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Comparing deliantra/server/common/object.C (file contents):
Revision 1.15 by root, Mon Sep 4 13:55:54 2006 UTC vs.
Revision 1.67 by root, Thu Dec 14 04:30:32 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.15 2006/09/04 13:55:54 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
42int nrofallocobjects = 0; 35int nrofallocobjects = 0;
36static UUID uuid;
37const uint64 UUID_SKIP = 1<<19;
43 38
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 39object *active_objects; /* List of active objects that need to be processed */
46 40
47short freearr_x[SIZEOFFREE]= 41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 43};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 46};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49};
56int freedir[SIZEOFFREE]= { 50int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53};
59 54
55static void
56write_uuid (void)
57{
58 char filename1[MAX_BUF], filename2[MAX_BUF];
59
60 sprintf (filename1, "%s/uuid", settings.localdir);
61 sprintf (filename2, "%s/uuid~", settings.localdir);
62
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 FILE *fp;
84
85 if (!(fp = fopen (filename, "r")))
86 {
87 if (errno == ENOENT)
88 {
89 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0;
91 write_uuid ();
92 return;
93 }
94
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1);
97 }
98
99 int version;
100 unsigned long long uid;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
102 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
104 _exit (1);
105 }
106
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp);
111}
112
113UUID
114gen_uuid ()
115{
116 UUID uid;
117
118 uid.seq = ++uuid.seq;
119
120 if (!(uuid.seq & (UUID_SKIP - 1)))
121 write_uuid ();
122
123 return uid;
124}
125
126void
127init_uuid ()
128{
129 read_uuid ();
130}
60 131
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 134compare_ob_value_lists_one (const object *wants, const object *has)
135{
63 key_value * wants_field; 136 key_value *wants_field;
64 137
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 139 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 140 * different structure or at least keep the lists sorted...
68 */ 141 */
69 142
70 /* For each field in wants, */ 143 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
145 {
72 key_value * has_field; 146 key_value *has_field;
73 147
74 /* Look for a field in has with the same key. */ 148 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
76 152 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 153 /* No field with that name. */
79 return FALSE; 154 return FALSE;
80 }
81 155 }
156
82 /* Found the matching field. */ 157 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 158 if (has_field->value != wants_field->value)
159 {
84 /* Values don't match, so this half of the comparison is false. */ 160 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 161 return FALSE;
86 } 162 }
87 163
88 /* If we get here, we found a match. Now for the next field in wants. */ 164 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 165 }
166
91 /* If we get here, every field in wants has a matching field in has. */ 167 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 168 return TRUE;
93} 169}
94 170
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 171/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 173compare_ob_value_lists (const object *ob1, const object *ob2)
174{
97 /* However, there may be fields in has which aren't partnered in wants, 175 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 176 * so we need to run the comparison *twice*. :(
99 */ 177 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 179}
102 180
103/* Function examines the 2 objects given to it, and returns true if 181/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 182 * they can be merged together.
105 * 183 *
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
116int CAN_MERGE(object *ob1, object *ob2) { 194bool object::can_merge_slow (object *ob1, object *ob2)
117 195{
118 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 197 if (ob1 == ob2
198 || ob1->type != ob2->type
199 || ob1->speed != ob2->speed
200 || ob1->value != ob2->value
201 || ob1->name != ob2->name)
202 return 0;
120 203
121 if (ob1->speed != ob2->speed) return 0; 204 //TODO: this ain't working well, use nicer and correct overflow check
122 /* Note sure why the following is the case - either the object has to 205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
123 * be animated or have a very low speed. Is this an attempted monster 206 * value could not be stored in a sint32 (which unfortunately sometimes is
124 * check? 207 * used to store nrof).
125 */ 208 */
126 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 209 if (ob1->nrof + ob2->nrof >= 1UL << 31)
210 return 0;
211
212 /* If the objects have been identified, set the BEEN_APPLIED flag.
213 * This is to the comparison of the flags below will be OK. We
214 * just can't ignore the been applied or identified flags, as they
215 * are not equal - just if it has been identified, the been_applied
216 * flags lose any meaning.
217 */
218 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223
224
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) ||
235 (ob1->title != ob2->title) ||
236 (ob1->msg != ob2->msg) ||
237 (ob1->weight != ob2->weight) ||
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
240 (ob1->attacktype != ob2->attacktype) ||
241 (ob1->magic != ob2->magic) ||
242 (ob1->slaying != ob2->slaying) ||
243 (ob1->skill != ob2->skill) ||
244 (ob1->value != ob2->value) ||
245 (ob1->animation_id != ob2->animation_id) ||
246 (ob1->client_type != ob2->client_type) ||
247 (ob1->materialname != ob2->materialname) ||
248 (ob1->lore != ob2->lore) ||
249 (ob1->subtype != ob2->subtype) ||
250 (ob1->move_type != ob2->move_type) ||
251 (ob1->move_block != ob2->move_block) ||
252 (ob1->move_allow != ob2->move_allow) ||
253 (ob1->move_on != ob2->move_on) ||
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
255 return 0;
256
257 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory.
259 */
260 if (ob1->inv || ob2->inv)
261 {
262 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
127 return 0; 264 return 0;
128 265
129 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 266 /* Now check to see if the two inventory objects could merge */
130 * value could not be stored in a sint32 (which unfortunately sometimes is 267 if (!object::can_merge (ob1->inv, ob2->inv))
131 * used to store nrof).
132 */
133 if (ob1->nrof+ob2->nrof >= 1UL<<31)
134 return 0; 268 return 0;
135 269
136 /* This is really a spellbook check - really, we should
137 * check all objects in the inventory.
138 */
139 if (ob1->inv || ob2->inv) {
140 /* if one object has inventory but the other doesn't, not equiv */
141 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
142
143 /* Now check to see if the two inventory objects could merge */
144 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
145
146 /* inventory ok - still need to check rest of this object to see 270 /* inventory ok - still need to check rest of this object to see
147 * if it is valid. 271 * if it is valid.
148 */ 272 */
149 } 273 }
150 274
151 /* If the objects have been identified, set the BEEN_APPLIED flag.
152 * This is to the comparison of the flags below will be OK. We
153 * just can't ignore the been applied or identified flags, as they
154 * are not equal - just if it has been identified, the been_applied
155 * flags lose any meaning.
156 */
157 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
158 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
159
160 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
161 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
162
163
164 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
165 * being locked in inventory should prevent merging.
166 * 0x4 in flags3 is CLIENT_SENT
167 */
168 if ((ob1->arch != ob2->arch) ||
169 (ob1->flags[0] != ob2->flags[0]) ||
170 (ob1->flags[1] != ob2->flags[1]) ||
171 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
172 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
173 (ob1->name != ob2->name) ||
174 (ob1->title != ob2->title) ||
175 (ob1->msg != ob2->msg) ||
176 (ob1->weight != ob2->weight) ||
177 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
178 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
179 (ob1->attacktype != ob2->attacktype) ||
180 (ob1->magic != ob2->magic) ||
181 (ob1->slaying != ob2->slaying) ||
182 (ob1->skill != ob2->skill) ||
183 (ob1->value != ob2->value) ||
184 (ob1->animation_id != ob2->animation_id) ||
185 (ob1->client_type != ob2->client_type) ||
186 (ob1->materialname != ob2->materialname) ||
187 (ob1->lore != ob2->lore) ||
188 (ob1->subtype != ob2->subtype) ||
189 (ob1->move_type != ob2->move_type) ||
190 (ob1->move_block != ob2->move_block) ||
191 (ob1->move_allow != ob2->move_allow) ||
192 (ob1->move_on != ob2->move_on) ||
193 (ob1->move_off != ob2->move_off) ||
194 (ob1->move_slow != ob2->move_slow) ||
195 (ob1->move_slow_penalty != ob2->move_slow_penalty)
196 )
197 return 0;
198
199 /* Don't merge objects that are applied. With the new 'body' code, 275 /* Don't merge objects that are applied. With the new 'body' code,
200 * it is possible for most any character to have more than one of 276 * it is possible for most any character to have more than one of
201 * some items equipped, and we don't want those to merge. 277 * some items equipped, and we don't want those to merge.
202 */ 278 */
203 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 279 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
280 return 0;
281
282 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster
284 * check?
285 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
287 return 0;
288
289 switch (ob1->type)
290 {
291 case SCROLL:
292 if (ob1->level != ob2->level)
293 return 0;
294 break;
295 }
296
297 if (ob1->key_values != NULL || ob2->key_values != NULL)
298 {
299 /* At least one of these has key_values. */
300 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
301 /* One has fields, but the other one doesn't. */
204 return 0; 302 return 0;
205
206 switch (ob1->type) {
207 case SCROLL:
208 if (ob1->level != ob2->level) return 0;
209 break;
210
211 }
212 if (ob1->key_values != NULL || ob2->key_values != NULL) {
213 /* At least one of these has key_values. */
214 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
215 /* One has fields, but the other one doesn't. */
216 return 0;
217 } else if (!compare_ob_value_lists(ob1, ob2)) { 303 else if (!compare_ob_value_lists (ob1, ob2))
218 return 0; 304 return 0;
219 } 305 }
306
307 //TODO: generate an event or call into perl for additional checks
308 if (ob1->self || ob2->self)
220 } 309 {
310 ob1->optimise ();
311 ob2->optimise ();
221 312
313 if (ob1->self || ob2->self)
314 return 0;
315 }
316
222 /* Everything passes, must be OK. */ 317 /* Everything passes, must be OK. */
223 return 1; 318 return 1;
224} 319}
225 320
226/* 321/*
227 * sum_weight() is a recursive function which calculates the weight 322 * sum_weight() is a recursive function which calculates the weight
228 * 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
229 * containers are carrying, and sums it up. 324 * containers are carrying, and sums it up.
230 */ 325 */
231signed long sum_weight(object *op) { 326long
327sum_weight (object *op)
328{
232 signed long sum; 329 long sum;
233 object *inv; 330 object *inv;
331
234 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
333 {
235 if (inv->inv) 334 if (inv->inv)
236 sum_weight(inv); 335 sum_weight (inv);
237 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 336 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
238 } 337 }
338
239 if (op->type == CONTAINER && op->stats.Str) 339 if (op->type == CONTAINER && op->stats.Str)
240 sum = (sum * (100 - op->stats.Str))/100; 340 sum = (sum * (100 - op->stats.Str)) / 100;
341
241 if(op->carrying != sum) 342 if (op->carrying != sum)
242 op->carrying = sum; 343 op->carrying = sum;
344
243 return sum; 345 return sum;
244} 346}
245 347
246/** 348/**
247 * Return the outermost environment object for a given object. 349 * Return the outermost environment object for a given object.
248 */ 350 */
249 351
352object *
250object *object_get_env_recursive (object *op) { 353object_get_env_recursive (object *op)
354{
251 while (op->env != NULL) 355 while (op->env != NULL)
252 op = op->env; 356 op = op->env;
253 return op; 357 return op;
254} 358}
255 359
256/* 360/*
257 * 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
258 * 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
259 * or find a player. 363 * or find a player.
260 */ 364 */
261 365
366object *
262object *is_player_inv (object *op) { 367is_player_inv (object *op)
368{
263 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 369 for (; op != NULL && op->type != PLAYER; op = op->env)
264 if (op->env==op) 370 if (op->env == op)
265 op->env = NULL; 371 op->env = NULL;
266 return op; 372 return op;
267} 373}
268 374
269/* 375/*
270 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
271 * Some error messages. 377 * Some error messages.
272 * 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.
273 */ 379 */
274 380
275void dump_object2(object *op) { 381char *
276errmsg[0] = 0;
277return;
278 //TODO//D#d#
279#if 0
280 char *cp;
281/* object *tmp;*/
282
283 if(op->arch!=NULL) {
284 strcat(errmsg,"arch ");
285 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
286 strcat(errmsg,"\n");
287 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
288 strcat(errmsg,cp);
289#if 0
290 /* Don't dump player diffs - they are too long, mostly meaningless, and
291 * will overflow the buffer.
292 * Changed so that we don't dump inventory either. This may
293 * also overflow the buffer.
294 */
295 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297 for (tmp=op->inv; tmp; tmp=tmp->below)
298 dump_object2(tmp);
299#endif
300 strcat(errmsg,"end\n");
301 } else {
302 strcat(errmsg,"Object ");
303 if (op->name==NULL) strcat(errmsg, "(null)");
304 else strcat(errmsg,op->name);
305 strcat(errmsg,"\n");
306#if 0
307 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
308 strcat(errmsg,cp);
309 for (tmp=op->inv; tmp; tmp=tmp->below)
310 dump_object2(tmp);
311#endif
312 strcat(errmsg,"end\n");
313 }
314#endif
315}
316
317/*
318 * Dumps an object. Returns output in the static global errmsg array.
319 */
320
321void dump_object(object *op) { 382dump_object (object *op)
322 if(op==NULL) { 383{
323 strcpy(errmsg,"[NULL pointer]"); 384 if (!op)
324 return; 385 return strdup ("[NULLOBJ]");
325 }
326 errmsg[0]='\0';
327 dump_object2(op);
328}
329 386
330void dump_all_objects(void) { 387 object_freezer freezer;
331 object *op; 388 save_object (freezer, op, 3);
332 for(op=objects;op!=NULL;op=op->next) { 389 return freezer.as_string ();
333 dump_object(op);
334 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
335 }
336} 390}
337 391
338/* 392/*
339 * 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
340 * multi-object 1 which is closest to the second object. 394 * multi-object 1 which is closest to the second object.
341 * If it's not a multi-object, it is returned. 395 * If it's not a multi-object, it is returned.
342 */ 396 */
343 397
398object *
344object *get_nearest_part(object *op, const object *pl) { 399get_nearest_part (object *op, const object *pl)
400{
345 object *tmp,*closest; 401 object *tmp, *closest;
346 int last_dist,i; 402 int last_dist, i;
403
347 if(op->more==NULL) 404 if (op->more == NULL)
348 return op; 405 return op;
349 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)
350 if((i=distance(tmp,pl))<last_dist) 407 if ((i = distance (tmp, pl)) < last_dist)
351 closest=tmp,last_dist=i; 408 closest = tmp, last_dist = i;
352 return closest; 409 return closest;
353} 410}
354 411
355/* 412/*
356 * 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.
357 */ 414 */
358 415
416object *
359object *find_object(tag_t i) { 417find_object (tag_t i)
360 object *op; 418{
361 for(op=objects;op!=NULL;op=op->next) 419 for (object *op = object::first; op; op = op->next)
362 if(op->count==i) 420 if (op->count == i)
363 break; 421 return op;
422
364 return op; 423 return 0;
365} 424}
366 425
367/* 426/*
368 * 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.
369 * Used only by the patch command, but not all that useful. 428 * Used only by the patch command, but not all that useful.
370 * Enables features like "patch <name-of-other-player> food 999" 429 * Enables features like "patch <name-of-other-player> food 999"
371 */ 430 */
372 431
432object *
373object *find_object_name(const char *str) { 433find_object_name (const char *str)
374 const char *name = shstr::find (str); 434{
435 shstr_cmp str_ (str);
375 object *op; 436 object *op;
437
376 for(op=objects;op!=NULL;op=op->next) 438 for (op = object::first; op != NULL; op = op->next)
377 if(&op->name == name) 439 if (op->name == str_)
378 break; 440 break;
379 441
380 return op; 442 return op;
381} 443}
382 444
445void
383void free_all_object_data () 446free_all_object_data ()
384{ 447{
385 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 448 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
386}
387
388/*
389 * Returns the object which this object marks as being the owner.
390 * A id-scheme is used to avoid pointing to objects which have been
391 * freed and are now reused. If this is detected, the owner is
392 * set to NULL, and NULL is returned.
393 * Changed 2004-02-12 - if the player is setting at the play again
394 * prompt, he is removed, and we don't want to treat him as an owner of
395 * anything, so check removed flag. I don't expect that this should break
396 * anything - once an object is removed, it is basically dead anyways.
397 */
398
399object *get_owner(object *op) {
400 if(op->owner==NULL)
401 return NULL;
402
403 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
404 op->owner->count==op->ownercount)
405 return op->owner;
406
407 op->owner=NULL;
408 op->ownercount=0;
409 return NULL;
410}
411
412void clear_owner(object *op)
413{
414 if (!op) return;
415
416 if (op->owner && op->ownercount == op->owner->count)
417 op->owner->refcount--;
418
419 op->owner = NULL;
420 op->ownercount = 0;
421} 449}
422 450
423/* 451/*
424 * 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
425 * skill and experience objects. 453 * skill and experience objects.
426 */ 454 */
427void set_owner (object *op, object *owner) 455void
456object::set_owner (object *owner)
428{ 457{
429 if(owner==NULL||op==NULL) 458 if (!owner)
430 return; 459 return;
431 460
432 /* next line added to allow objects which own objects */ 461 /* next line added to allow objects which own objects */
433 /* 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
434 * with the fireball owning a poison cloud which then owned the 463 * with the fireball owning a poison cloud which then owned the
435 * 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
436 * freed and then another object replacing it. Since the ownercounts 465 * freed and then another object replacing it. Since the ownercounts
437 * didn't match, this check is valid and I believe that cause is valid. 466 * didn't match, this check is valid and I believe that cause is valid.
438 */ 467 */
439 while (owner->owner && owner!=owner->owner && 468 while (owner->owner)
440 owner->ownercount==owner->owner->count) owner=owner->owner; 469 owner = owner->owner;
441 470
442 /* IF the owner still has an owner, we did not resolve to a final owner.
443 * so lets not add to that.
444 */
445 if (owner->owner) return;
446
447 op->owner=owner; 471 this->owner = owner;
448
449 op->ownercount=owner->count;
450 owner->refcount++;
451
452}
453
454/* Set the owner to clone's current owner and set the skill and experience
455 * objects to clone's objects (typically those objects that where the owner's
456 * current skill and experience objects at the time when clone's owner was
457 * set - not the owner's current skill and experience objects).
458 *
459 * Use this function if player created an object (e.g. fire bullet, swarm
460 * spell), and this object creates further objects whose kills should be
461 * accounted for the player's original skill, even if player has changed
462 * skills meanwhile.
463 */
464void copy_owner (object *op, object *clone)
465{
466 object *owner = get_owner (clone);
467 if (owner == NULL) {
468 /* players don't have owners - they own themselves. Update
469 * as appropriate.
470 */
471 if (clone->type == PLAYER) owner=clone;
472 else return;
473 }
474 set_owner(op, owner);
475
476} 472}
477 473
478/* Zero the key_values on op, decrementing the shared-string 474/* Zero the key_values on op, decrementing the shared-string
479 * refcounts and freeing the links. 475 * refcounts and freeing the links.
480 */ 476 */
477static void
481static void free_key_values(object * op) 478free_key_values (object *op)
482{ 479{
483 for (key_value *i = op->key_values; i != 0; ) 480 for (key_value *i = op->key_values; i != 0;)
484 { 481 {
485 key_value *next = i->next; 482 key_value *next = i->next;
486 delete i; 483 delete i;
484
487 i = next; 485 i = next;
488 } 486 }
489 487
490 op->key_values = 0; 488 op->key_values = 0;
491} 489}
492 490
493void object::clear () 491void object::clear ()
494{ 492{
495 attachable_base::clear (); 493 attachable_base::clear ();
496 494
497 free_key_values (this); 495 free_key_values (this);
498 496
499 name = 0; 497 owner = 0;
498 name = 0;
500 name_pl = 0; 499 name_pl = 0;
501 title = 0; 500 title = 0;
502 race = 0; 501 race = 0;
503 slaying = 0; 502 slaying = 0;
504 skill = 0; 503 skill = 0;
505 msg = 0; 504 msg = 0;
506 lore = 0; 505 lore = 0;
507 custom_name = 0; 506 custom_name = 0;
508 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;
509 519
510 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 520 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
511 521
512 SET_FLAG (this, FLAG_REMOVED); 522 SET_FLAG (this, FLAG_REMOVED);
513}
514 523
515void object::clone (object *destination)
516{
517 *(object_copy *)destination = *(object_copy *)this;
518 *(object_pod *)destination = *(object_pod *)this;
519
520 if (self || cb)
521 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
522}
523
524/*
525 * clear_object() frees everything allocated by an object, and also
526 * clears all variables and flags to default settings.
527 */
528
529void clear_object (object *op)
530{
531 op->clear ();
532
533 op->contr = NULL;
534 op->below = NULL;
535 op->above = NULL;
536 op->inv = NULL;
537 op->container=NULL;
538 op->env=NULL;
539 op->more=NULL;
540 op->head=NULL;
541 op->map=NULL;
542 op->refcount=0;
543 op->active_next = NULL;
544 op->active_prev = NULL;
545 /* What is not cleared is next, prev, and count */ 524 /* What is not cleared is next, prev, and count */
546 525
547 op->expmul = 1.0; 526 expmul = 1.0;
548 op->face = blank_face; 527 face = blank_face;
549 op->attacked_by_count = -1;
550 528
551 if (settings.casting_time) 529 if (settings.casting_time)
552 op->casting_time = -1; 530 casting_time = -1;
553} 531}
554 532
555/* 533/*
556 * copy object first frees everything allocated by the second object, 534 * copy_to first frees everything allocated by the dst object,
557 * and then copies the contends of the first object into the second 535 * and then copies the contents of itself into the second
558 * object, allocating what needs to be allocated. Basically, any 536 * object, allocating what needs to be allocated. Basically, any
559 * 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,
560 * 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
561 * will point at garbage. 539 * will point at garbage.
562 */ 540 */
563 541void
564void copy_object (object *op2, object *op) 542object::copy_to (object *dst)
565{ 543{
566 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 544 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
567 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 545 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
568 546
569 op2->clone (op); 547 *(object_copy *)dst = *this;
548 *(object_pod *)dst = *this;
570 549
571 if (is_freed) SET_FLAG (op, FLAG_FREED); 550 if (self || cb)
572 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 551 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
573 552
553 if (is_freed)
554 SET_FLAG (dst, FLAG_FREED);
555
556 if (is_removed)
557 SET_FLAG (dst, FLAG_REMOVED);
558
574 if (op2->speed < 0) 559 if (speed < 0)
575 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 560 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
576 561
577 /* Copy over key_values, if any. */ 562 /* Copy over key_values, if any. */
578 if (op2->key_values != NULL) 563 if (key_values)
579 { 564 {
580 key_value *tail = NULL; 565 key_value *tail = 0;
581 key_value *i; 566 key_value *i;
582 567
583 op->key_values = NULL; 568 dst->key_values = 0;
584 569
585 for (i = op2->key_values; i != NULL; i = i->next) 570 for (i = key_values; i; i = i->next)
586 { 571 {
587 key_value *new_link = new key_value; 572 key_value *new_link = new key_value;
588 573
589 new_link->next = NULL; 574 new_link->next = 0;
590 new_link->key = i->key; 575 new_link->key = i->key;
591 new_link->value = i->value; 576 new_link->value = i->value;
592 577
593 /* Try and be clever here, too. */ 578 /* Try and be clever here, too. */
594 if (op->key_values == NULL) 579 if (!dst->key_values)
595 { 580 {
596 op->key_values = new_link; 581 dst->key_values = new_link;
597 tail = new_link; 582 tail = new_link;
598 } 583 }
599 else 584 else
600 { 585 {
601 tail->next = new_link; 586 tail->next = new_link;
602 tail = new_link; 587 tail = new_link;
603 } 588 }
604 } 589 }
605 } 590 }
606 591
607 update_ob_speed (op); 592 update_ob_speed (dst);
608} 593}
609 594
610/* 595object *
611 * get_object() grabs an object from the list of unused objects, makes 596object::clone ()
612 * sure it is initialised, and returns it.
613 * If there are no free objects, expand_objects() is called to get more.
614 */
615
616object *get_object ()
617{ 597{
618 object *op = new object; 598 object *neu = create ();
619 599 copy_to (neu);
620 op->count = ++ob_count;
621
622 op->active_next = 0;
623 op->active_prev = 0;
624
625 op->next = objects;
626 op->prev = 0;
627
628 if (objects)
629 objects->prev = op;
630
631 objects = op;
632
633 SET_FLAG (op, FLAG_REMOVED);
634
635 op->expmul = 1.0;
636 op->face = blank_face;
637 op->attacked_by_count = -1;
638
639 return op; 600 return neu;
640} 601}
641 602
642/* 603/*
643 * 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
644 * 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
645 * 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.
646 */ 607 */
647 608
609void
648void update_turn_face(object *op) { 610update_turn_face (object *op)
611{
649 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 612 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
650 return; 613 return;
651 SET_ANIMATION(op, op->direction); 614 SET_ANIMATION (op, op->direction);
652 update_object(op,UP_OBJ_FACE); 615 update_object (op, UP_OBJ_FACE);
653} 616}
654 617
655/* 618/*
656 * 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
657 * 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.
658 * 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.
659 */ 622 */
660 623void
661void update_ob_speed(object *op) { 624update_ob_speed (object *op)
625{
662 extern int arch_init; 626 extern int arch_init;
663 627
664 /* No reason putting the archetypes objects on the speed list, 628 /* No reason putting the archetypes objects on the speed list,
665 * since they never really need to be updated. 629 * since they never really need to be updated.
666 */ 630 */
667 631
668 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 632 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
633 {
669 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);
670#ifdef MANY_CORES 635#ifdef MANY_CORES
671 abort(); 636 abort ();
672#else 637#else
673 op->speed = 0; 638 op->speed = 0;
674#endif 639#endif
675 } 640 }
641
676 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)
677 return; 649 return;
678 }
679 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
680 /* If already on active list, don't do anything */
681 if (op->active_next || op->active_prev || op==active_objects)
682 return;
683 650
684 /* process_events() expects us to insert the object at the beginning 651 /* process_events() expects us to insert the object at the beginning
685 * of the list. */ 652 * of the list. */
686 op->active_next = active_objects; 653 op->active_next = active_objects;
654
687 if (op->active_next!=NULL) 655 if (op->active_next != NULL)
688 op->active_next->active_prev = op; 656 op->active_next->active_prev = op;
657
689 active_objects = op; 658 active_objects = op;
659 }
660 else
690 } 661 {
691 else {
692 /* If not on the active list, nothing needs to be done */ 662 /* If not on the active list, nothing needs to be done */
693 if (!op->active_next && !op->active_prev && op!=active_objects) 663 if (!op->active_next && !op->active_prev && op != active_objects)
694 return; 664 return;
695 665
696 if (op->active_prev==NULL) { 666 if (op->active_prev == NULL)
667 {
697 active_objects = op->active_next; 668 active_objects = op->active_next;
669
698 if (op->active_next!=NULL) 670 if (op->active_next != NULL)
699 op->active_next->active_prev = NULL; 671 op->active_next->active_prev = NULL;
672 }
673 else
700 } 674 {
701 else {
702 op->active_prev->active_next = op->active_next; 675 op->active_prev->active_next = op->active_next;
676
703 if (op->active_next) 677 if (op->active_next)
704 op->active_next->active_prev = op->active_prev; 678 op->active_next->active_prev = op->active_prev;
705 } 679 }
680
706 op->active_next = NULL; 681 op->active_next = NULL;
707 op->active_prev = NULL; 682 op->active_prev = NULL;
708 } 683 }
709} 684}
710 685
711/* This function removes object 'op' from the list of active 686/* This function removes object 'op' from the list of active
712 * objects. 687 * objects.
