (file contents):
Revision 1.15 by root, Mon Sep 4 13:55:54 2006 UTC vs.
Revision 1.64 by root, Tue Dec 12 21:39:56 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.15 2006/09/04 13:55:54 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
42int nrofallocobjects = 0; 35int nrofallocobjects = 0;
36static UUID uuid;
37const uint64 UUID_SKIP = 1<<19;
43 38
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 39object *active_objects; /* List of active objects that need to be processed */
46 40
47short freearr_x[SIZEOFFREE]= 41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 43};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 46};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49};
56int freedir[SIZEOFFREE]= { 50int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53};
59 54
55static void
56write_uuid (void)
57{
58 char filename1[MAX_BUF], filename2[MAX_BUF];
59
60 sprintf (filename1, "%s/uuid", settings.localdir);
61 sprintf (filename2, "%s/uuid~", settings.localdir);
62
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 FILE *fp;
84
85 if (!(fp = fopen (filename, "r")))
86 {
87 if (errno == ENOENT)
88 {
89 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0;
91 write_uuid ();
92 return;
93 }
94
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1);
97 }
98
99 int version;
100 unsigned long long uid;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
102 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
104 _exit (1);
105 }
106
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp);
111}
112
113UUID
114gen_uuid ()
115{
116 UUID uid;
117
118 uid.seq = ++uuid.seq;
119
120 if (!(uuid.seq & (UUID_SKIP - 1)))
121 write_uuid ();
122
123 return uid;
124}
125
126void
127init_uuid ()
128{
129 read_uuid ();
130}
60 131
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 134compare_ob_value_lists_one (const object *wants, const object *has)
135{
63 key_value * wants_field; 136 key_value *wants_field;
64 137
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 139 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 140 * different structure or at least keep the lists sorted...
68 */ 141 */
69 142
70 /* For each field in wants, */ 143 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
145 {
72 key_value * has_field; 146 key_value *has_field;
73 147
74 /* Look for a field in has with the same key. */ 148 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
76 152 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 153 /* No field with that name. */
79 return FALSE; 154 return FALSE;
80 }
81 155 }
156
82 /* Found the matching field. */ 157 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 158 if (has_field->value != wants_field->value)
159 {
84 /* Values don't match, so this half of the comparison is false. */ 160 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 161 return FALSE;
86 } 162 }
87 163
88 /* If we get here, we found a match. Now for the next field in wants. */ 164 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 165 }
166
91 /* If we get here, every field in wants has a matching field in has. */ 167 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 168 return TRUE;
93} 169}
94 170
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 171/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 173compare_ob_value_lists (const object *ob1, const object *ob2)
174{
97 /* However, there may be fields in has which aren't partnered in wants, 175 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 176 * so we need to run the comparison *twice*. :(
99 */ 177 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 179}
102 180
103/* Function examines the 2 objects given to it, and returns true if 181/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 182 * they can be merged together.
105 * 183 *
111 * 189 *
112 * Improvements made with merge: Better checking on potion, and also 190 * Improvements made with merge: Better checking on potion, and also
113 * check weight 191 * check weight
114 */ 192 */
115 193
116int CAN_MERGE(object *ob1, object *ob2) { 194bool object::can_merge (object *ob1, object *ob2)
117 195{
118 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 197 if ((ob1 == ob2) || (ob1->type != ob2->type))
198 return 0;
120 199
121 if (ob1->speed != ob2->speed) return 0; 200 if (ob1->speed != ob2->speed)
122 /* Note sure why the following is the case - either the object has to 201 return 0;
123 * be animated or have a very low speed. Is this an attempted monster 202
124 * check? 203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof).
125 */ 206 */
126 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
208 return 0;
209
210 /* If the objects have been identified, set the BEEN_APPLIED flag.
211 * This is to the comparison of the flags below will be OK. We
212 * just can't ignore the been applied or identified flags, as they
213 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning.
215 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221
222
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) ||
233 (ob1->title != ob2->title) ||
234 (ob1->msg != ob2->msg) ||
235 (ob1->weight != ob2->weight) ||
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
238 (ob1->attacktype != ob2->attacktype) ||
239 (ob1->magic != ob2->magic) ||
240 (ob1->slaying != ob2->slaying) ||
241 (ob1->skill != ob2->skill) ||
242 (ob1->value != ob2->value) ||
243 (ob1->animation_id != ob2->animation_id) ||
244 (ob1->client_type != ob2->client_type) ||
245 (ob1->materialname != ob2->materialname) ||
246 (ob1->lore != ob2->lore) ||
247 (ob1->subtype != ob2->subtype) ||
248 (ob1->move_type != ob2->move_type) ||
249 (ob1->move_block != ob2->move_block) ||
250 (ob1->move_allow != ob2->move_allow) ||
251 (ob1->move_on != ob2->move_on) ||
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
253 return 0;
254
255 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory.
257 */
258 if (ob1->inv || ob2->inv)
259 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
127 return 0; 262 return 0;
128 263
129 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 264 /* Now check to see if the two inventory objects could merge */
130 * value could not be stored in a sint32 (which unfortunately sometimes is 265 if (!CAN_MERGE (ob1->inv, ob2->inv))
131 * used to store nrof).
132 */
133 if (ob1->nrof+ob2->nrof >= 1UL<<31)
134 return 0; 266 return 0;
135 267
136 /* This is really a spellbook check - really, we should
137 * check all objects in the inventory.
138 */
139 if (ob1->inv || ob2->inv) {
140 /* if one object has inventory but the other doesn't, not equiv */
141 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
142
143 /* Now check to see if the two inventory objects could merge */
144 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
145
146 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
147 * if it is valid. 269 * if it is valid.
148 */ 270 */
149 } 271 }
150 272
151 /* If the objects have been identified, set the BEEN_APPLIED flag.
152 * This is to the comparison of the flags below will be OK. We
153 * just can't ignore the been applied or identified flags, as they
154 * are not equal - just if it has been identified, the been_applied
155 * flags lose any meaning.
156 */
157 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
158 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
159
160 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
161 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
162
163
164 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
165 * being locked in inventory should prevent merging.
166 * 0x4 in flags3 is CLIENT_SENT
167 */
168 if ((ob1->arch != ob2->arch) ||
169 (ob1->flags[0] != ob2->flags[0]) ||
170 (ob1->flags[1] != ob2->flags[1]) ||
171 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
172 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
173 (ob1->name != ob2->name) ||
174 (ob1->title != ob2->title) ||
175 (ob1->msg != ob2->msg) ||
176 (ob1->weight != ob2->weight) ||
177 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
178 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
179 (ob1->attacktype != ob2->attacktype) ||
180 (ob1->magic != ob2->magic) ||
181 (ob1->slaying != ob2->slaying) ||
182 (ob1->skill != ob2->skill) ||
183 (ob1->value != ob2->value) ||
184 (ob1->animation_id != ob2->animation_id) ||
185 (ob1->client_type != ob2->client_type) ||
186 (ob1->materialname != ob2->materialname) ||
187 (ob1->lore != ob2->lore) ||
188 (ob1->subtype != ob2->subtype) ||
189 (ob1->move_type != ob2->move_type) ||
190 (ob1->move_block != ob2->move_block) ||
191 (ob1->move_allow != ob2->move_allow) ||
192 (ob1->move_on != ob2->move_on) ||
193 (ob1->move_off != ob2->move_off) ||
194 (ob1->move_slow != ob2->move_slow) ||
195 (ob1->move_slow_penalty != ob2->move_slow_penalty)
196 )
197 return 0;
198
199 /* Don't merge objects that are applied. With the new 'body' code, 273 /* Don't merge objects that are applied. With the new 'body' code,
200 * it is possible for most any character to have more than one of 274 * it is possible for most any character to have more than one of
201 * some items equipped, and we don't want those to merge. 275 * some items equipped, and we don't want those to merge.
202 */ 276 */
203 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
278 return 0;
279
280 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster
282 * check?
283 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
285 return 0;
286
287 switch (ob1->type)
288 {
289 case SCROLL:
290 if (ob1->level != ob2->level)
291 return 0;
292 break;
293 }
294
295 if (ob1->key_values != NULL || ob2->key_values != NULL)
296 {
297 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
299 /* One has fields, but the other one doesn't. */
204 return 0; 300 return 0;
205
206 switch (ob1->type) {
207 case SCROLL:
208 if (ob1->level != ob2->level) return 0;
209 break;
210
211 }
212 if (ob1->key_values != NULL || ob2->key_values != NULL) {
213 /* At least one of these has key_values. */
214 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
215 /* One has fields, but the other one doesn't. */
216 return 0;
217 } else if (!compare_ob_value_lists(ob1, ob2)) { 301 else if (!compare_ob_value_lists (ob1, ob2))
218 return 0; 302 return 0;
219 } 303 }
304
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self)
220 } 307 {
308 ob1->optimise ();
309 ob2->optimise ();
221 310
311 if (ob1->self || ob2->self)
312 return 0;
313 }
314
222 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
223 return 1; 316 return 1;
224} 317}
225 318
226/* 319/*
227 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
228 * an object is carrying. It goes through in figures out how much 321 * an object is carrying. It goes through in figures out how much
229 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
230 */ 323 */
231signed long sum_weight(object *op) { 324long
325sum_weight (object *op)
326{
232 signed long sum; 327 long sum;
233 object *inv; 328 object *inv;
329
234 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331 {
235 if (inv->inv) 332 if (inv->inv)
236 sum_weight(inv); 333 sum_weight (inv);
237 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
238 } 335 }
336
239 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
240 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
241 if(op->carrying != sum) 340 if (op->carrying != sum)
242 op->carrying = sum; 341 op->carrying = sum;
342
243 return sum; 343 return sum;
244} 344}
245 345
246/** 346/**
247 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
248 */ 348 */
249 349
350object *
250object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
251 while (op->env != NULL) 353 while (op->env != NULL)
252 op = op->env; 354 op = op->env;
253 return op; 355 return op;
254} 356}
255 357
256/* 358/*
257 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
258 * a better check. We basically keeping traversing up until we can't 360 * a better check. We basically keeping traversing up until we can't
259 * or find a player. 361 * or find a player.
260 */ 362 */
261 363
364object *
262object *is_player_inv (object *op) { 365is_player_inv (object *op)
366{
263 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 367 for (; op != NULL && op->type != PLAYER; op = op->env)
264 if (op->env==op) 368 if (op->env == op)
265 op->env = NULL; 369 op->env = NULL;
266 return op; 370 return op;
267} 371}
268 372
269/* 373/*
270 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
271 * Some error messages. 375 * Some error messages.
272 * The result of the dump is stored in the static global errmsg array. 376 * The result of the dump is stored in the static global errmsg array.
273 */ 377 */
274 378
275void dump_object2(object *op) { 379char *
276errmsg[0] = 0;
277return;
278 //TODO//D#d#
279#if 0
280 char *cp;
281/* object *tmp;*/
282
283 if(op->arch!=NULL) {
284 strcat(errmsg,"arch ");
285 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
286 strcat(errmsg,"\n");
287 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
288 strcat(errmsg,cp);
289#if 0
290 /* Don't dump player diffs - they are too long, mostly meaningless, and
291 * will overflow the buffer.
292 * Changed so that we don't dump inventory either. This may
293 * also overflow the buffer.
294 */
295 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297 for (tmp=op->inv; tmp; tmp=tmp->below)
298 dump_object2(tmp);
299#endif
300 strcat(errmsg,"end\n");
301 } else {
302 strcat(errmsg,"Object ");
303 if (op->name==NULL) strcat(errmsg, "(null)");
304 else strcat(errmsg,op->name);
305 strcat(errmsg,"\n");
306#if 0
307 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
308 strcat(errmsg,cp);
309 for (tmp=op->inv; tmp; tmp=tmp->below)
310 dump_object2(tmp);
311#endif
312 strcat(errmsg,"end\n");
313 }
314#endif
315}
316
317/*
318 * Dumps an object. Returns output in the static global errmsg array.
319 */
320
321void dump_object(object *op) { 380dump_object (object *op)
322 if(op==NULL) { 381{
323 strcpy(errmsg,"[NULL pointer]"); 382 if (!op)
324 return; 383 return strdup ("[NULLOBJ]");
325 }
326 errmsg[0]='\0';
327 dump_object2(op);
328}
329 384
330void dump_all_objects(void) { 385 object_freezer freezer;
331 object *op; 386 save_object (freezer, op, 3);
332 for(op=objects;op!=NULL;op=op->next) { 387 return freezer.as_string ();
333 dump_object(op);
334 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
335 }
336} 388}
337 389
338/* 390/*
339 * get_nearest_part(multi-object, object 2) returns the part of the 391 * get_nearest_part(multi-object, object 2) returns the part of the
340 * multi-object 1 which is closest to the second object. 392 * multi-object 1 which is closest to the second object.
341 * If it's not a multi-object, it is returned. 393 * If it's not a multi-object, it is returned.
342 */ 394 */
343 395
396object *
344object *get_nearest_part(object *op, const object *pl) { 397get_nearest_part (object *op, const object *pl)
398{
345 object *tmp,*closest; 399 object *tmp, *closest;
346 int last_dist,i; 400 int last_dist, i;
401
347 if(op->more==NULL) 402 if (op->more == NULL)
348 return op; 403 return op;
349 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
350 if((i=distance(tmp,pl))<last_dist) 405 if ((i = distance (tmp, pl)) < last_dist)
351 closest=tmp,last_dist=i; 406 closest = tmp, last_dist = i;
352 return closest; 407 return closest;
353} 408}
354 409
355/* 410/*
356 * Returns the object which has the count-variable equal to the argument. 411 * Returns the object which has the count-variable equal to the argument.
357 */ 412 */
358 413
414object *
359object *find_object(tag_t i) { 415find_object (tag_t i)
360 object *op; 416{
361 for(op=objects;op!=NULL;op=op->next) 417 for (object *op = object::first; op; op = op->next)
362 if(op->count==i) 418 if (op->count == i)
363 break; 419 return op;
420
364 return op; 421 return 0;
365} 422}
366 423
367/* 424/*
368 * Returns the first object which has a name equal to the argument. 425 * Returns the first object which has a name equal to the argument.
369 * Used only by the patch command, but not all that useful. 426 * Used only by the patch command, but not all that useful.
370 * Enables features like "patch <name-of-other-player> food 999" 427 * Enables features like "patch <name-of-other-player> food 999"
371 */ 428 */
372 429
430object *
373object *find_object_name(const char *str) { 431find_object_name (const char *str)
374 const char *name = shstr::find (str); 432{
433 shstr_cmp str_ (str);
375 object *op; 434 object *op;
435
376 for(op=objects;op!=NULL;op=op->next) 436 for (op = object::first; op != NULL; op = op->next)
377 if(&op->name == name) 437 if (op->name == str_)
378 break; 438 break;
379 439
380 return op; 440 return op;
381} 441}
382 442
443void
383void free_all_object_data () 444free_all_object_data ()
384{ 445{
385 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
386}
387
388/*
389 * Returns the object which this object marks as being the owner.
390 * A id-scheme is used to avoid pointing to objects which have been
391 * freed and are now reused. If this is detected, the owner is
392 * set to NULL, and NULL is returned.
393 * Changed 2004-02-12 - if the player is setting at the play again
394 * prompt, he is removed, and we don't want to treat him as an owner of
395 * anything, so check removed flag. I don't expect that this should break
396 * anything - once an object is removed, it is basically dead anyways.
397 */
398
399object *get_owner(object *op) {
400 if(op->owner==NULL)
401 return NULL;
402
403 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
404 op->owner->count==op->ownercount)
405 return op->owner;
406
407 op->owner=NULL;
408 op->ownercount=0;
409 return NULL;
410}
411
412void clear_owner(object *op)
413{
414 if (!op) return;
415
416 if (op->owner && op->ownercount == op->owner->count)
417 op->owner->refcount--;
418
419 op->owner = NULL;
420 op->ownercount = 0;
421} 447}
422 448
423/* 449/*
424 * Sets the owner and sets the skill and exp pointers to owner's current 450 * Sets the owner and sets the skill and exp pointers to owner's current
425 * skill and experience objects. 451 * skill and experience objects.
