ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.12 by elmex, Sun Sep 3 14:33:47 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 1.12 2006/09/03 14:33:47 elmex 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->map=op->env->map; 1058 {
1164 op->above=NULL,op->below=NULL; 1059 char *dump = dump_object (this);
1165 op->env=NULL; 1060 LOG (llevError,
1061 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1062 free (dump);
1063 dump = dump_object (GET_MAP_OB (map, x, y));
1064 LOG (llevError, "%s\n", dump);
1065 free (dump);
1066 }
1067
1068 map->at (x, y).bottom = above; /* goes on above it. */
1069 }
1070
1071 above = 0;
1072 below = 0;
1073
1074 if (map->in_memory == MAP_SAVING)
1166 return; 1075 return;
1167 }
1168 1076
1169 /* If we get here, we are removing it from a map */ 1077 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1170 if (op->map == NULL) return;
1171 1078
1172 x = op->x; 1079 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1173 y = op->y; 1080 {
1174 m = get_map_from_coord(op->map, &x, &y); 1081 /* No point updating the players look faces if he is the object
1175 1082 * being removed.
1176 if (!m) {
1177 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1178 op->map->path, op->x, op->y);
1179 /* in old days, we used to set x and y to 0 and continue.
1180 * it seems if we get into this case, something is probablye
1181 * screwed up and should be fixed.
1182 */ 1083 */
1183 abort();
1184 }
1185 if (op->map != m) {
1186 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1187 op->map->path, m->path, op->x, op->y, x, y);
1188 }
1189 1084
1190 /* Re did the following section of code - it looks like it had 1085 if (tmp->type == PLAYER && tmp != this)
1191 * lots of logic for things we no longer care about 1086 {
1192 */ 1087 /* If a container that the player is currently using somehow gets
1193 1088 * removed (most likely destroyed), update the player view
1194 /* link the object above us */ 1089 * appropriately.
1195 if (op->above)
1196 op->above->below=op->below;
1197 else
1198 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1199
1200 /* Relink the object below us, if there is one */
1201 if(op->below) {
1202 op->below->above=op->above;
1203 } else {
1204 /* Nothing below, which means we need to relink map object for this space
1205 * use translated coordinates in case some oddness with map tiling is
1206 * evident
1207 */ 1090 */
1208 if(GET_MAP_OB(m,x,y)!=op) { 1091 if (tmp->container == this)
1209 dump_object(op); 1092 {
1210 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);
1211 dump_object(GET_MAP_OB(m,x,y)); 1094 tmp->container = 0;
1212 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;
1213 } 1117 }
1214 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1215 }
1216 op->above=NULL;
1217 op->below=NULL;
1218 1118
1219 if (op->map->in_memory == MAP_SAVING)
1220 return;
1221
1222 tag = op->count;
1223 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1224 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1225 /* No point updating the players look faces if he is the object
1226 * being removed.
1227 */
1228
1229 if(tmp->type==PLAYER && tmp!=op) {
1230 /* If a container that the player is currently using somehow gets
1231 * removed (most likely destroyed), update the player view
1232 * appropriately.
1233 */
1234 if (tmp->container==op) {
1235 CLEAR_FLAG(op, FLAG_APPLIED);
1236 tmp->container=NULL;
1237 }
1238 tmp->contr->socket.update_look=1;
1239 }
1240 /* See if player moving off should effect something */
1241 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1242 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1243
1244 move_apply(tmp, op, NULL);
1245 if (was_destroyed (op, tag)) {
1246 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1247 "leaving object\n", &tmp->name, &tmp->arch->name);
1248 }
1249 }
1250
1251 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1252
1253 if(tmp->above == tmp)
1254 tmp->above = NULL;
1255 last=tmp;
1256 }
1257 /* last == NULL of there are no objects on this space */ 1119 /* last == NULL of there are no objects on this space */
1258 if (last==NULL) { 1120 if (!last)
1259 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1121 map->at (x, y).flags_ = P_NEED_UPDATE;
1260 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1261 * those out anyways, and if there are any flags set right now, they won't
1262 * be correct anyways.
1263 */
1264 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1265 update_position(op->map, op->x, op->y);
1266 }
1267 else 1122 else
1268 update_object(last, UP_OBJ_REMOVE); 1123 update_object (last, UP_OBJ_REMOVE);
1269 1124
1270 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1125 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1271 update_all_los(op->map, op->x, op->y); 1126 update_all_los (map, x, y);
1272 1127 }
1273} 1128}
1274 1129
1275/* 1130/*
1276 * merge_ob(op,top): 1131 * merge_ob(op,top):
1277 * 1132 *
1278 * This function goes through all objects below and including top, and 1133 * This function goes through all objects below and including top, and
1279 * merges op to the first matching object. 1134 * merges op to the first matching object.
1280 * If top is NULL, it is calculated. 1135 * If top is NULL, it is calculated.
1281 * 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
1282 */ 1137 */
1283 1138object *
1284object *merge_ob(object *op, object *top) { 1139merge_ob (object *op, object *top)
1140{
1285 if(!op->nrof) 1141 if (!op->nrof)
1286 return 0; 1142 return 0;
1143
1287 if(top==NULL) 1144 if (top == NULL)
1288 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1145 for (top = op; top != NULL && top->above != NULL; top = top->above);
1146
1289 for(;top!=NULL;top=top->below) { 1147 for (; top != NULL; top = top->below)
1148 {
1290 if(top==op) 1149 if (top == op)
1291 continue; 1150 continue;
1292 if (CAN_MERGE(op,top)) 1151
1293 { 1152 if (object::can_merge (op, top))
1153 {
1294 top->nrof+=op->nrof; 1154 top->nrof += op->nrof;
1155
1295/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1156/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1296 op->weight = 0; /* Don't want any adjustements now */ 1157 op->weight = 0; /* Don't want any adjustements now */
1297 remove_ob(op); 1158 op->destroy ();
1298 free_object(op);
1299 return top; 1159 return top;
1300 } 1160 }
1301 } 1161 }
1162
1302 return NULL; 1163 return 0;
1303} 1164}
1304 1165
1305/* 1166/*
1306 * 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
1307 * job preparing multi-part monsters 1168 * job preparing multi-part monsters
1308 */ 1169 */
1170object *
1309object *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{
1310 object* tmp; 1173 object *tmp;
1174
1311 if (op->head) 1175 if (op->head)
1312 op=op->head; 1176 op = op->head;
1177
1313 for (tmp=op;tmp;tmp=tmp->more){ 1178 for (tmp = op; tmp; tmp = tmp->more)
1179 {
1314 tmp->x=x+tmp->arch->clone.x; 1180 tmp->x = x + tmp->arch->clone.x;
1315 tmp->y=y+tmp->arch->clone.y; 1181 tmp->y = y + tmp->arch->clone.y;
1316 } 1182 }
1183
1317 return insert_ob_in_map (op, m, originator, flag); 1184 return insert_ob_in_map (op, m, originator, flag);
1318} 1185}
1319 1186
1320/* 1187/*
1321 * insert_ob_in_map (op, map, originator, flag): 1188 * insert_ob_in_map (op, map, originator, flag):
1322 * This function inserts the object in the two-way linked list 1189 * This function inserts the object in the two-way linked list
1336 * new object if 'op' was merged with other object 1203 * new object if 'op' was merged with other object
1337 * NULL if 'op' was destroyed 1204 * NULL if 'op' was destroyed
1338 * just 'op' otherwise 1205 * just 'op' otherwise
1339 */ 1206 */
1340 1207
1208object *
1341object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1209insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1342{ 1210{
1343 object *tmp, *top, *floor=NULL; 1211 object *tmp, *top, *floor = NULL;
1344 sint16 x,y; 1212 sint16 x, y;
1345 1213
1346 if (QUERY_FLAG (op, FLAG_FREED)) { 1214 if (QUERY_FLAG (op, FLAG_FREED))
1215 {
1347 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))
1348 return NULL; 1465 return NULL;
1349 }
1350 if(m==NULL) {
1351 dump_object(op);
1352 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1353 return op;
1354 }
1355 if(out_of_map(m,op->x,op->y)) {
1356 dump_object(op);
1357 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1358#ifdef MANY_CORES
1359 /* Better to catch this here, as otherwise the next use of this object
1360 * is likely to cause a crash. Better to find out where it is getting
1361 * improperly inserted.
