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Comparing deliantra/server/common/object.C (file contents):
Revision 1.11 by root, Sun Sep 3 00:18:40 2006 UTC vs.
Revision 1.77 by root, Thu Dec 21 23:37:05 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.11 2006/09/03 00:18:40 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>
42#ifdef MEMORY_DEBUG 34
43int nroffreeobjects = 0; 35#include <bitset>
36
44int nrofallocobjects = 0; 37int nrofallocobjects = 0;
45#undef OBJ_EXPAND 38static UUID uuid;
46#define OBJ_EXPAND 1 39const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 40
53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
56 42
57short 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,
58 {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,
59 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
60short freearr_y[SIZEOFFREE]= 45};
61 {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,
62 -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
63int maxfree[SIZEOFFREE]= 48};
64 {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,
65 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};
66int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
67 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,
68 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};
69 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}
70 133
71/* 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
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
73 key_value * wants_field; 138 key_value *wants_field;
74 139
75 /* 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
76 * 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
77 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
78 */ 143 */
79 144
80 /* For each field in wants, */ 145 /* For each field in wants, */
81 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 {
82 key_value * has_field; 148 key_value *has_field;
83 149
84 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
85 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)
86 154 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 155 /* No field with that name. */
89 return FALSE; 156 return FALSE;
90 } 157 }
91 158
92 /* Found the matching field. */ 159 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
94 /* 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. */
95 return FALSE; 163 return FALSE;
96 } 164 }
97 165
98 /* 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. */
99 }
100 167 }
168
101 /* 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. */
102 return TRUE; 170 return TRUE;
103} 171}
104 172
105/* 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
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
107 /* 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,
108 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
109 */ 179 */
110 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);
111} 181}
112 182
113/* 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
114 * they can be merged together. 184 * they can be merged together.
115 * 185 *
116 * 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
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
119 * 189 *
120 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
121 * 191 *
122 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
123 * check weight 193 * check weight
124 */ 194 */
125 195
126int CAN_MERGE(object *ob1, object *ob2) { 196bool object::can_merge_slow (object *ob1, object *ob2)
127 197{
128 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
129 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;
130 205
131 if (ob1->speed != ob2->speed) return 0; 206 //TODO: this ain't working well, use nicer and correct overflow check
132 /* 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
133 * 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
134 * check? 209 * used to store nrof).
135 */ 210 */
136 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))
137 return 0; 260 return 0;
138 261
139 /* 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 */
140 * value could not be stored in a sint32 (which unfortunately sometimes is 263 if (!object::can_merge (ob1->inv, ob2->inv))
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0; 264 return 0;
145 265
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* 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
157 * if it is valid. 267 * if it is valid.
158 */ 268 */
159 } 269 }
160 270
161 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning.
166 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */
178 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0;
208
209 /* 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,
210 * 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
211 * some items equipped, and we don't want those to merge. 273 * some items equipped, and we don't want those to merge.
212 */ 274 */
213 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. */
214 return 0; 298 return 0;
215
216 switch (ob1->type) {
217 case SCROLL:
218 if (ob1->level != ob2->level) return 0;
219 break;
220
221 }
222 if (ob1->key_values != NULL || ob2->key_values != NULL) {
223 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
225 /* One has fields, but the other one doesn't. */
226 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 299 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 300 return 0;
229 } 301 }
302
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self)
230 } 305 {
306 ob1->optimise ();
307 ob2->optimise ();
231 308
309 if (ob1->self || ob2->self)
310 return 0;
311 }
312
232 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
233 return 1; 314 return 1;
234} 315}
235 316
236/* 317/*
237 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
238 * 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
239 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
240 */ 321 */
241signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
242 signed long sum; 325 long sum;
243 object *inv; 326 object *inv;
327
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
245 if (inv->inv) 330 if (inv->inv)
246 sum_weight(inv); 331 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 333 }
334
249 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
251 if(op->carrying != sum) 338 if (op->carrying != sum)
252 op->carrying = sum; 339 op->carrying = sum;
340
253 return sum; 341 return sum;
254} 342}
255 343
256/** 344/**
257 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
258 */ 346 */
259 347
348object *
260object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
261 while (op->env != NULL) 351 while (op->env != NULL)
262 op = op->env; 352 op = op->env;
263 return op; 353 return op;
264}
265
266/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't
269 * or find a player.
270 */
271
272object *is_player_inv (object *op) {
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
274 if (op->env==op)
275 op->env = NULL;
276 return op;
277} 354}
278 355
279/* 356/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 358 * Some error messages.
282 * 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.
283 */ 360 */
284 361
285void dump_object2(object *op) { 362char *
286errmsg[0] = 0;
287return;
288 //TODO//D#d#
289#if 0
290 char *cp;
291/* object *tmp;*/
292
293 if(op->arch!=NULL) {
294 strcat(errmsg,"arch ");
295 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
296 strcat(errmsg,"\n");
297 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
298 strcat(errmsg,cp);
299#if 0
300 /* Don't dump player diffs - they are too long, mostly meaningless, and
301 * will overflow the buffer.
302 * Changed so that we don't dump inventory either. This may
303 * also overflow the buffer.
304 */
305 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307 for (tmp=op->inv; tmp; tmp=tmp->below)
308 dump_object2(tmp);
309#endif
310 strcat(errmsg,"end\n");
311 } else {
312 strcat(errmsg,"Object ");
313 if (op->name==NULL) strcat(errmsg, "(null)");
314 else strcat(errmsg,op->name);
315 strcat(errmsg,"\n");
316#if 0
317 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
318 strcat(errmsg,cp);
319 for (tmp=op->inv; tmp; tmp=tmp->below)
320 dump_object2(tmp);
321#endif
322 strcat(errmsg,"end\n");
323 }
324#endif
325}
326
327/*
328 * Dumps an object. Returns output in the static global errmsg array.
329 */
330
331void dump_object(object *op) { 363dump_object (object *op)
332 if(op==NULL) { 364{
333 strcpy(errmsg,"[NULL pointer]"); 365 if (!op)
334 return; 366 return strdup ("[NULLOBJ]");
335 }
336 errmsg[0]='\0';
337 dump_object2(op);
338}
339 367
340void dump_all_objects(void) { 368 object_freezer freezer;
341 object *op; 369 save_object (freezer, op, 3);
342 for(op=objects;op!=NULL;op=op->next) { 370 return freezer.as_string ();
343 dump_object(op);
344 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
345 }
346} 371}
347 372
348/* 373/*
349 * 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
350 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
351 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
352 */ 377 */
353 378
379object *
354object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
355 object *tmp,*closest; 382 object *tmp, *closest;
356 int last_dist,i; 383 int last_dist, i;
384
357 if(op->more==NULL) 385 if (op->more == NULL)
358 return op; 386 return op;
359 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)
360 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
361 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
362 return closest; 390 return closest;
363} 391}
364 392
365/* 393/*
366 * 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.
367 */ 395 */
368 396
397object *
369object *find_object(tag_t i) { 398find_object (tag_t i)
370 object *op; 399{
371 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
372 if(op->count==i) 401 if (op->count == i)
373 break; 402 return op;
403
374 return op; 404 return 0;
375} 405}
376 406
377/* 407/*
378 * 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.
379 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
380 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
381 */ 411 */
382 412
413object *
383object *find_object_name(const char *str) { 414find_object_name (const char *str)
384 const char *name = shstr::find (str); 415{
416 shstr_cmp str_ (str);
385 object *op; 417 object *op;
418
386 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
387 if(&op->name == name) 420 if (op->name == str_)
388 break; 421 break;
389 422
390 return op; 423 return op;
391} 424}
392 425
426void
393void free_all_object_data(void) { 427free_all_object_data ()
394#ifdef MEMORY_DEBUG
395 object *op, *next;
396
397 for (op=free_objects; op!=NULL; ) {
398 next=op->next;
399 free(op);
400 nrofallocobjects--;
401 nroffreeobjects--;
402 op=next;
403 }
404#endif
405 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
406 nrofallocobjects, nroffreeobjects,STARTMAX);
407}
408
409/*
410 * Returns the object which this object marks as being the owner.
411 * A id-scheme is used to avoid pointing to objects which have been
412 * freed and are now reused. If this is detected, the owner is
413 * set to NULL, and NULL is returned.
414 * Changed 2004-02-12 - if the player is setting at the play again
415 * prompt, he is removed, and we don't want to treat him as an owner of
416 * anything, so check removed flag. I don't expect that this should break
417 * anything - once an object is removed, it is basically dead anyways.
418 */
419
420object *get_owner(object *op) {
421 if(op->owner==NULL)
422 return NULL;
423
424 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
425 op->owner->count==op->ownercount)
426 return op->owner;
427
428 op->owner=NULL;
429 op->ownercount=0;
430 return NULL;
431}
432
433void clear_owner(object *op)
434{ 428{
435 if (!op) return; 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436
437 if (op->owner && op->ownercount == op->owner->count)
438 op->owner->refcount--;
439
440 op->owner = NULL;
441 op->ownercount = 0;
442} 430}
443
444
445 431
446/* 432/*
447 * 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
448 * skill and experience objects. 434 * skill and experience objects.
449 */ 435 */
450void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
451{ 438{
452 if(owner==NULL||op==NULL) 439 if (!owner)
453 return; 440 return;
454 441
455 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
456 /* 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
457 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
458 * 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
459 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
460 * 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.
461 */ 448 */
462 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
463 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
464 451
465 /* IF the owner still has an owner, we did not resolve to a final owner.
466 * so lets not add to that.
467 */
468 if (owner->owner) return;
469
470 op->owner=owner; 452 this->owner = owner;
471
472 op->ownercount=owner->count;
473 owner->refcount++;
474
475}
476
477/* Set the owner to clone's current owner and set the skill and experience
478 * objects to clone's objects (typically those objects that where the owner's
479 * current skill and experience objects at the time when clone's owner was
480 * set - not the owner's current skill and experience objects).
481 *
482 * Use this function if player created an object (e.g. fire bullet, swarm
483 * spell), and this object creates further objects whose kills should be
484 * accounted for the player's original skill, even if player has changed
485 * skills meanwhile.
486 */
487void copy_owner (object *op, object *clone)
488{
489 object *owner = get_owner (clone);
490 if (owner == NULL) {
491 /* players don't have owners - they own themselves. Update
492 * as appropriate.
493 */
494 if (clone->type == PLAYER) owner=clone;
495 else return;
496 }
497 set_owner(op, owner);
498
499}
500
501/*
502 * Resets vital variables in an object
503 */
504
505void reset_object(object *op) {
506
507 op->name = NULL;
508 op->name_pl = NULL;
509 op->title = NULL;
510 op->race = NULL;
511 op->slaying = NULL;
512 op->skill = NULL;
513 op->msg = NULL;
514 op->materialname = NULL;
515 op->lore = NULL;
516 clear_object(op);
517} 453}
518 454
519/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links. 456 * refcounts and freeing the links.
521 */ 457 */
458static void
522static void free_key_values(object * op) 459free_key_values (object *op)
523{ 460{
524 for (key_value *i = op->key_values; i != 0; ) 461 for (key_value *i = op->key_values; i != 0;)
525 { 462 {
526 key_value *next = i->next; 463 key_value *next = i->next;
527 delete i; 464 delete i;
465
528 i = next; 466 i = next;
529 } 467 }
530 468
531 op->key_values = 0; 469 op->key_values = 0;
532} 470}
533 471
534/* 472void object::clear ()
535 * clear_object() frees everything allocated by an object, and also
536 * clears all variables and flags to default settings.
537 */
538
539void clear_object(object *op)
540{ 473{
541 op->clear (); 474 attachable_base::clear ();
542 475
543 free_key_values (op); 476 free_key_values (this);
544 477
545 /* the memset will clear all these values for us, but we need 478 owner = 0;
546 * to reduce the refcount on them. 479 name = 0;
547 */
548 op->name = 0;
549 op->name_pl = 0; 480 name_pl = 0;
550 op->title = 0; 481 title = 0;
551 op->race = 0; 482 race = 0;
552 op->slaying = 0; 483 slaying = 0;
553 op->skill = 0; 484 skill = 0;
554 op->msg = 0; 485 msg = 0;
555 op->lore = 0; 486 lore = 0;
487 custom_name = 0;
556 op->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;
557 500
558 memset((void*)op, 0, sizeof (object_special)); 501 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
559 /* Below here, we clear things that are not done by the memset, 502
560 * or set default values that are not zero.
