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Comparing deliantra/server/common/object.C (file contents):
Revision 1.14 by root, Mon Sep 4 11:07:59 2006 UTC vs.
Revision 1.75 by root, Wed Dec 20 11:36:38 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.14 2006/09/04 11:07:59 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
36
42int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
43 40
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
46 42
47short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 45};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 48};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
56int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
59 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
60 133
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
63 key_value * wants_field; 138 key_value *wants_field;
64 139
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
68 */ 143 */
69 144
70 /* For each field in wants, */ 145 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
147 {
72 key_value * has_field; 148 key_value *has_field;
73 149
74 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
76 154 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 155 /* No field with that name. */
79 return FALSE; 156 return FALSE;
80 } 157 }
81 158
82 /* Found the matching field. */ 159 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
84 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 163 return FALSE;
86 } 164 }
87 165
88 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 167 }
168
91 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 170 return TRUE;
93} 171}
94 172
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
97 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
99 */ 179 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 181}
102 182
103/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 184 * they can be merged together.
105 * 185 *
106 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
109 * 189 *
110 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
111 * 191 *
112 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
113 * check weight 193 * check weight
114 */ 194 */
115 195
116int CAN_MERGE(object *ob1, object *ob2) { 196bool object::can_merge_slow (object *ob1, object *ob2)
117 197{
118 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
204 return 0;
120 205
121 if (ob1->speed != ob2->speed) return 0; 206 //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 207 /* 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 208 * value could not be stored in a sint32 (which unfortunately sometimes is
124 * check? 209 * used to store nrof).
125 */ 210 */
126 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0;
213
214 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning.
219 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name
229 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id
240 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname
242 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
251 return 0;
252
253 /* This is really a spellbook check - really, we should
254 * check all objects in the inventory.
255 */
256 if (ob1->inv || ob2->inv)
257 {
258 /* if one object has inventory but the other doesn't, not equiv */
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
127 return 0; 260 return 0;
128 261
129 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 262 /* Now check to see if the two inventory objects could merge */
130 * value could not be stored in a sint32 (which unfortunately sometimes is 263 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; 264 return 0;
135 265
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 266 /* inventory ok - still need to check rest of this object to see
147 * if it is valid. 267 * if it is valid.
148 */ 268 */
149 } 269 }
150 270
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, 271 /* 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 272 * 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. 273 * some items equipped, and we don't want those to merge.
202 */ 274 */
203 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
276 return 0;
277
278 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster
280 * check?
281 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
283 return 0;
284
285 switch (ob1->type)
286 {
287 case SCROLL:
288 if (ob1->level != ob2->level)
289 return 0;
290 break;
291 }
292
293 if (ob1->key_values != NULL || ob2->key_values != NULL)
294 {
295 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
297 /* One has fields, but the other one doesn't. */
204 return 0; 298 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)) { 299 else if (!compare_ob_value_lists (ob1, ob2))
218 return 0; 300 return 0;
219 } 301 }
302
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self)
220 } 305 {
306 ob1->optimise ();
307 ob2->optimise ();
221 308
309 if (ob1->self || ob2->self)
310 return 0;
311 }
312
222 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
223 return 1; 314 return 1;
224} 315}
225 316
226/* 317/*
227 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
228 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
229 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
230 */ 321 */
231signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
232 signed long sum; 325 long sum;
233 object *inv; 326 object *inv;
327
234 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
235 if (inv->inv) 330 if (inv->inv)
236 sum_weight(inv); 331 sum_weight (inv);
237 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
238 } 333 }
334
239 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
240 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
241 if(op->carrying != sum) 338 if (op->carrying != sum)
242 op->carrying = sum; 339 op->carrying = sum;
340
243 return sum; 341 return sum;
244} 342}
245 343
246/** 344/**
247 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
248 */ 346 */
249 347
348object *
250object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
251 while (op->env != NULL) 351 while (op->env != NULL)
252 op = op->env; 352 op = op->env;
253 return op; 353 return op;
254}
255
256/*
257 * 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
259 * or find a player.
260 */
261
262object *is_player_inv (object *op) {
263 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
264 if (op->env==op)
265 op->env = NULL;
266 return op;
267} 354}
268 355
269/* 356/*
270 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
271 * Some error messages. 358 * Some error messages.
272 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
273 */ 360 */
274 361
275void dump_object2(object *op) { 362char *
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) { 363dump_object (object *op)
322 if(op==NULL) { 364{
323 strcpy(errmsg,"[NULL pointer]"); 365 if (!op)
324 return; 366 return strdup ("[NULLOBJ]");
325 }
326 errmsg[0]='\0';
327 dump_object2(op);
328}
329 367
330void dump_all_objects(void) { 368 object_freezer freezer;
331 object *op; 369 save_object (freezer, op, 3);
332 for(op=objects;op!=NULL;op=op->next) { 370 return freezer.as_string ();
333 dump_object(op);
334 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
335 }
336} 371}
337 372
338/* 373/*
339 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
340 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
341 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
342 */ 377 */
343 378
379object *
344object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
345 object *tmp,*closest; 382 object *tmp, *closest;
346 int last_dist,i; 383 int last_dist, i;
384
347 if(op->more==NULL) 385 if (op->more == NULL)
348 return op; 386 return op;
349 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
350 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
351 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
352 return closest; 390 return closest;
353} 391}
354 392
355/* 393/*
356 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
357 */ 395 */
358 396
397object *
359object *find_object(tag_t i) { 398find_object (tag_t i)
360 object *op; 399{
361 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
362 if(op->count==i) 401 if (op->count == i)
363 break; 402 return op;
403
364 return op; 404 return 0;
365} 405}
366 406
367/* 407/*
368 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
369 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
370 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
371 */ 411 */
372 412
413object *
373object *find_object_name(const char *str) { 414find_object_name (const char *str)
374 const char *name = shstr::find (str); 415{
416 shstr_cmp str_ (str);
375 object *op; 417 object *op;
418
376 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
377 if(&op->name == name) 420 if (op->name == str_)
378 break; 421 break;
379 422
380 return op; 423 return op;
381} 424}
382 425
426void
383void free_all_object_data () 427free_all_object_data ()
384{ 428{
385 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 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} 430}
422 431
423/* 432/*
424 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
425 * skill and experience objects. 434 * skill and experience objects.
426 */ 435 */
427void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
428{ 438{
429 if(owner==NULL||op==NULL) 439 if (!owner)
430 return; 440 return;
431 441
432 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
433 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* 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 444 * with the fireball owning a poison cloud which then owned the
435 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
436 * freed and then another object replacing it. Since the ownercounts 446 * 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. 447 * didn't match, this check is valid and I believe that cause is valid.
438 */ 448 */
439 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
440 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
441 451
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; 452 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} 453}
477 454
478/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
479 * refcounts and freeing the links. 456 * refcounts and freeing the links.
480 */ 457 */
458static void
481static void free_key_values(object * op) 459free_key_values (object *op)
482{ 460{
483 for (key_value *i = op->key_values; i != 0; ) 461 for (key_value *i = op->key_values; i != 0;)
484 { 462 {
485 key_value *next = i->next; 463 key_value *next = i->next;
486 delete i; 464 delete i;
465
487 i = next; 466 i = next;
488 } 467 }
489 468
490 op->key_values = 0; 469 op->key_values = 0;
491} 470}
492 471
493void object::clear () 472void object::clear ()
494{ 473{
495 attachable_base::clear (); 474 attachable_base::clear ();
496 475
497 free_key_values (this); 476 free_key_values (this);
498 477
499 name = 0; 478 owner = 0;
479 name = 0;
500 name_pl = 0; 480 name_pl = 0;
501 title = 0; 481 title = 0;
502 race = 0; 482 race = 0;
503 slaying = 0; 483 slaying = 0;
504 skill = 0; 484 skill = 0;
505 msg = 0; 485 msg = 0;
506 lore = 0; 486 lore = 0;
507 custom_name = 0; 487 custom_name = 0;
508 materialname = 0; 488 materialname = 0;
489 contr = 0;
490 below = 0;
491 above = 0;
492 inv = 0;
493 container = 0;
494 env = 0;
495 more = 0;
496 head = 0;
497 map = 0;
498 active_next = 0;
499 active_prev = 0;
509 500
510 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 501 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
511 502
512 SET_FLAG (this, FLAG_REMOVED); 503 SET_FLAG (this, FLAG_REMOVED);
513}
514 504
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 */ 505 /* What is not cleared is next, prev, and count */
546 506
547 op->expmul = 1.0; 507 expmul = 1.0;
548 op->face = blank_face; 508 face = blank_face;
549 op->attacked_by_count = -1;
550 509
551 if (settings.casting_time) 510 if (settings.casting_time)
552 op->casting_time = -1; 511 casting_time = -1;
553} 512}
554 513
555/* 514/*
556 * copy object first frees everything allocated by the second object, 515 * copy_to first frees everything allocated by the dst object,
557 * and then copies the contends of the first object into the second 516 * and then copies the contents of itself into the second
558 * object, allocating what needs to be allocated. Basically, any 517 * object, allocating what needs to be allocated. Basically, any
559 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 518 * 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 519 * if the first object is freed, the pointers in the new object
561 * will point at garbage. 520 * will point at garbage.
562 */ 521 */
563 522void
564void copy_object (object *op2, object *op) 523object::copy_to (object *dst)
565{ 524{
566 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
567 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
568 527
569 op2->clone (op); 528 *(object_copy *)dst = *this;
529 *(object_pod *)dst = *this;
570 530
571 if (is_freed) SET_FLAG (op, FLAG_FREED); 531 if (self || cb)
572 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
573 533
534 if (is_freed)
535 SET_FLAG (dst, FLAG_FREED);
536
537 if (is_removed)
538 SET_FLAG (dst, FLAG_REMOVED);
539
574 if (op2->speed < 0) 540 if (speed < 0)
575 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 541 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
576 542
577 /* Copy over key_values, if any. */ 543 /* Copy over key_values, if any. */
578 if (op2->key_values != NULL) 544 if (key_values)
579 { 545 {
580 key_value *tail = NULL; 546 key_value *tail = 0;
581 key_value *i; 547 key_value *i;
582 548
583 op->key_values = NULL; 549 dst->key_values = 0;
584 550
585 for (i = op2->key_values; i != NULL; i = i->next) 551 for (i = key_values; i; i = i->next)
586 { 552 {
587 key_value *new_link = new key_value; 553 key_value *new_link = new key_value;
588 554
589 new_link->next = NULL; 555 new_link->next = 0;
590 new_link->key = i->key; 556 new_link->key = i->key;
591 new_link->value = i->value; 557 new_link->value = i->value;
592 558
593 /* Try and be clever here, too. */ 559 /* Try and be clever here, too. */
594 if (op->key_values == NULL) 560 if (!dst->key_values)
595 { 561 {
596 op->key_values = new_link; 562 dst->key_values = new_link;
597 tail = new_link; 563 tail = new_link;
598 } 564 }
599 else 565 else
600 { 566 {
601 tail->next = new_link; 567 tail->next = new_link;
602 tail = new_link; 568 tail = new_link;
603 } 569 }
604 } 570 }
605 } 571 }
606 572
607 update_ob_speed (op); 573 update_ob_speed (dst);
608} 574}
609 575
610/* 576object *
611 * get_object() grabs an object from the list of unused objects, makes 577object::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{ 578{
618 object *op = new object; 579 object *neu = create ();
619 580 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 return op; 581 return neu;
636} 582}
637 583
638/* 584/*
639 * If an object with the IS_TURNABLE() flag needs to be turned due 585 * If an object with the IS_TURNABLE() flag needs to be turned due
640 * to the closest player being on the other side, this function can 586 * to the closest player being on the other side, this function can
641 * be called to update the face variable, _and_ how it looks on the map. 587 * be called to update the face variable, _and_ how it looks on the map.
642 */ 588 */
643 589
590void
644void update_turn_face(object *op) { 591update_turn_face (object *op)
592{
645 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 593 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
646 return; 594 return;
647 SET_ANIMATION(op, op->direction); 595 SET_ANIMATION (op, op->direction);
648 update_object(op,UP_OBJ_FACE); 596 update_object (op, UP_OBJ_FACE);
649} 597}
650 598
651/* 599/*
652 * Updates the speed of an object. If the speed changes from 0 to another 600 * Updates the speed of an object. If the speed changes from 0 to another
653 * value, or vice versa, then add/remove the object from the active list. 601 * value, or vice versa, then add/remove the object from the active list.
654 * This function needs to be called whenever the speed of an object changes. 602 * This function needs to be called whenever the speed of an object changes.
655 */ 603 */
656 604void
657void update_ob_speed(object *op) { 605update_ob_speed (object *op)
606{
658 extern int arch_init; 607 extern int arch_init;
659 608
660 /* No reason putting the archetypes objects on the speed list, 609 /* No reason putting the archetypes objects on the speed list,
661 * since they never really need to be updated. 610 * since they never really need to be updated.
662 */ 611 */
663 612
664 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 613 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
614 {
665 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 615 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
666#ifdef MANY_CORES 616#ifdef MANY_CORES
667 abort(); 617 abort ();
668#else 618#else
669 op->speed = 0; 619 op->speed = 0;
670#endif 620#endif
671 } 621 }
622
672 if (arch_init) { 623 if (arch_init)
624 return;
625
626 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
627 {
628 /* If already on active list, don't do anything */
629 if (op->active_next || op->active_prev || op == active_objects)
673 return; 630 return;
674 }
675 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
676 /* If already on active list, don't do anything */
677 if (op->active_next || op->active_prev || op==active_objects)
678 return;
679 631
680 /* process_events() expects us to insert the object at the beginning 632 /* process_events() expects us to insert the object at the beginning
681 * of the list. */ 633 * of the list. */
682 op->active_next = active_objects; 634 op->active_next = active_objects;
635
683 if (op->active_next!=NULL) 636 if (op->active_next != NULL)
684 op->active_next->active_prev = op; 637 op->active_next->active_prev = op;
638
685 active_objects = op; 639 active_objects = op;
640 }
641 else
686 } 642 {
687 else {
688 /* If not on the active list, nothing needs to be done */ 643 /* If not on the active list, nothing needs to be done */
689 if (!op->active_next && !op->active_prev && op!=active_objects) 644 if (!op->active_next && !op->active_prev && op != active_objects)
690 return; 645 return;
691 646
692 if (op->active_prev==NULL) { 647 if (op->active_prev == NULL)
648 {
693 active_objects = op->active_next; 649 active_objects = op->active_next;
650
694 if (op->active_next!=NULL) 651 if (op->active_next != NULL)
695 op->active_next->active_prev = NULL; 652 op->active_next->active_prev = NULL;
696 } 653 }
697 else { 654 else
655 {
698 op->active_prev->active_next = op->active_next; 656 op->active_prev->active_next = op->active_next;
657
699 if (op->active_next) 658 if (op->active_next)
700 op->active_next->active_prev = op->active_prev; 659 op->active_next->active_prev = op->active_prev;
701 } 660 }
661
702 op->active_next = NULL; 662 op->active_next = NULL;
703 op->active_prev = NULL; 663 op->active_prev = NULL;
704 } 664 }
705} 665}
706 666
707/* This function removes object 'op' from the list of active 667/* This function removes object 'op' from the list of active
708 * objects. 668 * objects.