426 */ 452 */
427void set_owner (object *op, object *owner) 453void
454object::set_owner (object *owner)
428{ 455{
429 if(owner==NULL||op==NULL) 456 if (!owner)
430 return; 457 return;
431 458
432 /* next line added to allow objects which own objects */ 459 /* next line added to allow objects which own objects */
433 /* Add a check for ownercounts in here, as I got into an endless loop 460 /* Add a check for ownercounts in here, as I got into an endless loop
434 * with the fireball owning a poison cloud which then owned the 461 * with the fireball owning a poison cloud which then owned the
435 * fireball. I believe that was caused by one of the objects getting 462 * fireball. I believe that was caused by one of the objects getting
436 * freed and then another object replacing it. Since the ownercounts 463 * freed and then another object replacing it. Since the ownercounts
437 * didn't match, this check is valid and I believe that cause is valid. 464 * didn't match, this check is valid and I believe that cause is valid.
438 */ 465 */
439 while (owner->owner && owner!=owner->owner && 466 while (owner->owner)
440 owner->ownercount==owner->owner->count) owner=owner->owner; 467 owner = owner->owner;
441 468
442 /* IF the owner still has an owner, we did not resolve to a final owner.
443 * so lets not add to that.
444 */
445 if (owner->owner) return;
446
447 op->owner=owner; 469 this->owner = owner;
448
449 op->ownercount=owner->count;
450 owner->refcount++;
451
452}
453
454/* Set the owner to clone's current owner and set the skill and experience
455 * objects to clone's objects (typically those objects that where the owner's
456 * current skill and experience objects at the time when clone's owner was
457 * set - not the owner's current skill and experience objects).
458 *
459 * Use this function if player created an object (e.g. fire bullet, swarm
460 * spell), and this object creates further objects whose kills should be
461 * accounted for the player's original skill, even if player has changed
462 * skills meanwhile.
463 */
464void copy_owner (object *op, object *clone)
465{
466 object *owner = get_owner (clone);
467 if (owner == NULL) {
468 /* players don't have owners - they own themselves. Update
469 * as appropriate.
470 */
471 if (clone->type == PLAYER) owner=clone;
472 else return;
473 }
474 set_owner(op, owner);
475
476} 470}
477 471
478/* Zero the key_values on op, decrementing the shared-string 472/* Zero the key_values on op, decrementing the shared-string
479 * refcounts and freeing the links. 473 * refcounts and freeing the links.
480 */ 474 */
475static void
481static void free_key_values(object * op) 476free_key_values (object *op)
482{ 477{
483 for (key_value *i = op->key_values; i != 0; ) 478 for (key_value *i = op->key_values; i != 0;)
484 { 479 {
485 key_value *next = i->next; 480 key_value *next = i->next;
486 delete i; 481 delete i;
482
487 i = next; 483 i = next;
488 } 484 }
489 485
490 op->key_values = 0; 486 op->key_values = 0;
491} 487}
492 488
493void object::clear () 489void object::clear ()
494{ 490{
495 attachable_base::clear (); 491 attachable_base::clear ();
496 492
497 free_key_values (this); 493 free_key_values (this);
498 494
499 name = 0; 495 owner = 0;
496 name = 0;
500 name_pl = 0; 497 name_pl = 0;
501 title = 0; 498 title = 0;
502 race = 0; 499 race = 0;
503 slaying = 0; 500 slaying = 0;
504 skill = 0; 501 skill = 0;
505 msg = 0; 502 msg = 0;
506 lore = 0; 503 lore = 0;
507 custom_name = 0; 504 custom_name = 0;
508 materialname = 0; 505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
509 517
510 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
511 519
512 SET_FLAG (this, FLAG_REMOVED); 520 SET_FLAG (this, FLAG_REMOVED);
513}
514 521
515void object::clone (object *destination)
516{
517 *(object_copy *)destination = *(object_copy *)this;
518 *(object_pod *)destination = *(object_pod *)this;
519
520 if (self || cb)
521 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
522}
523
524/*
525 * clear_object() frees everything allocated by an object, and also
526 * clears all variables and flags to default settings.
527 */
528
529void clear_object (object *op)
530{
531 op->clear ();
532
533 op->contr = NULL;
534 op->below = NULL;
535 op->above = NULL;
536 op->inv = NULL;
537 op->container=NULL;
538 op->env=NULL;
539 op->more=NULL;
540 op->head=NULL;
541 op->map=NULL;
542 op->refcount=0;
543 op->active_next = NULL;
544 op->active_prev = NULL;
545 /* What is not cleared is next, prev, and count */ 522 /* What is not cleared is next, prev, and count */
546 523
547 op->expmul = 1.0; 524 expmul = 1.0;
548 op->face = blank_face; 525 face = blank_face;
549 op->attacked_by_count = -1;
550 526
551 if (settings.casting_time) 527 if (settings.casting_time)
552 op->casting_time = -1; 528 casting_time = -1;
553} 529}
554 530
555/* 531/*
556 * copy object first frees everything allocated by the second object, 532 * copy_to first frees everything allocated by the dst object,
557 * and then copies the contends of the first object into the second 533 * and then copies the contents of itself into the second
558 * object, allocating what needs to be allocated. Basically, any 534 * object, allocating what needs to be allocated. Basically, any
559 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 535 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
560 * if the first object is freed, the pointers in the new object 536 * if the first object is freed, the pointers in the new object
561 * will point at garbage. 537 * will point at garbage.
562 */ 538 */
563 539void
564void copy_object (object *op2, object *op) 540object::copy_to (object *dst)
565{ 541{
566 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 542 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
567 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 543 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
568 544
569 op2->clone (op); 545 *(object_copy *)dst = *this;
546 *(object_pod *)dst = *this;
570 547
571 if (is_freed) SET_FLAG (op, FLAG_FREED); 548 if (self || cb)
572 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 549 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
573 550
551 if (is_freed)
552 SET_FLAG (dst, FLAG_FREED);
553
554 if (is_removed)
555 SET_FLAG (dst, FLAG_REMOVED);
556
574 if (op2->speed < 0) 557 if (speed < 0)
575 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 558 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
576 559
577 /* Copy over key_values, if any. */ 560 /* Copy over key_values, if any. */
578 if (op2->key_values != NULL) 561 if (key_values)
579 { 562 {
580 key_value *tail = NULL; 563 key_value *tail = 0;
581 key_value *i; 564 key_value *i;
582 565
583 op->key_values = NULL; 566 dst->key_values = 0;
584 567
585 for (i = op2->key_values; i != NULL; i = i->next) 568 for (i = key_values; i; i = i->next)
586 { 569 {
587 key_value *new_link = new key_value; 570 key_value *new_link = new key_value;
588 571
589 new_link->next = NULL; 572 new_link->next = 0;
590 new_link->key = i->key; 573 new_link->key = i->key;
591 new_link->value = i->value; 574 new_link->value = i->value;
592 575
593 /* Try and be clever here, too. */ 576 /* Try and be clever here, too. */
594 if (op->key_values == NULL) 577 if (!dst->key_values)
595 { 578 {
596 op->key_values = new_link; 579 dst->key_values = new_link;
597 tail = new_link; 580 tail = new_link;
598 } 581 }
599 else 582 else
600 { 583 {
601 tail->next = new_link; 584 tail->next = new_link;
602 tail = new_link; 585 tail = new_link;
603 } 586 }
604 } 587 }
605 } 588 }
606 589
607 update_ob_speed (op); 590 update_ob_speed (dst);
608}
609
610/*
611 * get_object() grabs an object from the list of unused objects, makes
612 * sure it is initialised, and returns it.
613 * If there are no free objects, expand_objects() is called to get more.
614 */
615
616object *get_object ()
617{
618 object *op = new object;
619
620 op->count = ++ob_count;
621
622 op->active_next = 0;
623 op->active_prev = 0;
624
625 op->next = objects;
626 op->prev = 0;
627
628 if (objects)
629 objects->prev = op;
630
631 objects = op;
632
633 SET_FLAG (op, FLAG_REMOVED);
634
635 op->expmul = 1.0;
636 op->face = blank_face;
637 op->attacked_by_count = -1;
638
639 return op;
640} 591}
641 592
642/* 593/*
643 * If an object with the IS_TURNABLE() flag needs to be turned due 594 * If an object with the IS_TURNABLE() flag needs to be turned due
644 * to the closest player being on the other side, this function can 595 * to the closest player being on the other side, this function can
645 * be called to update the face variable, _and_ how it looks on the map. 596 * be called to update the face variable, _and_ how it looks on the map.
646 */ 597 */
647 598
599void
648void update_turn_face(object *op) { 600update_turn_face (object *op)
601{
649 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 602 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
650 return; 603 return;
651 SET_ANIMATION(op, op->direction); 604 SET_ANIMATION (op, op->direction);
652 update_object(op,UP_OBJ_FACE); 605 update_object (op, UP_OBJ_FACE);
653} 606}
654 607
655/* 608/*
656 * Updates the speed of an object. If the speed changes from 0 to another 609 * Updates the speed of an object. If the speed changes from 0 to another
657 * value, or vice versa, then add/remove the object from the active list. 610 * value, or vice versa, then add/remove the object from the active list.
658 * This function needs to be called whenever the speed of an object changes. 611 * This function needs to be called whenever the speed of an object changes.
659 */ 612 */
660 613void
661void update_ob_speed(object *op) { 614update_ob_speed (object *op)
615{
662 extern int arch_init; 616 extern int arch_init;
663 617
664 /* No reason putting the archetypes objects on the speed list, 618 /* No reason putting the archetypes objects on the speed list,
665 * since they never really need to be updated. 619 * since they never really need to be updated.
666 */ 620 */
667 621
668 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 622 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
623 {
669 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 624 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
670#ifdef MANY_CORES 625#ifdef MANY_CORES
671 abort(); 626 abort ();
672#else 627#else
673 op->speed = 0; 628 op->speed = 0;
674#endif 629#endif
675 } 630 }
631
676 if (arch_init) { 632 if (arch_init)
633 return;
634
635 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
636 {
637 /* If already on active list, don't do anything */
638 if (op->active_next || op->active_prev || op == active_objects)
677 return; 639 return;
678 }
679 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
680 /* If already on active list, don't do anything */
681 if (op->active_next || op->active_prev || op==active_objects)
682 return;
683 640
684 /* process_events() expects us to insert the object at the beginning 641 /* process_events() expects us to insert the object at the beginning
685 * of the list. */ 642 * of the list. */
686 op->active_next = active_objects; 643 op->active_next = active_objects;
644
687 if (op->active_next!=NULL) 645 if (op->active_next != NULL)
688 op->active_next->active_prev = op; 646 op->active_next->active_prev = op;
647
689 active_objects = op; 648 active_objects = op;
649 }
650 else
690 } 651 {
691 else {
692 /* If not on the active list, nothing needs to be done */ 652 /* If not on the active list, nothing needs to be done */
693 if (!op->active_next && !op->active_prev && op!=active_objects) 653 if (!op->active_next && !op->active_prev && op != active_objects)
694 return; 654 return;
695 655
696 if (op->active_prev==NULL) { 656 if (op->active_prev == NULL)
657 {
697 active_objects = op->active_next; 658 active_objects = op->active_next;
659
698 if (op->active_next!=NULL) 660 if (op->active_next != NULL)
699 op->active_next->active_prev = NULL; 661 op->active_next->active_prev = NULL;
662 }
663 else
700 } 664 {
701 else {
702 op->active_prev->active_next = op->active_next; 665 op->active_prev->active_next = op->active_next;
666
703 if (op->active_next) 667 if (op->active_next)
704 op->active_next->active_prev = op->active_prev; 668 op->active_next->active_prev = op->active_prev;
705 } 669 }
670
706 op->active_next = NULL; 671 op->active_next = NULL;
707 op->active_prev = NULL; 672 op->active_prev = NULL;
708 } 673 }
709} 674}
710 675
711/* This function removes object 'op' from the list of active 676/* This function removes object 'op' from the list of active
712 * objects. 677 * objects.
714 * reference maps where you don't want an object that isn't 679 * reference maps where you don't want an object that isn't
715 * in play chewing up cpu time getting processed. 680 * in play chewing up cpu time getting processed.
716 * The reverse of this is to call update_ob_speed, which 681 * The reverse of this is to call update_ob_speed, which
717 * will do the right thing based on the speed of the object. 682 * will do the right thing based on the speed of the object.
718 */ 683 */
684void
719void remove_from_active_list(object *op) 685remove_from_active_list (object *op)
720{ 686{
721 /* If not on the active list, nothing needs to be done */ 687 /* If not on the active list, nothing needs to be done */
722 if (!op->active_next && !op->active_prev && op!=active_objects) 688 if (!op->active_next && !op->active_prev && op != active_objects)
723 return; 689 return;
724 690
725 if (op->active_prev==NULL) { 691 if (op->active_prev == NULL)
692 {
726 active_objects = op->active_next; 693 active_objects = op->active_next;
727 if (op->active_next!=NULL) 694 if (op->active_next != NULL)
728 op->active_next->active_prev = NULL; 695 op->active_next->active_prev = NULL;
696 }
697 else
729 } 698 {
730 else {
731 op->active_prev->active_next = op->active_next; 699 op->active_prev->active_next = op->active_next;
732 if (op->active_next) 700 if (op->active_next)
733 op->active_next->active_prev = op->active_prev; 701 op->active_next->active_prev = op->active_prev;
734 } 702 }
735 op->active_next = NULL; 703 op->active_next = NULL;
736 op->active_prev = NULL; 704 op->active_prev = NULL;
737} 705}
738 706
739/* 707/*
740 * update_object() updates the array which represents the map. 708 * update_object() updates the array which represents the map.
741 * It takes into account invisible objects (and represent squares covered 709 * It takes into account invisible objects (and represent squares covered
756 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 724 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
757 * as that is easier than trying to look at what may have changed. 725 * as that is easier than trying to look at what may have changed.
758 * UP_OBJ_FACE: only the objects face has changed. 726 * UP_OBJ_FACE: only the objects face has changed.
759 */ 727 */
760 728
729void
761void update_object(object *op, int action) { 730update_object (object *op, int action)
731{
762 int update_now=0, flags; 732 int update_now = 0, flags;
763 MoveType move_on, move_off, move_block, move_slow; 733 MoveType move_on, move_off, move_block, move_slow;
764 734
765 if (op == NULL) { 735 if (op == NULL)
736 {
766 /* this should never happen */ 737 /* this should never happen */
767 LOG(llevDebug,"update_object() called for NULL object.\n"); 738 LOG (llevDebug, "update_object() called for NULL object.\n");
768 return; 739 return;
769 }
770 740 }
741
771 if(op->env!=NULL) { 742 if (op->env != NULL)
743 {
772 /* Animation is currently handled by client, so nothing 744 /* Animation is currently handled by client, so nothing
773 * to do in this case. 745 * to do in this case.
774 */ 746 */
775 return; 747 return;
776 } 748 }
777 749
778 /* If the map is saving, don't do anything as everything is 750 /* If the map is saving, don't do anything as everything is
779 * going to get freed anyways. 751 * going to get freed anyways.
780 */ 752 */
781 if (!op->map || op->map->in_memory == MAP_SAVING) return; 753 if (!op->map || op->map->in_memory == MAP_SAVING)
782 754 return;
755
783 /* make sure the object is within map boundaries */ 756 /* make sure the object is within map boundaries */
784 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 757 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
785 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 758 {
786 LOG(llevError,"update_object() called for object out of map!\n"); 759 LOG (llevError, "update_object() called for object out of map!\n");
787#ifdef MANY_CORES 760#ifdef MANY_CORES
788 abort(); 761 abort ();
789#endif 762#endif
790 return; 763 return;
791 }
792 764 }
765
793 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 766 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
794 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 767 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
795 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 768 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
796 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 769 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
797 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 770 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
798 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 771 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
799 772
800 if (action == UP_OBJ_INSERT) { 773 if (action == UP_OBJ_INSERT)
774 {
801 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 775 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
802 update_now=1; 776 update_now = 1;
803 777
804 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 778 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
805 update_now=1; 779 update_now = 1;
806 780
807 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 781 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
808 update_now=1; 782 update_now = 1;
809 783
810 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 784 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
811 update_now=1; 785 update_now = 1;
812 786
787 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
788 update_now = 1;
789
813 if ((move_on | op->move_on) != move_on) update_now=1; 790 if ((move_on | op->move_on) != move_on)
791 update_now = 1;
792
814 if ((move_off | op->move_off) != move_off) update_now=1; 793 if ((move_off | op->move_off) != move_off)
794 update_now = 1;
795
815 /* This isn't perfect, but I don't expect a lot of objects to 796 /* This isn't perfect, but I don't expect a lot of objects to
816 * to have move_allow right now. 797 * to have move_allow right now.