561 */
562 /* This is more or less true */
563 SET_FLAG (op, FLAG_REMOVED); 503 SET_FLAG (this, FLAG_REMOVED);
564 504
565 op->contr = NULL;
566 op->below = NULL;
567 op->above = NULL;
568 op->inv = NULL;
569 op->container=NULL;
570 op->env=NULL;
571 op->more=NULL;
572 op->head=NULL;
573 op->map=NULL;
574 op->refcount=0;
575 op->active_next = NULL;
576 op->active_prev = NULL;
577 /* What is not cleared is next, prev, and count */ 505 /* What is not cleared is next, prev, and count */
578 506
579 op->expmul=1.0; 507 expmul = 1.0;
580 op->face = blank_face; 508 face = blank_face;
581 op->attacked_by_count = (tag_t) -1;
582 509
583 if (settings.casting_time) 510 if (settings.casting_time)
584 op->casting_time = -1; 511 casting_time = -1;
585} 512}
586 513
587/* 514/*
588 * copy object first frees everything allocated by the second object, 515 * copy_to first frees everything allocated by the dst object,
589 * and then copies the contends of the first object into the second 516 * and then copies the contents of itself into the second
590 * object, allocating what needs to be allocated. Basically, any 517 * object, allocating what needs to be allocated. Basically, any
591 * 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,
592 * 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
593 * will point at garbage. 520 * will point at garbage.
594 */ 521 */
595 522void
596void copy_object(object *op2, object *op) 523object::copy_to (object *dst)
597{ 524{
598 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
599 527
600 op->clear (); 528 *(object_copy *)dst = *this;
529 *(object_pod *)dst = *this;
601 530
602 free_key_values (op); 531 if (self || cb)
532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
603 533
604 *(object_special *)op = *(object_special *)op2; 534 if (is_freed)
605 op2->clone (op); 535 SET_FLAG (dst, FLAG_FREED);
606 536
607 if (is_freed) SET_FLAG(op,FLAG_FREED); 537 if (is_removed)
608 if (is_removed) SET_FLAG(op,FLAG_REMOVED); 538 SET_FLAG (dst, FLAG_REMOVED);
609 539
610 if (op2->speed < 0) 540 if (speed < 0)
611 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 541 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
612 542
613 /* Copy over key_values, if any. */ 543 /* Copy over key_values, if any. */
614 if (op2->key_values != NULL) { 544 if (key_values)
545 {
615 key_value *tail = NULL; 546 key_value *tail = 0;
616 key_value *i; 547 key_value *i;
617 548
618 op->key_values = NULL; 549 dst->key_values = 0;
619 550
620 for (i = op2->key_values; i != NULL; i = i->next) 551 for (i = key_values; i; i = i->next)
621 { 552 {
622 key_value *new_link = new key_value; 553 key_value *new_link = new key_value;
623 554
624 new_link->next = NULL; 555 new_link->next = 0;
625 new_link->key = i->key; 556 new_link->key = i->key;
626 new_link->value = i->value; 557 new_link->value = i->value;
627 558
628 /* Try and be clever here, too. */ 559 /* Try and be clever here, too. */
629 if (op->key_values == NULL) 560 if (!dst->key_values)
630 { 561 {
631 op->key_values = new_link; 562 dst->key_values = new_link;
632 tail = new_link; 563 tail = new_link;
633 } 564 }
634 else 565 else
635 { 566 {
636 tail->next = new_link; 567 tail->next = new_link;
637 tail = new_link; 568 tail = new_link;
638 } 569 }
639 } 570 }
640 } 571 }
641 572
642 update_ob_speed (op); 573 update_ob_speed (dst);
643} 574}
644 575
645/*
646 * expand_objects() allocates more objects for the list of unused objects.
647 * It is called from get_object() if the unused list is empty.
648 */
649
650void expand_objects(void) {
651 int i;
652 object *obj;
653 obj = new object [OBJ_EXPAND];
654
655 free_objects=obj;
656 obj[0].prev=NULL;
657 obj[0].next= &obj[1],
658 SET_FLAG(&(obj[0]), FLAG_REMOVED);
659 SET_FLAG(&(obj[0]), FLAG_FREED);
660
661 for(i=1;i<OBJ_EXPAND-1;i++) {
662 obj[i].next= &obj[i+1],
663 obj[i].prev= &obj[i-1],
664 SET_FLAG(&(obj[i]), FLAG_REMOVED);
665 SET_FLAG(&(obj[i]), FLAG_FREED);
666 }
667 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
668 obj[OBJ_EXPAND-1].next=NULL,
669 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
670 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
671
672 nrofallocobjects += OBJ_EXPAND;
673 nroffreeobjects += OBJ_EXPAND;
674}
675
676/*
677 * get_object() grabs an object from the list of unused objects, makes
678 * sure it is initialised, and returns it.
679 * If there are no free objects, expand_objects() is called to get more.
680 */
681
682object *get_object(void)
683{
684 object *op; 576object *
685 577object::clone ()
686 if(free_objects==NULL) 578{
687 expand_objects(); 579 object *neu = create ();
688 580 copy_to (neu);
689 op = free_objects;
690
691 if (!QUERY_FLAG (op, FLAG_FREED))
692 LOG(llevError,"Fatal: Getting busy object.\n");
693
694 free_objects = op->next;
695
696 if (free_objects != NULL)
697 free_objects->prev = NULL;
698
699 op->count= ++ob_count;
700 op->name=NULL;
701 op->name_pl=NULL;
702 op->title=NULL;
703 op->race=NULL;
704 op->slaying=NULL;
705 op->skill = NULL;
706 op->lore=NULL;
707 op->msg=NULL;
708 op->materialname=NULL;
709 op->next=objects;
710 op->prev=NULL;
711 op->active_next = NULL;
712 op->active_prev = NULL;
713 if(objects!=NULL)
714 objects->prev=op;
715 objects=op;
716 clear_object(op);
717 SET_FLAG(op,FLAG_REMOVED);
718 nroffreeobjects--;
719 return op; 581 return neu;
720} 582}
721 583
722/* 584/*
723 * 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
724 * 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
725 * 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.
726 */ 588 */
727 589
590void
728void update_turn_face(object *op) { 591update_turn_face (object *op)
592{
729 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 593 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
730 return; 594 return;
731 SET_ANIMATION(op, op->direction); 595 SET_ANIMATION (op, op->direction);
732 update_object(op,UP_OBJ_FACE); 596 update_object (op, UP_OBJ_FACE);
733} 597}
734 598
735/* 599/*
736 * 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
737 * 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.
738 * 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.
739 */ 603 */
740 604void
741void update_ob_speed(object *op) { 605update_ob_speed (object *op)
606{
742 extern int arch_init; 607 extern int arch_init;
743 608
744 /* No reason putting the archetypes objects on the speed list, 609 /* No reason putting the archetypes objects on the speed list,
745 * since they never really need to be updated. 610 * since they never really need to be updated.
746 */ 611 */
747 612
748 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 613 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
614 {
749 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);
750#ifdef MANY_CORES 616#ifdef MANY_CORES
751 abort(); 617 abort ();
752#else 618#else
753 op->speed = 0; 619 op->speed = 0;
754#endif 620#endif
755 } 621 }
622
756 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)
757 return; 630 return;
758 }
759 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
760 /* If already on active list, don't do anything */
761 if (op->active_next || op->active_prev || op==active_objects)
762 return;
763 631
764 /* process_events() expects us to insert the object at the beginning 632 /* process_events() expects us to insert the object at the beginning
765 * of the list. */ 633 * of the list. */
766 op->active_next = active_objects; 634 op->active_next = active_objects;
635
767 if (op->active_next!=NULL) 636 if (op->active_next != NULL)
768 op->active_next->active_prev = op; 637 op->active_next->active_prev = op;
638
769 active_objects = op; 639 active_objects = op;
640 }
641 else
770 } 642 {
771 else {
772 /* If not on the active list, nothing needs to be done */ 643 /* If not on the active list, nothing needs to be done */
773 if (!op->active_next && !op->active_prev && op!=active_objects) 644 if (!op->active_next && !op->active_prev && op != active_objects)
774 return; 645 return;
775 646
776 if (op->active_prev==NULL) { 647 if (op->active_prev == NULL)
648 {
777 active_objects = op->active_next; 649 active_objects = op->active_next;
650
778 if (op->active_next!=NULL) 651 if (op->active_next != NULL)
779 op->active_next->active_prev = NULL; 652 op->active_next->active_prev = NULL;
780 } 653 }
781 else { 654 else
655 {
782 op->active_prev->active_next = op->active_next; 656 op->active_prev->active_next = op->active_next;
657
783 if (op->active_next) 658 if (op->active_next)
784 op->active_next->active_prev = op->active_prev; 659 op->active_next->active_prev = op->active_prev;
785 } 660 }
661
786 op->active_next = NULL; 662 op->active_next = NULL;
787 op->active_prev = NULL; 663 op->active_prev = NULL;
788 } 664 }
789} 665}
790 666
791/* This function removes object 'op' from the list of active 667/* This function removes object 'op' from the list of active
792 * objects. 668 * objects.
794 * 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
795 * in play chewing up cpu time getting processed. 671 * in play chewing up cpu time getting processed.
796 * The reverse of this is to call update_ob_speed, which 672 * The reverse of this is to call update_ob_speed, which
797 * 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.
798 */ 674 */
675void
799void remove_from_active_list(object *op) 676remove_from_active_list (object *op)
800{ 677{
801 /* If not on the active list, nothing needs to be done */ 678 /* If not on the active list, nothing needs to be done */
802 if (!op->active_next && !op->active_prev && op!=active_objects) 679 if (!op->active_next && !op->active_prev && op != active_objects)
803 return; 680 return;
804 681
805 if (op->active_prev==NULL) { 682 if (op->active_prev == NULL)
683 {
806 active_objects = op->active_next; 684 active_objects = op->active_next;
807 if (op->active_next!=NULL) 685 if (op->active_next != NULL)
808 op->active_next->active_prev = NULL; 686 op->active_next->active_prev = NULL;
687 }
688 else
809 } 689 {
810 else {
811 op->active_prev->active_next = op->active_next; 690 op->active_prev->active_next = op->active_next;
812 if (op->active_next) 691 if (op->active_next)
813 op->active_next->active_prev = op->active_prev; 692 op->active_next->active_prev = op->active_prev;
814 } 693 }
815 op->active_next = NULL; 694 op->active_next = NULL;
816 op->active_prev = NULL; 695 op->active_prev = NULL;
817} 696}
818 697
819/* 698/*
820 * update_object() updates the array which represents the map. 699 * update_object() updates the the map.
821 * It takes into account invisible objects (and represent squares covered 700 * It takes into account invisible objects (and represent squares covered
822 * 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
823 * invisible object, etc...) 702 * invisible object, etc...)
824 * 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
825 * 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
826 * updating that window, though, since update_object() is called _often_) 705 * updating that window, though, since update_object() is called _often_)
827 * 706 *
828 * 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.
829 * For example, if the only thing that has changed is the face (due to
830 * an animation), we don't need to call update_position until that actually
831 * comes into view of a player. OTOH, many other things, like addition/removal
832 * of walls or living creatures may need us to update the flags now.
833 * current action are: 708 * current action are:
834 * UP_OBJ_INSERT: op was inserted 709 * UP_OBJ_INSERT: op was inserted
835 * UP_OBJ_REMOVE: op was removed 710 * UP_OBJ_REMOVE: op was removed
836 * 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
837 * 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.
838 * UP_OBJ_FACE: only the objects face has changed. 713 * UP_OBJ_FACE: only the objects face has changed.
839 */ 714 */
840 715void
841void update_object(object *op, int action) { 716update_object (object *op, int action)
842 int update_now=0, flags; 717{
843 MoveType move_on, move_off, move_block, move_slow; 718 MoveType move_on, move_off, move_block, move_slow;
844 719
845 if (op == NULL) { 720 if (op == NULL)
721 {
846 /* this should never happen */ 722 /* this should never happen */
847 LOG(llevDebug,"update_object() called for NULL object.\n"); 723 LOG (llevDebug, "update_object() called for NULL object.\n");
848 return; 724 return;
849 }
850 725 }
851 if(op->env!=NULL) { 726
727 if (op->env)
728 {
852 /* Animation is currently handled by client, so nothing 729 /* Animation is currently handled by client, so nothing
853 * to do in this case. 730 * to do in this case.
854 */ 731 */
855 return; 732 return;
856 } 733 }
857 734
858 /* 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
859 * going to get freed anyways. 736 * going to get freed anyways.
860 */ 737 */
861 if (!op->map || op->map->in_memory == MAP_SAVING) return; 738 if (!op->map || op->map->in_memory == MAP_SAVING)
862 739 return;
740
863 /* make sure the object is within map boundaries */ 741 /* make sure the object is within map boundaries */
864 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))
865 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 743 {
866 LOG(llevError,"update_object() called for object out of map!\n"); 744 LOG (llevError, "update_object() called for object out of map!\n");
867#ifdef MANY_CORES 745#ifdef MANY_CORES
868 abort(); 746 abort ();
869#endif 747#endif
870 return; 748 return;
871 }
872 749 }
873 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
874 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
875 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
876 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
877 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
878 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
879 750
751 mapspace &m = op->ms ();
752
753 if (m.flags_ & P_NEED_UPDATE)
754 /* nop */;
880 if (action == UP_OBJ_INSERT) { 755 else if (action == UP_OBJ_INSERT)
756 {
757 // this is likely overkill, TODO: revisit (schmorp)
881 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 758 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
882 update_now=1;
883
884 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 759 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
885 update_now=1; 760 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
886 761 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
762 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
887 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 763 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
888 update_now=1; 764 || (m.move_on | op->move_on ) != m.move_on
889
890 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
891 update_now=1;
892
893 if ((move_on | op->move_on) != move_on) update_now=1;
894 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
895 /* 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
896 * to have move_allow right now. 768 * to have move_allow right now.