1362 */
1363 abort();
1364#endif
1365 return op;
1366 }
1367 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1368 dump_object(op);
1369 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1370 return op;
1371 }
1372 if(op->more!=NULL) {
1373 /* The part may be on a different map. */
1374 1466
1375 object *more = op->more;
1376
1377 /* We really need the caller to normalize coordinates - if
1378 * we set the map, that doesn't work if the location is within
1379 * a map and this is straddling an edge. So only if coordinate
1380 * is clear wrong do we normalize it.
1381 */
1382 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1383 more->map = get_map_from_coord(m, &more->x, &more->y);
1384 } else if (!more->map) {
1385 /* For backwards compatibility - when not dealing with tiled maps,
1386 * more->map should always point to the parent.
1387 */
1388 more->map = m;
1389 }
1390
1391 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1392 if ( ! op->head)
1393 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1394 return NULL;
1395 }
1396 }
1397 CLEAR_FLAG(op,FLAG_REMOVED);
1398
1399 /* Ideally, the caller figures this out. However, it complicates a lot
1400 * of areas of callers (eg, anything that uses find_free_spot would now
1401 * need extra work
1402 */
1403 op->map=get_map_from_coord(m, &op->x, &op->y);
1404 x = op->x;
1405 y = op->y;
1406
1407 /* this has to be done after we translate the coordinates.
1408 */
1409 if(op->nrof && !(flag & INS_NO_MERGE)) {
1410 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1411 if (CAN_MERGE(op,tmp)) {
1412 op->nrof+=tmp->nrof;
1413 remove_ob(tmp);
1414 free_object(tmp);
1415 }
1416 }
1417
1418 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1419 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1420 if (!QUERY_FLAG(op, FLAG_ALIVE))
1421 CLEAR_FLAG(op, FLAG_NO_STEAL);
1422
1423 if (flag & INS_BELOW_ORIGINATOR) {
1424 if (originator->map != op->map || originator->x != op->x ||
1425 originator->y != op->y) {
1426 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1427 abort();
1428 }
1429 op->above = originator;
1430 op->below = originator->below;
1431 if (op->below) op->below->above = op;
1432 else SET_MAP_OB(op->map, op->x, op->y, op);
1433 /* since *below* originator, no need to update top */
1434 originator->below = op;
1435 } else {
1436 /* If there are other objects, then */
1437 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1438 object *last=NULL;
1439 /*
1440 * If there are multiple objects on this space, we do some trickier handling.
1441 * We've already dealt with merging if appropriate.
1442 * Generally, we want to put the new object on top. But if
1443 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1444 * floor, we want to insert above that and no further.
1445 * Also, if there are spell objects on this space, we stop processing
1446 * once we get to them. This reduces the need to traverse over all of
1447 * them when adding another one - this saves quite a bit of cpu time
1448 * when lots of spells are cast in one area. Currently, it is presumed
1449 * that flying non pickable objects are spell objects.
1450 */
1451
1452 while (top != NULL) {
1453 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1454 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1455 if (QUERY_FLAG(top, FLAG_NO_PICK)
1456 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1457 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1458 {
1459 /* We insert above top, so we want this object below this */
1460 top=top->below;
1461 break;
1462 }
1463 last = top;
1464 top = top->above;
1465 }
1466 /* Don't want top to be NULL, so set it to the last valid object */
1467 top = last;
1468
1469 /* We let update_position deal with figuring out what the space
1470 * looks like instead of lots of conditions here.
1471 * makes things faster, and effectively the same result.
1472 */
1473
1474 /* Have object 'fall below' other objects that block view.
1475 * Unless those objects are exits, type 66
1476 * If INS_ON_TOP is used, don't do this processing
1477 * Need to find the object that in fact blocks view, otherwise
1478 * stacking is a bit odd.
1479 */
1480 if (!(flag & INS_ON_TOP) &&
1481 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1482 (op->face && !op->face->visibility)) {
1483 for (last=top; last != floor; last=last->below)
1484 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1485 /* Check to see if we found the object that blocks view,
1486 * and make sure we have a below pointer for it so that
1487 * we can get inserted below this one, which requires we
1488 * set top to the object below us.
1489 */
1490 if (last && last->below && last != floor) top=last->below;
1491 }
1492 } /* If objects on this space */
1493 if (flag & INS_MAP_LOAD)
1494 top = GET_MAP_TOP(op->map,op->x,op->y);
1495 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1496
1497 /* Top is the object that our object (op) is going to get inserted above.
1498 */
1499
1500 /* First object on this space */
1501 if (!top) {
1502 op->above = GET_MAP_OB(op->map, op->x, op->y);
1503 if (op->above) op->above->below = op;
1504 op->below = NULL;
1505 SET_MAP_OB(op->map, op->x, op->y, op);
1506 } else { /* get inserted into the stack above top */
1507 op->above = top->above;
1508 if (op->above) op->above->below = op;
1509 op->below = top;
1510 top->above = op;
1511 }
1512 if (op->above==NULL)
1513 SET_MAP_TOP(op->map,op->x, op->y, op);
1514 } /* else not INS_BELOW_ORIGINATOR */
1515
1516 if(op->type==PLAYER)
1517 op->contr->do_los=1;
1518
1519 /* If we have a floor, we know the player, if any, will be above
1520 * it, so save a few ticks and start from there.
1521 */
1522 if (!(flag & INS_MAP_LOAD))
1523 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1524 if (tmp->type == PLAYER)
1525 tmp->contr->socket.update_look=1;
1526 }
1527
1528 /* If this object glows, it may affect lighting conditions that are
1529 * visible to others on this map. But update_all_los is really
1530 * an inefficient way to do this, as it means los for all players
1531 * on the map will get recalculated. The players could very well
1532 * be far away from this change and not affected in any way -
1533 * this should get redone to only look for players within range,
1534 * or just updating the P_NEED_UPDATE for spaces within this area
1535 * of effect may be sufficient.
1536 */
1537 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1538 update_all_los(op->map, op->x, op->y);
1539
1540
1541 /* updates flags (blocked, alive, no magic, etc) for this map space */
1542 update_object(op,UP_OBJ_INSERT);
1543
1544
1545 /* Don't know if moving this to the end will break anything. However,
1546 * we want to have update_look set above before calling this.
1547 *
1548 * check_move_on() must be after this because code called from
1549 * check_move_on() depends on correct map flags (so functions like
1550 * blocked() and wall() work properly), and these flags are updated by
1551 * update_object().
1552 */
1553
1554 /* if this is not the head or flag has been passed, don't check walk on status */
1555
1556 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1557 if (check_move_on(op, originator))
1558 return NULL;
1559
1560 /* 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
1561 * walk on's. 1468 * walk on's.
1562 */ 1469 */
1563 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1470 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1564 if (check_move_on (tmp, originator)) 1471 if (check_move_on (tmp, originator))
1565 return NULL; 1472 return NULL;
1566 } 1473 }
1474
1567 return op; 1475 return op;
1568} 1476}
1569 1477
1570/* this function inserts an object in the map, but if it 1478/* this function inserts an object in the map, but if it
1571 * 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.
1572 * 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.
1573 */ 1481 */
1482void
1574void replace_insert_ob_in_map(const char *arch_string, object *op) { 1483replace_insert_ob_in_map (const char *arch_string, object *op)
1575 object *tmp; 1484{
1576 object *tmp1; 1485 object *tmp, *tmp1;
1577 1486
1578 /* first search for itself and remove any old instances */ 1487 /* first search for itself and remove any old instances */
1579 1488
1580 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)
1581 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1490 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1582 remove_ob(tmp); 1491 tmp->destroy ();
1583 free_object(tmp);
1584 }
1585 }
1586 1492
1587 tmp1=arch_to_object(find_archetype(arch_string)); 1493 tmp1 = arch_to_object (archetype::find (arch_string));
1588 1494
1589 1495 tmp1->x = op->x;
1590 tmp1->x = op->x; tmp1->y = op->y; 1496 tmp1->y = op->y;
1591 insert_ob_in_map(tmp1,op->map,op,0); 1497 insert_ob_in_map (tmp1, op->map, op, 0);
1592} 1498}
1593 1499
1594/* 1500/*
1595 * 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
1596 * is returned contains nr objects, and the remaining parts contains 1502 * is returned contains nr objects, and the remaining parts contains
1597 * 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).
1598 * On failure, NULL is returned, and the reason put into the 1504 * On failure, NULL is returned, and the reason put into the
1599 * global static errmsg array. 1505 * global static errmsg array.
