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Comparing deliantra/server/common/object.C (file contents):
Revision 1.14 by root, Mon Sep 4 11:07:59 2006 UTC vs.
Revision 1.67 by root, Thu Dec 14 04:30:32 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.14 2006/09/04 11:07:59 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
42int nrofallocobjects = 0; 35int nrofallocobjects = 0;
36static UUID uuid;
37const uint64 UUID_SKIP = 1<<19;
43 38
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 39object *active_objects; /* List of active objects that need to be processed */
46 40
47short freearr_x[SIZEOFFREE]= 41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 43};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 46};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49};
56int freedir[SIZEOFFREE]= { 50int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53};
59 54
55static void
56write_uuid (void)
57{
58 char filename1[MAX_BUF], filename2[MAX_BUF];
59
60 sprintf (filename1, "%s/uuid", settings.localdir);
61 sprintf (filename2, "%s/uuid~", settings.localdir);
62
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 FILE *fp;
84
85 if (!(fp = fopen (filename, "r")))
86 {
87 if (errno == ENOENT)
88 {
89 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0;
91 write_uuid ();
92 return;
93 }
94
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1);
97 }
98
99 int version;
100 unsigned long long uid;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
102 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
104 _exit (1);
105 }
106
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp);
111}
112
113UUID
114gen_uuid ()
115{
116 UUID uid;
117
118 uid.seq = ++uuid.seq;
119
120 if (!(uuid.seq & (UUID_SKIP - 1)))
121 write_uuid ();
122
123 return uid;
124}
125
126void
127init_uuid ()
128{
129 read_uuid ();
130}
60 131
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 134compare_ob_value_lists_one (const object *wants, const object *has)
135{
63 key_value * wants_field; 136 key_value *wants_field;
64 137
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 139 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 140 * different structure or at least keep the lists sorted...
68 */ 141 */
69 142
70 /* For each field in wants, */ 143 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
145 {
72 key_value * has_field; 146 key_value *has_field;
73 147
74 /* Look for a field in has with the same key. */ 148 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
76 152 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 153 /* No field with that name. */
79 return FALSE; 154 return FALSE;
80 }
81 155 }
156
82 /* Found the matching field. */ 157 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 158 if (has_field->value != wants_field->value)
159 {
84 /* Values don't match, so this half of the comparison is false. */ 160 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 161 return FALSE;
86 } 162 }
87 163
88 /* If we get here, we found a match. Now for the next field in wants. */ 164 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 165 }
166
91 /* If we get here, every field in wants has a matching field in has. */ 167 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 168 return TRUE;
93} 169}
94 170
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 171/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 173compare_ob_value_lists (const object *ob1, const object *ob2)
174{
97 /* However, there may be fields in has which aren't partnered in wants, 175 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 176 * so we need to run the comparison *twice*. :(
99 */ 177 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 179}
102 180
103/* Function examines the 2 objects given to it, and returns true if 181/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 182 * they can be merged together.
105 * 183 *
106 * Note that this function appears a lot longer than the macro it 184 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 185 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 186 * reduce this to the same efficiency.
109 * 187 *
110 * Check nrof variable *before* calling CAN_MERGE() 188 * Check nrof variable *before* calling can_merge()
111 * 189 *
112 * Improvements made with merge: Better checking on potion, and also 190 * Improvements made with merge: Better checking on potion, and also
113 * check weight 191 * check weight
114 */ 192 */
115 193
116int CAN_MERGE(object *ob1, object *ob2) { 194bool object::can_merge_slow (object *ob1, object *ob2)
117 195{
118 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 197 if (ob1 == ob2
198 || ob1->type != ob2->type
199 || ob1->speed != ob2->speed
200 || ob1->value != ob2->value
201 || ob1->name != ob2->name)
202 return 0;
120 203
121 if (ob1->speed != ob2->speed) return 0; 204 //TODO: this ain't working well, use nicer and correct overflow check
122 /* Note sure why the following is the case - either the object has to 205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
123 * be animated or have a very low speed. Is this an attempted monster 206 * value could not be stored in a sint32 (which unfortunately sometimes is
124 * check? 207 * used to store nrof).
125 */ 208 */
126 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 209 if (ob1->nrof + ob2->nrof >= 1UL << 31)
210 return 0;
211
212 /* If the objects have been identified, set the BEEN_APPLIED flag.
213 * This is to the comparison of the flags below will be OK. We
214 * just can't ignore the been applied or identified flags, as they
215 * are not equal - just if it has been identified, the been_applied
216 * flags lose any meaning.
217 */
218 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223
224
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) ||
235 (ob1->title != ob2->title) ||
236 (ob1->msg != ob2->msg) ||
237 (ob1->weight != ob2->weight) ||
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
240 (ob1->attacktype != ob2->attacktype) ||
241 (ob1->magic != ob2->magic) ||
242 (ob1->slaying != ob2->slaying) ||
243 (ob1->skill != ob2->skill) ||
244 (ob1->value != ob2->value) ||
245 (ob1->animation_id != ob2->animation_id) ||
246 (ob1->client_type != ob2->client_type) ||
247 (ob1->materialname != ob2->materialname) ||
248 (ob1->lore != ob2->lore) ||
249 (ob1->subtype != ob2->subtype) ||
250 (ob1->move_type != ob2->move_type) ||
251 (ob1->move_block != ob2->move_block) ||
252 (ob1->move_allow != ob2->move_allow) ||
253 (ob1->move_on != ob2->move_on) ||
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
255 return 0;
256
257 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory.
259 */
260 if (ob1->inv || ob2->inv)
261 {
262 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
127 return 0; 264 return 0;
128 265
129 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 266 /* Now check to see if the two inventory objects could merge */
130 * value could not be stored in a sint32 (which unfortunately sometimes is 267 if (!object::can_merge (ob1->inv, ob2->inv))
131 * used to store nrof).
132 */
133 if (ob1->nrof+ob2->nrof >= 1UL<<31)
134 return 0; 268 return 0;
135 269
136 /* This is really a spellbook check - really, we should
137 * check all objects in the inventory.
138 */
139 if (ob1->inv || ob2->inv) {
140 /* if one object has inventory but the other doesn't, not equiv */
141 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
142
143 /* Now check to see if the two inventory objects could merge */
144 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
145
146 /* inventory ok - still need to check rest of this object to see 270 /* inventory ok - still need to check rest of this object to see
147 * if it is valid. 271 * if it is valid.
148 */ 272 */
149 } 273 }
150 274
151 /* If the objects have been identified, set the BEEN_APPLIED flag.
152 * This is to the comparison of the flags below will be OK. We
153 * just can't ignore the been applied or identified flags, as they
154 * are not equal - just if it has been identified, the been_applied
155 * flags lose any meaning.
156 */
157 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
158 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
159
160 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
161 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
162
163
164 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
165 * being locked in inventory should prevent merging.
166 * 0x4 in flags3 is CLIENT_SENT
167 */
168 if ((ob1->arch != ob2->arch) ||
169 (ob1->flags[0] != ob2->flags[0]) ||
170 (ob1->flags[1] != ob2->flags[1]) ||
171 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
172 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
173 (ob1->name != ob2->name) ||
174 (ob1->title != ob2->title) ||
175 (ob1->msg != ob2->msg) ||
176 (ob1->weight != ob2->weight) ||
177 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
178 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
179 (ob1->attacktype != ob2->attacktype) ||
180 (ob1->magic != ob2->magic) ||
181 (ob1->slaying != ob2->slaying) ||
182 (ob1->skill != ob2->skill) ||
183 (ob1->value != ob2->value) ||
184 (ob1->animation_id != ob2->animation_id) ||
185 (ob1->client_type != ob2->client_type) ||
186 (ob1->materialname != ob2->materialname) ||
187 (ob1->lore != ob2->lore) ||
188 (ob1->subtype != ob2->subtype) ||
189 (ob1->move_type != ob2->move_type) ||
190 (ob1->move_block != ob2->move_block) ||
191 (ob1->move_allow != ob2->move_allow) ||
192 (ob1->move_on != ob2->move_on) ||
193 (ob1->move_off != ob2->move_off) ||
194 (ob1->move_slow != ob2->move_slow) ||
195 (ob1->move_slow_penalty != ob2->move_slow_penalty)
196 )
197 return 0;
198
199 /* Don't merge objects that are applied. With the new 'body' code, 275 /* Don't merge objects that are applied. With the new 'body' code,
200 * it is possible for most any character to have more than one of 276 * it is possible for most any character to have more than one of
201 * some items equipped, and we don't want those to merge. 277 * some items equipped, and we don't want those to merge.
202 */ 278 */
203 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 279 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
280 return 0;
281
282 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster
284 * check?
285 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
287 return 0;
288
289 switch (ob1->type)
290 {
291 case SCROLL:
292 if (ob1->level != ob2->level)
293 return 0;
294 break;
295 }
296
297 if (ob1->key_values != NULL || ob2->key_values != NULL)
298 {
299 /* At least one of these has key_values. */
300 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
301 /* One has fields, but the other one doesn't. */
204 return 0; 302 return 0;
205
206 switch (ob1->type) {
207 case SCROLL:
208 if (ob1->level != ob2->level) return 0;
209 break;
210
211 }
212 if (ob1->key_values != NULL || ob2->key_values != NULL) {
213 /* At least one of these has key_values. */
214 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
215 /* One has fields, but the other one doesn't. */
216 return 0;
217 } else if (!compare_ob_value_lists(ob1, ob2)) { 303 else if (!compare_ob_value_lists (ob1, ob2))
218 return 0; 304 return 0;
219 } 305 }
306
307 //TODO: generate an event or call into perl for additional checks
308 if (ob1->self || ob2->self)
220 } 309 {
310 ob1->optimise ();
311 ob2->optimise ();
221 312
313 if (ob1->self || ob2->self)
314 return 0;
315 }
316
222 /* Everything passes, must be OK. */ 317 /* Everything passes, must be OK. */
223 return 1; 318 return 1;
224} 319}
225 320
226/* 321/*
227 * sum_weight() is a recursive function which calculates the weight 322 * sum_weight() is a recursive function which calculates the weight
228 * an object is carrying. It goes through in figures out how much 323 * an object is carrying. It goes through in figures out how much
229 * containers are carrying, and sums it up. 324 * containers are carrying, and sums it up.
230 */ 325 */
231signed long sum_weight(object *op) { 326long
327sum_weight (object *op)
328{
232 signed long sum; 329 long sum;
233 object *inv; 330 object *inv;
331
234 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
333 {
235 if (inv->inv) 334 if (inv->inv)
236 sum_weight(inv); 335 sum_weight (inv);
237 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 336 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
238 } 337 }
338
239 if (op->type == CONTAINER && op->stats.Str) 339 if (op->type == CONTAINER && op->stats.Str)
240 sum = (sum * (100 - op->stats.Str))/100; 340 sum = (sum * (100 - op->stats.Str)) / 100;
341
241 if(op->carrying != sum) 342 if (op->carrying != sum)
242 op->carrying = sum; 343 op->carrying = sum;
344
243 return sum; 345 return sum;
244} 346}
245 347
246/** 348/**
247 * Return the outermost environment object for a given object. 349 * Return the outermost environment object for a given object.