897 */ 769 */
898 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 770 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
899 update_now=1; 771 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
900 if ((move_slow | op->move_slow) != move_slow) update_now=1; 772 m.flags_ = P_NEED_UPDATE;
901 } 773 }
902 /* if the object is being removed, we can't make intelligent 774 /* if the object is being removed, we can't make intelligent
903 * decisions, because remove_ob can't really pass the object 775 * decisions, because remove_ob can't really pass the object
904 * that is being removed. 776 * that is being removed.
905 */ 777 */
906 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 778 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
907 update_now=1; 779 m.flags_ = P_NEED_UPDATE;
908 } else if (action == UP_OBJ_FACE) { 780 else if (action == UP_OBJ_FACE)
909 /* Nothing to do for that case */ 781 /* Nothing to do for that case */ ;
910 }
911 else { 782 else
912 LOG(llevError,"update_object called with invalid action: %d\n", action); 783 LOG (llevError, "update_object called with invalid action: %d\n", action);
913 }
914 784
915 if (update_now) {
916 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
917 update_position(op->map, op->x, op->y);
918 }
919
920 if(op->more!=NULL) 785 if (op->more)
921 update_object(op->more, action); 786 update_object (op->more, action);
922} 787}
923 788
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}
924 851
925/* 852/*
926 * free_object() frees everything allocated by an object, removes 853 * free_object() frees everything allocated by an object, removes
927 * 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
928 * free objects. The IS_FREED() flag is set in the object. 855 * free objects. The IS_FREED() flag is set in the object.
929 * The object must have been removed by remove_ob() first for 856 * The object must have been removed by remove_ob() first for
930 * this function to succeed. 857 * this function to succeed.
931 * 858 *
932 * 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
933 * inventory to the ground. 860 * inventory to the ground.
934 */ 861 */
935 862void object::destroy (bool destroy_inventory)
936void free_object(object *ob) { 863{
937 free_object2(ob, 0);
938}
939void free_object2(object *ob, int free_inventory) {
940 object *tmp,*op;
941
942 ob->clear ();
943
944 if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
945 LOG(llevDebug,"Free object called with non removed object\n");
946 dump_object(ob);
947#ifdef MANY_CORES
948 abort();
949#endif
950 }
951 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
952 LOG(llevMonster,"Warning: tried to free friendly object.\n");
953 remove_friendly_object(ob);
954 }
955 if(QUERY_FLAG(ob,FLAG_FREED)) { 864 if (QUERY_FLAG (this, FLAG_FREED))
956 dump_object(ob);
957 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
958 return; 865 return;
866
867 if (QUERY_FLAG (this, FLAG_FRIENDLY))
868 remove_friendly_object (this);
869
870 if (!QUERY_FLAG (this, FLAG_REMOVED))
871 remove ();
872
873 SET_FLAG (this, FLAG_FREED);
874
875 if (more)
959 } 876 {
960 if(ob->more!=NULL) { 877 more->destroy (destroy_inventory);
961 free_object2(ob->more, free_inventory); 878 more = 0;
962 ob->more=NULL; 879 }
880
881 if (inv)
963 } 882 {
964 if (ob->inv) {
965 /* Only if the space blocks everything do we not process - 883 /* Only if the space blocks everything do we not process -
966 * if some form of movemnt is allowed, let objects 884 * if some form of movement is allowed, let objects
967 * drop on that space. 885 * drop on that space.
968 */ 886 */
969 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 887 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
970 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL))
971 { 888 {
972 op=ob->inv; 889 object *op = inv;
890
973 while(op!=NULL) { 891 while (op)
892 {
974 tmp=op->below; 893 object *tmp = op->below;
975 remove_ob(op); 894 op->destroy (destroy_inventory);
976 free_object2(op, free_inventory);
977 op=tmp; 895 op = tmp;
978 } 896 }
979 } 897 }
898 else
980 else { /* Put objects in inventory onto this space */ 899 { /* Put objects in inventory onto this space */
981 op=ob->inv; 900 object *op = inv;
901
982 while(op!=NULL) { 902 while (op)
903 {
983 tmp=op->below; 904 object *tmp = op->below;
905
984 remove_ob(op); 906 op->remove ();
985 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 907
986 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 908 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
987 free_object(op); 909 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
910 op->destroy ();
988 else { 911 else
912 {
989 op->x=ob->x; 913 op->x = x;
990 op->y=ob->y; 914 op->y = y;
991 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 */
992 } 916 }
917
993 op=tmp; 918 op = tmp;
994 } 919 }
995 } 920 }
996 } 921 }
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 ();
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;
950
997 /* Remove object from the active list */ 951 /* Remove object from the active list */
998 ob->speed = 0; 952 speed = 0;
999 update_ob_speed(ob); 953 update_ob_speed (this);
1000 954
1001 SET_FLAG(ob, FLAG_FREED); 955 unlink ();
1002 ob->count = 0;
1003 956
1004 /* Remove this object from the list of used objects */ 957 mortals.push_back (this);
1005 if(ob->prev==NULL) {
1006 objects=ob->next;
1007 if(objects!=NULL)
1008 objects->prev=NULL;
1009 }
1010 else {
1011 ob->prev->next=ob->next;
1012 if(ob->next!=NULL)
1013 ob->next->prev=ob->prev;
1014 }
1015
1016 ob->name = 0;
1017 ob->name_pl = 0;
1018 ob->title = 0;
1019 ob->race = 0;
1020 ob->slaying = 0;
1021 ob->skill = 0;
1022 ob->lore = 0;
1023 ob->msg = 0;
1024 ob->materialname = 0;
1025
1026 free_key_values (ob);
1027
1028 /* Now link it with the free_objects list: */
1029 ob->prev=NULL;
1030 ob->next=free_objects;
1031
1032 if(free_objects!=NULL)
1033 free_objects->prev=ob;
1034
1035 free_objects=ob;
1036 nroffreeobjects++;
1037}
1038
1039/*
1040 * count_free() returns the number of objects on the list of free objects.
1041 */
1042
1043int count_free ()
1044{
1045 int i=0;
1046 object *tmp=free_objects;
1047 while(tmp!=NULL)
1048 tmp=tmp->next, i++;
1049 return i;
1050}
1051
1052/*
1053 * count_used() returns the number of objects on the list of used objects.
1054 */
1055
1056int count_used()
1057{
1058 int i=0;
1059 object *tmp=objects;
1060 while(tmp!=NULL)
1061 tmp=tmp->next, i++;
1062 return i;
1063}
1064
1065/*
1066 * count_active() returns the number of objects on the list of active objects.
1067 */
1068
1069int count_active()
1070{
1071 int i=0;
1072 object *tmp=active_objects;
1073 while(tmp!=NULL)
1074 tmp=tmp->active_next, i++;
1075 return i;
1076} 958}
1077 959
1078/* 960/*
1079 * sub_weight() recursively (outwards) subtracts a number from the 961 * sub_weight() recursively (outwards) subtracts a number from the
1080 * 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)).
1081 */ 963 */
1082 964void
1083void sub_weight (object *op, signed long weight) { 965sub_weight (object *op, signed long weight)
966{
1084 while (op != NULL) { 967 while (op != NULL)
968 {
1085 if (op->type == CONTAINER) { 969 if (op->type == CONTAINER)
1086 weight=(signed long)(weight*(100-op->stats.Str)/100); 970 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1087 } 971
1088 op->carrying-=weight; 972 op->carrying -= weight;
1089 op = op->env; 973 op = op->env;
1090 } 974 }
1091} 975}
1092 976
1093/* remove_ob(op): 977/* op->remove ():
1094 * 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
1095 * 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
1096 * object will have no environment. If the object previously had an 980 * object will have no environment. If the object previously had an
1097 * environment, the x and y coordinates will be updated to 981 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 982 * the previous environment.
1099 * Beware: This function is called from the editor as well! 983 * Beware: This function is called from the editor as well!
1100 */ 984 */
1101 985void
1102void remove_ob(object *op) { 986object::remove ()
987{
1103 object *tmp,*last=NULL; 988 object *tmp, *last = 0;
1104 object *otmp; 989 object *otmp;
1105 tag_t tag; 990
1106 int check_walk_off; 991 int check_walk_off;
1107 mapstruct *m;
1108 sint16 x,y;
1109
1110 992
1111 if(QUERY_FLAG(op,FLAG_REMOVED)) { 993 if (QUERY_FLAG (this, FLAG_REMOVED))
1112 dump_object(op); 994 return;
1113 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1114 995
1115 /* Changed it to always dump core in this case. As has been learned
1116 * in the past, trying to recover from errors almost always
1117 * make things worse, and this is a real error here - something
1118 * that should not happen.
1119 * Yes, if this was a mission critical app, trying to do something
1120 * to recover may make sense, but that is because failure of the app
1121 * may have other disastrous problems. Cf runs out of a script
1122 * so is easily enough restarted without any real problems.
1123 * MSW 2001-07-01
1124 */
1125 abort();
1126 }
1127 if(op->more!=NULL)
1128 remove_ob(op->more);
1129
1130 SET_FLAG(op, FLAG_REMOVED); 996 SET_FLAG (this, FLAG_REMOVED);
1131 997
998 if (more)
999 more->remove ();
1000
1132 /* 1001 /*
1133 * In this case, the object to be removed is in someones 1002 * In this case, the object to be removed is in someones
1134 * inventory. 1003 * inventory.
1135 */ 1004 */
1136 if(op->env!=NULL) { 1005 if (env)
1006 {
1137 if(op->nrof) 1007 if (nrof)
1138 sub_weight(op->env, op->weight*op->nrof); 1008 sub_weight (env, weight * nrof);
1139 else 1009 else
1140 sub_weight(op->env, op->weight+op->carrying); 1010 sub_weight (env, weight + carrying);
1141 1011
1142 /* 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
1143 * made to players inventory. If set, avoiding the call 1013 * made to players inventory. If set, avoiding the call
1144 * to save cpu time. 1014 * to save cpu time.
1145 */ 1015 */
1146 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1016 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1147 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1148 fix_player(otmp); 1017 fix_player (otmp);
1149 1018
1150 if(op->above!=NULL) 1019 if (above != NULL)
1151 op->above->below=op->below; 1020 above->below = below;
1152 else 1021 else
1153 op->env->inv=op->below; 1022 env->inv = below;
1154 1023
1155 if(op->below!=NULL) 1024 if (below != NULL)
1156 op->below->above=op->above; 1025 below->above = above;
1157 1026
1158 /* we set up values so that it could be inserted into 1027 /* we set up values so that it could be inserted into
1159 * 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
1160 * 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
1161 */ 1056 */
1162 op->x=op->env->x,op->y=op->env->y; 1057 if (GET_MAP_OB (map, x, y) != this)
1163 op->ox=op->x,op->oy=op->y; 1058 {
1164 op->map=op->env->map; 1059 char *dump = dump_object (this);
1165 op->above=NULL,op->below=NULL; 1060 LOG (llevError,
1166 op->env=NULL; 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)
1167 return; 1075 return;
1168 }
1169 1076
1170 /* If we get here, we are removing it from a map */ 1077 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1171 if (op->map == NULL) return;
1172 1078
1173 x = op->x; 1079 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1174 y = op->y; 1080 {
1175 m = get_map_from_coord(op->map, &x, &y); 1081 /* No point updating the players look faces if he is the object
1176 1082 * being removed.
1177 if (!m) {
1178 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1179 op->map->path, op->x, op->y);
1180 /* in old days, we used to set x and y to 0 and continue.
1181 * it seems if we get into this case, something is probablye
1182 * screwed up and should be fixed.
1183 */ 1083 */
1184 abort();
1185 }
1186 if (op->map != m) {
1187 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1188 op->map->path, m->path, op->x, op->y, x, y);
1189 }
1190 1084
1191 /* Re did the following section of code - it looks like it had 1085 if (tmp->type == PLAYER && tmp != this)
1192 * lots of logic for things we no longer care about 1086 {
1193 */ 1087 /* If a container that the player is currently using somehow gets
1194 1088 * removed (most likely destroyed), update the player view
1195 /* link the object above us */ 1089 * appropriately.