1600 */ 1506 */
1601 1507
1508object *
1602object *get_split_ob(object *orig_ob, uint32 nr) { 1509get_split_ob (object *orig_ob, uint32 nr)
1510{
1603 object *newob; 1511 object *newob;
1604 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1605 1513
1606 if(orig_ob->nrof<nr) { 1514 if (orig_ob->nrof < nr)
1607 sprintf(errmsg,"There are only %d %ss.", 1515 {
1608 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);
1609 return NULL; 1517 return NULL;
1610 } 1518 }
1519
1611 newob = object_create_clone(orig_ob); 1520 newob = object_create_clone (orig_ob);
1521
1612 if((orig_ob->nrof-=nr)<1) { 1522 if ((orig_ob->nrof -= nr) < 1)
1613 if ( ! is_removed) 1523 orig_ob->destroy (1);
1614 remove_ob(orig_ob);
1615 free_object2(orig_ob, 1);
1616 }
1617 else if ( ! is_removed) { 1524 else if (!is_removed)
1525 {
1618 if(orig_ob->env!=NULL) 1526 if (orig_ob->env != NULL)
1619 sub_weight (orig_ob->env,orig_ob->weight*nr); 1527 sub_weight (orig_ob->env, orig_ob->weight * nr);
1620 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 {
1621 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.");
1622 LOG(llevDebug,
1623 "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");
1624 return NULL; 1532 return NULL;
1625 } 1533 }
1626 } 1534 }
1535
1627 newob->nrof=nr; 1536 newob->nrof = nr;
1628 1537
1629 return newob; 1538 return newob;
1630} 1539}
1631 1540
1632/* 1541/*
1633 * decrease_ob_nr(object, number) decreases a specified number from 1542 * decrease_ob_nr(object, number) decreases a specified number from
1634 * 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
1635 * is subsequently removed and freed. 1544 * is subsequently removed and freed.
1636 * 1545 *
1637 * 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
1638 */ 1547 */
1639 1548
1549object *
1640object *decrease_ob_nr (object *op, uint32 i) 1550decrease_ob_nr (object *op, uint32 i)
1641{ 1551{
1642 object *tmp; 1552 object *tmp;
1643 player *pl; 1553 player *pl;
1644 1554
1645 if (i == 0) /* objects with op->nrof require this check */ 1555 if (i == 0) /* objects with op->nrof require this check */
1646 return op; 1556 return op;
1647 1557
1648 if (i > op->nrof) 1558 if (i > op->nrof)
1649 i = op->nrof; 1559 i = op->nrof;
1650 1560
1651 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 }
1652 { 1599 }
1600 else
1601 {
1602 object *above = op->above;
1603
1604 if (i < op->nrof)
1653 op->nrof -= i; 1605 op->nrof -= i;
1654 } 1606 else
1655 else if (op->env != NULL)
1656 {
1657 /* is this object in the players inventory, or sub container
1658 * therein?
1659 */ 1607 {
1660 tmp = is_player_inv (op->env); 1608 op->remove ();
1661 /* nope. Is this a container the player has opened? 1609 op->nrof = 0;
1662 * If so, set tmp to that player.
1663 * IMO, searching through all the players will mostly
1664 * likely be quicker than following op->env to the map,
1665 * and then searching the map for a player.
1666 */
1667 if (!tmp) {
1668 for (pl=first_player; pl; pl=pl->next)
1669 if (pl->ob->container == op->env) break;
1670 if (pl) tmp=pl->ob;
1671 else tmp=NULL;
1672 } 1610 }
1673 1611
1674 if (i < op->nrof) {
1675 sub_weight (op->env, op->weight * i);
1676 op->nrof -= i;
1677 if (tmp) {
1678 esrv_send_item(tmp, op);
1679 }
1680 } else {
1681 remove_ob (op);
1682 op->nrof = 0;
1683 if (tmp) {
1684 esrv_del_item(tmp->contr, op->count);
1685 }
1686 }
1687 }
1688 else
1689 {
1690 object *above = op->above;
1691
1692 if (i < op->nrof) {
1693 op->nrof -= i;
1694 } else {
1695 remove_ob (op);
1696 op->nrof = 0;
1697 }
1698 /* Since we just removed op, op->above is null */ 1612 /* Since we just removed op, op->above is null */
1699 for (tmp = above; tmp != NULL; tmp = tmp->above) 1613 for (tmp = above; tmp; tmp = tmp->above)
1700 if (tmp->type == PLAYER) { 1614 if (tmp->type == PLAYER)
1615 {
1701 if (op->nrof) 1616 if (op->nrof)
1702 esrv_send_item(tmp, op); 1617 esrv_send_item (tmp, op);
1703 else 1618 else
1704 esrv_del_item(tmp->contr, op->count); 1619 esrv_del_item (tmp->contr, op->count);
1705 } 1620 }
1706 } 1621 }
1707 1622
1708 if (op->nrof) { 1623 if (op->nrof)
1709 return op; 1624 return op;
1710 } else { 1625 else
1711 free_object (op); 1626 {
1627 op->destroy ();
1712 return NULL; 1628 return 0;
1713 } 1629 }
1714} 1630}
1715 1631
1716/* 1632/*
1717 * add_weight(object, weight) adds the specified weight to an object, 1633 * add_weight(object, weight) adds the specified weight to an object,
1718 * and also updates how much the environment(s) is/are carrying. 1634 * and also updates how much the environment(s) is/are carrying.
1719 */ 1635 */
1720 1636
1637void
1721void add_weight (object *op, signed long weight) { 1638add_weight (object *op, signed long weight)
1639{
1722 while (op!=NULL) { 1640 while (op != NULL)
1641 {
1723 if (op->type == CONTAINER) { 1642 if (op->type == CONTAINER)
1724 weight=(signed long)(weight*(100-op->stats.Str)/100); 1643 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1725 } 1644
1726 op->carrying+=weight; 1645 op->carrying += weight;
1727 op=op->env; 1646 op = op->env;
1728 } 1647 }
1729} 1648}
1730 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
1731/* 1670/*
1732 * insert_ob_in_ob(op,environment): 1671 * env->insert (op)
1733 * This function inserts the object op in the linked list 1672 * This function inserts the object op in the linked list
1734 * inside the object environment. 1673 * inside the object environment.
1735 * 1674 *
1736 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1737 * the inventory at the last position or next to other objects of the same
1738 * type.
1739 * Frank: Now sorted by type, archetype and magic!
1740 *
1741 * 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
1742 * be != op, if items are merged. -Tero 1676 * be != op, if items are merged. -Tero
1743 */ 1677 */
1744 1678
1745object *insert_ob_in_ob(object *op,object *where) { 1679object *
1680object::insert (object *op)
1681{
1746 object *tmp, *otmp; 1682 object *tmp, *otmp;
1747 1683
1748 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1684 if (!QUERY_FLAG (op, FLAG_REMOVED))
1749 dump_object(op); 1685 op->remove ();
1750 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1686
1751 return op;
1752 }
1753 if(where==NULL) {
1754 dump_object(op);
1755 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1756 return op;
1757 }
1758 if (where->head) {
1759 LOG(llevDebug,
1760 "Warning: Tried to insert object wrong part of multipart object.\n");
1761 where = where->head;
1762 }
1763 if (op->more) { 1687 if (op->more)
1688 {
1764 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);
1765 &op->name, op->count);
1766 return op; 1690 return op;
1767 } 1691 }
1692
1768 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1693 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1769 CLEAR_FLAG(op, FLAG_REMOVED); 1694 CLEAR_FLAG (op, FLAG_REMOVED);
1770 if(op->nrof) { 1695 if (op->nrof)
1696 {
1771 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1697 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1772 if ( CAN_MERGE(tmp,op) ) { 1698 if (object::can_merge (tmp, op))
1699 {
1773 /* return the original object and remove inserted object 1700 /* return the original object and remove inserted object
1774 (client needs the original object) */ 1701 (client needs the original object) */
1775 tmp->nrof += op->nrof; 1702 tmp->nrof += op->nrof;
1776 /* Weight handling gets pretty funky. Since we are adding to 1703 /* Weight handling gets pretty funky. Since we are adding to
1777 * tmp->nrof, we need to increase the weight. 1704 * tmp->nrof, we need to increase the weight.