248 */ 350 */
249 351
352object *
250object *object_get_env_recursive (object *op) { 353object_get_env_recursive (object *op)
354{
251 while (op->env != NULL) 355 while (op->env != NULL)
252 op = op->env; 356 op = op->env;
253 return op; 357 return op;
254} 358}
255 359
256/* 360/*
257 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
258 * a better check. We basically keeping traversing up until we can't 362 * a better check. We basically keeping traversing up until we can't
259 * or find a player. 363 * or find a player.
260 */ 364 */
261 365
366object *
262object *is_player_inv (object *op) { 367is_player_inv (object *op)
368{
263 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 369 for (; op != NULL && op->type != PLAYER; op = op->env)
264 if (op->env==op) 370 if (op->env == op)
265 op->env = NULL; 371 op->env = NULL;
266 return op; 372 return op;
267} 373}
268 374
269/* 375/*
270 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
271 * Some error messages. 377 * Some error messages.
272 * The result of the dump is stored in the static global errmsg array. 378 * The result of the dump is stored in the static global errmsg array.
273 */ 379 */
274 380
275void dump_object2(object *op) { 381char *
276errmsg[0] = 0;
277return;
278 //TODO//D#d#
279#if 0
280 char *cp;
281/* object *tmp;*/
282
283 if(op->arch!=NULL) {
284 strcat(errmsg,"arch ");
285 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
286 strcat(errmsg,"\n");
287 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
288 strcat(errmsg,cp);
289#if 0
290 /* Don't dump player diffs - they are too long, mostly meaningless, and
291 * will overflow the buffer.
292 * Changed so that we don't dump inventory either. This may
293 * also overflow the buffer.
294 */
295 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297 for (tmp=op->inv; tmp; tmp=tmp->below)
298 dump_object2(tmp);
299#endif
300 strcat(errmsg,"end\n");
301 } else {
302 strcat(errmsg,"Object ");
303 if (op->name==NULL) strcat(errmsg, "(null)");
304 else strcat(errmsg,op->name);
305 strcat(errmsg,"\n");
306#if 0
307 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
308 strcat(errmsg,cp);
309 for (tmp=op->inv; tmp; tmp=tmp->below)
310 dump_object2(tmp);
311#endif
312 strcat(errmsg,"end\n");
313 }
314#endif
315}
316
317/*
318 * Dumps an object. Returns output in the static global errmsg array.
319 */
320
321void dump_object(object *op) { 382dump_object (object *op)
322 if(op==NULL) { 383{
323 strcpy(errmsg,"[NULL pointer]"); 384 if (!op)
324 return; 385 return strdup ("[NULLOBJ]");
325 }
326 errmsg[0]='\0';
327 dump_object2(op);
328}
329 386
330void dump_all_objects(void) { 387 object_freezer freezer;
331 object *op; 388 save_object (freezer, op, 3);
332 for(op=objects;op!=NULL;op=op->next) { 389 return freezer.as_string ();
333 dump_object(op);
334 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
335 }
336} 390}
337 391
338/* 392/*
339 * get_nearest_part(multi-object, object 2) returns the part of the 393 * get_nearest_part(multi-object, object 2) returns the part of the
340 * multi-object 1 which is closest to the second object. 394 * multi-object 1 which is closest to the second object.
341 * If it's not a multi-object, it is returned. 395 * If it's not a multi-object, it is returned.
342 */ 396 */
343 397
398object *
344object *get_nearest_part(object *op, const object *pl) { 399get_nearest_part (object *op, const object *pl)
400{
345 object *tmp,*closest; 401 object *tmp, *closest;
346 int last_dist,i; 402 int last_dist, i;
403
347 if(op->more==NULL) 404 if (op->more == NULL)
348 return op; 405 return op;
349 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 406 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
350 if((i=distance(tmp,pl))<last_dist) 407 if ((i = distance (tmp, pl)) < last_dist)
351 closest=tmp,last_dist=i; 408 closest = tmp, last_dist = i;
352 return closest; 409 return closest;
353} 410}
354 411
355/* 412/*
356 * Returns the object which has the count-variable equal to the argument. 413 * Returns the object which has the count-variable equal to the argument.
357 */ 414 */
358 415
416object *
359object *find_object(tag_t i) { 417find_object (tag_t i)
360 object *op; 418{
361 for(op=objects;op!=NULL;op=op->next) 419 for (object *op = object::first; op; op = op->next)
362 if(op->count==i) 420 if (op->count == i)
363 break; 421 return op;
422
364 return op; 423 return 0;
365} 424}
366 425
367/* 426/*
368 * Returns the first object which has a name equal to the argument. 427 * Returns the first object which has a name equal to the argument.
369 * Used only by the patch command, but not all that useful. 428 * Used only by the patch command, but not all that useful.
370 * Enables features like "patch <name-of-other-player> food 999" 429 * Enables features like "patch <name-of-other-player> food 999"
371 */ 430 */
372 431
432object *
373object *find_object_name(const char *str) { 433find_object_name (const char *str)
374 const char *name = shstr::find (str); 434{
435 shstr_cmp str_ (str);
375 object *op; 436 object *op;
437
376 for(op=objects;op!=NULL;op=op->next) 438 for (op = object::first; op != NULL; op = op->next)
377 if(&op->name == name) 439 if (op->name == str_)
378 break; 440 break;
379 441
380 return op; 442 return op;
381} 443}
382 444
445void
383void free_all_object_data () 446free_all_object_data ()
384{ 447{
385 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 448 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
386}
387
388/*
389 * Returns the object which this object marks as being the owner.
390 * A id-scheme is used to avoid pointing to objects which have been
391 * freed and are now reused. If this is detected, the owner is
392 * set to NULL, and NULL is returned.
393 * Changed 2004-02-12 - if the player is setting at the play again
394 * prompt, he is removed, and we don't want to treat him as an owner of
395 * anything, so check removed flag. I don't expect that this should break
396 * anything - once an object is removed, it is basically dead anyways.
397 */
398
399object *get_owner(object *op) {
400 if(op->owner==NULL)
401 return NULL;
402
403 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
404 op->owner->count==op->ownercount)
405 return op->owner;
406
407 op->owner=NULL;
408 op->ownercount=0;
409 return NULL;
410}
411
412void clear_owner(object *op)
413{
414 if (!op) return;
415
416 if (op->owner && op->ownercount == op->owner->count)
417 op->owner->refcount--;
418
419 op->owner = NULL;
420 op->ownercount = 0;
421} 449}
422 450
423/* 451/*
424 * Sets the owner and sets the skill and exp pointers to owner's current 452 * Sets the owner and sets the skill and exp pointers to owner's current
425 * skill and experience objects. 453 * skill and experience objects.
426 */ 454 */
427void set_owner (object *op, object *owner) 455void
456object::set_owner (object *owner)
428{ 457{
429 if(owner==NULL||op==NULL) 458 if (!owner)
430 return; 459 return;
431 460
432 /* next line added to allow objects which own objects */ 461 /* next line added to allow objects which own objects */
433 /* Add a check for ownercounts in here, as I got into an endless loop 462 /* Add a check for ownercounts in here, as I got into an endless loop
434 * with the fireball owning a poison cloud which then owned the 463 * with the fireball owning a poison cloud which then owned the
435 * fireball. I believe that was caused by one of the objects getting 464 * fireball. I believe that was caused by one of the objects getting
436 * freed and then another object replacing it. Since the ownercounts 465 * freed and then another object replacing it. Since the ownercounts
437 * didn't match, this check is valid and I believe that cause is valid. 466 * didn't match, this check is valid and I believe that cause is valid.
438 */ 467 */
439 while (owner->owner && owner!=owner->owner && 468 while (owner->owner)
440 owner->ownercount==owner->owner->count) owner=owner->owner; 469 owner = owner->owner;
441 470
442 /* IF the owner still has an owner, we did not resolve to a final owner.
443 * so lets not add to that.
444 */
445 if (owner->owner) return;
446
447 op->owner=owner; 471 this->owner = owner;
448
449 op->ownercount=owner->count;
450 owner->refcount++;
451
452}
453
454/* Set the owner to clone's current owner and set the skill and experience
455 * objects to clone's objects (typically those objects that where the owner's
456 * current skill and experience objects at the time when clone's owner was
457 * set - not the owner's current skill and experience objects).
458 *
459 * Use this function if player created an object (e.g. fire bullet, swarm
460 * spell), and this object creates further objects whose kills should be
461 * accounted for the player's original skill, even if player has changed
462 * skills meanwhile.
463 */
464void copy_owner (object *op, object *clone)
465{
466 object *owner = get_owner (clone);
467 if (owner == NULL) {
468 /* players don't have owners - they own themselves. Update
469 * as appropriate.
470 */
471 if (clone->type == PLAYER) owner=clone;
472 else return;
473 }
474 set_owner(op, owner);
475
476} 472}
477 473
478/* Zero the key_values on op, decrementing the shared-string 474/* Zero the key_values on op, decrementing the shared-string
479 * refcounts and freeing the links. 475 * refcounts and freeing the links.
480 */ 476 */
477static void
481static void free_key_values(object * op) 478free_key_values (object *op)
482{ 479{
483 for (key_value *i = op->key_values; i != 0; ) 480 for (key_value *i = op->key_values; i != 0;)
484 { 481 {
485 key_value *next = i->next; 482 key_value *next = i->next;
486 delete i; 483 delete i;
484
487 i = next; 485 i = next;
488 } 486 }
489 487
490 op->key_values = 0; 488 op->key_values = 0;
491} 489}
492 490
493void object::clear () 491void object::clear ()
494{ 492{
495 attachable_base::clear (); 493 attachable_base::clear ();
496 494
497 free_key_values (this); 495 free_key_values (this);
498 496
499 name = 0; 497 owner = 0;
498 name = 0;
500 name_pl = 0; 499 name_pl = 0;
501 title = 0; 500 title = 0;
502 race = 0; 501 race = 0;
503 slaying = 0; 502 slaying = 0;
504 skill = 0; 503 skill = 0;
505 msg = 0; 504 msg = 0;
506 lore = 0; 505 lore = 0;
507 custom_name = 0; 506 custom_name = 0;
508 materialname = 0; 507 materialname = 0;
508 contr = 0;
509 below = 0;
510 above = 0;
511 inv = 0;
512 container = 0;
513 env = 0;
514 more = 0;
515 head = 0;
516 map = 0;
517 active_next = 0;
518 active_prev = 0;
509 519
510 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 520 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
511 521
512 SET_FLAG (this, FLAG_REMOVED); 522 SET_FLAG (this, FLAG_REMOVED);
513}
514 523
515void object::clone (object *destination)
516{
517 *(object_copy *)destination = *(object_copy *)this;
518 *(object_pod *)destination = *(object_pod *)this;
519
520 if (self || cb)
521 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
522}
523
524/*
525 * clear_object() frees everything allocated by an object, and also
526 * clears all variables and flags to default settings.