710 * reference maps where you don't want an object that isn't 670 * reference maps where you don't want an object that isn't
711 * in play chewing up cpu time getting processed. 671 * in play chewing up cpu time getting processed.
712 * The reverse of this is to call update_ob_speed, which 672 * The reverse of this is to call update_ob_speed, which
713 * will do the right thing based on the speed of the object. 673 * will do the right thing based on the speed of the object.
714 */ 674 */
675void
715void remove_from_active_list(object *op) 676remove_from_active_list (object *op)
716{ 677{
717 /* If not on the active list, nothing needs to be done */ 678 /* If not on the active list, nothing needs to be done */
718 if (!op->active_next && !op->active_prev && op!=active_objects) 679 if (!op->active_next && !op->active_prev && op != active_objects)
719 return; 680 return;
720 681
721 if (op->active_prev==NULL) { 682 if (op->active_prev == NULL)
683 {
722 active_objects = op->active_next; 684 active_objects = op->active_next;
723 if (op->active_next!=NULL) 685 if (op->active_next != NULL)
724 op->active_next->active_prev = NULL; 686 op->active_next->active_prev = NULL;
687 }
688 else
725 } 689 {
726 else {
727 op->active_prev->active_next = op->active_next; 690 op->active_prev->active_next = op->active_next;
728 if (op->active_next) 691 if (op->active_next)
729 op->active_next->active_prev = op->active_prev; 692 op->active_next->active_prev = op->active_prev;
730 } 693 }
731 op->active_next = NULL; 694 op->active_next = NULL;
732 op->active_prev = NULL; 695 op->active_prev = NULL;
733} 696}
734 697
735/* 698/*
736 * update_object() updates the array which represents the map. 699 * update_object() updates the the map.
737 * It takes into account invisible objects (and represent squares covered 700 * It takes into account invisible objects (and represent squares covered
738 * by invisible objects by whatever is below them (unless it's another 701 * by invisible objects by whatever is below them (unless it's another
739 * invisible object, etc...) 702 * invisible object, etc...)
740 * If the object being updated is beneath a player, the look-window 703 * If the object being updated is beneath a player, the look-window
741 * of that player is updated (this might be a suboptimal way of 704 * of that player is updated (this might be a suboptimal way of
742 * updating that window, though, since update_object() is called _often_) 705 * updating that window, though, since update_object() is called _often_)
743 * 706 *
744 * action is a hint of what the caller believes need to be done. 707 * action is a hint of what the caller believes need to be done.
745 * For example, if the only thing that has changed is the face (due to
746 * an animation), we don't need to call update_position until that actually
747 * comes into view of a player. OTOH, many other things, like addition/removal
748 * of walls or living creatures may need us to update the flags now.
749 * current action are: 708 * current action are:
750 * UP_OBJ_INSERT: op was inserted 709 * UP_OBJ_INSERT: op was inserted
751 * UP_OBJ_REMOVE: op was removed 710 * UP_OBJ_REMOVE: op was removed
752 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 711 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
753 * as that is easier than trying to look at what may have changed. 712 * as that is easier than trying to look at what may have changed.
754 * UP_OBJ_FACE: only the objects face has changed. 713 * UP_OBJ_FACE: only the objects face has changed.
755 */ 714 */
756 715void
757void update_object(object *op, int action) { 716update_object (object *op, int action)
758 int update_now=0, flags; 717{
759 MoveType move_on, move_off, move_block, move_slow; 718 MoveType move_on, move_off, move_block, move_slow;
760 719
761 if (op == NULL) { 720 if (op == NULL)
721 {
762 /* this should never happen */ 722 /* this should never happen */
763 LOG(llevDebug,"update_object() called for NULL object.\n"); 723 LOG (llevDebug, "update_object() called for NULL object.\n");
764 return; 724 return;
765 }
766 725 }
767 if(op->env!=NULL) { 726
727 if (op->env)
728 {
768 /* Animation is currently handled by client, so nothing 729 /* Animation is currently handled by client, so nothing
769 * to do in this case. 730 * to do in this case.
770 */ 731 */
771 return; 732 return;
772 } 733 }
773 734
774 /* If the map is saving, don't do anything as everything is 735 /* If the map is saving, don't do anything as everything is
775 * going to get freed anyways. 736 * going to get freed anyways.
776 */ 737 */
777 if (!op->map || op->map->in_memory == MAP_SAVING) return; 738 if (!op->map || op->map->in_memory == MAP_SAVING)
778 739 return;
740
779 /* make sure the object is within map boundaries */ 741 /* make sure the object is within map boundaries */
780 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 742 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
781 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 743 {
782 LOG(llevError,"update_object() called for object out of map!\n"); 744 LOG (llevError, "update_object() called for object out of map!\n");
783#ifdef MANY_CORES 745#ifdef MANY_CORES
784 abort(); 746 abort ();
785#endif 747#endif
786 return; 748 return;
787 }
788 749 }
789 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
790 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
791 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
792 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
793 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
794 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
795 750
751 mapspace &m = op->map->at (op->x, op->y);
752
753 if (m.flags_ & P_NEED_UPDATE)
754 /* nop */;
796 if (action == UP_OBJ_INSERT) { 755 else if (action == UP_OBJ_INSERT)
756 {
757 // this is likely overkill, TODO: revisit (schmorp)
797 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 758 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
798 update_now=1;
799
800 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 759 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
801 update_now=1; 760 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
802 761 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
762 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
803 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 763 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
804 update_now=1; 764 || (m.move_on | op->move_on ) != m.move_on
805
806 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
807 update_now=1;
808
809 if ((move_on | op->move_on) != move_on) update_now=1;
810 if ((move_off | op->move_off) != move_off) update_now=1; 765 || (m.move_off | op->move_off ) != m.move_off
766 || (m.move_slow | op->move_slow) != m.move_slow
811 /* This isn't perfect, but I don't expect a lot of objects to 767 /* This isn't perfect, but I don't expect a lot of objects to
812 * to have move_allow right now. 768 * to have move_allow right now.
813 */ 769 */
814 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 770 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
815 update_now=1; 771 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
816 if ((move_slow | op->move_slow) != move_slow) update_now=1; 772 m.flags_ = P_NEED_UPDATE;
817 } 773 }
818 /* if the object is being removed, we can't make intelligent 774 /* if the object is being removed, we can't make intelligent
819 * decisions, because remove_ob can't really pass the object 775 * decisions, because remove_ob can't really pass the object
820 * that is being removed. 776 * that is being removed.
821 */ 777 */
822 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 778 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
823 update_now=1; 779 m.flags_ = P_NEED_UPDATE;
824 } else if (action == UP_OBJ_FACE) { 780 else if (action == UP_OBJ_FACE)
825 /* Nothing to do for that case */ 781 /* Nothing to do for that case */ ;
826 }
827 else { 782 else
828 LOG(llevError,"update_object called with invalid action: %d\n", action); 783 LOG (llevError, "update_object called with invalid action: %d\n", action);
829 }
830 784
831 if (update_now) {
832 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
833 update_position(op->map, op->x, op->y);
834 }
835
836 if(op->more!=NULL) 785 if (op->more)
837 update_object(op->more, action); 786 update_object (op->more, action);
838} 787}
839 788
789object::vector object::mortals;
790object::vector object::objects; // not yet used
791object *object::first;
792
793void object::free_mortals ()
794{
795 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
796 if ((*i)->refcnt)
797 ++i; // further delay freeing
798 else
799 {
800 delete *i;
801 mortals.erase (i);
802 }
803}
804
805object::object ()
806{
807 SET_FLAG (this, FLAG_REMOVED);
808
809 expmul = 1.0;
810 face = blank_face;
811}
812
813object::~object ()
814{
815 free_key_values (this);
816}
817
818void object::link ()
819{
820 count = ++ob_count;
821 uuid = gen_uuid ();
822
823 prev = 0;
824 next = object::first;
825
826 if (object::first)
827 object::first->prev = this;
828
829 object::first = this;
830}
831
832void object::unlink ()
833{
834 if (this == object::first)
835 object::first = next;
836
837 /* Remove this object from the list of used objects */
838 if (prev) prev->next = next;
839 if (next) next->prev = prev;
840
841 prev = 0;
842 next = 0;
843}
844
845object *object::create ()
846{
847 object *op = new object;
848 op->link ();
849 return op;
850}
840 851
841/* 852/*
842 * free_object() frees everything allocated by an object, removes 853 * free_object() frees everything allocated by an object, removes
843 * it from the list of used objects, and puts it on the list of 854 * it from the list of used objects, and puts it on the list of
844 * free objects. The IS_FREED() flag is set in the object. 855 * free objects. The IS_FREED() flag is set in the object.
845 * The object must have been removed by remove_ob() first for 856 * The object must have been removed by remove_ob() first for
846 * this function to succeed. 857 * this function to succeed.
847 * 858 *
848 * If free_inventory is set, free inventory as well. Else drop items in 859 * If destroy_inventory is set, free inventory as well. Else drop items in
849 * inventory to the ground. 860 * inventory to the ground.
850 */ 861 */
851 862void object::destroy (bool destroy_inventory)
852void
853free_object (object * ob)
854{ 863{
855 free_object2 (ob, 0);
856}
857
858void
859free_object2 (object * ob, int free_inventory)
860{
861 object *tmp, *op;
862
863 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 864 if (QUERY_FLAG (this, FLAG_FREED))
864 { 865 return;
865 LOG (llevDebug, "Free object called with non removed object\n");
866 dump_object (ob);
867#ifdef MANY_CORES
868 abort ();
869#endif
870 }
871 866
872 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 867 if (QUERY_FLAG (this, FLAG_FRIENDLY))
873 {
874 LOG (llevMonster, "Warning: tried to free friendly object.\n");
875 remove_friendly_object (ob); 868 remove_friendly_object (this);
876 }
877 869
878 if (QUERY_FLAG (ob, FLAG_FREED)) 870 if (!QUERY_FLAG (this, FLAG_REMOVED))
879 { 871 remove ();
880 dump_object (ob); 872
881 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 873 SET_FLAG (this, FLAG_FREED);
882 return; 874
875 if (more)
883 } 876 {
884 877 more->destroy (destroy_inventory);
885 if (ob->more != NULL) 878 more = 0;
886 { 879 }
887 free_object2 (ob->more, free_inventory);
888 ob->more = NULL;
889 }
890 880
891 if (ob->inv) 881 if (inv)
892 { 882 {
893 /* Only if the space blocks everything do we not process - 883 /* Only if the space blocks everything do we not process -
894 * if some form of movemnt is allowed, let objects 884 * if some form of movement is allowed, let objects
895 * drop on that space. 885 * drop on that space.
896 */ 886 */
897 if (free_inventory || ob->map == NULL 887 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
898 || ob->map->in_memory != MAP_IN_MEMORY 888 {
899 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 889 object *op = inv;
900 {
901 op = ob->inv;
902 890
903 while (op != NULL) 891 while (op)
904 { 892 {
905 tmp = op->below; 893 object *tmp = op->below;
906 remove_ob (op); 894 op->destroy (destroy_inventory);
907 free_object2 (op, free_inventory);
908 op = tmp; 895 op = tmp;
909 } 896 }
910 } 897 }
911 else 898 else
912 { /* Put objects in inventory onto this space */ 899 { /* Put objects in inventory onto this space */
913 op = ob->inv; 900 object *op = inv;
914 901
915 while (op != NULL) 902 while (op)
916 { 903 {
917 tmp = op->below; 904 object *tmp = op->below;
918 remove_ob (op);
919 905
906 op->remove ();
907
920 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 908 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
921 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 909 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
922 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 910 op->destroy ();
923 free_object (op); 911 else
924 else 912 {
925 { 913 op->x = x;
926 op->x = ob->x; 914 op->y = y;
927 op->y = ob->y;
928 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ 915 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
929 } 916 }
930 917
931 op = tmp; 918 op = tmp;
919 }
920 }
932 } 921 }
933 } 922
923 // hack to ensure that freed objects still have a valid map
924 {
925 static maptile *freed_map; // freed objects are moved here to avoid crashes
926
927 if (!freed_map)
928 {
929 freed_map = new maptile;
930
931 freed_map->name = "/internal/freed_objects_map";
932 freed_map->width = 3;
933 freed_map->height = 3;
934
935 freed_map->allocate ();
934 } 936 }
937
938 map = freed_map;
939 x = 1;
940 y = 1;
941 }
942
943 // clear those pointers that likely might have circular references to us
944 owner = 0;
945 enemy = 0;
946 attacked_by = 0;
947
948 // only relevant for players(?), but make sure of it anyways
949 contr = 0;
935 950
936 /* Remove object from the active list */ 951 /* Remove object from the active list */
937 ob->speed = 0; 952 speed = 0;
938 update_ob_speed (ob); 953 update_ob_speed (this);
939 954
940 SET_FLAG (ob, FLAG_FREED); 955 unlink ();
941 ob->count = 0;
942 956
943 /* Remove this object from the list of used objects */ 957 mortals.push_back (this);
944 if (ob->prev == NULL)
945 {
946 objects = ob->next;
947
948 if (objects != NULL)
949 objects->prev = NULL;
950 }
951 else
952 {
953 ob->prev->next = ob->next;
954
955 if (ob->next != NULL)
956 ob->next->prev = ob->prev;
957 }
958
959 free_key_values (ob);
960
961 /* Now link it with the free_objects list: */
962 ob->prev = 0;
963 ob->next = 0;
964
965 delete ob;
966} 958}
967 959
968/* 960/*
969 * sub_weight() recursively (outwards) subtracts a number from the 961 * sub_weight() recursively (outwards) subtracts a number from the
970 * weight of an object (and what is carried by it's environment(s)). 962 * weight of an object (and what is carried by it's environment(s)).
971 */ 963 */
972 964void
973void sub_weight (object *op, signed long weight) { 965sub_weight (object *op, signed long weight)
966{
974 while (op != NULL) { 967 while (op != NULL)
968 {
975 if (op->type == CONTAINER) { 969 if (op->type == CONTAINER)
976 weight=(signed long)(weight*(100-op->stats.Str)/100); 970 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
977 } 971
978 op->carrying-=weight; 972 op->carrying -= weight;
979 op = op->env; 973 op = op->env;
980 } 974 }
981} 975}
982 976
983/* remove_ob(op): 977/* op->remove ():
984 * This function removes the object op from the linked list of objects 978 * This function removes the object op from the linked list of objects
985 * which it is currently tied to. When this function is done, the 979 * which it is currently tied to. When this function is done, the
986 * object will have no environment. If the object previously had an 980 * object will have no environment. If the object previously had an
987 * environment, the x and y coordinates will be updated to 981 * environment, the x and y coordinates will be updated to
988 * the previous environment. 982 * the previous environment.
989 * Beware: This function is called from the editor as well! 983 * Beware: This function is called from the editor as well!
990 */ 984 */
991 985void
992void remove_ob(object *op) { 986object::remove ()
987{
993 object *tmp,*last=NULL; 988 object *tmp, *last = 0;
994 object *otmp; 989 object *otmp;
995 tag_t tag; 990
996 int check_walk_off; 991 int check_walk_off;
997 mapstruct *m;
998 sint16 x,y;
999
1000 992
1001 if(QUERY_FLAG(op,FLAG_REMOVED)) { 993 if (QUERY_FLAG (this, FLAG_REMOVED))
1002 dump_object(op); 994 return;
1003 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1004 995
1005 /* Changed it to always dump core in this case. As has been learned
1006 * in the past, trying to recover from errors almost always
1007 * make things worse, and this is a real error here - something
1008 * that should not happen.
1009 * Yes, if this was a mission critical app, trying to do something
1010 * to recover may make sense, but that is because failure of the app
1011 * may have other disastrous problems. Cf runs out of a script
1012 * so is easily enough restarted without any real problems.
1013 * MSW 2001-07-01
1014 */
1015 abort();
1016 }
1017 if(op->more!=NULL)
1018 remove_ob(op->more);
1019
1020 SET_FLAG(op, FLAG_REMOVED); 996 SET_FLAG (this, FLAG_REMOVED);
1021 997
998 if (more)
999 more->remove ();
1000
1022 /* 1001 /*
1023 * In this case, the object to be removed is in someones 1002 * In this case, the object to be removed is in someones
1024 * inventory. 1003 * inventory.
1025 */ 1004 */
1026 if(op->env!=NULL) { 1005 if (env)
1006 {
1027 if(op->nrof) 1007 if (nrof)
1028 sub_weight(op->env, op->weight*op->nrof); 1008 sub_weight (env, weight * nrof);
1029 else 1009 else
1030 sub_weight(op->env, op->weight+op->carrying); 1010 sub_weight (env, weight + carrying);
1031 1011
1032 /* NO_FIX_PLAYER is set when a great many changes are being 1012 /* NO_FIX_PLAYER is set when a great many changes are being
1033 * made to players inventory. If set, avoiding the call 1013 * made to players inventory. If set, avoiding the call
1034 * to save cpu time. 1014 * to save cpu time.
1035 */ 1015 */
1036 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1016 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1037 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1038 fix_player(otmp); 1017 fix_player (otmp);
1039 1018
1040 if(op->above!=NULL) 1019 if (above != NULL)
1041 op->above->below=op->below; 1020 above->below = below;
1042 else 1021 else
1043 op->env->inv=op->below; 1022 env->inv = below;
1044 1023
1045 if(op->below!=NULL) 1024 if (below != NULL)
1046 op->below->above=op->above; 1025 below->above = above;
1047 1026
1048 /* we set up values so that it could be inserted into 1027 /* we set up values so that it could be inserted into
1049 * the map, but we don't actually do that - it is up 1028 * the map, but we don't actually do that - it is up
1050 * to the caller to decide what we want to do. 1029 * to the caller to decide what we want to do.
1030 */
1031 x = env->x, y = env->y;
1032 map = env->map;
1033 above = 0, below = 0;
1034 env = 0;
1035 }
1036 else if (map)
1037 {
1038 /* Re did the following section of code - it looks like it had
1039 * lots of logic for things we no longer care about
1040 */
1041
1042 /* link the object above us */
1043 if (above)
1044 above->below = below;
1045 else
1046 map->at (x, y).top = below; /* we were top, set new top */
1047
1048 /* Relink the object below us, if there is one */
1049 if (below)
1050 below->above = above;
1051 else
1052 {
1053 /* Nothing below, which means we need to relink map object for this space
1054 * use translated coordinates in case some oddness with map tiling is
1055 * evident
1051 */ 1056 */
1052 op->x=op->env->x,op->y=op->env->y; 1057 if (GET_MAP_OB (map, x, y) != this)
1053 op->map=op->env->map; 1058 {
1054 op->above=NULL,op->below=NULL; 1059 char *dump = dump_object (this);
1055 op->env=NULL; 1060 LOG (llevError,
1061 "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);
1062 free (dump);
1063 dump = dump_object (GET_MAP_OB (map, x, y));
1064 LOG (llevError, "%s\n", dump);
1065 free (dump);
1066 }
1067
1068 map->at (x, y).bottom = above; /* goes on above it. */
1069 }
1070
1071 above = 0;
1072 below = 0;
1073
1074 if (map->in_memory == MAP_SAVING)
1056 return; 1075 return;
1057 }
1058 1076
1059 /* If we get here, we are removing it from a map */ 1077 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1060 if (op->map == NULL) return;
1061 1078
1062 x = op->x; 1079 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1063 y = op->y; 1080 {
1064 m = get_map_from_coord(op->map, &x, &y); 1081 /* No point updating the players look faces if he is the object
1065 1082 * being removed.
1066 if (!m) {
1067 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1068 op->map->path, op->x, op->y);
1069 /* in old days, we used to set x and y to 0 and continue.
1070 * it seems if we get into this case, something is probablye
1071 * screwed up and should be fixed.
1072 */ 1083 */
1073 abort();
1074 }
1075 if (op->map != m) {
1076 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1077 op->map->path, m->path, op->x, op->y, x, y);
1078 }
1079 1084
1080 /* Re did the following section of code - it looks like it had 1085 if (tmp->type == PLAYER && tmp != this)
1081 * lots of logic for things we no longer care about 1086 {
1082 */ 1087 /* If a container that the player is currently using somehow gets
1083 1088 * removed (most likely destroyed), update the player view
1084 /* link the object above us */ 1089 * appropriately.
1085 if (op->above)
1086 op->above->below=op->below;
1087 else
1088 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1089
1090 /* Relink the object below us, if there is one */
1091 if(op->below) {
1092 op->below->above=op->above;
1093 } else {
1094 /* Nothing below, which means we need to relink map object for this space
1095 * use translated coordinates in case some oddness with map tiling is
1096 * evident
1097 */ 1090 */
1098 if(GET_MAP_OB(m,x,y)!=op) { 1091 if (tmp->container == this)
1099 dump_object(op); 1092 {
1100 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); 1093 CLEAR_FLAG (this, FLAG_APPLIED);
1101 dump_object(GET_MAP_OB(m,x,y)); 1094 tmp->container = 0;
1102 LOG(llevError,"%s\n",errmsg); 1095 }
1096
1097 tmp->contr->socket->floorbox_update ();
1098 }
1099
1100 /* See if player moving off should effect something */
1101 if (check_walk_off
1102 && ((move_type & tmp->move_off)
1103 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1104 {
1105 move_apply (tmp, this, 0);
1106
1107 if (destroyed ())
1108 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1109 }
1110
1111 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1112
1113 if (tmp->above == tmp)
1114 tmp->above = 0;
1115
1116 last = tmp;
1103 } 1117 }
1104 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1105 }
1106 op->above=NULL;
1107 op->below=NULL;
1108 1118
1109 if (op->map->in_memory == MAP_SAVING)
1110 return;
1111
1112 tag = op->count;
1113 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1114 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1115 /* No point updating the players look faces if he is the object
1116 * being removed.
1117 */
1118
1119 if(tmp->type==PLAYER && tmp!=op) {
1120 /* If a container that the player is currently using somehow gets
1121 * removed (most likely destroyed), update the player view
1122 * appropriately.
1123 */
1124 if (tmp->container==op) {
1125 CLEAR_FLAG(op, FLAG_APPLIED);
1126 tmp->container=NULL;
1127 }
1128 tmp->contr->socket.update_look=1;
1129 }
1130 /* See if player moving off should effect something */
1131 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1132 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1133
1134 move_apply(tmp, op, NULL);
1135 if (was_destroyed (op, tag)) {
1136 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1137 "leaving object\n", &tmp->name, &tmp->arch->name);
1138 }
1139 }
1140
1141 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1142
1143 if(tmp->above == tmp)
1144 tmp->above = NULL;
1145 last=tmp;
1146 }
1147 /* last == NULL of there are no objects on this space */ 1119 /* last == NULL of there are no objects on this space */
1148 if (last==NULL) { 1120 if (!last)
1149 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1121 map->at (x, y).flags_ = P_NEED_UPDATE;
1150 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1151 * those out anyways, and if there are any flags set right now, they won't
1152 * be correct anyways.
1153 */
1154 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1155 update_position(op->map, op->x, op->y);
1156 }
1157 else 1122 else
1158 update_object(last, UP_OBJ_REMOVE); 1123 update_object (last, UP_OBJ_REMOVE);
1159 1124
1160 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1125 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1161 update_all_los(op->map, op->x, op->y); 1126 update_all_los (map, x, y);
1162 1127 }
1163} 1128}
1164 1129
1165/* 1130/*
1166 * merge_ob(op,top): 1131 * merge_ob(op,top):
1167 * 1132 *
1168 * This function goes through all objects below and including top, and 1133 * This function goes through all objects below and including top, and
1169 * merges op to the first matching object. 1134 * merges op to the first matching object.
1170 * If top is NULL, it is calculated. 1135 * If top is NULL, it is calculated.
1171 * Returns pointer to object if it succeded in the merge, otherwise NULL 1136 * Returns pointer to object if it succeded in the merge, otherwise NULL
1172 */ 1137 */
1173 1138object *
1174object *merge_ob(object *op, object *top) { 1139merge_ob (object *op, object *top)
1140{
1175 if(!op->nrof) 1141 if (!op->nrof)
1176 return 0; 1142 return 0;
1143
1177 if(top==NULL) 1144 if (top == NULL)
1178 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1145 for (top = op; top != NULL && top->above != NULL; top = top->above);
1146
1179 for(;top!=NULL;top=top->below) { 1147 for (; top != NULL; top = top->below)
1148 {
1180 if(top==op) 1149 if (top == op)
1181 continue; 1150 continue;
1182 if (CAN_MERGE(op,top)) 1151
1183 { 1152 if (object::can_merge (op, top))
1153 {
1184 top->nrof+=op->nrof; 1154 top->nrof += op->nrof;
1155
1185/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1156/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1186 op->weight = 0; /* Don't want any adjustements now */ 1157 op->weight = 0; /* Don't want any adjustements now */
1187 remove_ob(op); 1158 op->destroy ();
1188 free_object(op);
1189 return top; 1159 return top;
1190 } 1160 }
1191 } 1161 }
1162
1192 return NULL; 1163 return 0;
1193} 1164}
1194 1165
1195/* 1166/*
1196 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1167 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1197 * job preparing multi-part monsters 1168 * job preparing multi-part monsters
1198 */ 1169 */
1170object *
1199object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1171insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1172{
1200 object* tmp; 1173 object *tmp;
1174
1201 if (op->head) 1175 if (op->head)
1202 op=op->head; 1176 op = op->head;
1177
1203 for (tmp=op;tmp;tmp=tmp->more){ 1178 for (tmp = op; tmp; tmp = tmp->more)
1179 {
1204 tmp->x=x+tmp->arch->clone.x; 1180 tmp->x = x + tmp->arch->clone.x;
1205 tmp->y=y+tmp->arch->clone.y; 1181 tmp->y = y + tmp->arch->clone.y;
1206 } 1182 }
1183
1207 return insert_ob_in_map (op, m, originator, flag); 1184 return insert_ob_in_map (op, m, originator, flag);
1208} 1185}
1209 1186
1210/* 1187/*
1211 * insert_ob_in_map (op, map, originator, flag): 1188 * insert_ob_in_map (op, map, originator, flag):
1212 * This function inserts the object in the two-way linked list 1189 * This function inserts the object in the two-way linked list
1226 * new object if 'op' was merged with other object 1203 * new object if 'op' was merged with other object
1227 * NULL if 'op' was destroyed 1204 * NULL if 'op' was destroyed
1228 * just 'op' otherwise 1205 * just 'op' otherwise
1229 */ 1206 */
1230 1207
1208object *
1231object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1209insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1232{ 1210{
1233 object *tmp, *top, *floor=NULL; 1211 object *tmp, *top, *floor = NULL;
1234 sint16 x,y; 1212 sint16 x, y;
1235 1213
1236 if (QUERY_FLAG (op, FLAG_FREED)) { 1214 if (QUERY_FLAG (op, FLAG_FREED))
1215 {
1237 LOG (llevError, "Trying to insert freed object!\n"); 1216 LOG (llevError, "Trying to insert freed object!\n");
1217 return NULL;
1218 }
1219
1220 if (m == NULL)
1221 {
1222 char *dump = dump_object (op);
1223 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1224 free (dump);
1225 return op;
1226 }
1227
1228 if (out_of_map (m, op->x, op->y))
1229 {
1230 char *dump = dump_object (op);
1231 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1232#ifdef MANY_CORES
1233 /* Better to catch this here, as otherwise the next use of this object
1234 * is likely to cause a crash. Better to find out where it is getting
1235 * improperly inserted.
1236 */
1237 abort ();
1238#endif
1239 free (dump);
1240 return op;
1241 }
1242
1243 if (!QUERY_FLAG (op, FLAG_REMOVED))
1244 {
1245 char *dump = dump_object (op);
1246 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1247 free (dump);
1248 return op;
1249 }
1250
1251 if (op->more != NULL)
1252 {
1253 /* The part may be on a different map. */
1254
1255 object *more = op->more;
1256
1257 /* We really need the caller to normalize coordinates - if
1258 * we set the map, that doesn't work if the location is within
1259 * a map and this is straddling an edge. So only if coordinate
1260 * is clear wrong do we normalize it.
1261 */
1262 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1263 more->map = get_map_from_coord (m, &more->x, &more->y);
1264 else if (!more->map)
1265 {
1266 /* For backwards compatibility - when not dealing with tiled maps,
1267 * more->map should always point to the parent.
1268 */
1269 more->map = m;
1270 }
1271
1272 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1273 {
1274 if (!op->head)
1275 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1276
1277 return NULL;
1278 }
1279 }
1280
1281 CLEAR_FLAG (op, FLAG_REMOVED);
1282
1283 /* Ideally, the caller figures this out. However, it complicates a lot
1284 * of areas of callers (eg, anything that uses find_free_spot would now
1285 * need extra work
1286 */
1287 op->map = get_map_from_coord (m, &op->x, &op->y);
1288 x = op->x;
1289 y = op->y;
1290
1291 /* this has to be done after we translate the coordinates.
1292 */
1293 if (op->nrof && !(flag & INS_NO_MERGE))
1294 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1295 if (object::can_merge (op, tmp))
1296 {
1297 op->nrof += tmp->nrof;
1298 tmp->destroy ();
1299 }
1300
1301 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1302 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1303
1304 if (!QUERY_FLAG (op, FLAG_ALIVE))
1305 CLEAR_FLAG (op, FLAG_NO_STEAL);
1306
1307 if (flag & INS_BELOW_ORIGINATOR)
1308 {
1309 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1310 {
1311 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1312 abort ();
1313 }
1314
1315 op->above = originator;
1316 op->below = originator->below;
1317
1318 if (op->below)
1319 op->below->above = op;
1320 else
1321 op->map->at (op->x, op->y).bottom = op;
1322
1323 /* since *below* originator, no need to update top */
1324 originator->below = op;
1325 }
1326 else
1327 {
1328 /* If there are other objects, then */
1329 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1330 {
1331 object *last = NULL;
1332
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 {
1348 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1349 floor = top;
1350
1351 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !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
1358 last = top;
1359 top = top->above;
1360 }
1361
1362 /* Don't want top to be NULL, so set it to the last valid object */
1363 top = last;
1364
1365 /* We let update_position deal with figuring out what the space
1366 * looks like instead of lots of conditions here.
1367 * makes things faster, and effectively the same result.
1368 */
1369
1370 /* Have object 'fall below' other objects that block view.
1371 * Unless those objects are exits, type 66
1372 * If INS_ON_TOP is used, don't do this processing
1373 * Need to find the object that in fact blocks view, otherwise
1374 * stacking is a bit odd.
1375 */
1376 if (!(flag & INS_ON_TOP) &&
1377 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1378 {
1379 for (last = top; last != floor; last = last->below)
1380 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1381 break;
1382 /* Check to see if we found the object that blocks view,
1383 * and make sure we have a below pointer for it so that
1384 * we can get inserted below this one, which requires we
1385 * set top to the object below us.
1386 */
1387 if (last && last->below && last != floor)
1388 top = last->below;
1389 }
1390 } /* If objects on this space */
1391
1392 if (flag & INS_MAP_LOAD)
1393 top = GET_MAP_TOP (op->map, op->x, op->y);
1394
1395 if (flag & INS_ABOVE_FLOOR_ONLY)
1396 top = floor;
1397
1398 /* Top is the object that our object (op) is going to get inserted above.
1399 */
1400
1401 /* First object on this space */
1402 if (!top)
1403 {
1404 op->above = GET_MAP_OB (op->map, op->x, op->y);
1405
1406 if (op->above)
1407 op->above->below = op;
1408
1409 op->below = NULL;
1410 op->map->at (op->x, op->y).bottom = op;
1411 }
1412 else
1413 { /* get inserted into the stack above top */
1414 op->above = top->above;
1415
1416 if (op->above)
1417 op->above->below = op;
1418
1419 op->below = top;
1420 top->above = op;
1421 }
1422
1423 if (op->above == NULL)
1424 op->map->at (op->x, op->y).top = op;
1425 } /* else not INS_BELOW_ORIGINATOR */
1426
1427 if (op->type == PLAYER)
1428 op->contr->do_los = 1;
1429
1430 /* If we have a floor, we know the player, if any, will be above
1431 * it, so save a few ticks and start from there.
1432 */
1433 if (!(flag & INS_MAP_LOAD))
1434 if (object *pl = op->map->at (op->x, op->y).player ())
1435 pl->contr->socket->floorbox_update ();
1436
1437 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really
1439 * an inefficient way to do this, as it means los for all players
1440 * on the map will get recalculated. The players could very well
1441 * be far away from this change and not affected in any way -
1442 * this should get redone to only look for players within range,
1443 * or just updating the P_NEED_UPDATE for spaces within this area
1444 * of effect may be sufficient.
1445 */
1446 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1447 update_all_los (op->map, op->x, op->y);
1448
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object (op, UP_OBJ_INSERT);
1451
1452 /* Don't know if moving this to the end will break anything. However,
1453 * we want to have floorbox_update called before calling this.
1454 *
1455 * check_move_on() must be after this because code called from
1456 * check_move_on() depends on correct map flags (so functions like
1457 * blocked() and wall() work properly), and these flags are updated by
1458 * update_object().
1459 */
1460
1461 /* if this is not the head or flag has been passed, don't check walk on status */
1462 if (!(flag & INS_NO_WALK_ON) && !op->head)
1463 {
1464 if (check_move_on (op, originator))
1238 return NULL; 1465 return NULL;
1239 }
1240 if(m==NULL) {
1241 dump_object(op);
1242 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1243 return op;
1244 }
1245 if(out_of_map(m,op->x,op->y)) {
1246 dump_object(op);
1247 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1248#ifdef MANY_CORES
1249 /* Better to catch this here, as otherwise the next use of this object
1250 * is likely to cause a crash. Better to find out where it is getting
1251 * improperly inserted.
1252 */
1253 abort();
1254#endif
1255 return op;
1256 }
1257 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1258 dump_object(op);
1259 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1260 return op;
1261 }
1262 if(op->more!=NULL) {
1263 /* The part may be on a different map. */
1264 1466
1265 object *more = op->more;
1266
1267 /* We really need the caller to normalize coordinates - if
1268 * we set the map, that doesn't work if the location is within
1269 * a map and this is straddling an edge. So only if coordinate
1270 * is clear wrong do we normalize it.
1271 */
1272 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1273 more->map = get_map_from_coord(m, &more->x, &more->y);
1274 } else if (!more->map) {
1275 /* For backwards compatibility - when not dealing with tiled maps,
1276 * more->map should always point to the parent.
1277 */
1278 more->map = m;
1279 }
1280
1281 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1282 if ( ! op->head)
1283 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1284 return NULL;
1285 }
1286 }
1287 CLEAR_FLAG(op,FLAG_REMOVED);
1288
1289 /* Ideally, the caller figures this out. However, it complicates a lot
1290 * of areas of callers (eg, anything that uses find_free_spot would now
1291 * need extra work
1292 */
1293 op->map=get_map_from_coord(m, &op->x, &op->y);
1294 x = op->x;
1295 y = op->y;
1296
1297 /* this has to be done after we translate the coordinates.
1298 */
1299 if(op->nrof && !(flag & INS_NO_MERGE)) {
1300 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1301 if (CAN_MERGE(op,tmp)) {
1302 op->nrof+=tmp->nrof;
1303 remove_ob(tmp);
1304 free_object(tmp);
1305 }
1306 }
1307
1308 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1309 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1310 if (!QUERY_FLAG(op, FLAG_ALIVE))
1311 CLEAR_FLAG(op, FLAG_NO_STEAL);
1312
1313 if (flag & INS_BELOW_ORIGINATOR) {
1314 if (originator->map != op->map || originator->x != op->x ||
1315 originator->y != op->y) {
1316 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1317 abort();
1318 }
1319 op->above = originator;
1320 op->below = originator->below;
1321 if (op->below) op->below->above = op;
1322 else SET_MAP_OB(op->map, op->x, op->y, op);
1323 /* since *below* originator, no need to update top */
1324 originator->below = op;
1325 } else {
1326 /* If there are other objects, then */
1327 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1328 object *last=NULL;
1329 /*
1330 * If there are multiple objects on this space, we do some trickier handling.
1331 * We've already dealt with merging if appropriate.
1332 * Generally, we want to put the new object on top. But if
1333 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1334 * floor, we want to insert above that and no further.
1335 * Also, if there are spell objects on this space, we stop processing
1336 * once we get to them. This reduces the need to traverse over all of
1337 * them when adding another one - this saves quite a bit of cpu time
1338 * when lots of spells are cast in one area. Currently, it is presumed
1339 * that flying non pickable objects are spell objects.
1340 */
1341
1342 while (top != NULL) {
1343 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1344 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1345 if (QUERY_FLAG(top, FLAG_NO_PICK)
1346 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1347 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1348 {
1349 /* We insert above top, so we want this object below this */
1350 top=top->below;
1351 break;
1352 }
1353 last = top;
1354 top = top->above;
1355 }
1356 /* Don't want top to be NULL, so set it to the last valid object */
1357 top = last;
1358
1359 /* We let update_position deal with figuring out what the space
1360 * looks like instead of lots of conditions here.
1361 * makes things faster, and effectively the same result.
1362 */
1363
1364 /* Have object 'fall below' other objects that block view.
1365 * Unless those objects are exits, type 66
1366 * If INS_ON_TOP is used, don't do this processing
1367 * Need to find the object that in fact blocks view, otherwise
1368 * stacking is a bit odd.
1369 */
1370 if (!(flag & INS_ON_TOP) &&
1371 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1372 (op->face && !op->face->visibility)) {
1373 for (last=top; last != floor; last=last->below)
1374 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1375 /* Check to see if we found the object that blocks view,
1376 * and make sure we have a below pointer for it so that
1377 * we can get inserted below this one, which requires we
1378 * set top to the object below us.
1379 */
1380 if (last && last->below && last != floor) top=last->below;
1381 }
1382 } /* If objects on this space */
1383 if (flag & INS_MAP_LOAD)
1384 top = GET_MAP_TOP(op->map,op->x,op->y);
1385 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1386
1387 /* Top is the object that our object (op) is going to get inserted above.
1388 */
1389
1390 /* First object on this space */
1391 if (!top) {
1392 op->above = GET_MAP_OB(op->map, op->x, op->y);
1393 if (op->above) op->above->below = op;
1394 op->below = NULL;
1395 SET_MAP_OB(op->map, op->x, op->y, op);
1396 } else { /* get inserted into the stack above top */
1397 op->above = top->above;
1398 if (op->above) op->above->below = op;
1399 op->below = top;
1400 top->above = op;
1401 }
1402 if (op->above==NULL)
1403 SET_MAP_TOP(op->map,op->x, op->y, op);
1404 } /* else not INS_BELOW_ORIGINATOR */
1405
1406 if(op->type==PLAYER)
1407 op->contr->do_los=1;
1408
1409 /* If we have a floor, we know the player, if any, will be above
1410 * it, so save a few ticks and start from there.
1411 */
1412 if (!(flag & INS_MAP_LOAD))
1413 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1414 if (tmp->type == PLAYER)
1415 tmp->contr->socket.update_look=1;
1416 }
1417
1418 /* If this object glows, it may affect lighting conditions that are
1419 * visible to others on this map. But update_all_los is really
1420 * an inefficient way to do this, as it means los for all players
1421 * on the map will get recalculated. The players could very well
1422 * be far away from this change and not affected in any way -
1423 * this should get redone to only look for players within range,
1424 * or just updating the P_NEED_UPDATE for spaces within this area
1425 * of effect may be sufficient.
1426 */
1427 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1428 update_all_los(op->map, op->x, op->y);
1429
1430
1431 /* updates flags (blocked, alive, no magic, etc) for this map space */
1432 update_object(op,UP_OBJ_INSERT);
1433
1434
1435 /* Don't know if moving this to the end will break anything. However,
1436 * we want to have update_look set above before calling this.
1437 *
1438 * check_move_on() must be after this because code called from
1439 * check_move_on() depends on correct map flags (so functions like
1440 * blocked() and wall() work properly), and these flags are updated by
1441 * update_object().
1442 */
1443
1444 /* if this is not the head or flag has been passed, don't check walk on status */
1445
1446 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1447 if (check_move_on(op, originator))
1448 return NULL;
1449
1450 /* If we are a multi part object, lets work our way through the check 1467 /* If we are a multi part object, lets work our way through the check
1451 * walk on's. 1468 * walk on's.
1452 */ 1469 */
1453 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1470 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1454 if (check_move_on (tmp, originator)) 1471 if (check_move_on (tmp, originator))
1455 return NULL; 1472 return NULL;
1456 } 1473 }
1474
1457 return op; 1475 return op;
1458} 1476}
1459 1477
1460/* this function inserts an object in the map, but if it 1478/* this function inserts an object in the map, but if it
1461 * finds an object of its own type, it'll remove that one first. 1479 * finds an object of its own type, it'll remove that one first.
1462 * op is the object to insert it under: supplies x and the map. 1480 * op is the object to insert it under: supplies x and the map.
1463 */ 1481 */
1482void
1464void replace_insert_ob_in_map(const char *arch_string, object *op) { 1483replace_insert_ob_in_map (const char *arch_string, object *op)
1465 object *tmp; 1484{
1466 object *tmp1; 1485 object *tmp, *tmp1;
1467 1486
1468 /* first search for itself and remove any old instances */ 1487 /* first search for itself and remove any old instances */
1469 1488
1470 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1489 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1471 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1490 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1472 remove_ob(tmp); 1491 tmp->destroy ();
1473 free_object(tmp);
1474 }
1475 }
1476 1492
1477 tmp1=arch_to_object(find_archetype(arch_string)); 1493 tmp1 = arch_to_object (archetype::find (arch_string));
1478 1494
1479 1495 tmp1->x = op->x;
1480 tmp1->x = op->x; tmp1->y = op->y; 1496 tmp1->y = op->y;
1481 insert_ob_in_map(tmp1,op->map,op,0); 1497 insert_ob_in_map (tmp1, op->map, op, 0);
1482} 1498}
1483 1499
1484/* 1500/*
1485 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1501 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1486 * is returned contains nr objects, and the remaining parts contains 1502 * is returned contains nr objects, and the remaining parts contains
1487 * the rest (or is removed and freed if that number is 0). 1503 * the rest (or is removed and freed if that number is 0).
1488 * On failure, NULL is returned, and the reason put into the 1504 * On failure, NULL is returned, and the reason put into the
1489 * global static errmsg array. 1505 * global static errmsg array.
1490 */ 1506 */
1491 1507
1508object *
1492object *get_split_ob(object *orig_ob, uint32 nr) { 1509get_split_ob (object *orig_ob, uint32 nr)
1510{
1493 object *newob; 1511 object *newob;
1494 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1495 1513
1496 if(orig_ob->nrof<nr) { 1514 if (orig_ob->nrof < nr)
1497 sprintf(errmsg,"There are only %d %ss.", 1515 {
1498 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1516 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1499 return NULL; 1517 return NULL;
1500 } 1518 }
1519
1501 newob = object_create_clone(orig_ob); 1520 newob = object_create_clone (orig_ob);
1521
1502 if((orig_ob->nrof-=nr)<1) { 1522 if ((orig_ob->nrof -= nr) < 1)
1503 if ( ! is_removed) 1523 orig_ob->destroy (1);
1504 remove_ob(orig_ob);
1505 free_object2(orig_ob, 1);
1506 }
1507 else if ( ! is_removed) { 1524 else if (!is_removed)
1525 {
1508 if(orig_ob->env!=NULL) 1526 if (orig_ob->env != NULL)
1509 sub_weight (orig_ob->env,orig_ob->weight*nr); 1527 sub_weight (orig_ob->env, orig_ob->weight * nr);
1510 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1528 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1529 {
1511 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1530 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1512 LOG(llevDebug,
1513 "Error, Tried to split object whose map is not in memory.\n"); 1531 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1514 return NULL; 1532 return NULL;
1515 } 1533 }
1516 } 1534 }
1535
1517 newob->nrof=nr; 1536 newob->nrof = nr;
1518 1537
1519 return newob; 1538 return newob;
1520} 1539}
1521 1540
1522/* 1541/*
1523 * decrease_ob_nr(object, number) decreases a specified number from 1542 * decrease_ob_nr(object, number) decreases a specified number from
1524 * the amount of an object. If the amount reaches 0, the object 1543 * the amount of an object. If the amount reaches 0, the object
1525 * is subsequently removed and freed. 1544 * is subsequently removed and freed.
1526 * 1545 *
1527 * Return value: 'op' if something is left, NULL if the amount reached 0 1546 * Return value: 'op' if something is left, NULL if the amount reached 0
1528 */ 1547 */
1529 1548
1549object *
1530object *decrease_ob_nr (object *op, uint32 i) 1550decrease_ob_nr (object *op, uint32 i)
1531{ 1551{
1532 object *tmp; 1552 object *tmp;
1533 player *pl; 1553 player *pl;
1534 1554
1535 if (i == 0) /* objects with op->nrof require this check */ 1555 if (i == 0) /* objects with op->nrof require this check */
1536 return op; 1556 return op;
1537 1557
1538 if (i > op->nrof) 1558 if (i > op->nrof)
1539 i = op->nrof; 1559 i = op->nrof;
1540 1560
1541 if (QUERY_FLAG (op, FLAG_REMOVED)) 1561 if (QUERY_FLAG (op, FLAG_REMOVED))
1562 op->nrof -= i;
1563 else if (op->env)
1564 {
1565 /* is this object in the players inventory, or sub container
1566 * therein?
1567 */
1568 tmp = op->in_player ();
1569 /* nope. Is this a container the player has opened?
1570 * If so, set tmp to that player.
1571 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player.
1574 */
1575 if (!tmp)
1576 {
1577 for (pl = first_player; pl; pl = pl->next)
1578 if (pl->ob->container == op->env)
1579 {
1580 tmp = pl->ob;
1581 break;
1582 }
1583 }
1584
1585 if (i < op->nrof)
1586 {
1587 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i;
1589 if (tmp)
1590 esrv_send_item (tmp, op);
1591 }
1592 else
1593 {
1594 op->remove ();
1595 op->nrof = 0;
1596 if (tmp)
1597 esrv_del_item (tmp->contr, op->count);
1598 }
1542 { 1599 }
1600 else
1601 {
1602 object *above = op->above;
1603
1604 if (i < op->nrof)
1543 op->nrof -= i; 1605 op->nrof -= i;
1544 } 1606 else
1545 else if (op->env != NULL)
1546 {
1547 /* is this object in the players inventory, or sub container
1548 * therein?
1549 */ 1607 {
1550 tmp = is_player_inv (op->env); 1608 op->remove ();
1551 /* nope. Is this a container the player has opened? 1609 op->nrof = 0;
1552 * If so, set tmp to that player.
1553 * IMO, searching through all the players will mostly
1554 * likely be quicker than following op->env to the map,
1555 * and then searching the map for a player.
1556 */
1557 if (!tmp) {
1558 for (pl=first_player; pl; pl=pl->next)
1559 if (pl->ob->container == op->env) break;
1560 if (pl) tmp=pl->ob;
1561 else tmp=NULL;
1562 } 1610 }
1563 1611
1564 if (i < op->nrof) {
1565 sub_weight (op->env, op->weight * i);
1566 op->nrof -= i;
1567 if (tmp) {
1568 esrv_send_item(tmp, op);
1569 }
1570 } else {
1571 remove_ob (op);
1572 op->nrof = 0;
1573 if (tmp) {
1574 esrv_del_item(tmp->contr, op->count);
1575 }
1576 }
1577 }
1578 else
1579 {
1580 object *above = op->above;
1581
1582 if (i < op->nrof) {
1583 op->nrof -= i;
1584 } else {
1585 remove_ob (op);
1586 op->nrof = 0;
1587 }
1588 /* Since we just removed op, op->above is null */ 1612 /* Since we just removed op, op->above is null */
1589 for (tmp = above; tmp != NULL; tmp = tmp->above) 1613 for (tmp = above; tmp; tmp = tmp->above)
1590 if (tmp->type == PLAYER) { 1614 if (tmp->type == PLAYER)
1615 {
1591 if (op->nrof) 1616 if (op->nrof)
1592 esrv_send_item(tmp, op); 1617 esrv_send_item (tmp, op);
1593 else 1618 else
1594 esrv_del_item(tmp->contr, op->count); 1619 esrv_del_item (tmp->contr, op->count);
1595 } 1620 }
1596 } 1621 }
1597 1622
1598 if (op->nrof) { 1623 if (op->nrof)
1599 return op; 1624 return op;
1600 } else { 1625 else
1601 free_object (op); 1626 {
1627 op->destroy ();
1602 return NULL; 1628 return 0;
1603 } 1629 }
1604} 1630}
1605 1631
1606/* 1632/*
1607 * add_weight(object, weight) adds the specified weight to an object, 1633 * add_weight(object, weight) adds the specified weight to an object,
1608 * and also updates how much the environment(s) is/are carrying. 1634 * and also updates how much the environment(s) is/are carrying.
1609 */ 1635 */
1610 1636
1637void
1611void add_weight (object *op, signed long weight) { 1638add_weight (object *op, signed long weight)
1639{
1612 while (op!=NULL) { 1640 while (op != NULL)
1641 {
1613 if (op->type == CONTAINER) { 1642 if (op->type == CONTAINER)
1614 weight=(signed long)(weight*(100-op->stats.Str)/100); 1643 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1615 } 1644
1616 op->carrying+=weight; 1645 op->carrying += weight;
1617 op=op->env; 1646 op = op->env;
1618 } 1647 }
1619} 1648}
1620 1649
1650object *
1651insert_ob_in_ob (object *op, object *where)
1652{
1653 if (!where)
1654 {
1655 char *dump = dump_object (op);
1656 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1657 free (dump);
1658 return op;
1659 }
1660
1661 if (where->head)
1662 {
1663 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1664 where = where->head;
1665 }
1666
1667 return where->insert (op);
1668}
1669
1621/* 1670/*
1622 * insert_ob_in_ob(op,environment): 1671 * env->insert (op)
1623 * This function inserts the object op in the linked list 1672 * This function inserts the object op in the linked list
1624 * inside the object environment. 1673 * inside the object environment.
1625 * 1674 *
1626 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1627 * the inventory at the last position or next to other objects of the same
1628 * type.
1629 * Frank: Now sorted by type, archetype and magic!
1630 *
1631 * The function returns now pointer to inserted item, and return value can 1675 * The function returns now pointer to inserted item, and return value can
1632 * be != op, if items are merged. -Tero 1676 * be != op, if items are merged. -Tero
1633 */ 1677 */
1634 1678
1635object *insert_ob_in_ob(object *op,object *where) { 1679object *
1680object::insert (object *op)
1681{
1636 object *tmp, *otmp; 1682 object *tmp, *otmp;
1637 1683
1638 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1684 if (!QUERY_FLAG (op, FLAG_REMOVED))
1639 dump_object(op); 1685 op->remove ();
1640 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1686
1641 return op;
1642 }
1643 if(where==NULL) {
1644 dump_object(op);
1645 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1646 return op;
1647 }
1648 if (where->head) {
1649 LOG(llevDebug,
1650 "Warning: Tried to insert object wrong part of multipart object.\n");
1651 where = where->head;
1652 }
1653 if (op->more) { 1687 if (op->more)
1688 {
1654 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1689 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1655 &op->name, op->count);
1656 return op; 1690 return op;
1657 } 1691 }
1692
1658 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1693 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1659 CLEAR_FLAG(op, FLAG_REMOVED); 1694 CLEAR_FLAG (op, FLAG_REMOVED);
1660 if(op->nrof) { 1695 if (op->nrof)
1696 {
1661 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1697 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1662 if ( CAN_MERGE(tmp,op) ) { 1698 if (object::can_merge (tmp, op))
1699 {
1663 /* return the original object and remove inserted object 1700 /* return the original object and remove inserted object
1664 (client needs the original object) */ 1701 (client needs the original object) */
1665 tmp->nrof += op->nrof; 1702 tmp->nrof += op->nrof;
1666 /* Weight handling gets pretty funky. Since we are adding to 1703 /* Weight handling gets pretty funky. Since we are adding to
1667 * tmp->nrof, we need to increase the weight. 1704 * tmp->nrof, we need to increase the weight.
1668 */ 1705 */
1669 add_weight (where, op->weight*op->nrof); 1706 add_weight (this, op->weight * op->nrof);
1670 SET_FLAG(op, FLAG_REMOVED); 1707 SET_FLAG (op, FLAG_REMOVED);
1671 free_object(op); /* free the inserted object */ 1708 op->destroy (); /* free the inserted object */
1672 op = tmp; 1709 op = tmp;
1673 remove_ob (op); /* and fix old object's links */ 1710 op->remove (); /* and fix old object's links */
1674 CLEAR_FLAG(op, FLAG_REMOVED); 1711 CLEAR_FLAG (op, FLAG_REMOVED);
1675 break; 1712 break;
1676 } 1713 }
1677 1714
1678 /* I assume combined objects have no inventory 1715 /* I assume combined objects have no inventory
1679 * We add the weight - this object could have just been removed 1716 * We add the weight - this object could have just been removed
1680 * (if it was possible to merge). calling remove_ob will subtract 1717 * (if it was possible to merge). calling remove_ob will subtract
1681 * the weight, so we need to add it in again, since we actually do 1718 * the weight, so we need to add it in again, since we actually do
1682 * the linking below 1719 * the linking below
1683 */ 1720 */
1684 add_weight (where, op->weight*op->nrof); 1721 add_weight (this, op->weight * op->nrof);
1722 }
1685 } else 1723 else
1686 add_weight (where, (op->weight+op->carrying)); 1724 add_weight (this, (op->weight + op->carrying));
1687 1725
1688 otmp=is_player_inv(where); 1726 otmp = this->in_player ();
1689 if (otmp&&otmp->contr!=NULL) { 1727 if (otmp && otmp->contr)
1690 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1728 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1691 fix_player(otmp); 1729 fix_player (otmp);
1692 }
1693 1730
1694 op->map=NULL; 1731 op->map = 0;
1695 op->env=where; 1732 op->env = this;
1696 op->above=NULL; 1733 op->above = 0;
1697 op->below=NULL; 1734 op->below = 0;
1698 op->x=0,op->y=0; 1735 op->x = 0, op->y = 0;
1699 1736
1700 /* reset the light list and los of the players on the map */ 1737 /* reset the light list and los of the players on the map */
1701 if((op->glow_radius!=0)&&where->map) 1738 if ((op->glow_radius != 0) && map)
1702 { 1739 {
1703#ifdef DEBUG_LIGHTS 1740#ifdef DEBUG_LIGHTS
1704 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1741 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1705 op->name);
1706#endif /* DEBUG_LIGHTS */ 1742#endif /* DEBUG_LIGHTS */
1707 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1743 if (MAP_DARKNESS (map))
1744 update_all_los (map, x, y);
1708 } 1745 }
1709 1746
1710 /* Client has no idea of ordering so lets not bother ordering it here. 1747 /* Client has no idea of ordering so lets not bother ordering it here.
1711 * It sure simplifies this function... 1748 * It sure simplifies this function...
1712 */ 1749 */
1713 if (where->inv==NULL) 1750 if (!inv)
1714 where->inv=op; 1751 inv = op;
1715 else { 1752 else
1753 {
1716 op->below = where->inv; 1754 op->below = inv;
1717 op->below->above = op; 1755 op->below->above = op;
1718 where->inv = op; 1756 inv = op;
1719 } 1757 }
1758
1720 return op; 1759 return op;
1721} 1760}
1722 1761
1723/* 1762/*
1724 * Checks if any objects has a move_type that matches objects 1763 * Checks if any objects has a move_type that matches objects
1739 * MSW 2001-07-08: Check all objects on space, not just those below 1778 * MSW 2001-07-08: Check all objects on space, not just those below
1740 * object being inserted. insert_ob_in_map may not put new objects 1779 * object being inserted. insert_ob_in_map may not put new objects
1741 * on top. 1780 * on top.
1742 */ 1781 */
1743 1782
1783int
1744int check_move_on (object *op, object *originator) 1784check_move_on (object *op, object *originator)
1745{ 1785{
1746 object *tmp; 1786 object *tmp;
1747 tag_t tag;
1748 mapstruct *m=op->map; 1787 maptile *m = op->map;
1749 int x=op->x, y=op->y; 1788 int x = op->x, y = op->y;
1789
1750 MoveType move_on, move_slow, move_block; 1790 MoveType move_on, move_slow, move_block;
1751 1791
1752 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1792 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1753 return 0; 1793 return 0;
1754 1794
1755 tag = op->count;
1756
1757 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1795 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1758 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1796 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1759 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1797 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1760 1798
1761 /* if nothing on this space will slow op down or be applied, 1799 /* if nothing on this space will slow op down or be applied,
1762 * no need to do checking below. have to make sure move_type 1800 * no need to do checking below. have to make sure move_type
1763 * is set, as lots of objects don't have it set - we treat that 1801 * is set, as lots of objects don't have it set - we treat that
1764 * as walking. 1802 * as walking.