1778 */ 1705 */
1779 add_weight (where, op->weight*op->nrof); 1706 add_weight (this, op->weight * op->nrof);
1780 SET_FLAG(op, FLAG_REMOVED); 1707 SET_FLAG (op, FLAG_REMOVED);
1781 free_object(op); /* free the inserted object */ 1708 op->destroy (); /* free the inserted object */
1782 op = tmp; 1709 op = tmp;
1783 remove_ob (op); /* and fix old object's links */ 1710 op->remove (); /* and fix old object's links */
1784 CLEAR_FLAG(op, FLAG_REMOVED); 1711 CLEAR_FLAG (op, FLAG_REMOVED);
1785 break; 1712 break;
1786 } 1713 }
1787 1714
1788 /* I assume combined objects have no inventory 1715 /* I assume combined objects have no inventory
1789 * We add the weight - this object could have just been removed 1716 * We add the weight - this object could have just been removed
1790 * (if it was possible to merge). calling remove_ob will subtract 1717 * (if it was possible to merge). calling remove_ob will subtract
1791 * 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
1792 * the linking below 1719 * the linking below
1793 */ 1720 */
1794 add_weight (where, op->weight*op->nrof); 1721 add_weight (this, op->weight * op->nrof);
1722 }
1795 } else 1723 else
1796 add_weight (where, (op->weight+op->carrying)); 1724 add_weight (this, (op->weight + op->carrying));
1797 1725
1798 otmp=is_player_inv(where); 1726 otmp = this->in_player ();
1799 if (otmp&&otmp->contr!=NULL) { 1727 if (otmp && otmp->contr)
1800 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1728 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1801 fix_player(otmp); 1729 fix_player (otmp);
1802 }
1803 1730
1804 op->map=NULL; 1731 op->map = 0;
1805 op->env=where; 1732 op->env = this;
1806 op->above=NULL; 1733 op->above = 0;
1807 op->below=NULL; 1734 op->below = 0;
1808 op->x=0,op->y=0; 1735 op->x = 0, op->y = 0;
1809 1736
1810 /* 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 */
1811 if((op->glow_radius!=0)&&where->map) 1738 if ((op->glow_radius != 0) && map)
1812 { 1739 {
1813#ifdef DEBUG_LIGHTS 1740#ifdef DEBUG_LIGHTS
1814 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);
1815 op->name);
1816#endif /* DEBUG_LIGHTS */ 1742#endif /* DEBUG_LIGHTS */
1817 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);
1818 } 1745 }
1819 1746
1820 /* 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.
1821 * It sure simplifies this function... 1748 * It sure simplifies this function...
1822 */ 1749 */
1823 if (where->inv==NULL) 1750 if (!inv)
1824 where->inv=op; 1751 inv = op;
1825 else { 1752 else
1753 {
1826 op->below = where->inv; 1754 op->below = inv;
1827 op->below->above = op; 1755 op->below->above = op;
1828 where->inv = op; 1756 inv = op;
1829 } 1757 }
1758
1830 return op; 1759 return op;
1831} 1760}
1832 1761
1833/* 1762/*
1834 * Checks if any objects has a move_type that matches objects 1763 * Checks if any objects has a move_type that matches objects
1849 * 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
1850 * 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
1851 * on top. 1780 * on top.
1852 */ 1781 */
1853 1782
1783int
1854int check_move_on (object *op, object *originator) 1784check_move_on (object *op, object *originator)
1855{ 1785{
1856 object *tmp; 1786 object *tmp;
1857 tag_t tag;
1858 mapstruct *m=op->map; 1787 maptile *m = op->map;
1859 int x=op->x, y=op->y; 1788 int x = op->x, y = op->y;
1789
1860 MoveType move_on, move_slow, move_block; 1790 MoveType move_on, move_slow, move_block;
1861 1791
1862 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1792 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1863 return 0; 1793 return 0;
1864 1794
1865 tag = op->count;
1866
1867 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);
1868 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);
1869 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);
1870 1798
1871 /* 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,
1872 * 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
1873 * 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
1874 * as walking. 1802 * as walking.
1875 */ 1803 */
1876 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))
1877 return 0; 1805 return 0;
1878 1806
1879 /* This is basically inverse logic of that below - basically, 1807 /* This is basically inverse logic of that below - basically,
1880 * 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,
1881 * 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
1882 * blocked. Logic on this seems confusing, but does seem correct. 1810 * blocked. Logic on this seems confusing, but does seem correct.
1883 */ 1811 */
1884 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)
1885 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1813 return 0;
1886 1814
1887 /* The objects have to be checked from top to bottom. 1815 /* The objects have to be checked from top to bottom.
1888 * Hence, we first go to the top: 1816 * Hence, we first go to the top:
1889 */ 1817 */
1890 1818
1891 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)
1892 tmp->above!=NULL; tmp=tmp->above) { 1820 {
1893 /* Trim the search when we find the first other spell effect 1821 /* Trim the search when we find the first other spell effect
1894 * 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,
1895 * we don't need to check all of them. 1823 * we don't need to check all of them.
1896 */ 1824 */
1897 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)
1898 } 1830 {
1899 for(;tmp!=NULL; tmp=tmp->below) { 1831 if (tmp == op)
1900 if (tmp == op) continue; /* Can't apply yourself */ 1832 continue; /* Can't apply yourself */
1901 1833
1902 /* 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.
1903 * Second check makes sure that the movement types not being slowed 1835 * Second check makes sure that the movement types not being slowed
1904 * (~slow_move) is not blocked on this space - just because the 1836 * (~slow_move) is not blocked on this space - just because the
1905 * 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
1906 * 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.
1907 */ 1839 */
1908 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1840 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1841 {
1909 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1842 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1910 ((op->move_type & tmp->move_slow) &&
1911 (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 {
1912 1845
1913 float diff; 1846 float
1914
1915 diff = tmp->move_slow_penalty*FABS(op->speed); 1847 diff = tmp->move_slow_penalty * FABS (op->speed);
1848
1916 if (op->type == PLAYER) { 1849 if (op->type == PLAYER)
1917 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)) ||
1918 (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)))
1919 diff /= 4.0; 1852 diff /= 4.0;
1920 } 1853
1921 }
1922 op->speed_left -= diff; 1854 op->speed_left -= diff;
1923 } 1855 }
1924 } 1856 }
1925 1857
1926 /* Basically same logic as above, except now for actual apply. */ 1858 /* Basically same logic as above, except now for actual apply. */
1927 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1859 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1928 ((op->move_type & tmp->move_on) &&
1929 (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))
1930 1861 {
1931 move_apply(tmp, op, originator); 1862 move_apply (tmp, op, originator);
1863
1932 if (was_destroyed (op, tag)) 1864 if (op->destroyed ())
1933 return 1; 1865 return 1;
1934 1866
1935 /* what the person/creature stepped onto has moved the object 1867 /* what the person/creature stepped onto has moved the object
1936 * someplace new. Don't process any further - if we did, 1868 * someplace new. Don't process any further - if we did,
1937 * have a feeling strange problems would result. 1869 * have a feeling strange problems would result.
1938 */ 1870 */
1939 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;
1940 } 1873 }
1941 } 1874 }
1875
1942 return 0; 1876 return 0;
1943} 1877}
1944 1878
1945/* 1879/*
1946 * present_arch(arch, map, x, y) searches for any objects with 1880 * present_arch(arch, map, x, y) searches for any objects with
1947 * a matching archetype at the given map and coordinates. 1881 * a matching archetype at the given map and coordinates.
1948 * The first matching object is returned, or NULL if none. 1882 * The first matching object is returned, or NULL if none.
1949 */ 1883 */
1950 1884
1885object *
1951object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1886present_arch (const archetype *at, maptile *m, int x, int y)
1887{
1952 object *tmp; 1888 object *
1889 tmp;
1890
1953 if(m==NULL || out_of_map(m,x,y)) { 1891 if (m == NULL || out_of_map (m, x, y))
1892 {
1954 LOG(llevError,"Present_arch called outside map.\n"); 1893 LOG (llevError, "Present_arch called outside map.\n");
1955 return NULL; 1894 return NULL;
1956 } 1895 }
1957 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)
1958 if(tmp->arch == at) 1897 if (tmp->arch == at)
1959 return tmp; 1898 return tmp;
1960 return NULL; 1899 return NULL;
1961} 1900}
1962 1901
1963/* 1902/*
1964 * present(type, map, x, y) searches for any objects with 1903 * present(type, map, x, y) searches for any objects with
1965 * a matching type variable at the given map and coordinates. 1904 * a matching type variable at the given map and coordinates.