527 */
528
529void clear_object (object *op)
530{
531 op->clear ();
532
533 op->contr = NULL;
534 op->below = NULL;
535 op->above = NULL;
536 op->inv = NULL;
537 op->container=NULL;
538 op->env=NULL;
539 op->more=NULL;
540 op->head=NULL;
541 op->map=NULL;
542 op->refcount=0;
543 op->active_next = NULL;
544 op->active_prev = NULL;
545 /* What is not cleared is next, prev, and count */ 524 /* What is not cleared is next, prev, and count */
546 525
547 op->expmul = 1.0; 526 expmul = 1.0;
548 op->face = blank_face; 527 face = blank_face;
549 op->attacked_by_count = -1;
550 528
551 if (settings.casting_time) 529 if (settings.casting_time)
552 op->casting_time = -1; 530 casting_time = -1;
553} 531}
554 532
555/* 533/*
556 * copy object first frees everything allocated by the second object, 534 * copy_to first frees everything allocated by the dst object,
557 * and then copies the contends of the first object into the second 535 * and then copies the contents of itself into the second
558 * object, allocating what needs to be allocated. Basically, any 536 * object, allocating what needs to be allocated. Basically, any
559 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 537 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
560 * if the first object is freed, the pointers in the new object 538 * if the first object is freed, the pointers in the new object
561 * will point at garbage. 539 * will point at garbage.
562 */ 540 */
563 541void
564void copy_object (object *op2, object *op) 542object::copy_to (object *dst)
565{ 543{
566 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 544 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
567 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 545 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
568 546
569 op2->clone (op); 547 *(object_copy *)dst = *this;
548 *(object_pod *)dst = *this;
570 549
571 if (is_freed) SET_FLAG (op, FLAG_FREED); 550 if (self || cb)
572 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 551 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
573 552
553 if (is_freed)
554 SET_FLAG (dst, FLAG_FREED);
555
556 if (is_removed)
557 SET_FLAG (dst, FLAG_REMOVED);
558
574 if (op2->speed < 0) 559 if (speed < 0)
575 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 560 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
576 561
577 /* Copy over key_values, if any. */ 562 /* Copy over key_values, if any. */
578 if (op2->key_values != NULL) 563 if (key_values)
579 { 564 {
580 key_value *tail = NULL; 565 key_value *tail = 0;
581 key_value *i; 566 key_value *i;
582 567
583 op->key_values = NULL; 568 dst->key_values = 0;
584 569
585 for (i = op2->key_values; i != NULL; i = i->next) 570 for (i = key_values; i; i = i->next)
586 { 571 {
587 key_value *new_link = new key_value; 572 key_value *new_link = new key_value;
588 573
589 new_link->next = NULL; 574 new_link->next = 0;
590 new_link->key = i->key; 575 new_link->key = i->key;
591 new_link->value = i->value; 576 new_link->value = i->value;
592 577
593 /* Try and be clever here, too. */ 578 /* Try and be clever here, too. */
594 if (op->key_values == NULL) 579 if (!dst->key_values)
595 { 580 {
596 op->key_values = new_link; 581 dst->key_values = new_link;
597 tail = new_link; 582 tail = new_link;
598 } 583 }
599 else 584 else
600 { 585 {
601 tail->next = new_link; 586 tail->next = new_link;
602 tail = new_link; 587 tail = new_link;
603 } 588 }
604 } 589 }
605 } 590 }
606 591
607 update_ob_speed (op); 592 update_ob_speed (dst);
608} 593}
609 594
610/* 595object *
611 * get_object() grabs an object from the list of unused objects, makes 596object::clone ()
612 * sure it is initialised, and returns it.
613 * If there are no free objects, expand_objects() is called to get more.
614 */
615
616object *get_object ()
617{ 597{
618 object *op = new object; 598 object *neu = create ();
619 599 copy_to (neu);
620 op->count = ++ob_count;
621
622 op->active_next = 0;
623 op->active_prev = 0;
624
625 op->next = objects;
626 op->prev = 0;
627
628 if (objects)
629 objects->prev = op;
630
631 objects = op;
632
633 SET_FLAG (op, FLAG_REMOVED);
634
635 return op; 600 return neu;
636} 601}
637 602
638/* 603/*
639 * If an object with the IS_TURNABLE() flag needs to be turned due 604 * If an object with the IS_TURNABLE() flag needs to be turned due
640 * to the closest player being on the other side, this function can 605 * to the closest player being on the other side, this function can
641 * be called to update the face variable, _and_ how it looks on the map. 606 * be called to update the face variable, _and_ how it looks on the map.
642 */ 607 */
643 608
609void
644void update_turn_face(object *op) { 610update_turn_face (object *op)
611{
645 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 612 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
646 return; 613 return;
647 SET_ANIMATION(op, op->direction); 614 SET_ANIMATION (op, op->direction);
648 update_object(op,UP_OBJ_FACE); 615 update_object (op, UP_OBJ_FACE);
649} 616}
650 617
651/* 618/*
652 * Updates the speed of an object. If the speed changes from 0 to another 619 * Updates the speed of an object. If the speed changes from 0 to another
653 * value, or vice versa, then add/remove the object from the active list. 620 * value, or vice versa, then add/remove the object from the active list.
654 * This function needs to be called whenever the speed of an object changes. 621 * This function needs to be called whenever the speed of an object changes.
655 */ 622 */
656 623void
657void update_ob_speed(object *op) { 624update_ob_speed (object *op)
625{
658 extern int arch_init; 626 extern int arch_init;
659 627
660 /* No reason putting the archetypes objects on the speed list, 628 /* No reason putting the archetypes objects on the speed list,
661 * since they never really need to be updated. 629 * since they never really need to be updated.
662 */ 630 */
663 631
664 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 632 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
633 {
665 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 634 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
666#ifdef MANY_CORES 635#ifdef MANY_CORES
667 abort(); 636 abort ();
668#else 637#else
669 op->speed = 0; 638 op->speed = 0;
670#endif 639#endif
671 } 640 }
641
672 if (arch_init) { 642 if (arch_init)
643 return;
644
645 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
646 {
647 /* If already on active list, don't do anything */
648 if (op->active_next || op->active_prev || op == active_objects)
673 return; 649 return;
674 }
675 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
676 /* If already on active list, don't do anything */
677 if (op->active_next || op->active_prev || op==active_objects)
678 return;
679 650
680 /* process_events() expects us to insert the object at the beginning 651 /* process_events() expects us to insert the object at the beginning
681 * of the list. */ 652 * of the list. */
682 op->active_next = active_objects; 653 op->active_next = active_objects;
654
683 if (op->active_next!=NULL) 655 if (op->active_next != NULL)
684 op->active_next->active_prev = op; 656 op->active_next->active_prev = op;
657
685 active_objects = op; 658 active_objects = op;
659 }
660 else
686 } 661 {
687 else {
688 /* If not on the active list, nothing needs to be done */ 662 /* If not on the active list, nothing needs to be done */
689 if (!op->active_next && !op->active_prev && op!=active_objects) 663 if (!op->active_next && !op->active_prev && op != active_objects)
690 return; 664 return;
691 665
692 if (op->active_prev==NULL) { 666 if (op->active_prev == NULL)
667 {
693 active_objects = op->active_next; 668 active_objects = op->active_next;
669
694 if (op->active_next!=NULL) 670 if (op->active_next != NULL)
695 op->active_next->active_prev = NULL; 671 op->active_next->active_prev = NULL;
672 }
673 else
696 } 674 {
697 else {
698 op->active_prev->active_next = op->active_next; 675 op->active_prev->active_next = op->active_next;
676
699 if (op->active_next) 677 if (op->active_next)
700 op->active_next->active_prev = op->active_prev; 678 op->active_next->active_prev = op->active_prev;
701 } 679 }
680
702 op->active_next = NULL; 681 op->active_next = NULL;
703 op->active_prev = NULL; 682 op->active_prev = NULL;
704 } 683 }
705} 684}
706 685
707/* This function removes object 'op' from the list of active 686/* This function removes object 'op' from the list of active
708 * objects. 687 * objects.
710 * reference maps where you don't want an object that isn't 689 * reference maps where you don't want an object that isn't
711 * in play chewing up cpu time getting processed. 690 * in play chewing up cpu time getting processed.
712 * The reverse of this is to call update_ob_speed, which 691 * The reverse of this is to call update_ob_speed, which
713 * will do the right thing based on the speed of the object. 692 * will do the right thing based on the speed of the object.
714 */ 693 */
694void
715void remove_from_active_list(object *op) 695remove_from_active_list (object *op)
716{ 696{
717 /* If not on the active list, nothing needs to be done */ 697 /* If not on the active list, nothing needs to be done */
718 if (!op->active_next && !op->active_prev && op!=active_objects) 698 if (!op->active_next && !op->active_prev && op != active_objects)
719 return; 699 return;
720 700
721 if (op->active_prev==NULL) { 701 if (op->active_prev == NULL)
702 {
722 active_objects = op->active_next; 703 active_objects = op->active_next;
723 if (op->active_next!=NULL) 704 if (op->active_next != NULL)
724 op->active_next->active_prev = NULL; 705 op->active_next->active_prev = NULL;
706 }
707 else
725 } 708 {
726 else {
727 op->active_prev->active_next = op->active_next; 709 op->active_prev->active_next = op->active_next;
728 if (op->active_next) 710 if (op->active_next)
729 op->active_next->active_prev = op->active_prev; 711 op->active_next->active_prev = op->active_prev;
730 } 712 }
731 op->active_next = NULL; 713 op->active_next = NULL;
732 op->active_prev = NULL; 714 op->active_prev = NULL;
733} 715}
734 716
735/* 717/*
736 * update_object() updates the array which represents the map. 718 * update_object() updates the array which represents the map.
737 * It takes into account invisible objects (and represent squares covered 719 * It takes into account invisible objects (and represent squares covered
752 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 734 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
753 * as that is easier than trying to look at what may have changed. 735 * as that is easier than trying to look at what may have changed.
754 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
755 */ 737 */
756 738
739void
757void update_object(object *op, int action) { 740update_object (object *op, int action)
741{
758 int update_now=0, flags; 742 int update_now = 0, flags;
759 MoveType move_on, move_off, move_block, move_slow; 743 MoveType move_on, move_off, move_block, move_slow;
760 744
761 if (op == NULL) { 745 if (op == NULL)
746 {
762 /* this should never happen */ 747 /* this should never happen */
763 LOG(llevDebug,"update_object() called for NULL object.\n"); 748 LOG (llevDebug, "update_object() called for NULL object.\n");
764 return; 749 return;
765 }
766 750 }
751
767 if(op->env!=NULL) { 752 if (op->env != NULL)
753 {
768 /* Animation is currently handled by client, so nothing 754 /* Animation is currently handled by client, so nothing
769 * to do in this case. 755 * to do in this case.
770 */ 756 */
771 return; 757 return;
772 } 758 }
773 759
774 /* If the map is saving, don't do anything as everything is 760 /* If the map is saving, don't do anything as everything is
775 * going to get freed anyways. 761 * going to get freed anyways.