817 */ 798 */
818 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 799 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
819 update_now=1; 800 update_now = 1;
801
820 if ((move_slow | op->move_slow) != move_slow) update_now=1; 802 if ((move_slow | op->move_slow) != move_slow)
803 update_now = 1;
821 } 804 }
805
822 /* if the object is being removed, we can't make intelligent 806 /* if the object is being removed, we can't make intelligent
823 * decisions, because remove_ob can't really pass the object 807 * decisions, because remove_ob can't really pass the object
824 * that is being removed. 808 * that is being removed.
825 */ 809 */
826 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 810 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
827 update_now=1; 811 update_now = 1;
828 } else if (action == UP_OBJ_FACE) { 812 else if (action == UP_OBJ_FACE)
829 /* Nothing to do for that case */ 813 /* Nothing to do for that case */ ;
830 }
831 else { 814 else
832 LOG(llevError,"update_object called with invalid action: %d\n", action); 815 LOG (llevError, "update_object called with invalid action: %d\n", action);
833 }
834 816
835 if (update_now) { 817 if (update_now)
818 {
836 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 819 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
837 update_position(op->map, op->x, op->y); 820 update_position (op->map, op->x, op->y);
838 } 821 }
839 822
840 if(op->more!=NULL) 823 if (op->more != NULL)
841 update_object(op->more, action); 824 update_object (op->more, action);
842} 825}
843 826
827object::vector object::mortals;
828object::vector object::objects; // not yet used
829object *object::first;
830
831void object::free_mortals ()
832{
833 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
834 if ((*i)->refcnt)
835 ++i; // further delay freeing
836 else
837 {
838 delete *i;
839 mortals.erase (i);
840 }
841}
842
843object::object ()
844{
845 SET_FLAG (this, FLAG_REMOVED);
846
847 expmul = 1.0;
848 face = blank_face;
849}
850
851object::~object ()
852{
853 free_key_values (this);
854}
855
856void object::link ()
857{
858 count = ++ob_count;
859 uuid = gen_uuid ();
860
861 prev = 0;
862 next = object::first;
863
864 if (object::first)
865 object::first->prev = this;
866
867 object::first = this;
868}
869
870void object::unlink ()
871{
872 if (this == object::first)
873 object::first = next;
874
875 /* Remove this object from the list of used objects */
876 if (prev) prev->next = next;
877 if (next) next->prev = prev;
878
879 prev = 0;
880 next = 0;
881}
882
883object *object::create ()
884{
885 object *op = new object;
886 op->link ();
887 return op;
888}
844 889
845/* 890/*
846 * free_object() frees everything allocated by an object, removes 891 * free_object() frees everything allocated by an object, removes
847 * it from the list of used objects, and puts it on the list of 892 * it from the list of used objects, and puts it on the list of
848 * free objects. The IS_FREED() flag is set in the object. 893 * free objects. The IS_FREED() flag is set in the object.
849 * The object must have been removed by remove_ob() first for 894 * The object must have been removed by remove_ob() first for
850 * this function to succeed. 895 * this function to succeed.
851 * 896 *
852 * If free_inventory is set, free inventory as well. Else drop items in 897 * If destroy_inventory is set, free inventory as well. Else drop items in
853 * inventory to the ground. 898 * inventory to the ground.
854 */ 899 */
855 900void object::destroy (bool destroy_inventory)
856void
857free_object (object * ob)
858{ 901{
859 free_object2 (ob, 0);
860}
861
862void
863free_object2 (object * ob, int free_inventory)
864{
865 object *tmp, *op;
866
867 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 902 if (QUERY_FLAG (this, FLAG_FREED))
868 { 903 return;
869 LOG (llevDebug, "Free object called with non removed object\n");
870 dump_object (ob);
871#ifdef MANY_CORES
872 abort ();
873#endif
874 }
875 904
876 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 905 if (QUERY_FLAG (this, FLAG_FRIENDLY))
877 {
878 LOG (llevMonster, "Warning: tried to free friendly object.\n");
879 remove_friendly_object (ob); 906 remove_friendly_object (this);
880 }
881 907
882 if (QUERY_FLAG (ob, FLAG_FREED)) 908 if (!QUERY_FLAG (this, FLAG_REMOVED))
883 { 909 remove ();
884 dump_object (ob); 910
885 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 911 SET_FLAG (this, FLAG_FREED);
886 return; 912
913 if (more)
887 } 914 {
888 915 more->destroy (destroy_inventory);
889 if (ob->more != NULL) 916 more = 0;
890 { 917 }
891 free_object2 (ob->more, free_inventory);
892 ob->more = NULL;
893 }
894 918
895 if (ob->inv) 919 if (inv)
896 { 920 {
897 /* Only if the space blocks everything do we not process - 921 /* Only if the space blocks everything do we not process -
898 * if some form of movemnt is allowed, let objects 922 * if some form of movement is allowed, let objects
899 * drop on that space. 923 * drop on that space.
900 */ 924 */
901 if (free_inventory || ob->map == NULL 925 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
902 || ob->map->in_memory != MAP_IN_MEMORY 926 {
903 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 927 object *op = inv;
904 {
905 op = ob->inv;
906 928
907 while (op != NULL) 929 while (op)
908 { 930 {
909 tmp = op->below; 931 object *tmp = op->below;
910 remove_ob (op); 932 op->destroy (destroy_inventory);
911 free_object2 (op, free_inventory);
912 op = tmp; 933 op = tmp;
913 } 934 }
914 } 935 }
915 else 936 else
916 { /* Put objects in inventory onto this space */ 937 { /* Put objects in inventory onto this space */
917 op = ob->inv; 938 object *op = inv;
918 939
919 while (op != NULL) 940 while (op)
920 { 941 {
921 tmp = op->below; 942 object *tmp = op->below;
922 remove_ob (op);
923 943
944 op->remove ();
945
924 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 946 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
925 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 947 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
926 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 948 op->destroy ();
927 free_object (op); 949 else
928 else 950 {
929 { 951 op->x = x;
930 op->x = ob->x; 952 op->y = y;
931 op->y = ob->y;
932 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ 953 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
933 } 954 }
934 955
935 op = tmp; 956 op = tmp;
957 }
958 }
936 } 959 }
937 } 960
961 // hack to ensure that freed objects still have a valid map
962 {
963 static maptile *freed_map; // freed objects are moved here to avoid crashes
964
965 if (!freed_map)
966 {
967 freed_map = new maptile;
968
969 freed_map->name = "/internal/freed_objects_map";
970 freed_map->width = 3;
971 freed_map->height = 3;
972
973 freed_map->allocate ();
938 } 974 }
975
976 map = freed_map;
977 x = 1;
978 y = 1;
979 }
980
981 // clear those pointers that likely might have circular references to us
982 owner = 0;
983 enemy = 0;
984 attacked_by = 0;
985
986 // only relevant for players(?), but make sure of it anyways
987 contr = 0;
939 988
940 /* Remove object from the active list */ 989 /* Remove object from the active list */
941 ob->speed = 0; 990 speed = 0;
942 update_ob_speed (ob); 991 update_ob_speed (this);
943 992
944 SET_FLAG (ob, FLAG_FREED); 993 unlink ();
945 ob->count = 0;
946 994
947 /* Remove this object from the list of used objects */ 995 mortals.push_back (this);
948 if (ob->prev == NULL)
949 {
950 objects = ob->next;
951
952 if (objects != NULL)
953 objects->prev = NULL;
954 }
955 else
956 {
957 ob->prev->next = ob->next;
958
959 if (ob->next != NULL)
960 ob->next->prev = ob->prev;
961 }
962
963 free_key_values (ob);
964
965 /* Now link it with the free_objects list: */
966 ob->prev = 0;
967 ob->next = 0;
968
969 delete ob;
970} 996}
971 997
972/* 998/*
973 * sub_weight() recursively (outwards) subtracts a number from the 999 * sub_weight() recursively (outwards) subtracts a number from the
974 * weight of an object (and what is carried by it's environment(s)). 1000 * weight of an object (and what is carried by it's environment(s)).
975 */ 1001 */
976 1002void
977void sub_weight (object *op, signed long weight) { 1003sub_weight (object *op, signed long weight)
1004{
978 while (op != NULL) { 1005 while (op != NULL)
1006 {
979 if (op->type == CONTAINER) { 1007 if (op->type == CONTAINER)
980 weight=(signed long)(weight*(100-op->stats.Str)/100); 1008 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
981 } 1009
982 op->carrying-=weight; 1010 op->carrying -= weight;
983 op = op->env; 1011 op = op->env;
984 } 1012 }
985} 1013}
986 1014
987/* remove_ob(op): 1015/* op->remove ():
988 * This function removes the object op from the linked list of objects 1016 * This function removes the object op from the linked list of objects
989 * which it is currently tied to. When this function is done, the 1017 * which it is currently tied to. When this function is done, the
990 * object will have no environment. If the object previously had an 1018 * object will have no environment. If the object previously had an
991 * environment, the x and y coordinates will be updated to 1019 * environment, the x and y coordinates will be updated to
992 * the previous environment. 1020 * the previous environment.
993 * Beware: This function is called from the editor as well! 1021 * Beware: This function is called from the editor as well!
994 */ 1022 */
995 1023void
996void remove_ob(object *op) { 1024object::remove ()
1025{
997 object *tmp,*last=NULL; 1026 object *tmp, *last = 0;
998 object *otmp; 1027 object *otmp;
999 tag_t tag; 1028
1000 int check_walk_off; 1029 int check_walk_off;
1001 mapstruct *m;
1002 sint16 x,y;
1003
1004 1030
1005 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1031 if (QUERY_FLAG (this, FLAG_REMOVED))
1006 dump_object(op); 1032 return;
1007 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1008 1033
1009 /* Changed it to always dump core in this case. As has been learned
1010 * in the past, trying to recover from errors almost always
1011 * make things worse, and this is a real error here - something
1012 * that should not happen.
1013 * Yes, if this was a mission critical app, trying to do something
1014 * to recover may make sense, but that is because failure of the app
1015 * may have other disastrous problems. Cf runs out of a script
1016 * so is easily enough restarted without any real problems.
1017 * MSW 2001-07-01
1018 */
1019 abort();
1020 }
1021 if(op->more!=NULL)
1022 remove_ob(op->more);
1023
1024 SET_FLAG(op, FLAG_REMOVED); 1034 SET_FLAG (this, FLAG_REMOVED);
1025 1035
1036 if (more)
1037 more->remove ();
1038
1026 /* 1039 /*
1027 * In this case, the object to be removed is in someones 1040 * In this case, the object to be removed is in someones
1028 * inventory. 1041 * inventory.
1029 */ 1042 */
1030 if(op->env!=NULL) { 1043 if (env)
1044 {
1031 if(op->nrof) 1045 if (nrof)
1032 sub_weight(op->env, op->weight*op->nrof); 1046 sub_weight (env, weight * nrof);
1033 else 1047 else
1034 sub_weight(op->env, op->weight+op->carrying); 1048 sub_weight (env, weight + carrying);
1035 1049
1036 /* NO_FIX_PLAYER is set when a great many changes are being 1050 /* NO_FIX_PLAYER is set when a great many changes are being
1037 * made to players inventory. If set, avoiding the call 1051 * made to players inventory. If set, avoiding the call
1038 * to save cpu time. 1052 * to save cpu time.
1039 */ 1053 */
1040 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1054 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1041 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1042 fix_player(otmp); 1055 fix_player (otmp);
1043 1056
1044 if(op->above!=NULL) 1057 if (above != NULL)
1045 op->above->below=op->below; 1058 above->below = below;
1046 else 1059 else
1047 op->env->inv=op->below; 1060 env->inv = below;
1048 1061
1049 if(op->below!=NULL) 1062 if (below != NULL)
1050 op->below->above=op->above; 1063 below->above = above;
1051 1064
1052 /* we set up values so that it could be inserted into 1065 /* we set up values so that it could be inserted into
1053 * the map, but we don't actually do that - it is up 1066 * the map, but we don't actually do that - it is up
1054 * to the caller to decide what we want to do. 1067 * to the caller to decide what we want to do.
1068 */
1069 x = env->x, y = env->y;
1070 map = env->map;
1071 above = 0, below = 0;
1072 env = 0;
1073 }
1074 else if (map)
1075 {
1076 /* Re did the following section of code - it looks like it had
1077 * lots of logic for things we no longer care about
1078 */
1079
1080 /* link the object above us */
1081 if (above)
1082 above->below = below;
1083 else
1084 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1085
1086 /* Relink the object below us, if there is one */
1087 if (below)
1088 below->above = above;
1089 else
1090 {
1091 /* Nothing below, which means we need to relink map object for this space
1092 * use translated coordinates in case some oddness with map tiling is
1093 * evident
1055 */ 1094 */
1056 op->x=op->env->x,op->y=op->env->y; 1095 if (GET_MAP_OB (map, x, y) != this)
1057 op->map=op->env->map; 1096 {
1058 op->above=NULL,op->below=NULL; 1097 char *dump = dump_object (this);
1059 op->env=NULL; 1098 LOG (llevError,
1099 "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);
1100 free (dump);
1101 dump = dump_object (GET_MAP_OB (map, x, y));
1102 LOG (llevError, "%s\n", dump);
1103 free (dump);
1104 }
1105
1106 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1107 }
1108
1109 above = 0;
1110 below = 0;
1111
1112 if (map->in_memory == MAP_SAVING)
1060 return; 1113 return;
1061 }
1062 1114
1063 /* If we get here, we are removing it from a map */
1064 if (op->map == NULL) return;
1065
1066 x = op->x;
1067 y = op->y;
1068 m = get_map_from_coord(op->map, &x, &y);
1069
1070 if (!m) {
1071 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1072 op->map->path, op->x, op->y);
1073 /* in old days, we used to set x and y to 0 and continue.
1074 * it seems if we get into this case, something is probablye
1075 * screwed up and should be fixed.
1076 */
1077 abort();
1078 }
1079 if (op->map != m) {
1080 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1081 op->map->path, m->path, op->x, op->y, x, y);
1082 }
1083
1084 /* Re did the following section of code - it looks like it had
1085 * lots of logic for things we no longer care about
1086 */
1087
1088 /* link the object above us */
1089 if (op->above)
1090 op->above->below=op->below;
1091 else
1092 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1093
1094 /* Relink the object below us, if there is one */
1095 if(op->below) {
1096 op->below->above=op->above;
1097 } else {
1098 /* Nothing below, which means we need to relink map object for this space
1099 * use translated coordinates in case some oddness with map tiling is
1100 * evident
1101 */
1102 if(GET_MAP_OB(m,x,y)!=op) {
1103 dump_object(op);
1104 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1105 dump_object(GET_MAP_OB(m,x,y));
1106 LOG(llevError,"%s\n",errmsg);
1107 }
1108 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1109 }
1110 op->above=NULL;
1111 op->below=NULL;
1112
1113 if (op->map->in_memory == MAP_SAVING)
1114 return;
1115
1116 tag = op->count;
1117 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1115 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1116
1118 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1117 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1118 {
1119 /* No point updating the players look faces if he is the object 1119 /* No point updating the players look faces if he is the object
1120 * being removed. 1120 * being removed.
1121 */ 1121 */
1122 1122
1123 if(tmp->type==PLAYER && tmp!=op) { 1123 if (tmp->type == PLAYER && tmp != this)
1124 {
1124 /* If a container that the player is currently using somehow gets 1125 /* If a container that the player is currently using somehow gets
1125 * removed (most likely destroyed), update the player view 1126 * removed (most likely destroyed), update the player view
1126 * appropriately. 1127 * appropriately.