1966 * The first matching object is returned, or NULL if none. 1905 * The first matching object is returned, or NULL if none.
1967 */ 1906 */
1968 1907
1908object *
1969object *present(unsigned char type,mapstruct *m, int x,int y) { 1909present (unsigned char type, maptile *m, int x, int y)
1910{
1970 object *tmp; 1911 object *
1912 tmp;
1913
1971 if(out_of_map(m,x,y)) { 1914 if (out_of_map (m, x, y))
1915 {
1972 LOG(llevError,"Present called outside map.\n"); 1916 LOG (llevError, "Present called outside map.\n");
1973 return NULL; 1917 return NULL;
1974 } 1918 }
1975 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)
1976 if(tmp->type==type) 1920 if (tmp->type == type)
1977 return tmp; 1921 return tmp;
1978 return NULL; 1922 return NULL;
1979} 1923}
1980 1924
1981/* 1925/*
1982 * present_in_ob(type, object) searches for any objects with 1926 * present_in_ob(type, object) searches for any objects with
1983 * a matching type variable in the inventory of the given object. 1927 * a matching type variable in the inventory of the given object.
1984 * The first matching object is returned, or NULL if none. 1928 * The first matching object is returned, or NULL if none.
1985 */ 1929 */
1986 1930
1931object *
1987object *present_in_ob(unsigned char type, const object *op) { 1932present_in_ob (unsigned char type, const object *op)
1933{
1988 object *tmp; 1934 object *
1935 tmp;
1936
1989 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1937 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1990 if(tmp->type==type) 1938 if (tmp->type == type)
1991 return tmp; 1939 return tmp;
1992 return NULL; 1940 return NULL;
1993} 1941}
1994 1942
1995/* 1943/*
2005 * 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
2006 * 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
2007 * to be unique. 1955 * to be unique.
2008 */ 1956 */
2009 1957
1958object *
2010object *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{
2011 object *tmp; 1961 object *
1962 tmp;
2012 1963
2013 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1964 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1965 {
2014 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1966 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2015 return tmp; 1967 return tmp;
2016 } 1968 }
2017 return NULL; 1969 return NULL;
2018} 1970}
2019 1971
2020/* 1972/*
2021 * present_arch_in_ob(archetype, object) searches for any objects with 1973 * present_arch_in_ob(archetype, object) searches for any objects with
2022 * a matching archetype in the inventory of the given object. 1974 * a matching archetype in the inventory of the given object.
2023 * The first matching object is returned, or NULL if none. 1975 * The first matching object is returned, or NULL if none.
2024 */ 1976 */
2025 1977
1978object *
2026object *present_arch_in_ob(const archetype *at, const object *op) { 1979present_arch_in_ob (const archetype *at, const object *op)
1980{
2027 object *tmp; 1981 object *
1982 tmp;
1983
2028 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1984 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2029 if( tmp->arch == at) 1985 if (tmp->arch == at)
2030 return tmp; 1986 return tmp;
2031 return NULL; 1987 return NULL;
2032} 1988}
2033 1989
2034/* 1990/*
2035 * activate recursively a flag on an object inventory 1991 * activate recursively a flag on an object inventory
2036 */ 1992 */
1993void
2037void flag_inv(object*op, int flag){ 1994flag_inv (object *op, int flag)
1995{
2038 object *tmp; 1996 object *
1997 tmp;
1998
2039 if(op->inv) 1999 if (op->inv)
2040 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2000 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2001 {
2041 SET_FLAG(tmp, flag); 2002 SET_FLAG (tmp, flag);
2042 flag_inv(tmp,flag); 2003 flag_inv (tmp, flag);
2043 } 2004 }
2044}/* 2005} /*
2045 * desactivate recursively a flag on an object inventory 2006 * desactivate recursively a flag on an object inventory
2046 */ 2007 */
2008void
2047void unflag_inv(object*op, int flag){ 2009unflag_inv (object *op, int flag)
2010{
2048 object *tmp; 2011 object *
2012 tmp;
2013
2049 if(op->inv) 2014 if (op->inv)
2050 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2015 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2016 {
2051 CLEAR_FLAG(tmp, flag); 2017 CLEAR_FLAG (tmp, flag);
2052 unflag_inv(tmp,flag); 2018 unflag_inv (tmp, flag);
2053 } 2019 }
2054} 2020}
2055 2021
2056/* 2022/*
2057 * 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
2058 * all it's inventory (recursively). 2024 * all it's inventory (recursively).
2059 * 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
2060 * 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.
2061 */ 2027 */
2062 2028
2029void
2063void set_cheat(object *op) { 2030set_cheat (object *op)
2031{
2064 SET_FLAG(op, FLAG_WAS_WIZ); 2032 SET_FLAG (op, FLAG_WAS_WIZ);
2065 flag_inv(op, FLAG_WAS_WIZ); 2033 flag_inv (op, FLAG_WAS_WIZ);
2066} 2034}
2067 2035
2068/* 2036/*
2069 * 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
2070 * 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
2085 * 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
2086 * 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
2087 * customized, changed states, etc. 2055 * customized, changed states, etc.
2088 */ 2056 */
2089 2057
2058int
2090int 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,
2091 int i,index=0, flag; 2063 index = 0, flag;
2064 static int
2092 static int altern[SIZEOFFREE]; 2065 altern[SIZEOFFREE];
2093 2066
2094 for(i=start;i<stop;i++) { 2067 for (i = start; i < stop; i++)
2068 {
2095 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]);
2096 if(!flag) 2070 if (!flag)
2097 altern[index++]=i; 2071 altern[index++] = i;
2098 2072
2099 /* 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.
2100 * 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.
2101 * 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 -
2102 * 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
2103 * 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
2104 * to only the spaces immediately surrounding the target area, and 2078 * to only the spaces immediately surrounding the target area, and
2105 * won't look 2 spaces south of the target space. 2079 * won't look 2 spaces south of the target space.
2106 */ 2080 */
2107 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2081 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2108 stop=maxfree[i]; 2082 stop = maxfree[i];
2109 } 2083 }
2110 if(!index) return -1; 2084
2085 if (!index)
2086 return -1;
2087
2111 return altern[RANDOM()%index]; 2088 return altern[RANDOM () % index];
2112} 2089}
2113 2090
2114/* 2091/*
2115 * find_first_free_spot(archetype, mapstruct, x, y) works like 2092 * find_first_free_spot(archetype, maptile, x, y) works like
2116 * find_free_spot(), but it will search max number of squares. 2093 * find_free_spot(), but it will search max number of squares.
2117 * 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.
2118 * 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.
2119 */ 2096 */
2120 2097
2098int
2121int 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
2122 int i; 2102 i;
2103
2123 for(i=0;i<SIZEOFFREE;i++) { 2104 for (i = 0; i < SIZEOFFREE; i++)
2105 {
2124 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]))
2125 return i; 2107 return i;
2126 } 2108 }
2127 return -1; 2109 return -1;
2128} 2110}
2129 2111
2130/* 2112/*
2131 * The function permute(arr, begin, end) randomly reorders the array 2113 * The function permute(arr, begin, end) randomly reorders the array
2132 * arr[begin..end-1]. 2114 * arr[begin..end-1].
2133 */ 2115 */
2116static void
2134static void permute(int *arr, int begin, int end) 2117permute (int *arr, int begin, int end)
2135{ 2118{
2136 int i, j, tmp, len; 2119 int
2120 i,
2121 j,
2122 tmp,
2123 len;
2137 2124
2138 len = end-begin; 2125 len = end - begin;
2139 for(i = begin; i < end; i++) 2126 for (i = begin; i < end; i++)
2140 { 2127 {
2141 j = begin+RANDOM()%len; 2128 j = begin + RANDOM () % len;
2142 2129
2143 tmp = arr[i]; 2130 tmp = arr[i];
2144 arr[i] = arr[j]; 2131 arr[i] = arr[j];
2145 arr[j] = tmp; 2132 arr[j] = tmp;
2146 } 2133 }
2147} 2134}
2148 2135
2149/* new function to make monster searching more efficient, and effective! 2136/* new function to make monster searching more efficient, and effective!
2150 * This basically returns a randomized array (in the passed pointer) of 2137 * This basically returns a randomized array (in the passed pointer) of
2151 * 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
2152 * 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
2153 * 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
2154 * 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.