1196 if (op->above)
1197 op->above->below=op->below;
1198 else
1199 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1200
1201 /* Relink the object below us, if there is one */
1202 if(op->below) {
1203 op->below->above=op->above;
1204 } else {
1205 /* Nothing below, which means we need to relink map object for this space
1206 * use translated coordinates in case some oddness with map tiling is
1207 * evident
1208 */ 1090 */
1209 if(GET_MAP_OB(m,x,y)!=op) { 1091 if (tmp->container == this)
1210 dump_object(op); 1092 {
1211 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);
1212 dump_object(GET_MAP_OB(m,x,y)); 1094 tmp->container = 0;
1213 LOG(llevError,"%s\n",errmsg); 1095 }
1096
1097 tmp->contr->ns->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;
1214 } 1117 }
1215 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1216 }
1217 op->above=NULL;
1218 op->below=NULL;
1219 1118
1220 if (op->map->in_memory == MAP_SAVING)
1221 return;
1222
1223 tag = op->count;
1224 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1225 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1226 /* No point updating the players look faces if he is the object
1227 * being removed.
1228 */
1229
1230 if(tmp->type==PLAYER && tmp!=op) {
1231 /* If a container that the player is currently using somehow gets
1232 * removed (most likely destroyed), update the player view
1233 * appropriately.
1234 */
1235 if (tmp->container==op) {
1236 CLEAR_FLAG(op, FLAG_APPLIED);
1237 tmp->container=NULL;
1238 }
1239 tmp->contr->socket.update_look=1;
1240 }
1241 /* See if player moving off should effect something */
1242 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1243 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1244
1245 move_apply(tmp, op, NULL);
1246 if (was_destroyed (op, tag)) {
1247 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1248 "leaving object\n", &tmp->name, &tmp->arch->name);
1249 }
1250 }
1251
1252 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1253
1254 if(tmp->above == tmp)
1255 tmp->above = NULL;
1256 last=tmp;
1257 }
1258 /* last == NULL of there are no objects on this space */ 1119 /* last == NULL of there are no objects on this space */
1259 if (last==NULL) { 1120 if (!last)
1260 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1121 map->at (x, y).flags_ = P_NEED_UPDATE;
1261 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1262 * those out anyways, and if there are any flags set right now, they won't
1263 * be correct anyways.
1264 */
1265 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1266 update_position(op->map, op->x, op->y);
1267 }
1268 else 1122 else
1269 update_object(last, UP_OBJ_REMOVE); 1123 update_object (last, UP_OBJ_REMOVE);
1270 1124
1271 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1125 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1272 update_all_los(op->map, op->x, op->y); 1126 update_all_los (map, x, y);
1273 1127 }
1274} 1128}
1275 1129
1276/* 1130/*
1277 * merge_ob(op,top): 1131 * merge_ob(op,top):
1278 * 1132 *
1279 * This function goes through all objects below and including top, and 1133 * This function goes through all objects below and including top, and
1280 * merges op to the first matching object. 1134 * merges op to the first matching object.
1281 * If top is NULL, it is calculated. 1135 * If top is NULL, it is calculated.
1282 * 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
1283 */ 1137 */
1284 1138object *
1285object *merge_ob(object *op, object *top) { 1139merge_ob (object *op, object *top)
1140{
1286 if(!op->nrof) 1141 if (!op->nrof)
1287 return 0; 1142 return 0;
1143
1288 if(top==NULL) 1144 if (top == NULL)
1289 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1145 for (top = op; top != NULL && top->above != NULL; top = top->above);
1146
1290 for(;top!=NULL;top=top->below) { 1147 for (; top != NULL; top = top->below)
1148 {
1291 if(top==op) 1149 if (top == op)
1292 continue; 1150 continue;
1293 if (CAN_MERGE(op,top)) 1151
1294 { 1152 if (object::can_merge (op, top))
1153 {
1295 top->nrof+=op->nrof; 1154 top->nrof += op->nrof;
1155
1296/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1156/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1297 op->weight = 0; /* Don't want any adjustements now */ 1157 op->weight = 0; /* Don't want any adjustements now */
1298 remove_ob(op); 1158 op->destroy ();
1299 free_object(op);
1300 return top; 1159 return top;
1301 } 1160 }
1302 } 1161 }
1162
1303 return NULL; 1163 return 0;
1304} 1164}
1305 1165
1306/* 1166/*
1307 * 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
1308 * job preparing multi-part monsters 1168 * job preparing multi-part monsters
1309 */ 1169 */
1170object *
1310object *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{
1311 object* tmp; 1173 object *tmp;
1174
1312 if (op->head) 1175 if (op->head)
1313 op=op->head; 1176 op = op->head;
1177
1314 for (tmp=op;tmp;tmp=tmp->more){ 1178 for (tmp = op; tmp; tmp = tmp->more)
1179 {
1315 tmp->x=x+tmp->arch->clone.x; 1180 tmp->x = x + tmp->arch->clone.x;
1316 tmp->y=y+tmp->arch->clone.y; 1181 tmp->y = y + tmp->arch->clone.y;
1317 } 1182 }
1183
1318 return insert_ob_in_map (op, m, originator, flag); 1184 return insert_ob_in_map (op, m, originator, flag);
1319} 1185}
1320 1186
1321/* 1187/*
1322 * insert_ob_in_map (op, map, originator, flag): 1188 * insert_ob_in_map (op, map, originator, flag):
1323 * This function inserts the object in the two-way linked list 1189 * This function inserts the object in the two-way linked list
1337 * new object if 'op' was merged with other object 1203 * new object if 'op' was merged with other object
1338 * NULL if 'op' was destroyed 1204 * NULL if 'op' was destroyed
1339 * just 'op' otherwise 1205 * just 'op' otherwise
1340 */ 1206 */
1341 1207
1208object *
1342object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1209insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1343{ 1210{
1344 object *tmp, *top, *floor=NULL; 1211 object *tmp, *top, *floor = NULL;
1345 sint16 x,y; 1212 sint16 x, y;
1346 1213
1347 if (QUERY_FLAG (op, FLAG_FREED)) { 1214 if (QUERY_FLAG (op, FLAG_FREED))
1215 {
1348 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->ms ().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->ms ().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->ms ().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->ms ().player ())
1435 pl->contr->ns->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))
1349 return NULL; 1465 return NULL;
1350 }
1351 if(m==NULL) {
1352 dump_object(op);
1353 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1354 return op;
1355 }
1356 if(out_of_map(m,op->x,op->y)) {
1357 dump_object(op);
1358 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1359#ifdef MANY_CORES
1360 /* Better to catch this here, as otherwise the next use of this object
1361 * is likely to cause a crash. Better to find out where it is getting
1362 * improperly inserted.
1363 */
1364 abort();
1365#endif
1366 return op;
1367 }
1368 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1369 dump_object(op);
1370 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1371 return op;
1372 }
1373 if(op->more!=NULL) {
1374 /* The part may be on a different map. */
1375 1466
1376 object *more = op->more;
1377
1378 /* We really need the caller to normalize coordinates - if
1379 * we set the map, that doesn't work if the location is within
1380 * a map and this is straddling an edge. So only if coordinate
1381 * is clear wrong do we normalize it.
1382 */
1383 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1384 /* Debugging information so you can see the last coordinates this object had */
1385 more->ox = more->x;
1386 more->oy = more->y;
1387 more->map = get_map_from_coord(m, &more->x, &more->y);
1388 } else if (!more->map) {
1389 /* For backwards compatibility - when not dealing with tiled maps,
1390 * more->map should always point to the parent.
1391 */
1392 more->map = m;
1393 }
1394
1395 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1396 if ( ! op->head)
1397 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1398 return NULL;
1399 }
1400 }
1401 CLEAR_FLAG(op,FLAG_REMOVED);
1402
1403 /* Debugging information so you can see the last coordinates this object had */
1404 op->ox=op->x;
1405 op->oy=op->y;
1406
1407 /* Ideally, the caller figures this out. However, it complicates a lot
1408 * of areas of callers (eg, anything that uses find_free_spot would now
1409 * need extra work
1410 */
1411 op->map=get_map_from_coord(m, &op->x, &op->y);
1412 x = op->x;
1413 y = op->y;
1414
1415 /* this has to be done after we translate the coordinates.
1416 */
1417 if(op->nrof && !(flag & INS_NO_MERGE)) {
1418 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1419 if (CAN_MERGE(op,tmp)) {
1420 op->nrof+=tmp->nrof;
1421 remove_ob(tmp);
1422 free_object(tmp);
1423 }
1424 }
1425
1426 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1427 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1428 if (!QUERY_FLAG(op, FLAG_ALIVE))
1429 CLEAR_FLAG(op, FLAG_NO_STEAL);
1430
1431 if (flag & INS_BELOW_ORIGINATOR) {
1432 if (originator->map != op->map || originator->x != op->x ||
1433 originator->y != op->y) {
1434 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1435 abort();
1436 }
1437 op->above = originator;
1438 op->below = originator->below;
1439 if (op->below) op->below->above = op;
1440 else SET_MAP_OB(op->map, op->x, op->y, op);
1441 /* since *below* originator, no need to update top */
1442 originator->below = op;
1443 } else {
1444 /* If there are other objects, then */
1445 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1446 object *last=NULL;
1447 /*
1448 * If there are multiple objects on this space, we do some trickier handling.
1449 * We've already dealt with merging if appropriate.
1450 * Generally, we want to put the new object on top. But if
1451 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1452 * floor, we want to insert above that and no further.
1453 * Also, if there are spell objects on this space, we stop processing
1454 * once we get to them. This reduces the need to traverse over all of
1455 * them when adding another one - this saves quite a bit of cpu time
1456 * when lots of spells are cast in one area. Currently, it is presumed
1457 * that flying non pickable objects are spell objects.
1458 */
1459
1460 while (top != NULL) {
1461 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1462 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1463 if (QUERY_FLAG(top, FLAG_NO_PICK)
1464 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1465 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1466 {
1467 /* We insert above top, so we want this object below this */
1468 top=top->below;
1469 break;
1470 }
1471 last = top;
1472 top = top->above;
1473 }
1474 /* Don't want top to be NULL, so set it to the last valid object */
1475 top = last;
1476
1477 /* We let update_position deal with figuring out what the space
1478 * looks like instead of lots of conditions here.
1479 * makes things faster, and effectively the same result.
1480 */
1481
1482 /* Have object 'fall below' other objects that block view.
1483 * Unless those objects are exits, type 66
1484 * If INS_ON_TOP is used, don't do this processing
1485 * Need to find the object that in fact blocks view, otherwise
1486 * stacking is a bit odd.
1487 */
1488 if (!(flag & INS_ON_TOP) &&
1489 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1490 (op->face && !op->face->visibility)) {
1491 for (last=top; last != floor; last=last->below)
1492 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1493 /* Check to see if we found the object that blocks view,
1494 * and make sure we have a below pointer for it so that
1495 * we can get inserted below this one, which requires we
1496 * set top to the object below us.
1497 */
1498 if (last && last->below && last != floor) top=last->below;
1499 }
1500 } /* If objects on this space */
1501 if (flag & INS_MAP_LOAD)
1502 top = GET_MAP_TOP(op->map,op->x,op->y);
1503 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1504
1505 /* Top is the object that our object (op) is going to get inserted above.
1506 */
1507
1508 /* First object on this space */
1509 if (!top) {
1510 op->above = GET_MAP_OB(op->map, op->x, op->y);
1511 if (op->above) op->above->below = op;
1512 op->below = NULL;
1513 SET_MAP_OB(op->map, op->x, op->y, op);
1514 } else { /* get inserted into the stack above top */
1515 op->above = top->above;
1516 if (op->above) op->above->below = op;
1517 op->below = top;
1518 top->above = op;
1519 }
1520 if (op->above==NULL)
1521 SET_MAP_TOP(op->map,op->x, op->y, op);
1522 } /* else not INS_BELOW_ORIGINATOR */
1523
1524 if(op->type==PLAYER)
1525 op->contr->do_los=1;
1526
1527 /* If we have a floor, we know the player, if any, will be above
1528 * it, so save a few ticks and start from there.
1529 */
1530 if (!(flag & INS_MAP_LOAD))
1531 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1532 if (tmp->type == PLAYER)
1533 tmp->contr->socket.update_look=1;
1534 }
1535
1536 /* If this object glows, it may affect lighting conditions that are
1537 * visible to others on this map. But update_all_los is really
1538 * an inefficient way to do this, as it means los for all players
1539 * on the map will get recalculated. The players could very well
1540 * be far away from this change and not affected in any way -
1541 * this should get redone to only look for players within range,
1542 * or just updating the P_NEED_UPDATE for spaces within this area
1543 * of effect may be sufficient.
1544 */
1545 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1546 update_all_los(op->map, op->x, op->y);
1547
1548
1549 /* updates flags (blocked, alive, no magic, etc) for this map space */
1550 update_object(op,UP_OBJ_INSERT);
1551
1552
1553 /* Don't know if moving this to the end will break anything. However,
1554 * we want to have update_look set above before calling this.
1555 *
1556 * check_move_on() must be after this because code called from
1557 * check_move_on() depends on correct map flags (so functions like
1558 * blocked() and wall() work properly), and these flags are updated by
1559 * update_object().
1560 */
1561
1562 /* if this is not the head or flag has been passed, don't check walk on status */
1563
1564 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1565 if (check_move_on(op, originator))
1566 return NULL;
1567
1568 /* 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
1569 * walk on's. 1468 * walk on's.
1570 */ 1469 */
1571 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1470 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1572 if (check_move_on (tmp, originator)) 1471 if (check_move_on (tmp, originator))
1573 return NULL; 1472 return NULL;
1574 } 1473 }
1474
1575 return op; 1475 return op;
1576} 1476}
1577 1477
1578/* this function inserts an object in the map, but if it 1478/* this function inserts an object in the map, but if it
1579 * 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.
1580 * 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.
1581 */ 1481 */
1482void
1582void replace_insert_ob_in_map(const char *arch_string, object *op) { 1483replace_insert_ob_in_map (const char *arch_string, object *op)
1583 object *tmp; 1484{
1584 object *tmp1; 1485 object *tmp, *tmp1;
1585 1486
1586 /* first search for itself and remove any old instances */ 1487 /* first search for itself and remove any old instances */
1587 1488
1588 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)
1589 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1490 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1590 remove_ob(tmp); 1491 tmp->destroy ();
1591 free_object(tmp);
1592 }
1593 }
1594 1492
1595 tmp1=arch_to_object(find_archetype(arch_string)); 1493 tmp1 = arch_to_object (archetype::find (arch_string));
1596 1494
1597 1495 tmp1->x = op->x;
1598 tmp1->x = op->x; tmp1->y = op->y; 1496 tmp1->y = op->y;
1599 insert_ob_in_map(tmp1,op->map,op,0); 1497 insert_ob_in_map (tmp1, op->map, op, 0);
1600} 1498}
1601 1499
1602/* 1500/*
1603 * 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
1604 * is returned contains nr objects, and the remaining parts contains 1502 * is returned contains nr objects, and the remaining parts contains
1605 * 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).
1606 * On failure, NULL is returned, and the reason put into the 1504 * On failure, NULL is returned, and the reason put into the
1607 * global static errmsg array. 1505 * global static errmsg array.
1608 */ 1506 */
1609 1507
1508object *
1610object *get_split_ob(object *orig_ob, uint32 nr) { 1509get_split_ob (object *orig_ob, uint32 nr)
1510{
1611 object *newob; 1511 object *newob;
1612 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1613 1513
1614 if(orig_ob->nrof<nr) { 1514 if (orig_ob->nrof < nr)
1615 sprintf(errmsg,"There are only %d %ss.", 1515 {
1616 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);
1617 return NULL; 1517 return NULL;
1618 } 1518 }
1519
1619 newob = object_create_clone(orig_ob); 1520 newob = object_create_clone (orig_ob);
1521
1620 if((orig_ob->nrof-=nr)<1) { 1522 if ((orig_ob->nrof -= nr) < 1)
1621 if ( ! is_removed) 1523 orig_ob->destroy (1);
1622 remove_ob(orig_ob);
1623 free_object2(orig_ob, 1);
1624 }
1625 else if ( ! is_removed) { 1524 else if (!is_removed)
1525 {
1626 if(orig_ob->env!=NULL) 1526 if (orig_ob->env != NULL)
1627 sub_weight (orig_ob->env,orig_ob->weight*nr); 1527 sub_weight (orig_ob->env, orig_ob->weight * nr);
1628 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 {
1629 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.");
1630 LOG(llevDebug,
1631 "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");
1632 return NULL; 1532 return NULL;
1633 } 1533 }
1634 } 1534 }
1535
1635 newob->nrof=nr; 1536 newob->nrof = nr;
1636 1537
1637 return newob; 1538 return newob;
1638} 1539}
1639 1540
1640/* 1541/*
1641 * decrease_ob_nr(object, number) decreases a specified number from 1542 * decrease_ob_nr(object, number) decreases a specified number from
1642 * 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
1643 * is subsequently removed and freed. 1544 * is subsequently removed and freed.
1644 * 1545 *
1645 * 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
1646 */ 1547 */
1647 1548
1549object *
1648object *decrease_ob_nr (object *op, uint32 i) 1550decrease_ob_nr (object *op, uint32 i)
1649{ 1551{
1650 object *tmp; 1552 object *tmp;
1651 player *pl; 1553 player *pl;
1652 1554
1653 if (i == 0) /* objects with op->nrof require this check */ 1555 if (i == 0) /* objects with op->nrof require this check */
1654 return op; 1556 return op;
1655 1557
1656 if (i > op->nrof) 1558 if (i > op->nrof)
1657 i = op->nrof; 1559 i = op->nrof;
1658 1560
1659 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 }
1660 { 1599 }
1600 else
1601 {
1602 object *above = op->above;
1603
1604 if (i < op->nrof)
1661 op->nrof -= i; 1605 op->nrof -= i;
1662 } 1606 else
1663 else if (op->env != NULL)
1664 {
1665 /* is this object in the players inventory, or sub container
1666 * therein?
1667 */ 1607 {
1668 tmp = is_player_inv (op->env); 1608 op->remove ();
1669 /* nope. Is this a container the player has opened? 1609 op->nrof = 0;
1670 * If so, set tmp to that player.
1671 * IMO, searching through all the players will mostly
1672 * likely be quicker than following op->env to the map,
1673 * and then searching the map for a player.
1674 */
1675 if (!tmp) {
1676 for (pl=first_player; pl; pl=pl->next)
1677 if (pl->ob->container == op->env) break;
1678 if (pl) tmp=pl->ob;
1679 else tmp=NULL;
1680 } 1610 }
1681 1611
1682 if (i < op->nrof) {
1683 sub_weight (op->env, op->weight * i);
1684 op->nrof -= i;
1685 if (tmp) {
1686 esrv_send_item(tmp, op);
1687 }
1688 } else {
1689 remove_ob (op);
1690 op->nrof = 0;
1691 if (tmp) {
1692 esrv_del_item(tmp->contr, op->count);
1693 }
1694 }
1695 }
1696 else
1697 {
1698 object *above = op->above;
1699
1700 if (i < op->nrof) {
1701 op->nrof -= i;
1702 } else {
1703 remove_ob (op);
1704 op->nrof = 0;
1705 }
1706 /* Since we just removed op, op->above is null */ 1612 /* Since we just removed op, op->above is null */
1707 for (tmp = above; tmp != NULL; tmp = tmp->above) 1613 for (tmp = above; tmp; tmp = tmp->above)
1708 if (tmp->type == PLAYER) { 1614 if (tmp->type == PLAYER)
1615 {
1709 if (op->nrof) 1616 if (op->nrof)
1710 esrv_send_item(tmp, op); 1617 esrv_send_item (tmp, op);
1711 else 1618 else
1712 esrv_del_item(tmp->contr, op->count); 1619 esrv_del_item (tmp->contr, op->count);
1713 } 1620 }
1714 } 1621 }
1715 1622
1716 if (op->nrof) { 1623 if (op->nrof)
1717 return op; 1624 return op;
1718 } else { 1625 else
1719 free_object (op); 1626 {
1627 op->destroy ();
1720 return NULL; 1628 return 0;
1721 } 1629 }
1722} 1630}
1723 1631
1724/* 1632/*
1725 * add_weight(object, weight) adds the specified weight to an object, 1633 * add_weight(object, weight) adds the specified weight to an object,
1726 * and also updates how much the environment(s) is/are carrying. 1634 * and also updates how much the environment(s) is/are carrying.
1727 */ 1635 */
1728 1636
1637void
1729void add_weight (object *op, signed long weight) { 1638add_weight (object *op, signed long weight)
1639{
1730 while (op!=NULL) { 1640 while (op != NULL)
1641 {
1731 if (op->type == CONTAINER) { 1642 if (op->type == CONTAINER)
1732 weight=(signed long)(weight*(100-op->stats.Str)/100); 1643 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1733 } 1644
1734 op->carrying+=weight; 1645 op->carrying += weight;
1735 op=op->env; 1646 op = op->env;
1736 } 1647 }
1737} 1648}
1738 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
1739/* 1670/*
1740 * insert_ob_in_ob(op,environment): 1671 * env->insert (op)
1741 * This function inserts the object op in the linked list 1672 * This function inserts the object op in the linked list
1742 * inside the object environment. 1673 * inside the object environment.
1743 * 1674 *
1744 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1745 * the inventory at the last position or next to other objects of the same
1746 * type.
1747 * Frank: Now sorted by type, archetype and magic!
1748 *
1749 * 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
1750 * be != op, if items are merged. -Tero 1676 * be != op, if items are merged. -Tero
1751 */ 1677 */
1752 1678
1753object *insert_ob_in_ob(object *op,object *where) { 1679object *
1680object::insert (object *op)
1681{
1754 object *tmp, *otmp; 1682 object *tmp, *otmp;
1755 1683
1756 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1684 if (!QUERY_FLAG (op, FLAG_REMOVED))
1757 dump_object(op); 1685 op->remove ();
1758 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1686
1759 return op;
1760 }
1761 if(where==NULL) {
1762 dump_object(op);
1763 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1764 return op;
1765 }
1766 if (where->head) {
1767 LOG(llevDebug,
1768 "Warning: Tried to insert object wrong part of multipart object.\n");
1769 where = where->head;
1770 }
1771 if (op->more) { 1687 if (op->more)
1688 {
1772 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);
1773 &op->name, op->count);
1774 return op; 1690 return op;
1775 } 1691 }
1692
1776 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1693 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1777 CLEAR_FLAG(op, FLAG_REMOVED); 1694 CLEAR_FLAG (op, FLAG_REMOVED);
1778 if(op->nrof) { 1695 if (op->nrof)
1696 {
1779 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1697 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1780 if ( CAN_MERGE(tmp,op) ) { 1698 if (object::can_merge (tmp, op))
1699 {
1781 /* return the original object and remove inserted object 1700 /* return the original object and remove inserted object
1782 (client needs the original object) */ 1701 (client needs the original object) */
1783 tmp->nrof += op->nrof; 1702 tmp->nrof += op->nrof;
1784 /* Weight handling gets pretty funky. Since we are adding to 1703 /* Weight handling gets pretty funky. Since we are adding to
1785 * tmp->nrof, we need to increase the weight. 1704 * tmp->nrof, we need to increase the weight.
1786 */ 1705 */
1787 add_weight (where, op->weight*op->nrof); 1706 add_weight (this, op->weight * op->nrof);
1788 SET_FLAG(op, FLAG_REMOVED); 1707 SET_FLAG (op, FLAG_REMOVED);
1789 free_object(op); /* free the inserted object */ 1708 op->destroy (); /* free the inserted object */
1790 op = tmp; 1709 op = tmp;
1791 remove_ob (op); /* and fix old object's links */ 1710 op->remove (); /* and fix old object's links */
1792 CLEAR_FLAG(op, FLAG_REMOVED); 1711 CLEAR_FLAG (op, FLAG_REMOVED);
1793 break; 1712 break;
1794 } 1713 }
1795 1714
1796 /* I assume combined objects have no inventory 1715 /* I assume combined objects have no inventory
1797 * We add the weight - this object could have just been removed 1716 * We add the weight - this object could have just been removed
1798 * (if it was possible to merge). calling remove_ob will subtract 1717 * (if it was possible to merge). calling remove_ob will subtract
1799 * 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
1800 * the linking below 1719 * the linking below
1801 */ 1720 */
1802 add_weight (where, op->weight*op->nrof); 1721 add_weight (this, op->weight * op->nrof);
1722 }
1803 } else 1723 else
1804 add_weight (where, (op->weight+op->carrying)); 1724 add_weight (this, (op->weight + op->carrying));
1805 1725
1806 otmp=is_player_inv(where); 1726 otmp = this->in_player ();
1807 if (otmp&&otmp->contr!=NULL) { 1727 if (otmp && otmp->contr)
1808 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1728 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1809 fix_player(otmp); 1729 fix_player (otmp);
1810 }
1811 1730
1812 op->map=NULL; 1731 op->map = 0;
1813 op->env=where; 1732 op->env = this;
1814 op->above=NULL; 1733 op->above = 0;
1815 op->below=NULL; 1734 op->below = 0;
1816 op->x=0,op->y=0; 1735 op->x = 0, op->y = 0;
1817 op->ox=0,op->oy=0;
1818 1736
1819 /* 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 */
1820 if((op->glow_radius!=0)&&where->map) 1738 if ((op->glow_radius != 0) && map)
1821 { 1739 {
1822#ifdef DEBUG_LIGHTS 1740#ifdef DEBUG_LIGHTS
1823 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);
1824 op->name);
1825#endif /* DEBUG_LIGHTS */ 1742#endif /* DEBUG_LIGHTS */
1826 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);
1827 } 1745 }
1828 1746
1829 /* 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.
1830 * It sure simplifies this function... 1748 * It sure simplifies this function...
1831 */ 1749 */
1832 if (where->inv==NULL) 1750 if (!inv)
1833 where->inv=op; 1751 inv = op;
1834 else { 1752 else
1753 {
1835 op->below = where->inv; 1754 op->below = inv;
1836 op->below->above = op; 1755 op->below->above = op;
1837 where->inv = op; 1756 inv = op;
1838 } 1757 }
1758
1839 return op; 1759 return op;
1840} 1760}
1841 1761
1842/* 1762/*
1843 * Checks if any objects has a move_type that matches objects 1763 * Checks if any objects has a move_type that matches objects
1858 * 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
1859 * 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
1860 * on top. 1780 * on top.
1861 */ 1781 */
1862 1782
1783int
1863int check_move_on (object *op, object *originator) 1784check_move_on (object *op, object *originator)
1864{ 1785{
1865 object *tmp; 1786 object *tmp;
1866 tag_t tag;
1867 mapstruct *m=op->map; 1787 maptile *m = op->map;
1868 int x=op->x, y=op->y; 1788 int x = op->x, y = op->y;
1789
1869 MoveType move_on, move_slow, move_block; 1790 MoveType move_on, move_slow, move_block;
1870 1791
1871 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1792 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1872 return 0; 1793 return 0;
1873 1794
1874 tag = op->count;
1875
1876 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);
1877 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);
1878 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);
1879 1798
1880 /* 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,
1881 * 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
1882 * 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
1883 * as walking. 1802 * as walking.
1884 */ 1803 */
1885 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))
1886 return 0; 1805 return 0;
1887 1806
1888 /* This is basically inverse logic of that below - basically, 1807 /* This is basically inverse logic of that below - basically,
1889 * 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,
1890 * 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
1891 * blocked. Logic on this seems confusing, but does seem correct. 1810 * blocked. Logic on this seems confusing, but does seem correct.
1892 */ 1811 */
1893 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)
1894 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1813 return 0;
1895 1814
1896 /* The objects have to be checked from top to bottom. 1815 /* The objects have to be checked from top to bottom.
1897 * Hence, we first go to the top: 1816 * Hence, we first go to the top:
1898 */ 1817 */
1899 1818
1900 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)
1901 tmp->above!=NULL; tmp=tmp->above) { 1820 {
1902 /* Trim the search when we find the first other spell effect 1821 /* Trim the search when we find the first other spell effect
1903 * 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,
1904 * we don't need to check all of them. 1823 * we don't need to check all of them.
1905 */ 1824 */
1906 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)
1907 } 1830 {
1908 for(;tmp!=NULL; tmp=tmp->below) { 1831 if (tmp == op)
1909 if (tmp == op) continue; /* Can't apply yourself */ 1832 continue; /* Can't apply yourself */
1910 1833
1911 /* 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.
1912 * Second check makes sure that the movement types not being slowed 1835 * Second check makes sure that the movement types not being slowed
1913 * (~slow_move) is not blocked on this space - just because the 1836 * (~slow_move) is not blocked on this space - just because the
1914 * 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
1915 * 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.
1916 */ 1839 */
1917 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1840 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1841 {
1918 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1842 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1919 ((op->move_type & tmp->move_slow) &&
1920 (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 {
1921 1845
1922 float diff; 1846 float
1923
1924 diff = tmp->move_slow_penalty*FABS(op->speed); 1847 diff = tmp->move_slow_penalty * FABS (op->speed);
1848
1925 if (op->type == PLAYER) { 1849 if (op->type == PLAYER)
1926 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)) ||
1927 (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)))
1928 diff /= 4.0; 1852 diff /= 4.0;
1929 } 1853
1930 }
1931 op->speed_left -= diff; 1854 op->speed_left -= diff;
1932 } 1855 }
1933 } 1856 }
1934 1857
1935 /* Basically same logic as above, except now for actual apply. */ 1858 /* Basically same logic as above, except now for actual apply. */
1936 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1859 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1937 ((op->move_type & tmp->move_on) &&
1938 (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))
1939 1861 {
1940 move_apply(tmp, op, originator); 1862 move_apply (tmp, op, originator);
1863
1941 if (was_destroyed (op, tag)) 1864 if (op->destroyed ())
1942 return 1; 1865 return 1;
1943 1866
1944 /* what the person/creature stepped onto has moved the object 1867 /* what the person/creature stepped onto has moved the object
1945 * someplace new. Don't process any further - if we did, 1868 * someplace new. Don't process any further - if we did,
1946 * have a feeling strange problems would result. 1869 * have a feeling strange problems would result.
1947 */ 1870 */
1948 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;
1949 } 1873 }
1950 } 1874 }
1875
1951 return 0; 1876 return 0;
1952} 1877}
1953 1878
1954/* 1879/*
1955 * present_arch(arch, map, x, y) searches for any objects with 1880 * present_arch(arch, map, x, y) searches for any objects with
1956 * a matching archetype at the given map and coordinates. 1881 * a matching archetype at the given map and coordinates.
1957 * The first matching object is returned, or NULL if none. 1882 * The first matching object is returned, or NULL if none.
1958 */ 1883 */
1959 1884
1885object *
1960object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1886present_arch (const archetype *at, maptile *m, int x, int y)
1887{
1961 object *tmp; 1888 object *
1889 tmp;
1890
1962 if(m==NULL || out_of_map(m,x,y)) { 1891 if (m == NULL || out_of_map (m, x, y))
1892 {
1963 LOG(llevError,"Present_arch called outside map.\n"); 1893 LOG (llevError, "Present_arch called outside map.\n");
1964 return NULL; 1894 return NULL;
1965 } 1895 }
1966 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)
1967 if(tmp->arch == at) 1897 if (tmp->arch == at)
1968 return tmp; 1898 return tmp;
1969 return NULL; 1899 return NULL;
1970} 1900}
1971 1901
1972/* 1902/*
1973 * present(type, map, x, y) searches for any objects with 1903 * present(type, map, x, y) searches for any objects with
1974 * a matching type variable at the given map and coordinates. 1904 * a matching type variable at the given map and coordinates.
1975 * The first matching object is returned, or NULL if none. 1905 * The first matching object is returned, or NULL if none.
1976 */ 1906 */
1977 1907
1908object *
1978object *present(unsigned char type,mapstruct *m, int x,int y) { 1909present (unsigned char type, maptile *m, int x, int y)
1910{
1979 object *tmp; 1911 object *
1912 tmp;
1913
1980 if(out_of_map(m,x,y)) { 1914 if (out_of_map (m, x, y))
1915 {
1981 LOG(llevError,"Present called outside map.\n"); 1916 LOG (llevError, "Present called outside map.\n");
1982 return NULL; 1917 return NULL;
1983 } 1918 }
1984 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)
1985 if(tmp->type==type) 1920 if (tmp->type == type)
1986 return tmp; 1921 return tmp;
1987 return NULL; 1922 return NULL;
1988} 1923}
1989 1924
1990/* 1925/*
1991 * present_in_ob(type, object) searches for any objects with 1926 * present_in_ob(type, object) searches for any objects with
1992 * a matching type variable in the inventory of the given object. 1927 * a matching type variable in the inventory of the given object.
1993 * The first matching object is returned, or NULL if none. 1928 * The first matching object is returned, or NULL if none.
1994 */ 1929 */
1995 1930
1931object *
1996object *present_in_ob(unsigned char type, const object *op) { 1932present_in_ob (unsigned char type, const object *op)
1933{
1997 object *tmp; 1934 object *
1935 tmp;
1936
1998 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1937 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1999 if(tmp->type==type) 1938 if (tmp->type == type)
2000 return tmp; 1939 return tmp;
2001 return NULL; 1940 return NULL;
2002} 1941}
2003 1942
2004/* 1943/*
2014 * 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
2015 * 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
2016 * to be unique. 1955 * to be unique.
2017 */ 1956 */
2018 1957
1958object *
2019object *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{
2020 object *tmp; 1961 object *
1962 tmp;
2021 1963
2022 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1964 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1965 {
2023 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1966 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2024 return tmp; 1967 return tmp;
2025 } 1968 }
2026 return NULL; 1969 return NULL;
2027} 1970}
2028 1971
2029/* 1972/*
2030 * present_arch_in_ob(archetype, object) searches for any objects with 1973 * present_arch_in_ob(archetype, object) searches for any objects with
2031 * a matching archetype in the inventory of the given object. 1974 * a matching archetype in the inventory of the given object.
2032 * The first matching object is returned, or NULL if none. 1975 * The first matching object is returned, or NULL if none.
2033 */ 1976 */
2034 1977
1978object *
2035object *present_arch_in_ob(const archetype *at, const object *op) { 1979present_arch_in_ob (const archetype *at, const object *op)
1980{
2036 object *tmp; 1981 object *
1982 tmp;
1983
2037 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1984 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2038 if( tmp->arch == at) 1985 if (tmp->arch == at)
2039 return tmp; 1986 return tmp;
2040 return NULL; 1987 return NULL;
2041} 1988}
2042 1989
2043/* 1990/*
2044 * activate recursively a flag on an object inventory 1991 * activate recursively a flag on an object inventory
2045 */ 1992 */
1993void
2046void flag_inv(object*op, int flag){ 1994flag_inv (object *op, int flag)
1995{
2047 object *tmp; 1996 object *
1997 tmp;
1998
2048 if(op->inv) 1999 if (op->inv)
2049 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2000 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2001 {
2050 SET_FLAG(tmp, flag); 2002 SET_FLAG (tmp, flag);
2051 flag_inv(tmp,flag); 2003 flag_inv (tmp, flag);
2052 } 2004 }
2053}/* 2005} /*
2054 * desactivate recursively a flag on an object inventory 2006 * desactivate recursively a flag on an object inventory
2055 */ 2007 */
2008void
2056void unflag_inv(object*op, int flag){ 2009unflag_inv (object *op, int flag)
2010{
2057 object *tmp; 2011 object *
2012 tmp;
2013
2058 if(op->inv) 2014 if (op->inv)
2059 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2015 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2016 {
2060 CLEAR_FLAG(tmp, flag); 2017 CLEAR_FLAG (tmp, flag);
2061 unflag_inv(tmp,flag); 2018 unflag_inv (tmp, flag);
2062 } 2019 }
2063} 2020}
2064 2021
2065/* 2022/*
2066 * 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
2067 * all it's inventory (recursively). 2024 * all it's inventory (recursively).
2068 * 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
2069 * 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.
2070 */ 2027 */
2071 2028
2029void
2072void set_cheat(object *op) { 2030set_cheat (object *op)
2031{
2073 SET_FLAG(op, FLAG_WAS_WIZ); 2032 SET_FLAG (op, FLAG_WAS_WIZ);
2074 flag_inv(op, FLAG_WAS_WIZ); 2033 flag_inv (op, FLAG_WAS_WIZ);
2075} 2034}
2076 2035
2077/* 2036/*
2078 * 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
2079 * 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
2094 * 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
2095 * 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
2096 * customized, changed states, etc. 2055 * customized, changed states, etc.
2097 */ 2056 */
2098 2057
2058int
2099int 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,
2100 int i,index=0, flag; 2063 index = 0, flag;
2064 static int
2101 static int altern[SIZEOFFREE]; 2065 altern[SIZEOFFREE];
2102 2066
2103 for(i=start;i<stop;i++) { 2067 for (i = start; i < stop; i++)
2068 {
2104 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]);
2105 if(!flag) 2070 if (!flag)
2106 altern[index++]=i; 2071 altern[index++] = i;
2107 2072
2108 /* 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.
2109 * 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.
2110 * 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 -
2111 * 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
2112 * 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
2113 * to only the spaces immediately surrounding the target area, and 2078 * to only the spaces immediately surrounding the target area, and
2114 * won't look 2 spaces south of the target space. 2079 * won't look 2 spaces south of the target space.
2115 */ 2080 */
2116 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2081 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2117 stop=maxfree[i]; 2082 stop = maxfree[i];
2118 } 2083 }
2119 if(!index) return -1; 2084
2085 if (!index)
2086 return -1;
2087
2120 return altern[RANDOM()%index]; 2088 return altern[RANDOM () % index];
2121} 2089}
2122 2090
2123/* 2091/*
2124 * find_first_free_spot(archetype, mapstruct, x, y) works like 2092 * find_first_free_spot(archetype, maptile, x, y) works like
2125 * find_free_spot(), but it will search max number of squares. 2093 * find_free_spot(), but it will search max number of squares.
2126 * 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.
2127 * 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.
2128 */ 2096 */
2129 2097
2098int
2130int 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
2131 int i; 2102 i;
2103
2132 for(i=0;i<SIZEOFFREE;i++) { 2104 for (i = 0; i < SIZEOFFREE; i++)
2105 {
2133 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]))
2134 return i; 2107 return i;
2135 } 2108 }
2136 return -1; 2109 return -1;
2137} 2110}
2138 2111
2139/* 2112/*
2140 * The function permute(arr, begin, end) randomly reorders the array 2113 * The function permute(arr, begin, end) randomly reorders the array
2141 * arr[begin..end-1]. 2114 * arr[begin..end-1].