714 * 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
715 * in play chewing up cpu time getting processed. 690 * in play chewing up cpu time getting processed.
716 * The reverse of this is to call update_ob_speed, which 691 * The reverse of this is to call update_ob_speed, which
717 * 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.
718 */ 693 */
694void
719void remove_from_active_list(object *op) 695remove_from_active_list (object *op)
720{ 696{
721 /* If not on the active list, nothing needs to be done */ 697 /* If not on the active list, nothing needs to be done */
722 if (!op->active_next && !op->active_prev && op!=active_objects) 698 if (!op->active_next && !op->active_prev && op != active_objects)
723 return; 699 return;
724 700
725 if (op->active_prev==NULL) { 701 if (op->active_prev == NULL)
702 {
726 active_objects = op->active_next; 703 active_objects = op->active_next;
727 if (op->active_next!=NULL) 704 if (op->active_next != NULL)
728 op->active_next->active_prev = NULL; 705 op->active_next->active_prev = NULL;
706 }
707 else
729 } 708 {
730 else {
731 op->active_prev->active_next = op->active_next; 709 op->active_prev->active_next = op->active_next;
732 if (op->active_next) 710 if (op->active_next)
733 op->active_next->active_prev = op->active_prev; 711 op->active_next->active_prev = op->active_prev;
734 } 712 }
735 op->active_next = NULL; 713 op->active_next = NULL;
736 op->active_prev = NULL; 714 op->active_prev = NULL;
737} 715}
738 716
739/* 717/*
740 * update_object() updates the array which represents the map. 718 * update_object() updates the array which represents the map.
741 * It takes into account invisible objects (and represent squares covered 719 * It takes into account invisible objects (and represent squares covered
756 * 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
757 * 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.
758 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
759 */ 737 */
760 738
739void
761void update_object(object *op, int action) { 740update_object (object *op, int action)
741{
762 int update_now=0, flags; 742 int update_now = 0, flags;
763 MoveType move_on, move_off, move_block, move_slow; 743 MoveType move_on, move_off, move_block, move_slow;
764 744
765 if (op == NULL) { 745 if (op == NULL)
746 {
766 /* this should never happen */ 747 /* this should never happen */
767 LOG(llevDebug,"update_object() called for NULL object.\n"); 748 LOG (llevDebug, "update_object() called for NULL object.\n");
768 return; 749 return;
769 }
770 750 }
751
771 if(op->env!=NULL) { 752 if (op->env != NULL)
753 {
772 /* Animation is currently handled by client, so nothing 754 /* Animation is currently handled by client, so nothing
773 * to do in this case. 755 * to do in this case.
774 */ 756 */
775 return; 757 return;
776 } 758 }
777 759
778 /* 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
779 * going to get freed anyways. 761 * going to get freed anyways.
780 */ 762 */
781 if (!op->map || op->map->in_memory == MAP_SAVING) return; 763 if (!op->map || op->map->in_memory == MAP_SAVING)
782 764 return;
765
783 /* make sure the object is within map boundaries */ 766 /* make sure the object is within map boundaries */
784 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))
785 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 768 {
786 LOG(llevError,"update_object() called for object out of map!\n"); 769 LOG (llevError, "update_object() called for object out of map!\n");
787#ifdef MANY_CORES 770#ifdef MANY_CORES
788 abort(); 771 abort ();
789#endif 772#endif
790 return; 773 return;
791 }
792 774 }
775
793 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 776 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
794 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);
795 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);
796 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);
797 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);
798 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);
799 782
800 if (action == UP_OBJ_INSERT) { 783 if (action == UP_OBJ_INSERT)
784 {
801 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 785 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
802 update_now=1; 786 update_now = 1;
803 787
804 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 788 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
805 update_now=1; 789 update_now = 1;
806 790
807 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 791 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
808 update_now=1; 792 update_now = 1;
809 793
810 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 794 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
811 update_now=1; 795 update_now = 1;
812 796
797 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
798 update_now = 1;
799
813 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
814 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
815 /* 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
816 * to have move_allow right now. 807 * to have move_allow right now.
817 */ 808 */
818 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 809 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
819 update_now=1; 810 update_now = 1;
811
820 if ((move_slow | op->move_slow) != move_slow) update_now=1; 812 if ((move_slow | op->move_slow) != move_slow)
813 update_now = 1;
821 } 814 }
815
822 /* if the object is being removed, we can't make intelligent 816 /* if the object is being removed, we can't make intelligent
823 * decisions, because remove_ob can't really pass the object 817 * decisions, because remove_ob can't really pass the object
824 * that is being removed. 818 * that is being removed.
825 */ 819 */
826 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 820 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
827 update_now=1; 821 update_now = 1;
828 } else if (action == UP_OBJ_FACE) { 822 else if (action == UP_OBJ_FACE)
829 /* Nothing to do for that case */ 823 /* Nothing to do for that case */ ;
830 }
831 else { 824 else
832 LOG(llevError,"update_object called with invalid action: %d\n", action); 825 LOG (llevError, "update_object called with invalid action: %d\n", action);
833 }
834 826
835 if (update_now) { 827 if (update_now)
828 {
836 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);
837 update_position(op->map, op->x, op->y); 830 update_position (op->map, op->x, op->y);
838 } 831 }
839 832
840 if(op->more!=NULL) 833 if (op->more != NULL)
841 update_object(op->more, action); 834 update_object (op->more, action);
842} 835}
843 836
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}
844 899
845/* 900/*
846 * free_object() frees everything allocated by an object, removes 901 * free_object() frees everything allocated by an object, removes
847 * 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
848 * free objects. The IS_FREED() flag is set in the object. 903 * free objects. The IS_FREED() flag is set in the object.
849 * The object must have been removed by remove_ob() first for 904 * The object must have been removed by remove_ob() first for
850 * this function to succeed. 905 * this function to succeed.
851 * 906 *
852 * 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
853 * inventory to the ground. 908 * inventory to the ground.
854 */ 909 */
855 910void object::destroy (bool destroy_inventory)
856void
857free_object (object * ob)
858{ 911{
859 free_object2 (ob, 0);
860}
861
862void
863free_object2 (object * ob, int free_inventory)
864{
865 object *tmp, *op;
866
867 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 912 if (QUERY_FLAG (this, FLAG_FREED))
868 { 913 return;
869 LOG (llevDebug, "Free object called with non removed object\n");
870 dump_object (ob);
871#ifdef MANY_CORES
872 abort ();
873#endif
874 }
875 914
876 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 915 if (QUERY_FLAG (this, FLAG_FRIENDLY))
877 {
878 LOG (llevMonster, "Warning: tried to free friendly object.\n");
879 remove_friendly_object (ob); 916 remove_friendly_object (this);
880 }
881 917
882 if (QUERY_FLAG (ob, FLAG_FREED)) 918 if (!QUERY_FLAG (this, FLAG_REMOVED))
883 { 919 remove ();
884 dump_object (ob); 920
885 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 921 SET_FLAG (this, FLAG_FREED);
886 return; 922
923 if (more)
887 } 924 {
888 925 more->destroy (destroy_inventory);
889 if (ob->more != NULL) 926 more = 0;
890 { 927 }
891 free_object2 (ob->more, free_inventory);
892 ob->more = NULL;
893 }
894 928
895 if (ob->inv) 929 if (inv)
896 { 930 {
897 /* Only if the space blocks everything do we not process - 931 /* Only if the space blocks everything do we not process -
898 * if some form of movemnt is allowed, let objects 932 * if some form of movement is allowed, let objects
899 * drop on that space. 933 * drop on that space.
900 */ 934 */
901 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)
902 || ob->map->in_memory != MAP_IN_MEMORY 936 {
903 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 937 object *op = inv;
904 {
905 op = ob->inv;
906 938
907 while (op != NULL) 939 while (op)
908 { 940 {
909 tmp = op->below; 941 object *tmp = op->below;
910 remove_ob (op); 942 op->destroy (destroy_inventory);
911 free_object2 (op, free_inventory);
912 op = tmp; 943 op = tmp;
913 } 944 }
914 } 945 }
915 else 946 else
916 { /* Put objects in inventory onto this space */ 947 { /* Put objects in inventory onto this space */
917 op = ob->inv; 948 object *op = inv;
918 949
919 while (op != NULL) 950 while (op)
920 { 951 {
921 tmp = op->below; 952 object *tmp = op->below;
922 remove_ob (op);
923 953
954 op->remove ();
955
924 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 956 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
925 || 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))
926 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 958 op->destroy ();
927 free_object (op); 959 else
928 else 960 {
929 { 961 op->x = x;
930 op->x = ob->x; 962 op->y = y;
931 op->y = ob->y;
932 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ 963 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
933 } 964 }
934 965
935 op = tmp; 966 op = tmp;
967 }
968 }
936 } 969 }
937 } 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 ();
938 } 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;
939 998
940 /* Remove object from the active list */ 999 /* Remove object from the active list */
941 ob->speed = 0; 1000 speed = 0;
942 update_ob_speed (ob); 1001 update_ob_speed (this);
943 1002
944 SET_FLAG (ob, FLAG_FREED); 1003 unlink ();
945 ob->count = 0;
946 1004
947 /* Remove this object from the list of used objects */ 1005 mortals.push_back (this);
948 if (ob->prev == NULL)
949 {
950 objects = ob->next;
951
952 if (objects != NULL)
953 objects->prev = NULL;
954 }
955 else
956 {
957 ob->prev->next = ob->next;
958
959 if (ob->next != NULL)
960 ob->next->prev = ob->prev;
961 }
962
963 free_key_values (ob);
964
965 /* Now link it with the free_objects list: */
966 ob->prev = 0;
967 ob->next = 0;
968
969 delete ob;
970} 1006}
971 1007
972/* 1008/*
973 * sub_weight() recursively (outwards) subtracts a number from the 1009 * sub_weight() recursively (outwards) subtracts a number from the
974 * 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)).
975 */ 1011 */
976 1012void
977void sub_weight (object *op, signed long weight) { 1013sub_weight (object *op, signed long weight)
1014{
978 while (op != NULL) { 1015 while (op != NULL)
1016 {
979 if (op->type == CONTAINER) { 1017 if (op->type == CONTAINER)
980 weight=(signed long)(weight*(100-op->stats.Str)/100); 1018 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
981 } 1019
982 op->carrying-=weight; 1020 op->carrying -= weight;
983 op = op->env; 1021 op = op->env;
984 } 1022 }
985} 1023}
986 1024
987/* remove_ob(op): 1025/* op->remove ():
988 * 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
989 * 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
990 * object will have no environment. If the object previously had an 1028 * object will have no environment. If the object previously had an
991 * environment, the x and y coordinates will be updated to 1029 * environment, the x and y coordinates will be updated to
992 * the previous environment. 1030 * the previous environment.
993 * Beware: This function is called from the editor as well! 1031 * Beware: This function is called from the editor as well!
994 */ 1032 */
995 1033void
996void remove_ob(object *op) { 1034object::remove ()
1035{
997 object *tmp,*last=NULL; 1036 object *tmp, *last = 0;
998 object *otmp; 1037 object *otmp;
999 tag_t tag; 1038
1000 int check_walk_off; 1039 int check_walk_off;
1001 mapstruct *m;
1002 sint16 x,y;
1003
1004 1040
1005 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1041 if (QUERY_FLAG (this, FLAG_REMOVED))
1006 dump_object(op); 1042 return;
1007 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1008 1043
1009 /* Changed it to always dump core in this case. As has been learned
1010 * in the past, trying to recover from errors almost always
1011 * make things worse, and this is a real error here - something
1012 * that should not happen.
1013 * Yes, if this was a mission critical app, trying to do something
1014 * to recover may make sense, but that is because failure of the app
1015 * may have other disastrous problems. Cf runs out of a script
1016 * so is easily enough restarted without any real problems.
1017 * MSW 2001-07-01
1018 */
1019 abort();
1020 }
1021 if(op->more!=NULL)
1022 remove_ob(op->more);
1023
1024 SET_FLAG(op, FLAG_REMOVED); 1044 SET_FLAG (this, FLAG_REMOVED);
1025 1045
1046 if (more)
1047 more->remove ();
1048
1026 /* 1049 /*
1027 * In this case, the object to be removed is in someones 1050 * In this case, the object to be removed is in someones
1028 * inventory. 1051 * inventory.
1029 */ 1052 */
1030 if(op->env!=NULL) { 1053 if (env)
1054 {
1031 if(op->nrof) 1055 if (nrof)
1032 sub_weight(op->env, op->weight*op->nrof); 1056 sub_weight (env, weight * nrof);
1033 else 1057 else
1034 sub_weight(op->env, op->weight+op->carrying); 1058 sub_weight (env, weight + carrying);
1035 1059
1036 /* 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
1037 * made to players inventory. If set, avoiding the call 1061 * made to players inventory. If set, avoiding the call
1038 * to save cpu time. 1062 * to save cpu time.
1039 */ 1063 */
1040 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))
1041 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1042 fix_player(otmp); 1065 fix_player (otmp);
1043 1066
1044 if(op->above!=NULL) 1067 if (above != NULL)
1045 op->above->below=op->below; 1068 above->below = below;
1046 else 1069 else
1047 op->env->inv=op->below; 1070 env->inv = below;
1048 1071
1049 if(op->below!=NULL) 1072 if (below != NULL)
1050 op->below->above=op->above; 1073 below->above = above;
1051 1074
1052 /* we set up values so that it could be inserted into 1075 /* we set up values so that it could be inserted into
1053 * 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
1054 * 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
1055 */ 1104 */
1056 op->x=op->env->x,op->y=op->env->y; 1105 if (GET_MAP_OB (map, x, y) != this)
1057 op->map=op->env->map; 1106 {
1058 op->above=NULL,op->below=NULL; 1107 char *dump = dump_object (this);
1059 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)
1060 return; 1123 return;
1061 }
1062 1124
1063 /* If we get here, we are removing it from a map */
1064 if (op->map == NULL) return;
1065
1066 x = op->x;
1067 y = op->y;
1068 m = get_map_from_coord(op->map, &x, &y);
1069
1070 if (!m) {
1071 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1072 op->map->path, op->x, op->y);
1073 /* in old days, we used to set x and y to 0 and continue.
1074 * it seems if we get into this case, something is probablye
1075 * screwed up and should be fixed.
1076 */
1077 abort();
1078 }
1079 if (op->map != m) {
1080 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1081 op->map->path, m->path, op->x, op->y, x, y);
1082 }
1083
1084 /* Re did the following section of code - it looks like it had
1085 * lots of logic for things we no longer care about
1086 */
1087
1088 /* link the object above us */
1089 if (op->above)
1090 op->above->below=op->below;
1091 else
1092 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1093
1094 /* Relink the object below us, if there is one */
1095 if(op->below) {
1096 op->below->above=op->above;
1097 } else {
1098 /* Nothing below, which means we need to relink map object for this space
1099 * use translated coordinates in case some oddness with map tiling is
1100 * evident
1101 */
1102 if(GET_MAP_OB(m,x,y)!=op) {
1103 dump_object(op);
1104 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1105 dump_object(GET_MAP_OB(m,x,y));
1106 LOG(llevError,"%s\n",errmsg);
1107 }
1108 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1109 }
1110 op->above=NULL;
1111 op->below=NULL;
1112
1113 if (op->map->in_memory == MAP_SAVING)
1114 return;
1115
1116 tag = op->count;
1117 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1125 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1126
1118 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 {
1119 /* 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
1120 * being removed. 1130 * being removed.
1121 */ 1131 */
1122 1132
1123 if(tmp->type==PLAYER && tmp!=op) { 1133 if (tmp->type == PLAYER && tmp != this)
1134 {
1124 /* If a container that the player is currently using somehow gets 1135 /* If a container that the player is currently using somehow gets
1125 * removed (most likely destroyed), update the player view 1136 * removed (most likely destroyed), update the player view
1126 * appropriately. 1137 * appropriately.
1127 */ 1138 */
1128 if (tmp->container==op) { 1139 if (tmp->container == this)
1140 {
1129 CLEAR_FLAG(op, FLAG_APPLIED); 1141 CLEAR_FLAG (this, FLAG_APPLIED);
1130 tmp->container=NULL; 1142 tmp->container = 0;
1143 }
1144
1145 tmp->contr->socket->update_look = 1;
1131 } 1146 }
1132 tmp->contr->socket.update_look=1; 1147
1133 }
1134 /* See if player moving off should effect something */ 1148 /* See if player moving off should effect something */
1135 if (check_walk_off && ((op->move_type & tmp->move_off) && 1149 if (check_walk_off
1150 && ((move_type & tmp->move_off)
1136 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1137 1152 {
1138 move_apply(tmp, op, NULL); 1153 move_apply (tmp, this, 0);
1154
1139 if (was_destroyed (op, tag)) { 1155 if (destroyed ())
1140 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 ());
1141 "leaving object\n", &tmp->name, &tmp->arch->name);
1142 } 1157 }
1143 }
1144 1158
1145 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1159 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1146 1160
1147 if(tmp->above == tmp) 1161 if (tmp->above == tmp)
1148 tmp->above = NULL; 1162 tmp->above = 0;
1163
1149 last=tmp; 1164 last = tmp;
1150 } 1165 }
1166
1151 /* last == NULL of there are no objects on this space */ 1167 /* last == NULL of there are no objects on this space */
1152 if (last==NULL) { 1168 if (!last)
1169 {
1153 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1154 * 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
1155 * 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
1156 * be correct anyways. 1173 * be correct anyways.
1157 */ 1174 */
1158 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1175 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1159 update_position(op->map, op->x, op->y); 1176 update_position (map, x, y);
1160 } 1177 }
1161 else 1178 else
1162 update_object(last, UP_OBJ_REMOVE); 1179 update_object (last, UP_OBJ_REMOVE);
1163 1180
1164 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1181 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1165 update_all_los(op->map, op->x, op->y); 1182 update_all_los (map, x, y);
1166 1183 }
1167} 1184}
1168 1185
1169/* 1186/*
1170 * merge_ob(op,top): 1187 * merge_ob(op,top):
1171 * 1188 *
1172 * This function goes through all objects below and including top, and 1189 * This function goes through all objects below and including top, and
1173 * merges op to the first matching object. 1190 * merges op to the first matching object.
1174 * If top is NULL, it is calculated. 1191 * If top is NULL, it is calculated.
1175 * 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
1176 */ 1193 */
1177 1194object *
1178object *merge_ob(object *op, object *top) { 1195merge_ob (object *op, object *top)
1196{
1179 if(!op->nrof) 1197 if (!op->nrof)
1180 return 0; 1198 return 0;
1199
1181 if(top==NULL) 1200 if (top == NULL)
1182 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1201 for (top = op; top != NULL && top->above != NULL; top = top->above);
1202
1183 for(;top!=NULL;top=top->below) { 1203 for (; top != NULL; top = top->below)
1204 {
1184 if(top==op) 1205 if (top == op)
1185 continue; 1206 continue;
1186 if (CAN_MERGE(op,top)) 1207
1187 { 1208 if (object::can_merge (op, top))
1209 {
1188 top->nrof+=op->nrof; 1210 top->nrof += op->nrof;
1211
1189/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1212/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1190 op->weight = 0; /* Don't want any adjustements now */ 1213 op->weight = 0; /* Don't want any adjustements now */
1191 remove_ob(op); 1214 op->destroy ();
1192 free_object(op);
1193 return top; 1215 return top;
1194 } 1216 }
1195 } 1217 }
1218
1196 return NULL; 1219 return 0;
1197} 1220}
1198 1221
1199/* 1222/*
1200 * 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
1201 * job preparing multi-part monsters 1224 * job preparing multi-part monsters
1202 */ 1225 */
1226object *
1203object *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{
1204 object* tmp; 1229 object *tmp;
1230
1205 if (op->head) 1231 if (op->head)
1206 op=op->head; 1232 op = op->head;
1233
1207 for (tmp=op;tmp;tmp=tmp->more){ 1234 for (tmp = op; tmp; tmp = tmp->more)
1235 {
1208 tmp->x=x+tmp->arch->clone.x; 1236 tmp->x = x + tmp->arch->clone.x;
1209 tmp->y=y+tmp->arch->clone.y; 1237 tmp->y = y + tmp->arch->clone.y;
1210 } 1238 }
1239
1211 return insert_ob_in_map (op, m, originator, flag); 1240 return insert_ob_in_map (op, m, originator, flag);
1212} 1241}
1213 1242
1214/* 1243/*
1215 * insert_ob_in_map (op, map, originator, flag): 1244 * insert_ob_in_map (op, map, originator, flag):
1216 * This function inserts the object in the two-way linked list 1245 * This function inserts the object in the two-way linked list
1230 * new object if 'op' was merged with other object 1259 * new object if 'op' was merged with other object
1231 * NULL if 'op' was destroyed 1260 * NULL if 'op' was destroyed
1232 * just 'op' otherwise 1261 * just 'op' otherwise
1233 */ 1262 */
1234 1263
1264object *
1235object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1265insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1266{
1237 object *tmp, *top, *floor=NULL; 1267 object *tmp, *top, *floor = NULL;
1238 sint16 x,y; 1268 sint16 x, y;
1239 1269
1240 if (QUERY_FLAG (op, FLAG_FREED)) { 1270 if (QUERY_FLAG (op, FLAG_FREED))
1271 {
1241 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))
1242 return NULL; 1522 return NULL;
1243 }
1244 if(m==NULL) {
1245 dump_object(op);
1246 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1247 return op;
1248 }
1249 if(out_of_map(m,op->x,op->y)) {
1250 dump_object(op);
1251 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1252#ifdef MANY_CORES
1253 /* Better to catch this here, as otherwise the next use of this object
1254 * is likely to cause a crash. Better to find out where it is getting
1255 * improperly inserted.
1256 */
1257 abort();
1258#endif
1259 return op;
1260 }
1261 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1262 dump_object(op);
1263 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1264 return op;
1265 }
1266 if(op->more!=NULL) {
1267 /* The part may be on a different map. */
1268 1523
1269 object *more = op->more;
1270
1271 /* We really need the caller to normalize coordinates - if
1272 * we set the map, that doesn't work if the location is within
1273 * a map and this is straddling an edge. So only if coordinate
1274 * is clear wrong do we normalize it.
1275 */
1276 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1277 more->map = get_map_from_coord(m, &more->x, &more->y);
1278 } else if (!more->map) {
1279 /* For backwards compatibility - when not dealing with tiled maps,
1280 * more->map should always point to the parent.
1281 */
1282 more->map = m;
1283 }
1284
1285 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1286 if ( ! op->head)
1287 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1288 return NULL;
1289 }
1290 }
1291 CLEAR_FLAG(op,FLAG_REMOVED);
1292
1293 /* Ideally, the caller figures this out. However, it complicates a lot
1294 * of areas of callers (eg, anything that uses find_free_spot would now
1295 * need extra work
1296 */
1297 op->map=get_map_from_coord(m, &op->x, &op->y);
1298 x = op->x;
1299 y = op->y;
1300
1301 /* this has to be done after we translate the coordinates.
1302 */
1303 if(op->nrof && !(flag & INS_NO_MERGE)) {
1304 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1305 if (CAN_MERGE(op,tmp)) {
1306 op->nrof+=tmp->nrof;
1307 remove_ob(tmp);
1308 free_object(tmp);
1309 }
1310 }
1311
1312 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1313 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1314 if (!QUERY_FLAG(op, FLAG_ALIVE))
1315 CLEAR_FLAG(op, FLAG_NO_STEAL);
1316
1317 if (flag & INS_BELOW_ORIGINATOR) {
1318 if (originator->map != op->map || originator->x != op->x ||
1319 originator->y != op->y) {
1320 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1321 abort();
1322 }
1323 op->above = originator;
1324 op->below = originator->below;
1325 if (op->below) op->below->above = op;
1326 else SET_MAP_OB(op->map, op->x, op->y, op);
1327 /* since *below* originator, no need to update top */
1328 originator->below = op;
1329 } else {
1330 /* If there are other objects, then */
1331 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1332 object *last=NULL;
1333 /*
1334 * If there are multiple objects on this space, we do some trickier handling.
1335 * We've already dealt with merging if appropriate.
1336 * Generally, we want to put the new object on top. But if
1337 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1338 * floor, we want to insert above that and no further.
1339 * Also, if there are spell objects on this space, we stop processing
1340 * once we get to them. This reduces the need to traverse over all of
1341 * them when adding another one - this saves quite a bit of cpu time
1342 * when lots of spells are cast in one area. Currently, it is presumed
1343 * that flying non pickable objects are spell objects.
1344 */
1345
1346 while (top != NULL) {
1347 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1348 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1349 if (QUERY_FLAG(top, FLAG_NO_PICK)
1350 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1351 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1352 {
1353 /* We insert above top, so we want this object below this */
1354 top=top->below;
1355 break;
1356 }
1357 last = top;
1358 top = top->above;
1359 }
1360 /* Don't want top to be NULL, so set it to the last valid object */
1361 top = last;
1362
1363 /* We let update_position deal with figuring out what the space
1364 * looks like instead of lots of conditions here.
1365 * makes things faster, and effectively the same result.
1366 */
1367
1368 /* Have object 'fall below' other objects that block view.
1369 * Unless those objects are exits, type 66
1370 * If INS_ON_TOP is used, don't do this processing
1371 * Need to find the object that in fact blocks view, otherwise
1372 * stacking is a bit odd.
1373 */
1374 if (!(flag & INS_ON_TOP) &&
1375 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1376 (op->face && !op->face->visibility)) {
1377 for (last=top; last != floor; last=last->below)
1378 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1379 /* Check to see if we found the object that blocks view,
1380 * and make sure we have a below pointer for it so that
1381 * we can get inserted below this one, which requires we
1382 * set top to the object below us.
1383 */
1384 if (last && last->below && last != floor) top=last->below;
1385 }
1386 } /* If objects on this space */
1387 if (flag & INS_MAP_LOAD)
1388 top = GET_MAP_TOP(op->map,op->x,op->y);
1389 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1390
1391 /* Top is the object that our object (op) is going to get inserted above.
1392 */
1393
1394 /* First object on this space */
1395 if (!top) {
1396 op->above = GET_MAP_OB(op->map, op->x, op->y);
1397 if (op->above) op->above->below = op;
1398 op->below = NULL;
1399 SET_MAP_OB(op->map, op->x, op->y, op);
1400 } else { /* get inserted into the stack above top */
1401 op->above = top->above;
1402 if (op->above) op->above->below = op;
1403 op->below = top;
1404 top->above = op;
1405 }
1406 if (op->above==NULL)
1407 SET_MAP_TOP(op->map,op->x, op->y, op);
1408 } /* else not INS_BELOW_ORIGINATOR */
1409
1410 if(op->type==PLAYER)
1411 op->contr->do_los=1;
1412
1413 /* If we have a floor, we know the player, if any, will be above
1414 * it, so save a few ticks and start from there.
1415 */
1416 if (!(flag & INS_MAP_LOAD))
1417 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1418 if (tmp->type == PLAYER)
1419 tmp->contr->socket.update_look=1;
1420 }
1421
1422 /* If this object glows, it may affect lighting conditions that are
1423 * visible to others on this map. But update_all_los is really
1424 * an inefficient way to do this, as it means los for all players
1425 * on the map will get recalculated. The players could very well
1426 * be far away from this change and not affected in any way -
1427 * this should get redone to only look for players within range,
1428 * or just updating the P_NEED_UPDATE for spaces within this area
1429 * of effect may be sufficient.
1430 */
1431 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1432 update_all_los(op->map, op->x, op->y);
1433
1434
1435 /* updates flags (blocked, alive, no magic, etc) for this map space */
1436 update_object(op,UP_OBJ_INSERT);
1437
1438
1439 /* Don't know if moving this to the end will break anything. However,
1440 * we want to have update_look set above before calling this.
1441 *
1442 * check_move_on() must be after this because code called from
1443 * check_move_on() depends on correct map flags (so functions like
1444 * blocked() and wall() work properly), and these flags are updated by
1445 * update_object().
1446 */
1447
1448 /* if this is not the head or flag has been passed, don't check walk on status */
1449
1450 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1451 if (check_move_on(op, originator))
1452 return NULL;
1453
1454 /* If we are a multi part object, lets work our way through the check 1524 /* If we are a multi part object, lets work our way through the check
1455 * walk on's. 1525 * walk on's.
1456 */ 1526 */
1457 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1527 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1458 if (check_move_on (tmp, originator)) 1528 if (check_move_on (tmp, originator))
1459 return NULL; 1529 return NULL;
1460 } 1530 }
1531
1461 return op; 1532 return op;
1462} 1533}
1463 1534
1464/* this function inserts an object in the map, but if it 1535/* this function inserts an object in the map, but if it
1465 * finds an object of its own type, it'll remove that one first. 1536 * finds an object of its own type, it'll remove that one first.
1466 * op is the object to insert it under: supplies x and the map. 1537 * op is the object to insert it under: supplies x and the map.
1467 */ 1538 */
1539void
1468void replace_insert_ob_in_map(const char *arch_string, object *op) { 1540replace_insert_ob_in_map (const char *arch_string, object *op)
1541{
1469 object *tmp; 1542 object *
1470 object *tmp1; 1543 tmp;
1544 object *
1545 tmp1;
1471 1546
1472 /* first search for itself and remove any old instances */ 1547 /* first search for itself and remove any old instances */
1473 1548
1474 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)
1475 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1550 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1476 remove_ob(tmp); 1551 tmp->destroy ();
1477 free_object(tmp);
1478 }
1479 }
1480 1552
1481 tmp1=arch_to_object(find_archetype(arch_string)); 1553 tmp1 = arch_to_object (archetype::find (arch_string));
1482 1554
1483 1555 tmp1->x = op->x;
1484 tmp1->x = op->x; tmp1->y = op->y; 1556 tmp1->y = op->y;
1485 insert_ob_in_map(tmp1,op->map,op,0); 1557 insert_ob_in_map (tmp1, op->map, op, 0);
1486} 1558}
1487 1559
1488/* 1560/*
1489 * 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
1490 * is returned contains nr objects, and the remaining parts contains 1562 * is returned contains nr objects, and the remaining parts contains
1491 * 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).
1492 * On failure, NULL is returned, and the reason put into the 1564 * On failure, NULL is returned, and the reason put into the
1493 * global static errmsg array. 1565 * global static errmsg array.
1494 */ 1566 */
1495 1567
1568object *
1496object *get_split_ob(object *orig_ob, uint32 nr) { 1569get_split_ob (object *orig_ob, uint32 nr)
1570{
1497 object *newob; 1571 object *newob;
1498 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1572 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1499 1573
1500 if(orig_ob->nrof<nr) { 1574 if (orig_ob->nrof < nr)
1501 sprintf(errmsg,"There are only %d %ss.", 1575 {
1502 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);
1503 return NULL; 1577 return NULL;
1504 } 1578 }
1579
1505 newob = object_create_clone(orig_ob); 1580 newob = object_create_clone (orig_ob);
1581
1506 if((orig_ob->nrof-=nr)<1) { 1582 if ((orig_ob->nrof -= nr) < 1)
1507 if ( ! is_removed) 1583 orig_ob->destroy (1);
1508 remove_ob(orig_ob);
1509 free_object2(orig_ob, 1);
1510 }
1511 else if ( ! is_removed) { 1584 else if (!is_removed)
1585 {
1512 if(orig_ob->env!=NULL) 1586 if (orig_ob->env != NULL)
1513 sub_weight (orig_ob->env,orig_ob->weight*nr); 1587 sub_weight (orig_ob->env, orig_ob->weight * nr);
1514 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 {
1515 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.");
1516 LOG(llevDebug,
1517 "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");
1518 return NULL; 1592 return NULL;
1519 } 1593 }
1520 } 1594 }
1595
1521 newob->nrof=nr; 1596 newob->nrof = nr;
1522 1597
1523 return newob; 1598 return newob;
1524} 1599}
1525 1600
1526/* 1601/*
1527 * decrease_ob_nr(object, number) decreases a specified number from 1602 * decrease_ob_nr(object, number) decreases a specified number from
1528 * 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
1529 * is subsequently removed and freed. 1604 * is subsequently removed and freed.
1530 * 1605 *
1531 * 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
1532 */ 1607 */
1533 1608
1609object *
1534object *decrease_ob_nr (object *op, uint32 i) 1610decrease_ob_nr (object *op, uint32 i)
1535{ 1611{
1536 object *tmp; 1612 object *tmp;
1537 player *pl; 1613 player *pl;
1538 1614
1539 if (i == 0) /* objects with op->nrof require this check */ 1615 if (i == 0) /* objects with op->nrof require this check */
1540 return op; 1616 return op;
1541 1617
1542 if (i > op->nrof) 1618 if (i > op->nrof)
1543 i = op->nrof; 1619 i = op->nrof;
1544 1620
1545 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 }
1546 { 1664 }
1665 else
1666 {
1667 object *above = op->above;
1668
1669 if (i < op->nrof)
1547 op->nrof -= i; 1670 op->nrof -= i;
1548 } 1671 else
1549 else if (op->env != NULL)
1550 {
1551 /* is this object in the players inventory, or sub container
1552 * therein?
1553 */
1554 tmp = is_player_inv (op->env);
1555 /* nope. Is this a container the player has opened?
1556 * If so, set tmp to that player.
1557 * IMO, searching through all the players will mostly
1558 * likely be quicker than following op->env to the map,
1559 * and then searching the map for a player.
1560 */
1561 if (!tmp) {
1562 for (pl=first_player; pl; pl=pl->next)
1563 if (pl->ob->container == op->env) break;
1564 if (pl) tmp=pl->ob;
1565 else tmp=NULL;
1566 } 1672 {
1567
1568 if (i < op->nrof) {
1569 sub_weight (op->env, op->weight * i);
1570 op->nrof -= i;
1571 if (tmp) {
1572 esrv_send_item(tmp, op);
1573 }
1574 } else {
1575 remove_ob (op); 1673 op->remove ();
1576 op->nrof = 0; 1674 op->nrof = 0;
1577 if (tmp) {
1578 esrv_del_item(tmp->contr, op->count);
1579 } 1675 }
1580 }
1581 }
1582 else
1583 {
1584 object *above = op->above;
1585 1676
1586 if (i < op->nrof) {
1587 op->nrof -= i;
1588 } else {
1589 remove_ob (op);
1590 op->nrof = 0;
1591 }
1592 /* Since we just removed op, op->above is null */ 1677 /* Since we just removed op, op->above is null */
1593 for (tmp = above; tmp != NULL; tmp = tmp->above) 1678 for (tmp = above; tmp != NULL; tmp = tmp->above)
1594 if (tmp->type == PLAYER) { 1679 if (tmp->type == PLAYER)
1680 {
1595 if (op->nrof) 1681 if (op->nrof)
1596 esrv_send_item(tmp, op); 1682 esrv_send_item (tmp, op);
1597 else 1683 else
1598 esrv_del_item(tmp->contr, op->count); 1684 esrv_del_item (tmp->contr, op->count);
1599 } 1685 }
1600 } 1686 }
1601 1687
1602 if (op->nrof) { 1688 if (op->nrof)
1603 return op; 1689 return op;
1604 } else { 1690 else
1605 free_object (op); 1691 {
1692 op->destroy ();
1606 return NULL; 1693 return NULL;
1607 } 1694 }
1608} 1695}
1609 1696
1610/* 1697/*
1611 * add_weight(object, weight) adds the specified weight to an object, 1698 * add_weight(object, weight) adds the specified weight to an object,
1612 * and also updates how much the environment(s) is/are carrying. 1699 * and also updates how much the environment(s) is/are carrying.
1613 */ 1700 */
1614 1701
1702void
1615void add_weight (object *op, signed long weight) { 1703add_weight (object *op, signed long weight)
1704{
1616 while (op!=NULL) { 1705 while (op != NULL)
1706 {
1617 if (op->type == CONTAINER) { 1707 if (op->type == CONTAINER)
1618 weight=(signed long)(weight*(100-op->stats.Str)/100); 1708 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1619 } 1709
1620 op->carrying+=weight; 1710 op->carrying += weight;
1621 op=op->env; 1711 op = op->env;
1622 } 1712 }
1623} 1713}
1624 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
1625/* 1735/*
1626 * insert_ob_in_ob(op,environment): 1736 * env->insert (op)
1627 * This function inserts the object op in the linked list 1737 * This function inserts the object op in the linked list
1628 * inside the object environment. 1738 * inside the object environment.
1629 * 1739 *
1630 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1631 * the inventory at the last position or next to other objects of the same
1632 * type.
1633 * Frank: Now sorted by type, archetype and magic!
1634 *
1635 * The function returns now pointer to inserted item, and return value can 1740 * The function returns now pointer to inserted item, and return value can
1636 * be != op, if items are merged. -Tero 1741 * be != op, if items are merged. -Tero
1637 */ 1742 */
1638 1743
1639object *insert_ob_in_ob(object *op,object *where) { 1744object *
1745object::insert (object *op)
1746{
1640 object *tmp, *otmp; 1747 object *tmp, *otmp;
1641 1748
1642 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1749 if (!QUERY_FLAG (op, FLAG_REMOVED))
1643 dump_object(op); 1750 op->remove ();
1644 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1751
1645 return op;
1646 }
1647 if(where==NULL) {
1648 dump_object(op);
1649 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1650 return op;
1651 }
1652 if (where->head) {
1653 LOG(llevDebug,
1654 "Warning: Tried to insert object wrong part of multipart object.\n");
1655 where = where->head;
1656 }
1657 if (op->more) { 1752 if (op->more)
1753 {
1658 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);
1659 &op->name, op->count);
1660 return op; 1755 return op;
1661 } 1756 }
1757
1662 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1758 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1663 CLEAR_FLAG(op, FLAG_REMOVED); 1759 CLEAR_FLAG (op, FLAG_REMOVED);
1664 if(op->nrof) { 1760 if (op->nrof)
1761 {
1665 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1762 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1666 if ( CAN_MERGE(tmp,op) ) { 1763 if (object::can_merge (tmp, op))
1764 {
1667 /* return the original object and remove inserted object 1765 /* return the original object and remove inserted object
1668 (client needs the original object) */ 1766 (client needs the original object) */
1669 tmp->nrof += op->nrof; 1767 tmp->nrof += op->nrof;
1670 /* Weight handling gets pretty funky. Since we are adding to 1768 /* Weight handling gets pretty funky. Since we are adding to
1671 * tmp->nrof, we need to increase the weight. 1769 * tmp->nrof, we need to increase the weight.
1672 */ 1770 */
1673 add_weight (where, op->weight*op->nrof); 1771 add_weight (this, op->weight * op->nrof);
1674 SET_FLAG(op, FLAG_REMOVED); 1772 SET_FLAG (op, FLAG_REMOVED);
1675 free_object(op); /* free the inserted object */ 1773 op->destroy (); /* free the inserted object */
1676 op = tmp; 1774 op = tmp;
1677 remove_ob (op); /* and fix old object's links */ 1775 op->remove (); /* and fix old object's links */
1678 CLEAR_FLAG(op, FLAG_REMOVED); 1776 CLEAR_FLAG (op, FLAG_REMOVED);
1679 break; 1777 break;
1680 } 1778 }
1681 1779
1682 /* I assume combined objects have no inventory 1780 /* I assume combined objects have no inventory
1683 * We add the weight - this object could have just been removed 1781 * We add the weight - this object could have just been removed
1684 * (if it was possible to merge). calling remove_ob will subtract 1782 * (if it was possible to merge). calling remove_ob will subtract
1685 * the weight, so we need to add it in again, since we actually do 1783 * the weight, so we need to add it in again, since we actually do
1686 * the linking below 1784 * the linking below
1687 */ 1785 */
1688 add_weight (where, op->weight*op->nrof); 1786 add_weight (this, op->weight * op->nrof);
1787 }
1689 } else 1788 else
1690 add_weight (where, (op->weight+op->carrying)); 1789 add_weight (this, (op->weight + op->carrying));
1691 1790
1692 otmp=is_player_inv(where); 1791 otmp = is_player_inv (this);
1693 if (otmp&&otmp->contr!=NULL) { 1792 if (otmp && otmp->contr)
1694 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1793 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1695 fix_player(otmp); 1794 fix_player (otmp);
1696 }
1697 1795
1698 op->map=NULL; 1796 op->map = NULL;
1699 op->env=where; 1797 op->env = this;
1700 op->above=NULL; 1798 op->above = NULL;
1701 op->below=NULL; 1799 op->below = NULL;
1702 op->x=0,op->y=0; 1800 op->x = 0, op->y = 0;
1703 1801
1704 /* 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 */
1705 if((op->glow_radius!=0)&&where->map) 1803 if ((op->glow_radius != 0) && map)
1706 { 1804 {
1707#ifdef DEBUG_LIGHTS 1805#ifdef DEBUG_LIGHTS
1708 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);
1709 op->name);
1710#endif /* DEBUG_LIGHTS */ 1807#endif /* DEBUG_LIGHTS */
1711 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);
1712 } 1810 }
1713 1811
1714 /* 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.
1715 * It sure simplifies this function... 1813 * It sure simplifies this function...
1716 */ 1814 */
1717 if (where->inv==NULL) 1815 if (!inv)
1718 where->inv=op; 1816 inv = op;
1719 else { 1817 else
1818 {
1720 op->below = where->inv; 1819 op->below = inv;
1721 op->below->above = op; 1820 op->below->above = op;
1722 where->inv = op; 1821 inv = op;
1723 } 1822 }
1823
1724 return op; 1824 return op;
1725} 1825}
1726 1826
1727/* 1827/*
1728 * Checks if any objects has a move_type that matches objects 1828 * Checks if any objects has a move_type that matches objects
1743 * MSW 2001-07-08: Check all objects on space, not just those below 1843 * MSW 2001-07-08: Check all objects on space, not just those below
1744 * object being inserted. insert_ob_in_map may not put new objects 1844 * object being inserted. insert_ob_in_map may not put new objects
1745 * on top. 1845 * on top.
1746 */ 1846 */
1747 1847
1848int
1748int check_move_on (object *op, object *originator) 1849check_move_on (object *op, object *originator)
1749{ 1850{
1750 object *tmp; 1851 object *tmp;
1751 tag_t tag;
1752 mapstruct *m=op->map; 1852 maptile *m = op->map;
1753 int x=op->x, y=op->y; 1853 int x = op->x, y = op->y;
1854
1754 MoveType move_on, move_slow, move_block; 1855 MoveType move_on, move_slow, move_block;
1755 1856
1756 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1857 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1757 return 0; 1858 return 0;
1758 1859
1759 tag = op->count;
1760
1761 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);
1762 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);
1763 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);
1764 1863
1765 /* 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,
1766 * 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
1767 * 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
1768 * as walking. 1867 * as walking.
1769 */ 1868 */
1770 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))
1771 return 0; 1870 return 0;
1772 1871
1773 /* This is basically inverse logic of that below - basically, 1872 /* This is basically inverse logic of that below - basically,
1774 * 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,
1775 * 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
1776 * blocked. Logic on this seems confusing, but does seem correct. 1875 * blocked. Logic on this seems confusing, but does seem correct.
1777 */ 1876 */
1778 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)
1779 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1878 return 0;
1780 1879
1781 /* The objects have to be checked from top to bottom. 1880 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1881 * Hence, we first go to the top:
1783 */ 1882 */
1784 1883
1785 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)
1786 tmp->above!=NULL; tmp=tmp->above) { 1885 {
1787 /* Trim the search when we find the first other spell effect 1886 /* Trim the search when we find the first other spell effect
1788 * 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,
1789 * we don't need to check all of them. 1888 * we don't need to check all of them.
1790 */ 1889 */
1791 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)
1792 } 1895 {
1793 for(;tmp!=NULL; tmp=tmp->below) { 1896 if (tmp == op)
1794 if (tmp == op) continue; /* Can't apply yourself */ 1897 continue; /* Can't apply yourself */
1795 1898
1796 /* 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.
1797 * Second check makes sure that the movement types not being slowed 1900 * Second check makes sure that the movement types not being slowed
1798 * (~slow_move) is not blocked on this space - just because the 1901 * (~slow_move) is not blocked on this space - just because the
1799 * space doesn't slow down swimming (for example), if you can't actually 1902 * space doesn't slow down swimming (for example), if you can't actually
1800 * swim on that space, can't use it to avoid the penalty. 1903 * swim on that space, can't use it to avoid the penalty.
1801 */ 1904 */
1802 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1905 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1906 {
1803 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1907 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1804 ((op->move_type & tmp->move_slow) &&
1805 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1908 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1909 {
1806 1910
1807 float diff; 1911 float
1808
1809 diff = tmp->move_slow_penalty*FABS(op->speed); 1912 diff = tmp->move_slow_penalty * FABS (op->speed);
1913
1810 if (op->type == PLAYER) { 1914 if (op->type == PLAYER)
1811 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)) ||
1812 (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)))
1813 diff /= 4.0; 1917 diff /= 4.0;
1814 } 1918
1815 }
1816 op->speed_left -= diff; 1919 op->speed_left -= diff;
1817 } 1920 }
1818 } 1921 }
1819 1922
1820 /* Basically same logic as above, except now for actual apply. */ 1923 /* Basically same logic as above, except now for actual apply. */
1821 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1924 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1822 ((op->move_type & tmp->move_on) &&
1823 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1925 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1824 1926 {
1825 move_apply(tmp, op, originator); 1927 move_apply (tmp, op, originator);
1928
1826 if (was_destroyed (op, tag)) 1929 if (op->destroyed ())
1827 return 1; 1930 return 1;
1828 1931
1829 /* what the person/creature stepped onto has moved the object 1932 /* what the person/creature stepped onto has moved the object
1830 * someplace new. Don't process any further - if we did, 1933 * someplace new. Don't process any further - if we did,
1831 * have a feeling strange problems would result. 1934 * have a feeling strange problems would result.
1832 */ 1935 */
1833 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;
1834 } 1938 }
1835 } 1939 }
1940
1836 return 0; 1941 return 0;
1837} 1942}
1838 1943
1839/* 1944/*
1840 * present_arch(arch, map, x, y) searches for any objects with 1945 * present_arch(arch, map, x, y) searches for any objects with
1841 * a matching archetype at the given map and coordinates. 1946 * a matching archetype at the given map and coordinates.
1842 * The first matching object is returned, or NULL if none. 1947 * The first matching object is returned, or NULL if none.
1843 */ 1948 */
1844 1949
1950object *
1845object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1951present_arch (const archetype *at, maptile *m, int x, int y)
1952{
1846 object *tmp; 1953 object *
1954 tmp;
1955
1847 if(m==NULL || out_of_map(m,x,y)) { 1956 if (m == NULL || out_of_map (m, x, y))
1957 {
1848 LOG(llevError,"Present_arch called outside map.\n"); 1958 LOG (llevError, "Present_arch called outside map.\n");
1849 return NULL; 1959 return NULL;
1850 } 1960 }
1851 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)
1852 if(tmp->arch == at) 1962 if (tmp->arch == at)
1853 return tmp; 1963 return tmp;
1854 return NULL; 1964 return NULL;
1855} 1965}
1856 1966
1857/* 1967/*
1858 * present(type, map, x, y) searches for any objects with 1968 * present(type, map, x, y) searches for any objects with
1859 * a matching type variable at the given map and coordinates. 1969 * a matching type variable at the given map and coordinates.
1860 * The first matching object is returned, or NULL if none. 1970 * The first matching object is returned, or NULL if none.
1861 */ 1971 */
1862 1972
1973object *
1863object *present(unsigned char type,mapstruct *m, int x,int y) { 1974present (unsigned char type, maptile *m, int x, int y)
1975{
1864 object *tmp; 1976 object *
1977 tmp;
1978
1865 if(out_of_map(m,x,y)) { 1979 if (out_of_map (m, x, y))
1980 {
1866 LOG(llevError,"Present called outside map.\n"); 1981 LOG (llevError, "Present called outside map.\n");
1867 return NULL; 1982 return NULL;
1868 } 1983 }
1869 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)
1870 if(tmp->type==type) 1985 if (tmp->type == type)
1871 return tmp; 1986 return tmp;
1872 return NULL; 1987 return NULL;
1873} 1988}
1874 1989
1875/* 1990/*
1876 * present_in_ob(type, object) searches for any objects with 1991 * present_in_ob(type, object) searches for any objects with
1877 * a matching type variable in the inventory of the given object. 1992 * a matching type variable in the inventory of the given object.
1878 * The first matching object is returned, or NULL if none. 1993 * The first matching object is returned, or NULL if none.
1879 */ 1994 */
1880 1995
1996object *
1881object *present_in_ob(unsigned char type, const object *op) { 1997present_in_ob (unsigned char type, const object *op)
1998{
1882 object *tmp; 1999 object *
2000 tmp;
2001
1883 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2002 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1884 if(tmp->type==type) 2003 if (tmp->type == type)
1885 return tmp; 2004 return tmp;
1886 return NULL; 2005 return NULL;
1887} 2006}
1888 2007
1889/* 2008/*
1899 * 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
1900 * 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
1901 * to be unique. 2020 * to be unique.
1902 */ 2021 */
1903 2022
2023object *
1904object *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{
1905 object *tmp; 2026 object *
2027 tmp;
1906 2028
1907 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2029 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2030 {
1908 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2031 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1909 return tmp; 2032 return tmp;
1910 } 2033 }
1911 return NULL; 2034 return NULL;
1912} 2035}
1913 2036
1914/* 2037/*
1915 * present_arch_in_ob(archetype, object) searches for any objects with 2038 * present_arch_in_ob(archetype, object) searches for any objects with
1916 * a matching archetype in the inventory of the given object. 2039 * a matching archetype in the inventory of the given object.
1917 * The first matching object is returned, or NULL if none. 2040 * The first matching object is returned, or NULL if none.
1918 */ 2041 */
1919 2042
2043object *
1920object *present_arch_in_ob(const archetype *at, const object *op) { 2044present_arch_in_ob (const archetype *at, const object *op)
2045{
1921 object *tmp; 2046 object *
2047 tmp;
2048
1922 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2049 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1923 if( tmp->arch == at) 2050 if (tmp->arch == at)
1924 return tmp; 2051 return tmp;
1925 return NULL; 2052 return NULL;
1926} 2053}
1927 2054
1928/* 2055/*
1929 * activate recursively a flag on an object inventory 2056 * activate recursively a flag on an object inventory
1930 */ 2057 */
2058void
1931void flag_inv(object*op, int flag){ 2059flag_inv (object *op, int flag)
2060{
1932 object *tmp; 2061 object *
2062 tmp;
2063
1933 if(op->inv) 2064 if (op->inv)
1934 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2065 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2066 {
1935 SET_FLAG(tmp, flag); 2067 SET_FLAG (tmp, flag);
1936 flag_inv(tmp,flag); 2068 flag_inv (tmp, flag);
1937 } 2069 }
1938}/* 2070} /*
1939 * desactivate recursively a flag on an object inventory 2071 * desactivate recursively a flag on an object inventory
1940 */ 2072 */
2073void
1941void unflag_inv(object*op, int flag){ 2074unflag_inv (object *op, int flag)
2075{
1942 object *tmp; 2076 object *
2077 tmp;
2078
1943 if(op->inv) 2079 if (op->inv)
1944 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2080 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2081 {
1945 CLEAR_FLAG(tmp, flag); 2082 CLEAR_FLAG (tmp, flag);
1946 unflag_inv(tmp,flag); 2083 unflag_inv (tmp, flag);
1947 } 2084 }
1948} 2085}
1949 2086
1950/* 2087/*
1951 * 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
1952 * all it's inventory (recursively). 2089 * all it's inventory (recursively).
1953 * 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
1954 * 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.
1955 */ 2092 */
1956 2093
2094void
1957void set_cheat(object *op) { 2095set_cheat (object *op)
2096{
1958 SET_FLAG(op, FLAG_WAS_WIZ); 2097 SET_FLAG (op, FLAG_WAS_WIZ);
1959 flag_inv(op, FLAG_WAS_WIZ); 2098 flag_inv (op, FLAG_WAS_WIZ);
1960} 2099}
1961 2100
1962/* 2101/*
1963 * 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
1964 * 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
1979 * 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
1980 * 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
1981 * customized, changed states, etc. 2120 * customized, changed states, etc.
1982 */ 2121 */
1983 2122
2123int
1984int 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,
1985 int i,index=0, flag; 2128 index = 0, flag;
2129 static int
1986 static int altern[SIZEOFFREE]; 2130 altern[SIZEOFFREE];
1987 2131
1988 for(i=start;i<stop;i++) { 2132 for (i = start; i < stop; i++)
2133 {
1989 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]);
1990 if(!flag) 2135 if (!flag)
1991 altern[index++]=i; 2136 altern[index++] = i;
1992 2137
1993 /* 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.
1994 * 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.
1995 * 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 -
1996 * 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
1997 * 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
1998 * to only the spaces immediately surrounding the target area, and 2143 * to only the spaces immediately surrounding the target area, and
1999 * won't look 2 spaces south of the target space. 2144 * won't look 2 spaces south of the target space.
2000 */ 2145 */
2001 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2146 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2002 stop=maxfree[i]; 2147 stop = maxfree[i];
2003 } 2148 }
2004 if(!index) return -1; 2149 if (!index)
2150 return -1;
2005 return altern[RANDOM()%index]; 2151 return altern[RANDOM () % index];
2006} 2152}
2007 2153
2008/* 2154/*
2009 * find_first_free_spot(archetype, mapstruct, x, y) works like 2155 * find_first_free_spot(archetype, maptile, x, y) works like
2010 * find_free_spot(), but it will search max number of squares. 2156 * find_free_spot(), but it will search max number of squares.
2011 * 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.
2012 * 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.
2013 */ 2159 */
2014 2160
2161int
2015int 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
2016 int i; 2165 i;
2166
2017 for(i=0;i<SIZEOFFREE;i++) { 2167 for (i = 0; i < SIZEOFFREE; i++)
2168 {
2018 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]))
2019 return i; 2170 return i;
2020 } 2171 }
2021 return -1; 2172 return -1;
2022} 2173}
2023 2174
2024/* 2175/*
2025 * The function permute(arr, begin, end) randomly reorders the array 2176 * The function permute(arr, begin, end) randomly reorders the array
2026 * arr[begin..end-1]. 2177 * arr[begin..end-1].
2027 */ 2178 */
2179static void
2028static void permute(int *arr, int begin, int end) 2180permute (int *arr, int begin, int end)
2029{ 2181{
2030 int i, j, tmp, len; 2182 int
2183 i,
2184 j,
2185 tmp,
2186 len;
2031 2187
2032 len = end-begin; 2188 len = end - begin;
2033 for(i = begin; i < end; i++) 2189 for (i = begin; i < end; i++)
2034 { 2190 {
2035 j = begin+RANDOM()%len; 2191 j = begin + RANDOM () % len;
2036 2192
2037 tmp = arr[i]; 2193 tmp = arr[i];
2038 arr[i] = arr[j]; 2194 arr[i] = arr[j];
2039 arr[j] = tmp; 2195 arr[j] = tmp;
2040 } 2196 }
2041} 2197}
2042 2198
2043/* new function to make monster searching more efficient, and effective! 2199/* new function to make monster searching more efficient, and effective!
2044 * This basically returns a randomized array (in the passed pointer) of 2200 * This basically returns a randomized array (in the passed pointer) of
2045 * the spaces to find monsters. In this way, it won't always look for 2201 * the spaces to find monsters. In this way, it won't always look for
2046 * monsters to the north first. However, the size of the array passed 2202 * monsters to the north first. However, the size of the array passed
2047 * covers all the spaces, so within that size, all the spaces within 2203 * covers all the spaces, so within that size, all the spaces within
2048 * the 3x3 area will be searched, just not in a predictable order. 2204 * the 3x3 area will be searched, just not in a predictable order.
2049 */ 2205 */
2206void
2050void get_search_arr(int *search_arr) 2207get_search_arr (int *search_arr)
2051{ 2208{
2209 int
2052 int i; 2210 i;
2053 2211
2054 for(i = 0; i < SIZEOFFREE; i++) 2212 for (i = 0; i < SIZEOFFREE; i++)
2055 { 2213 {
2056 search_arr[i] = i; 2214 search_arr[i] = i;
2057 } 2215 }
2058 2216
2059 permute(search_arr, 1, SIZEOFFREE1+1); 2217 permute (search_arr, 1, SIZEOFFREE1 + 1);
2060 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2218 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2061 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2219 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2062} 2220}
2063 2221
2064/* 2222/*
2065 * 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
2066 * given map at the given coordinates for live objects. 2224 * given map at the given coordinates for live objects.
2072 * 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
2073 * 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
2074 * there is capable of. 2232 * there is capable of.
2075 */ 2233 */
2076 2234
2235int
2077int 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,
2078 int i,max=SIZEOFFREE, mflags; 2240 max = SIZEOFFREE, mflags;
2241
2079 sint16 nx, ny; 2242 sint16 nx, ny;
2080 object *tmp; 2243 object *
2081 mapstruct *mp; 2244 tmp;
2245 maptile *
2246 mp;
2247
2082 MoveType blocked, move_type; 2248 MoveType blocked, move_type;
2083 2249
2084 if (exclude && exclude->head) { 2250 if (exclude && exclude->head)
2251 {
2085 exclude = exclude->head; 2252 exclude = exclude->head;
2086 move_type = exclude->move_type; 2253 move_type = exclude->move_type;
2087 } else { 2254 }
2255 else
2256 {
2088 /* 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. */
2089 move_type=MOVE_ALL; 2258 move_type = MOVE_ALL;
2259 }
2260
2261 for (i = 1; i < max; i++)
2090 } 2262 {
2091
2092 for(i=1;i<max;i++) {
2093 mp = m; 2263 mp = m;
2094 nx = x + freearr_x[i]; 2264 nx = x + freearr_x[i];
2095 ny = y + freearr_y[i]; 2265 ny = y + freearr_y[i];
2096 2266
2097 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2267 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2098 if (mflags & P_OUT_OF_MAP) { 2268 if (mflags & P_OUT_OF_MAP)
2269 {
2099 max = maxfree[i]; 2270 max = maxfree[i];
2271 }
2100 } else { 2272 else
2273 {
2101 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2274 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2102 2275
2103 if ((move_type & blocked) == move_type) { 2276 if ((move_type & blocked) == move_type)
2277 {
2104 max=maxfree[i]; 2278 max = maxfree[i];
2279 }
2105 } else if (mflags & P_IS_ALIVE) { 2280 else if (mflags & P_IS_ALIVE)
2281 {
2106 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)
2107 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2283 {
2108 (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 {
2109 break; 2286 break;
2110 } 2287 }
2111 } 2288 }
2112 if(tmp) { 2289 if (tmp)
2290 {
2113 return freedir[i]; 2291 return freedir[i];
2114 } 2292 }
2115 } 2293 }
2116 } 2294 }
2117 } 2295 }
2118 return 0; 2296 return 0;
2119} 2297}
2120 2298
2121/* 2299/*
2122 * distance(object 1, object 2) will return the square of the 2300 * distance(object 1, object 2) will return the square of the
2123 * distance between the two given objects. 2301 * distance between the two given objects.
2124 */ 2302 */
2125 2303
2304int
2126int distance(const object *ob1, const object *ob2) { 2305distance (const object *ob1, const object *ob2)
2306{
2127 int i; 2307 int
2128 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2308 i;
2129 (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);
2130 return i; 2311 return i;
2131} 2312}
2132 2313
2133/* 2314/*
2134 * 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
2135 * 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
2136 * object, needs to travel toward it. 2317 * object, needs to travel toward it.
2137 */ 2318 */
2138 2319
2320int
2139int find_dir_2(int x, int y) { 2321find_dir_2 (int x, int y)
2322{
2140 int q; 2323 int
2324 q;
2141 2325
2142 if(y) 2326 if (y)
2143 q=x*100/y; 2327 q = x * 100 / y;
2144 else if (x) 2328 else if (x)
2145 q= -300*x; 2329 q = -300 * x;
2146 else 2330 else
2147 return 0; 2331 return 0;
2148 2332
2149 if(y>0) { 2333 if (y > 0)
2334 {
2150 if(q < -242) 2335 if (q < -242)
2151 return 3 ; 2336 return 3;
2152 if (q < -41) 2337 if (q < -41)
2153 return 2 ; 2338 return 2;
2154 if (q < 41) 2339 if (q < 41)
2155 return 1 ; 2340 return 1;
2156 if (q < 242) 2341 if (q < 242)
2157 return 8 ; 2342 return 8;
2158 return 7 ; 2343 return 7;
2159 } 2344 }
2160 2345
2161 if (q < -242) 2346 if (q < -242)
2162 return 7 ; 2347 return 7;
2163 if (q < -41) 2348 if (q < -41)
2164 return 6 ; 2349 return 6;
2165 if (q < 41) 2350 if (q < 41)
2166 return 5 ; 2351 return 5;
2167 if (q < 242) 2352 if (q < 242)
2168 return 4 ; 2353 return 4;
2169 2354
2170 return 3 ; 2355 return 3;
2171} 2356}
2172 2357
2173/* 2358/*
2174 * absdir(int): Returns a number between 1 and 8, which represent 2359 * absdir(int): Returns a number between 1 and 8, which represent
2175 * the "absolute" direction of a number (it actually takes care of 2360 * the "absolute" direction of a number (it actually takes care of
2176 * "overflow" in previous calculations of a direction). 2361 * "overflow" in previous calculations of a direction).
2177 */ 2362 */
2178 2363
2364int
2179int absdir(int d) { 2365absdir (int d)
2180 while(d<1) d+=8; 2366{
2181 while(d>8) d-=8; 2367 while (d < 1)
2368 d += 8;
2369 while (d > 8)
2370 d -= 8;
2182 return d; 2371 return d;
2183} 2372}
2184 2373
2185/* 2374/*
2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2375 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2187 * between two directions (which are expected to be absolute (see absdir()) 2376 * between two directions (which are expected to be absolute (see absdir())
2188 */ 2377 */
2189 2378
2379int
2190int dirdiff(int dir1, int dir2) { 2380dirdiff (int dir1, int dir2)
2381{
2191 int d; 2382 int
2383 d;
2384
2192 d = abs(dir1 - dir2); 2385 d = abs (dir1 - dir2);
2193 if(d>4) 2386 if (d > 4)
2194 d = 8 - d; 2387 d = 8 - d;
2195 return d; 2388 return d;
2196} 2389}
2197 2390
2198/* peterm: 2391/* peterm:
2203 * 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.
2204 * 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
2205 * functions. 2398 * functions.
2206 */ 2399 */
2207 2400
2401int
2208int reduction_dir[SIZEOFFREE][3] = { 2402 reduction_dir[SIZEOFFREE][3] = {
2209 {0,0,0}, /* 0 */ 2403 {0, 0, 0}, /* 0 */
2210 {0,0,0}, /* 1 */ 2404 {0, 0, 0}, /* 1 */
2211 {0,0,0}, /* 2 */ 2405 {0, 0, 0}, /* 2 */
2212 {0,0,0}, /* 3 */ 2406 {0, 0, 0}, /* 3 */
2213 {0,0,0}, /* 4 */ 2407 {0, 0, 0}, /* 4 */
2214 {0,0,0}, /* 5 */ 2408 {0, 0, 0}, /* 5 */
2215 {0,0,0}, /* 6 */ 2409 {0, 0, 0}, /* 6 */
2216 {0,0,0}, /* 7 */ 2410 {0, 0, 0}, /* 7 */
2217 {0,0,0}, /* 8 */ 2411 {0, 0, 0}, /* 8 */
2218 {8,1,2}, /* 9 */ 2412 {8, 1, 2}, /* 9 */
2219 {1,2,-1}, /* 10 */ 2413 {1, 2, -1}, /* 10 */
2220 {2,10,12}, /* 11 */ 2414 {2, 10, 12}, /* 11 */
2221 {2,3,-1}, /* 12 */ 2415 {2, 3, -1}, /* 12 */
2222 {2,3,4}, /* 13 */ 2416 {2, 3, 4}, /* 13 */
2223 {3,4,-1}, /* 14 */ 2417 {3, 4, -1}, /* 14 */
2224 {4,14,16}, /* 15 */ 2418 {4, 14, 16}, /* 15 */
2225 {5,4,-1}, /* 16 */ 2419 {5, 4, -1}, /* 16 */
2226 {4,5,6}, /* 17 */ 2420 {4, 5, 6}, /* 17 */
2227 {6,5,-1}, /* 18 */ 2421 {6, 5, -1}, /* 18 */
2228 {6,20,18}, /* 19 */ 2422 {6, 20, 18}, /* 19 */
2229 {7,6,-1}, /* 20 */ 2423 {7, 6, -1}, /* 20 */
2230 {6,7,8}, /* 21 */ 2424 {6, 7, 8}, /* 21 */
2231 {7,8,-1}, /* 22 */ 2425 {7, 8, -1}, /* 22 */
2232 {8,22,24}, /* 23 */ 2426 {8, 22, 24}, /* 23 */
2233 {8,1,-1}, /* 24 */ 2427 {8, 1, -1}, /* 24 */
2234 {24,9,10}, /* 25 */ 2428 {24, 9, 10}, /* 25 */
2235 {9,10,-1}, /* 26 */ 2429 {9, 10, -1}, /* 26 */
2236 {10,11,-1}, /* 27 */ 2430 {10, 11, -1}, /* 27 */
2237 {27,11,29}, /* 28 */ 2431 {27, 11, 29}, /* 28 */
2238 {11,12,-1}, /* 29 */ 2432 {11, 12, -1}, /* 29 */
2239 {12,13,-1}, /* 30 */ 2433 {12, 13, -1}, /* 30 */
2240 {12,13,14}, /* 31 */ 2434 {12, 13, 14}, /* 31 */
2241 {13,14,-1}, /* 32 */ 2435 {13, 14, -1}, /* 32 */
2242 {14,15,-1}, /* 33 */ 2436 {14, 15, -1}, /* 33 */
2243 {33,15,35}, /* 34 */ 2437 {33, 15, 35}, /* 34 */
2244 {16,15,-1}, /* 35 */ 2438 {16, 15, -1}, /* 35 */
2245 {17,16,-1}, /* 36 */ 2439 {17, 16, -1}, /* 36 */
2246 {18,17,16}, /* 37 */ 2440 {18, 17, 16}, /* 37 */
2247 {18,17,-1}, /* 38 */ 2441 {18, 17, -1}, /* 38 */
2248 {18,19,-1}, /* 39 */ 2442 {18, 19, -1}, /* 39 */
2249 {41,19,39}, /* 40 */ 2443 {41, 19, 39}, /* 40 */
2250 {19,20,-1}, /* 41 */ 2444 {19, 20, -1}, /* 41 */
2251 {20,21,-1}, /* 42 */ 2445 {20, 21, -1}, /* 42 */
2252 {20,21,22}, /* 43 */ 2446 {20, 21, 22}, /* 43 */
2253 {21,22,-1}, /* 44 */ 2447 {21, 22, -1}, /* 44 */
2254 {23,22,-1}, /* 45 */ 2448 {23, 22, -1}, /* 45 */
2255 {45,47,23}, /* 46 */ 2449 {45, 47, 23}, /* 46 */
2256 {23,24,-1}, /* 47 */ 2450 {23, 24, -1}, /* 47 */
2257 {24,9,-1}}; /* 48 */ 2451 {24, 9, -1}
2452}; /* 48 */
2258 2453
2259/* Recursive routine to step back and see if we can 2454/* Recursive routine to step back and see if we can
2260 * find a path to that monster that we found. If not, 2455 * find a path to that monster that we found. If not,
2261 * we don't bother going toward it. Returns 1 if we 2456 * we don't bother going toward it. Returns 1 if we
2262 * can see a direct way to get it 2457 * can see a direct way to get it
2263 * Modified to be map tile aware -.MSW 2458 * Modified to be map tile aware -.MSW
2264 */ 2459 */
2265
2266 2460
2461
2462int
2267int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2463can_see_monsterP (maptile *m, int x, int y, int dir)
2464{
2268 sint16 dx, dy; 2465 sint16 dx, dy;
2466 int
2269 int mflags; 2467 mflags;
2270 2468
2469 if (dir < 0)
2271 if(dir<0) return 0; /* exit condition: invalid direction */ 2470 return 0; /* exit condition: invalid direction */
2272 2471
2273 dx = x + freearr_x[dir]; 2472 dx = x + freearr_x[dir];
2274 dy = y + freearr_y[dir]; 2473 dy = y + freearr_y[dir];
2275 2474
2276 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2475 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2277 2476
2278 /* This functional arguably was incorrect before - it was 2477 /* This functional arguably was incorrect before - it was
2279 * checking for P_WALL - that was basically seeing if 2478 * checking for P_WALL - that was basically seeing if
2280 * we could move to the monster - this is being more 2479 * we could move to the monster - this is being more
2281 * 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
2282 * 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
2283 * at least its move type. 2482 * at least its move type.
2284 */ 2483 */
2285 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2484 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2485 return 0;
2286 2486
2287 /* yes, can see. */ 2487 /* yes, can see. */
2288 if(dir < 9) return 1; 2488 if (dir < 9)
2489 return 1;
2289 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2490 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2290 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]);
2291 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2292} 2492}
2293 2493
2294 2494
2295 2495
2296/* 2496/*
2297 * 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
2298 * picked up by the picker. Returnes 1 if it can be 2498 * picked up by the picker. Returnes 1 if it can be
2299 * picked up, otherwise 0. 2499 * picked up, otherwise 0.
2300 * 2500 *
2302 * core dumps if they do. 2502 * core dumps if they do.
2303 * 2503 *
2304 * 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)
2305 */ 2505 */
2306 2506
2507int
2307int can_pick(const object *who, const object *item) { 2508can_pick (const object *who, const object *item)
2509{
2308 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2510 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2309 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2511 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2310 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2512 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2311 (who->type==PLAYER||item->weight<who->weight/3));
2312} 2513}
2313 2514
2314 2515
2315/* 2516/*
2316 * create clone from object to another 2517 * create clone from object to another
2317 */ 2518 */
2519object *
2318object *object_create_clone (object *asrc) { 2520object_create_clone (object *asrc)
2521{
2319 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2522 object *dst = 0, *tmp, *src, *part, *prev, *item;
2320 2523
2321 if(!asrc) return NULL; 2524 if (!asrc)
2525 return 0;
2526
2322 src = asrc; 2527 src = asrc;
2323 if(src->head) 2528 if (src->head)
2324 src = src->head; 2529 src = src->head;
2325 2530
2326 prev = NULL; 2531 prev = 0;
2327 for(part = src; part; part = part->more) { 2532 for (part = src; part; part = part->more)
2328 tmp = get_object(); 2533 {
2329 copy_object(part,tmp); 2534 tmp = part->clone ();
2330 tmp->x -= src->x; 2535 tmp->x -= src->x;
2331 tmp->y -= src->y; 2536 tmp->y -= src->y;
2537
2332 if(!part->head) { 2538 if (!part->head)
2539 {
2333 dst = tmp; 2540 dst = tmp;
2334 tmp->head = NULL; 2541 tmp->head = 0;
2542 }
2335 } else { 2543 else
2544 {
2336 tmp->head = dst; 2545 tmp->head = dst;
2337 } 2546 }
2547
2338 tmp->more = NULL; 2548 tmp->more = 0;
2549
2339 if(prev) 2550 if (prev)
2340 prev->more = tmp; 2551 prev->more = tmp;
2552
2341 prev = tmp; 2553 prev = tmp;
2342 } 2554 }
2343 /*** copy inventory ***/ 2555
2344 for(item = src->inv; item; item = item->below) { 2556 for (item = src->inv; item; item = item->below)
2345 (void) insert_ob_in_ob(object_create_clone(item),dst); 2557 insert_ob_in_ob (object_create_clone (item), dst);
2346 }
2347 2558
2348 return dst; 2559 return dst;
2349}
2350
2351/* return true if the object was destroyed, 0 otherwise */
2352int was_destroyed (const object *op, tag_t old_tag)
2353{
2354 /* checking for FLAG_FREED isn't necessary, but makes this function more
2355 * robust */
2356 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2357} 2560}
2358 2561
2359/* GROS - Creates an object using a string representing its content. */ 2562/* GROS - Creates an object using a string representing its content. */
2360/* Basically, we save the content of the string to a temp file, then call */ 2563/* Basically, we save the content of the string to a temp file, then call */
2361/* load_object on it. I admit it is a highly inefficient way to make things, */ 2564/* load_object on it. I admit it is a highly inefficient way to make things, */
2362/* but it was simple to make and allows reusing the load_object function. */ 2565/* but it was simple to make and allows reusing the load_object function. */
2363/* Remember not to use load_object_str in a time-critical situation. */ 2566/* Remember not to use load_object_str in a time-critical situation. */
2364/* Also remember that multiparts objects are not supported for now. */ 2567/* Also remember that multiparts objects are not supported for now. */
2365 2568
2569object *
2366object* load_object_str(const char *obstr) 2570load_object_str (const char *obstr)
2367{ 2571{
2368 object *op; 2572 object *op;
2369 char filename[MAX_BUF]; 2573 char filename[MAX_BUF];
2574
2370 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2575 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2371 2576
2372 FILE *tempfile=fopen(filename,"w"); 2577 FILE *tempfile = fopen (filename, "w");
2578
2373 if (tempfile == NULL) 2579 if (tempfile == NULL)
2374 { 2580 {
2375 LOG(llevError,"Error - Unable to access load object temp file\n"); 2581 LOG (llevError, "Error - Unable to access load object temp file\n");
2376 return NULL; 2582 return NULL;
2377 }; 2583 }
2584
2378 fprintf(tempfile,obstr); 2585 fprintf (tempfile, obstr);
2379 fclose(tempfile); 2586 fclose (tempfile);
2380 2587
2381 op=get_object(); 2588 op = object::create ();
2382 2589
2383 object_thawer thawer (filename); 2590 object_thawer thawer (filename);
2384 2591
2385 if (thawer) 2592 if (thawer)
2386 load_object(thawer,op,0); 2593 load_object (thawer, op, 0);
2387 2594
2388 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2595 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2389 CLEAR_FLAG(op,FLAG_REMOVED); 2596 CLEAR_FLAG (op, FLAG_REMOVED);
2390 2597
2391 return op; 2598 return op;
2392} 2599}
2393 2600
2394/* This returns the first object in who's inventory that 2601/* This returns the first object in who's inventory that
2395 * has the same type and subtype match. 2602 * has the same type and subtype match.
2396 * returns NULL if no match. 2603 * returns NULL if no match.
2397 */ 2604 */
2605object *
2398object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2606find_obj_by_type_subtype (const object *who, int type, int subtype)
2399{ 2607{
2400 object *tmp; 2608 object *tmp;
2401 2609
2402 for (tmp=who->inv; tmp; tmp=tmp->below) 2610 for (tmp = who->inv; tmp; tmp = tmp->below)
2403 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2611 if (tmp->type == type && tmp->subtype == subtype)
2612 return tmp;
2404 2613
2405 return NULL; 2614 return NULL;
2406} 2615}
2407 2616
2408/* 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,
2409 * otherwise return NULL. 2618 * otherwise return NULL.
2410 * 2619 *
2411 * 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
2412 * do the desired thing. 2621 * do the desired thing.
2413 */ 2622 */
2623key_value *
2414key_value * get_ob_key_link(const object * ob, const char * key) { 2624get_ob_key_link (const object *ob, const char *key)
2625{
2415 key_value * link; 2626 key_value *link;
2416 2627
2417 for (link = ob->key_values; link != NULL; link = link->next) { 2628 for (link = ob->key_values; link != NULL; link = link->next)
2418 if (link->key == key) { 2629 if (link->key == key)
2419 return link; 2630 return link;
2420 } 2631
2421 }
2422
2423 return NULL; 2632 return NULL;
2424} 2633}
2425 2634
2426/* 2635/*
2427 * 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.
2428 * 2637 *
2429 * The argument doesn't need to be a shared string. 2638 * The argument doesn't need to be a shared string.
2430 * 2639 *
2431 * The returned string is shared. 2640 * The returned string is shared.
2432 */ 2641 */
2642const char *
2433const char * get_ob_key_value(const object * op, const char * const key) { 2643get_ob_key_value (const object *op, const char *const key)
2644{
2434 key_value * link; 2645 key_value *link;
2435 const char * canonical_key; 2646 shstr_cmp canonical_key (key);
2647
2648 if (!canonical_key)
2436 2649 {
2437 canonical_key = shstr::find (key);
2438
2439 if (canonical_key == NULL) {
2440 /* 1. There being a field named key on any object 2650 /* 1. There being a field named key on any object
2441 * implies there'd be a shared string to find. 2651 * implies there'd be a shared string to find.
2442 * 2. Since there isn't, no object has this field. 2652 * 2. Since there isn't, no object has this field.
2443 * 3. Therefore, *this* object doesn't have this field. 2653 * 3. Therefore, *this* object doesn't have this field.
2444 */ 2654 */
2445 return NULL; 2655 return 0;
2446 } 2656 }
2447 2657
2448 /* This is copied from get_ob_key_link() above - 2658 /* This is copied from get_ob_key_link() above -
2449 * only 4 lines, and saves the function call overhead. 2659 * only 4 lines, and saves the function call overhead.
2450 */ 2660 */
2451 for (link = op->key_values; link != NULL; link = link->next) { 2661 for (link = op->key_values; link; link = link->next)
2452 if (link->key == canonical_key) { 2662 if (link->key == canonical_key)
2453 return link->value; 2663 return link->value;
2454 } 2664
2455 } 2665 return 0;
2456 return NULL;
2457} 2666}
2458 2667
2459 2668
2460/* 2669/*
2461 * Updates the canonical_key in op to value. 2670 * Updates the canonical_key in op to value.
2465 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2674 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2466 * keys. 2675 * keys.
2467 * 2676 *
2468 * Returns TRUE on success. 2677 * Returns TRUE on success.
2469 */ 2678 */
2679int
2470int 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 *
2471 key_value * field = NULL, *last=NULL; 2683 field = NULL, *last = NULL;
2472 2684
2473 for (field=op->key_values; field != NULL; field=field->next) { 2685 for (field = op->key_values; field != NULL; field = field->next)
2686 {
2474 if (field->key != canonical_key) { 2687 if (field->key != canonical_key)
2688 {
2475 last = field; 2689 last = field;
2476 continue; 2690 continue;
2477 } 2691 }
2478 2692
2479 if (value) 2693 if (value)
2480 field->value = value; 2694 field->value = value;
2481 else { 2695 else
2696 {
2482 /* Basically, if the archetype has this key set, 2697 /* Basically, if the archetype has this key set,
2483 * we need to store the null value so when we save 2698 * we need to store the null value so when we save
2484 * it, we save the empty value so that when we load, 2699 * it, we save the empty value so that when we load,
2485 * we get this value back again. 2700 * we get this value back again.
2486 */ 2701 */
2487 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2702 if (get_ob_key_link (&op->arch->clone, canonical_key))
2488 field->value = 0; 2703 field->value = 0;
2704 else
2705 {
2706 if (last)
2707 last->next = field->next;
2489 else 2708 else
2490 {
2491 if (last) last->next = field->next;
2492 else op->key_values = field->next; 2709 op->key_values = field->next;
2493 2710
2494 delete field; 2711 delete field;
2495 } 2712 }
2496 } 2713 }
2497 return TRUE; 2714 return TRUE;
2498 } 2715 }
2499 /* IF we get here, key doesn't exist */ 2716 /* IF we get here, key doesn't exist */
2500 2717
2501 /* No field, we'll have to add it. */ 2718 /* No field, we'll have to add it. */
2719
2720 if (!add_key)
2502 2721 {
2503 if (!add_key) {
2504 return FALSE; 2722 return FALSE;
2505 } 2723 }
2506 /* There isn't any good reason to store a null 2724 /* There isn't any good reason to store a null
2507 * value in the key/value list. If the archetype has 2725 * value in the key/value list. If the archetype has
2508 * this key, then we should also have it, so shouldn't 2726 * this key, then we should also have it, so shouldn't
2509 * be here. If user wants to store empty strings, 2727 * be here. If user wants to store empty strings,
2510 * should pass in "" 2728 * should pass in ""
2511 */ 2729 */
2512 if (value == NULL) return TRUE; 2730 if (value == NULL)
2513
2514 field = new key_value;
2515
2516 field->key = canonical_key;
2517 field->value = value;
2518 /* Usual prepend-addition. */
2519 field->next = op->key_values;
2520 op->key_values = field;
2521
2522 return TRUE; 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;
2523} 2742}
2524 2743
2525/* 2744/*
2526 * Updates the key in op to value. 2745 * Updates the key in op to value.
2527 * 2746 *
2529 * and not add new ones. 2748 * and not add new ones.
2530 * 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
2531 * 2750 *
2532 * Returns TRUE on success. 2751 * Returns TRUE on success.
2533 */ 2752 */
2753int
2534int 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)
2535{ 2755{
2536 shstr key_ (key); 2756 shstr key_ (key);
2757
2537 return set_ob_key_value_s (op, key_, value, add_key); 2758 return set_ob_key_value_s (op, key_, value, add_key);
2538} 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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