2155 */ 2142 */
2143void
2156void get_search_arr(int *search_arr) 2144get_search_arr (int *search_arr)
2157{ 2145{
2146 int
2158 int i; 2147 i;
2159 2148
2160 for(i = 0; i < SIZEOFFREE; i++) 2149 for (i = 0; i < SIZEOFFREE; i++)
2161 { 2150 {
2162 search_arr[i] = i; 2151 search_arr[i] = i;
2163 } 2152 }
2164 2153
2165 permute(search_arr, 1, SIZEOFFREE1+1); 2154 permute (search_arr, 1, SIZEOFFREE1 + 1);
2166 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2155 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2167 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2156 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2168} 2157}
2169 2158
2170/* 2159/*
2171 * 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
2172 * given map at the given coordinates for live objects. 2161 * given map at the given coordinates for live objects.
2178 * 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
2179 * 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
2180 * there is capable of. 2169 * there is capable of.
2181 */ 2170 */
2182 2171
2172int
2183int 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,
2184 int i,max=SIZEOFFREE, mflags; 2177 max = SIZEOFFREE, mflags;
2178
2185 sint16 nx, ny; 2179 sint16 nx, ny;
2186 object *tmp; 2180 object *
2187 mapstruct *mp; 2181 tmp;
2182 maptile *
2183 mp;
2184
2188 MoveType blocked, move_type; 2185 MoveType blocked, move_type;
2189 2186
2190 if (exclude && exclude->head) { 2187 if (exclude && exclude->head)
2188 {
2191 exclude = exclude->head; 2189 exclude = exclude->head;
2192 move_type = exclude->move_type; 2190 move_type = exclude->move_type;
2193 } else { 2191 }
2192 else
2193 {
2194 /* 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. */
2195 move_type=MOVE_ALL; 2195 move_type = MOVE_ALL;
2196 }
2197
2198 for (i = 1; i < max; i++)
2196 } 2199 {
2197
2198 for(i=1;i<max;i++) {
2199 mp = m; 2200 mp = m;
2200 nx = x + freearr_x[i]; 2201 nx = x + freearr_x[i];
2201 ny = y + freearr_y[i]; 2202 ny = y + freearr_y[i];
2202 2203
2203 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2204 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2205
2204 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)
2205 max = maxfree[i]; 2213 max = maxfree[i];
2206 } else {
2207 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2208
2209 if ((move_type & blocked) == move_type) {
2210 max=maxfree[i];
2211 } else if (mflags & P_IS_ALIVE) { 2214 else if (mflags & P_IS_ALIVE)
2215 {
2212 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)
2213 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)))
2214 (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2215 break; 2218 break;
2216 } 2219
2217 }
2218 if(tmp) { 2220 if (tmp)
2219 return freedir[i]; 2221 return freedir[i];
2220 }
2221 } 2222 }
2222 } 2223 }
2223 } 2224 }
2225
2224 return 0; 2226 return 0;
2225} 2227}
2226 2228
2227/* 2229/*
2228 * distance(object 1, object 2) will return the square of the 2230 * distance(object 1, object 2) will return the square of the
2229 * distance between the two given objects. 2231 * distance between the two given objects.
2230 */ 2232 */
2231 2233
2234int
2232int distance(const object *ob1, const object *ob2) { 2235distance (const object *ob1, const object *ob2)
2236{
2233 int i; 2237 int i;
2234 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2238
2235 (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);
2236 return i; 2240 return i;
2237} 2241}
2238 2242
2239/* 2243/*
2240 * 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
2241 * 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
2242 * object, needs to travel toward it. 2246 * object, needs to travel toward it.
2243 */ 2247 */
2244 2248
2249int
2245int find_dir_2(int x, int y) { 2250find_dir_2 (int x, int y)
2251{
2246 int q; 2252 int q;
2247 2253
2248 if(y) 2254 if (y)
2249 q=x*100/y; 2255 q = x * 100 / y;
2250 else if (x) 2256 else if (x)
2251 q= -300*x; 2257 q = -300 * x;
2252 else 2258 else
2253 return 0; 2259 return 0;
2254 2260
2255 if(y>0) { 2261 if (y > 0)
2262 {
2256 if(q < -242) 2263 if (q < -242)
2257 return 3 ; 2264 return 3;
2258 if (q < -41) 2265 if (q < -41)
2259 return 2 ; 2266 return 2;
2260 if (q < 41) 2267 if (q < 41)
2261 return 1 ; 2268 return 1;
2262 if (q < 242) 2269 if (q < 242)
2263 return 8 ; 2270 return 8;
2264 return 7 ; 2271 return 7;
2265 } 2272 }
2266 2273
2267 if (q < -242) 2274 if (q < -242)
2268 return 7 ; 2275 return 7;
2269 if (q < -41) 2276 if (q < -41)
2270 return 6 ; 2277 return 6;
2271 if (q < 41) 2278 if (q < 41)
2272 return 5 ; 2279 return 5;
2273 if (q < 242) 2280 if (q < 242)
2274 return 4 ; 2281 return 4;
2275 2282
2276 return 3 ; 2283 return 3;
2277} 2284}
2278 2285
2279/* 2286/*
2280 * absdir(int): Returns a number between 1 and 8, which represent 2287 * absdir(int): Returns a number between 1 and 8, which represent
2281 * the "absolute" direction of a number (it actually takes care of 2288 * the "absolute" direction of a number (it actually takes care of
2282 * "overflow" in previous calculations of a direction). 2289 * "overflow" in previous calculations of a direction).
2283 */ 2290 */
2284 2291
2292int
2285int absdir(int d) { 2293absdir (int d)
2286 while(d<1) d+=8; 2294{
2287 while(d>8) d-=8; 2295 while (d < 1)
2296 d += 8;
2297 while (d > 8)
2298 d -= 8;
2288 return d; 2299 return d;
2289} 2300}
2290 2301
2291/* 2302/*
2292 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2303 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2293 * between two directions (which are expected to be absolute (see absdir()) 2304 * between two directions (which are expected to be absolute (see absdir())
2294 */ 2305 */
2295 2306
2307int
2296int dirdiff(int dir1, int dir2) { 2308dirdiff (int dir1, int dir2)
2309{
2297 int d; 2310 int
2311 d;
2312
2298 d = abs(dir1 - dir2); 2313 d = abs (dir1 - dir2);
2299 if(d>4) 2314 if (d > 4)
2300 d = 8 - d; 2315 d = 8 - d;
2301 return d; 2316 return d;
2302} 2317}
2303 2318
2304/* peterm: 2319/* peterm:
2309 * 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.
2310 * 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
2311 * functions. 2326 * functions.