2142 */ 2115 */
2116static void
2143static void permute(int *arr, int begin, int end) 2117permute (int *arr, int begin, int end)
2144{ 2118{
2145 int i, j, tmp, len; 2119 int
2120 i,
2121 j,
2122 tmp,
2123 len;
2146 2124
2147 len = end-begin; 2125 len = end - begin;
2148 for(i = begin; i < end; i++) 2126 for (i = begin; i < end; i++)
2149 { 2127 {
2150 j = begin+RANDOM()%len; 2128 j = begin + RANDOM () % len;
2151 2129
2152 tmp = arr[i]; 2130 tmp = arr[i];
2153 arr[i] = arr[j]; 2131 arr[i] = arr[j];
2154 arr[j] = tmp; 2132 arr[j] = tmp;
2155 } 2133 }
2156} 2134}
2157 2135
2158/* new function to make monster searching more efficient, and effective! 2136/* new function to make monster searching more efficient, and effective!
2159 * This basically returns a randomized array (in the passed pointer) of 2137 * This basically returns a randomized array (in the passed pointer) of
2160 * 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
2161 * 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
2162 * 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
2163 * 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.
2164 */ 2142 */
2143void
2165void get_search_arr(int *search_arr) 2144get_search_arr (int *search_arr)
2166{ 2145{
2146 int
2167 int i; 2147 i;
2168 2148
2169 for(i = 0; i < SIZEOFFREE; i++) 2149 for (i = 0; i < SIZEOFFREE; i++)
2170 { 2150 {
2171 search_arr[i] = i; 2151 search_arr[i] = i;
2172 } 2152 }
2173 2153
2174 permute(search_arr, 1, SIZEOFFREE1+1); 2154 permute (search_arr, 1, SIZEOFFREE1 + 1);
2175 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2155 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2176 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2156 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2177} 2157}
2178 2158
2179/* 2159/*
2180 * 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
2181 * given map at the given coordinates for live objects. 2161 * given map at the given coordinates for live objects.
2187 * 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
2188 * 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
2189 * there is capable of. 2169 * there is capable of.
2190 */ 2170 */
2191 2171
2172int
2192int 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,
2193 int i,max=SIZEOFFREE, mflags; 2177 max = SIZEOFFREE, mflags;
2178
2194 sint16 nx, ny; 2179 sint16 nx, ny;
2195 object *tmp; 2180 object *
2196 mapstruct *mp; 2181 tmp;
2182 maptile *
2183 mp;
2184
2197 MoveType blocked, move_type; 2185 MoveType blocked, move_type;
2198 2186
2199 if (exclude && exclude->head) { 2187 if (exclude && exclude->head)
2188 {
2200 exclude = exclude->head; 2189 exclude = exclude->head;
2201 move_type = exclude->move_type; 2190 move_type = exclude->move_type;
2202 } else { 2191 }
2192 else
2193 {
2203 /* 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. */
2204 move_type=MOVE_ALL; 2195 move_type = MOVE_ALL;
2196 }
2197
2198 for (i = 1; i < max; i++)
2205 } 2199 {
2206
2207 for(i=1;i<max;i++) {
2208 mp = m; 2200 mp = m;
2209 nx = x + freearr_x[i]; 2201 nx = x + freearr_x[i];
2210 ny = y + freearr_y[i]; 2202 ny = y + freearr_y[i];
2211 2203
2212 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2204 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2205
2213 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)
2214 max = maxfree[i]; 2213 max = maxfree[i];
2215 } else {
2216 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2217
2218 if ((move_type & blocked) == move_type) {
2219 max=maxfree[i];
2220 } else if (mflags & P_IS_ALIVE) { 2214 else if (mflags & P_IS_ALIVE)
2215 {
2221 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)
2222 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)))
2223 (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2224 break; 2218 break;
2225 } 2219
2226 }
2227 if(tmp) { 2220 if (tmp)
2228 return freedir[i]; 2221 return freedir[i];
2229 }
2230 } 2222 }
2231 } 2223 }
2232 } 2224 }
2225
2233 return 0; 2226 return 0;
2234} 2227}
2235 2228
2236/* 2229/*
2237 * distance(object 1, object 2) will return the square of the 2230 * distance(object 1, object 2) will return the square of the
2238 * distance between the two given objects. 2231 * distance between the two given objects.
2239 */ 2232 */
2240 2233
2234int
2241int distance(const object *ob1, const object *ob2) { 2235distance (const object *ob1, const object *ob2)
2236{
2242 int i; 2237 int i;
2243 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2238
2244 (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);
2245 return i; 2240 return i;
2246} 2241}
2247 2242
2248/* 2243/*
2249 * 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
2250 * 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
2251 * object, needs to travel toward it. 2246 * object, needs to travel toward it.
2252 */ 2247 */
2253 2248
2249int
2254int find_dir_2(int x, int y) { 2250find_dir_2 (int x, int y)
2251{
2255 int q; 2252 int q;
2256 2253
2257 if(y) 2254 if (y)
2258 q=x*100/y; 2255 q = x * 100 / y;
2259 else if (x) 2256 else if (x)
2260 q= -300*x; 2257 q = -300 * x;
2261 else 2258 else
2262 return 0; 2259 return 0;
2263 2260
2264 if(y>0) { 2261 if (y > 0)
2262 {
2265 if(q < -242) 2263 if (q < -242)
2266 return 3 ; 2264 return 3;
2267 if (q < -41) 2265 if (q < -41)
2268 return 2 ; 2266 return 2;
2269 if (q < 41) 2267 if (q < 41)
2270 return 1 ; 2268 return 1;
2271 if (q < 242) 2269 if (q < 242)
2272 return 8 ; 2270 return 8;
2273 return 7 ; 2271 return 7;
2274 } 2272 }
2275 2273
2276 if (q < -242) 2274 if (q < -242)
2277 return 7 ; 2275 return 7;
2278 if (q < -41) 2276 if (q < -41)
2279 return 6 ; 2277 return 6;
2280 if (q < 41) 2278 if (q < 41)
2281 return 5 ; 2279 return 5;
2282 if (q < 242) 2280 if (q < 242)
2283 return 4 ; 2281 return 4;
2284 2282
2285 return 3 ; 2283 return 3;
2286} 2284}
2287 2285
2288/* 2286/*
2289 * absdir(int): Returns a number between 1 and 8, which represent 2287 * absdir(int): Returns a number between 1 and 8, which represent
2290 * the "absolute" direction of a number (it actually takes care of 2288 * the "absolute" direction of a number (it actually takes care of
2291 * "overflow" in previous calculations of a direction). 2289 * "overflow" in previous calculations of a direction).
2292 */ 2290 */
2293 2291
2292int
2294int absdir(int d) { 2293absdir (int d)
2295 while(d<1) d+=8; 2294{
2296 while(d>8) d-=8; 2295 while (d < 1)
2296 d += 8;
2297 while (d > 8)
2298 d -= 8;
2297 return d; 2299 return d;
2298} 2300}
2299 2301
2300/* 2302/*
2301 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2303 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2302 * between two directions (which are expected to be absolute (see absdir()) 2304 * between two directions (which are expected to be absolute (see absdir())
2303 */ 2305 */
2304 2306
2307int
2305int dirdiff(int dir1, int dir2) { 2308dirdiff (int dir1, int dir2)
2309{
2306 int d; 2310 int
2311 d;
2312
2307 d = abs(dir1 - dir2); 2313 d = abs (dir1 - dir2);
2308 if(d>4) 2314 if (d > 4)
2309 d = 8 - d; 2315 d = 8 - d;
2310 return d; 2316 return d;
2311} 2317}
2312 2318
2313/* peterm: 2319/* peterm:
2318 * 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.
2319 * 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
2320 * functions. 2326 * functions.
2321 */ 2327 */
2322 2328
2329int
2323int reduction_dir[SIZEOFFREE][3] = { 2330 reduction_dir[SIZEOFFREE][3] = {
2324 {0,0,0}, /* 0 */ 2331 {0, 0, 0}, /* 0 */
2325 {0,0,0}, /* 1 */ 2332 {0, 0, 0}, /* 1 */
2326 {0,0,0}, /* 2 */ 2333 {0, 0, 0}, /* 2 */
2327 {0,0,0}, /* 3 */ 2334 {0, 0, 0}, /* 3 */
2328 {0,0,0}, /* 4 */ 2335 {0, 0, 0}, /* 4 */
2329 {0,0,0}, /* 5 */ 2336 {0, 0, 0}, /* 5 */
2330 {0,0,0}, /* 6 */ 2337 {0, 0, 0}, /* 6 */
2331 {0,0,0}, /* 7 */ 2338 {0, 0, 0}, /* 7 */
2332 {0,0,0}, /* 8 */ 2339 {0, 0, 0}, /* 8 */
2333 {8,1,2}, /* 9 */ 2340 {8, 1, 2}, /* 9 */
2334 {1,2,-1}, /* 10 */ 2341 {1, 2, -1}, /* 10 */
2335 {2,10,12}, /* 11 */ 2342 {2, 10, 12}, /* 11 */
2336 {2,3,-1}, /* 12 */ 2343 {2, 3, -1}, /* 12 */
2337 {2,3,4}, /* 13 */ 2344 {2, 3, 4}, /* 13 */
2338 {3,4,-1}, /* 14 */ 2345 {3, 4, -1}, /* 14 */
2339 {4,14,16}, /* 15 */ 2346 {4, 14, 16}, /* 15 */
2340 {5,4,-1}, /* 16 */ 2347 {5, 4, -1}, /* 16 */
2341 {4,5,6}, /* 17 */ 2348 {4, 5, 6}, /* 17 */
2342 {6,5,-1}, /* 18 */ 2349 {6, 5, -1}, /* 18 */
2343 {6,20,18}, /* 19 */ 2350 {6, 20, 18}, /* 19 */
2344 {7,6,-1}, /* 20 */ 2351 {7, 6, -1}, /* 20 */
2345 {6,7,8}, /* 21 */ 2352 {6, 7, 8}, /* 21 */
2346 {7,8,-1}, /* 22 */ 2353 {7, 8, -1}, /* 22 */
2347 {8,22,24}, /* 23 */ 2354 {8, 22, 24}, /* 23 */
2348 {8,1,-1}, /* 24 */ 2355 {8, 1, -1}, /* 24 */
2349 {24,9,10}, /* 25 */ 2356 {24, 9, 10}, /* 25 */
2350 {9,10,-1}, /* 26 */ 2357 {9, 10, -1}, /* 26 */
2351 {10,11,-1}, /* 27 */ 2358 {10, 11, -1}, /* 27 */
2352 {27,11,29}, /* 28 */ 2359 {27, 11, 29}, /* 28 */
2353 {11,12,-1}, /* 29 */ 2360 {11, 12, -1}, /* 29 */
2354 {12,13,-1}, /* 30 */ 2361 {12, 13, -1}, /* 30 */
2355 {12,13,14}, /* 31 */ 2362 {12, 13, 14}, /* 31 */
2356 {13,14,-1}, /* 32 */ 2363 {13, 14, -1}, /* 32 */
2357 {14,15,-1}, /* 33 */ 2364 {14, 15, -1}, /* 33 */
2358 {33,15,35}, /* 34 */ 2365 {33, 15, 35}, /* 34 */
2359 {16,15,-1}, /* 35 */ 2366 {16, 15, -1}, /* 35 */
2360 {17,16,-1}, /* 36 */ 2367 {17, 16, -1}, /* 36 */
2361 {18,17,16}, /* 37 */ 2368 {18, 17, 16}, /* 37 */
2362 {18,17,-1}, /* 38 */ 2369 {18, 17, -1}, /* 38 */
2363 {18,19,-1}, /* 39 */ 2370 {18, 19, -1}, /* 39 */
2364 {41,19,39}, /* 40 */ 2371 {41, 19, 39}, /* 40 */
2365 {19,20,-1}, /* 41 */ 2372 {19, 20, -1}, /* 41 */
2366 {20,21,-1}, /* 42 */ 2373 {20, 21, -1}, /* 42 */
2367 {20,21,22}, /* 43 */ 2374 {20, 21, 22}, /* 43 */
2368 {21,22,-1}, /* 44 */ 2375 {21, 22, -1}, /* 44 */
2369 {23,22,-1}, /* 45 */ 2376 {23, 22, -1}, /* 45 */
2370 {45,47,23}, /* 46 */ 2377 {45, 47, 23}, /* 46 */
2371 {23,24,-1}, /* 47 */ 2378 {23, 24, -1}, /* 47 */
2372 {24,9,-1}}; /* 48 */ 2379 {24, 9, -1}
2380}; /* 48 */
2373 2381
2374/* Recursive routine to step back and see if we can 2382/* Recursive routine to step back and see if we can
2375 * find a path to that monster that we found. If not, 2383 * find a path to that monster that we found. If not,
2376 * we don't bother going toward it. Returns 1 if we 2384 * we don't bother going toward it. Returns 1 if we
2377 * can see a direct way to get it 2385 * can see a direct way to get it
2378 * Modified to be map tile aware -.MSW 2386 * Modified to be map tile aware -.MSW
2379 */ 2387 */
2380 2388int
2381
2382int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2389can_see_monsterP (maptile *m, int x, int y, int dir)
2390{
2383 sint16 dx, dy; 2391 sint16 dx, dy;
2384 int mflags; 2392 int mflags;
2385 2393
2394 if (dir < 0)
2386 if(dir<0) return 0; /* exit condition: invalid direction */ 2395 return 0; /* exit condition: invalid direction */
2387 2396
2388 dx = x + freearr_x[dir]; 2397 dx = x + freearr_x[dir];
2389 dy = y + freearr_y[dir]; 2398 dy = y + freearr_y[dir];
2390 2399
2391 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2400 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2392 2401
2393 /* This functional arguably was incorrect before - it was 2402 /* This functional arguably was incorrect before - it was
2394 * checking for P_WALL - that was basically seeing if 2403 * checking for P_WALL - that was basically seeing if
2395 * we could move to the monster - this is being more 2404 * we could move to the monster - this is being more
2396 * 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
2397 * 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
2398 * at least its move type. 2407 * at least its move type.
2399 */ 2408 */
2400 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2409 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2410 return 0;
2401 2411
2402 /* yes, can see. */ 2412 /* yes, can see. */
2403 if(dir < 9) return 1; 2413 if (dir < 9)
2414 return 1;
2415
2404 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2416 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2405 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2417 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2406 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2418 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2407} 2419}
2408 2420
2409
2410
2411/* 2421/*
2412 * 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
2413 * picked up by the picker. Returnes 1 if it can be 2423 * picked up by the picker. Returnes 1 if it can be
2414 * picked up, otherwise 0. 2424 * picked up, otherwise 0.
2415 * 2425 *
2417 * core dumps if they do. 2427 * core dumps if they do.
2418 * 2428 *
2419 * 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)
2420 */ 2430 */
2421 2431
2432int
2422int can_pick(const object *who, const object *item) { 2433can_pick (const object *who, const object *item)
2434{
2423 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2435 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2424 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2436 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2425 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2437 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2426 (who->type==PLAYER||item->weight<who->weight/3));
2427} 2438}
2428
2429 2439
2430/* 2440/*
2431 * create clone from object to another 2441 * create clone from object to another
2432 */ 2442 */
2443object *
2433object *object_create_clone (object *asrc) { 2444object_create_clone (object *asrc)
2445{
2434 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2446 object *dst = 0, *tmp, *src, *part, *prev, *item;
2435 2447
2436 if(!asrc) return NULL; 2448 if (!asrc)
2449 return 0;
2450
2437 src = asrc; 2451 src = asrc;
2438 if(src->head) 2452 if (src->head)
2439 src = src->head; 2453 src = src->head;
2440 2454
2441 prev = NULL; 2455 prev = 0;
2442 for(part = src; part; part = part->more) { 2456 for (part = src; part; part = part->more)
2443 tmp = get_object(); 2457 {
2444 copy_object(part,tmp); 2458 tmp = part->clone ();
2445 tmp->x -= src->x; 2459 tmp->x -= src->x;
2446 tmp->y -= src->y; 2460 tmp->y -= src->y;
2461
2447 if(!part->head) { 2462 if (!part->head)
2463 {
2448 dst = tmp; 2464 dst = tmp;
2449 tmp->head = NULL;
2450 } else {
2451 tmp->head = dst; 2465 tmp->head = 0;
2452 } 2466 }
2467 else
2468 tmp->head = dst;
2469
2453 tmp->more = NULL; 2470 tmp->more = 0;
2471
2454 if(prev) 2472 if (prev)
2455 prev->more = tmp; 2473 prev->more = tmp;
2474
2456 prev = tmp; 2475 prev = tmp;
2457 } 2476 }
2458 /*** copy inventory ***/ 2477
2459 for(item = src->inv; item; item = item->below) { 2478 for (item = src->inv; item; item = item->below)
2460 (void) insert_ob_in_ob(object_create_clone(item),dst); 2479 insert_ob_in_ob (object_create_clone (item), dst);
2461 }
2462 2480
2463 return dst; 2481 return dst;
2464}
2465
2466/* return true if the object was destroyed, 0 otherwise */
2467int was_destroyed (const object *op, tag_t old_tag)
2468{
2469 /* checking for FLAG_FREED isn't necessary, but makes this function more
2470 * robust */
2471 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2472} 2482}
2473 2483
2474/* GROS - Creates an object using a string representing its content. */ 2484/* GROS - Creates an object using a string representing its content. */
2475/* 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 */
2476/* 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, */
2477/* 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. */
2478/* 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. */
2479/* Also remember that multiparts objects are not supported for now. */ 2489/* Also remember that multiparts objects are not supported for now. */
2480 2490
2491object *
2481object* load_object_str(const char *obstr) 2492load_object_str (const char *obstr)
2482{ 2493{
2483 object *op; 2494 object *op;
2484 char filename[MAX_BUF]; 2495 char filename[MAX_BUF];
2496
2485 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2497 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2486 2498
2487 FILE *tempfile=fopen(filename,"w"); 2499 FILE *tempfile = fopen (filename, "w");
2500
2488 if (tempfile == NULL) 2501 if (tempfile == NULL)
2489 { 2502 {
2490 LOG(llevError,"Error - Unable to access load object temp file\n"); 2503 LOG (llevError, "Error - Unable to access load object temp file\n");
2491 return NULL; 2504 return NULL;
2492 }; 2505 }
2506
2493 fprintf(tempfile,obstr); 2507 fprintf (tempfile, obstr);
2494 fclose(tempfile); 2508 fclose (tempfile);
2495 2509
2496 op=get_object(); 2510 op = object::create ();
2497 2511
2498 object_thawer thawer (filename); 2512 object_thawer thawer (filename);
2513
2499 if (thawer) 2514 if (thawer)
2500 load_object(thawer,op,LO_NEWFILE,0); 2515 load_object (thawer, op, 0);
2516
2501 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2517 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2502 CLEAR_FLAG(op,FLAG_REMOVED); 2518 CLEAR_FLAG (op, FLAG_REMOVED);
2503 2519
2504 return op; 2520 return op;
2505} 2521}
2506 2522
2507/* This returns the first object in who's inventory that 2523/* This returns the first object in who's inventory that
2508 * has the same type and subtype match. 2524 * has the same type and subtype match.
2509 * returns NULL if no match. 2525 * returns NULL if no match.
2510 */ 2526 */
2527object *
2511object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2528find_obj_by_type_subtype (const object *who, int type, int subtype)
2512{ 2529{
2513 object *tmp; 2530 object *tmp;
2514 2531
2515 for (tmp=who->inv; tmp; tmp=tmp->below) 2532 for (tmp = who->inv; tmp; tmp = tmp->below)
2516 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2533 if (tmp->type == type && tmp->subtype == subtype)
2534 return tmp;
2517 2535
2518 return NULL; 2536 return NULL;
2519} 2537}
2520 2538
2521/* 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,
2522 * otherwise return NULL. 2540 * otherwise return NULL.
2523 * 2541 *
2524 * 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
2525 * do the desired thing. 2543 * do the desired thing.
2526 */ 2544 */
2545key_value *
2527key_value * get_ob_key_link(const object * ob, const char * key) { 2546get_ob_key_link (const object *ob, const char *key)
2547{
2528 key_value * link; 2548 key_value *link;
2529 2549
2530 for (link = ob->key_values; link != NULL; link = link->next) { 2550 for (link = ob->key_values; link != NULL; link = link->next)
2531 if (link->key == key) { 2551 if (link->key == key)
2532 return link; 2552 return link;
2533 } 2553
2534 }
2535
2536 return NULL; 2554 return NULL;
2537} 2555}
2538 2556
2539/* 2557/*
2540 * 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.
2541 * 2559 *
2542 * The argument doesn't need to be a shared string. 2560 * The argument doesn't need to be a shared string.
2543 * 2561 *
2544 * The returned string is shared. 2562 * The returned string is shared.
2545 */ 2563 */
2564const char *
2546const char * get_ob_key_value(const object * op, const char * const key) { 2565get_ob_key_value (const object *op, const char *const key)
2566{
2547 key_value * link; 2567 key_value *link;
2548 const char * canonical_key; 2568 shstr_cmp canonical_key (key);
2569
2570 if (!canonical_key)
2549 2571 {
2550 canonical_key = shstr::find (key);
2551
2552 if (canonical_key == NULL) {
2553 /* 1. There being a field named key on any object 2572 /* 1. There being a field named key on any object
2554 * implies there'd be a shared string to find. 2573 * implies there'd be a shared string to find.
2555 * 2. Since there isn't, no object has this field. 2574 * 2. Since there isn't, no object has this field.
2556 * 3. Therefore, *this* object doesn't have this field. 2575 * 3. Therefore, *this* object doesn't have this field.
2557 */ 2576 */
2558 return NULL; 2577 return 0;
2559 } 2578 }
2560 2579
2561 /* This is copied from get_ob_key_link() above - 2580 /* This is copied from get_ob_key_link() above -
2562 * only 4 lines, and saves the function call overhead. 2581 * only 4 lines, and saves the function call overhead.
2563 */ 2582 */
2564 for (link = op->key_values; link != NULL; link = link->next) { 2583 for (link = op->key_values; link; link = link->next)
2565 if (link->key == canonical_key) { 2584 if (link->key == canonical_key)
2566 return link->value; 2585 return link->value;
2567 } 2586
2568 } 2587 return 0;
2569 return NULL;
2570} 2588}
2571 2589
2572 2590
2573/* 2591/*
2574 * Updates the canonical_key in op to value. 2592 * Updates the canonical_key in op to value.
2578 * 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
2579 * keys. 2597 * keys.
2580 * 2598 *
2581 * Returns TRUE on success. 2599 * Returns TRUE on success.
2582 */ 2600 */
2601int
2583int 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 *
2584 key_value * field = NULL, *last=NULL; 2605 field = NULL, *last = NULL;
2585 2606
2586 for (field=op->key_values; field != NULL; field=field->next) { 2607 for (field = op->key_values; field != NULL; field = field->next)
2608 {
2587 if (field->key != canonical_key) { 2609 if (field->key != canonical_key)
2610 {
2588 last = field; 2611 last = field;
2589 continue; 2612 continue;
2590 } 2613 }
2591 2614
2592 if (value) 2615 if (value)
2593 field->value = value; 2616 field->value = value;
2594 else { 2617 else
2618 {
2595 /* Basically, if the archetype has this key set, 2619 /* Basically, if the archetype has this key set,
2596 * we need to store the null value so when we save 2620 * we need to store the null value so when we save
2597 * it, we save the empty value so that when we load, 2621 * it, we save the empty value so that when we load,
2598 * we get this value back again. 2622 * we get this value back again.
2599 */ 2623 */
2600 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2624 if (get_ob_key_link (&op->arch->clone, canonical_key))
2601 field->value = 0; 2625 field->value = 0;
2626 else
2627 {
2628 if (last)
2629 last->next = field->next;
2602 else 2630 else
2603 {
2604 if (last) last->next = field->next;
2605 else op->key_values = field->next; 2631 op->key_values = field->next;
2606 2632
2607 delete field; 2633 delete field;
2608 } 2634 }
2609 } 2635 }
2610 return TRUE; 2636 return TRUE;
2611 } 2637 }
2612 /* IF we get here, key doesn't exist */ 2638 /* IF we get here, key doesn't exist */
2613 2639
2614 /* No field, we'll have to add it. */ 2640 /* No field, we'll have to add it. */
2641
2642 if (!add_key)
2615 2643 {
2616 if (!add_key) {
2617 return FALSE; 2644 return FALSE;
2618 } 2645 }
2619 /* There isn't any good reason to store a null 2646 /* There isn't any good reason to store a null
2620 * value in the key/value list. If the archetype has 2647 * value in the key/value list. If the archetype has
2621 * this key, then we should also have it, so shouldn't 2648 * this key, then we should also have it, so shouldn't
2622 * be here. If user wants to store empty strings, 2649 * be here. If user wants to store empty strings,
2623 * should pass in "" 2650 * should pass in ""
2624 */ 2651 */
2625 if (value == NULL) return TRUE; 2652 if (value == NULL)
2626
2627 field = new key_value;
2628
2629 field->key = canonical_key;
2630 field->value = value;
2631 /* Usual prepend-addition. */
2632 field->next = op->key_values;
2633 op->key_values = field;
2634
2635 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;
2636} 2664}
2637 2665
2638/* 2666/*
2639 * Updates the key in op to value. 2667 * Updates the key in op to value.
2640 * 2668 *
2642 * and not add new ones. 2670 * and not add new ones.
2643 * 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
2644 * 2672 *
2645 * Returns TRUE on success. 2673 * Returns TRUE on success.
2646 */ 2674 */
2675int
2647int 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)
2648{ 2677{
2649 shstr key_ (key); 2678 shstr key_ (key);
2679
2650 return set_ob_key_value_s (op, key_, value, add_key); 2680 return set_ob_key_value_s (op, key_, value, add_key);
2651} 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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