1127 */ 1128 */
1128 if (tmp->container==op) { 1129 if (tmp->container == this)
1130 {
1129 CLEAR_FLAG(op, FLAG_APPLIED); 1131 CLEAR_FLAG (this, FLAG_APPLIED);
1130 tmp->container=NULL; 1132 tmp->container = 0;
1133 }
1134
1135 tmp->contr->socket.update_look = 1;
1131 } 1136 }
1132 tmp->contr->socket.update_look=1; 1137
1133 }
1134 /* See if player moving off should effect something */ 1138 /* See if player moving off should effect something */
1135 if (check_walk_off && ((op->move_type & tmp->move_off) && 1139 if (check_walk_off
1140 && ((move_type & tmp->move_off)
1136 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1141 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1137 1142 {
1138 move_apply(tmp, op, NULL); 1143 move_apply (tmp, this, 0);
1144
1139 if (was_destroyed (op, tag)) { 1145 if (destroyed ())
1140 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1146 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1141 "leaving object\n", &tmp->name, &tmp->arch->name);
1142 } 1147 }
1143 }
1144 1148
1145 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1149 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1146 1150
1147 if(tmp->above == tmp) 1151 if (tmp->above == tmp)
1148 tmp->above = NULL; 1152 tmp->above = 0;
1153
1149 last=tmp; 1154 last = tmp;
1150 } 1155 }
1156
1151 /* last == NULL of there are no objects on this space */ 1157 /* last == NULL of there are no objects on this space */
1152 if (last==NULL) { 1158 if (!last)
1159 {
1153 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1160 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1154 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1161 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1155 * those out anyways, and if there are any flags set right now, they won't 1162 * those out anyways, and if there are any flags set right now, they won't
1156 * be correct anyways. 1163 * be correct anyways.
1157 */ 1164 */
1158 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1165 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1159 update_position(op->map, op->x, op->y); 1166 update_position (map, x, y);
1160 } 1167 }
1161 else 1168 else
1162 update_object(last, UP_OBJ_REMOVE); 1169 update_object (last, UP_OBJ_REMOVE);
1163 1170
1164 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1171 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1165 update_all_los(op->map, op->x, op->y); 1172 update_all_los (map, x, y);
1166 1173 }
1167} 1174}
1168 1175
1169/* 1176/*
1170 * merge_ob(op,top): 1177 * merge_ob(op,top):
1171 * 1178 *
1172 * This function goes through all objects below and including top, and 1179 * This function goes through all objects below and including top, and
1173 * merges op to the first matching object. 1180 * merges op to the first matching object.
1174 * If top is NULL, it is calculated. 1181 * If top is NULL, it is calculated.
1175 * Returns pointer to object if it succeded in the merge, otherwise NULL 1182 * Returns pointer to object if it succeded in the merge, otherwise NULL
1176 */ 1183 */
1177 1184object *
1178object *merge_ob(object *op, object *top) { 1185merge_ob (object *op, object *top)
1186{
1179 if(!op->nrof) 1187 if (!op->nrof)
1180 return 0; 1188 return 0;
1189
1181 if(top==NULL) 1190 if (top == NULL)
1182 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1191 for (top = op; top != NULL && top->above != NULL; top = top->above);
1192
1183 for(;top!=NULL;top=top->below) { 1193 for (; top != NULL; top = top->below)
1194 {
1184 if(top==op) 1195 if (top == op)
1185 continue; 1196 continue;
1186 if (CAN_MERGE(op,top)) 1197 if (CAN_MERGE (op, top))
1187 { 1198 {
1188 top->nrof+=op->nrof; 1199 top->nrof += op->nrof;
1200
1189/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1201/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1190 op->weight = 0; /* Don't want any adjustements now */ 1202 op->weight = 0; /* Don't want any adjustements now */
1191 remove_ob(op); 1203 op->destroy ();
1192 free_object(op);
1193 return top; 1204 return top;
1194 } 1205 }
1195 } 1206 }
1207
1196 return NULL; 1208 return 0;
1197} 1209}
1198 1210
1199/* 1211/*
1200 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1212 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1201 * job preparing multi-part monsters 1213 * job preparing multi-part monsters
1202 */ 1214 */
1215object *
1203object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1216insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1217{
1204 object* tmp; 1218 object *tmp;
1219
1205 if (op->head) 1220 if (op->head)
1206 op=op->head; 1221 op = op->head;
1222
1207 for (tmp=op;tmp;tmp=tmp->more){ 1223 for (tmp = op; tmp; tmp = tmp->more)
1224 {
1208 tmp->x=x+tmp->arch->clone.x; 1225 tmp->x = x + tmp->arch->clone.x;
1209 tmp->y=y+tmp->arch->clone.y; 1226 tmp->y = y + tmp->arch->clone.y;
1210 } 1227 }
1228
1211 return insert_ob_in_map (op, m, originator, flag); 1229 return insert_ob_in_map (op, m, originator, flag);
1212} 1230}
1213 1231
1214/* 1232/*
1215 * insert_ob_in_map (op, map, originator, flag): 1233 * insert_ob_in_map (op, map, originator, flag):
1216 * This function inserts the object in the two-way linked list 1234 * This function inserts the object in the two-way linked list
1230 * new object if 'op' was merged with other object 1248 * new object if 'op' was merged with other object
1231 * NULL if 'op' was destroyed 1249 * NULL if 'op' was destroyed
1232 * just 'op' otherwise 1250 * just 'op' otherwise
1233 */ 1251 */
1234 1252
1253object *
1235object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1254insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1255{
1237 object *tmp, *top, *floor=NULL; 1256 object *tmp, *top, *floor = NULL;
1238 sint16 x,y; 1257 sint16 x, y;
1239 1258
1240 if (QUERY_FLAG (op, FLAG_FREED)) { 1259 if (QUERY_FLAG (op, FLAG_FREED))
1260 {
1241 LOG (llevError, "Trying to insert freed object!\n"); 1261 LOG (llevError, "Trying to insert freed object!\n");
1262 return NULL;
1263 }
1264
1265 if (m == NULL)
1266 {
1267 char *dump = dump_object (op);
1268 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1269 free (dump);
1270 return op;
1271 }
1272
1273 if (out_of_map (m, op->x, op->y))
1274 {
1275 char *dump = dump_object (op);
1276 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1277#ifdef MANY_CORES
1278 /* Better to catch this here, as otherwise the next use of this object
1279 * is likely to cause a crash. Better to find out where it is getting
1280 * improperly inserted.
1281 */
1282 abort ();
1283#endif
1284 free (dump);
1285 return op;
1286 }
1287
1288 if (!QUERY_FLAG (op, FLAG_REMOVED))
1289 {
1290 char *dump = dump_object (op);
1291 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1292 free (dump);
1293 return op;
1294 }
1295
1296 if (op->more != NULL)
1297 {
1298 /* The part may be on a different map. */
1299
1300 object *more = op->more;
1301
1302 /* We really need the caller to normalize coordinates - if
1303 * we set the map, that doesn't work if the location is within
1304 * a map and this is straddling an edge. So only if coordinate
1305 * is clear wrong do we normalize it.
1306 */
1307 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1308 more->map = get_map_from_coord (m, &more->x, &more->y);
1309 else if (!more->map)
1310 {
1311 /* For backwards compatibility - when not dealing with tiled maps,
1312 * more->map should always point to the parent.
1313 */
1314 more->map = m;
1315 }
1316
1317 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1318 {
1319 if (!op->head)
1320 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1321
1322 return NULL;
1323 }
1324 }
1325
1326 CLEAR_FLAG (op, FLAG_REMOVED);
1327
1328 /* Ideally, the caller figures this out. However, it complicates a lot
1329 * of areas of callers (eg, anything that uses find_free_spot would now
1330 * need extra work
1331 */
1332 op->map = get_map_from_coord (m, &op->x, &op->y);
1333 x = op->x;
1334 y = op->y;
1335
1336 /* this has to be done after we translate the coordinates.
1337 */
1338 if (op->nrof && !(flag & INS_NO_MERGE))
1339 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1340 if (CAN_MERGE (op, tmp))
1341 {
1342 op->nrof += tmp->nrof;
1343 tmp->destroy ();
1344 }
1345
1346 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1347 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1348
1349 if (!QUERY_FLAG (op, FLAG_ALIVE))
1350 CLEAR_FLAG (op, FLAG_NO_STEAL);
1351
1352 if (flag & INS_BELOW_ORIGINATOR)
1353 {
1354 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1355 {
1356 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1357 abort ();
1358 }
1359
1360 op->above = originator;
1361 op->below = originator->below;
1362
1363 if (op->below)
1364 op->below->above = op;
1365 else
1366 SET_MAP_OB (op->map, op->x, op->y, op);
1367
1368 /* since *below* originator, no need to update top */
1369 originator->below = op;
1370 }
1371 else
1372 {
1373 /* If there are other objects, then */
1374 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1375 {
1376 object *last = NULL;
1377
1378 /*
1379 * If there are multiple objects on this space, we do some trickier handling.
1380 * We've already dealt with merging if appropriate.
1381 * Generally, we want to put the new object on top. But if
1382 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1383 * floor, we want to insert above that and no further.
1384 * Also, if there are spell objects on this space, we stop processing
1385 * once we get to them. This reduces the need to traverse over all of
1386 * them when adding another one - this saves quite a bit of cpu time
1387 * when lots of spells are cast in one area. Currently, it is presumed
1388 * that flying non pickable objects are spell objects.
1389 */
1390
1391 while (top != NULL)
1392 {
1393 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1394 floor = top;
1395
1396 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1397 {
1398 /* We insert above top, so we want this object below this */
1399 top = top->below;
1400 break;
1401 }
1402
1403 last = top;
1404 top = top->above;
1405 }
1406
1407 /* Don't want top to be NULL, so set it to the last valid object */
1408 top = last;
1409
1410 /* We let update_position deal with figuring out what the space
1411 * looks like instead of lots of conditions here.
1412 * makes things faster, and effectively the same result.
1413 */
1414
1415 /* Have object 'fall below' other objects that block view.
1416 * Unless those objects are exits, type 66
1417 * If INS_ON_TOP is used, don't do this processing
1418 * Need to find the object that in fact blocks view, otherwise
1419 * stacking is a bit odd.
1420 */
1421 if (!(flag & INS_ON_TOP) &&
1422 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1423 {
1424 for (last = top; last != floor; last = last->below)
1425 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1426 break;
1427 /* Check to see if we found the object that blocks view,
1428 * and make sure we have a below pointer for it so that
1429 * we can get inserted below this one, which requires we
1430 * set top to the object below us.
1431 */
1432 if (last && last->below && last != floor)
1433 top = last->below;
1434 }
1435 } /* If objects on this space */
1436
1437 if (flag & INS_MAP_LOAD)
1438 top = GET_MAP_TOP (op->map, op->x, op->y);
1439
1440 if (flag & INS_ABOVE_FLOOR_ONLY)
1441 top = floor;
1442
1443 /* Top is the object that our object (op) is going to get inserted above.
1444 */
1445
1446 /* First object on this space */
1447 if (!top)
1448 {
1449 op->above = GET_MAP_OB (op->map, op->x, op->y);
1450
1451 if (op->above)
1452 op->above->below = op;
1453
1454 op->below = NULL;
1455 SET_MAP_OB (op->map, op->x, op->y, op);
1456 }
1457 else
1458 { /* get inserted into the stack above top */
1459 op->above = top->above;
1460
1461 if (op->above)
1462 op->above->below = op;
1463
1464 op->below = top;
1465 top->above = op;
1466 }
1467
1468 if (op->above == NULL)
1469 SET_MAP_TOP (op->map, op->x, op->y, op);
1470 } /* else not INS_BELOW_ORIGINATOR */
1471
1472 if (op->type == PLAYER)
1473 op->contr->do_los = 1;
1474
1475 /* If we have a floor, we know the player, if any, will be above
1476 * it, so save a few ticks and start from there.
1477 */
1478 if (!(flag & INS_MAP_LOAD))
1479 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1480 if (tmp->type == PLAYER)
1481 tmp->contr->socket.update_look = 1;
1482
1483 /* If this object glows, it may affect lighting conditions that are
1484 * visible to others on this map. But update_all_los is really
1485 * an inefficient way to do this, as it means los for all players
1486 * on the map will get recalculated. The players could very well
1487 * be far away from this change and not affected in any way -
1488 * this should get redone to only look for players within range,
1489 * or just updating the P_NEED_UPDATE for spaces within this area
1490 * of effect may be sufficient.
1491 */
1492 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1493 update_all_los (op->map, op->x, op->y);
1494
1495 /* updates flags (blocked, alive, no magic, etc) for this map space */
1496 update_object (op, UP_OBJ_INSERT);
1497
1498 /* Don't know if moving this to the end will break anything. However,
1499 * we want to have update_look set above before calling this.
1500 *
1501 * check_move_on() must be after this because code called from
1502 * check_move_on() depends on correct map flags (so functions like
1503 * blocked() and wall() work properly), and these flags are updated by
1504 * update_object().
1505 */
1506
1507 /* if this is not the head or flag has been passed, don't check walk on status */
1508 if (!(flag & INS_NO_WALK_ON) && !op->head)
1509 {
1510 if (check_move_on (op, originator))
1242 return NULL; 1511 return NULL;
1243 }
1244 if(m==NULL) {
1245 dump_object(op);
1246 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1247 return op;
1248 }
1249 if(out_of_map(m,op->x,op->y)) {
1250 dump_object(op);
1251 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1252#ifdef MANY_CORES
1253 /* Better to catch this here, as otherwise the next use of this object
1254 * is likely to cause a crash. Better to find out where it is getting
1255 * improperly inserted.
1256 */
1257 abort();
1258#endif
1259 return op;
1260 }
1261 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1262 dump_object(op);
1263 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1264 return op;
1265 }
1266 if(op->more!=NULL) {
1267 /* The part may be on a different map. */
1268 1512
1269 object *more = op->more;
1270
1271 /* We really need the caller to normalize coordinates - if
1272 * we set the map, that doesn't work if the location is within
1273 * a map and this is straddling an edge. So only if coordinate
1274 * is clear wrong do we normalize it.
1275 */
1276 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1277 more->map = get_map_from_coord(m, &more->x, &more->y);
1278 } else if (!more->map) {
1279 /* For backwards compatibility - when not dealing with tiled maps,
1280 * more->map should always point to the parent.
1281 */
1282 more->map = m;
1283 }
1284
1285 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1286 if ( ! op->head)
1287 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1288 return NULL;
1289 }
1290 }
1291 CLEAR_FLAG(op,FLAG_REMOVED);
1292
1293 /* Ideally, the caller figures this out. However, it complicates a lot
1294 * of areas of callers (eg, anything that uses find_free_spot would now
1295 * need extra work
1296 */
1297 op->map=get_map_from_coord(m, &op->x, &op->y);
1298 x = op->x;
1299 y = op->y;
1300
1301 /* this has to be done after we translate the coordinates.
1302 */
1303 if(op->nrof && !(flag & INS_NO_MERGE)) {
1304 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1305 if (CAN_MERGE(op,tmp)) {
1306 op->nrof+=tmp->nrof;
1307 remove_ob(tmp);
1308 free_object(tmp);
1309 }
1310 }
1311
1312 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1313 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1314 if (!QUERY_FLAG(op, FLAG_ALIVE))
1315 CLEAR_FLAG(op, FLAG_NO_STEAL);
1316
1317 if (flag & INS_BELOW_ORIGINATOR) {
1318 if (originator->map != op->map || originator->x != op->x ||
1319 originator->y != op->y) {
1320 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1321 abort();
1322 }
1323 op->above = originator;
1324 op->below = originator->below;
1325 if (op->below) op->below->above = op;
1326 else SET_MAP_OB(op->map, op->x, op->y, op);
1327 /* since *below* originator, no need to update top */
1328 originator->below = op;
1329 } else {
1330 /* If there are other objects, then */
1331 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1332 object *last=NULL;
1333 /*
1334 * If there are multiple objects on this space, we do some trickier handling.
1335 * We've already dealt with merging if appropriate.
1336 * Generally, we want to put the new object on top. But if
1337 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1338 * floor, we want to insert above that and no further.
1339 * Also, if there are spell objects on this space, we stop processing
1340 * once we get to them. This reduces the need to traverse over all of
1341 * them when adding another one - this saves quite a bit of cpu time
1342 * when lots of spells are cast in one area. Currently, it is presumed
1343 * that flying non pickable objects are spell objects.
1344 */
1345
1346 while (top != NULL) {
1347 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1348 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1349 if (QUERY_FLAG(top, FLAG_NO_PICK)
1350 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1351 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1352 {
1353 /* We insert above top, so we want this object below this */
1354 top=top->below;
1355 break;
1356 }
1357 last = top;
1358 top = top->above;
1359 }
1360 /* Don't want top to be NULL, so set it to the last valid object */
1361 top = last;
1362
1363 /* We let update_position deal with figuring out what the space
1364 * looks like instead of lots of conditions here.
1365 * makes things faster, and effectively the same result.
1366 */
1367
1368 /* Have object 'fall below' other objects that block view.
1369 * Unless those objects are exits, type 66
1370 * If INS_ON_TOP is used, don't do this processing
1371 * Need to find the object that in fact blocks view, otherwise
1372 * stacking is a bit odd.
1373 */
1374 if (!(flag & INS_ON_TOP) &&
1375 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1376 (op->face && !op->face->visibility)) {
1377 for (last=top; last != floor; last=last->below)
1378 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1379 /* Check to see if we found the object that blocks view,
1380 * and make sure we have a below pointer for it so that
1381 * we can get inserted below this one, which requires we
1382 * set top to the object below us.
1383 */
1384 if (last && last->below && last != floor) top=last->below;
1385 }
1386 } /* If objects on this space */
1387 if (flag & INS_MAP_LOAD)
1388 top = GET_MAP_TOP(op->map,op->x,op->y);
1389 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1390
1391 /* Top is the object that our object (op) is going to get inserted above.
1392 */
1393
1394 /* First object on this space */
1395 if (!top) {
1396 op->above = GET_MAP_OB(op->map, op->x, op->y);
1397 if (op->above) op->above->below = op;
1398 op->below = NULL;
1399 SET_MAP_OB(op->map, op->x, op->y, op);
1400 } else { /* get inserted into the stack above top */
1401 op->above = top->above;
1402 if (op->above) op->above->below = op;
1403 op->below = top;
1404 top->above = op;
1405 }
1406 if (op->above==NULL)
1407 SET_MAP_TOP(op->map,op->x, op->y, op);
1408 } /* else not INS_BELOW_ORIGINATOR */
1409
1410 if(op->type==PLAYER)
1411 op->contr->do_los=1;
1412
1413 /* If we have a floor, we know the player, if any, will be above
1414 * it, so save a few ticks and start from there.
1415 */
1416 if (!(flag & INS_MAP_LOAD))
1417 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1418 if (tmp->type == PLAYER)
1419 tmp->contr->socket.update_look=1;
1420 }
1421
1422 /* If this object glows, it may affect lighting conditions that are
1423 * visible to others on this map. But update_all_los is really
1424 * an inefficient way to do this, as it means los for all players
1425 * on the map will get recalculated. The players could very well
1426 * be far away from this change and not affected in any way -
1427 * this should get redone to only look for players within range,
1428 * or just updating the P_NEED_UPDATE for spaces within this area
1429 * of effect may be sufficient.
1430 */
1431 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1432 update_all_los(op->map, op->x, op->y);
1433
1434
1435 /* updates flags (blocked, alive, no magic, etc) for this map space */
1436 update_object(op,UP_OBJ_INSERT);
1437
1438
1439 /* Don't know if moving this to the end will break anything. However,
1440 * we want to have update_look set above before calling this.
1441 *
1442 * check_move_on() must be after this because code called from
1443 * check_move_on() depends on correct map flags (so functions like
1444 * blocked() and wall() work properly), and these flags are updated by
1445 * update_object().
1446 */
1447
1448 /* if this is not the head or flag has been passed, don't check walk on status */
1449
1450 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1451 if (check_move_on(op, originator))
1452 return NULL;
1453
1454 /* If we are a multi part object, lets work our way through the check 1513 /* If we are a multi part object, lets work our way through the check
1455 * walk on's. 1514 * walk on's.
1456 */ 1515 */
1457 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1516 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1458 if (check_move_on (tmp, originator)) 1517 if (check_move_on (tmp, originator))
1459 return NULL; 1518 return NULL;
1460 } 1519 }
1520
1461 return op; 1521 return op;
1462} 1522}
1463 1523
1464/* this function inserts an object in the map, but if it 1524/* this function inserts an object in the map, but if it
1465 * finds an object of its own type, it'll remove that one first. 1525 * finds an object of its own type, it'll remove that one first.
1466 * op is the object to insert it under: supplies x and the map. 1526 * op is the object to insert it under: supplies x and the map.
1467 */ 1527 */
1528void
1468void replace_insert_ob_in_map(const char *arch_string, object *op) { 1529replace_insert_ob_in_map (const char *arch_string, object *op)
1530{
1469 object *tmp; 1531 object *
1470 object *tmp1; 1532 tmp;
1533 object *
1534 tmp1;
1471 1535
1472 /* first search for itself and remove any old instances */ 1536 /* first search for itself and remove any old instances */
1473 1537
1474 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1538 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1475 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1539 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1476 remove_ob(tmp); 1540 tmp->destroy ();
1477 free_object(tmp);
1478 }
1479 }
1480 1541
1481 tmp1=arch_to_object(find_archetype(arch_string)); 1542 tmp1 = arch_to_object (archetype::find (arch_string));
1482 1543
1483 1544 tmp1->x = op->x;
1484 tmp1->x = op->x; tmp1->y = op->y; 1545 tmp1->y = op->y;
1485 insert_ob_in_map(tmp1,op->map,op,0); 1546 insert_ob_in_map (tmp1, op->map, op, 0);
1486} 1547}
1487 1548
1488/* 1549/*
1489 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1550 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1490 * is returned contains nr objects, and the remaining parts contains 1551 * is returned contains nr objects, and the remaining parts contains
1491 * the rest (or is removed and freed if that number is 0). 1552 * the rest (or is removed and freed if that number is 0).
1492 * On failure, NULL is returned, and the reason put into the 1553 * On failure, NULL is returned, and the reason put into the
1493 * global static errmsg array. 1554 * global static errmsg array.
1494 */ 1555 */
1495 1556
1557object *
1496object *get_split_ob(object *orig_ob, uint32 nr) { 1558get_split_ob (object *orig_ob, uint32 nr)
1559{
1497 object *newob; 1560 object *newob;
1498 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1561 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1499 1562
1500 if(orig_ob->nrof<nr) { 1563 if (orig_ob->nrof < nr)
1501 sprintf(errmsg,"There are only %d %ss.", 1564 {
1502 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1565 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1503 return NULL; 1566 return NULL;
1504 } 1567 }
1568
1505 newob = object_create_clone(orig_ob); 1569 newob = object_create_clone (orig_ob);
1570
1506 if((orig_ob->nrof-=nr)<1) { 1571 if ((orig_ob->nrof -= nr) < 1)
1507 if ( ! is_removed) 1572 orig_ob->destroy (1);
1508 remove_ob(orig_ob);
1509 free_object2(orig_ob, 1);
1510 }
1511 else if ( ! is_removed) { 1573 else if (!is_removed)
1574 {
1512 if(orig_ob->env!=NULL) 1575 if (orig_ob->env != NULL)
1513 sub_weight (orig_ob->env,orig_ob->weight*nr); 1576 sub_weight (orig_ob->env, orig_ob->weight * nr);
1514 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1577 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1578 {
1515 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1579 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1516 LOG(llevDebug,
1517 "Error, Tried to split object whose map is not in memory.\n"); 1580 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1518 return NULL; 1581 return NULL;
1519 } 1582 }
1520 } 1583 }
1584
1521 newob->nrof=nr; 1585 newob->nrof = nr;
1522 1586
1523 return newob; 1587 return newob;
1524} 1588}
1525 1589
1526/* 1590/*
1527 * decrease_ob_nr(object, number) decreases a specified number from 1591 * decrease_ob_nr(object, number) decreases a specified number from
1528 * the amount of an object. If the amount reaches 0, the object 1592 * the amount of an object. If the amount reaches 0, the object
1529 * is subsequently removed and freed. 1593 * is subsequently removed and freed.
1530 * 1594 *
1531 * Return value: 'op' if something is left, NULL if the amount reached 0 1595 * Return value: 'op' if something is left, NULL if the amount reached 0
1532 */ 1596 */
1533 1597
1598object *
1534object *decrease_ob_nr (object *op, uint32 i) 1599decrease_ob_nr (object *op, uint32 i)
1535{ 1600{
1536 object *tmp; 1601 object *tmp;
1537 player *pl; 1602 player *pl;
1538 1603
1539 if (i == 0) /* objects with op->nrof require this check */ 1604 if (i == 0) /* objects with op->nrof require this check */
1540 return op; 1605 return op;
1541 1606
1542 if (i > op->nrof) 1607 if (i > op->nrof)
1543 i = op->nrof; 1608 i = op->nrof;
1544 1609
1545 if (QUERY_FLAG (op, FLAG_REMOVED)) 1610 if (QUERY_FLAG (op, FLAG_REMOVED))
1611 op->nrof -= i;
1612 else if (op->env != NULL)
1613 {
1614 /* is this object in the players inventory, or sub container
1615 * therein?
1616 */
1617 tmp = is_player_inv (op->env);
1618 /* nope. Is this a container the player has opened?
1619 * If so, set tmp to that player.
1620 * IMO, searching through all the players will mostly
1621 * likely be quicker than following op->env to the map,
1622 * and then searching the map for a player.
1623 */
1624 if (!tmp)
1625 {
1626 for (pl = first_player; pl; pl = pl->next)
1627 if (pl->ob->container == op->env)
1628 break;
1629 if (pl)
1630 tmp = pl->ob;
1631 else
1632 tmp = NULL;
1633 }
1634
1635 if (i < op->nrof)
1636 {
1637 sub_weight (op->env, op->weight * i);
1638 op->nrof -= i;
1639 if (tmp)
1640 {
1641 esrv_send_item (tmp, op);
1642 }
1643 }
1644 else
1645 {
1646 op->remove ();
1647 op->nrof = 0;
1648 if (tmp)
1649 {
1650 esrv_del_item (tmp->contr, op->count);
1651 }
1652 }
1546 { 1653 }
1654 else
1655 {
1656 object *above = op->above;
1657
1658 if (i < op->nrof)
1547 op->nrof -= i; 1659 op->nrof -= i;
1548 } 1660 else
1549 else if (op->env != NULL)
1550 {
1551 /* is this object in the players inventory, or sub container
1552 * therein?
1553 */
1554 tmp = is_player_inv (op->env);
1555 /* nope. Is this a container the player has opened?
1556 * If so, set tmp to that player.
1557 * IMO, searching through all the players will mostly
1558 * likely be quicker than following op->env to the map,
1559 * and then searching the map for a player.
1560 */
1561 if (!tmp) {
1562 for (pl=first_player; pl; pl=pl->next)
1563 if (pl->ob->container == op->env) break;
1564 if (pl) tmp=pl->ob;
1565 else tmp=NULL;
1566 } 1661 {
1567
1568 if (i < op->nrof) {
1569 sub_weight (op->env, op->weight * i);
1570 op->nrof -= i;
1571 if (tmp) {
1572 esrv_send_item(tmp, op);
1573 }
1574 } else {
1575 remove_ob (op); 1662 op->remove ();
1576 op->nrof = 0; 1663 op->nrof = 0;
1577 if (tmp) {
1578 esrv_del_item(tmp->contr, op->count);
1579 } 1664 }
1580 }
1581 }
1582 else
1583 {
1584 object *above = op->above;
1585 1665
1586 if (i < op->nrof) {
1587 op->nrof -= i;
1588 } else {
1589 remove_ob (op);
1590 op->nrof = 0;
1591 }
1592 /* Since we just removed op, op->above is null */ 1666 /* Since we just removed op, op->above is null */
1593 for (tmp = above; tmp != NULL; tmp = tmp->above) 1667 for (tmp = above; tmp != NULL; tmp = tmp->above)
1594 if (tmp->type == PLAYER) { 1668 if (tmp->type == PLAYER)
1669 {
1595 if (op->nrof) 1670 if (op->nrof)
1596 esrv_send_item(tmp, op); 1671 esrv_send_item (tmp, op);
1597 else 1672 else
1598 esrv_del_item(tmp->contr, op->count); 1673 esrv_del_item (tmp->contr, op->count);
1599 } 1674 }
1600 } 1675 }
1601 1676
1602 if (op->nrof) { 1677 if (op->nrof)
1603 return op; 1678 return op;
1604 } else { 1679 else
1605 free_object (op); 1680 {
1681 op->destroy ();
1606 return NULL; 1682 return NULL;
1607 } 1683 }
1608} 1684}
1609 1685
1610/* 1686/*
1611 * add_weight(object, weight) adds the specified weight to an object, 1687 * add_weight(object, weight) adds the specified weight to an object,
1612 * and also updates how much the environment(s) is/are carrying. 1688 * and also updates how much the environment(s) is/are carrying.
1613 */ 1689 */
1614 1690
1691void
1615void add_weight (object *op, signed long weight) { 1692add_weight (object *op, signed long weight)
1693{
1616 while (op!=NULL) { 1694 while (op != NULL)
1695 {
1617 if (op->type == CONTAINER) { 1696 if (op->type == CONTAINER)
1618 weight=(signed long)(weight*(100-op->stats.Str)/100); 1697 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1619 } 1698
1620 op->carrying+=weight; 1699 op->carrying += weight;
1621 op=op->env; 1700 op = op->env;
1622 } 1701 }
1623} 1702}
1624 1703
1704object *
1705insert_ob_in_ob (object *op, object *where)
1706{
1707 if (!where)
1708 {
1709 char *dump = dump_object (op);
1710 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1711 free (dump);
1712 return op;
1713 }
1714
1715 if (where->head)
1716 {
1717 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1718 where = where->head;
1719 }
1720
1721 return where->insert (op);
1722}
1723
1625/* 1724/*
1626 * insert_ob_in_ob(op,environment): 1725 * env->insert (op)
1627 * This function inserts the object op in the linked list 1726 * This function inserts the object op in the linked list
1628 * inside the object environment. 1727 * inside the object environment.
1629 * 1728 *
1630 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1631 * the inventory at the last position or next to other objects of the same
1632 * type.
1633 * Frank: Now sorted by type, archetype and magic!
1634 *
1635 * The function returns now pointer to inserted item, and return value can 1729 * The function returns now pointer to inserted item, and return value can
1636 * be != op, if items are merged. -Tero 1730 * be != op, if items are merged. -Tero
1637 */ 1731 */
1638 1732
1639object *insert_ob_in_ob(object *op,object *where) { 1733object *
1734object::insert (object *op)
1735{
1640 object *tmp, *otmp; 1736 object *tmp, *otmp;
1641 1737
1642 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1738 if (!QUERY_FLAG (op, FLAG_REMOVED))
1643 dump_object(op); 1739 op->remove ();
1644 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1740
1645 return op;
1646 }
1647 if(where==NULL) {
1648 dump_object(op);
1649 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1650 return op;
1651 }
1652 if (where->head) {
1653 LOG(llevDebug,
1654 "Warning: Tried to insert object wrong part of multipart object.\n");
1655 where = where->head;
1656 }
1657 if (op->more) { 1741 if (op->more)
1742 {
1658 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1743 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1659 &op->name, op->count);
1660 return op; 1744 return op;
1661 } 1745 }
1746
1662 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1747 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1663 CLEAR_FLAG(op, FLAG_REMOVED); 1748 CLEAR_FLAG (op, FLAG_REMOVED);
1664 if(op->nrof) { 1749 if (op->nrof)
1750 {
1665 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1751 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1666 if ( CAN_MERGE(tmp,op) ) { 1752 if (CAN_MERGE (tmp, op))
1753 {
1667 /* return the original object and remove inserted object 1754 /* return the original object and remove inserted object
1668 (client needs the original object) */ 1755 (client needs the original object) */
1669 tmp->nrof += op->nrof; 1756 tmp->nrof += op->nrof;
1670 /* Weight handling gets pretty funky. Since we are adding to 1757 /* Weight handling gets pretty funky. Since we are adding to
1671 * tmp->nrof, we need to increase the weight. 1758 * tmp->nrof, we need to increase the weight.
1672 */ 1759 */
1673 add_weight (where, op->weight*op->nrof); 1760 add_weight (this, op->weight * op->nrof);
1674 SET_FLAG(op, FLAG_REMOVED); 1761 SET_FLAG (op, FLAG_REMOVED);
1675 free_object(op); /* free the inserted object */ 1762 op->destroy (); /* free the inserted object */
1676 op = tmp; 1763 op = tmp;
1677 remove_ob (op); /* and fix old object's links */ 1764 op->remove (); /* and fix old object's links */
1678 CLEAR_FLAG(op, FLAG_REMOVED); 1765 CLEAR_FLAG (op, FLAG_REMOVED);
1679 break; 1766 break;
1680 } 1767 }
1681 1768
1682 /* I assume combined objects have no inventory 1769 /* I assume combined objects have no inventory
1683 * We add the weight - this object could have just been removed 1770 * We add the weight - this object could have just been removed
1684 * (if it was possible to merge). calling remove_ob will subtract 1771 * (if it was possible to merge). calling remove_ob will subtract
1685 * the weight, so we need to add it in again, since we actually do 1772 * the weight, so we need to add it in again, since we actually do
1686 * the linking below 1773 * the linking below
1687 */ 1774 */
1688 add_weight (where, op->weight*op->nrof); 1775 add_weight (this, op->weight * op->nrof);
1776 }
1689 } else 1777 else
1690 add_weight (where, (op->weight+op->carrying)); 1778 add_weight (this, (op->weight + op->carrying));
1691 1779
1692 otmp=is_player_inv(where); 1780 otmp = is_player_inv (this);
1693 if (otmp&&otmp->contr!=NULL) { 1781 if (otmp && otmp->contr)
1694 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1782 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1695 fix_player(otmp); 1783 fix_player (otmp);
1696 }
1697 1784
1698 op->map=NULL; 1785 op->map = NULL;
1699 op->env=where; 1786 op->env = this;
1700 op->above=NULL; 1787 op->above = NULL;
1701 op->below=NULL; 1788 op->below = NULL;
1702 op->x=0,op->y=0; 1789 op->x = 0, op->y = 0;
1703 1790
1704 /* reset the light list and los of the players on the map */ 1791 /* reset the light list and los of the players on the map */
1705 if((op->glow_radius!=0)&&where->map) 1792 if ((op->glow_radius != 0) && map)
1706 { 1793 {
1707#ifdef DEBUG_LIGHTS 1794#ifdef DEBUG_LIGHTS
1708 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1795 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1709 op->name);
1710#endif /* DEBUG_LIGHTS */ 1796#endif /* DEBUG_LIGHTS */
1711 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1797 if (MAP_DARKNESS (map))
1798 update_all_los (map, x, y);
1712 } 1799 }
1713 1800
1714 /* Client has no idea of ordering so lets not bother ordering it here. 1801 /* Client has no idea of ordering so lets not bother ordering it here.
1715 * It sure simplifies this function... 1802 * It sure simplifies this function...
1716 */ 1803 */
1717 if (where->inv==NULL) 1804 if (!inv)
1718 where->inv=op; 1805 inv = op;
1719 else { 1806 else
1807 {
1720 op->below = where->inv; 1808 op->below = inv;
1721 op->below->above = op; 1809 op->below->above = op;
1722 where->inv = op; 1810 inv = op;
1723 } 1811 }
1812
1724 return op; 1813 return op;
1725} 1814}
1726 1815
1727/* 1816/*
1728 * Checks if any objects has a move_type that matches objects 1817 * Checks if any objects has a move_type that matches objects
1743 * MSW 2001-07-08: Check all objects on space, not just those below 1832 * MSW 2001-07-08: Check all objects on space, not just those below
1744 * object being inserted. insert_ob_in_map may not put new objects 1833 * object being inserted. insert_ob_in_map may not put new objects
1745 * on top. 1834 * on top.
1746 */ 1835 */
1747 1836
1837int
1748int check_move_on (object *op, object *originator) 1838check_move_on (object *op, object *originator)
1749{ 1839{
1750 object *tmp; 1840 object *tmp;
1751 tag_t tag;
1752 mapstruct *m=op->map; 1841 maptile *m = op->map;
1753 int x=op->x, y=op->y; 1842 int x = op->x, y = op->y;
1843
1754 MoveType move_on, move_slow, move_block; 1844 MoveType move_on, move_slow, move_block;
1755 1845
1756 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1846 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1757 return 0; 1847 return 0;
1758 1848
1759 tag = op->count;
1760
1761 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1849 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1762 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1850 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1763 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1851 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1764 1852
1765 /* if nothing on this space will slow op down or be applied, 1853 /* if nothing on this space will slow op down or be applied,
1766 * no need to do checking below. have to make sure move_type 1854 * no need to do checking below. have to make sure move_type
1767 * is set, as lots of objects don't have it set - we treat that 1855 * is set, as lots of objects don't have it set - we treat that
1768 * as walking. 1856 * as walking.
1769 */ 1857 */
1770 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1858 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1771 return 0; 1859 return 0;
1772 1860
1773 /* This is basically inverse logic of that below - basically, 1861 /* This is basically inverse logic of that below - basically,
1774 * if the object can avoid the move on or slow move, they do so, 1862 * if the object can avoid the move on or slow move, they do so,
1775 * but can't do it if the alternate movement they are using is 1863 * but can't do it if the alternate movement they are using is
1776 * blocked. Logic on this seems confusing, but does seem correct. 1864 * blocked. Logic on this seems confusing, but does seem correct.
1777 */ 1865 */
1778 if ((op->move_type & ~move_on & ~move_block) != 0 && 1866 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1779 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1867 return 0;
1780 1868
1781 /* The objects have to be checked from top to bottom. 1869 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1870 * Hence, we first go to the top:
1783 */ 1871 */
1784 1872
1785 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1873 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1786 tmp->above!=NULL; tmp=tmp->above) { 1874 {
1787 /* Trim the search when we find the first other spell effect 1875 /* Trim the search when we find the first other spell effect
1788 * this helps performance so that if a space has 50 spell objects, 1876 * this helps performance so that if a space has 50 spell objects,
1789 * we don't need to check all of them. 1877 * we don't need to check all of them.
1790 */ 1878 */
1791 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1879 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1880 break;
1881 }
1882
1883 for (; tmp; tmp = tmp->below)
1792 } 1884 {
1793 for(;tmp!=NULL; tmp=tmp->below) { 1885 if (tmp == op)
1794 if (tmp == op) continue; /* Can't apply yourself */ 1886 continue; /* Can't apply yourself */
1795 1887
1796 /* Check to see if one of the movement types should be slowed down. 1888 /* Check to see if one of the movement types should be slowed down.
1797 * Second check makes sure that the movement types not being slowed 1889 * Second check makes sure that the movement types not being slowed
1798 * (~slow_move) is not blocked on this space - just because the 1890 * (~slow_move) is not blocked on this space - just because the
1799 * space doesn't slow down swimming (for example), if you can't actually 1891 * space doesn't slow down swimming (for example), if you can't actually
1800 * swim on that space, can't use it to avoid the penalty. 1892 * swim on that space, can't use it to avoid the penalty.
1801 */ 1893 */
1802 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1894 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1895 {
1803 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1896 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1804 ((op->move_type & tmp->move_slow) &&
1805 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1897 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1898 {
1806 1899
1807 float diff; 1900 float
1808
1809 diff = tmp->move_slow_penalty*FABS(op->speed); 1901 diff = tmp->move_slow_penalty * FABS (op->speed);
1902
1810 if (op->type == PLAYER) { 1903 if (op->type == PLAYER)
1811 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1904 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1812 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1905 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1813 diff /= 4.0; 1906 diff /= 4.0;
1814 } 1907
1815 }
1816 op->speed_left -= diff; 1908 op->speed_left -= diff;
1817 } 1909 }
1818 } 1910 }
1819 1911
1820 /* Basically same logic as above, except now for actual apply. */ 1912 /* Basically same logic as above, except now for actual apply. */
1821 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1913 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1822 ((op->move_type & tmp->move_on) &&
1823 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1914 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1824 1915 {
1825 move_apply(tmp, op, originator); 1916 move_apply (tmp, op, originator);
1917
1826 if (was_destroyed (op, tag)) 1918 if (op->destroyed ())
1827 return 1; 1919 return 1;
1828 1920
1829 /* what the person/creature stepped onto has moved the object 1921 /* what the person/creature stepped onto has moved the object
1830 * someplace new. Don't process any further - if we did, 1922 * someplace new. Don't process any further - if we did,
1831 * have a feeling strange problems would result. 1923 * have a feeling strange problems would result.
1832 */ 1924 */
1833 if (op->map != m || op->x != x || op->y != y) return 0; 1925 if (op->map != m || op->x != x || op->y != y)
1926 return 0;
1834 } 1927 }
1835 } 1928 }
1929
1836 return 0; 1930 return 0;
1837} 1931}
1838 1932
1839/* 1933/*
1840 * present_arch(arch, map, x, y) searches for any objects with 1934 * present_arch(arch, map, x, y) searches for any objects with
1841 * a matching archetype at the given map and coordinates. 1935 * a matching archetype at the given map and coordinates.
1842 * The first matching object is returned, or NULL if none. 1936 * The first matching object is returned, or NULL if none.
1843 */ 1937 */
1844 1938
1939object *
1845object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1940present_arch (const archetype *at, maptile *m, int x, int y)
1941{
1846 object *tmp; 1942 object *
1943 tmp;
1944
1847 if(m==NULL || out_of_map(m,x,y)) { 1945 if (m == NULL || out_of_map (m, x, y))
1946 {
1848 LOG(llevError,"Present_arch called outside map.\n"); 1947 LOG (llevError, "Present_arch called outside map.\n");
1849 return NULL; 1948 return NULL;
1850 } 1949 }
1851 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1950 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1852 if(tmp->arch == at) 1951 if (tmp->arch == at)
1853 return tmp; 1952 return tmp;
1854 return NULL; 1953 return NULL;
1855} 1954}
1856 1955
1857/* 1956/*
1858 * present(type, map, x, y) searches for any objects with 1957 * present(type, map, x, y) searches for any objects with
1859 * a matching type variable at the given map and coordinates. 1958 * a matching type variable at the given map and coordinates.
1860 * The first matching object is returned, or NULL if none. 1959 * The first matching object is returned, or NULL if none.
1861 */ 1960 */
1862 1961
1962object *
1863object *present(unsigned char type,mapstruct *m, int x,int y) { 1963present (unsigned char type, maptile *m, int x, int y)
1964{
1864 object *tmp; 1965 object *
1966 tmp;
1967
1865 if(out_of_map(m,x,y)) { 1968 if (out_of_map (m, x, y))
1969 {
1866 LOG(llevError,"Present called outside map.\n"); 1970 LOG (llevError, "Present called outside map.\n");
1867 return NULL; 1971 return NULL;
1868 } 1972 }
1869 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1973 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1870 if(tmp->type==type) 1974 if (tmp->type == type)
1871 return tmp; 1975 return tmp;
1872 return NULL; 1976 return NULL;
1873} 1977}
1874 1978
1875/* 1979/*
1876 * present_in_ob(type, object) searches for any objects with 1980 * present_in_ob(type, object) searches for any objects with
1877 * a matching type variable in the inventory of the given object. 1981 * a matching type variable in the inventory of the given object.
1878 * The first matching object is returned, or NULL if none. 1982 * The first matching object is returned, or NULL if none.
1879 */ 1983 */
1880 1984
1985object *
1881object *present_in_ob(unsigned char type, const object *op) { 1986present_in_ob (unsigned char type, const object *op)
1987{
1882 object *tmp; 1988 object *
1989 tmp;
1990
1883 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1991 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1884 if(tmp->type==type) 1992 if (tmp->type == type)
1885 return tmp; 1993 return tmp;
1886 return NULL; 1994 return NULL;
1887} 1995}
1888 1996
1889/* 1997/*
1899 * the object name, not the archetype name. this is so that the 2007 * the object name, not the archetype name. this is so that the
1900 * spell code can use one object type (force), but change it's name 2008 * spell code can use one object type (force), but change it's name
1901 * to be unique. 2009 * to be unique.
1902 */ 2010 */
1903 2011
2012object *
1904object *present_in_ob_by_name(int type, const char *str, const object *op) { 2013present_in_ob_by_name (int type, const char *str, const object *op)
2014{
1905 object *tmp; 2015 object *
2016 tmp;
1906 2017
1907 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2018 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2019 {
1908 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2020 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1909 return tmp; 2021 return tmp;
1910 } 2022 }
1911 return NULL; 2023 return NULL;
1912} 2024}
1913 2025
1914/* 2026/*
1915 * present_arch_in_ob(archetype, object) searches for any objects with 2027 * present_arch_in_ob(archetype, object) searches for any objects with
1916 * a matching archetype in the inventory of the given object. 2028 * a matching archetype in the inventory of the given object.
1917 * The first matching object is returned, or NULL if none. 2029 * The first matching object is returned, or NULL if none.
1918 */ 2030 */
1919 2031
2032object *
1920object *present_arch_in_ob(const archetype *at, const object *op) { 2033present_arch_in_ob (const archetype *at, const object *op)
2034{
1921 object *tmp; 2035 object *
2036 tmp;
2037
1922 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2038 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1923 if( tmp->arch == at) 2039 if (tmp->arch == at)
1924 return tmp; 2040 return tmp;
1925 return NULL; 2041 return NULL;
1926} 2042}
1927 2043
1928/* 2044/*
1929 * activate recursively a flag on an object inventory 2045 * activate recursively a flag on an object inventory
1930 */ 2046 */
2047void
1931void flag_inv(object*op, int flag){ 2048flag_inv (object *op, int flag)
2049{
1932 object *tmp; 2050 object *
2051 tmp;
2052
1933 if(op->inv) 2053 if (op->inv)
1934 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2054 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2055 {
1935 SET_FLAG(tmp, flag); 2056 SET_FLAG (tmp, flag);
1936 flag_inv(tmp,flag); 2057 flag_inv (tmp, flag);
1937 } 2058 }
1938}/* 2059} /*
1939 * desactivate recursively a flag on an object inventory 2060 * desactivate recursively a flag on an object inventory
1940 */ 2061 */
2062void
1941void unflag_inv(object*op, int flag){ 2063unflag_inv (object *op, int flag)
2064{
1942 object *tmp; 2065 object *
2066 tmp;
2067
1943 if(op->inv) 2068 if (op->inv)
1944 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2069 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2070 {
1945 CLEAR_FLAG(tmp, flag); 2071 CLEAR_FLAG (tmp, flag);
1946 unflag_inv(tmp,flag); 2072 unflag_inv (tmp, flag);
1947 } 2073 }
1948} 2074}
1949 2075
1950/* 2076/*
1951 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2077 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1952 * all it's inventory (recursively). 2078 * all it's inventory (recursively).
1953 * If checksums are used, a player will get set_cheat called for 2079 * If checksums are used, a player will get set_cheat called for
1954 * him/her-self and all object carried by a call to this function. 2080 * him/her-self and all object carried by a call to this function.
1955 */ 2081 */
1956 2082
2083void
1957void set_cheat(object *op) { 2084set_cheat (object *op)
2085{
1958 SET_FLAG(op, FLAG_WAS_WIZ); 2086 SET_FLAG (op, FLAG_WAS_WIZ);
1959 flag_inv(op, FLAG_WAS_WIZ); 2087 flag_inv (op, FLAG_WAS_WIZ);
1960} 2088}
1961 2089
1962/* 2090/*
1963 * find_free_spot(object, map, x, y, start, stop) will search for 2091 * find_free_spot(object, map, x, y, start, stop) will search for
1964 * a spot at the given map and coordinates which will be able to contain 2092 * a spot at the given map and coordinates which will be able to contain
1979 * to know if the space in question will block the object. We can't use 2107 * to know if the space in question will block the object. We can't use
1980 * the archetype because that isn't correct if the monster has been 2108 * the archetype because that isn't correct if the monster has been
1981 * customized, changed states, etc. 2109 * customized, changed states, etc.
1982 */ 2110 */
1983 2111
2112int
1984int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2113find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2114{
2115 int
2116 i,
1985 int i,index=0, flag; 2117 index = 0, flag;
2118 static int
1986 static int altern[SIZEOFFREE]; 2119 altern[SIZEOFFREE];
1987 2120
1988 for(i=start;i<stop;i++) { 2121 for (i = start; i < stop; i++)
2122 {
1989 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2123 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1990 if(!flag) 2124 if (!flag)
1991 altern[index++]=i; 2125 altern[index++] = i;
1992 2126
1993 /* Basically, if we find a wall on a space, we cut down the search size. 2127 /* Basically, if we find a wall on a space, we cut down the search size.
1994 * In this way, we won't return spaces that are on another side of a wall. 2128 * In this way, we won't return spaces that are on another side of a wall.
1995 * This mostly work, but it cuts down the search size in all directions - 2129 * This mostly work, but it cuts down the search size in all directions -
1996 * if the space being examined only has a wall to the north and empty 2130 * if the space being examined only has a wall to the north and empty
1997 * spaces in all the other directions, this will reduce the search space 2131 * spaces in all the other directions, this will reduce the search space
1998 * to only the spaces immediately surrounding the target area, and 2132 * to only the spaces immediately surrounding the target area, and
1999 * won't look 2 spaces south of the target space. 2133 * won't look 2 spaces south of the target space.
2000 */ 2134 */
2001 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2135 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2002 stop=maxfree[i]; 2136 stop = maxfree[i];
2003 } 2137 }
2004 if(!index) return -1; 2138 if (!index)
2139 return -1;
2005 return altern[RANDOM()%index]; 2140 return altern[RANDOM () % index];
2006} 2141}
2007 2142
2008/* 2143/*
2009 * find_first_free_spot(archetype, mapstruct, x, y) works like 2144 * find_first_free_spot(archetype, maptile, x, y) works like
2010 * find_free_spot(), but it will search max number of squares. 2145 * find_free_spot(), but it will search max number of squares.
2011 * But it will return the first available spot, not a random choice. 2146 * But it will return the first available spot, not a random choice.
2012 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2147 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2013 */ 2148 */
2014 2149
2150int
2015int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2151find_first_free_spot (const object *ob, maptile *m, int x, int y)
2152{
2153 int
2016 int i; 2154 i;
2155
2017 for(i=0;i<SIZEOFFREE;i++) { 2156 for (i = 0; i < SIZEOFFREE; i++)
2157 {
2018 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2158 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2019 return i; 2159 return i;
2020 } 2160 }
2021 return -1; 2161 return -1;
2022} 2162}
2023 2163
2024/* 2164/*
2025 * The function permute(arr, begin, end) randomly reorders the array 2165 * The function permute(arr, begin, end) randomly reorders the array
2026 * arr[begin..end-1]. 2166 * arr[begin..end-1].
2027 */ 2167 */
2168static void
2028static void permute(int *arr, int begin, int end) 2169permute (int *arr, int begin, int end)
2029{ 2170{
2030 int i, j, tmp, len; 2171 int
2172 i,
2173 j,
2174 tmp,
2175 len;
2031 2176
2032 len = end-begin; 2177 len = end - begin;
2033 for(i = begin; i < end; i++) 2178 for (i = begin; i < end; i++)
2034 { 2179 {
2035 j = begin+RANDOM()%len; 2180 j = begin + RANDOM () % len;
2036 2181
2037 tmp = arr[i]; 2182 tmp = arr[i];
2038 arr[i] = arr[j]; 2183 arr[i] = arr[j];
2039 arr[j] = tmp; 2184 arr[j] = tmp;
2040 } 2185 }
2041} 2186}
2042 2187
2043/* new function to make monster searching more efficient, and effective! 2188/* new function to make monster searching more efficient, and effective!
2044 * This basically returns a randomized array (in the passed pointer) of 2189 * This basically returns a randomized array (in the passed pointer) of
2045 * the spaces to find monsters. In this way, it won't always look for 2190 * the spaces to find monsters. In this way, it won't always look for
2046 * monsters to the north first. However, the size of the array passed 2191 * monsters to the north first. However, the size of the array passed
2047 * covers all the spaces, so within that size, all the spaces within 2192 * covers all the spaces, so within that size, all the spaces within
2048 * the 3x3 area will be searched, just not in a predictable order. 2193 * the 3x3 area will be searched, just not in a predictable order.
2049 */ 2194 */
2195void
2050void get_search_arr(int *search_arr) 2196get_search_arr (int *search_arr)
2051{ 2197{
2198 int
2052 int i; 2199 i;
2053 2200
2054 for(i = 0; i < SIZEOFFREE; i++) 2201 for (i = 0; i < SIZEOFFREE; i++)
2055 { 2202 {
2056 search_arr[i] = i; 2203 search_arr[i] = i;
2057 } 2204 }
2058 2205
2059 permute(search_arr, 1, SIZEOFFREE1+1); 2206 permute (search_arr, 1, SIZEOFFREE1 + 1);
2060 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2207 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2061 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2208 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2062} 2209}
2063 2210
2064/* 2211/*
2065 * find_dir(map, x, y, exclude) will search some close squares in the 2212 * find_dir(map, x, y, exclude) will search some close squares in the
2066 * given map at the given coordinates for live objects. 2213 * given map at the given coordinates for live objects.
2072 * is actually want is going to try and move there. We need this info 2219 * is actually want is going to try and move there. We need this info
2073 * because we have to know what movement the thing looking to move 2220 * because we have to know what movement the thing looking to move
2074 * there is capable of. 2221 * there is capable of.
2075 */ 2222 */
2076 2223
2224int
2077int find_dir(mapstruct *m, int x, int y, object *exclude) { 2225find_dir (maptile *m, int x, int y, object *exclude)
2226{
2227 int
2228 i,
2078 int i,max=SIZEOFFREE, mflags; 2229 max = SIZEOFFREE, mflags;
2230
2079 sint16 nx, ny; 2231 sint16 nx, ny;
2080 object *tmp; 2232 object *
2081 mapstruct *mp; 2233 tmp;
2234 maptile *
2235 mp;
2236
2082 MoveType blocked, move_type; 2237 MoveType blocked, move_type;
2083 2238
2084 if (exclude && exclude->head) { 2239 if (exclude && exclude->head)
2240 {
2085 exclude = exclude->head; 2241 exclude = exclude->head;
2086 move_type = exclude->move_type; 2242 move_type = exclude->move_type;
2087 } else { 2243 }
2244 else
2245 {
2088 /* If we don't have anything, presume it can use all movement types. */ 2246 /* If we don't have anything, presume it can use all movement types. */
2089 move_type=MOVE_ALL; 2247 move_type = MOVE_ALL;
2248 }
2249
2250 for (i = 1; i < max; i++)
2090 } 2251 {
2091
2092 for(i=1;i<max;i++) {
2093 mp = m; 2252 mp = m;
2094 nx = x + freearr_x[i]; 2253 nx = x + freearr_x[i];
2095 ny = y + freearr_y[i]; 2254 ny = y + freearr_y[i];
2096 2255
2097 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2256 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2098 if (mflags & P_OUT_OF_MAP) { 2257 if (mflags & P_OUT_OF_MAP)
2258 {
2099 max = maxfree[i]; 2259 max = maxfree[i];
2260 }
2100 } else { 2261 else
2262 {
2101 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2263 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2102 2264
2103 if ((move_type & blocked) == move_type) { 2265 if ((move_type & blocked) == move_type)
2266 {
2104 max=maxfree[i]; 2267 max = maxfree[i];
2268 }
2105 } else if (mflags & P_IS_ALIVE) { 2269 else if (mflags & P_IS_ALIVE)
2270 {
2106 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2271 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2107 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2272 {
2108 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2273 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2274 {
2109 break; 2275 break;
2110 } 2276 }
2111 } 2277 }
2112 if(tmp) { 2278 if (tmp)
2279 {
2113 return freedir[i]; 2280 return freedir[i];
2114 } 2281 }
2115 } 2282 }
2116 } 2283 }
2117 } 2284 }
2118 return 0; 2285 return 0;
2119} 2286}
2120 2287
2121/* 2288/*
2122 * distance(object 1, object 2) will return the square of the 2289 * distance(object 1, object 2) will return the square of the
2123 * distance between the two given objects. 2290 * distance between the two given objects.
2124 */ 2291 */
2125 2292
2293int
2126int distance(const object *ob1, const object *ob2) { 2294distance (const object *ob1, const object *ob2)
2295{
2127 int i; 2296 int
2128 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2297 i;
2129 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2298
2299 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2130 return i; 2300 return i;
2131} 2301}
2132 2302
2133/* 2303/*
2134 * find_dir_2(delta-x,delta-y) will return a direction in which 2304 * find_dir_2(delta-x,delta-y) will return a direction in which
2135 * an object which has subtracted the x and y coordinates of another 2305 * an object which has subtracted the x and y coordinates of another
2136 * object, needs to travel toward it. 2306 * object, needs to travel toward it.
2137 */ 2307 */
2138 2308
2309int
2139int find_dir_2(int x, int y) { 2310find_dir_2 (int x, int y)
2311{
2140 int q; 2312 int
2313 q;
2141 2314
2142 if(y) 2315 if (y)
2143 q=x*100/y; 2316 q = x * 100 / y;
2144 else if (x) 2317 else if (x)
2145 q= -300*x; 2318 q = -300 * x;
2146 else 2319 else
2147 return 0; 2320 return 0;
2148 2321
2149 if(y>0) { 2322 if (y > 0)
2323 {
2150 if(q < -242) 2324 if (q < -242)
2151 return 3 ; 2325 return 3;
2152 if (q < -41) 2326 if (q < -41)
2153 return 2 ; 2327 return 2;
2154 if (q < 41) 2328 if (q < 41)
2155 return 1 ; 2329 return 1;
2156 if (q < 242) 2330 if (q < 242)
2157 return 8 ; 2331 return 8;
2158 return 7 ; 2332 return 7;
2159 } 2333 }
2160 2334
2161 if (q < -242) 2335 if (q < -242)
2162 return 7 ; 2336 return 7;
2163 if (q < -41) 2337 if (q < -41)
2164 return 6 ; 2338 return 6;
2165 if (q < 41) 2339 if (q < 41)
2166 return 5 ; 2340 return 5;
2167 if (q < 242) 2341 if (q < 242)
2168 return 4 ; 2342 return 4;
2169 2343
2170 return 3 ; 2344 return 3;
2171} 2345}
2172 2346
2173/* 2347/*
2174 * absdir(int): Returns a number between 1 and 8, which represent 2348 * absdir(int): Returns a number between 1 and 8, which represent
2175 * the "absolute" direction of a number (it actually takes care of 2349 * the "absolute" direction of a number (it actually takes care of
2176 * "overflow" in previous calculations of a direction). 2350 * "overflow" in previous calculations of a direction).
2177 */ 2351 */
2178 2352
2353int
2179int absdir(int d) { 2354absdir (int d)
2180 while(d<1) d+=8; 2355{
2181 while(d>8) d-=8; 2356 while (d < 1)
2357 d += 8;
2358 while (d > 8)
2359 d -= 8;
2182 return d; 2360 return d;
2183} 2361}
2184 2362
2185/* 2363/*
2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2364 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2187 * between two directions (which are expected to be absolute (see absdir()) 2365 * between two directions (which are expected to be absolute (see absdir())
2188 */ 2366 */
2189 2367
2368int
2190int dirdiff(int dir1, int dir2) { 2369dirdiff (int dir1, int dir2)
2370{
2191 int d; 2371 int
2372 d;
2373
2192 d = abs(dir1 - dir2); 2374 d = abs (dir1 - dir2);
2193 if(d>4) 2375 if (d > 4)
2194 d = 8 - d; 2376 d = 8 - d;
2195 return d; 2377 return d;
2196} 2378}
2197 2379
2198/* peterm: 2380/* peterm:
2203 * direction 4, 14, or 16 to get back to where we are. 2385 * direction 4, 14, or 16 to get back to where we are.
2204 * Moved from spell_util.c to object.c with the other related direction 2386 * Moved from spell_util.c to object.c with the other related direction
2205 * functions. 2387 * functions.
2206 */ 2388 */
2207 2389
2390int
2208int reduction_dir[SIZEOFFREE][3] = { 2391 reduction_dir[SIZEOFFREE][3] = {
2209 {0,0,0}, /* 0 */ 2392 {0, 0, 0}, /* 0 */
2210 {0,0,0}, /* 1 */ 2393 {0, 0, 0}, /* 1 */
2211 {0,0,0}, /* 2 */ 2394 {0, 0, 0}, /* 2 */
2212 {0,0,0}, /* 3 */ 2395 {0, 0, 0}, /* 3 */
2213 {0,0,0}, /* 4 */ 2396 {0, 0, 0}, /* 4 */
2214 {0,0,0}, /* 5 */ 2397 {0, 0, 0}, /* 5 */
2215 {0,0,0}, /* 6 */ 2398 {0, 0, 0}, /* 6 */
2216 {0,0,0}, /* 7 */ 2399 {0, 0, 0}, /* 7 */
2217 {0,0,0}, /* 8 */ 2400 {0, 0, 0}, /* 8 */
2218 {8,1,2}, /* 9 */ 2401 {8, 1, 2}, /* 9 */
2219 {1,2,-1}, /* 10 */ 2402 {1, 2, -1}, /* 10 */
2220 {2,10,12}, /* 11 */ 2403 {2, 10, 12}, /* 11 */
2221 {2,3,-1}, /* 12 */ 2404 {2, 3, -1}, /* 12 */
2222 {2,3,4}, /* 13 */ 2405 {2, 3, 4}, /* 13 */
2223 {3,4,-1}, /* 14 */ 2406 {3, 4, -1}, /* 14 */
2224 {4,14,16}, /* 15 */ 2407 {4, 14, 16}, /* 15 */
2225 {5,4,-1}, /* 16 */ 2408 {5, 4, -1}, /* 16 */
2226 {4,5,6}, /* 17 */ 2409 {4, 5, 6}, /* 17 */
2227 {6,5,-1}, /* 18 */ 2410 {6, 5, -1}, /* 18 */
2228 {6,20,18}, /* 19 */ 2411 {6, 20, 18}, /* 19 */
2229 {7,6,-1}, /* 20 */ 2412 {7, 6, -1}, /* 20 */
2230 {6,7,8}, /* 21 */ 2413 {6, 7, 8}, /* 21 */
2231 {7,8,-1}, /* 22 */ 2414 {7, 8, -1}, /* 22 */
2232 {8,22,24}, /* 23 */ 2415 {8, 22, 24}, /* 23 */
2233 {8,1,-1}, /* 24 */ 2416 {8, 1, -1}, /* 24 */
2234 {24,9,10}, /* 25 */ 2417 {24, 9, 10}, /* 25 */
2235 {9,10,-1}, /* 26 */ 2418 {9, 10, -1}, /* 26 */
2236 {10,11,-1}, /* 27 */ 2419 {10, 11, -1}, /* 27 */
2237 {27,11,29}, /* 28 */ 2420 {27, 11, 29}, /* 28 */
2238 {11,12,-1}, /* 29 */ 2421 {11, 12, -1}, /* 29 */
2239 {12,13,-1}, /* 30 */ 2422 {12, 13, -1}, /* 30 */
2240 {12,13,14}, /* 31 */ 2423 {12, 13, 14}, /* 31 */
2241 {13,14,-1}, /* 32 */ 2424 {13, 14, -1}, /* 32 */
2242 {14,15,-1}, /* 33 */ 2425 {14, 15, -1}, /* 33 */
2243 {33,15,35}, /* 34 */ 2426 {33, 15, 35}, /* 34 */
2244 {16,15,-1}, /* 35 */ 2427 {16, 15, -1}, /* 35 */
2245 {17,16,-1}, /* 36 */ 2428 {17, 16, -1}, /* 36 */
2246 {18,17,16}, /* 37 */ 2429 {18, 17, 16}, /* 37 */
2247 {18,17,-1}, /* 38 */ 2430 {18, 17, -1}, /* 38 */
2248 {18,19,-1}, /* 39 */ 2431 {18, 19, -1}, /* 39 */
2249 {41,19,39}, /* 40 */ 2432 {41, 19, 39}, /* 40 */
2250 {19,20,-1}, /* 41 */ 2433 {19, 20, -1}, /* 41 */
2251 {20,21,-1}, /* 42 */ 2434 {20, 21, -1}, /* 42 */
2252 {20,21,22}, /* 43 */ 2435 {20, 21, 22}, /* 43 */
2253 {21,22,-1}, /* 44 */ 2436 {21, 22, -1}, /* 44 */
2254 {23,22,-1}, /* 45 */ 2437 {23, 22, -1}, /* 45 */
2255 {45,47,23}, /* 46 */ 2438 {45, 47, 23}, /* 46 */
2256 {23,24,-1}, /* 47 */ 2439 {23, 24, -1}, /* 47 */
2257 {24,9,-1}}; /* 48 */ 2440 {24, 9, -1}
2441}; /* 48 */
2258 2442
2259/* Recursive routine to step back and see if we can 2443/* Recursive routine to step back and see if we can
2260 * find a path to that monster that we found. If not, 2444 * find a path to that monster that we found. If not,
2261 * we don't bother going toward it. Returns 1 if we 2445 * we don't bother going toward it. Returns 1 if we
2262 * can see a direct way to get it 2446 * can see a direct way to get it
2263 * Modified to be map tile aware -.MSW 2447 * Modified to be map tile aware -.MSW
2264 */ 2448 */
2265
2266 2449
2450
2451int
2267int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2452can_see_monsterP (maptile *m, int x, int y, int dir)
2453{
2268 sint16 dx, dy; 2454 sint16 dx, dy;
2455 int
2269 int mflags; 2456 mflags;
2270 2457
2458 if (dir < 0)
2271 if(dir<0) return 0; /* exit condition: invalid direction */ 2459 return 0; /* exit condition: invalid direction */
2272 2460
2273 dx = x + freearr_x[dir]; 2461 dx = x + freearr_x[dir];
2274 dy = y + freearr_y[dir]; 2462 dy = y + freearr_y[dir];
2275 2463
2276 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2464 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2277 2465
2278 /* This functional arguably was incorrect before - it was 2466 /* This functional arguably was incorrect before - it was
2279 * checking for P_WALL - that was basically seeing if 2467 * checking for P_WALL - that was basically seeing if
2280 * we could move to the monster - this is being more 2468 * we could move to the monster - this is being more
2281 * literal on if we can see it. To know if we can actually 2469 * literal on if we can see it. To know if we can actually
2282 * move to the monster, we'd need the monster passed in or 2470 * move to the monster, we'd need the monster passed in or
2283 * at least its move type. 2471 * at least its move type.
2284 */ 2472 */
2285 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2473 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2474 return 0;
2286 2475
2287 /* yes, can see. */ 2476 /* yes, can see. */
2288 if(dir < 9) return 1; 2477 if (dir < 9)
2478 return 1;
2289 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2479 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2290 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2480 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2291 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2292} 2481}
2293 2482
2294 2483
2295 2484
2296/* 2485/*
2297 * can_pick(picker, item): finds out if an object is possible to be 2486 * can_pick(picker, item): finds out if an object is possible to be
2298 * picked up by the picker. Returnes 1 if it can be 2487 * picked up by the picker. Returnes 1 if it can be
2299 * picked up, otherwise 0. 2488 * picked up, otherwise 0.
2300 * 2489 *
2302 * core dumps if they do. 2491 * core dumps if they do.
2303 * 2492 *
2304 * Add a check so we can't pick up invisible objects (0.93.8) 2493 * Add a check so we can't pick up invisible objects (0.93.8)
2305 */ 2494 */
2306 2495
2496int
2307int can_pick(const object *who, const object *item) { 2497can_pick (const object *who, const object *item)
2498{
2308 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2499 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2309 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2500 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2310 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2501 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2311 (who->type==PLAYER||item->weight<who->weight/3));
2312} 2502}
2313 2503
2314 2504
2315/* 2505/*
2316 * create clone from object to another 2506 * create clone from object to another
2317 */ 2507 */
2508object *
2318object *object_create_clone (object *asrc) { 2509object_create_clone (object *asrc)
2510{
2319 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2511 object *dst = 0, *tmp, *src, *part, *prev, *item;
2320 2512
2321 if(!asrc) return NULL; 2513 if (!asrc)
2514 return 0;
2515
2322 src = asrc; 2516 src = asrc;
2323 if(src->head) 2517 if (src->head)
2324 src = src->head; 2518 src = src->head;
2325 2519
2326 prev = NULL; 2520 prev = 0;
2327 for(part = src; part; part = part->more) { 2521 for (part = src; part; part = part->more)
2328 tmp = get_object(); 2522 {
2329 copy_object(part,tmp); 2523 tmp = object::create ();
2524 part->copy_to (tmp);
2330 tmp->x -= src->x; 2525 tmp->x -= src->x;
2331 tmp->y -= src->y; 2526 tmp->y -= src->y;
2527
2332 if(!part->head) { 2528 if (!part->head)
2529 {
2333 dst = tmp; 2530 dst = tmp;
2334 tmp->head = NULL; 2531 tmp->head = 0;
2532 }
2335 } else { 2533 else
2534 {
2336 tmp->head = dst; 2535 tmp->head = dst;
2337 } 2536 }
2537
2338 tmp->more = NULL; 2538 tmp->more = 0;
2539
2339 if(prev) 2540 if (prev)
2340 prev->more = tmp; 2541 prev->more = tmp;
2542
2341 prev = tmp; 2543 prev = tmp;
2342 } 2544 }
2343 /*** copy inventory ***/ 2545
2344 for(item = src->inv; item; item = item->below) { 2546 for (item = src->inv; item; item = item->below)
2345 (void) insert_ob_in_ob(object_create_clone(item),dst); 2547 insert_ob_in_ob (object_create_clone (item), dst);
2346 }
2347 2548
2348 return dst; 2549 return dst;
2349}
2350
2351/* return true if the object was destroyed, 0 otherwise */
2352int was_destroyed (const object *op, tag_t old_tag)
2353{
2354 /* checking for FLAG_FREED isn't necessary, but makes this function more
2355 * robust */
2356 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2357} 2550}
2358 2551
2359/* GROS - Creates an object using a string representing its content. */ 2552/* GROS - Creates an object using a string representing its content. */
2360/* Basically, we save the content of the string to a temp file, then call */ 2553/* Basically, we save the content of the string to a temp file, then call */
2361/* load_object on it. I admit it is a highly inefficient way to make things, */ 2554/* load_object on it. I admit it is a highly inefficient way to make things, */
2362/* but it was simple to make and allows reusing the load_object function. */ 2555/* but it was simple to make and allows reusing the load_object function. */
2363/* Remember not to use load_object_str in a time-critical situation. */ 2556/* Remember not to use load_object_str in a time-critical situation. */
2364/* Also remember that multiparts objects are not supported for now. */ 2557/* Also remember that multiparts objects are not supported for now. */
2365 2558
2559object *
2366object* load_object_str(const char *obstr) 2560load_object_str (const char *obstr)
2367{ 2561{
2368 object *op; 2562 object *op;
2369 char filename[MAX_BUF]; 2563 char filename[MAX_BUF];
2564
2370 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2565 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2371 2566
2372 FILE *tempfile=fopen(filename,"w"); 2567 FILE *tempfile = fopen (filename, "w");
2568
2373 if (tempfile == NULL) 2569 if (tempfile == NULL)
2374 { 2570 {
2375 LOG(llevError,"Error - Unable to access load object temp file\n"); 2571 LOG (llevError, "Error - Unable to access load object temp file\n");
2376 return NULL; 2572 return NULL;
2377 }; 2573 }
2574
2378 fprintf(tempfile,obstr); 2575 fprintf (tempfile, obstr);
2379 fclose(tempfile); 2576 fclose (tempfile);
2380 2577
2381 op=get_object(); 2578 op = object::create ();
2382 2579
2383 object_thawer thawer (filename); 2580 object_thawer thawer (filename);
2384 2581
2385 if (thawer) 2582 if (thawer)
2386 load_object(thawer,op,0); 2583 load_object (thawer, op, 0);
2387 2584
2388 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2585 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2389 CLEAR_FLAG(op,FLAG_REMOVED); 2586 CLEAR_FLAG (op, FLAG_REMOVED);
2390 2587
2391 return op; 2588 return op;
2392} 2589}
2393 2590
2394/* This returns the first object in who's inventory that 2591/* This returns the first object in who's inventory that
2395 * has the same type and subtype match. 2592 * has the same type and subtype match.
2396 * returns NULL if no match. 2593 * returns NULL if no match.
2397 */ 2594 */
2595object *
2398object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2596find_obj_by_type_subtype (const object *who, int type, int subtype)
2399{ 2597{
2400 object *tmp; 2598 object *tmp;
2401 2599
2402 for (tmp=who->inv; tmp; tmp=tmp->below) 2600 for (tmp = who->inv; tmp; tmp = tmp->below)
2403 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2601 if (tmp->type == type && tmp->subtype == subtype)
2602 return tmp;
2404 2603
2405 return NULL; 2604 return NULL;
2406} 2605}
2407 2606
2408/* If ob has a field named key, return the link from the list, 2607/* If ob has a field named key, return the link from the list,
2409 * otherwise return NULL. 2608 * otherwise return NULL.
2410 * 2609 *
2411 * key must be a passed in shared string - otherwise, this won't 2610 * key must be a passed in shared string - otherwise, this won't
2412 * do the desired thing. 2611 * do the desired thing.
2413 */ 2612 */
2613key_value *
2414key_value * get_ob_key_link(const object * ob, const char * key) { 2614get_ob_key_link (const object *ob, const char *key)
2615{
2415 key_value * link; 2616 key_value *link;
2416 2617
2417 for (link = ob->key_values; link != NULL; link = link->next) { 2618 for (link = ob->key_values; link != NULL; link = link->next)
2418 if (link->key == key) { 2619 if (link->key == key)
2419 return link; 2620 return link;
2420 } 2621
2421 }
2422
2423 return NULL; 2622 return NULL;
2424} 2623}
2425 2624
2426/* 2625/*
2427 * Returns the value of op has an extra_field for key, or NULL. 2626 * Returns the value of op has an extra_field for key, or NULL.
2428 * 2627 *
2429 * The argument doesn't need to be a shared string. 2628 * The argument doesn't need to be a shared string.
2430 * 2629 *
2431 * The returned string is shared. 2630 * The returned string is shared.
2432 */ 2631 */
2632const char *
2433const char * get_ob_key_value(const object * op, const char * const key) { 2633get_ob_key_value (const object *op, const char *const key)
2634{
2434 key_value * link; 2635 key_value *link;
2435 const char * canonical_key; 2636 shstr_cmp canonical_key (key);
2637
2638 if (!canonical_key)
2436 2639 {
2437 canonical_key = shstr::find (key);
2438
2439 if (canonical_key == NULL) {
2440 /* 1. There being a field named key on any object 2640 /* 1. There being a field named key on any object
2441 * implies there'd be a shared string to find. 2641 * implies there'd be a shared string to find.
2442 * 2. Since there isn't, no object has this field. 2642 * 2. Since there isn't, no object has this field.
2443 * 3. Therefore, *this* object doesn't have this field. 2643 * 3. Therefore, *this* object doesn't have this field.
2444 */ 2644 */
2445 return NULL; 2645 return 0;
2446 } 2646 }
2447 2647
2448 /* This is copied from get_ob_key_link() above - 2648 /* This is copied from get_ob_key_link() above -
2449 * only 4 lines, and saves the function call overhead. 2649 * only 4 lines, and saves the function call overhead.
2450 */ 2650 */
2451 for (link = op->key_values; link != NULL; link = link->next) { 2651 for (link = op->key_values; link; link = link->next)
2452 if (link->key == canonical_key) { 2652 if (link->key == canonical_key)
2453 return link->value; 2653 return link->value;
2454 } 2654
2455 } 2655 return 0;
2456 return NULL;
2457} 2656}
2458 2657
2459 2658
2460/* 2659/*
2461 * Updates the canonical_key in op to value. 2660 * Updates the canonical_key in op to value.
2465 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2664 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2466 * keys. 2665 * keys.
2467 * 2666 *
2468 * Returns TRUE on success. 2667 * Returns TRUE on success.
2469 */ 2668 */
2669int
2470int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2670set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2671{
2672 key_value *
2471 key_value * field = NULL, *last=NULL; 2673 field = NULL, *last = NULL;
2472 2674
2473 for (field=op->key_values; field != NULL; field=field->next) { 2675 for (field = op->key_values; field != NULL; field = field->next)
2676 {
2474 if (field->key != canonical_key) { 2677 if (field->key != canonical_key)
2678 {
2475 last = field; 2679 last = field;
2476 continue; 2680 continue;
2477 } 2681 }
2478 2682
2479 if (value) 2683 if (value)
2480 field->value = value; 2684 field->value = value;
2481 else { 2685 else
2686 {
2482 /* Basically, if the archetype has this key set, 2687 /* Basically, if the archetype has this key set,
2483 * we need to store the null value so when we save 2688 * we need to store the null value so when we save
2484 * it, we save the empty value so that when we load, 2689 * it, we save the empty value so that when we load,
2485 * we get this value back again. 2690 * we get this value back again.
2486 */ 2691 */
2487 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2692 if (get_ob_key_link (&op->arch->clone, canonical_key))
2488 field->value = 0; 2693 field->value = 0;
2694 else
2695 {
2696 if (last)
2697 last->next = field->next;
2489 else 2698 else
2490 {
2491 if (last) last->next = field->next;
2492 else op->key_values = field->next; 2699 op->key_values = field->next;
2493 2700
2494 delete field; 2701 delete field;
2495 } 2702 }
2496 } 2703 }
2497 return TRUE; 2704 return TRUE;
2498 } 2705 }
2499 /* IF we get here, key doesn't exist */ 2706 /* IF we get here, key doesn't exist */
2500 2707
2501 /* No field, we'll have to add it. */ 2708 /* No field, we'll have to add it. */
2709
2710 if (!add_key)
2502 2711 {
2503 if (!add_key) {
2504 return FALSE; 2712 return FALSE;
2505 } 2713 }
2506 /* There isn't any good reason to store a null 2714 /* There isn't any good reason to store a null
2507 * value in the key/value list. If the archetype has 2715 * value in the key/value list. If the archetype has
2508 * this key, then we should also have it, so shouldn't 2716 * this key, then we should also have it, so shouldn't
2509 * be here. If user wants to store empty strings, 2717 * be here. If user wants to store empty strings,
2510 * should pass in "" 2718 * should pass in ""
2511 */ 2719 */
2512 if (value == NULL) return TRUE; 2720 if (value == NULL)
2513
2514 field = new key_value;
2515
2516 field->key = canonical_key;
2517 field->value = value;
2518 /* Usual prepend-addition. */
2519 field->next = op->key_values;
2520 op->key_values = field;
2521
2522 return TRUE; 2721 return TRUE;
2722
2723 field = new key_value;
2724
2725 field->key = canonical_key;
2726 field->value = value;
2727 /* Usual prepend-addition. */
2728 field->next = op->key_values;
2729 op->key_values = field;
2730
2731 return TRUE;
2523} 2732}
2524 2733
2525/* 2734/*
2526 * Updates the key in op to value. 2735 * Updates the key in op to value.
2527 * 2736 *
2529 * and not add new ones. 2738 * and not add new ones.
2530 * In general, should be little reason FALSE is ever passed in for add_key 2739 * In general, should be little reason FALSE is ever passed in for add_key
2531 * 2740 *
2532 * Returns TRUE on success. 2741 * Returns TRUE on success.
2533 */ 2742 */
2743int
2534int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2744set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2535{ 2745{
2536 shstr key_ (key); 2746 shstr key_ (key);
2747
2537 return set_ob_key_value_s (op, key_, value, add_key); 2748 return set_ob_key_value_s (op, key_, value, add_key);
2538} 2749}
2750
2751object::depth_iterator::depth_iterator (object *container)
2752: iterator_base (container)
2753{
2754 while (item->inv)
2755 item = item->inv;
2756}
2757
2758void
2759object::depth_iterator::next ()
2760{
2761 if (item->below)
2762 {
2763 item = item->below;
2764
2765 while (item->inv)
2766 item = item->inv;
2767 }
2768 else
2769 item = item->env;
2770}
2771
2772// return a suitable string describing an objetc in enough detail to find it
2773const char *
2774object::debug_desc (char *info) const
2775{
2776 char info2[256 * 3];
2777 char *p = info;
2778
2779 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2780 count,
2781 &name,
2782 title ? " " : "",
2783 title ? (const char *)title : "");
2784
2785 if (env)
2786 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2787
2788 if (map)
2789 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2790
2791 return info;
2792}
2793
2794const char *
2795object::debug_desc () const
2796{
2797 static char info[256 * 3];
2798 return debug_desc (info);
2799}
2800

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