2312 */ 2327 */
2313 2328
2329int
2314int reduction_dir[SIZEOFFREE][3] = { 2330 reduction_dir[SIZEOFFREE][3] = {
2315 {0,0,0}, /* 0 */ 2331 {0, 0, 0}, /* 0 */
2316 {0,0,0}, /* 1 */ 2332 {0, 0, 0}, /* 1 */
2317 {0,0,0}, /* 2 */ 2333 {0, 0, 0}, /* 2 */
2318 {0,0,0}, /* 3 */ 2334 {0, 0, 0}, /* 3 */
2319 {0,0,0}, /* 4 */ 2335 {0, 0, 0}, /* 4 */
2320 {0,0,0}, /* 5 */ 2336 {0, 0, 0}, /* 5 */
2321 {0,0,0}, /* 6 */ 2337 {0, 0, 0}, /* 6 */
2322 {0,0,0}, /* 7 */ 2338 {0, 0, 0}, /* 7 */
2323 {0,0,0}, /* 8 */ 2339 {0, 0, 0}, /* 8 */
2324 {8,1,2}, /* 9 */ 2340 {8, 1, 2}, /* 9 */
2325 {1,2,-1}, /* 10 */ 2341 {1, 2, -1}, /* 10 */
2326 {2,10,12}, /* 11 */ 2342 {2, 10, 12}, /* 11 */
2327 {2,3,-1}, /* 12 */ 2343 {2, 3, -1}, /* 12 */
2328 {2,3,4}, /* 13 */ 2344 {2, 3, 4}, /* 13 */
2329 {3,4,-1}, /* 14 */ 2345 {3, 4, -1}, /* 14 */
2330 {4,14,16}, /* 15 */ 2346 {4, 14, 16}, /* 15 */
2331 {5,4,-1}, /* 16 */ 2347 {5, 4, -1}, /* 16 */
2332 {4,5,6}, /* 17 */ 2348 {4, 5, 6}, /* 17 */
2333 {6,5,-1}, /* 18 */ 2349 {6, 5, -1}, /* 18 */
2334 {6,20,18}, /* 19 */ 2350 {6, 20, 18}, /* 19 */
2335 {7,6,-1}, /* 20 */ 2351 {7, 6, -1}, /* 20 */
2336 {6,7,8}, /* 21 */ 2352 {6, 7, 8}, /* 21 */
2337 {7,8,-1}, /* 22 */ 2353 {7, 8, -1}, /* 22 */
2338 {8,22,24}, /* 23 */ 2354 {8, 22, 24}, /* 23 */
2339 {8,1,-1}, /* 24 */ 2355 {8, 1, -1}, /* 24 */
2340 {24,9,10}, /* 25 */ 2356 {24, 9, 10}, /* 25 */
2341 {9,10,-1}, /* 26 */ 2357 {9, 10, -1}, /* 26 */
2342 {10,11,-1}, /* 27 */ 2358 {10, 11, -1}, /* 27 */
2343 {27,11,29}, /* 28 */ 2359 {27, 11, 29}, /* 28 */
2344 {11,12,-1}, /* 29 */ 2360 {11, 12, -1}, /* 29 */
2345 {12,13,-1}, /* 30 */ 2361 {12, 13, -1}, /* 30 */
2346 {12,13,14}, /* 31 */ 2362 {12, 13, 14}, /* 31 */
2347 {13,14,-1}, /* 32 */ 2363 {13, 14, -1}, /* 32 */
2348 {14,15,-1}, /* 33 */ 2364 {14, 15, -1}, /* 33 */
2349 {33,15,35}, /* 34 */ 2365 {33, 15, 35}, /* 34 */
2350 {16,15,-1}, /* 35 */ 2366 {16, 15, -1}, /* 35 */
2351 {17,16,-1}, /* 36 */ 2367 {17, 16, -1}, /* 36 */
2352 {18,17,16}, /* 37 */ 2368 {18, 17, 16}, /* 37 */
2353 {18,17,-1}, /* 38 */ 2369 {18, 17, -1}, /* 38 */
2354 {18,19,-1}, /* 39 */ 2370 {18, 19, -1}, /* 39 */
2355 {41,19,39}, /* 40 */ 2371 {41, 19, 39}, /* 40 */
2356 {19,20,-1}, /* 41 */ 2372 {19, 20, -1}, /* 41 */
2357 {20,21,-1}, /* 42 */ 2373 {20, 21, -1}, /* 42 */
2358 {20,21,22}, /* 43 */ 2374 {20, 21, 22}, /* 43 */
2359 {21,22,-1}, /* 44 */ 2375 {21, 22, -1}, /* 44 */
2360 {23,22,-1}, /* 45 */ 2376 {23, 22, -1}, /* 45 */
2361 {45,47,23}, /* 46 */ 2377 {45, 47, 23}, /* 46 */
2362 {23,24,-1}, /* 47 */ 2378 {23, 24, -1}, /* 47 */
2363 {24,9,-1}}; /* 48 */ 2379 {24, 9, -1}
2380}; /* 48 */
2364 2381
2365/* Recursive routine to step back and see if we can 2382/* Recursive routine to step back and see if we can
2366 * find a path to that monster that we found. If not, 2383 * find a path to that monster that we found. If not,
2367 * we don't bother going toward it. Returns 1 if we 2384 * we don't bother going toward it. Returns 1 if we
2368 * can see a direct way to get it 2385 * can see a direct way to get it
2369 * Modified to be map tile aware -.MSW 2386 * Modified to be map tile aware -.MSW
2370 */ 2387 */
2371 2388int
2372
2373int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2389can_see_monsterP (maptile *m, int x, int y, int dir)
2390{
2374 sint16 dx, dy; 2391 sint16 dx, dy;
2375 int mflags; 2392 int mflags;
2376 2393
2394 if (dir < 0)
2377 if(dir<0) return 0; /* exit condition: invalid direction */ 2395 return 0; /* exit condition: invalid direction */
2378 2396
2379 dx = x + freearr_x[dir]; 2397 dx = x + freearr_x[dir];
2380 dy = y + freearr_y[dir]; 2398 dy = y + freearr_y[dir];
2381 2399
2382 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2400 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2383 2401
2384 /* This functional arguably was incorrect before - it was 2402 /* This functional arguably was incorrect before - it was
2385 * checking for P_WALL - that was basically seeing if 2403 * checking for P_WALL - that was basically seeing if
2386 * we could move to the monster - this is being more 2404 * we could move to the monster - this is being more
2387 * 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
2388 * 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
2389 * at least its move type. 2407 * at least its move type.
2390 */ 2408 */
2391 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2409 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2410 return 0;
2392 2411
2393 /* yes, can see. */ 2412 /* yes, can see. */
2394 if(dir < 9) return 1; 2413 if (dir < 9)
2414 return 1;
2415
2395 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2416 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2396 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2417 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2397 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2418 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2398} 2419}
2399 2420
2400
2401
2402/* 2421/*
2403 * 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
2404 * picked up by the picker. Returnes 1 if it can be 2423 * picked up by the picker. Returnes 1 if it can be
2405 * picked up, otherwise 0. 2424 * picked up, otherwise 0.
2406 * 2425 *
2408 * core dumps if they do. 2427 * core dumps if they do.
2409 * 2428 *
2410 * 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)
2411 */ 2430 */
2412 2431
2432int
2413int can_pick(const object *who, const object *item) { 2433can_pick (const object *who, const object *item)
2434{
2414 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2435 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2415 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2436 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2416 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2437 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2417 (who->type==PLAYER||item->weight<who->weight/3));
2418} 2438}
2419
2420 2439
2421/* 2440/*
2422 * create clone from object to another 2441 * create clone from object to another
2423 */ 2442 */
2443object *
2424object *object_create_clone (object *asrc) { 2444object_create_clone (object *asrc)
2445{
2425 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2446 object *dst = 0, *tmp, *src, *part, *prev, *item;
2426 2447
2427 if(!asrc) return NULL; 2448 if (!asrc)
2449 return 0;
2450
2428 src = asrc; 2451 src = asrc;
2429 if(src->head) 2452 if (src->head)
2430 src = src->head; 2453 src = src->head;
2431 2454
2432 prev = NULL; 2455 prev = 0;
2433 for(part = src; part; part = part->more) { 2456 for (part = src; part; part = part->more)
2434 tmp = get_object(); 2457 {
2435 copy_object(part,tmp); 2458 tmp = part->clone ();
2436 tmp->x -= src->x; 2459 tmp->x -= src->x;
2437 tmp->y -= src->y; 2460 tmp->y -= src->y;
2461
2438 if(!part->head) { 2462 if (!part->head)
2463 {
2439 dst = tmp; 2464 dst = tmp;
2440 tmp->head = NULL;
2441 } else {
2442 tmp->head = dst; 2465 tmp->head = 0;
2443 } 2466 }
2467 else
2468 tmp->head = dst;
2469
2444 tmp->more = NULL; 2470 tmp->more = 0;
2471
2445 if(prev) 2472 if (prev)
2446 prev->more = tmp; 2473 prev->more = tmp;
2474
2447 prev = tmp; 2475 prev = tmp;
2448 } 2476 }
2449 /*** copy inventory ***/ 2477
2450 for(item = src->inv; item; item = item->below) { 2478 for (item = src->inv; item; item = item->below)
2451 (void) insert_ob_in_ob(object_create_clone(item),dst); 2479 insert_ob_in_ob (object_create_clone (item), dst);
2452 }
2453 2480
2454 return dst; 2481 return dst;
2455}
2456
2457/* return true if the object was destroyed, 0 otherwise */
2458int was_destroyed (const object *op, tag_t old_tag)
2459{
2460 /* checking for FLAG_FREED isn't necessary, but makes this function more
2461 * robust */
2462 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2463} 2482}
2464 2483
2465/* GROS - Creates an object using a string representing its content. */ 2484/* GROS - Creates an object using a string representing its content. */
2466/* 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 */
2467/* 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, */
2468/* 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. */
2469/* 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. */
2470/* Also remember that multiparts objects are not supported for now. */ 2489/* Also remember that multiparts objects are not supported for now. */
2471 2490
2491object *
2472object* load_object_str(const char *obstr) 2492load_object_str (const char *obstr)
2473{ 2493{
2474 object *op; 2494 object *op;
2475 char filename[MAX_BUF]; 2495 char filename[MAX_BUF];
2496
2476 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2497 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2477 2498
2478 FILE *tempfile=fopen(filename,"w"); 2499 FILE *tempfile = fopen (filename, "w");
2500
2479 if (tempfile == NULL) 2501 if (tempfile == NULL)
2480 { 2502 {
2481 LOG(llevError,"Error - Unable to access load object temp file\n"); 2503 LOG (llevError, "Error - Unable to access load object temp file\n");
2482 return NULL; 2504 return NULL;
2483 }; 2505 }
2506
2484 fprintf(tempfile,obstr); 2507 fprintf (tempfile, obstr);
2485 fclose(tempfile); 2508 fclose (tempfile);
2486 2509
2487 op=get_object(); 2510 op = object::create ();
2488 2511
2489 object_thawer thawer (filename); 2512 object_thawer thawer (filename);
2513
2490 if (thawer) 2514 if (thawer)
2491 load_object(thawer,op,LO_NEWFILE,0); 2515 load_object (thawer, op, 0);
2516
2492 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2517 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2493 CLEAR_FLAG(op,FLAG_REMOVED); 2518 CLEAR_FLAG (op, FLAG_REMOVED);
2494 2519
2495 return op; 2520 return op;
2496} 2521}
2497 2522
2498/* This returns the first object in who's inventory that 2523/* This returns the first object in who's inventory that
2499 * has the same type and subtype match. 2524 * has the same type and subtype match.