776 */ 762 */
777 if (!op->map || op->map->in_memory == MAP_SAVING) return; 763 if (!op->map || op->map->in_memory == MAP_SAVING)
778 764 return;
765
779 /* make sure the object is within map boundaries */ 766 /* make sure the object is within map boundaries */
780 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 767 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
781 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 768 {
782 LOG(llevError,"update_object() called for object out of map!\n"); 769 LOG (llevError, "update_object() called for object out of map!\n");
783#ifdef MANY_CORES 770#ifdef MANY_CORES
784 abort(); 771 abort ();
785#endif 772#endif
786 return; 773 return;
787 }
788 774 }
775
789 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 776 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
790 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 777 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
791 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 778 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
792 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 779 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
793 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 780 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
794 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 781 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
795 782
796 if (action == UP_OBJ_INSERT) { 783 if (action == UP_OBJ_INSERT)
784 {
797 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 785 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
798 update_now=1; 786 update_now = 1;
799 787
800 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 788 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
801 update_now=1; 789 update_now = 1;
802 790
803 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 791 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
804 update_now=1; 792 update_now = 1;
805 793
806 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 794 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
807 update_now=1; 795 update_now = 1;
808 796
797 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
798 update_now = 1;
799
809 if ((move_on | op->move_on) != move_on) update_now=1; 800 if ((move_on | op->move_on) != move_on)
801 update_now = 1;
802
810 if ((move_off | op->move_off) != move_off) update_now=1; 803 if ((move_off | op->move_off) != move_off)
804 update_now = 1;
805
811 /* This isn't perfect, but I don't expect a lot of objects to 806 /* This isn't perfect, but I don't expect a lot of objects to
812 * to have move_allow right now. 807 * to have move_allow right now.
813 */ 808 */
814 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 809 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
815 update_now=1; 810 update_now = 1;
811
816 if ((move_slow | op->move_slow) != move_slow) update_now=1; 812 if ((move_slow | op->move_slow) != move_slow)
813 update_now = 1;
817 } 814 }
815
818 /* if the object is being removed, we can't make intelligent 816 /* if the object is being removed, we can't make intelligent
819 * decisions, because remove_ob can't really pass the object 817 * decisions, because remove_ob can't really pass the object
820 * that is being removed. 818 * that is being removed.
821 */ 819 */
822 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 820 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
823 update_now=1; 821 update_now = 1;
824 } else if (action == UP_OBJ_FACE) { 822 else if (action == UP_OBJ_FACE)
825 /* Nothing to do for that case */ 823 /* Nothing to do for that case */ ;
826 }
827 else { 824 else
828 LOG(llevError,"update_object called with invalid action: %d\n", action); 825 LOG (llevError, "update_object called with invalid action: %d\n", action);
829 }
830 826
831 if (update_now) { 827 if (update_now)
828 {
832 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 829 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
833 update_position(op->map, op->x, op->y); 830 update_position (op->map, op->x, op->y);
834 } 831 }
835 832
836 if(op->more!=NULL) 833 if (op->more != NULL)
837 update_object(op->more, action); 834 update_object (op->more, action);
838} 835}
839 836
837object::vector object::mortals;
838object::vector object::objects; // not yet used
839object *object::first;
840
841void object::free_mortals ()
842{
843 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
844 if ((*i)->refcnt)
845 ++i; // further delay freeing
846 else
847 {
848 delete *i;
849 mortals.erase (i);
850 }
851}
852
853object::object ()
854{
855 SET_FLAG (this, FLAG_REMOVED);
856
857 expmul = 1.0;
858 face = blank_face;
859}
860
861object::~object ()
862{
863 free_key_values (this);
864}
865
866void object::link ()
867{
868 count = ++ob_count;
869 uuid = gen_uuid ();
870
871 prev = 0;
872 next = object::first;
873
874 if (object::first)
875 object::first->prev = this;
876
877 object::first = this;
878}
879
880void object::unlink ()
881{
882 if (this == object::first)
883 object::first = next;
884
885 /* Remove this object from the list of used objects */
886 if (prev) prev->next = next;
887 if (next) next->prev = prev;
888
889 prev = 0;
890 next = 0;
891}
892
893object *object::create ()
894{
895 object *op = new object;
896 op->link ();
897 return op;
898}
840 899
841/* 900/*
842 * free_object() frees everything allocated by an object, removes 901 * free_object() frees everything allocated by an object, removes
843 * it from the list of used objects, and puts it on the list of 902 * it from the list of used objects, and puts it on the list of
844 * free objects. The IS_FREED() flag is set in the object. 903 * free objects. The IS_FREED() flag is set in the object.
845 * The object must have been removed by remove_ob() first for 904 * The object must have been removed by remove_ob() first for
846 * this function to succeed. 905 * this function to succeed.
847 * 906 *
848 * If free_inventory is set, free inventory as well. Else drop items in 907 * If destroy_inventory is set, free inventory as well. Else drop items in
849 * inventory to the ground. 908 * inventory to the ground.
850 */ 909 */
851 910void object::destroy (bool destroy_inventory)
852void
853free_object (object * ob)
854{ 911{
855 free_object2 (ob, 0);
856}
857
858void
859free_object2 (object * ob, int free_inventory)
860{
861 object *tmp, *op;
862
863 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 912 if (QUERY_FLAG (this, FLAG_FREED))
864 { 913 return;
865 LOG (llevDebug, "Free object called with non removed object\n");
866 dump_object (ob);
867#ifdef MANY_CORES
868 abort ();
869#endif
870 }
871 914
872 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 915 if (QUERY_FLAG (this, FLAG_FRIENDLY))
873 {
874 LOG (llevMonster, "Warning: tried to free friendly object.\n");
875 remove_friendly_object (ob); 916 remove_friendly_object (this);
876 }
877 917
878 if (QUERY_FLAG (ob, FLAG_FREED)) 918 if (!QUERY_FLAG (this, FLAG_REMOVED))
879 { 919 remove ();
880 dump_object (ob); 920
881 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 921 SET_FLAG (this, FLAG_FREED);
882 return; 922
923 if (more)
883 } 924 {
884 925 more->destroy (destroy_inventory);
885 if (ob->more != NULL) 926 more = 0;
886 { 927 }
887 free_object2 (ob->more, free_inventory);
888 ob->more = NULL;
889 }
890 928
891 if (ob->inv) 929 if (inv)
892 { 930 {
893 /* Only if the space blocks everything do we not process - 931 /* Only if the space blocks everything do we not process -
894 * if some form of movemnt is allowed, let objects 932 * if some form of movement is allowed, let objects
895 * drop on that space. 933 * drop on that space.
896 */ 934 */
897 if (free_inventory || ob->map == NULL 935 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
898 || ob->map->in_memory != MAP_IN_MEMORY 936 {
899 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 937 object *op = inv;
900 {
901 op = ob->inv;
902 938
903 while (op != NULL) 939 while (op)
904 { 940 {
905 tmp = op->below; 941 object *tmp = op->below;
906 remove_ob (op); 942 op->destroy (destroy_inventory);
907 free_object2 (op, free_inventory);
908 op = tmp; 943 op = tmp;
909 } 944 }
910 } 945 }
911 else 946 else
912 { /* Put objects in inventory onto this space */ 947 { /* Put objects in inventory onto this space */
913 op = ob->inv; 948 object *op = inv;
914 949
915 while (op != NULL) 950 while (op)
916 { 951 {
917 tmp = op->below; 952 object *tmp = op->below;
918 remove_ob (op);
919 953
954 op->remove ();
955
920 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 956 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
921 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 957 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
922 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 958 op->destroy ();
923 free_object (op); 959 else
924 else 960 {
925 { 961 op->x = x;
926 op->x = ob->x; 962 op->y = y;
927 op->y = ob->y;
928 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ 963 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
929 } 964 }
930 965
931 op = tmp; 966 op = tmp;
967 }
968 }
932 } 969 }
933 } 970
971 // hack to ensure that freed objects still have a valid map
972 {
973 static maptile *freed_map; // freed objects are moved here to avoid crashes
974
975 if (!freed_map)
976 {
977 freed_map = new maptile;
978
979 freed_map->name = "/internal/freed_objects_map";
980 freed_map->width = 3;
981 freed_map->height = 3;
982
983 freed_map->allocate ();
934 } 984 }
985
986 map = freed_map;
987 x = 1;
988 y = 1;
989 }
990
991 // clear those pointers that likely might have circular references to us
992 owner = 0;
993 enemy = 0;
994 attacked_by = 0;
995
996 // only relevant for players(?), but make sure of it anyways
997 contr = 0;
935 998
936 /* Remove object from the active list */ 999 /* Remove object from the active list */
937 ob->speed = 0; 1000 speed = 0;
938 update_ob_speed (ob); 1001 update_ob_speed (this);
939 1002
940 SET_FLAG (ob, FLAG_FREED); 1003 unlink ();
941 ob->count = 0;
942 1004
943 /* Remove this object from the list of used objects */ 1005 mortals.push_back (this);
944 if (ob->prev == NULL)
945 {
946 objects = ob->next;
947
948 if (objects != NULL)
949 objects->prev = NULL;
950 }
951 else
952 {
953 ob->prev->next = ob->next;
954
955 if (ob->next != NULL)
956 ob->next->prev = ob->prev;
957 }
958
959 free_key_values (ob);
960
961 /* Now link it with the free_objects list: */
962 ob->prev = 0;
963 ob->next = 0;
964
965 delete ob;
966} 1006}
967 1007
968/* 1008/*
969 * sub_weight() recursively (outwards) subtracts a number from the 1009 * sub_weight() recursively (outwards) subtracts a number from the
970 * weight of an object (and what is carried by it's environment(s)). 1010 * weight of an object (and what is carried by it's environment(s)).
971 */ 1011 */
972 1012void
973void sub_weight (object *op, signed long weight) { 1013sub_weight (object *op, signed long weight)
1014{
974 while (op != NULL) { 1015 while (op != NULL)
1016 {
975 if (op->type == CONTAINER) { 1017 if (op->type == CONTAINER)
976 weight=(signed long)(weight*(100-op->stats.Str)/100); 1018 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
977 } 1019
978 op->carrying-=weight; 1020 op->carrying -= weight;
979 op = op->env; 1021 op = op->env;
980 } 1022 }
981} 1023}
982 1024
983/* remove_ob(op): 1025/* op->remove ():
984 * This function removes the object op from the linked list of objects 1026 * This function removes the object op from the linked list of objects
985 * which it is currently tied to. When this function is done, the 1027 * which it is currently tied to. When this function is done, the
986 * object will have no environment. If the object previously had an 1028 * object will have no environment. If the object previously had an
987 * environment, the x and y coordinates will be updated to 1029 * environment, the x and y coordinates will be updated to
988 * the previous environment. 1030 * the previous environment.
989 * Beware: This function is called from the editor as well! 1031 * Beware: This function is called from the editor as well!
990 */ 1032 */
991 1033void
992void remove_ob(object *op) { 1034object::remove ()
1035{
993 object *tmp,*last=NULL; 1036 object *tmp, *last = 0;
994 object *otmp; 1037 object *otmp;
995 tag_t tag; 1038
996 int check_walk_off; 1039 int check_walk_off;
997 mapstruct *m;
998 sint16 x,y;
999
1000 1040
1001 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1041 if (QUERY_FLAG (this, FLAG_REMOVED))
1002 dump_object(op); 1042 return;
1003 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1004 1043
1005 /* Changed it to always dump core in this case. As has been learned
1006 * in the past, trying to recover from errors almost always
1007 * make things worse, and this is a real error here - something
1008 * that should not happen.
1009 * Yes, if this was a mission critical app, trying to do something
1010 * to recover may make sense, but that is because failure of the app
1011 * may have other disastrous problems. Cf runs out of a script
1012 * so is easily enough restarted without any real problems.
1013 * MSW 2001-07-01
1014 */
1015 abort();
1016 }
1017 if(op->more!=NULL)
1018 remove_ob(op->more);
1019
1020 SET_FLAG(op, FLAG_REMOVED); 1044 SET_FLAG (this, FLAG_REMOVED);
1021 1045
1046 if (more)
1047 more->remove ();
1048
1022 /* 1049 /*
1023 * In this case, the object to be removed is in someones 1050 * In this case, the object to be removed is in someones
1024 * inventory. 1051 * inventory.
1025 */ 1052 */
1026 if(op->env!=NULL) { 1053 if (env)
1054 {
1027 if(op->nrof) 1055 if (nrof)
1028 sub_weight(op->env, op->weight*op->nrof); 1056 sub_weight (env, weight * nrof);
1029 else 1057 else
1030 sub_weight(op->env, op->weight+op->carrying); 1058 sub_weight (env, weight + carrying);
1031 1059
1032 /* NO_FIX_PLAYER is set when a great many changes are being 1060 /* NO_FIX_PLAYER is set when a great many changes are being
1033 * made to players inventory. If set, avoiding the call 1061 * made to players inventory. If set, avoiding the call
1034 * to save cpu time. 1062 * to save cpu time.
1035 */ 1063 */
1036 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1064 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1037 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1038 fix_player(otmp); 1065 fix_player (otmp);
1039 1066
1040 if(op->above!=NULL) 1067 if (above != NULL)
1041 op->above->below=op->below; 1068 above->below = below;
1042 else 1069 else
1043 op->env->inv=op->below; 1070 env->inv = below;
1044 1071
1045 if(op->below!=NULL) 1072 if (below != NULL)
1046 op->below->above=op->above; 1073 below->above = above;
1047 1074
1048 /* we set up values so that it could be inserted into 1075 /* we set up values so that it could be inserted into
1049 * the map, but we don't actually do that - it is up 1076 * the map, but we don't actually do that - it is up
1050 * to the caller to decide what we want to do. 1077 * to the caller to decide what we want to do.
1078 */
1079 x = env->x, y = env->y;
1080 map = env->map;
1081 above = 0, below = 0;
1082 env = 0;
1083 }
1084 else if (map)
1085 {
1086 /* Re did the following section of code - it looks like it had
1087 * lots of logic for things we no longer care about
1088 */
1089
1090 /* link the object above us */
1091 if (above)
1092 above->below = below;
1093 else
1094 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1095
1096 /* Relink the object below us, if there is one */
1097 if (below)
1098 below->above = above;
1099 else
1100 {
1101 /* Nothing below, which means we need to relink map object for this space
1102 * use translated coordinates in case some oddness with map tiling is
1103 * evident
1051 */ 1104 */
1052 op->x=op->env->x,op->y=op->env->y; 1105 if (GET_MAP_OB (map, x, y) != this)
1053 op->map=op->env->map; 1106 {
1054 op->above=NULL,op->below=NULL; 1107 char *dump = dump_object (this);
1055 op->env=NULL; 1108 LOG (llevError,
1109 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1110 free (dump);
1111 dump = dump_object (GET_MAP_OB (map, x, y));
1112 LOG (llevError, "%s\n", dump);
1113 free (dump);
1114 }
1115
1116 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1117 }
1118
1119 above = 0;
1120 below = 0;
1121
1122 if (map->in_memory == MAP_SAVING)
1056 return; 1123 return;
1057 }
1058 1124
1059 /* If we get here, we are removing it from a map */
1060 if (op->map == NULL) return;
1061
1062 x = op->x;
1063 y = op->y;
1064 m = get_map_from_coord(op->map, &x, &y);
1065
1066 if (!m) {
1067 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1068 op->map->path, op->x, op->y);
1069 /* in old days, we used to set x and y to 0 and continue.
1070 * it seems if we get into this case, something is probablye
1071 * screwed up and should be fixed.
1072 */
1073 abort();
1074 }
1075 if (op->map != m) {
1076 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1077 op->map->path, m->path, op->x, op->y, x, y);
1078 }
1079
1080 /* Re did the following section of code - it looks like it had
1081 * lots of logic for things we no longer care about
1082 */
1083
1084 /* link the object above us */
1085 if (op->above)
1086 op->above->below=op->below;
1087 else
1088 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1089
1090 /* Relink the object below us, if there is one */
1091 if(op->below) {
1092 op->below->above=op->above;
1093 } else {
1094 /* Nothing below, which means we need to relink map object for this space
1095 * use translated coordinates in case some oddness with map tiling is
1096 * evident
1097 */
1098 if(GET_MAP_OB(m,x,y)!=op) {
1099 dump_object(op);
1100 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1101 dump_object(GET_MAP_OB(m,x,y));
1102 LOG(llevError,"%s\n",errmsg);
1103 }
1104 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1105 }
1106 op->above=NULL;
1107 op->below=NULL;
1108
1109 if (op->map->in_memory == MAP_SAVING)
1110 return;
1111
1112 tag = op->count;
1113 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1125 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1126
1114 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1127 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1128 {
1115 /* No point updating the players look faces if he is the object 1129 /* No point updating the players look faces if he is the object
1116 * being removed. 1130 * being removed.
1117 */ 1131 */
1118 1132
1119 if(tmp->type==PLAYER && tmp!=op) { 1133 if (tmp->type == PLAYER && tmp != this)
1134 {
1120 /* If a container that the player is currently using somehow gets 1135 /* If a container that the player is currently using somehow gets
1121 * removed (most likely destroyed), update the player view 1136 * removed (most likely destroyed), update the player view
1122 * appropriately. 1137 * appropriately.
1123 */ 1138 */
1124 if (tmp->container==op) { 1139 if (tmp->container == this)
1140 {
1125 CLEAR_FLAG(op, FLAG_APPLIED); 1141 CLEAR_FLAG (this, FLAG_APPLIED);
1126 tmp->container=NULL; 1142 tmp->container = 0;
1143 }
1144
1145 tmp->contr->socket->update_look = 1;
1127 } 1146 }
1128 tmp->contr->socket.update_look=1; 1147
1129 }
1130 /* See if player moving off should effect something */ 1148 /* See if player moving off should effect something */
1131 if (check_walk_off && ((op->move_type & tmp->move_off) && 1149 if (check_walk_off
1150 && ((move_type & tmp->move_off)
1132 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1133 1152 {
1134 move_apply(tmp, op, NULL); 1153 move_apply (tmp, this, 0);
1154
1135 if (was_destroyed (op, tag)) { 1155 if (destroyed ())
1136 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1156 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1137 "leaving object\n", &tmp->name, &tmp->arch->name);
1138 } 1157 }
1139 }
1140 1158
1141 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1159 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1142 1160
1143 if(tmp->above == tmp) 1161 if (tmp->above == tmp)
1144 tmp->above = NULL; 1162 tmp->above = 0;
1163
1145 last=tmp; 1164 last = tmp;
1146 } 1165 }
1166
1147 /* last == NULL of there are no objects on this space */ 1167 /* last == NULL of there are no objects on this space */
1148 if (last==NULL) { 1168 if (!last)
1169 {
1149 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1150 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1171 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1151 * those out anyways, and if there are any flags set right now, they won't 1172 * those out anyways, and if there are any flags set right now, they won't
1152 * be correct anyways. 1173 * be correct anyways.
1153 */ 1174 */
1154 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1175 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1155 update_position(op->map, op->x, op->y); 1176 update_position (map, x, y);
1156 } 1177 }
1157 else 1178 else
1158 update_object(last, UP_OBJ_REMOVE); 1179 update_object (last, UP_OBJ_REMOVE);
1159 1180
1160 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1181 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1161 update_all_los(op->map, op->x, op->y); 1182 update_all_los (map, x, y);
1162 1183 }
1163} 1184}
1164 1185
1165/* 1186/*
1166 * merge_ob(op,top): 1187 * merge_ob(op,top):
1167 * 1188 *
1168 * This function goes through all objects below and including top, and 1189 * This function goes through all objects below and including top, and
1169 * merges op to the first matching object. 1190 * merges op to the first matching object.
1170 * If top is NULL, it is calculated. 1191 * If top is NULL, it is calculated.
1171 * Returns pointer to object if it succeded in the merge, otherwise NULL 1192 * Returns pointer to object if it succeded in the merge, otherwise NULL
1172 */ 1193 */
1173 1194object *
1174object *merge_ob(object *op, object *top) { 1195merge_ob (object *op, object *top)
1196{
1175 if(!op->nrof) 1197 if (!op->nrof)
1176 return 0; 1198 return 0;
1199
1177 if(top==NULL) 1200 if (top == NULL)
1178 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1201 for (top = op; top != NULL && top->above != NULL; top = top->above);
1202
1179 for(;top!=NULL;top=top->below) { 1203 for (; top != NULL; top = top->below)
1204 {
1180 if(top==op) 1205 if (top == op)
1181 continue; 1206 continue;
1182 if (CAN_MERGE(op,top)) 1207
1183 { 1208 if (object::can_merge (op, top))
1209 {
1184 top->nrof+=op->nrof; 1210 top->nrof += op->nrof;
1211
1185/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1212/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1186 op->weight = 0; /* Don't want any adjustements now */ 1213 op->weight = 0; /* Don't want any adjustements now */
1187 remove_ob(op); 1214 op->destroy ();
1188 free_object(op);
1189 return top; 1215 return top;
1190 } 1216 }
1191 } 1217 }
1218
1192 return NULL; 1219 return 0;
1193} 1220}
1194 1221
1195/* 1222/*
1196 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1223 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1197 * job preparing multi-part monsters 1224 * job preparing multi-part monsters
1198 */ 1225 */
1226object *
1199object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1227insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1228{
1200 object* tmp; 1229 object *tmp;
1230
1201 if (op->head) 1231 if (op->head)
1202 op=op->head; 1232 op = op->head;
1233
1203 for (tmp=op;tmp;tmp=tmp->more){ 1234 for (tmp = op; tmp; tmp = tmp->more)
1235 {
1204 tmp->x=x+tmp->arch->clone.x; 1236 tmp->x = x + tmp->arch->clone.x;
1205 tmp->y=y+tmp->arch->clone.y; 1237 tmp->y = y + tmp->arch->clone.y;
1206 } 1238 }
1239
1207 return insert_ob_in_map (op, m, originator, flag); 1240 return insert_ob_in_map (op, m, originator, flag);
1208} 1241}
1209 1242
1210/* 1243/*
1211 * insert_ob_in_map (op, map, originator, flag): 1244 * insert_ob_in_map (op, map, originator, flag):
1212 * This function inserts the object in the two-way linked list 1245 * This function inserts the object in the two-way linked list
1226 * new object if 'op' was merged with other object 1259 * new object if 'op' was merged with other object
1227 * NULL if 'op' was destroyed 1260 * NULL if 'op' was destroyed
1228 * just 'op' otherwise 1261 * just 'op' otherwise
1229 */ 1262 */
1230 1263
1264object *
1231object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1265insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1232{ 1266{
1233 object *tmp, *top, *floor=NULL; 1267 object *tmp, *top, *floor = NULL;
1234 sint16 x,y; 1268 sint16 x, y;
1235 1269
1236 if (QUERY_FLAG (op, FLAG_FREED)) { 1270 if (QUERY_FLAG (op, FLAG_FREED))
1271 {
1237 LOG (llevError, "Trying to insert freed object!\n"); 1272 LOG (llevError, "Trying to insert freed object!\n");
1273 return NULL;
1274 }
1275
1276 if (m == NULL)
1277 {
1278 char *dump = dump_object (op);
1279 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1280 free (dump);
1281 return op;
1282 }
1283
1284 if (out_of_map (m, op->x, op->y))
1285 {
1286 char *dump = dump_object (op);
1287 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1288#ifdef MANY_CORES
1289 /* Better to catch this here, as otherwise the next use of this object
1290 * is likely to cause a crash. Better to find out where it is getting
1291 * improperly inserted.
1292 */
1293 abort ();
1294#endif
1295 free (dump);
1296 return op;
1297 }
1298
1299 if (!QUERY_FLAG (op, FLAG_REMOVED))
1300 {
1301 char *dump = dump_object (op);
1302 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1303 free (dump);
1304 return op;
1305 }
1306
1307 if (op->more != NULL)
1308 {
1309 /* The part may be on a different map. */
1310
1311 object *more = op->more;
1312
1313 /* We really need the caller to normalize coordinates - if
1314 * we set the map, that doesn't work if the location is within
1315 * a map and this is straddling an edge. So only if coordinate
1316 * is clear wrong do we normalize it.
1317 */
1318 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1319 more->map = get_map_from_coord (m, &more->x, &more->y);
1320 else if (!more->map)
1321 {
1322 /* For backwards compatibility - when not dealing with tiled maps,
1323 * more->map should always point to the parent.
1324 */
1325 more->map = m;
1326 }
1327
1328 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1329 {
1330 if (!op->head)
1331 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1332
1333 return NULL;
1334 }
1335 }
1336
1337 CLEAR_FLAG (op, FLAG_REMOVED);
1338
1339 /* Ideally, the caller figures this out. However, it complicates a lot
1340 * of areas of callers (eg, anything that uses find_free_spot would now
1341 * need extra work
1342 */
1343 op->map = get_map_from_coord (m, &op->x, &op->y);
1344 x = op->x;
1345 y = op->y;
1346
1347 /* this has to be done after we translate the coordinates.
1348 */
1349 if (op->nrof && !(flag & INS_NO_MERGE))
1350 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1351 if (object::can_merge (op, tmp))
1352 {
1353 op->nrof += tmp->nrof;
1354 tmp->destroy ();
1355 }
1356
1357 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1358 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1359
1360 if (!QUERY_FLAG (op, FLAG_ALIVE))
1361 CLEAR_FLAG (op, FLAG_NO_STEAL);
1362
1363 if (flag & INS_BELOW_ORIGINATOR)
1364 {
1365 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1366 {
1367 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1368 abort ();
1369 }
1370
1371 op->above = originator;
1372 op->below = originator->below;
1373
1374 if (op->below)
1375 op->below->above = op;
1376 else
1377 SET_MAP_OB (op->map, op->x, op->y, op);
1378
1379 /* since *below* originator, no need to update top */
1380 originator->below = op;
1381 }
1382 else
1383 {
1384 /* If there are other objects, then */
1385 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1386 {
1387 object *last = NULL;
1388
1389 /*
1390 * If there are multiple objects on this space, we do some trickier handling.
1391 * We've already dealt with merging if appropriate.
1392 * Generally, we want to put the new object on top. But if
1393 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1394 * floor, we want to insert above that and no further.
1395 * Also, if there are spell objects on this space, we stop processing
1396 * once we get to them. This reduces the need to traverse over all of
1397 * them when adding another one - this saves quite a bit of cpu time
1398 * when lots of spells are cast in one area. Currently, it is presumed
1399 * that flying non pickable objects are spell objects.
1400 */
1401
1402 while (top != NULL)
1403 {
1404 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1405 floor = top;
1406
1407 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1408 {
1409 /* We insert above top, so we want this object below this */
1410 top = top->below;
1411 break;
1412 }
1413
1414 last = top;
1415 top = top->above;
1416 }
1417
1418 /* Don't want top to be NULL, so set it to the last valid object */
1419 top = last;
1420
1421 /* We let update_position deal with figuring out what the space
1422 * looks like instead of lots of conditions here.
1423 * makes things faster, and effectively the same result.
1424 */
1425
1426 /* Have object 'fall below' other objects that block view.
1427 * Unless those objects are exits, type 66
1428 * If INS_ON_TOP is used, don't do this processing
1429 * Need to find the object that in fact blocks view, otherwise
1430 * stacking is a bit odd.
1431 */
1432 if (!(flag & INS_ON_TOP) &&
1433 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1434 {
1435 for (last = top; last != floor; last = last->below)
1436 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1437 break;
1438 /* Check to see if we found the object that blocks view,
1439 * and make sure we have a below pointer for it so that
1440 * we can get inserted below this one, which requires we
1441 * set top to the object below us.
1442 */
1443 if (last && last->below && last != floor)
1444 top = last->below;
1445 }
1446 } /* If objects on this space */
1447
1448 if (flag & INS_MAP_LOAD)
1449 top = GET_MAP_TOP (op->map, op->x, op->y);
1450
1451 if (flag & INS_ABOVE_FLOOR_ONLY)
1452 top = floor;
1453
1454 /* Top is the object that our object (op) is going to get inserted above.
1455 */
1456
1457 /* First object on this space */
1458 if (!top)
1459 {
1460 op->above = GET_MAP_OB (op->map, op->x, op->y);
1461
1462 if (op->above)
1463 op->above->below = op;
1464
1465 op->below = NULL;
1466 SET_MAP_OB (op->map, op->x, op->y, op);
1467 }
1468 else
1469 { /* get inserted into the stack above top */
1470 op->above = top->above;
1471
1472 if (op->above)
1473 op->above->below = op;
1474
1475 op->below = top;
1476 top->above = op;
1477 }
1478
1479 if (op->above == NULL)
1480 SET_MAP_TOP (op->map, op->x, op->y, op);
1481 } /* else not INS_BELOW_ORIGINATOR */
1482
1483 if (op->type == PLAYER)
1484 op->contr->do_los = 1;
1485
1486 /* If we have a floor, we know the player, if any, will be above
1487 * it, so save a few ticks and start from there.
1488 */
1489 if (!(flag & INS_MAP_LOAD))
1490 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1491 if (tmp->type == PLAYER)
1492 tmp->contr->socket->update_look = 1;
1493
1494 /* If this object glows, it may affect lighting conditions that are
1495 * visible to others on this map. But update_all_los is really
1496 * an inefficient way to do this, as it means los for all players
1497 * on the map will get recalculated. The players could very well
1498 * be far away from this change and not affected in any way -
1499 * this should get redone to only look for players within range,
1500 * or just updating the P_NEED_UPDATE for spaces within this area
1501 * of effect may be sufficient.
1502 */
1503 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1504 update_all_los (op->map, op->x, op->y);
1505
1506 /* updates flags (blocked, alive, no magic, etc) for this map space */
1507 update_object (op, UP_OBJ_INSERT);
1508
1509 /* Don't know if moving this to the end will break anything. However,
1510 * we want to have update_look set above before calling this.
1511 *
1512 * check_move_on() must be after this because code called from
1513 * check_move_on() depends on correct map flags (so functions like
1514 * blocked() and wall() work properly), and these flags are updated by
1515 * update_object().
1516 */
1517
1518 /* if this is not the head or flag has been passed, don't check walk on status */
1519 if (!(flag & INS_NO_WALK_ON) && !op->head)
1520 {
1521 if (check_move_on (op, originator))
1238 return NULL; 1522 return NULL;
1239 }
1240 if(m==NULL) {
1241 dump_object(op);
1242 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1243 return op;
1244 }
1245 if(out_of_map(m,op->x,op->y)) {
1246 dump_object(op);
1247 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1248#ifdef MANY_CORES
1249 /* Better to catch this here, as otherwise the next use of this object
1250 * is likely to cause a crash. Better to find out where it is getting
1251 * improperly inserted.
1252 */
1253 abort();
1254#endif
1255 return op;
1256 }
1257 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1258 dump_object(op);
1259 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1260 return op;
1261 }
1262 if(op->more!=NULL) {
1263 /* The part may be on a different map. */
1264 1523
1265 object *more = op->more;
1266
1267 /* We really need the caller to normalize coordinates - if
1268 * we set the map, that doesn't work if the location is within
1269 * a map and this is straddling an edge. So only if coordinate
1270 * is clear wrong do we normalize it.
1271 */
1272 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1273 more->map = get_map_from_coord(m, &more->x, &more->y);
1274 } else if (!more->map) {
1275 /* For backwards compatibility - when not dealing with tiled maps,
1276 * more->map should always point to the parent.
1277 */
1278 more->map = m;
1279 }
1280
1281 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1282 if ( ! op->head)
1283 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1284 return NULL;
1285 }
1286 }
1287 CLEAR_FLAG(op,FLAG_REMOVED);
1288
1289 /* Ideally, the caller figures this out. However, it complicates a lot
1290 * of areas of callers (eg, anything that uses find_free_spot would now
1291 * need extra work
1292 */
1293 op->map=get_map_from_coord(m, &op->x, &op->y);
1294 x = op->x;
1295 y = op->y;
1296
1297 /* this has to be done after we translate the coordinates.
1298 */
1299 if(op->nrof && !(flag & INS_NO_MERGE)) {
1300 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1301 if (CAN_MERGE(op,tmp)) {
1302 op->nrof+=tmp->nrof;
1303 remove_ob(tmp);
1304 free_object(tmp);
1305 }
1306 }
1307
1308 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1309 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1310 if (!QUERY_FLAG(op, FLAG_ALIVE))
1311 CLEAR_FLAG(op, FLAG_NO_STEAL);
1312
1313 if (flag & INS_BELOW_ORIGINATOR) {
1314 if (originator->map != op->map || originator->x != op->x ||
1315 originator->y != op->y) {
1316 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1317 abort();
1318 }
1319 op->above = originator;
1320 op->below = originator->below;
1321 if (op->below) op->below->above = op;
1322 else SET_MAP_OB(op->map, op->x, op->y, op);
1323 /* since *below* originator, no need to update top */
1324 originator->below = op;
1325 } else {
1326 /* If there are other objects, then */
1327 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1328 object *last=NULL;
1329 /*
1330 * If there are multiple objects on this space, we do some trickier handling.
1331 * We've already dealt with merging if appropriate.
1332 * Generally, we want to put the new object on top. But if
1333 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1334 * floor, we want to insert above that and no further.
1335 * Also, if there are spell objects on this space, we stop processing
1336 * once we get to them. This reduces the need to traverse over all of
1337 * them when adding another one - this saves quite a bit of cpu time
1338 * when lots of spells are cast in one area. Currently, it is presumed
1339 * that flying non pickable objects are spell objects.
1340 */
1341
1342 while (top != NULL) {
1343 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1344 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1345 if (QUERY_FLAG(top, FLAG_NO_PICK)
1346 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1347 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1348 {
1349 /* We insert above top, so we want this object below this */
1350 top=top->below;
1351 break;
1352 }
1353 last = top;
1354 top = top->above;
1355 }
1356 /* Don't want top to be NULL, so set it to the last valid object */
1357 top = last;
1358
1359 /* We let update_position deal with figuring out what the space
1360 * looks like instead of lots of conditions here.
1361 * makes things faster, and effectively the same result.
1362 */
1363
1364 /* Have object 'fall below' other objects that block view.
1365 * Unless those objects are exits, type 66
1366 * If INS_ON_TOP is used, don't do this processing
1367 * Need to find the object that in fact blocks view, otherwise
1368 * stacking is a bit odd.
1369 */
1370 if (!(flag & INS_ON_TOP) &&
1371 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1372 (op->face && !op->face->visibility)) {
1373 for (last=top; last != floor; last=last->below)
1374 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1375 /* Check to see if we found the object that blocks view,
1376 * and make sure we have a below pointer for it so that
1377 * we can get inserted below this one, which requires we
1378 * set top to the object below us.
1379 */
1380 if (last && last->below && last != floor) top=last->below;
1381 }
1382 } /* If objects on this space */
1383 if (flag & INS_MAP_LOAD)
1384 top = GET_MAP_TOP(op->map,op->x,op->y);
1385 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1386
1387 /* Top is the object that our object (op) is going to get inserted above.
1388 */
1389
1390 /* First object on this space */
1391 if (!top) {
1392 op->above = GET_MAP_OB(op->map, op->x, op->y);
1393 if (op->above) op->above->below = op;
1394 op->below = NULL;
1395 SET_MAP_OB(op->map, op->x, op->y, op);
1396 } else { /* get inserted into the stack above top */
1397 op->above = top->above;
1398 if (op->above) op->above->below = op;
1399 op->below = top;
1400 top->above = op;
1401 }
1402 if (op->above==NULL)
1403 SET_MAP_TOP(op->map,op->x, op->y, op);
1404 } /* else not INS_BELOW_ORIGINATOR */
1405
1406 if(op->type==PLAYER)
1407 op->contr->do_los=1;
1408
1409 /* If we have a floor, we know the player, if any, will be above
1410 * it, so save a few ticks and start from there.
1411 */
1412 if (!(flag & INS_MAP_LOAD))
1413 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1414 if (tmp->type == PLAYER)
1415 tmp->contr->socket.update_look=1;
1416 }
1417
1418 /* If this object glows, it may affect lighting conditions that are
1419 * visible to others on this map. But update_all_los is really
1420 * an inefficient way to do this, as it means los for all players
1421 * on the map will get recalculated. The players could very well
1422 * be far away from this change and not affected in any way -
1423 * this should get redone to only look for players within range,
1424 * or just updating the P_NEED_UPDATE for spaces within this area
1425 * of effect may be sufficient.
1426 */
1427 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1428 update_all_los(op->map, op->x, op->y);
1429
1430
1431 /* updates flags (blocked, alive, no magic, etc) for this map space */
1432 update_object(op,UP_OBJ_INSERT);
1433
1434
1435 /* Don't know if moving this to the end will break anything. However,
1436 * we want to have update_look set above before calling this.
1437 *
1438 * check_move_on() must be after this because code called from
1439 * check_move_on() depends on correct map flags (so functions like
1440 * blocked() and wall() work properly), and these flags are updated by
1441 * update_object().
1442 */
1443
1444 /* if this is not the head or flag has been passed, don't check walk on status */
1445
1446 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1447 if (check_move_on(op, originator))
1448 return NULL;
1449
1450 /* If we are a multi part object, lets work our way through the check 1524 /* If we are a multi part object, lets work our way through the check
1451 * walk on's. 1525 * walk on's.
1452 */ 1526 */
1453 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1527 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1454 if (check_move_on (tmp, originator)) 1528 if (check_move_on (tmp, originator))
1455 return NULL; 1529 return NULL;
1456 } 1530 }
1531
1457 return op; 1532 return op;
1458} 1533}
1459 1534
1460/* this function inserts an object in the map, but if it 1535/* this function inserts an object in the map, but if it
1461 * finds an object of its own type, it'll remove that one first. 1536 * finds an object of its own type, it'll remove that one first.
1462 * op is the object to insert it under: supplies x and the map. 1537 * op is the object to insert it under: supplies x and the map.
1463 */ 1538 */
1539void
1464void replace_insert_ob_in_map(const char *arch_string, object *op) { 1540replace_insert_ob_in_map (const char *arch_string, object *op)
1541{
1465 object *tmp; 1542 object *
1466 object *tmp1; 1543 tmp;
1544 object *
1545 tmp1;
1467 1546
1468 /* first search for itself and remove any old instances */ 1547 /* first search for itself and remove any old instances */
1469 1548
1470 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1549 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1471 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1550 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1472 remove_ob(tmp); 1551 tmp->destroy ();
1473 free_object(tmp);
1474 }
1475 }
1476 1552
1477 tmp1=arch_to_object(find_archetype(arch_string)); 1553 tmp1 = arch_to_object (archetype::find (arch_string));
1478 1554
1479 1555 tmp1->x = op->x;
1480 tmp1->x = op->x; tmp1->y = op->y; 1556 tmp1->y = op->y;
1481 insert_ob_in_map(tmp1,op->map,op,0); 1557 insert_ob_in_map (tmp1, op->map, op, 0);
1482} 1558}
1483 1559
1484/* 1560/*
1485 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1561 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1486 * is returned contains nr objects, and the remaining parts contains 1562 * is returned contains nr objects, and the remaining parts contains
1487 * the rest (or is removed and freed if that number is 0). 1563 * the rest (or is removed and freed if that number is 0).
1488 * On failure, NULL is returned, and the reason put into the 1564 * On failure, NULL is returned, and the reason put into the
1489 * global static errmsg array. 1565 * global static errmsg array.
1490 */ 1566 */
1491 1567
1568object *
1492object *get_split_ob(object *orig_ob, uint32 nr) { 1569get_split_ob (object *orig_ob, uint32 nr)
1570{
1493 object *newob; 1571 object *newob;
1494 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1572 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1495 1573
1496 if(orig_ob->nrof<nr) { 1574 if (orig_ob->nrof < nr)
1497 sprintf(errmsg,"There are only %d %ss.", 1575 {
1498 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1576 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1499 return NULL; 1577 return NULL;
1500 } 1578 }
1579
1501 newob = object_create_clone(orig_ob); 1580 newob = object_create_clone (orig_ob);
1581
1502 if((orig_ob->nrof-=nr)<1) { 1582 if ((orig_ob->nrof -= nr) < 1)
1503 if ( ! is_removed) 1583 orig_ob->destroy (1);
1504 remove_ob(orig_ob);
1505 free_object2(orig_ob, 1);
1506 }
1507 else if ( ! is_removed) { 1584 else if (!is_removed)
1585 {
1508 if(orig_ob->env!=NULL) 1586 if (orig_ob->env != NULL)
1509 sub_weight (orig_ob->env,orig_ob->weight*nr); 1587 sub_weight (orig_ob->env, orig_ob->weight * nr);
1510 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1588 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1589 {
1511 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1590 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1512 LOG(llevDebug,
1513 "Error, Tried to split object whose map is not in memory.\n"); 1591 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1514 return NULL; 1592 return NULL;
1515 } 1593 }
1516 } 1594 }
1595
1517 newob->nrof=nr; 1596 newob->nrof = nr;
1518 1597
1519 return newob; 1598 return newob;
1520} 1599}
1521 1600
1522/* 1601/*
1523 * decrease_ob_nr(object, number) decreases a specified number from 1602 * decrease_ob_nr(object, number) decreases a specified number from
1524 * the amount of an object. If the amount reaches 0, the object 1603 * the amount of an object. If the amount reaches 0, the object
1525 * is subsequently removed and freed. 1604 * is subsequently removed and freed.
1526 * 1605 *
1527 * Return value: 'op' if something is left, NULL if the amount reached 0 1606 * Return value: 'op' if something is left, NULL if the amount reached 0
1528 */ 1607 */
1529 1608
1609object *
1530object *decrease_ob_nr (object *op, uint32 i) 1610decrease_ob_nr (object *op, uint32 i)
1531{ 1611{
1532 object *tmp; 1612 object *tmp;
1533 player *pl; 1613 player *pl;
1534 1614
1535 if (i == 0) /* objects with op->nrof require this check */ 1615 if (i == 0) /* objects with op->nrof require this check */
1536 return op; 1616 return op;
1537 1617
1538 if (i > op->nrof) 1618 if (i > op->nrof)
1539 i = op->nrof; 1619 i = op->nrof;
1540 1620
1541 if (QUERY_FLAG (op, FLAG_REMOVED)) 1621 if (QUERY_FLAG (op, FLAG_REMOVED))
1622 op->nrof -= i;
1623 else if (op->env != NULL)
1624 {
1625 /* is this object in the players inventory, or sub container
1626 * therein?
1627 */
1628 tmp = is_player_inv (op->env);
1629 /* nope. Is this a container the player has opened?
1630 * If so, set tmp to that player.
1631 * IMO, searching through all the players will mostly
1632 * likely be quicker than following op->env to the map,
1633 * and then searching the map for a player.
1634 */
1635 if (!tmp)
1636 {
1637 for (pl = first_player; pl; pl = pl->next)
1638 if (pl->ob->container == op->env)
1639 break;
1640 if (pl)
1641 tmp = pl->ob;
1642 else
1643 tmp = NULL;
1644 }
1645
1646 if (i < op->nrof)
1647 {
1648 sub_weight (op->env, op->weight * i);
1649 op->nrof -= i;
1650 if (tmp)
1651 {
1652 esrv_send_item (tmp, op);
1653 }
1654 }
1655 else
1656 {
1657 op->remove ();
1658 op->nrof = 0;
1659 if (tmp)
1660 {
1661 esrv_del_item (tmp->contr, op->count);
1662 }
1663 }
1542 { 1664 }
1665 else
1666 {
1667 object *above = op->above;
1668
1669 if (i < op->nrof)
1543 op->nrof -= i; 1670 op->nrof -= i;
1544 } 1671 else
1545 else if (op->env != NULL)
1546 {
1547 /* is this object in the players inventory, or sub container
1548 * therein?
1549 */
1550 tmp = is_player_inv (op->env);
1551 /* nope. Is this a container the player has opened?
1552 * If so, set tmp to that player.
1553 * IMO, searching through all the players will mostly
1554 * likely be quicker than following op->env to the map,
1555 * and then searching the map for a player.