1765 */ 1803 */
1766 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1804 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1767 return 0; 1805 return 0;
1768 1806
1769 /* This is basically inverse logic of that below - basically, 1807 /* This is basically inverse logic of that below - basically,
1770 * if the object can avoid the move on or slow move, they do so, 1808 * if the object can avoid the move on or slow move, they do so,
1771 * but can't do it if the alternate movement they are using is 1809 * but can't do it if the alternate movement they are using is
1772 * blocked. Logic on this seems confusing, but does seem correct. 1810 * blocked. Logic on this seems confusing, but does seem correct.
1773 */ 1811 */
1774 if ((op->move_type & ~move_on & ~move_block) != 0 && 1812 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1775 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1813 return 0;
1776 1814
1777 /* The objects have to be checked from top to bottom. 1815 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1816 * Hence, we first go to the top:
1779 */ 1817 */
1780 1818
1781 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1819 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1782 tmp->above!=NULL; tmp=tmp->above) { 1820 {
1783 /* Trim the search when we find the first other spell effect 1821 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects, 1822 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them. 1823 * we don't need to check all of them.
1786 */ 1824 */
1787 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1825 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1826 break;
1827 }
1828
1829 for (; tmp; tmp = tmp->below)
1788 } 1830 {
1789 for(;tmp!=NULL; tmp=tmp->below) { 1831 if (tmp == op)
1790 if (tmp == op) continue; /* Can't apply yourself */ 1832 continue; /* Can't apply yourself */
1791 1833
1792 /* Check to see if one of the movement types should be slowed down. 1834 /* Check to see if one of the movement types should be slowed down.
1793 * Second check makes sure that the movement types not being slowed 1835 * Second check makes sure that the movement types not being slowed
1794 * (~slow_move) is not blocked on this space - just because the 1836 * (~slow_move) is not blocked on this space - just because the
1795 * space doesn't slow down swimming (for example), if you can't actually 1837 * space doesn't slow down swimming (for example), if you can't actually
1796 * swim on that space, can't use it to avoid the penalty. 1838 * swim on that space, can't use it to avoid the penalty.
1797 */ 1839 */
1798 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1840 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1841 {
1799 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1842 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1800 ((op->move_type & tmp->move_slow) &&
1801 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1843 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1844 {
1802 1845
1803 float diff; 1846 float
1804
1805 diff = tmp->move_slow_penalty*FABS(op->speed); 1847 diff = tmp->move_slow_penalty * FABS (op->speed);
1848
1806 if (op->type == PLAYER) { 1849 if (op->type == PLAYER)
1807 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1850 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1808 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1851 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1809 diff /= 4.0; 1852 diff /= 4.0;
1810 } 1853
1811 }
1812 op->speed_left -= diff; 1854 op->speed_left -= diff;
1813 } 1855 }
1814 } 1856 }
1815 1857
1816 /* Basically same logic as above, except now for actual apply. */ 1858 /* Basically same logic as above, except now for actual apply. */
1817 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1859 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1818 ((op->move_type & tmp->move_on) &&
1819 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1860 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1820 1861 {
1821 move_apply(tmp, op, originator); 1862 move_apply (tmp, op, originator);
1863
1822 if (was_destroyed (op, tag)) 1864 if (op->destroyed ())
1823 return 1; 1865 return 1;
1824 1866
1825 /* what the person/creature stepped onto has moved the object 1867 /* what the person/creature stepped onto has moved the object
1826 * someplace new. Don't process any further - if we did, 1868 * someplace new. Don't process any further - if we did,
1827 * have a feeling strange problems would result. 1869 * have a feeling strange problems would result.
1828 */ 1870 */
1829 if (op->map != m || op->x != x || op->y != y) return 0; 1871 if (op->map != m || op->x != x || op->y != y)
1872 return 0;
1830 } 1873 }
1831 } 1874 }
1875
1832 return 0; 1876 return 0;
1833} 1877}
1834 1878
1835/* 1879/*
1836 * present_arch(arch, map, x, y) searches for any objects with 1880 * present_arch(arch, map, x, y) searches for any objects with
1837 * a matching archetype at the given map and coordinates. 1881 * a matching archetype at the given map and coordinates.
1838 * The first matching object is returned, or NULL if none. 1882 * The first matching object is returned, or NULL if none.
1839 */ 1883 */
1840 1884
1885object *
1841object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1886present_arch (const archetype *at, maptile *m, int x, int y)
1887{
1842 object *tmp; 1888 object *
1889 tmp;
1890
1843 if(m==NULL || out_of_map(m,x,y)) { 1891 if (m == NULL || out_of_map (m, x, y))
1892 {
1844 LOG(llevError,"Present_arch called outside map.\n"); 1893 LOG (llevError, "Present_arch called outside map.\n");
1845 return NULL; 1894 return NULL;
1846 } 1895 }
1847 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1896 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1848 if(tmp->arch == at) 1897 if (tmp->arch == at)
1849 return tmp; 1898 return tmp;
1850 return NULL; 1899 return NULL;
1851} 1900}
1852 1901
1853/* 1902/*
1854 * present(type, map, x, y) searches for any objects with 1903 * present(type, map, x, y) searches for any objects with
1855 * a matching type variable at the given map and coordinates. 1904 * a matching type variable at the given map and coordinates.
1856 * The first matching object is returned, or NULL if none. 1905 * The first matching object is returned, or NULL if none.
1857 */ 1906 */
1858 1907
1908object *
1859object *present(unsigned char type,mapstruct *m, int x,int y) { 1909present (unsigned char type, maptile *m, int x, int y)
1910{
1860 object *tmp; 1911 object *
1912 tmp;
1913
1861 if(out_of_map(m,x,y)) { 1914 if (out_of_map (m, x, y))
1915 {
1862 LOG(llevError,"Present called outside map.\n"); 1916 LOG (llevError, "Present called outside map.\n");
1863 return NULL; 1917 return NULL;
1864 } 1918 }
1865 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1919 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1866 if(tmp->type==type) 1920 if (tmp->type == type)
1867 return tmp; 1921 return tmp;
1868 return NULL; 1922 return NULL;
1869} 1923}
1870 1924
1871/* 1925/*
1872 * present_in_ob(type, object) searches for any objects with 1926 * present_in_ob(type, object) searches for any objects with
1873 * a matching type variable in the inventory of the given object. 1927 * a matching type variable in the inventory of the given object.
1874 * The first matching object is returned, or NULL if none. 1928 * The first matching object is returned, or NULL if none.
1875 */ 1929 */
1876 1930
1931object *
1877object *present_in_ob(unsigned char type, const object *op) { 1932present_in_ob (unsigned char type, const object *op)
1933{
1878 object *tmp; 1934 object *
1935 tmp;
1936
1879 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1937 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1880 if(tmp->type==type) 1938 if (tmp->type == type)
1881 return tmp; 1939 return tmp;
1882 return NULL; 1940 return NULL;
1883} 1941}
1884 1942
1885/* 1943/*
1895 * the object name, not the archetype name. this is so that the 1953 * the object name, not the archetype name. this is so that the
1896 * spell code can use one object type (force), but change it's name 1954 * spell code can use one object type (force), but change it's name
1897 * to be unique. 1955 * to be unique.
1898 */ 1956 */
1899 1957
1958object *
1900object *present_in_ob_by_name(int type, const char *str, const object *op) { 1959present_in_ob_by_name (int type, const char *str, const object *op)
1960{
1901 object *tmp; 1961 object *
1962 tmp;
1902 1963
1903 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1964 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1965 {
1904 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1966 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1905 return tmp; 1967 return tmp;
1906 } 1968 }
1907 return NULL; 1969 return NULL;
1908} 1970}
1909 1971
1910/* 1972/*
1911 * present_arch_in_ob(archetype, object) searches for any objects with 1973 * present_arch_in_ob(archetype, object) searches for any objects with
1912 * a matching archetype in the inventory of the given object. 1974 * a matching archetype in the inventory of the given object.
1913 * The first matching object is returned, or NULL if none. 1975 * The first matching object is returned, or NULL if none.
1914 */ 1976 */
1915 1977
1978object *
1916object *present_arch_in_ob(const archetype *at, const object *op) { 1979present_arch_in_ob (const archetype *at, const object *op)
1980{
1917 object *tmp; 1981 object *
1982 tmp;
1983
1918 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1984 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1919 if( tmp->arch == at) 1985 if (tmp->arch == at)
1920 return tmp; 1986 return tmp;
1921 return NULL; 1987 return NULL;
1922} 1988}
1923 1989
1924/* 1990/*
1925 * activate recursively a flag on an object inventory 1991 * activate recursively a flag on an object inventory
1926 */ 1992 */
1993void
1927void flag_inv(object*op, int flag){ 1994flag_inv (object *op, int flag)
1995{
1928 object *tmp; 1996 object *
1997 tmp;
1998
1929 if(op->inv) 1999 if (op->inv)
1930 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2000 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2001 {
1931 SET_FLAG(tmp, flag); 2002 SET_FLAG (tmp, flag);
1932 flag_inv(tmp,flag); 2003 flag_inv (tmp, flag);
1933 } 2004 }
1934}/* 2005} /*
1935 * desactivate recursively a flag on an object inventory 2006 * desactivate recursively a flag on an object inventory
1936 */ 2007 */
2008void
1937void unflag_inv(object*op, int flag){ 2009unflag_inv (object *op, int flag)
2010{
1938 object *tmp; 2011 object *
2012 tmp;
2013
1939 if(op->inv) 2014 if (op->inv)
1940 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2015 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2016 {
1941 CLEAR_FLAG(tmp, flag); 2017 CLEAR_FLAG (tmp, flag);
1942 unflag_inv(tmp,flag); 2018 unflag_inv (tmp, flag);
1943 } 2019 }
1944} 2020}
1945 2021
1946/* 2022/*
1947 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2023 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1948 * all it's inventory (recursively). 2024 * all it's inventory (recursively).
1949 * If checksums are used, a player will get set_cheat called for 2025 * If checksums are used, a player will get set_cheat called for
1950 * him/her-self and all object carried by a call to this function. 2026 * him/her-self and all object carried by a call to this function.
1951 */ 2027 */
1952 2028
2029void
1953void set_cheat(object *op) { 2030set_cheat (object *op)
2031{
1954 SET_FLAG(op, FLAG_WAS_WIZ); 2032 SET_FLAG (op, FLAG_WAS_WIZ);
1955 flag_inv(op, FLAG_WAS_WIZ); 2033 flag_inv (op, FLAG_WAS_WIZ);
1956} 2034}
1957 2035
1958/* 2036/*
1959 * find_free_spot(object, map, x, y, start, stop) will search for 2037 * find_free_spot(object, map, x, y, start, stop) will search for
1960 * a spot at the given map and coordinates which will be able to contain 2038 * a spot at the given map and coordinates which will be able to contain
1975 * to know if the space in question will block the object. We can't use 2053 * to know if the space in question will block the object. We can't use
1976 * the archetype because that isn't correct if the monster has been 2054 * the archetype because that isn't correct if the monster has been
1977 * customized, changed states, etc. 2055 * customized, changed states, etc.
1978 */ 2056 */
1979 2057
2058int
1980int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2059find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2060{
2061 int
2062 i,
1981 int i,index=0, flag; 2063 index = 0, flag;
2064 static int
1982 static int altern[SIZEOFFREE]; 2065 altern[SIZEOFFREE];
1983 2066
1984 for(i=start;i<stop;i++) { 2067 for (i = start; i < stop; i++)
2068 {
1985 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2069 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1986 if(!flag) 2070 if (!flag)
1987 altern[index++]=i; 2071 altern[index++] = i;
1988 2072
1989 /* Basically, if we find a wall on a space, we cut down the search size. 2073 /* Basically, if we find a wall on a space, we cut down the search size.
1990 * In this way, we won't return spaces that are on another side of a wall. 2074 * In this way, we won't return spaces that are on another side of a wall.
1991 * This mostly work, but it cuts down the search size in all directions - 2075 * This mostly work, but it cuts down the search size in all directions -
1992 * if the space being examined only has a wall to the north and empty 2076 * if the space being examined only has a wall to the north and empty
1993 * spaces in all the other directions, this will reduce the search space 2077 * spaces in all the other directions, this will reduce the search space
1994 * to only the spaces immediately surrounding the target area, and 2078 * to only the spaces immediately surrounding the target area, and
1995 * won't look 2 spaces south of the target space. 2079 * won't look 2 spaces south of the target space.
1996 */ 2080 */
1997 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2081 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
1998 stop=maxfree[i]; 2082 stop = maxfree[i];
1999 } 2083 }
2000 if(!index) return -1; 2084
2085 if (!index)
2086 return -1;
2087
2001 return altern[RANDOM()%index]; 2088 return altern[RANDOM () % index];
2002} 2089}
2003 2090
2004/* 2091/*
2005 * find_first_free_spot(archetype, mapstruct, x, y) works like 2092 * find_first_free_spot(archetype, maptile, x, y) works like
2006 * find_free_spot(), but it will search max number of squares. 2093 * find_free_spot(), but it will search max number of squares.
2007 * But it will return the first available spot, not a random choice. 2094 * But it will return the first available spot, not a random choice.
2008 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2095 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2009 */ 2096 */
2010 2097
2098int
2011int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2099find_first_free_spot (const object *ob, maptile *m, int x, int y)
2100{
2101 int
2012 int i; 2102 i;
2103
2013 for(i=0;i<SIZEOFFREE;i++) { 2104 for (i = 0; i < SIZEOFFREE; i++)
2105 {
2014 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2106 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2015 return i; 2107 return i;
2016 } 2108 }
2017 return -1; 2109 return -1;
2018} 2110}
2019 2111
2020/* 2112/*
2021 * The function permute(arr, begin, end) randomly reorders the array 2113 * The function permute(arr, begin, end) randomly reorders the array
2022 * arr[begin..end-1]. 2114 * arr[begin..end-1].
2023 */ 2115 */
2116static void
2024static void permute(int *arr, int begin, int end) 2117permute (int *arr, int begin, int end)
2025{ 2118{
2026 int i, j, tmp, len; 2119 int
2120 i,
2121 j,
2122 tmp,
2123 len;
2027 2124
2028 len = end-begin; 2125 len = end - begin;
2029 for(i = begin; i < end; i++) 2126 for (i = begin; i < end; i++)
2030 { 2127 {
2031 j = begin+RANDOM()%len; 2128 j = begin + RANDOM () % len;
2032 2129
2033 tmp = arr[i]; 2130 tmp = arr[i];
2034 arr[i] = arr[j]; 2131 arr[i] = arr[j];
2035 arr[j] = tmp; 2132 arr[j] = tmp;
2036 } 2133 }
2037} 2134}
2038 2135
2039/* new function to make monster searching more efficient, and effective! 2136/* new function to make monster searching more efficient, and effective!
2040 * This basically returns a randomized array (in the passed pointer) of 2137 * This basically returns a randomized array (in the passed pointer) of
2041 * the spaces to find monsters. In this way, it won't always look for 2138 * the spaces to find monsters. In this way, it won't always look for
2042 * monsters to the north first. However, the size of the array passed 2139 * monsters to the north first. However, the size of the array passed
2043 * covers all the spaces, so within that size, all the spaces within 2140 * covers all the spaces, so within that size, all the spaces within
2044 * the 3x3 area will be searched, just not in a predictable order. 2141 * the 3x3 area will be searched, just not in a predictable order.
2045 */ 2142 */
2143void
2046void get_search_arr(int *search_arr) 2144get_search_arr (int *search_arr)
2047{ 2145{
2146 int
2048 int i; 2147 i;
2049 2148
2050 for(i = 0; i < SIZEOFFREE; i++) 2149 for (i = 0; i < SIZEOFFREE; i++)
2051 { 2150 {
2052 search_arr[i] = i; 2151 search_arr[i] = i;
2053 } 2152 }
2054 2153
2055 permute(search_arr, 1, SIZEOFFREE1+1); 2154 permute (search_arr, 1, SIZEOFFREE1 + 1);
2056 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2155 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2057 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2156 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2058} 2157}
2059 2158
2060/* 2159/*
2061 * find_dir(map, x, y, exclude) will search some close squares in the 2160 * find_dir(map, x, y, exclude) will search some close squares in the
2062 * given map at the given coordinates for live objects. 2161 * given map at the given coordinates for live objects.
2068 * is actually want is going to try and move there. We need this info 2167 * is actually want is going to try and move there. We need this info
2069 * because we have to know what movement the thing looking to move 2168 * because we have to know what movement the thing looking to move
2070 * there is capable of. 2169 * there is capable of.
2071 */ 2170 */
2072 2171
2172int
2073int find_dir(mapstruct *m, int x, int y, object *exclude) { 2173find_dir (maptile *m, int x, int y, object *exclude)
2174{
2175 int
2176 i,
2074 int i,max=SIZEOFFREE, mflags; 2177 max = SIZEOFFREE, mflags;
2178
2075 sint16 nx, ny; 2179 sint16 nx, ny;
2076 object *tmp; 2180 object *
2077 mapstruct *mp; 2181 tmp;
2182 maptile *
2183 mp;
2184
2078 MoveType blocked, move_type; 2185 MoveType blocked, move_type;
2079 2186
2080 if (exclude && exclude->head) { 2187 if (exclude && exclude->head)
2188 {
2081 exclude = exclude->head; 2189 exclude = exclude->head;
2082 move_type = exclude->move_type; 2190 move_type = exclude->move_type;
2083 } else { 2191 }
2192 else
2193 {
2084 /* If we don't have anything, presume it can use all movement types. */ 2194 /* If we don't have anything, presume it can use all movement types. */
2085 move_type=MOVE_ALL; 2195 move_type = MOVE_ALL;
2196 }
2197
2198 for (i = 1; i < max; i++)
2086 } 2199 {
2087
2088 for(i=1;i<max;i++) {
2089 mp = m; 2200 mp = m;
2090 nx = x + freearr_x[i]; 2201 nx = x + freearr_x[i];
2091 ny = y + freearr_y[i]; 2202 ny = y + freearr_y[i];
2092 2203
2093 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2204 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2205
2094 if (mflags & P_OUT_OF_MAP) { 2206 if (mflags & P_OUT_OF_MAP)
2207 max = maxfree[i];
2208 else
2209 {
2210 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2211
2212 if ((move_type & blocked) == move_type)
2095 max = maxfree[i]; 2213 max = maxfree[i];
2096 } else {
2097 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2098
2099 if ((move_type & blocked) == move_type) {
2100 max=maxfree[i];
2101 } else if (mflags & P_IS_ALIVE) { 2214 else if (mflags & P_IS_ALIVE)
2215 {
2102 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2216 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above)
2103 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2217 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2104 (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2105 break; 2218 break;
2106 } 2219
2107 }
2108 if(tmp) { 2220 if (tmp)
2109 return freedir[i]; 2221 return freedir[i];
2110 }
2111 } 2222 }
2112 } 2223 }
2113 } 2224 }
2225
2114 return 0; 2226 return 0;
2115} 2227}
2116 2228
2117/* 2229/*
2118 * distance(object 1, object 2) will return the square of the 2230 * distance(object 1, object 2) will return the square of the
2119 * distance between the two given objects. 2231 * distance between the two given objects.
2120 */ 2232 */
2121 2233
2234int
2122int distance(const object *ob1, const object *ob2) { 2235distance (const object *ob1, const object *ob2)
2236{
2123 int i; 2237 int i;
2124 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2238
2125 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2239 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2126 return i; 2240 return i;
2127} 2241}
2128 2242
2129/* 2243/*
2130 * find_dir_2(delta-x,delta-y) will return a direction in which 2244 * find_dir_2(delta-x,delta-y) will return a direction in which
2131 * an object which has subtracted the x and y coordinates of another 2245 * an object which has subtracted the x and y coordinates of another
2132 * object, needs to travel toward it. 2246 * object, needs to travel toward it.
2133 */ 2247 */
2134 2248
2249int
2135int find_dir_2(int x, int y) { 2250find_dir_2 (int x, int y)
2251{
2136 int q; 2252 int q;
2137 2253
2138 if(y) 2254 if (y)
2139 q=x*100/y; 2255 q = x * 100 / y;
2140 else if (x) 2256 else if (x)
2141 q= -300*x; 2257 q = -300 * x;
2142 else 2258 else
2143 return 0; 2259 return 0;
2144 2260
2145 if(y>0) { 2261 if (y > 0)
2262 {
2146 if(q < -242) 2263 if (q < -242)
2147 return 3 ; 2264 return 3;
2148 if (q < -41) 2265 if (q < -41)
2149 return 2 ; 2266 return 2;
2150 if (q < 41) 2267 if (q < 41)
2151 return 1 ; 2268 return 1;
2152 if (q < 242) 2269 if (q < 242)
2153 return 8 ; 2270 return 8;
2154 return 7 ; 2271 return 7;
2155 } 2272 }
2156 2273
2157 if (q < -242) 2274 if (q < -242)
2158 return 7 ; 2275 return 7;
2159 if (q < -41) 2276 if (q < -41)
2160 return 6 ; 2277 return 6;
2161 if (q < 41) 2278 if (q < 41)
2162 return 5 ; 2279 return 5;
2163 if (q < 242) 2280 if (q < 242)
2164 return 4 ; 2281 return 4;
2165 2282
2166 return 3 ; 2283 return 3;
2167} 2284}
2168 2285
2169/* 2286/*
2170 * absdir(int): Returns a number between 1 and 8, which represent 2287 * absdir(int): Returns a number between 1 and 8, which represent
2171 * the "absolute" direction of a number (it actually takes care of 2288 * the "absolute" direction of a number (it actually takes care of
2172 * "overflow" in previous calculations of a direction). 2289 * "overflow" in previous calculations of a direction).
2173 */ 2290 */
2174 2291
2292int
2175int absdir(int d) { 2293absdir (int d)
2176 while(d<1) d+=8; 2294{
2177 while(d>8) d-=8; 2295 while (d < 1)
2296 d += 8;
2297 while (d > 8)
2298 d -= 8;
2178 return d; 2299 return d;
2179} 2300}
2180 2301
2181/* 2302/*
2182 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2303 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2183 * between two directions (which are expected to be absolute (see absdir()) 2304 * between two directions (which are expected to be absolute (see absdir())
2184 */ 2305 */
2185 2306
2307int
2186int dirdiff(int dir1, int dir2) { 2308dirdiff (int dir1, int dir2)
2309{
2187 int d; 2310 int
2311 d;
2312
2188 d = abs(dir1 - dir2); 2313 d = abs (dir1 - dir2);
2189 if(d>4) 2314 if (d > 4)
2190 d = 8 - d; 2315 d = 8 - d;
2191 return d; 2316 return d;
2192} 2317}
2193 2318
2194/* peterm: 2319/* peterm:
2199 * direction 4, 14, or 16 to get back to where we are. 2324 * direction 4, 14, or 16 to get back to where we are.
2200 * Moved from spell_util.c to object.c with the other related direction 2325 * Moved from spell_util.c to object.c with the other related direction
2201 * functions. 2326 * functions.
2202 */ 2327 */
2203 2328
2329int
2204int reduction_dir[SIZEOFFREE][3] = { 2330 reduction_dir[SIZEOFFREE][3] = {
2205 {0,0,0}, /* 0 */ 2331 {0, 0, 0}, /* 0 */
2206 {0,0,0}, /* 1 */ 2332 {0, 0, 0}, /* 1 */
2207 {0,0,0}, /* 2 */ 2333 {0, 0, 0}, /* 2 */
2208 {0,0,0}, /* 3 */ 2334 {0, 0, 0}, /* 3 */
2209 {0,0,0}, /* 4 */ 2335 {0, 0, 0}, /* 4 */
2210 {0,0,0}, /* 5 */ 2336 {0, 0, 0}, /* 5 */
2211 {0,0,0}, /* 6 */ 2337 {0, 0, 0}, /* 6 */
2212 {0,0,0}, /* 7 */ 2338 {0, 0, 0}, /* 7 */
2213 {0,0,0}, /* 8 */ 2339 {0, 0, 0}, /* 8 */
2214 {8,1,2}, /* 9 */ 2340 {8, 1, 2}, /* 9 */
2215 {1,2,-1}, /* 10 */ 2341 {1, 2, -1}, /* 10 */
2216 {2,10,12}, /* 11 */ 2342 {2, 10, 12}, /* 11 */
2217 {2,3,-1}, /* 12 */ 2343 {2, 3, -1}, /* 12 */
2218 {2,3,4}, /* 13 */ 2344 {2, 3, 4}, /* 13 */
2219 {3,4,-1}, /* 14 */ 2345 {3, 4, -1}, /* 14 */
2220 {4,14,16}, /* 15 */ 2346 {4, 14, 16}, /* 15 */
2221 {5,4,-1}, /* 16 */ 2347 {5, 4, -1}, /* 16 */
2222 {4,5,6}, /* 17 */ 2348 {4, 5, 6}, /* 17 */
2223 {6,5,-1}, /* 18 */ 2349 {6, 5, -1}, /* 18 */
2224 {6,20,18}, /* 19 */ 2350 {6, 20, 18}, /* 19 */
2225 {7,6,-1}, /* 20 */ 2351 {7, 6, -1}, /* 20 */
2226 {6,7,8}, /* 21 */ 2352 {6, 7, 8}, /* 21 */
2227 {7,8,-1}, /* 22 */ 2353 {7, 8, -1}, /* 22 */
2228 {8,22,24}, /* 23 */ 2354 {8, 22, 24}, /* 23 */
2229 {8,1,-1}, /* 24 */ 2355 {8, 1, -1}, /* 24 */
2230 {24,9,10}, /* 25 */ 2356 {24, 9, 10}, /* 25 */
2231 {9,10,-1}, /* 26 */ 2357 {9, 10, -1}, /* 26 */
2232 {10,11,-1}, /* 27 */ 2358 {10, 11, -1}, /* 27 */
2233 {27,11,29}, /* 28 */ 2359 {27, 11, 29}, /* 28 */
2234 {11,12,-1}, /* 29 */ 2360 {11, 12, -1}, /* 29 */
2235 {12,13,-1}, /* 30 */ 2361 {12, 13, -1}, /* 30 */
2236 {12,13,14}, /* 31 */ 2362 {12, 13, 14}, /* 31 */
2237 {13,14,-1}, /* 32 */ 2363 {13, 14, -1}, /* 32 */
2238 {14,15,-1}, /* 33 */ 2364 {14, 15, -1}, /* 33 */
2239 {33,15,35}, /* 34 */ 2365 {33, 15, 35}, /* 34 */
2240 {16,15,-1}, /* 35 */ 2366 {16, 15, -1}, /* 35 */
2241 {17,16,-1}, /* 36 */ 2367 {17, 16, -1}, /* 36 */
2242 {18,17,16}, /* 37 */ 2368 {18, 17, 16}, /* 37 */
2243 {18,17,-1}, /* 38 */ 2369 {18, 17, -1}, /* 38 */
2244 {18,19,-1}, /* 39 */ 2370 {18, 19, -1}, /* 39 */
2245 {41,19,39}, /* 40 */ 2371 {41, 19, 39}, /* 40 */
2246 {19,20,-1}, /* 41 */ 2372 {19, 20, -1}, /* 41 */
2247 {20,21,-1}, /* 42 */ 2373 {20, 21, -1}, /* 42 */
2248 {20,21,22}, /* 43 */ 2374 {20, 21, 22}, /* 43 */
2249 {21,22,-1}, /* 44 */ 2375 {21, 22, -1}, /* 44 */
2250 {23,22,-1}, /* 45 */ 2376 {23, 22, -1}, /* 45 */
2251 {45,47,23}, /* 46 */ 2377 {45, 47, 23}, /* 46 */
2252 {23,24,-1}, /* 47 */ 2378 {23, 24, -1}, /* 47 */
2253 {24,9,-1}}; /* 48 */ 2379 {24, 9, -1}
2380}; /* 48 */
2254 2381
2255/* Recursive routine to step back and see if we can 2382/* Recursive routine to step back and see if we can
2256 * find a path to that monster that we found. If not, 2383 * find a path to that monster that we found. If not,
2257 * we don't bother going toward it. Returns 1 if we 2384 * we don't bother going toward it. Returns 1 if we
2258 * can see a direct way to get it 2385 * can see a direct way to get it
2259 * Modified to be map tile aware -.MSW 2386 * Modified to be map tile aware -.MSW
2260 */ 2387 */
2261 2388int
2262
2263int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2389can_see_monsterP (maptile *m, int x, int y, int dir)
2390{
2264 sint16 dx, dy; 2391 sint16 dx, dy;
2265 int mflags; 2392 int mflags;
2266 2393
2394 if (dir < 0)
2267 if(dir<0) return 0; /* exit condition: invalid direction */ 2395 return 0; /* exit condition: invalid direction */
2268 2396
2269 dx = x + freearr_x[dir]; 2397 dx = x + freearr_x[dir];
2270 dy = y + freearr_y[dir]; 2398 dy = y + freearr_y[dir];
2271 2399
2272 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2400 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2273 2401
2274 /* This functional arguably was incorrect before - it was 2402 /* This functional arguably was incorrect before - it was
2275 * checking for P_WALL - that was basically seeing if 2403 * checking for P_WALL - that was basically seeing if
2276 * we could move to the monster - this is being more 2404 * we could move to the monster - this is being more
2277 * literal on if we can see it. To know if we can actually 2405 * literal on if we can see it. To know if we can actually
2278 * move to the monster, we'd need the monster passed in or 2406 * move to the monster, we'd need the monster passed in or
2279 * at least its move type. 2407 * at least its move type.
2280 */ 2408 */
2281 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2409 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2410 return 0;
2282 2411
2283 /* yes, can see. */ 2412 /* yes, can see. */
2284 if(dir < 9) return 1; 2413 if (dir < 9)
2414 return 1;
2415
2285 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2416 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2286 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2417 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2287 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2418 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2288} 2419}
2289 2420
2290
2291
2292/* 2421/*
2293 * can_pick(picker, item): finds out if an object is possible to be 2422 * can_pick(picker, item): finds out if an object is possible to be
2294 * picked up by the picker. Returnes 1 if it can be 2423 * picked up by the picker. Returnes 1 if it can be
2295 * picked up, otherwise 0. 2424 * picked up, otherwise 0.
2296 * 2425 *
2298 * core dumps if they do. 2427 * core dumps if they do.
2299 * 2428 *
2300 * Add a check so we can't pick up invisible objects (0.93.8) 2429 * Add a check so we can't pick up invisible objects (0.93.8)
2301 */ 2430 */
2302 2431
2432int
2303int can_pick(const object *who, const object *item) { 2433can_pick (const object *who, const object *item)
2434{
2304 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2435 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2305 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2436 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2306 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2437 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2307 (who->type==PLAYER||item->weight<who->weight/3));
2308} 2438}
2309
2310 2439
2311/* 2440/*
2312 * create clone from object to another 2441 * create clone from object to another
2313 */ 2442 */
2443object *
2314object *object_create_clone (object *asrc) { 2444object_create_clone (object *asrc)
2445{
2315 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2446 object *dst = 0, *tmp, *src, *part, *prev, *item;
2316 2447
2317 if(!asrc) return NULL; 2448 if (!asrc)
2449 return 0;
2450
2318 src = asrc; 2451 src = asrc;
2319 if(src->head) 2452 if (src->head)
2320 src = src->head; 2453 src = src->head;
2321 2454
2322 prev = NULL; 2455 prev = 0;
2323 for(part = src; part; part = part->more) { 2456 for (part = src; part; part = part->more)
2324 tmp = get_object(); 2457 {
2325 copy_object(part,tmp); 2458 tmp = part->clone ();
2326 tmp->x -= src->x; 2459 tmp->x -= src->x;
2327 tmp->y -= src->y; 2460 tmp->y -= src->y;
2461
2328 if(!part->head) { 2462 if (!part->head)
2463 {
2329 dst = tmp; 2464 dst = tmp;
2330 tmp->head = NULL;
2331 } else {
2332 tmp->head = dst; 2465 tmp->head = 0;
2333 } 2466 }
2467 else
2468 tmp->head = dst;
2469
2334 tmp->more = NULL; 2470 tmp->more = 0;
2471
2335 if(prev) 2472 if (prev)
2336 prev->more = tmp; 2473 prev->more = tmp;
2474
2337 prev = tmp; 2475 prev = tmp;
2338 } 2476 }
2339 /*** copy inventory ***/ 2477
2340 for(item = src->inv; item; item = item->below) { 2478 for (item = src->inv; item; item = item->below)
2341 (void) insert_ob_in_ob(object_create_clone(item),dst); 2479 insert_ob_in_ob (object_create_clone (item), dst);
2342 }
2343 2480
2344 return dst; 2481 return dst;
2345}
2346
2347/* return true if the object was destroyed, 0 otherwise */
2348int was_destroyed (const object *op, tag_t old_tag)
2349{
2350 /* checking for FLAG_FREED isn't necessary, but makes this function more
2351 * robust */
2352 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2353} 2482}
2354 2483
2355/* GROS - Creates an object using a string representing its content. */ 2484/* GROS - Creates an object using a string representing its content. */
2356/* Basically, we save the content of the string to a temp file, then call */ 2485/* Basically, we save the content of the string to a temp file, then call */
2357/* load_object on it. I admit it is a highly inefficient way to make things, */ 2486/* load_object on it. I admit it is a highly inefficient way to make things, */
2358/* but it was simple to make and allows reusing the load_object function. */ 2487/* but it was simple to make and allows reusing the load_object function. */
2359/* Remember not to use load_object_str in a time-critical situation. */ 2488/* Remember not to use load_object_str in a time-critical situation. */
2360/* Also remember that multiparts objects are not supported for now. */ 2489/* Also remember that multiparts objects are not supported for now. */
2361 2490
2491object *
2362object* load_object_str(const char *obstr) 2492load_object_str (const char *obstr)
2363{ 2493{
2364 object *op; 2494 object *op;
2365 char filename[MAX_BUF]; 2495 char filename[MAX_BUF];
2496
2366 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2497 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2367 2498
2368 FILE *tempfile=fopen(filename,"w"); 2499 FILE *tempfile = fopen (filename, "w");
2500
2369 if (tempfile == NULL) 2501 if (tempfile == NULL)
2370 { 2502 {
2371 LOG(llevError,"Error - Unable to access load object temp file\n"); 2503 LOG (llevError, "Error - Unable to access load object temp file\n");
2372 return NULL; 2504 return NULL;
2373 }; 2505 }
2506
2374 fprintf(tempfile,obstr); 2507 fprintf (tempfile, obstr);
2375 fclose(tempfile); 2508 fclose (tempfile);
2376 2509
2377 op=get_object(); 2510 op = object::create ();
2378 2511
2379 object_thawer thawer (filename); 2512 object_thawer thawer (filename);
2380 2513
2381 if (thawer) 2514 if (thawer)
2382 load_object(thawer,op,0); 2515 load_object (thawer, op, 0);
2383 2516
2384 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2517 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2385 CLEAR_FLAG(op,FLAG_REMOVED); 2518 CLEAR_FLAG (op, FLAG_REMOVED);
2386 2519
2387 return op; 2520 return op;
2388} 2521}
2389 2522
2390/* This returns the first object in who's inventory that 2523/* This returns the first object in who's inventory that
2391 * has the same type and subtype match. 2524 * has the same type and subtype match.
2392 * returns NULL if no match. 2525 * returns NULL if no match.
2393 */ 2526 */
2527object *
2394object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2528find_obj_by_type_subtype (const object *who, int type, int subtype)
2395{ 2529{
2396 object *tmp; 2530 object *tmp;
2397 2531
2398 for (tmp=who->inv; tmp; tmp=tmp->below) 2532 for (tmp = who->inv; tmp; tmp = tmp->below)
2399 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2533 if (tmp->type == type && tmp->subtype == subtype)
2534 return tmp;
2400 2535
2401 return NULL; 2536 return NULL;
2402} 2537}
2403 2538
2404/* If ob has a field named key, return the link from the list, 2539/* If ob has a field named key, return the link from the list,
2405 * otherwise return NULL. 2540 * otherwise return NULL.
2406 * 2541 *
2407 * key must be a passed in shared string - otherwise, this won't 2542 * key must be a passed in shared string - otherwise, this won't
2408 * do the desired thing. 2543 * do the desired thing.
2409 */ 2544 */
2545key_value *
2410key_value * get_ob_key_link(const object * ob, const char * key) { 2546get_ob_key_link (const object *ob, const char *key)
2547{
2411 key_value * link; 2548 key_value *link;
2412 2549
2413 for (link = ob->key_values; link != NULL; link = link->next) { 2550 for (link = ob->key_values; link != NULL; link = link->next)
2414 if (link->key == key) { 2551 if (link->key == key)
2415 return link; 2552 return link;
2416 } 2553
2417 }
2418
2419 return NULL; 2554 return NULL;
2420} 2555}
2421 2556
2422/* 2557/*
2423 * Returns the value of op has an extra_field for key, or NULL. 2558 * Returns the value of op has an extra_field for key, or NULL.
2424 * 2559 *
2425 * The argument doesn't need to be a shared string. 2560 * The argument doesn't need to be a shared string.
2426 * 2561 *
2427 * The returned string is shared. 2562 * The returned string is shared.
2428 */ 2563 */
2564const char *
2429const char * get_ob_key_value(const object * op, const char * const key) { 2565get_ob_key_value (const object *op, const char *const key)
2566{
2430 key_value * link; 2567 key_value *link;
2431 const char * canonical_key; 2568 shstr_cmp canonical_key (key);
2569
2570 if (!canonical_key)
2432 2571 {
2433 canonical_key = shstr::find (key);
2434
2435 if (canonical_key == NULL) {
2436 /* 1. There being a field named key on any object 2572 /* 1. There being a field named key on any object
2437 * implies there'd be a shared string to find. 2573 * implies there'd be a shared string to find.
2438 * 2. Since there isn't, no object has this field. 2574 * 2. Since there isn't, no object has this field.
2439 * 3. Therefore, *this* object doesn't have this field. 2575 * 3. Therefore, *this* object doesn't have this field.
2440 */ 2576 */
2441 return NULL; 2577 return 0;
2442 } 2578 }
2443 2579
2444 /* This is copied from get_ob_key_link() above - 2580 /* This is copied from get_ob_key_link() above -
2445 * only 4 lines, and saves the function call overhead. 2581 * only 4 lines, and saves the function call overhead.
2446 */ 2582 */
2447 for (link = op->key_values; link != NULL; link = link->next) { 2583 for (link = op->key_values; link; link = link->next)
2448 if (link->key == canonical_key) { 2584 if (link->key == canonical_key)
2449 return link->value; 2585 return link->value;
2450 } 2586
2451 } 2587 return 0;
2452 return NULL;
2453} 2588}
2454 2589
2455 2590
2456/* 2591/*
2457 * Updates the canonical_key in op to value. 2592 * Updates the canonical_key in op to value.
2461 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2596 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2462 * keys. 2597 * keys.
2463 * 2598 *
2464 * Returns TRUE on success. 2599 * Returns TRUE on success.
2465 */ 2600 */
2601int
2466int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2602set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2603{
2604 key_value *
2467 key_value * field = NULL, *last=NULL; 2605 field = NULL, *last = NULL;
2468 2606
2469 for (field=op->key_values; field != NULL; field=field->next) { 2607 for (field = op->key_values; field != NULL; field = field->next)
2608 {
2470 if (field->key != canonical_key) { 2609 if (field->key != canonical_key)
2610 {
2471 last = field; 2611 last = field;
2472 continue; 2612 continue;
2473 } 2613 }
2474 2614
2475 if (value) 2615 if (value)
2476 field->value = value; 2616 field->value = value;
2477 else { 2617 else
2618 {
2478 /* Basically, if the archetype has this key set, 2619 /* Basically, if the archetype has this key set,
2479 * we need to store the null value so when we save 2620 * we need to store the null value so when we save
2480 * it, we save the empty value so that when we load, 2621 * it, we save the empty value so that when we load,
2481 * we get this value back again. 2622 * we get this value back again.
2482 */ 2623 */
2483 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2624 if (get_ob_key_link (&op->arch->clone, canonical_key))
2484 field->value = 0; 2625 field->value = 0;
2626 else
2627 {
2628 if (last)
2629 last->next = field->next;
2485 else 2630 else
2486 {
2487 if (last) last->next = field->next;
2488 else op->key_values = field->next; 2631 op->key_values = field->next;
2489 2632
2490 delete field; 2633 delete field;
2491 } 2634 }
2492 } 2635 }
2493 return TRUE; 2636 return TRUE;
2494 } 2637 }
2495 /* IF we get here, key doesn't exist */ 2638 /* IF we get here, key doesn't exist */
2496 2639
2497 /* No field, we'll have to add it. */ 2640 /* No field, we'll have to add it. */
2641
2642 if (!add_key)
2498 2643 {
2499 if (!add_key) {
2500 return FALSE; 2644 return FALSE;
2501 } 2645 }
2502 /* There isn't any good reason to store a null 2646 /* There isn't any good reason to store a null
2503 * value in the key/value list. If the archetype has 2647 * value in the key/value list. If the archetype has
2504 * this key, then we should also have it, so shouldn't 2648 * this key, then we should also have it, so shouldn't
2505 * be here. If user wants to store empty strings, 2649 * be here. If user wants to store empty strings,
2506 * should pass in "" 2650 * should pass in ""
2507 */ 2651 */
2508 if (value == NULL) return TRUE; 2652 if (value == NULL)
2509
2510 field = new key_value;
2511
2512 field->key = canonical_key;
2513 field->value = value;
2514 /* Usual prepend-addition. */
2515 field->next = op->key_values;
2516 op->key_values = field;
2517
2518 return TRUE; 2653 return TRUE;
2654
2655 field = new key_value;
2656
2657 field->key = canonical_key;
2658 field->value = value;
2659 /* Usual prepend-addition. */
2660 field->next = op->key_values;
2661 op->key_values = field;
2662
2663 return TRUE;
2519} 2664}
2520 2665
2521/* 2666/*
2522 * Updates the key in op to value. 2667 * Updates the key in op to value.
2523 * 2668 *
2525 * and not add new ones. 2670 * and not add new ones.
2526 * In general, should be little reason FALSE is ever passed in for add_key 2671 * In general, should be little reason FALSE is ever passed in for add_key
2527 * 2672 *
2528 * Returns TRUE on success. 2673 * Returns TRUE on success.
2529 */ 2674 */
2675int
2530int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2676set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2531{ 2677{
2532 shstr key_ (key); 2678 shstr key_ (key);
2679
2533 return set_ob_key_value_s (op, key_, value, add_key); 2680 return set_ob_key_value_s (op, key_, value, add_key);
2534} 2681}
2682
2683object::depth_iterator::depth_iterator (object *container)
2684: iterator_base (container)
2685{
2686 while (item->inv)
2687 item = item->inv;
2688}
2689
2690void
2691object::depth_iterator::next ()
2692{
2693 if (item->below)
2694 {
2695 item = item->below;
2696
2697 while (item->inv)
2698 item = item->inv;
2699 }
2700 else
2701 item = item->env;
2702}
2703
2704// return a suitable string describing an objetc in enough detail to find it
2705const char *
2706object::debug_desc (char *info) const
2707{
2708 char info2[256 * 3];
2709 char *p = info;
2710
2711 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2712 count,
2713 &name,
2714 title ? " " : "",
2715 title ? (const char *)title : "");
2716
2717 if (env)
2718 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2719
2720 if (map)
2721 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2722
2723 return info;
2724}
2725
2726const char *
2727object::debug_desc () const
2728{
2729 static char info[256 * 3];
2730 return debug_desc (info);
2731}
2732

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