2500 * returns NULL if no match. 2525 * returns NULL if no match.
2501 */ 2526 */
2527object *
2502object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2528find_obj_by_type_subtype (const object *who, int type, int subtype)
2503{ 2529{
2504 object *tmp; 2530 object *tmp;
2505 2531
2506 for (tmp=who->inv; tmp; tmp=tmp->below) 2532 for (tmp = who->inv; tmp; tmp = tmp->below)
2507 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2533 if (tmp->type == type && tmp->subtype == subtype)
2534 return tmp;
2508 2535
2509 return NULL; 2536 return NULL;
2510} 2537}
2511 2538
2512/* 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,
2513 * otherwise return NULL. 2540 * otherwise return NULL.
2514 * 2541 *
2515 * 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
2516 * do the desired thing. 2543 * do the desired thing.
2517 */ 2544 */
2545key_value *
2518key_value * get_ob_key_link(const object * ob, const char * key) { 2546get_ob_key_link (const object *ob, const char *key)
2547{
2519 key_value * link; 2548 key_value *link;
2520 2549
2521 for (link = ob->key_values; link != NULL; link = link->next) { 2550 for (link = ob->key_values; link != NULL; link = link->next)
2522 if (link->key == key) { 2551 if (link->key == key)
2523 return link; 2552 return link;
2524 } 2553
2525 }
2526
2527 return NULL; 2554 return NULL;
2528} 2555}
2529 2556
2530/* 2557/*
2531 * 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.
2532 * 2559 *
2533 * The argument doesn't need to be a shared string. 2560 * The argument doesn't need to be a shared string.
2534 * 2561 *
2535 * The returned string is shared. 2562 * The returned string is shared.
2536 */ 2563 */
2564const char *
2537const char * get_ob_key_value(const object * op, const char * const key) { 2565get_ob_key_value (const object *op, const char *const key)
2566{
2538 key_value * link; 2567 key_value *link;
2539 const char * canonical_key; 2568 shstr_cmp canonical_key (key);
2569
2570 if (!canonical_key)
2540 2571 {
2541 canonical_key = shstr::find (key);
2542
2543 if (canonical_key == NULL) {
2544 /* 1. There being a field named key on any object 2572 /* 1. There being a field named key on any object
2545 * implies there'd be a shared string to find. 2573 * implies there'd be a shared string to find.
2546 * 2. Since there isn't, no object has this field. 2574 * 2. Since there isn't, no object has this field.
2547 * 3. Therefore, *this* object doesn't have this field. 2575 * 3. Therefore, *this* object doesn't have this field.
2548 */ 2576 */
2549 return NULL; 2577 return 0;
2550 } 2578 }
2551 2579
2552 /* This is copied from get_ob_key_link() above - 2580 /* This is copied from get_ob_key_link() above -
2553 * only 4 lines, and saves the function call overhead. 2581 * only 4 lines, and saves the function call overhead.
2554 */ 2582 */
2555 for (link = op->key_values; link != NULL; link = link->next) { 2583 for (link = op->key_values; link; link = link->next)
2556 if (link->key == canonical_key) { 2584 if (link->key == canonical_key)
2557 return link->value; 2585 return link->value;
2558 } 2586
2559 } 2587 return 0;
2560 return NULL;
2561} 2588}
2562 2589
2563 2590
2564/* 2591/*
2565 * Updates the canonical_key in op to value. 2592 * Updates the canonical_key in op to value.
2569 * 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
2570 * keys. 2597 * keys.
2571 * 2598 *
2572 * Returns TRUE on success. 2599 * Returns TRUE on success.
2573 */ 2600 */
2601int
2574int 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 *
2575 key_value * field = NULL, *last=NULL; 2605 field = NULL, *last = NULL;
2576 2606
2577 for (field=op->key_values; field != NULL; field=field->next) { 2607 for (field = op->key_values; field != NULL; field = field->next)
2608 {
2578 if (field->key != canonical_key) { 2609 if (field->key != canonical_key)
2610 {
2579 last = field; 2611 last = field;
2580 continue; 2612 continue;
2581 } 2613 }
2582 2614
2583 if (value) 2615 if (value)
2584 field->value = value; 2616 field->value = value;
2585 else { 2617 else
2618 {
2586 /* Basically, if the archetype has this key set, 2619 /* Basically, if the archetype has this key set,
2587 * we need to store the null value so when we save 2620 * we need to store the null value so when we save
2588 * it, we save the empty value so that when we load, 2621 * it, we save the empty value so that when we load,
2589 * we get this value back again. 2622 * we get this value back again.
2590 */ 2623 */
2591 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2624 if (get_ob_key_link (&op->arch->clone, canonical_key))
2592 field->value = 0; 2625 field->value = 0;
2626 else
2627 {
2628 if (last)
2629 last->next = field->next;
2593 else 2630 else
2594 {
2595 if (last) last->next = field->next;
2596 else op->key_values = field->next; 2631 op->key_values = field->next;
2597 2632
2598 delete field; 2633 delete field;
2599 } 2634 }
2600 } 2635 }
2601 return TRUE; 2636 return TRUE;
2602 } 2637 }
2603 /* IF we get here, key doesn't exist */ 2638 /* IF we get here, key doesn't exist */
2604 2639
2605 /* No field, we'll have to add it. */ 2640 /* No field, we'll have to add it. */
2641
2642 if (!add_key)
2606 2643 {
2607 if (!add_key) {
2608 return FALSE; 2644 return FALSE;
2609 } 2645 }
2610 /* There isn't any good reason to store a null 2646 /* There isn't any good reason to store a null
2611 * value in the key/value list. If the archetype has 2647 * value in the key/value list. If the archetype has
2612 * this key, then we should also have it, so shouldn't 2648 * this key, then we should also have it, so shouldn't
2613 * be here. If user wants to store empty strings, 2649 * be here. If user wants to store empty strings,
2614 * should pass in "" 2650 * should pass in ""
2615 */ 2651 */
2616 if (value == NULL) return TRUE; 2652 if (value == NULL)
2617
2618 field = new key_value;
2619
2620 field->key = canonical_key;
2621 field->value = value;
2622 /* Usual prepend-addition. */
2623 field->next = op->key_values;
2624 op->key_values = field;
2625
2626 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;
2627} 2664}
2628 2665
2629/* 2666/*
2630 * Updates the key in op to value. 2667 * Updates the key in op to value.
2631 * 2668 *
2633 * and not add new ones. 2670 * and not add new ones.
2634 * 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
2635 * 2672 *
2636 * Returns TRUE on success. 2673 * Returns TRUE on success.
2637 */ 2674 */
2675int
2638int 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)
2639{ 2677{
2640 shstr key_ (key); 2678 shstr key_ (key);
2679
2641 return set_ob_key_value_s (op, key_, value, add_key); 2680 return set_ob_key_value_s (op, key_, value, add_key);
2642} 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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines