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Comparing deliantra/server/common/object.C (file contents):
Revision 1.17 by root, Mon Sep 4 17:27:13 2006 UTC vs.
Revision 1.67 by root, Thu Dec 14 04:30:32 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.17 2006/09/04 17:27:13 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 *
106 * Note that this function appears a lot longer than the macro it 184 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 185 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 186 * reduce this to the same efficiency.
109 * 187 *
110 * Check nrof variable *before* calling CAN_MERGE() 188 * Check nrof variable *before* calling can_merge()
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
116bool
117object::can_merge (object *ob1, object *ob2) 194bool object::can_merge_slow (object *ob1, object *ob2)
118{ 195{
119 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 197 if (ob1 == ob2
198 || ob1->type != ob2->type
199 || ob1->speed != ob2->speed
200 || ob1->value != ob2->value
201 || ob1->name != ob2->name)
121 return 0; 202 return 0;
122 203
123 if (ob1->speed != ob2->speed) 204 //TODO: this ain't working well, use nicer and correct overflow check
124 return 0;
125
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is 206 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof). 207 * used to store nrof).
129 */ 208 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 209 if (ob1->nrof + ob2->nrof >= 1UL << 31)
170 (ob1->subtype != ob2->subtype) || 249 (ob1->subtype != ob2->subtype) ||
171 (ob1->move_type != ob2->move_type) || 250 (ob1->move_type != ob2->move_type) ||
172 (ob1->move_block != ob2->move_block) || 251 (ob1->move_block != ob2->move_block) ||
173 (ob1->move_allow != ob2->move_allow) || 252 (ob1->move_allow != ob2->move_allow) ||
174 (ob1->move_on != ob2->move_on) || 253 (ob1->move_on != ob2->move_on) ||
175 (ob1->move_off != ob2->move_off) || 254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
176 (ob1->move_slow != ob2->move_slow) ||
177 (ob1->move_slow_penalty != ob2->move_slow_penalty))
178 return 0; 255 return 0;
179 256
180 /* This is really a spellbook check - really, we should 257 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 258 * check all objects in the inventory.
182 */ 259 */
183 if (ob1->inv || ob2->inv) 260 if (ob1->inv || ob2->inv)
184 { 261 {
185 /* if one object has inventory but the other doesn't, not equiv */ 262 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 264 return 0;
188 265
189 /* Now check to see if the two inventory objects could merge */ 266 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 267 if (!object::can_merge (ob1->inv, ob2->inv))
191 return 0; 268 return 0;
192 269
193 /* inventory ok - still need to check rest of this object to see 270 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 271 * if it is valid.
195 */ 272 */
196 } 273 }
204 281
205 /* Note sure why the following is the case - either the object has to 282 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 283 * be animated or have a very low speed. Is this an attempted monster
207 * check? 284 * check?
208 */ 285 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 287 return 0;
212 288
213 switch (ob1->type) 289 switch (ob1->type)
214 { 290 {
215 case SCROLL: 291 case SCROLL:
216 if (ob1->level != ob2->level) 292 if (ob1->level != ob2->level)
217 return 0; 293 return 0;
218 break; 294 break;
219 } 295 }
220 296
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 297 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 298 {
223 /* At least one of these has key_values. */ 299 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 300 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 301 /* One has fields, but the other one doesn't. */
226 return 0; 302 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 303 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 304 return 0;
229 } 305 }
230 306
231 //TODO: generate an event or call into perl for additional checks 307 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 308 if (ob1->self || ob2->self)
233 { 309 {
234 ob1->optimise (); 310 ob1->optimise ();
235 ob2->optimise (); 311 ob2->optimise ();
236 312
237 if (ob1->self || ob2->self) 313 if (ob1->self || ob2->self)
238 return 0; 314 return 0;
239 } 315 }
240 316
241 /* Everything passes, must be OK. */ 317 /* Everything passes, must be OK. */
242 return 1; 318 return 1;
243} 319}
320
244/* 321/*
245 * sum_weight() is a recursive function which calculates the weight 322 * sum_weight() is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 323 * an object is carrying. It goes through in figures out how much
247 * containers are carrying, and sums it up. 324 * containers are carrying, and sums it up.
248 */ 325 */
249signed long sum_weight(object *op) { 326long
327sum_weight (object *op)
328{
250 signed long sum; 329 long sum;
251 object *inv; 330 object *inv;
331
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
333 {
253 if (inv->inv) 334 if (inv->inv)
254 sum_weight(inv); 335 sum_weight (inv);
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 336 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 337 }
338
257 if (op->type == CONTAINER && op->stats.Str) 339 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 340 sum = (sum * (100 - op->stats.Str)) / 100;
341
259 if(op->carrying != sum) 342 if (op->carrying != sum)
260 op->carrying = sum; 343 op->carrying = sum;
344
261 return sum; 345 return sum;
262} 346}
263 347
264/** 348/**
265 * Return the outermost environment object for a given object. 349 * Return the outermost environment object for a given object.
266 */ 350 */
267 351
352object *
268object *object_get_env_recursive (object *op) { 353object_get_env_recursive (object *op)
354{
269 while (op->env != NULL) 355 while (op->env != NULL)
270 op = op->env; 356 op = op->env;
271 return op; 357 return op;
272} 358}
273 359
274/* 360/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't 362 * a better check. We basically keeping traversing up until we can't
277 * or find a player. 363 * or find a player.
278 */ 364 */
279 365
366object *
280object *is_player_inv (object *op) { 367is_player_inv (object *op)
368{
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 369 for (; op != NULL && op->type != PLAYER; op = op->env)
282 if (op->env==op) 370 if (op->env == op)
283 op->env = NULL; 371 op->env = NULL;
284 return op; 372 return op;
285} 373}
286 374
287/* 375/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 377 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array. 378 * The result of the dump is stored in the static global errmsg array.
291 */ 379 */
292 380
293void dump_object2(object *op) { 381char *
294errmsg[0] = 0;
295return;
296 //TODO//D#d#
297#if 0
298 char *cp;
299/* object *tmp;*/
300
301 if(op->arch!=NULL) {
302 strcat(errmsg,"arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
304 strcat(errmsg,"\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307#if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer.
312 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 } else {
320 strcat(errmsg,"Object ");
321 if (op->name==NULL) strcat(errmsg, "(null)");
322 else strcat(errmsg,op->name);
323 strcat(errmsg,"\n");
324#if 0
325 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326 strcat(errmsg,cp);
327 for (tmp=op->inv; tmp; tmp=tmp->below)
328 dump_object2(tmp);
329#endif
330 strcat(errmsg,"end\n");
331 }
332#endif
333}
334
335/*
336 * Dumps an object. Returns output in the static global errmsg array.
337 */
338
339void dump_object(object *op) { 382dump_object (object *op)
340 if(op==NULL) { 383{
341 strcpy(errmsg,"[NULL pointer]"); 384 if (!op)
342 return; 385 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 386
348void dump_all_objects(void) { 387 object_freezer freezer;
349 object *op; 388 save_object (freezer, op, 3);
350 for(op=objects;op!=NULL;op=op->next) { 389 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 390}
355 391
356/* 392/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 393 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 394 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 395 * If it's not a multi-object, it is returned.
360 */ 396 */
361 397
398object *
362object *get_nearest_part(object *op, const object *pl) { 399get_nearest_part (object *op, const object *pl)
400{
363 object *tmp,*closest; 401 object *tmp, *closest;
364 int last_dist,i; 402 int last_dist, i;
403
365 if(op->more==NULL) 404 if (op->more == NULL)
366 return op; 405 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 406 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 407 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 408 closest = tmp, last_dist = i;
370 return closest; 409 return closest;
371} 410}
372 411
373/* 412/*
374 * Returns the object which has the count-variable equal to the argument. 413 * Returns the object which has the count-variable equal to the argument.
375 */ 414 */
376 415
416object *
377object *find_object(tag_t i) { 417find_object (tag_t i)
378 object *op; 418{
379 for(op=objects;op!=NULL;op=op->next) 419 for (object *op = object::first; op; op = op->next)
380 if(op->count==i) 420 if (op->count == i)
381 break; 421 return op;
422
382 return op; 423 return 0;
383} 424}
384 425
385/* 426/*
386 * Returns the first object which has a name equal to the argument. 427 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 428 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 429 * Enables features like "patch <name-of-other-player> food 999"
389 */ 430 */
390 431
432object *
391object *find_object_name(const char *str) { 433find_object_name (const char *str)
392 const char *name = shstr::find (str); 434{
435 shstr_cmp str_ (str);
393 object *op; 436 object *op;
437
394 for(op=objects;op!=NULL;op=op->next) 438 for (op = object::first; op != NULL; op = op->next)
395 if(&op->name == name) 439 if (op->name == str_)
396 break; 440 break;
397 441
398 return op; 442 return op;
399} 443}
400 444
445void
401void free_all_object_data () 446free_all_object_data ()
402{ 447{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 448 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404}
405
406/*
407 * Returns the object which this object marks as being the owner.
408 * A id-scheme is used to avoid pointing to objects which have been
409 * freed and are now reused. If this is detected, the owner is
410 * set to NULL, and NULL is returned.
411 * Changed 2004-02-12 - if the player is setting at the play again
412 * prompt, he is removed, and we don't want to treat him as an owner of
413 * anything, so check removed flag. I don't expect that this should break
414 * anything - once an object is removed, it is basically dead anyways.
415 */
416
417object *get_owner(object *op) {
418 if(op->owner==NULL)
419 return NULL;
420
421 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 op->owner->count==op->ownercount)
423 return op->owner;
424
425 op->owner=NULL;
426 op->ownercount=0;
427 return NULL;
428}
429
430void clear_owner(object *op)
431{
432 if (!op) return;
433
434 if (op->owner && op->ownercount == op->owner->count)
435 op->owner->refcount--;
436
437 op->owner = NULL;
438 op->ownercount = 0;
439} 449}
440 450
441/* 451/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 452 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 453 * skill and experience objects.
444 */ 454 */
445void set_owner (object *op, object *owner) 455void
456object::set_owner (object *owner)
446{ 457{
447 if(owner==NULL||op==NULL) 458 if (!owner)
448 return; 459 return;
449 460
450 /* next line added to allow objects which own objects */ 461 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop 462 /* Add a check for ownercounts in here, as I got into an endless loop
452 * with the fireball owning a poison cloud which then owned the 463 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting 464 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts 465 * freed and then another object replacing it. Since the ownercounts
455 * didn't match, this check is valid and I believe that cause is valid. 466 * didn't match, this check is valid and I believe that cause is valid.
456 */ 467 */
457 while (owner->owner && owner!=owner->owner && 468 while (owner->owner)
458 owner->ownercount==owner->owner->count) owner=owner->owner; 469 owner = owner->owner;
459 470
460 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that.
462 */
463 if (owner->owner) return;
464
465 op->owner=owner; 471 this->owner = owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470}
471
472/* Set the owner to clone's current owner and set the skill and experience
473 * objects to clone's objects (typically those objects that where the owner's
474 * current skill and experience objects at the time when clone's owner was
475 * set - not the owner's current skill and experience objects).
476 *
477 * Use this function if player created an object (e.g. fire bullet, swarm
478 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile.
481 */
482void copy_owner (object *op, object *clone)
483{
484 object *owner = get_owner (clone);
485 if (owner == NULL) {
486 /* players don't have owners - they own themselves. Update
487 * as appropriate.
488 */
489 if (clone->type == PLAYER) owner=clone;
490 else return;
491 }
492 set_owner(op, owner);
493
494} 472}
495 473
496/* Zero the key_values on op, decrementing the shared-string 474/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 475 * refcounts and freeing the links.
498 */ 476 */
477static void
499static void free_key_values(object * op) 478free_key_values (object *op)
500{ 479{
501 for (key_value *i = op->key_values; i != 0; ) 480 for (key_value *i = op->key_values; i != 0;)
502 { 481 {
503 key_value *next = i->next; 482 key_value *next = i->next;
504 delete i; 483 delete i;
484
505 i = next; 485 i = next;
506 } 486 }
507 487
508 op->key_values = 0; 488 op->key_values = 0;
509} 489}
510 490
511void object::clear () 491void object::clear ()
512{ 492{
513 attachable_base::clear (); 493 attachable_base::clear ();
514 494
515 free_key_values (this); 495 free_key_values (this);
516 496
517 name = 0; 497 owner = 0;
498 name = 0;
518 name_pl = 0; 499 name_pl = 0;
519 title = 0; 500 title = 0;
520 race = 0; 501 race = 0;
521 slaying = 0; 502 slaying = 0;
522 skill = 0; 503 skill = 0;
523 msg = 0; 504 msg = 0;
524 lore = 0; 505 lore = 0;
525 custom_name = 0; 506 custom_name = 0;
526 materialname = 0; 507 materialname = 0;
508 contr = 0;
509 below = 0;
510 above = 0;
511 inv = 0;
512 container = 0;
513 env = 0;
514 more = 0;
515 head = 0;
516 map = 0;
517 active_next = 0;
518 active_prev = 0;
527 519
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 520 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529 521
530 SET_FLAG (this, FLAG_REMOVED); 522 SET_FLAG (this, FLAG_REMOVED);
531}
532 523
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *(object_copy *)this;
536 *(object_pod *)destination = *(object_pod *)this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object (object *op)
548{
549 op->clear ();
550
551 op->contr = NULL;
552 op->below = NULL;
553 op->above = NULL;
554 op->inv = NULL;
555 op->container=NULL;
556 op->env=NULL;
557 op->more=NULL;
558 op->head=NULL;
559 op->map=NULL;
560 op->refcount=0;
561 op->active_next = NULL;
562 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */ 524 /* What is not cleared is next, prev, and count */
564 525
565 op->expmul = 1.0; 526 expmul = 1.0;
566 op->face = blank_face; 527 face = blank_face;
567 op->attacked_by_count = -1;
568 528
569 if (settings.casting_time) 529 if (settings.casting_time)
570 op->casting_time = -1; 530 casting_time = -1;
571} 531}
572 532
573/* 533/*
574 * copy object first frees everything allocated by the second object, 534 * copy_to first frees everything allocated by the dst object,
575 * and then copies the contends of the first object into the second 535 * and then copies the contents of itself into the second
576 * object, allocating what needs to be allocated. Basically, any 536 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 537 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
578 * if the first object is freed, the pointers in the new object 538 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 539 * will point at garbage.
580 */ 540 */
581 541void
582void copy_object (object *op2, object *op) 542object::copy_to (object *dst)
583{ 543{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 544 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 545 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
586 546
587 op2->clone (op); 547 *(object_copy *)dst = *this;
548 *(object_pod *)dst = *this;
588 549
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 550 if (self || cb)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 551 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
591 552
553 if (is_freed)
554 SET_FLAG (dst, FLAG_FREED);
555
556 if (is_removed)
557 SET_FLAG (dst, FLAG_REMOVED);
558
592 if (op2->speed < 0) 559 if (speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 560 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
594 561
595 /* Copy over key_values, if any. */ 562 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 563 if (key_values)
597 { 564 {
598 key_value *tail = NULL; 565 key_value *tail = 0;
599 key_value *i; 566 key_value *i;
600 567
601 op->key_values = NULL; 568 dst->key_values = 0;
602 569
603 for (i = op2->key_values; i != NULL; i = i->next) 570 for (i = key_values; i; i = i->next)
604 { 571 {
605 key_value *new_link = new key_value; 572 key_value *new_link = new key_value;
606 573
607 new_link->next = NULL; 574 new_link->next = 0;
608 new_link->key = i->key; 575 new_link->key = i->key;
609 new_link->value = i->value; 576 new_link->value = i->value;
610 577
611 /* Try and be clever here, too. */ 578 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 579 if (!dst->key_values)
613 { 580 {
614 op->key_values = new_link; 581 dst->key_values = new_link;
615 tail = new_link; 582 tail = new_link;
616 } 583 }
617 else 584 else
618 { 585 {
619 tail->next = new_link; 586 tail->next = new_link;
620 tail = new_link; 587 tail = new_link;
621 } 588 }
622 } 589 }
623 } 590 }
624 591
625 update_ob_speed (op); 592 update_ob_speed (dst);
626} 593}
627 594
628/* 595object *
629 * get_object() grabs an object from the list of unused objects, makes 596object::clone ()
630 * sure it is initialised, and returns it.
631 * If there are no free objects, expand_objects() is called to get more.
632 */
633
634object *get_object ()
635{ 597{
636 object *op = new object; 598 object *neu = create ();
637 599 copy_to (neu);
638 op->count = ++ob_count;
639
640 op->active_next = 0;
641 op->active_prev = 0;
642
643 op->next = objects;
644 op->prev = 0;
645
646 if (objects)
647 objects->prev = op;
648
649 objects = op;
650
651 SET_FLAG (op, FLAG_REMOVED);
652
653 op->expmul = 1.0;
654 op->face = blank_face;
655 op->attacked_by_count = -1;
656
657 return op; 600 return neu;
658} 601}
659 602
660/* 603/*
661 * If an object with the IS_TURNABLE() flag needs to be turned due 604 * If an object with the IS_TURNABLE() flag needs to be turned due
662 * to the closest player being on the other side, this function can 605 * to the closest player being on the other side, this function can
663 * be called to update the face variable, _and_ how it looks on the map. 606 * be called to update the face variable, _and_ how it looks on the map.
664 */ 607 */
665 608
609void
666void update_turn_face(object *op) { 610update_turn_face (object *op)
611{
667 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 612 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
668 return; 613 return;
669 SET_ANIMATION(op, op->direction); 614 SET_ANIMATION (op, op->direction);
670 update_object(op,UP_OBJ_FACE); 615 update_object (op, UP_OBJ_FACE);
671} 616}
672 617
673/* 618/*
674 * Updates the speed of an object. If the speed changes from 0 to another 619 * Updates the speed of an object. If the speed changes from 0 to another
675 * value, or vice versa, then add/remove the object from the active list. 620 * value, or vice versa, then add/remove the object from the active list.
676 * This function needs to be called whenever the speed of an object changes. 621 * This function needs to be called whenever the speed of an object changes.
677 */ 622 */
678 623void
679void update_ob_speed(object *op) { 624update_ob_speed (object *op)
625{
680 extern int arch_init; 626 extern int arch_init;
681 627
682 /* No reason putting the archetypes objects on the speed list, 628 /* No reason putting the archetypes objects on the speed list,
683 * since they never really need to be updated. 629 * since they never really need to be updated.
684 */ 630 */
685 631
686 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 632 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
633 {
687 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 634 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
688#ifdef MANY_CORES 635#ifdef MANY_CORES
689 abort(); 636 abort ();
690#else 637#else
691 op->speed = 0; 638 op->speed = 0;
692#endif 639#endif
693 } 640 }
641
694 if (arch_init) { 642 if (arch_init)
643 return;
644
645 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
646 {
647 /* If already on active list, don't do anything */
648 if (op->active_next || op->active_prev || op == active_objects)
695 return; 649 return;
696 }
697 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
698 /* If already on active list, don't do anything */
699 if (op->active_next || op->active_prev || op==active_objects)
700 return;
701 650
702 /* process_events() expects us to insert the object at the beginning 651 /* process_events() expects us to insert the object at the beginning
703 * of the list. */ 652 * of the list. */
704 op->active_next = active_objects; 653 op->active_next = active_objects;
654
705 if (op->active_next!=NULL) 655 if (op->active_next != NULL)
706 op->active_next->active_prev = op; 656 op->active_next->active_prev = op;
657
707 active_objects = op; 658 active_objects = op;
659 }
660 else
708 } 661 {
709 else {
710 /* If not on the active list, nothing needs to be done */ 662 /* If not on the active list, nothing needs to be done */
711 if (!op->active_next && !op->active_prev && op!=active_objects) 663 if (!op->active_next && !op->active_prev && op != active_objects)
712 return; 664 return;
713 665
714 if (op->active_prev==NULL) { 666 if (op->active_prev == NULL)
667 {
715 active_objects = op->active_next; 668 active_objects = op->active_next;
669
716 if (op->active_next!=NULL) 670 if (op->active_next != NULL)
717 op->active_next->active_prev = NULL; 671 op->active_next->active_prev = NULL;
672 }
673 else
718 } 674 {
719 else {
720 op->active_prev->active_next = op->active_next; 675 op->active_prev->active_next = op->active_next;
676
721 if (op->active_next) 677 if (op->active_next)
722 op->active_next->active_prev = op->active_prev; 678 op->active_next->active_prev = op->active_prev;
723 } 679 }
680
724 op->active_next = NULL; 681 op->active_next = NULL;
725 op->active_prev = NULL; 682 op->active_prev = NULL;
726 } 683 }
727} 684}
728 685
729/* This function removes object 'op' from the list of active 686/* This function removes object 'op' from the list of active
730 * objects. 687 * objects.
732 * reference maps where you don't want an object that isn't 689 * reference maps where you don't want an object that isn't
733 * in play chewing up cpu time getting processed. 690 * in play chewing up cpu time getting processed.
734 * The reverse of this is to call update_ob_speed, which 691 * The reverse of this is to call update_ob_speed, which
735 * will do the right thing based on the speed of the object. 692 * will do the right thing based on the speed of the object.
736 */ 693 */
694void
737void remove_from_active_list(object *op) 695remove_from_active_list (object *op)
738{ 696{
739 /* If not on the active list, nothing needs to be done */ 697 /* If not on the active list, nothing needs to be done */
740 if (!op->active_next && !op->active_prev && op!=active_objects) 698 if (!op->active_next && !op->active_prev && op != active_objects)
741 return; 699 return;
742 700
743 if (op->active_prev==NULL) { 701 if (op->active_prev == NULL)
702 {
744 active_objects = op->active_next; 703 active_objects = op->active_next;
745 if (op->active_next!=NULL) 704 if (op->active_next != NULL)
746 op->active_next->active_prev = NULL; 705 op->active_next->active_prev = NULL;
706 }
707 else
747 } 708 {
748 else {
749 op->active_prev->active_next = op->active_next; 709 op->active_prev->active_next = op->active_next;
750 if (op->active_next) 710 if (op->active_next)
751 op->active_next->active_prev = op->active_prev; 711 op->active_next->active_prev = op->active_prev;
752 } 712 }
753 op->active_next = NULL; 713 op->active_next = NULL;
754 op->active_prev = NULL; 714 op->active_prev = NULL;
755} 715}
756 716
757/* 717/*
758 * update_object() updates the array which represents the map. 718 * update_object() updates the array which represents the map.
759 * It takes into account invisible objects (and represent squares covered 719 * It takes into account invisible objects (and represent squares covered
774 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 734 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
775 * as that is easier than trying to look at what may have changed. 735 * as that is easier than trying to look at what may have changed.
776 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
777 */ 737 */
778 738
739void
779void update_object(object *op, int action) { 740update_object (object *op, int action)
741{
780 int update_now=0, flags; 742 int update_now = 0, flags;
781 MoveType move_on, move_off, move_block, move_slow; 743 MoveType move_on, move_off, move_block, move_slow;
782 744
783 if (op == NULL) { 745 if (op == NULL)
746 {
784 /* this should never happen */ 747 /* this should never happen */
785 LOG(llevDebug,"update_object() called for NULL object.\n"); 748 LOG (llevDebug, "update_object() called for NULL object.\n");
786 return; 749 return;
787 }
788 750 }
751
789 if(op->env!=NULL) { 752 if (op->env != NULL)
753 {
790 /* Animation is currently handled by client, so nothing 754 /* Animation is currently handled by client, so nothing
791 * to do in this case. 755 * to do in this case.
792 */ 756 */
793 return; 757 return;
794 } 758 }
795 759
796 /* If the map is saving, don't do anything as everything is 760 /* If the map is saving, don't do anything as everything is
797 * going to get freed anyways. 761 * going to get freed anyways.
798 */ 762 */
799 if (!op->map || op->map->in_memory == MAP_SAVING) return; 763 if (!op->map || op->map->in_memory == MAP_SAVING)
800 764 return;
765
801 /* make sure the object is within map boundaries */ 766 /* make sure the object is within map boundaries */
802 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 767 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
803 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 768 {
804 LOG(llevError,"update_object() called for object out of map!\n"); 769 LOG (llevError, "update_object() called for object out of map!\n");
805#ifdef MANY_CORES 770#ifdef MANY_CORES
806 abort(); 771 abort ();
807#endif 772#endif
808 return; 773 return;
809 }
810 774 }
775
811 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 776 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
812 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 777 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
813 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 778 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
814 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 779 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
815 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 780 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
816 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 781 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
817 782
818 if (action == UP_OBJ_INSERT) { 783 if (action == UP_OBJ_INSERT)
784 {
819 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 785 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
820 update_now=1; 786 update_now = 1;
821 787
822 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 788 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
823 update_now=1; 789 update_now = 1;
824 790
825 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 791 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
826 update_now=1; 792 update_now = 1;
827 793
828 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 794 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
829 update_now=1; 795 update_now = 1;
830 796
797 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
798 update_now = 1;
799
831 if ((move_on | op->move_on) != move_on) update_now=1; 800 if ((move_on | op->move_on) != move_on)
801 update_now = 1;
802
832 if ((move_off | op->move_off) != move_off) update_now=1; 803 if ((move_off | op->move_off) != move_off)
804 update_now = 1;
805
833 /* This isn't perfect, but I don't expect a lot of objects to 806 /* This isn't perfect, but I don't expect a lot of objects to
834 * to have move_allow right now. 807 * to have move_allow right now.
835 */ 808 */
836 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 809 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
837 update_now=1; 810 update_now = 1;
811
838 if ((move_slow | op->move_slow) != move_slow) update_now=1; 812 if ((move_slow | op->move_slow) != move_slow)
813 update_now = 1;
839 } 814 }
815
840 /* if the object is being removed, we can't make intelligent 816 /* if the object is being removed, we can't make intelligent
841 * decisions, because remove_ob can't really pass the object 817 * decisions, because remove_ob can't really pass the object
842 * that is being removed. 818 * that is being removed.
843 */ 819 */
844 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 820 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
845 update_now=1; 821 update_now = 1;
846 } else if (action == UP_OBJ_FACE) { 822 else if (action == UP_OBJ_FACE)
847 /* Nothing to do for that case */ 823 /* Nothing to do for that case */ ;
848 }
849 else { 824 else
850 LOG(llevError,"update_object called with invalid action: %d\n", action); 825 LOG (llevError, "update_object called with invalid action: %d\n", action);
851 }
852 826
853 if (update_now) { 827 if (update_now)
828 {
854 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 829 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
855 update_position(op->map, op->x, op->y); 830 update_position (op->map, op->x, op->y);
856 } 831 }
857 832
858 if(op->more!=NULL) 833 if (op->more != NULL)
859 update_object(op->more, action); 834 update_object (op->more, action);
860} 835}
861 836
837object::vector object::mortals;
838object::vector object::objects; // not yet used
839object *object::first;
840
841void object::free_mortals ()
842{
843 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
844 if ((*i)->refcnt)
845 ++i; // further delay freeing
846 else
847 {
848 delete *i;
849 mortals.erase (i);
850 }
851}
852
853object::object ()
854{
855 SET_FLAG (this, FLAG_REMOVED);
856
857 expmul = 1.0;
858 face = blank_face;
859}
860
861object::~object ()
862{
863 free_key_values (this);
864}
865
866void object::link ()
867{
868 count = ++ob_count;
869 uuid = gen_uuid ();
870
871 prev = 0;
872 next = object::first;
873
874 if (object::first)
875 object::first->prev = this;
876
877 object::first = this;
878}
879
880void object::unlink ()
881{
882 if (this == object::first)
883 object::first = next;
884
885 /* Remove this object from the list of used objects */
886 if (prev) prev->next = next;
887 if (next) next->prev = prev;
888
889 prev = 0;
890 next = 0;
891}
892
893object *object::create ()
894{
895 object *op = new object;
896 op->link ();
897 return op;
898}
862 899
863/* 900/*
864 * free_object() frees everything allocated by an object, removes 901 * free_object() frees everything allocated by an object, removes
865 * it from the list of used objects, and puts it on the list of 902 * it from the list of used objects, and puts it on the list of
866 * free objects. The IS_FREED() flag is set in the object. 903 * free objects. The IS_FREED() flag is set in the object.
867 * The object must have been removed by remove_ob() first for 904 * The object must have been removed by remove_ob() first for
868 * this function to succeed. 905 * this function to succeed.
869 * 906 *
870 * If free_inventory is set, free inventory as well. Else drop items in 907 * If destroy_inventory is set, free inventory as well. Else drop items in
871 * inventory to the ground. 908 * inventory to the ground.
872 */ 909 */
873 910void object::destroy (bool destroy_inventory)
874void
875free_object (object * ob)
876{ 911{
877 free_object2 (ob, 0);
878}
879
880void
881free_object2 (object * ob, int free_inventory)
882{
883 object *tmp, *op;
884
885 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 912 if (QUERY_FLAG (this, FLAG_FREED))
886 { 913 return;
887 LOG (llevDebug, "Free object called with non removed object\n");
888 dump_object (ob);
889#ifdef MANY_CORES
890 abort ();
891#endif
892 }
893 914
894 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 915 if (QUERY_FLAG (this, FLAG_FRIENDLY))
895 {
896 LOG (llevMonster, "Warning: tried to free friendly object.\n");
897 remove_friendly_object (ob); 916 remove_friendly_object (this);
898 }
899 917
900 if (QUERY_FLAG (ob, FLAG_FREED)) 918 if (!QUERY_FLAG (this, FLAG_REMOVED))
901 { 919 remove ();
902 dump_object (ob); 920
903 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 921 SET_FLAG (this, FLAG_FREED);
904 return; 922
923 if (more)
905 } 924 {
906 925 more->destroy (destroy_inventory);
907 if (ob->more != NULL) 926 more = 0;
908 { 927 }
909 free_object2 (ob->more, free_inventory);
910 ob->more = NULL;
911 }
912 928
913 if (ob->inv) 929 if (inv)
914 { 930 {
915 /* Only if the space blocks everything do we not process - 931 /* Only if the space blocks everything do we not process -
916 * if some form of movement is allowed, let objects 932 * if some form of movement is allowed, let objects
917 * drop on that space. 933 * drop on that space.
918 */ 934 */
919 if (free_inventory || ob->map == NULL 935 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
920 || ob->map->in_memory != MAP_IN_MEMORY 936 {
921 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 937 object *op = inv;
922 {
923 op = ob->inv;
924 938
925 while (op != NULL) 939 while (op)
926 { 940 {
927 tmp = op->below; 941 object *tmp = op->below;
928 remove_ob (op); 942 op->destroy (destroy_inventory);
929 free_object2 (op, free_inventory);
930 op = tmp; 943 op = tmp;
931 } 944 }
932 } 945 }
933 else 946 else
934 { /* Put objects in inventory onto this space */ 947 { /* Put objects in inventory onto this space */
935 op = ob->inv; 948 object *op = inv;
936 949
937 while (op != NULL) 950 while (op)
938 { 951 {
939 tmp = op->below; 952 object *tmp = op->below;
940 remove_ob (op);
941 953
954 op->remove ();
955
942 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 956 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
943 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 957 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
944 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 958 op->destroy ();
945 free_object (op); 959 else
946 else 960 {
947 { 961 op->x = x;
948 op->x = ob->x; 962 op->y = y;
949 op->y = ob->y;
950 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ 963 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
951 } 964 }
952 965
953 op = tmp; 966 op = tmp;
967 }
968 }
954 } 969 }
955 } 970
971 // hack to ensure that freed objects still have a valid map
972 {
973 static maptile *freed_map; // freed objects are moved here to avoid crashes
974
975 if (!freed_map)
976 {
977 freed_map = new maptile;
978
979 freed_map->name = "/internal/freed_objects_map";
980 freed_map->width = 3;
981 freed_map->height = 3;
982
983 freed_map->allocate ();
956 } 984 }
985
986 map = freed_map;
987 x = 1;
988 y = 1;
989 }
990
991 // clear those pointers that likely might have circular references to us
992 owner = 0;
993 enemy = 0;
994 attacked_by = 0;
995
996 // only relevant for players(?), but make sure of it anyways
997 contr = 0;
957 998
958 /* Remove object from the active list */ 999 /* Remove object from the active list */
959 ob->speed = 0; 1000 speed = 0;
960 update_ob_speed (ob); 1001 update_ob_speed (this);
961 1002
962 SET_FLAG (ob, FLAG_FREED); 1003 unlink ();
963 ob->count = 0;
964 1004
965 /* Remove this object from the list of used objects */ 1005 mortals.push_back (this);
966 if (ob->prev == NULL)
967 {
968 objects = ob->next;
969
970 if (objects != NULL)
971 objects->prev = NULL;
972 }
973 else
974 {
975 ob->prev->next = ob->next;
976
977 if (ob->next != NULL)
978 ob->next->prev = ob->prev;
979 }
980
981 free_key_values (ob);
982
983 /* Now link it with the free_objects list: */
984 ob->prev = 0;
985 ob->next = 0;
986
987 delete ob;
988} 1006}
989 1007
990/* 1008/*
991 * sub_weight() recursively (outwards) subtracts a number from the 1009 * sub_weight() recursively (outwards) subtracts a number from the
992 * weight of an object (and what is carried by it's environment(s)). 1010 * weight of an object (and what is carried by it's environment(s)).
993 */ 1011 */
994 1012void
995void sub_weight (object *op, signed long weight) { 1013sub_weight (object *op, signed long weight)
1014{
996 while (op != NULL) { 1015 while (op != NULL)
1016 {
997 if (op->type == CONTAINER) { 1017 if (op->type == CONTAINER)
998 weight=(signed long)(weight*(100-op->stats.Str)/100); 1018 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
999 } 1019
1000 op->carrying-=weight; 1020 op->carrying -= weight;
1001 op = op->env; 1021 op = op->env;
1002 } 1022 }
1003} 1023}
1004 1024
1005/* remove_ob(op): 1025/* op->remove ():
1006 * This function removes the object op from the linked list of objects 1026 * This function removes the object op from the linked list of objects
1007 * which it is currently tied to. When this function is done, the 1027 * which it is currently tied to. When this function is done, the
1008 * object will have no environment. If the object previously had an 1028 * object will have no environment. If the object previously had an
1009 * environment, the x and y coordinates will be updated to 1029 * environment, the x and y coordinates will be updated to
1010 * the previous environment. 1030 * the previous environment.
1011 * Beware: This function is called from the editor as well! 1031 * Beware: This function is called from the editor as well!
1012 */ 1032 */
1013 1033void
1014void remove_ob(object *op) { 1034object::remove ()
1035{
1015 object *tmp,*last=NULL; 1036 object *tmp, *last = 0;
1016 object *otmp; 1037 object *otmp;
1017 tag_t tag; 1038
1018 int check_walk_off; 1039 int check_walk_off;
1019 mapstruct *m;
1020 sint16 x,y;
1021
1022 1040
1023 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1041 if (QUERY_FLAG (this, FLAG_REMOVED))
1024 dump_object(op); 1042 return;
1025 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1026 1043
1027 /* Changed it to always dump core in this case. As has been learned
1028 * in the past, trying to recover from errors almost always
1029 * make things worse, and this is a real error here - something
1030 * that should not happen.
1031 * Yes, if this was a mission critical app, trying to do something
1032 * to recover may make sense, but that is because failure of the app
1033 * may have other disastrous problems. Cf runs out of a script
1034 * so is easily enough restarted without any real problems.
1035 * MSW 2001-07-01
1036 */
1037 abort();
1038 }
1039 if(op->more!=NULL)
1040 remove_ob(op->more);
1041
1042 SET_FLAG(op, FLAG_REMOVED); 1044 SET_FLAG (this, FLAG_REMOVED);
1043 1045
1046 if (more)
1047 more->remove ();
1048
1044 /* 1049 /*
1045 * In this case, the object to be removed is in someones 1050 * In this case, the object to be removed is in someones
1046 * inventory. 1051 * inventory.
1047 */ 1052 */
1048 if(op->env!=NULL) { 1053 if (env)
1054 {
1049 if(op->nrof) 1055 if (nrof)
1050 sub_weight(op->env, op->weight*op->nrof); 1056 sub_weight (env, weight * nrof);
1051 else 1057 else
1052 sub_weight(op->env, op->weight+op->carrying); 1058 sub_weight (env, weight + carrying);
1053 1059
1054 /* NO_FIX_PLAYER is set when a great many changes are being 1060 /* NO_FIX_PLAYER is set when a great many changes are being
1055 * made to players inventory. If set, avoiding the call 1061 * made to players inventory. If set, avoiding the call
1056 * to save cpu time. 1062 * to save cpu time.
1057 */ 1063 */
1058 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1064 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1059 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1060 fix_player(otmp); 1065 fix_player (otmp);
1061 1066
1062 if(op->above!=NULL) 1067 if (above != NULL)
1063 op->above->below=op->below; 1068 above->below = below;
1064 else 1069 else
1065 op->env->inv=op->below; 1070 env->inv = below;
1066 1071
1067 if(op->below!=NULL) 1072 if (below != NULL)
1068 op->below->above=op->above; 1073 below->above = above;
1069 1074
1070 /* we set up values so that it could be inserted into 1075 /* we set up values so that it could be inserted into
1071 * the map, but we don't actually do that - it is up 1076 * the map, but we don't actually do that - it is up
1072 * to the caller to decide what we want to do. 1077 * to the caller to decide what we want to do.
1078 */
1079 x = env->x, y = env->y;
1080 map = env->map;
1081 above = 0, below = 0;
1082 env = 0;
1083 }
1084 else if (map)
1085 {
1086 /* Re did the following section of code - it looks like it had
1087 * lots of logic for things we no longer care about
1088 */
1089
1090 /* link the object above us */
1091 if (above)
1092 above->below = below;
1093 else
1094 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1095
1096 /* Relink the object below us, if there is one */
1097 if (below)
1098 below->above = above;
1099 else
1100 {
1101 /* Nothing below, which means we need to relink map object for this space
1102 * use translated coordinates in case some oddness with map tiling is
1103 * evident
1073 */ 1104 */
1074 op->x=op->env->x,op->y=op->env->y; 1105 if (GET_MAP_OB (map, x, y) != this)
1075 op->map=op->env->map; 1106 {
1076 op->above=NULL,op->below=NULL; 1107 char *dump = dump_object (this);
1077 op->env=NULL; 1108 LOG (llevError,
1109 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1110 free (dump);
1111 dump = dump_object (GET_MAP_OB (map, x, y));
1112 LOG (llevError, "%s\n", dump);
1113 free (dump);
1114 }
1115
1116 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1117 }
1118
1119 above = 0;
1120 below = 0;
1121
1122 if (map->in_memory == MAP_SAVING)
1078 return; 1123 return;
1079 }
1080 1124
1081 /* If we get here, we are removing it from a map */
1082 if (op->map == NULL) return;
1083
1084 x = op->x;
1085 y = op->y;
1086 m = get_map_from_coord(op->map, &x, &y);
1087
1088 if (!m) {
1089 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1090 op->map->path, op->x, op->y);
1091 /* in old days, we used to set x and y to 0 and continue.
1092 * it seems if we get into this case, something is probablye
1093 * screwed up and should be fixed.
1094 */
1095 abort();
1096 }
1097 if (op->map != m) {
1098 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1099 op->map->path, m->path, op->x, op->y, x, y);
1100 }
1101
1102 /* Re did the following section of code - it looks like it had
1103 * lots of logic for things we no longer care about
1104 */
1105
1106 /* link the object above us */
1107 if (op->above)
1108 op->above->below=op->below;
1109 else
1110 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1111
1112 /* Relink the object below us, if there is one */
1113 if(op->below) {
1114 op->below->above=op->above;
1115 } else {
1116 /* Nothing below, which means we need to relink map object for this space
1117 * use translated coordinates in case some oddness with map tiling is
1118 * evident
1119 */
1120 if(GET_MAP_OB(m,x,y)!=op) {
1121 dump_object(op);
1122 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1123 dump_object(GET_MAP_OB(m,x,y));
1124 LOG(llevError,"%s\n",errmsg);
1125 }
1126 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1127 }
1128 op->above=NULL;
1129 op->below=NULL;
1130
1131 if (op->map->in_memory == MAP_SAVING)
1132 return;
1133
1134 tag = op->count;
1135 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1125 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1126
1136 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1127 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1128 {
1137 /* No point updating the players look faces if he is the object 1129 /* No point updating the players look faces if he is the object
1138 * being removed. 1130 * being removed.
1139 */ 1131 */
1140 1132
1141 if(tmp->type==PLAYER && tmp!=op) { 1133 if (tmp->type == PLAYER && tmp != this)
1134 {
1142 /* If a container that the player is currently using somehow gets 1135 /* If a container that the player is currently using somehow gets
1143 * removed (most likely destroyed), update the player view 1136 * removed (most likely destroyed), update the player view
1144 * appropriately. 1137 * appropriately.
1145 */ 1138 */
1146 if (tmp->container==op) { 1139 if (tmp->container == this)
1140 {
1147 CLEAR_FLAG(op, FLAG_APPLIED); 1141 CLEAR_FLAG (this, FLAG_APPLIED);
1148 tmp->container=NULL; 1142 tmp->container = 0;
1143 }
1144
1145 tmp->contr->socket->update_look = 1;
1149 } 1146 }
1150 tmp->contr->socket.update_look=1; 1147
1151 }
1152 /* See if player moving off should effect something */ 1148 /* See if player moving off should effect something */
1153 if (check_walk_off && ((op->move_type & tmp->move_off) && 1149 if (check_walk_off
1150 && ((move_type & tmp->move_off)
1154 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1155 1152 {
1156 move_apply(tmp, op, NULL); 1153 move_apply (tmp, this, 0);
1154
1157 if (was_destroyed (op, tag)) { 1155 if (destroyed ())
1158 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1156 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1159 "leaving object\n", &tmp->name, &tmp->arch->name);
1160 } 1157 }
1161 }
1162 1158
1163 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1159 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1164 1160
1165 if(tmp->above == tmp) 1161 if (tmp->above == tmp)
1166 tmp->above = NULL; 1162 tmp->above = 0;
1163
1167 last=tmp; 1164 last = tmp;
1168 } 1165 }
1166
1169 /* last == NULL of there are no objects on this space */ 1167 /* last == NULL of there are no objects on this space */
1170 if (last==NULL) { 1168 if (!last)
1169 {
1171 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1172 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1171 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1173 * those out anyways, and if there are any flags set right now, they won't 1172 * those out anyways, and if there are any flags set right now, they won't
1174 * be correct anyways. 1173 * be correct anyways.
1175 */ 1174 */
1176 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1175 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1177 update_position(op->map, op->x, op->y); 1176 update_position (map, x, y);
1178 } 1177 }
1179 else 1178 else
1180 update_object(last, UP_OBJ_REMOVE); 1179 update_object (last, UP_OBJ_REMOVE);
1181 1180
1182 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1181 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1183 update_all_los(op->map, op->x, op->y); 1182 update_all_los (map, x, y);
1184 1183 }
1185} 1184}
1186 1185
1187/* 1186/*
1188 * merge_ob(op,top): 1187 * merge_ob(op,top):
1189 * 1188 *
1190 * This function goes through all objects below and including top, and 1189 * This function goes through all objects below and including top, and
1191 * merges op to the first matching object. 1190 * merges op to the first matching object.
1192 * If top is NULL, it is calculated. 1191 * If top is NULL, it is calculated.
1193 * Returns pointer to object if it succeded in the merge, otherwise NULL 1192 * Returns pointer to object if it succeded in the merge, otherwise NULL
1194 */ 1193 */
1195 1194object *
1196object *merge_ob(object *op, object *top) { 1195merge_ob (object *op, object *top)
1196{
1197 if(!op->nrof) 1197 if (!op->nrof)
1198 return 0; 1198 return 0;
1199
1199 if(top==NULL) 1200 if (top == NULL)
1200 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1201 for (top = op; top != NULL && top->above != NULL; top = top->above);
1202
1201 for(;top!=NULL;top=top->below) { 1203 for (; top != NULL; top = top->below)
1204 {
1202 if(top==op) 1205 if (top == op)
1203 continue; 1206 continue;
1204 if (CAN_MERGE(op,top)) 1207
1205 { 1208 if (object::can_merge (op, top))
1209 {
1206 top->nrof+=op->nrof; 1210 top->nrof += op->nrof;
1211
1207/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1212/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1208 op->weight = 0; /* Don't want any adjustements now */ 1213 op->weight = 0; /* Don't want any adjustements now */
1209 remove_ob(op); 1214 op->destroy ();
1210 free_object(op);
1211 return top; 1215 return top;
1212 } 1216 }
1213 } 1217 }
1218
1214 return NULL; 1219 return 0;
1215} 1220}
1216 1221
1217/* 1222/*
1218 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1223 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1219 * job preparing multi-part monsters 1224 * job preparing multi-part monsters
1220 */ 1225 */
1226object *
1221object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1227insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1228{
1222 object* tmp; 1229 object *tmp;
1230
1223 if (op->head) 1231 if (op->head)
1224 op=op->head; 1232 op = op->head;
1233
1225 for (tmp=op;tmp;tmp=tmp->more){ 1234 for (tmp = op; tmp; tmp = tmp->more)
1235 {
1226 tmp->x=x+tmp->arch->clone.x; 1236 tmp->x = x + tmp->arch->clone.x;
1227 tmp->y=y+tmp->arch->clone.y; 1237 tmp->y = y + tmp->arch->clone.y;
1228 } 1238 }
1239
1229 return insert_ob_in_map (op, m, originator, flag); 1240 return insert_ob_in_map (op, m, originator, flag);
1230} 1241}
1231 1242
1232/* 1243/*
1233 * insert_ob_in_map (op, map, originator, flag): 1244 * insert_ob_in_map (op, map, originator, flag):
1234 * This function inserts the object in the two-way linked list 1245 * This function inserts the object in the two-way linked list
1248 * new object if 'op' was merged with other object 1259 * new object if 'op' was merged with other object
1249 * NULL if 'op' was destroyed 1260 * NULL if 'op' was destroyed
1250 * just 'op' otherwise 1261 * just 'op' otherwise
1251 */ 1262 */
1252 1263
1264object *
1253object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1265insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1254{ 1266{
1255 object *tmp, *top, *floor=NULL; 1267 object *tmp, *top, *floor = NULL;
1256 sint16 x,y; 1268 sint16 x, y;
1257 1269
1258 if (QUERY_FLAG (op, FLAG_FREED)) { 1270 if (QUERY_FLAG (op, FLAG_FREED))
1271 {
1259 LOG (llevError, "Trying to insert freed object!\n"); 1272 LOG (llevError, "Trying to insert freed object!\n");
1273 return NULL;
1274 }
1275
1276 if (m == NULL)
1277 {
1278 char *dump = dump_object (op);
1279 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1280 free (dump);
1281 return op;
1282 }
1283
1284 if (out_of_map (m, op->x, op->y))
1285 {
1286 char *dump = dump_object (op);
1287 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1288#ifdef MANY_CORES
1289 /* Better to catch this here, as otherwise the next use of this object
1290 * is likely to cause a crash. Better to find out where it is getting
1291 * improperly inserted.
1292 */
1293 abort ();
1294#endif
1295 free (dump);
1296 return op;
1297 }
1298
1299 if (!QUERY_FLAG (op, FLAG_REMOVED))
1300 {
1301 char *dump = dump_object (op);
1302 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1303 free (dump);
1304 return op;
1305 }
1306
1307 if (op->more != NULL)
1308 {
1309 /* The part may be on a different map. */
1310
1311 object *more = op->more;
1312
1313 /* We really need the caller to normalize coordinates - if
1314 * we set the map, that doesn't work if the location is within
1315 * a map and this is straddling an edge. So only if coordinate
1316 * is clear wrong do we normalize it.
1317 */
1318 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1319 more->map = get_map_from_coord (m, &more->x, &more->y);
1320 else if (!more->map)
1321 {
1322 /* For backwards compatibility - when not dealing with tiled maps,
1323 * more->map should always point to the parent.
1324 */
1325 more->map = m;
1326 }
1327
1328 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1329 {
1330 if (!op->head)
1331 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1332
1333 return NULL;
1334 }
1335 }
1336
1337 CLEAR_FLAG (op, FLAG_REMOVED);
1338
1339 /* Ideally, the caller figures this out. However, it complicates a lot
1340 * of areas of callers (eg, anything that uses find_free_spot would now
1341 * need extra work
1342 */
1343 op->map = get_map_from_coord (m, &op->x, &op->y);
1344 x = op->x;
1345 y = op->y;
1346
1347 /* this has to be done after we translate the coordinates.
1348 */
1349 if (op->nrof && !(flag & INS_NO_MERGE))
1350 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1351 if (object::can_merge (op, tmp))
1352 {
1353 op->nrof += tmp->nrof;
1354 tmp->destroy ();
1355 }
1356
1357 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1358 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1359
1360 if (!QUERY_FLAG (op, FLAG_ALIVE))
1361 CLEAR_FLAG (op, FLAG_NO_STEAL);
1362
1363 if (flag & INS_BELOW_ORIGINATOR)
1364 {
1365 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1366 {
1367 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1368 abort ();
1369 }
1370
1371 op->above = originator;
1372 op->below = originator->below;
1373
1374 if (op->below)
1375 op->below->above = op;
1376 else
1377 SET_MAP_OB (op->map, op->x, op->y, op);
1378
1379 /* since *below* originator, no need to update top */
1380 originator->below = op;
1381 }
1382 else
1383 {
1384 /* If there are other objects, then */
1385 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1386 {
1387 object *last = NULL;
1388
1389 /*
1390 * If there are multiple objects on this space, we do some trickier handling.
1391 * We've already dealt with merging if appropriate.
1392 * Generally, we want to put the new object on top. But if
1393 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1394 * floor, we want to insert above that and no further.
1395 * Also, if there are spell objects on this space, we stop processing
1396 * once we get to them. This reduces the need to traverse over all of
1397 * them when adding another one - this saves quite a bit of cpu time
1398 * when lots of spells are cast in one area. Currently, it is presumed
1399 * that flying non pickable objects are spell objects.
1400 */
1401
1402 while (top != NULL)
1403 {
1404 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1405 floor = top;
1406
1407 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1408 {
1409 /* We insert above top, so we want this object below this */
1410 top = top->below;
1411 break;
1412 }
1413
1414 last = top;
1415 top = top->above;
1416 }
1417
1418 /* Don't want top to be NULL, so set it to the last valid object */
1419 top = last;
1420
1421 /* We let update_position deal with figuring out what the space
1422 * looks like instead of lots of conditions here.
1423 * makes things faster, and effectively the same result.
1424 */
1425
1426 /* Have object 'fall below' other objects that block view.
1427 * Unless those objects are exits, type 66
1428 * If INS_ON_TOP is used, don't do this processing
1429 * Need to find the object that in fact blocks view, otherwise
1430 * stacking is a bit odd.
1431 */
1432 if (!(flag & INS_ON_TOP) &&
1433 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1434 {
1435 for (last = top; last != floor; last = last->below)
1436 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1437 break;
1438 /* Check to see if we found the object that blocks view,
1439 * and make sure we have a below pointer for it so that
1440 * we can get inserted below this one, which requires we
1441 * set top to the object below us.
1442 */
1443 if (last && last->below && last != floor)
1444 top = last->below;
1445 }
1446 } /* If objects on this space */
1447
1448 if (flag & INS_MAP_LOAD)
1449 top = GET_MAP_TOP (op->map, op->x, op->y);
1450
1451 if (flag & INS_ABOVE_FLOOR_ONLY)
1452 top = floor;
1453
1454 /* Top is the object that our object (op) is going to get inserted above.
1455 */
1456
1457 /* First object on this space */
1458 if (!top)
1459 {
1460 op->above = GET_MAP_OB (op->map, op->x, op->y);
1461
1462 if (op->above)
1463 op->above->below = op;
1464
1465 op->below = NULL;
1466 SET_MAP_OB (op->map, op->x, op->y, op);
1467 }
1468 else
1469 { /* get inserted into the stack above top */
1470 op->above = top->above;
1471
1472 if (op->above)
1473 op->above->below = op;
1474
1475 op->below = top;
1476 top->above = op;
1477 }
1478
1479 if (op->above == NULL)
1480 SET_MAP_TOP (op->map, op->x, op->y, op);
1481 } /* else not INS_BELOW_ORIGINATOR */
1482
1483 if (op->type == PLAYER)
1484 op->contr->do_los = 1;
1485
1486 /* If we have a floor, we know the player, if any, will be above
1487 * it, so save a few ticks and start from there.
1488 */
1489 if (!(flag & INS_MAP_LOAD))
1490 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1491 if (tmp->type == PLAYER)
1492 tmp->contr->socket->update_look = 1;
1493
1494 /* If this object glows, it may affect lighting conditions that are
1495 * visible to others on this map. But update_all_los is really
1496 * an inefficient way to do this, as it means los for all players
1497 * on the map will get recalculated. The players could very well
1498 * be far away from this change and not affected in any way -
1499 * this should get redone to only look for players within range,
1500 * or just updating the P_NEED_UPDATE for spaces within this area
1501 * of effect may be sufficient.
1502 */
1503 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1504 update_all_los (op->map, op->x, op->y);
1505
1506 /* updates flags (blocked, alive, no magic, etc) for this map space */
1507 update_object (op, UP_OBJ_INSERT);
1508
1509 /* Don't know if moving this to the end will break anything. However,
1510 * we want to have update_look set above before calling this.
1511 *
1512 * check_move_on() must be after this because code called from
1513 * check_move_on() depends on correct map flags (so functions like
1514 * blocked() and wall() work properly), and these flags are updated by
1515 * update_object().
1516 */
1517
1518 /* if this is not the head or flag has been passed, don't check walk on status */
1519 if (!(flag & INS_NO_WALK_ON) && !op->head)
1520 {
1521 if (check_move_on (op, originator))
1260 return NULL; 1522 return NULL;
1261 }
1262 if(m==NULL) {
1263 dump_object(op);
1264 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1265 return op;
1266 }
1267 if(out_of_map(m,op->x,op->y)) {
1268 dump_object(op);
1269 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1270#ifdef MANY_CORES
1271 /* Better to catch this here, as otherwise the next use of this object
1272 * is likely to cause a crash. Better to find out where it is getting
1273 * improperly inserted.
1274 */
1275 abort();
1276#endif
1277 return op;
1278 }
1279 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1280 dump_object(op);
1281 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1282 return op;
1283 }
1284 if(op->more!=NULL) {
1285 /* The part may be on a different map. */
1286 1523
1287 object *more = op->more;
1288
1289 /* We really need the caller to normalize coordinates - if
1290 * we set the map, that doesn't work if the location is within
1291 * a map and this is straddling an edge. So only if coordinate
1292 * is clear wrong do we normalize it.
1293 */
1294 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1295 more->map = get_map_from_coord(m, &more->x, &more->y);
1296 } else if (!more->map) {
1297 /* For backwards compatibility - when not dealing with tiled maps,
1298 * more->map should always point to the parent.
1299 */
1300 more->map = m;
1301 }
1302
1303 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1304 if ( ! op->head)
1305 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1306 return NULL;
1307 }
1308 }
1309 CLEAR_FLAG(op,FLAG_REMOVED);
1310
1311 /* Ideally, the caller figures this out. However, it complicates a lot
1312 * of areas of callers (eg, anything that uses find_free_spot would now
1313 * need extra work
1314 */
1315 op->map=get_map_from_coord(m, &op->x, &op->y);
1316 x = op->x;
1317 y = op->y;
1318
1319 /* this has to be done after we translate the coordinates.
1320 */
1321 if(op->nrof && !(flag & INS_NO_MERGE)) {
1322 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1323 if (CAN_MERGE(op,tmp)) {
1324 op->nrof+=tmp->nrof;
1325 remove_ob(tmp);
1326 free_object(tmp);
1327 }
1328 }
1329
1330 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1331 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1332 if (!QUERY_FLAG(op, FLAG_ALIVE))
1333 CLEAR_FLAG(op, FLAG_NO_STEAL);
1334
1335 if (flag & INS_BELOW_ORIGINATOR) {
1336 if (originator->map != op->map || originator->x != op->x ||
1337 originator->y != op->y) {
1338 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1339 abort();
1340 }
1341 op->above = originator;
1342 op->below = originator->below;
1343 if (op->below) op->below->above = op;
1344 else SET_MAP_OB(op->map, op->x, op->y, op);
1345 /* since *below* originator, no need to update top */
1346 originator->below = op;
1347 } else {
1348 /* If there are other objects, then */
1349 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1350 object *last=NULL;
1351 /*
1352 * If there are multiple objects on this space, we do some trickier handling.
1353 * We've already dealt with merging if appropriate.
1354 * Generally, we want to put the new object on top. But if
1355 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1356 * floor, we want to insert above that and no further.
1357 * Also, if there are spell objects on this space, we stop processing
1358 * once we get to them. This reduces the need to traverse over all of
1359 * them when adding another one - this saves quite a bit of cpu time
1360 * when lots of spells are cast in one area. Currently, it is presumed
1361 * that flying non pickable objects are spell objects.
1362 */
1363
1364 while (top != NULL) {
1365 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1366 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1367 if (QUERY_FLAG(top, FLAG_NO_PICK)
1368 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1369 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1370 {
1371 /* We insert above top, so we want this object below this */
1372 top=top->below;
1373 break;
1374 }
1375 last = top;
1376 top = top->above;
1377 }
1378 /* Don't want top to be NULL, so set it to the last valid object */
1379 top = last;
1380
1381 /* We let update_position deal with figuring out what the space
1382 * looks like instead of lots of conditions here.
1383 * makes things faster, and effectively the same result.
1384 */
1385
1386 /* Have object 'fall below' other objects that block view.
1387 * Unless those objects are exits, type 66
1388 * If INS_ON_TOP is used, don't do this processing
1389 * Need to find the object that in fact blocks view, otherwise
1390 * stacking is a bit odd.
1391 */
1392 if (!(flag & INS_ON_TOP) &&
1393 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1394 (op->face && !op->face->visibility)) {
1395 for (last=top; last != floor; last=last->below)
1396 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1397 /* Check to see if we found the object that blocks view,
1398 * and make sure we have a below pointer for it so that
1399 * we can get inserted below this one, which requires we
1400 * set top to the object below us.
1401 */
1402 if (last && last->below && last != floor) top=last->below;
1403 }
1404 } /* If objects on this space */
1405 if (flag & INS_MAP_LOAD)
1406 top = GET_MAP_TOP(op->map,op->x,op->y);
1407 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1408
1409 /* Top is the object that our object (op) is going to get inserted above.
1410 */
1411
1412 /* First object on this space */
1413 if (!top) {
1414 op->above = GET_MAP_OB(op->map, op->x, op->y);
1415 if (op->above) op->above->below = op;
1416 op->below = NULL;
1417 SET_MAP_OB(op->map, op->x, op->y, op);
1418 } else { /* get inserted into the stack above top */
1419 op->above = top->above;
1420 if (op->above) op->above->below = op;
1421 op->below = top;
1422 top->above = op;
1423 }
1424 if (op->above==NULL)
1425 SET_MAP_TOP(op->map,op->x, op->y, op);
1426 } /* else not INS_BELOW_ORIGINATOR */
1427
1428 if(op->type==PLAYER)
1429 op->contr->do_los=1;
1430
1431 /* If we have a floor, we know the player, if any, will be above
1432 * it, so save a few ticks and start from there.
1433 */
1434 if (!(flag & INS_MAP_LOAD))
1435 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1436 if (tmp->type == PLAYER)
1437 tmp->contr->socket.update_look=1;
1438 }
1439
1440 /* If this object glows, it may affect lighting conditions that are
1441 * visible to others on this map. But update_all_los is really
1442 * an inefficient way to do this, as it means los for all players
1443 * on the map will get recalculated. The players could very well
1444 * be far away from this change and not affected in any way -
1445 * this should get redone to only look for players within range,
1446 * or just updating the P_NEED_UPDATE for spaces within this area
1447 * of effect may be sufficient.
1448 */
1449 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1450 update_all_los(op->map, op->x, op->y);
1451
1452
1453 /* updates flags (blocked, alive, no magic, etc) for this map space */
1454 update_object(op,UP_OBJ_INSERT);
1455
1456
1457 /* Don't know if moving this to the end will break anything. However,
1458 * we want to have update_look set above before calling this.
1459 *
1460 * check_move_on() must be after this because code called from
1461 * check_move_on() depends on correct map flags (so functions like
1462 * blocked() and wall() work properly), and these flags are updated by
1463 * update_object().
1464 */
1465
1466 /* if this is not the head or flag has been passed, don't check walk on status */
1467
1468 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1469 if (check_move_on(op, originator))
1470 return NULL;
1471
1472 /* If we are a multi part object, lets work our way through the check 1524 /* If we are a multi part object, lets work our way through the check
1473 * walk on's. 1525 * walk on's.
1474 */ 1526 */
1475 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1527 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1476 if (check_move_on (tmp, originator)) 1528 if (check_move_on (tmp, originator))
1477 return NULL; 1529 return NULL;
1478 } 1530 }
1531
1479 return op; 1532 return op;
1480} 1533}
1481 1534
1482/* this function inserts an object in the map, but if it 1535/* this function inserts an object in the map, but if it
1483 * finds an object of its own type, it'll remove that one first. 1536 * finds an object of its own type, it'll remove that one first.
1484 * op is the object to insert it under: supplies x and the map. 1537 * op is the object to insert it under: supplies x and the map.
1485 */ 1538 */
1539void
1486void replace_insert_ob_in_map(const char *arch_string, object *op) { 1540replace_insert_ob_in_map (const char *arch_string, object *op)
1541{
1487 object *tmp; 1542 object *
1488 object *tmp1; 1543 tmp;
1544 object *
1545 tmp1;
1489 1546
1490 /* first search for itself and remove any old instances */ 1547 /* first search for itself and remove any old instances */
1491 1548
1492 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1549 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1493 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1550 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1494 remove_ob(tmp); 1551 tmp->destroy ();
1495 free_object(tmp);
1496 }
1497 }
1498 1552
1499 tmp1=arch_to_object(find_archetype(arch_string)); 1553 tmp1 = arch_to_object (archetype::find (arch_string));
1500 1554
1501 1555 tmp1->x = op->x;
1502 tmp1->x = op->x; tmp1->y = op->y; 1556 tmp1->y = op->y;
1503 insert_ob_in_map(tmp1,op->map,op,0); 1557 insert_ob_in_map (tmp1, op->map, op, 0);
1504} 1558}
1505 1559
1506/* 1560/*
1507 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1561 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1508 * is returned contains nr objects, and the remaining parts contains 1562 * is returned contains nr objects, and the remaining parts contains
1509 * the rest (or is removed and freed if that number is 0). 1563 * the rest (or is removed and freed if that number is 0).
1510 * On failure, NULL is returned, and the reason put into the 1564 * On failure, NULL is returned, and the reason put into the
1511 * global static errmsg array. 1565 * global static errmsg array.
1512 */ 1566 */
1513 1567
1568object *
1514object *get_split_ob(object *orig_ob, uint32 nr) { 1569get_split_ob (object *orig_ob, uint32 nr)
1570{
1515 object *newob; 1571 object *newob;
1516 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1572 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1517 1573
1518 if(orig_ob->nrof<nr) { 1574 if (orig_ob->nrof < nr)
1519 sprintf(errmsg,"There are only %d %ss.", 1575 {
1520 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1576 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1521 return NULL; 1577 return NULL;
1522 } 1578 }
1579
1523 newob = object_create_clone(orig_ob); 1580 newob = object_create_clone (orig_ob);
1581
1524 if((orig_ob->nrof-=nr)<1) { 1582 if ((orig_ob->nrof -= nr) < 1)
1525 if ( ! is_removed) 1583 orig_ob->destroy (1);
1526 remove_ob(orig_ob);
1527 free_object2(orig_ob, 1);
1528 }
1529 else if ( ! is_removed) { 1584 else if (!is_removed)
1585 {
1530 if(orig_ob->env!=NULL) 1586 if (orig_ob->env != NULL)
1531 sub_weight (orig_ob->env,orig_ob->weight*nr); 1587 sub_weight (orig_ob->env, orig_ob->weight * nr);
1532 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1588 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1589 {
1533 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1590 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1534 LOG(llevDebug,
1535 "Error, Tried to split object whose map is not in memory.\n"); 1591 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1536 return NULL; 1592 return NULL;
1537 } 1593 }
1538 } 1594 }
1595
1539 newob->nrof=nr; 1596 newob->nrof = nr;
1540 1597
1541 return newob; 1598 return newob;
1542} 1599}
1543 1600
1544/* 1601/*
1545 * decrease_ob_nr(object, number) decreases a specified number from 1602 * decrease_ob_nr(object, number) decreases a specified number from
1546 * the amount of an object. If the amount reaches 0, the object 1603 * the amount of an object. If the amount reaches 0, the object
1547 * is subsequently removed and freed. 1604 * is subsequently removed and freed.
1548 * 1605 *
1549 * Return value: 'op' if something is left, NULL if the amount reached 0 1606 * Return value: 'op' if something is left, NULL if the amount reached 0
1550 */ 1607 */
1551 1608
1609object *
1552object *decrease_ob_nr (object *op, uint32 i) 1610decrease_ob_nr (object *op, uint32 i)
1553{ 1611{
1554 object *tmp; 1612 object *tmp;
1555 player *pl; 1613 player *pl;
1556 1614
1557 if (i == 0) /* objects with op->nrof require this check */ 1615 if (i == 0) /* objects with op->nrof require this check */
1558 return op; 1616 return op;
1559 1617
1560 if (i > op->nrof) 1618 if (i > op->nrof)
1561 i = op->nrof; 1619 i = op->nrof;
1562 1620
1563 if (QUERY_FLAG (op, FLAG_REMOVED)) 1621 if (QUERY_FLAG (op, FLAG_REMOVED))
1622 op->nrof -= i;
1623 else if (op->env != NULL)
1624 {
1625 /* is this object in the players inventory, or sub container
1626 * therein?
1627 */
1628 tmp = is_player_inv (op->env);
1629 /* nope. Is this a container the player has opened?
1630 * If so, set tmp to that player.
1631 * IMO, searching through all the players will mostly
1632 * likely be quicker than following op->env to the map,
1633 * and then searching the map for a player.
1634 */
1635 if (!tmp)
1636 {
1637 for (pl = first_player; pl; pl = pl->next)
1638 if (pl->ob->container == op->env)
1639 break;
1640 if (pl)
1641 tmp = pl->ob;
1642 else
1643 tmp = NULL;
1644 }
1645
1646 if (i < op->nrof)
1647 {
1648 sub_weight (op->env, op->weight * i);
1649 op->nrof -= i;
1650 if (tmp)
1651 {
1652 esrv_send_item (tmp, op);
1653 }
1654 }
1655 else
1656 {
1657 op->remove ();
1658 op->nrof = 0;
1659 if (tmp)
1660 {
1661 esrv_del_item (tmp->contr, op->count);
1662 }
1663 }
1564 { 1664 }
1665 else
1666 {
1667 object *above = op->above;
1668
1669 if (i < op->nrof)
1565 op->nrof -= i; 1670 op->nrof -= i;
1566 } 1671 else
1567 else if (op->env != NULL)
1568 {
1569 /* is this object in the players inventory, or sub container
1570 * therein?
1571 */
1572 tmp = is_player_inv (op->env);
1573 /* nope. Is this a container the player has opened?
1574 * If so, set tmp to that player.
1575 * IMO, searching through all the players will mostly
1576 * likely be quicker than following op->env to the map,
1577 * and then searching the map for a player.
1578 */
1579 if (!tmp) {
1580 for (pl=first_player; pl; pl=pl->next)
1581 if (pl->ob->container == op->env) break;
1582 if (pl) tmp=pl->ob;
1583 else tmp=NULL;
1584 } 1672 {
1585
1586 if (i < op->nrof) {
1587 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i;
1589 if (tmp) {
1590 esrv_send_item(tmp, op);
1591 }
1592 } else {
1593 remove_ob (op); 1673 op->remove ();
1594 op->nrof = 0; 1674 op->nrof = 0;
1595 if (tmp) {
1596 esrv_del_item(tmp->contr, op->count);
1597 } 1675 }
1598 }
1599 }
1600 else
1601 {
1602 object *above = op->above;
1603 1676
1604 if (i < op->nrof) {
1605 op->nrof -= i;
1606 } else {
1607 remove_ob (op);
1608 op->nrof = 0;
1609 }
1610 /* Since we just removed op, op->above is null */ 1677 /* Since we just removed op, op->above is null */
1611 for (tmp = above; tmp != NULL; tmp = tmp->above) 1678 for (tmp = above; tmp != NULL; tmp = tmp->above)
1612 if (tmp->type == PLAYER) { 1679 if (tmp->type == PLAYER)
1680 {
1613 if (op->nrof) 1681 if (op->nrof)
1614 esrv_send_item(tmp, op); 1682 esrv_send_item (tmp, op);
1615 else 1683 else
1616 esrv_del_item(tmp->contr, op->count); 1684 esrv_del_item (tmp->contr, op->count);
1617 } 1685 }
1618 } 1686 }
1619 1687
1620 if (op->nrof) { 1688 if (op->nrof)
1621 return op; 1689 return op;
1622 } else { 1690 else
1623 free_object (op); 1691 {
1692 op->destroy ();
1624 return NULL; 1693 return NULL;
1625 } 1694 }
1626} 1695}
1627 1696
1628/* 1697/*
1629 * add_weight(object, weight) adds the specified weight to an object, 1698 * add_weight(object, weight) adds the specified weight to an object,
1630 * and also updates how much the environment(s) is/are carrying. 1699 * and also updates how much the environment(s) is/are carrying.
1631 */ 1700 */
1632 1701
1702void
1633void add_weight (object *op, signed long weight) { 1703add_weight (object *op, signed long weight)
1704{
1634 while (op!=NULL) { 1705 while (op != NULL)
1706 {
1635 if (op->type == CONTAINER) { 1707 if (op->type == CONTAINER)
1636 weight=(signed long)(weight*(100-op->stats.Str)/100); 1708 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1637 } 1709
1638 op->carrying+=weight; 1710 op->carrying += weight;
1639 op=op->env; 1711 op = op->env;
1640 } 1712 }
1641} 1713}
1642 1714
1715object *
1716insert_ob_in_ob (object *op, object *where)
1717{
1718 if (!where)
1719 {
1720 char *dump = dump_object (op);
1721 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1722 free (dump);
1723 return op;
1724 }
1725
1726 if (where->head)
1727 {
1728 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1729 where = where->head;
1730 }
1731
1732 return where->insert (op);
1733}
1734
1643/* 1735/*
1644 * insert_ob_in_ob(op,environment): 1736 * env->insert (op)
1645 * This function inserts the object op in the linked list 1737 * This function inserts the object op in the linked list
1646 * inside the object environment. 1738 * inside the object environment.
1647 * 1739 *
1648 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1649 * the inventory at the last position or next to other objects of the same
1650 * type.
1651 * Frank: Now sorted by type, archetype and magic!
1652 *
1653 * The function returns now pointer to inserted item, and return value can 1740 * The function returns now pointer to inserted item, and return value can
1654 * be != op, if items are merged. -Tero 1741 * be != op, if items are merged. -Tero
1655 */ 1742 */
1656 1743
1657object *insert_ob_in_ob(object *op,object *where) { 1744object *
1745object::insert (object *op)
1746{
1658 object *tmp, *otmp; 1747 object *tmp, *otmp;
1659 1748
1660 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1749 if (!QUERY_FLAG (op, FLAG_REMOVED))
1661 dump_object(op); 1750 op->remove ();
1662 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1751
1663 return op;
1664 }
1665 if(where==NULL) {
1666 dump_object(op);
1667 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1668 return op;
1669 }
1670 if (where->head) {
1671 LOG(llevDebug,
1672 "Warning: Tried to insert object wrong part of multipart object.\n");
1673 where = where->head;
1674 }
1675 if (op->more) { 1752 if (op->more)
1753 {
1676 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1754 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1677 &op->name, op->count);
1678 return op; 1755 return op;
1679 } 1756 }
1757
1680 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1758 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1681 CLEAR_FLAG(op, FLAG_REMOVED); 1759 CLEAR_FLAG (op, FLAG_REMOVED);
1682 if(op->nrof) { 1760 if (op->nrof)
1761 {
1683 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1762 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1684 if ( CAN_MERGE(tmp,op) ) { 1763 if (object::can_merge (tmp, op))
1764 {
1685 /* return the original object and remove inserted object 1765 /* return the original object and remove inserted object
1686 (client needs the original object) */ 1766 (client needs the original object) */
1687 tmp->nrof += op->nrof; 1767 tmp->nrof += op->nrof;
1688 /* Weight handling gets pretty funky. Since we are adding to 1768 /* Weight handling gets pretty funky. Since we are adding to
1689 * tmp->nrof, we need to increase the weight. 1769 * tmp->nrof, we need to increase the weight.
1690 */ 1770 */
1691 add_weight (where, op->weight*op->nrof); 1771 add_weight (this, op->weight * op->nrof);
1692 SET_FLAG(op, FLAG_REMOVED); 1772 SET_FLAG (op, FLAG_REMOVED);
1693 free_object(op); /* free the inserted object */ 1773 op->destroy (); /* free the inserted object */
1694 op = tmp; 1774 op = tmp;
1695 remove_ob (op); /* and fix old object's links */ 1775 op->remove (); /* and fix old object's links */
1696 CLEAR_FLAG(op, FLAG_REMOVED); 1776 CLEAR_FLAG (op, FLAG_REMOVED);
1697 break; 1777 break;
1698 } 1778 }
1699 1779
1700 /* I assume combined objects have no inventory 1780 /* I assume combined objects have no inventory
1701 * We add the weight - this object could have just been removed 1781 * We add the weight - this object could have just been removed
1702 * (if it was possible to merge). calling remove_ob will subtract 1782 * (if it was possible to merge). calling remove_ob will subtract
1703 * the weight, so we need to add it in again, since we actually do 1783 * the weight, so we need to add it in again, since we actually do
1704 * the linking below 1784 * the linking below
1705 */ 1785 */
1706 add_weight (where, op->weight*op->nrof); 1786 add_weight (this, op->weight * op->nrof);
1787 }
1707 } else 1788 else
1708 add_weight (where, (op->weight+op->carrying)); 1789 add_weight (this, (op->weight + op->carrying));
1709 1790
1710 otmp=is_player_inv(where); 1791 otmp = is_player_inv (this);
1711 if (otmp&&otmp->contr!=NULL) { 1792 if (otmp && otmp->contr)
1712 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1793 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1713 fix_player(otmp); 1794 fix_player (otmp);
1714 }
1715 1795
1716 op->map=NULL; 1796 op->map = NULL;
1717 op->env=where; 1797 op->env = this;
1718 op->above=NULL; 1798 op->above = NULL;
1719 op->below=NULL; 1799 op->below = NULL;
1720 op->x=0,op->y=0; 1800 op->x = 0, op->y = 0;
1721 1801
1722 /* reset the light list and los of the players on the map */ 1802 /* reset the light list and los of the players on the map */
1723 if((op->glow_radius!=0)&&where->map) 1803 if ((op->glow_radius != 0) && map)
1724 { 1804 {
1725#ifdef DEBUG_LIGHTS 1805#ifdef DEBUG_LIGHTS
1726 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1806 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1727 op->name);
1728#endif /* DEBUG_LIGHTS */ 1807#endif /* DEBUG_LIGHTS */
1729 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1808 if (MAP_DARKNESS (map))
1809 update_all_los (map, x, y);
1730 } 1810 }
1731 1811
1732 /* Client has no idea of ordering so lets not bother ordering it here. 1812 /* Client has no idea of ordering so lets not bother ordering it here.
1733 * It sure simplifies this function... 1813 * It sure simplifies this function...
1734 */ 1814 */
1735 if (where->inv==NULL) 1815 if (!inv)
1736 where->inv=op; 1816 inv = op;
1737 else { 1817 else
1818 {
1738 op->below = where->inv; 1819 op->below = inv;
1739 op->below->above = op; 1820 op->below->above = op;
1740 where->inv = op; 1821 inv = op;
1741 } 1822 }
1823
1742 return op; 1824 return op;
1743} 1825}
1744 1826
1745/* 1827/*
1746 * Checks if any objects has a move_type that matches objects 1828 * Checks if any objects has a move_type that matches objects
1761 * MSW 2001-07-08: Check all objects on space, not just those below 1843 * MSW 2001-07-08: Check all objects on space, not just those below
1762 * object being inserted. insert_ob_in_map may not put new objects 1844 * object being inserted. insert_ob_in_map may not put new objects
1763 * on top. 1845 * on top.
1764 */ 1846 */
1765 1847
1848int
1766int check_move_on (object *op, object *originator) 1849check_move_on (object *op, object *originator)
1767{ 1850{
1768 object *tmp; 1851 object *tmp;
1769 tag_t tag;
1770 mapstruct *m=op->map; 1852 maptile *m = op->map;
1771 int x=op->x, y=op->y; 1853 int x = op->x, y = op->y;
1854
1772 MoveType move_on, move_slow, move_block; 1855 MoveType move_on, move_slow, move_block;
1773 1856
1774 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1857 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1775 return 0; 1858 return 0;
1776 1859
1777 tag = op->count;
1778
1779 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1860 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1780 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1861 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1781 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1862 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1782 1863
1783 /* if nothing on this space will slow op down or be applied, 1864 /* if nothing on this space will slow op down or be applied,
1784 * no need to do checking below. have to make sure move_type 1865 * no need to do checking below. have to make sure move_type
1785 * is set, as lots of objects don't have it set - we treat that 1866 * is set, as lots of objects don't have it set - we treat that
1786 * as walking. 1867 * as walking.
1787 */ 1868 */
1788 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1869 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1789 return 0; 1870 return 0;
1790 1871
1791 /* This is basically inverse logic of that below - basically, 1872 /* This is basically inverse logic of that below - basically,
1792 * if the object can avoid the move on or slow move, they do so, 1873 * if the object can avoid the move on or slow move, they do so,
1793 * but can't do it if the alternate movement they are using is 1874 * but can't do it if the alternate movement they are using is
1794 * blocked. Logic on this seems confusing, but does seem correct. 1875 * blocked. Logic on this seems confusing, but does seem correct.
1795 */ 1876 */
1796 if ((op->move_type & ~move_on & ~move_block) != 0 && 1877 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1797 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1878 return 0;
1798 1879
1799 /* The objects have to be checked from top to bottom. 1880 /* The objects have to be checked from top to bottom.
1800 * Hence, we first go to the top: 1881 * Hence, we first go to the top:
1801 */ 1882 */
1802 1883
1803 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1884 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1804 tmp->above!=NULL; tmp=tmp->above) { 1885 {
1805 /* Trim the search when we find the first other spell effect 1886 /* Trim the search when we find the first other spell effect
1806 * this helps performance so that if a space has 50 spell objects, 1887 * this helps performance so that if a space has 50 spell objects,
1807 * we don't need to check all of them. 1888 * we don't need to check all of them.
1808 */ 1889 */
1809 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1890 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1891 break;
1892 }
1893
1894 for (; tmp; tmp = tmp->below)
1810 } 1895 {
1811 for(;tmp!=NULL; tmp=tmp->below) { 1896 if (tmp == op)
1812 if (tmp == op) continue; /* Can't apply yourself */ 1897 continue; /* Can't apply yourself */
1813 1898
1814 /* Check to see if one of the movement types should be slowed down. 1899 /* Check to see if one of the movement types should be slowed down.
1815 * Second check makes sure that the movement types not being slowed 1900 * Second check makes sure that the movement types not being slowed
1816 * (~slow_move) is not blocked on this space - just because the 1901 * (~slow_move) is not blocked on this space - just because the
1817 * space doesn't slow down swimming (for example), if you can't actually 1902 * space doesn't slow down swimming (for example), if you can't actually
1818 * swim on that space, can't use it to avoid the penalty. 1903 * swim on that space, can't use it to avoid the penalty.
1819 */ 1904 */
1820 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1905 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1906 {
1821 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1907 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1822 ((op->move_type & tmp->move_slow) &&
1823 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1908 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1909 {
1824 1910
1825 float diff; 1911 float
1826
1827 diff = tmp->move_slow_penalty*FABS(op->speed); 1912 diff = tmp->move_slow_penalty * FABS (op->speed);
1913
1828 if (op->type == PLAYER) { 1914 if (op->type == PLAYER)
1829 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1915 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1830 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1916 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1831 diff /= 4.0; 1917 diff /= 4.0;
1832 } 1918
1833 }
1834 op->speed_left -= diff; 1919 op->speed_left -= diff;
1835 } 1920 }
1836 } 1921 }
1837 1922
1838 /* Basically same logic as above, except now for actual apply. */ 1923 /* Basically same logic as above, except now for actual apply. */
1839 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1924 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1840 ((op->move_type & tmp->move_on) &&
1841 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1925 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1842 1926 {
1843 move_apply(tmp, op, originator); 1927 move_apply (tmp, op, originator);
1928
1844 if (was_destroyed (op, tag)) 1929 if (op->destroyed ())
1845 return 1; 1930 return 1;
1846 1931
1847 /* what the person/creature stepped onto has moved the object 1932 /* what the person/creature stepped onto has moved the object
1848 * someplace new. Don't process any further - if we did, 1933 * someplace new. Don't process any further - if we did,
1849 * have a feeling strange problems would result. 1934 * have a feeling strange problems would result.
1850 */ 1935 */
1851 if (op->map != m || op->x != x || op->y != y) return 0; 1936 if (op->map != m || op->x != x || op->y != y)
1937 return 0;
1852 } 1938 }
1853 } 1939 }
1940
1854 return 0; 1941 return 0;
1855} 1942}
1856 1943
1857/* 1944/*
1858 * present_arch(arch, map, x, y) searches for any objects with 1945 * present_arch(arch, map, x, y) searches for any objects with
1859 * a matching archetype at the given map and coordinates. 1946 * a matching archetype at the given map and coordinates.
1860 * The first matching object is returned, or NULL if none. 1947 * The first matching object is returned, or NULL if none.
1861 */ 1948 */
1862 1949
1950object *
1863object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1951present_arch (const archetype *at, maptile *m, int x, int y)
1952{
1864 object *tmp; 1953 object *
1954 tmp;
1955
1865 if(m==NULL || out_of_map(m,x,y)) { 1956 if (m == NULL || out_of_map (m, x, y))
1957 {
1866 LOG(llevError,"Present_arch called outside map.\n"); 1958 LOG (llevError, "Present_arch called outside map.\n");
1867 return NULL; 1959 return NULL;
1868 } 1960 }
1869 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1961 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1870 if(tmp->arch == at) 1962 if (tmp->arch == at)
1871 return tmp; 1963 return tmp;
1872 return NULL; 1964 return NULL;
1873} 1965}
1874 1966
1875/* 1967/*
1876 * present(type, map, x, y) searches for any objects with 1968 * present(type, map, x, y) searches for any objects with
1877 * a matching type variable at the given map and coordinates. 1969 * a matching type variable at the given map and coordinates.
1878 * The first matching object is returned, or NULL if none. 1970 * The first matching object is returned, or NULL if none.
1879 */ 1971 */
1880 1972
1973object *
1881object *present(unsigned char type,mapstruct *m, int x,int y) { 1974present (unsigned char type, maptile *m, int x, int y)
1975{
1882 object *tmp; 1976 object *
1977 tmp;
1978
1883 if(out_of_map(m,x,y)) { 1979 if (out_of_map (m, x, y))
1980 {
1884 LOG(llevError,"Present called outside map.\n"); 1981 LOG (llevError, "Present called outside map.\n");
1885 return NULL; 1982 return NULL;
1886 } 1983 }
1887 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1984 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1888 if(tmp->type==type) 1985 if (tmp->type == type)
1889 return tmp; 1986 return tmp;
1890 return NULL; 1987 return NULL;
1891} 1988}
1892 1989
1893/* 1990/*
1894 * present_in_ob(type, object) searches for any objects with 1991 * present_in_ob(type, object) searches for any objects with
1895 * a matching type variable in the inventory of the given object. 1992 * a matching type variable in the inventory of the given object.
1896 * The first matching object is returned, or NULL if none. 1993 * The first matching object is returned, or NULL if none.
1897 */ 1994 */
1898 1995
1996object *
1899object *present_in_ob(unsigned char type, const object *op) { 1997present_in_ob (unsigned char type, const object *op)
1998{
1900 object *tmp; 1999 object *
2000 tmp;
2001
1901 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2002 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1902 if(tmp->type==type) 2003 if (tmp->type == type)
1903 return tmp; 2004 return tmp;
1904 return NULL; 2005 return NULL;
1905} 2006}
1906 2007
1907/* 2008/*
1917 * the object name, not the archetype name. this is so that the 2018 * the object name, not the archetype name. this is so that the
1918 * spell code can use one object type (force), but change it's name 2019 * spell code can use one object type (force), but change it's name
1919 * to be unique. 2020 * to be unique.
1920 */ 2021 */
1921 2022
2023object *
1922object *present_in_ob_by_name(int type, const char *str, const object *op) { 2024present_in_ob_by_name (int type, const char *str, const object *op)
2025{
1923 object *tmp; 2026 object *
2027 tmp;
1924 2028
1925 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2029 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2030 {
1926 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2031 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1927 return tmp; 2032 return tmp;
1928 } 2033 }
1929 return NULL; 2034 return NULL;
1930} 2035}
1931 2036
1932/* 2037/*
1933 * present_arch_in_ob(archetype, object) searches for any objects with 2038 * present_arch_in_ob(archetype, object) searches for any objects with
1934 * a matching archetype in the inventory of the given object. 2039 * a matching archetype in the inventory of the given object.
1935 * The first matching object is returned, or NULL if none. 2040 * The first matching object is returned, or NULL if none.
1936 */ 2041 */
1937 2042
2043object *
1938object *present_arch_in_ob(const archetype *at, const object *op) { 2044present_arch_in_ob (const archetype *at, const object *op)
2045{
1939 object *tmp; 2046 object *
2047 tmp;
2048
1940 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2049 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1941 if( tmp->arch == at) 2050 if (tmp->arch == at)
1942 return tmp; 2051 return tmp;
1943 return NULL; 2052 return NULL;
1944} 2053}
1945 2054
1946/* 2055/*
1947 * activate recursively a flag on an object inventory 2056 * activate recursively a flag on an object inventory
1948 */ 2057 */
2058void
1949void flag_inv(object*op, int flag){ 2059flag_inv (object *op, int flag)
2060{
1950 object *tmp; 2061 object *
2062 tmp;
2063
1951 if(op->inv) 2064 if (op->inv)
1952 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2065 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2066 {
1953 SET_FLAG(tmp, flag); 2067 SET_FLAG (tmp, flag);
1954 flag_inv(tmp,flag); 2068 flag_inv (tmp, flag);
1955 } 2069 }
1956}/* 2070} /*
1957 * desactivate recursively a flag on an object inventory 2071 * desactivate recursively a flag on an object inventory
1958 */ 2072 */
2073void
1959void unflag_inv(object*op, int flag){ 2074unflag_inv (object *op, int flag)
2075{
1960 object *tmp; 2076 object *
2077 tmp;
2078
1961 if(op->inv) 2079 if (op->inv)
1962 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2080 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2081 {
1963 CLEAR_FLAG(tmp, flag); 2082 CLEAR_FLAG (tmp, flag);
1964 unflag_inv(tmp,flag); 2083 unflag_inv (tmp, flag);
1965 } 2084 }
1966} 2085}
1967 2086
1968/* 2087/*
1969 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2088 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1970 * all it's inventory (recursively). 2089 * all it's inventory (recursively).
1971 * If checksums are used, a player will get set_cheat called for 2090 * If checksums are used, a player will get set_cheat called for
1972 * him/her-self and all object carried by a call to this function. 2091 * him/her-self and all object carried by a call to this function.
1973 */ 2092 */
1974 2093
2094void
1975void set_cheat(object *op) { 2095set_cheat (object *op)
2096{
1976 SET_FLAG(op, FLAG_WAS_WIZ); 2097 SET_FLAG (op, FLAG_WAS_WIZ);
1977 flag_inv(op, FLAG_WAS_WIZ); 2098 flag_inv (op, FLAG_WAS_WIZ);
1978} 2099}
1979 2100
1980/* 2101/*
1981 * find_free_spot(object, map, x, y, start, stop) will search for 2102 * find_free_spot(object, map, x, y, start, stop) will search for
1982 * a spot at the given map and coordinates which will be able to contain 2103 * a spot at the given map and coordinates which will be able to contain
1997 * to know if the space in question will block the object. We can't use 2118 * to know if the space in question will block the object. We can't use
1998 * the archetype because that isn't correct if the monster has been 2119 * the archetype because that isn't correct if the monster has been
1999 * customized, changed states, etc. 2120 * customized, changed states, etc.
2000 */ 2121 */
2001 2122
2123int
2002int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2124find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2125{
2126 int
2127 i,
2003 int i,index=0, flag; 2128 index = 0, flag;
2129 static int
2004 static int altern[SIZEOFFREE]; 2130 altern[SIZEOFFREE];
2005 2131
2006 for(i=start;i<stop;i++) { 2132 for (i = start; i < stop; i++)
2133 {
2007 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2134 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2008 if(!flag) 2135 if (!flag)
2009 altern[index++]=i; 2136 altern[index++] = i;
2010 2137
2011 /* Basically, if we find a wall on a space, we cut down the search size. 2138 /* Basically, if we find a wall on a space, we cut down the search size.
2012 * In this way, we won't return spaces that are on another side of a wall. 2139 * In this way, we won't return spaces that are on another side of a wall.
2013 * This mostly work, but it cuts down the search size in all directions - 2140 * This mostly work, but it cuts down the search size in all directions -
2014 * if the space being examined only has a wall to the north and empty 2141 * if the space being examined only has a wall to the north and empty
2015 * spaces in all the other directions, this will reduce the search space 2142 * spaces in all the other directions, this will reduce the search space
2016 * to only the spaces immediately surrounding the target area, and 2143 * to only the spaces immediately surrounding the target area, and
2017 * won't look 2 spaces south of the target space. 2144 * won't look 2 spaces south of the target space.
2018 */ 2145 */
2019 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2146 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2020 stop=maxfree[i]; 2147 stop = maxfree[i];
2021 } 2148 }
2022 if(!index) return -1; 2149 if (!index)
2150 return -1;
2023 return altern[RANDOM()%index]; 2151 return altern[RANDOM () % index];
2024} 2152}
2025 2153
2026/* 2154/*
2027 * find_first_free_spot(archetype, mapstruct, x, y) works like 2155 * find_first_free_spot(archetype, maptile, x, y) works like
2028 * find_free_spot(), but it will search max number of squares. 2156 * find_free_spot(), but it will search max number of squares.
2029 * But it will return the first available spot, not a random choice. 2157 * But it will return the first available spot, not a random choice.
2030 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2158 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2031 */ 2159 */
2032 2160
2161int
2033int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2162find_first_free_spot (const object *ob, maptile *m, int x, int y)
2163{
2164 int
2034 int i; 2165 i;
2166
2035 for(i=0;i<SIZEOFFREE;i++) { 2167 for (i = 0; i < SIZEOFFREE; i++)
2168 {
2036 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2169 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2037 return i; 2170 return i;
2038 } 2171 }
2039 return -1; 2172 return -1;
2040} 2173}
2041 2174
2042/* 2175/*
2043 * The function permute(arr, begin, end) randomly reorders the array 2176 * The function permute(arr, begin, end) randomly reorders the array
2044 * arr[begin..end-1]. 2177 * arr[begin..end-1].
2045 */ 2178 */
2179static void
2046static void permute(int *arr, int begin, int end) 2180permute (int *arr, int begin, int end)
2047{ 2181{
2048 int i, j, tmp, len; 2182 int
2183 i,
2184 j,
2185 tmp,
2186 len;
2049 2187
2050 len = end-begin; 2188 len = end - begin;
2051 for(i = begin; i < end; i++) 2189 for (i = begin; i < end; i++)
2052 { 2190 {
2053 j = begin+RANDOM()%len; 2191 j = begin + RANDOM () % len;
2054 2192
2055 tmp = arr[i]; 2193 tmp = arr[i];
2056 arr[i] = arr[j]; 2194 arr[i] = arr[j];
2057 arr[j] = tmp; 2195 arr[j] = tmp;
2058 } 2196 }
2059} 2197}
2060 2198
2061/* new function to make monster searching more efficient, and effective! 2199/* new function to make monster searching more efficient, and effective!
2062 * This basically returns a randomized array (in the passed pointer) of 2200 * This basically returns a randomized array (in the passed pointer) of
2063 * the spaces to find monsters. In this way, it won't always look for 2201 * the spaces to find monsters. In this way, it won't always look for
2064 * monsters to the north first. However, the size of the array passed 2202 * monsters to the north first. However, the size of the array passed
2065 * covers all the spaces, so within that size, all the spaces within 2203 * covers all the spaces, so within that size, all the spaces within
2066 * the 3x3 area will be searched, just not in a predictable order. 2204 * the 3x3 area will be searched, just not in a predictable order.
2067 */ 2205 */
2206void
2068void get_search_arr(int *search_arr) 2207get_search_arr (int *search_arr)
2069{ 2208{
2209 int
2070 int i; 2210 i;
2071 2211
2072 for(i = 0; i < SIZEOFFREE; i++) 2212 for (i = 0; i < SIZEOFFREE; i++)
2073 { 2213 {
2074 search_arr[i] = i; 2214 search_arr[i] = i;
2075 } 2215 }
2076 2216
2077 permute(search_arr, 1, SIZEOFFREE1+1); 2217 permute (search_arr, 1, SIZEOFFREE1 + 1);
2078 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2218 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2079 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2219 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2080} 2220}
2081 2221
2082/* 2222/*
2083 * find_dir(map, x, y, exclude) will search some close squares in the 2223 * find_dir(map, x, y, exclude) will search some close squares in the
2084 * given map at the given coordinates for live objects. 2224 * given map at the given coordinates for live objects.
2090 * is actually want is going to try and move there. We need this info 2230 * is actually want is going to try and move there. We need this info
2091 * because we have to know what movement the thing looking to move 2231 * because we have to know what movement the thing looking to move
2092 * there is capable of. 2232 * there is capable of.
2093 */ 2233 */
2094 2234
2235int
2095int find_dir(mapstruct *m, int x, int y, object *exclude) { 2236find_dir (maptile *m, int x, int y, object *exclude)
2237{
2238 int
2239 i,
2096 int i,max=SIZEOFFREE, mflags; 2240 max = SIZEOFFREE, mflags;
2241
2097 sint16 nx, ny; 2242 sint16 nx, ny;
2098 object *tmp; 2243 object *
2099 mapstruct *mp; 2244 tmp;
2245 maptile *
2246 mp;
2247
2100 MoveType blocked, move_type; 2248 MoveType blocked, move_type;
2101 2249
2102 if (exclude && exclude->head) { 2250 if (exclude && exclude->head)
2251 {
2103 exclude = exclude->head; 2252 exclude = exclude->head;
2104 move_type = exclude->move_type; 2253 move_type = exclude->move_type;
2105 } else { 2254 }
2255 else
2256 {
2106 /* If we don't have anything, presume it can use all movement types. */ 2257 /* If we don't have anything, presume it can use all movement types. */
2107 move_type=MOVE_ALL; 2258 move_type = MOVE_ALL;
2259 }
2260
2261 for (i = 1; i < max; i++)
2108 } 2262 {
2109
2110 for(i=1;i<max;i++) {
2111 mp = m; 2263 mp = m;
2112 nx = x + freearr_x[i]; 2264 nx = x + freearr_x[i];
2113 ny = y + freearr_y[i]; 2265 ny = y + freearr_y[i];
2114 2266
2115 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2267 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2116 if (mflags & P_OUT_OF_MAP) { 2268 if (mflags & P_OUT_OF_MAP)
2269 {
2117 max = maxfree[i]; 2270 max = maxfree[i];
2271 }
2118 } else { 2272 else
2273 {
2119 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2274 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2120 2275
2121 if ((move_type & blocked) == move_type) { 2276 if ((move_type & blocked) == move_type)
2277 {
2122 max=maxfree[i]; 2278 max = maxfree[i];
2279 }
2123 } else if (mflags & P_IS_ALIVE) { 2280 else if (mflags & P_IS_ALIVE)
2281 {
2124 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2282 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2125 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2283 {
2126 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2284 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2285 {
2127 break; 2286 break;
2128 } 2287 }
2129 } 2288 }
2130 if(tmp) { 2289 if (tmp)
2290 {
2131 return freedir[i]; 2291 return freedir[i];
2132 } 2292 }
2133 } 2293 }
2134 } 2294 }
2135 } 2295 }
2136 return 0; 2296 return 0;
2137} 2297}
2138 2298
2139/* 2299/*
2140 * distance(object 1, object 2) will return the square of the 2300 * distance(object 1, object 2) will return the square of the
2141 * distance between the two given objects. 2301 * distance between the two given objects.
2142 */ 2302 */
2143 2303
2304int
2144int distance(const object *ob1, const object *ob2) { 2305distance (const object *ob1, const object *ob2)
2306{
2145 int i; 2307 int
2146 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2308 i;
2147 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2309
2310 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2148 return i; 2311 return i;
2149} 2312}
2150 2313
2151/* 2314/*
2152 * find_dir_2(delta-x,delta-y) will return a direction in which 2315 * find_dir_2(delta-x,delta-y) will return a direction in which
2153 * an object which has subtracted the x and y coordinates of another 2316 * an object which has subtracted the x and y coordinates of another
2154 * object, needs to travel toward it. 2317 * object, needs to travel toward it.
2155 */ 2318 */
2156 2319
2320int
2157int find_dir_2(int x, int y) { 2321find_dir_2 (int x, int y)
2322{
2158 int q; 2323 int
2324 q;
2159 2325
2160 if(y) 2326 if (y)
2161 q=x*100/y; 2327 q = x * 100 / y;
2162 else if (x) 2328 else if (x)
2163 q= -300*x; 2329 q = -300 * x;
2164 else 2330 else
2165 return 0; 2331 return 0;
2166 2332
2167 if(y>0) { 2333 if (y > 0)
2334 {
2168 if(q < -242) 2335 if (q < -242)
2169 return 3 ; 2336 return 3;
2170 if (q < -41) 2337 if (q < -41)
2171 return 2 ; 2338 return 2;
2172 if (q < 41) 2339 if (q < 41)
2173 return 1 ; 2340 return 1;
2174 if (q < 242) 2341 if (q < 242)
2175 return 8 ; 2342 return 8;
2176 return 7 ; 2343 return 7;
2177 } 2344 }
2178 2345
2179 if (q < -242) 2346 if (q < -242)
2180 return 7 ; 2347 return 7;
2181 if (q < -41) 2348 if (q < -41)
2182 return 6 ; 2349 return 6;
2183 if (q < 41) 2350 if (q < 41)
2184 return 5 ; 2351 return 5;
2185 if (q < 242) 2352 if (q < 242)
2186 return 4 ; 2353 return 4;
2187 2354
2188 return 3 ; 2355 return 3;
2189} 2356}
2190 2357
2191/* 2358/*
2192 * absdir(int): Returns a number between 1 and 8, which represent 2359 * absdir(int): Returns a number between 1 and 8, which represent
2193 * the "absolute" direction of a number (it actually takes care of 2360 * the "absolute" direction of a number (it actually takes care of
2194 * "overflow" in previous calculations of a direction). 2361 * "overflow" in previous calculations of a direction).
2195 */ 2362 */
2196 2363
2364int
2197int absdir(int d) { 2365absdir (int d)
2198 while(d<1) d+=8; 2366{
2199 while(d>8) d-=8; 2367 while (d < 1)
2368 d += 8;
2369 while (d > 8)
2370 d -= 8;
2200 return d; 2371 return d;
2201} 2372}
2202 2373
2203/* 2374/*
2204 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2375 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2205 * between two directions (which are expected to be absolute (see absdir()) 2376 * between two directions (which are expected to be absolute (see absdir())
2206 */ 2377 */
2207 2378
2379int
2208int dirdiff(int dir1, int dir2) { 2380dirdiff (int dir1, int dir2)
2381{
2209 int d; 2382 int
2383 d;
2384
2210 d = abs(dir1 - dir2); 2385 d = abs (dir1 - dir2);
2211 if(d>4) 2386 if (d > 4)
2212 d = 8 - d; 2387 d = 8 - d;
2213 return d; 2388 return d;
2214} 2389}
2215 2390
2216/* peterm: 2391/* peterm:
2221 * direction 4, 14, or 16 to get back to where we are. 2396 * direction 4, 14, or 16 to get back to where we are.
2222 * Moved from spell_util.c to object.c with the other related direction 2397 * Moved from spell_util.c to object.c with the other related direction
2223 * functions. 2398 * functions.
2224 */ 2399 */
2225 2400
2401int
2226int reduction_dir[SIZEOFFREE][3] = { 2402 reduction_dir[SIZEOFFREE][3] = {
2227 {0,0,0}, /* 0 */ 2403 {0, 0, 0}, /* 0 */
2228 {0,0,0}, /* 1 */ 2404 {0, 0, 0}, /* 1 */
2229 {0,0,0}, /* 2 */ 2405 {0, 0, 0}, /* 2 */
2230 {0,0,0}, /* 3 */ 2406 {0, 0, 0}, /* 3 */
2231 {0,0,0}, /* 4 */ 2407 {0, 0, 0}, /* 4 */
2232 {0,0,0}, /* 5 */ 2408 {0, 0, 0}, /* 5 */
2233 {0,0,0}, /* 6 */ 2409 {0, 0, 0}, /* 6 */
2234 {0,0,0}, /* 7 */ 2410 {0, 0, 0}, /* 7 */
2235 {0,0,0}, /* 8 */ 2411 {0, 0, 0}, /* 8 */
2236 {8,1,2}, /* 9 */ 2412 {8, 1, 2}, /* 9 */
2237 {1,2,-1}, /* 10 */ 2413 {1, 2, -1}, /* 10 */
2238 {2,10,12}, /* 11 */ 2414 {2, 10, 12}, /* 11 */
2239 {2,3,-1}, /* 12 */ 2415 {2, 3, -1}, /* 12 */
2240 {2,3,4}, /* 13 */ 2416 {2, 3, 4}, /* 13 */
2241 {3,4,-1}, /* 14 */ 2417 {3, 4, -1}, /* 14 */
2242 {4,14,16}, /* 15 */ 2418 {4, 14, 16}, /* 15 */
2243 {5,4,-1}, /* 16 */ 2419 {5, 4, -1}, /* 16 */
2244 {4,5,6}, /* 17 */ 2420 {4, 5, 6}, /* 17 */
2245 {6,5,-1}, /* 18 */ 2421 {6, 5, -1}, /* 18 */
2246 {6,20,18}, /* 19 */ 2422 {6, 20, 18}, /* 19 */
2247 {7,6,-1}, /* 20 */ 2423 {7, 6, -1}, /* 20 */
2248 {6,7,8}, /* 21 */ 2424 {6, 7, 8}, /* 21 */
2249 {7,8,-1}, /* 22 */ 2425 {7, 8, -1}, /* 22 */
2250 {8,22,24}, /* 23 */ 2426 {8, 22, 24}, /* 23 */
2251 {8,1,-1}, /* 24 */ 2427 {8, 1, -1}, /* 24 */
2252 {24,9,10}, /* 25 */ 2428 {24, 9, 10}, /* 25 */
2253 {9,10,-1}, /* 26 */ 2429 {9, 10, -1}, /* 26 */
2254 {10,11,-1}, /* 27 */ 2430 {10, 11, -1}, /* 27 */
2255 {27,11,29}, /* 28 */ 2431 {27, 11, 29}, /* 28 */
2256 {11,12,-1}, /* 29 */ 2432 {11, 12, -1}, /* 29 */
2257 {12,13,-1}, /* 30 */ 2433 {12, 13, -1}, /* 30 */
2258 {12,13,14}, /* 31 */ 2434 {12, 13, 14}, /* 31 */
2259 {13,14,-1}, /* 32 */ 2435 {13, 14, -1}, /* 32 */
2260 {14,15,-1}, /* 33 */ 2436 {14, 15, -1}, /* 33 */
2261 {33,15,35}, /* 34 */ 2437 {33, 15, 35}, /* 34 */
2262 {16,15,-1}, /* 35 */ 2438 {16, 15, -1}, /* 35 */
2263 {17,16,-1}, /* 36 */ 2439 {17, 16, -1}, /* 36 */
2264 {18,17,16}, /* 37 */ 2440 {18, 17, 16}, /* 37 */
2265 {18,17,-1}, /* 38 */ 2441 {18, 17, -1}, /* 38 */
2266 {18,19,-1}, /* 39 */ 2442 {18, 19, -1}, /* 39 */
2267 {41,19,39}, /* 40 */ 2443 {41, 19, 39}, /* 40 */
2268 {19,20,-1}, /* 41 */ 2444 {19, 20, -1}, /* 41 */
2269 {20,21,-1}, /* 42 */ 2445 {20, 21, -1}, /* 42 */
2270 {20,21,22}, /* 43 */ 2446 {20, 21, 22}, /* 43 */
2271 {21,22,-1}, /* 44 */ 2447 {21, 22, -1}, /* 44 */
2272 {23,22,-1}, /* 45 */ 2448 {23, 22, -1}, /* 45 */
2273 {45,47,23}, /* 46 */ 2449 {45, 47, 23}, /* 46 */
2274 {23,24,-1}, /* 47 */ 2450 {23, 24, -1}, /* 47 */
2275 {24,9,-1}}; /* 48 */ 2451 {24, 9, -1}
2452}; /* 48 */
2276 2453
2277/* Recursive routine to step back and see if we can 2454/* Recursive routine to step back and see if we can
2278 * find a path to that monster that we found. If not, 2455 * find a path to that monster that we found. If not,
2279 * we don't bother going toward it. Returns 1 if we 2456 * we don't bother going toward it. Returns 1 if we
2280 * can see a direct way to get it 2457 * can see a direct way to get it
2281 * Modified to be map tile aware -.MSW 2458 * Modified to be map tile aware -.MSW
2282 */ 2459 */
2283
2284 2460
2461
2462int
2285int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2463can_see_monsterP (maptile *m, int x, int y, int dir)
2464{
2286 sint16 dx, dy; 2465 sint16 dx, dy;
2466 int
2287 int mflags; 2467 mflags;
2288 2468
2469 if (dir < 0)
2289 if(dir<0) return 0; /* exit condition: invalid direction */ 2470 return 0; /* exit condition: invalid direction */
2290 2471
2291 dx = x + freearr_x[dir]; 2472 dx = x + freearr_x[dir];
2292 dy = y + freearr_y[dir]; 2473 dy = y + freearr_y[dir];
2293 2474
2294 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2475 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2295 2476
2296 /* This functional arguably was incorrect before - it was 2477 /* This functional arguably was incorrect before - it was
2297 * checking for P_WALL - that was basically seeing if 2478 * checking for P_WALL - that was basically seeing if
2298 * we could move to the monster - this is being more 2479 * we could move to the monster - this is being more
2299 * literal on if we can see it. To know if we can actually 2480 * literal on if we can see it. To know if we can actually
2300 * move to the monster, we'd need the monster passed in or 2481 * move to the monster, we'd need the monster passed in or
2301 * at least its move type. 2482 * at least its move type.
2302 */ 2483 */
2303 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2484 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2485 return 0;
2304 2486
2305 /* yes, can see. */ 2487 /* yes, can see. */
2306 if(dir < 9) return 1; 2488 if (dir < 9)
2489 return 1;
2307 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2490 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2308 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2491 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2309 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2310} 2492}
2311 2493
2312 2494
2313 2495
2314/* 2496/*
2315 * can_pick(picker, item): finds out if an object is possible to be 2497 * can_pick(picker, item): finds out if an object is possible to be
2316 * picked up by the picker. Returnes 1 if it can be 2498 * picked up by the picker. Returnes 1 if it can be
2317 * picked up, otherwise 0. 2499 * picked up, otherwise 0.
2318 * 2500 *
2320 * core dumps if they do. 2502 * core dumps if they do.
2321 * 2503 *
2322 * Add a check so we can't pick up invisible objects (0.93.8) 2504 * Add a check so we can't pick up invisible objects (0.93.8)
2323 */ 2505 */
2324 2506
2507int
2325int can_pick(const object *who, const object *item) { 2508can_pick (const object *who, const object *item)
2509{
2326 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2510 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2327 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2511 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2328 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2512 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2329 (who->type==PLAYER||item->weight<who->weight/3));
2330} 2513}
2331 2514
2332 2515
2333/* 2516/*
2334 * create clone from object to another 2517 * create clone from object to another
2335 */ 2518 */
2519object *
2336object *object_create_clone (object *asrc) { 2520object_create_clone (object *asrc)
2521{
2337 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2522 object *dst = 0, *tmp, *src, *part, *prev, *item;
2338 2523
2339 if(!asrc) return NULL; 2524 if (!asrc)
2525 return 0;
2526
2340 src = asrc; 2527 src = asrc;
2341 if(src->head) 2528 if (src->head)
2342 src = src->head; 2529 src = src->head;
2343 2530
2344 prev = NULL; 2531 prev = 0;
2345 for(part = src; part; part = part->more) { 2532 for (part = src; part; part = part->more)
2346 tmp = get_object(); 2533 {
2347 copy_object(part,tmp); 2534 tmp = part->clone ();
2348 tmp->x -= src->x; 2535 tmp->x -= src->x;
2349 tmp->y -= src->y; 2536 tmp->y -= src->y;
2537
2350 if(!part->head) { 2538 if (!part->head)
2539 {
2351 dst = tmp; 2540 dst = tmp;
2352 tmp->head = NULL; 2541 tmp->head = 0;
2542 }
2353 } else { 2543 else
2544 {
2354 tmp->head = dst; 2545 tmp->head = dst;
2355 } 2546 }
2547
2356 tmp->more = NULL; 2548 tmp->more = 0;
2549
2357 if(prev) 2550 if (prev)
2358 prev->more = tmp; 2551 prev->more = tmp;
2552
2359 prev = tmp; 2553 prev = tmp;
2360 } 2554 }
2361 /*** copy inventory ***/ 2555
2362 for(item = src->inv; item; item = item->below) { 2556 for (item = src->inv; item; item = item->below)
2363 (void) insert_ob_in_ob(object_create_clone(item),dst); 2557 insert_ob_in_ob (object_create_clone (item), dst);
2364 }
2365 2558
2366 return dst; 2559 return dst;
2367}
2368
2369/* return true if the object was destroyed, 0 otherwise */
2370int was_destroyed (const object *op, tag_t old_tag)
2371{
2372 /* checking for FLAG_FREED isn't necessary, but makes this function more
2373 * robust */
2374 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2375} 2560}
2376 2561
2377/* GROS - Creates an object using a string representing its content. */ 2562/* GROS - Creates an object using a string representing its content. */
2378/* Basically, we save the content of the string to a temp file, then call */ 2563/* Basically, we save the content of the string to a temp file, then call */
2379/* load_object on it. I admit it is a highly inefficient way to make things, */ 2564/* load_object on it. I admit it is a highly inefficient way to make things, */
2380/* but it was simple to make and allows reusing the load_object function. */ 2565/* but it was simple to make and allows reusing the load_object function. */
2381/* Remember not to use load_object_str in a time-critical situation. */ 2566/* Remember not to use load_object_str in a time-critical situation. */
2382/* Also remember that multiparts objects are not supported for now. */ 2567/* Also remember that multiparts objects are not supported for now. */
2383 2568
2569object *
2384object* load_object_str(const char *obstr) 2570load_object_str (const char *obstr)
2385{ 2571{
2386 object *op; 2572 object *op;
2387 char filename[MAX_BUF]; 2573 char filename[MAX_BUF];
2574
2388 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2575 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2389 2576
2390 FILE *tempfile=fopen(filename,"w"); 2577 FILE *tempfile = fopen (filename, "w");
2578
2391 if (tempfile == NULL) 2579 if (tempfile == NULL)
2392 { 2580 {
2393 LOG(llevError,"Error - Unable to access load object temp file\n"); 2581 LOG (llevError, "Error - Unable to access load object temp file\n");
2394 return NULL; 2582 return NULL;
2395 }; 2583 }
2584
2396 fprintf(tempfile,obstr); 2585 fprintf (tempfile, obstr);
2397 fclose(tempfile); 2586 fclose (tempfile);
2398 2587
2399 op=get_object(); 2588 op = object::create ();
2400 2589
2401 object_thawer thawer (filename); 2590 object_thawer thawer (filename);
2402 2591
2403 if (thawer) 2592 if (thawer)
2404 load_object(thawer,op,0); 2593 load_object (thawer, op, 0);
2405 2594
2406 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2595 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2407 CLEAR_FLAG(op,FLAG_REMOVED); 2596 CLEAR_FLAG (op, FLAG_REMOVED);
2408 2597
2409 return op; 2598 return op;
2410} 2599}
2411 2600
2412/* This returns the first object in who's inventory that 2601/* This returns the first object in who's inventory that
2413 * has the same type and subtype match. 2602 * has the same type and subtype match.
2414 * returns NULL if no match. 2603 * returns NULL if no match.
2415 */ 2604 */
2605object *
2416object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2606find_obj_by_type_subtype (const object *who, int type, int subtype)
2417{ 2607{
2418 object *tmp; 2608 object *tmp;
2419 2609
2420 for (tmp=who->inv; tmp; tmp=tmp->below) 2610 for (tmp = who->inv; tmp; tmp = tmp->below)
2421 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2611 if (tmp->type == type && tmp->subtype == subtype)
2612 return tmp;
2422 2613
2423 return NULL; 2614 return NULL;
2424} 2615}
2425 2616
2426/* If ob has a field named key, return the link from the list, 2617/* If ob has a field named key, return the link from the list,
2427 * otherwise return NULL. 2618 * otherwise return NULL.
2428 * 2619 *
2429 * key must be a passed in shared string - otherwise, this won't 2620 * key must be a passed in shared string - otherwise, this won't
2430 * do the desired thing. 2621 * do the desired thing.
2431 */ 2622 */
2623key_value *
2432key_value * get_ob_key_link(const object * ob, const char * key) { 2624get_ob_key_link (const object *ob, const char *key)
2625{
2433 key_value * link; 2626 key_value *link;
2434 2627
2435 for (link = ob->key_values; link != NULL; link = link->next) { 2628 for (link = ob->key_values; link != NULL; link = link->next)
2436 if (link->key == key) { 2629 if (link->key == key)
2437 return link; 2630 return link;
2438 } 2631
2439 }
2440
2441 return NULL; 2632 return NULL;
2442} 2633}
2443 2634
2444/* 2635/*
2445 * Returns the value of op has an extra_field for key, or NULL. 2636 * Returns the value of op has an extra_field for key, or NULL.
2446 * 2637 *
2447 * The argument doesn't need to be a shared string. 2638 * The argument doesn't need to be a shared string.
2448 * 2639 *
2449 * The returned string is shared. 2640 * The returned string is shared.
2450 */ 2641 */
2642const char *
2451const char * get_ob_key_value(const object * op, const char * const key) { 2643get_ob_key_value (const object *op, const char *const key)
2644{
2452 key_value * link; 2645 key_value *link;
2453 const char * canonical_key; 2646 shstr_cmp canonical_key (key);
2647
2648 if (!canonical_key)
2454 2649 {
2455 canonical_key = shstr::find (key);
2456
2457 if (canonical_key == NULL) {
2458 /* 1. There being a field named key on any object 2650 /* 1. There being a field named key on any object
2459 * implies there'd be a shared string to find. 2651 * implies there'd be a shared string to find.
2460 * 2. Since there isn't, no object has this field. 2652 * 2. Since there isn't, no object has this field.
2461 * 3. Therefore, *this* object doesn't have this field. 2653 * 3. Therefore, *this* object doesn't have this field.
2462 */ 2654 */
2463 return NULL; 2655 return 0;
2464 } 2656 }
2465 2657
2466 /* This is copied from get_ob_key_link() above - 2658 /* This is copied from get_ob_key_link() above -
2467 * only 4 lines, and saves the function call overhead. 2659 * only 4 lines, and saves the function call overhead.
2468 */ 2660 */
2469 for (link = op->key_values; link != NULL; link = link->next) { 2661 for (link = op->key_values; link; link = link->next)
2470 if (link->key == canonical_key) { 2662 if (link->key == canonical_key)
2471 return link->value; 2663 return link->value;
2472 } 2664
2473 } 2665 return 0;
2474 return NULL;
2475} 2666}
2476 2667
2477 2668
2478/* 2669/*
2479 * Updates the canonical_key in op to value. 2670 * Updates the canonical_key in op to value.
2483 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2674 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2484 * keys. 2675 * keys.
2485 * 2676 *
2486 * Returns TRUE on success. 2677 * Returns TRUE on success.
2487 */ 2678 */
2679int
2488int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2680set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2681{
2682 key_value *
2489 key_value * field = NULL, *last=NULL; 2683 field = NULL, *last = NULL;
2490 2684
2491 for (field=op->key_values; field != NULL; field=field->next) { 2685 for (field = op->key_values; field != NULL; field = field->next)
2686 {
2492 if (field->key != canonical_key) { 2687 if (field->key != canonical_key)
2688 {
2493 last = field; 2689 last = field;
2494 continue; 2690 continue;
2495 } 2691 }
2496 2692
2497 if (value) 2693 if (value)
2498 field->value = value; 2694 field->value = value;
2499 else { 2695 else
2696 {
2500 /* Basically, if the archetype has this key set, 2697 /* Basically, if the archetype has this key set,
2501 * we need to store the null value so when we save 2698 * we need to store the null value so when we save
2502 * it, we save the empty value so that when we load, 2699 * it, we save the empty value so that when we load,
2503 * we get this value back again. 2700 * we get this value back again.
2504 */ 2701 */
2505 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2702 if (get_ob_key_link (&op->arch->clone, canonical_key))
2506 field->value = 0; 2703 field->value = 0;
2704 else
2705 {
2706 if (last)
2707 last->next = field->next;
2507 else 2708 else
2508 {
2509 if (last) last->next = field->next;
2510 else op->key_values = field->next; 2709 op->key_values = field->next;
2511 2710
2512 delete field; 2711 delete field;
2513 } 2712 }
2514 } 2713 }
2515 return TRUE; 2714 return TRUE;
2516 } 2715 }
2517 /* IF we get here, key doesn't exist */ 2716 /* IF we get here, key doesn't exist */
2518 2717
2519 /* No field, we'll have to add it. */ 2718 /* No field, we'll have to add it. */
2719
2720 if (!add_key)
2520 2721 {
2521 if (!add_key) {
2522 return FALSE; 2722 return FALSE;
2523 } 2723 }
2524 /* There isn't any good reason to store a null 2724 /* There isn't any good reason to store a null
2525 * value in the key/value list. If the archetype has 2725 * value in the key/value list. If the archetype has
2526 * this key, then we should also have it, so shouldn't 2726 * this key, then we should also have it, so shouldn't
2527 * be here. If user wants to store empty strings, 2727 * be here. If user wants to store empty strings,
2528 * should pass in "" 2728 * should pass in ""
2529 */ 2729 */
2530 if (value == NULL) return TRUE; 2730 if (value == NULL)
2531
2532 field = new key_value;
2533
2534 field->key = canonical_key;
2535 field->value = value;
2536 /* Usual prepend-addition. */
2537 field->next = op->key_values;
2538 op->key_values = field;
2539
2540 return TRUE; 2731 return TRUE;
2732
2733 field = new key_value;
2734
2735 field->key = canonical_key;
2736 field->value = value;
2737 /* Usual prepend-addition. */
2738 field->next = op->key_values;
2739 op->key_values = field;
2740
2741 return TRUE;
2541} 2742}
2542 2743
2543/* 2744/*
2544 * Updates the key in op to value. 2745 * Updates the key in op to value.
2545 * 2746 *
2547 * and not add new ones. 2748 * and not add new ones.
2548 * In general, should be little reason FALSE is ever passed in for add_key 2749 * In general, should be little reason FALSE is ever passed in for add_key
2549 * 2750 *
2550 * Returns TRUE on success. 2751 * Returns TRUE on success.
2551 */ 2752 */
2753int
2552int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2754set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2553{ 2755{
2554 shstr key_ (key); 2756 shstr key_ (key);
2757
2555 return set_ob_key_value_s (op, key_, value, add_key); 2758 return set_ob_key_value_s (op, key_, value, add_key);
2556} 2759}
2760
2761object::depth_iterator::depth_iterator (object *container)
2762: iterator_base (container)
2763{
2764 while (item->inv)
2765 item = item->inv;
2766}
2767
2768void
2769object::depth_iterator::next ()
2770{
2771 if (item->below)
2772 {
2773 item = item->below;
2774
2775 while (item->inv)
2776 item = item->inv;
2777 }
2778 else
2779 item = item->env;
2780}
2781
2782// return a suitable string describing an objetc in enough detail to find it
2783const char *
2784object::debug_desc (char *info) const
2785{
2786 char info2[256 * 3];
2787 char *p = info;
2788
2789 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2790 count,
2791 &name,
2792 title ? " " : "",
2793 title ? (const char *)title : "");
2794
2795 if (env)
2796 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2797
2798 if (map)
2799 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2800
2801 return info;
2802}
2803
2804const char *
2805object::debug_desc () const
2806{
2807 static char info[256 * 3];
2808 return debug_desc (info);
2809}
2810

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