1556 */
1557 if (!tmp) {
1558 for (pl=first_player; pl; pl=pl->next)
1559 if (pl->ob->container == op->env) break;
1560 if (pl) tmp=pl->ob;
1561 else tmp=NULL;
1562 } 1672 {
1563
1564 if (i < op->nrof) {
1565 sub_weight (op->env, op->weight * i);
1566 op->nrof -= i;
1567 if (tmp) {
1568 esrv_send_item(tmp, op);
1569 }
1570 } else {
1571 remove_ob (op); 1673 op->remove ();
1572 op->nrof = 0; 1674 op->nrof = 0;
1573 if (tmp) {
1574 esrv_del_item(tmp->contr, op->count);
1575 } 1675 }
1576 }
1577 }
1578 else
1579 {
1580 object *above = op->above;
1581 1676
1582 if (i < op->nrof) {
1583 op->nrof -= i;
1584 } else {
1585 remove_ob (op);
1586 op->nrof = 0;
1587 }
1588 /* Since we just removed op, op->above is null */ 1677 /* Since we just removed op, op->above is null */
1589 for (tmp = above; tmp != NULL; tmp = tmp->above) 1678 for (tmp = above; tmp != NULL; tmp = tmp->above)
1590 if (tmp->type == PLAYER) { 1679 if (tmp->type == PLAYER)
1680 {
1591 if (op->nrof) 1681 if (op->nrof)
1592 esrv_send_item(tmp, op); 1682 esrv_send_item (tmp, op);
1593 else 1683 else
1594 esrv_del_item(tmp->contr, op->count); 1684 esrv_del_item (tmp->contr, op->count);
1595 } 1685 }
1596 } 1686 }
1597 1687
1598 if (op->nrof) { 1688 if (op->nrof)
1599 return op; 1689 return op;
1600 } else { 1690 else
1601 free_object (op); 1691 {
1692 op->destroy ();
1602 return NULL; 1693 return NULL;
1603 } 1694 }
1604} 1695}
1605 1696
1606/* 1697/*
1607 * add_weight(object, weight) adds the specified weight to an object, 1698 * add_weight(object, weight) adds the specified weight to an object,
1608 * and also updates how much the environment(s) is/are carrying. 1699 * and also updates how much the environment(s) is/are carrying.
1609 */ 1700 */
1610 1701
1702void
1611void add_weight (object *op, signed long weight) { 1703add_weight (object *op, signed long weight)
1704{
1612 while (op!=NULL) { 1705 while (op != NULL)
1706 {
1613 if (op->type == CONTAINER) { 1707 if (op->type == CONTAINER)
1614 weight=(signed long)(weight*(100-op->stats.Str)/100); 1708 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1615 } 1709
1616 op->carrying+=weight; 1710 op->carrying += weight;
1617 op=op->env; 1711 op = op->env;
1618 } 1712 }
1619} 1713}
1620 1714
1715object *
1716insert_ob_in_ob (object *op, object *where)
1717{
1718 if (!where)
1719 {
1720 char *dump = dump_object (op);
1721 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1722 free (dump);
1723 return op;
1724 }
1725
1726 if (where->head)
1727 {
1728 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1729 where = where->head;
1730 }
1731
1732 return where->insert (op);
1733}
1734
1621/* 1735/*
1622 * insert_ob_in_ob(op,environment): 1736 * env->insert (op)
1623 * This function inserts the object op in the linked list 1737 * This function inserts the object op in the linked list
1624 * inside the object environment. 1738 * inside the object environment.
1625 * 1739 *
1626 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1627 * the inventory at the last position or next to other objects of the same
1628 * type.
1629 * Frank: Now sorted by type, archetype and magic!
1630 *
1631 * The function returns now pointer to inserted item, and return value can 1740 * The function returns now pointer to inserted item, and return value can
1632 * be != op, if items are merged. -Tero 1741 * be != op, if items are merged. -Tero
1633 */ 1742 */
1634 1743
1635object *insert_ob_in_ob(object *op,object *where) { 1744object *
1745object::insert (object *op)
1746{
1636 object *tmp, *otmp; 1747 object *tmp, *otmp;
1637 1748
1638 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1749 if (!QUERY_FLAG (op, FLAG_REMOVED))
1639 dump_object(op); 1750 op->remove ();
1640 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1751
1641 return op;
1642 }
1643 if(where==NULL) {
1644 dump_object(op);
1645 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1646 return op;
1647 }
1648 if (where->head) {
1649 LOG(llevDebug,
1650 "Warning: Tried to insert object wrong part of multipart object.\n");
1651 where = where->head;
1652 }
1653 if (op->more) { 1752 if (op->more)
1753 {
1654 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1754 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1655 &op->name, op->count);
1656 return op; 1755 return op;
1657 } 1756 }
1757
1658 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1758 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1659 CLEAR_FLAG(op, FLAG_REMOVED); 1759 CLEAR_FLAG (op, FLAG_REMOVED);
1660 if(op->nrof) { 1760 if (op->nrof)
1761 {
1661 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1762 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1662 if ( CAN_MERGE(tmp,op) ) { 1763 if (object::can_merge (tmp, op))
1764 {
1663 /* return the original object and remove inserted object 1765 /* return the original object and remove inserted object
1664 (client needs the original object) */ 1766 (client needs the original object) */
1665 tmp->nrof += op->nrof; 1767 tmp->nrof += op->nrof;
1666 /* Weight handling gets pretty funky. Since we are adding to 1768 /* Weight handling gets pretty funky. Since we are adding to
1667 * tmp->nrof, we need to increase the weight. 1769 * tmp->nrof, we need to increase the weight.
1668 */ 1770 */
1669 add_weight (where, op->weight*op->nrof); 1771 add_weight (this, op->weight * op->nrof);
1670 SET_FLAG(op, FLAG_REMOVED); 1772 SET_FLAG (op, FLAG_REMOVED);
1671 free_object(op); /* free the inserted object */ 1773 op->destroy (); /* free the inserted object */
1672 op = tmp; 1774 op = tmp;
1673 remove_ob (op); /* and fix old object's links */ 1775 op->remove (); /* and fix old object's links */
1674 CLEAR_FLAG(op, FLAG_REMOVED); 1776 CLEAR_FLAG (op, FLAG_REMOVED);
1675 break; 1777 break;
1676 } 1778 }
1677 1779
1678 /* I assume combined objects have no inventory 1780 /* I assume combined objects have no inventory
1679 * We add the weight - this object could have just been removed 1781 * We add the weight - this object could have just been removed
1680 * (if it was possible to merge). calling remove_ob will subtract 1782 * (if it was possible to merge). calling remove_ob will subtract
1681 * the weight, so we need to add it in again, since we actually do 1783 * the weight, so we need to add it in again, since we actually do
1682 * the linking below 1784 * the linking below
1683 */ 1785 */
1684 add_weight (where, op->weight*op->nrof); 1786 add_weight (this, op->weight * op->nrof);
1787 }
1685 } else 1788 else
1686 add_weight (where, (op->weight+op->carrying)); 1789 add_weight (this, (op->weight + op->carrying));
1687 1790
1688 otmp=is_player_inv(where); 1791 otmp = is_player_inv (this);
1689 if (otmp&&otmp->contr!=NULL) { 1792 if (otmp && otmp->contr)
1690 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1793 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1691 fix_player(otmp); 1794 fix_player (otmp);
1692 }
1693 1795
1694 op->map=NULL; 1796 op->map = NULL;
1695 op->env=where; 1797 op->env = this;
1696 op->above=NULL; 1798 op->above = NULL;
1697 op->below=NULL; 1799 op->below = NULL;
1698 op->x=0,op->y=0; 1800 op->x = 0, op->y = 0;
1699 1801
1700 /* reset the light list and los of the players on the map */ 1802 /* reset the light list and los of the players on the map */
1701 if((op->glow_radius!=0)&&where->map) 1803 if ((op->glow_radius != 0) && map)
1702 { 1804 {
1703#ifdef DEBUG_LIGHTS 1805#ifdef DEBUG_LIGHTS
1704 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1806 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1705 op->name);
1706#endif /* DEBUG_LIGHTS */ 1807#endif /* DEBUG_LIGHTS */
1707 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1808 if (MAP_DARKNESS (map))
1809 update_all_los (map, x, y);
1708 } 1810 }
1709 1811
1710 /* Client has no idea of ordering so lets not bother ordering it here. 1812 /* Client has no idea of ordering so lets not bother ordering it here.
1711 * It sure simplifies this function... 1813 * It sure simplifies this function...
1712 */ 1814 */
1713 if (where->inv==NULL) 1815 if (!inv)
1714 where->inv=op; 1816 inv = op;
1715 else { 1817 else
1818 {
1716 op->below = where->inv; 1819 op->below = inv;
1717 op->below->above = op; 1820 op->below->above = op;
1718 where->inv = op; 1821 inv = op;
1719 } 1822 }
1823
1720 return op; 1824 return op;
1721} 1825}
1722 1826
1723/* 1827/*
1724 * Checks if any objects has a move_type that matches objects 1828 * Checks if any objects has a move_type that matches objects
1739 * MSW 2001-07-08: Check all objects on space, not just those below 1843 * MSW 2001-07-08: Check all objects on space, not just those below
1740 * object being inserted. insert_ob_in_map may not put new objects 1844 * object being inserted. insert_ob_in_map may not put new objects
1741 * on top. 1845 * on top.
1742 */ 1846 */
1743 1847
1848int
1744int check_move_on (object *op, object *originator) 1849check_move_on (object *op, object *originator)
1745{ 1850{
1746 object *tmp; 1851 object *tmp;
1747 tag_t tag;
1748 mapstruct *m=op->map; 1852 maptile *m = op->map;
1749 int x=op->x, y=op->y; 1853 int x = op->x, y = op->y;
1854
1750 MoveType move_on, move_slow, move_block; 1855 MoveType move_on, move_slow, move_block;
1751 1856
1752 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1857 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1753 return 0; 1858 return 0;
1754 1859
1755 tag = op->count;
1756
1757 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1860 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1758 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1861 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1759 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1862 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1760 1863
1761 /* if nothing on this space will slow op down or be applied, 1864 /* if nothing on this space will slow op down or be applied,
1762 * no need to do checking below. have to make sure move_type 1865 * no need to do checking below. have to make sure move_type
1763 * is set, as lots of objects don't have it set - we treat that 1866 * is set, as lots of objects don't have it set - we treat that
1764 * as walking. 1867 * as walking.
1765 */ 1868 */
1766 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1869 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1767 return 0; 1870 return 0;
1768 1871
1769 /* This is basically inverse logic of that below - basically, 1872 /* This is basically inverse logic of that below - basically,
1770 * if the object can avoid the move on or slow move, they do so, 1873 * if the object can avoid the move on or slow move, they do so,
1771 * but can't do it if the alternate movement they are using is 1874 * but can't do it if the alternate movement they are using is
1772 * blocked. Logic on this seems confusing, but does seem correct. 1875 * blocked. Logic on this seems confusing, but does seem correct.
1773 */ 1876 */
1774 if ((op->move_type & ~move_on & ~move_block) != 0 && 1877 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1775 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1878 return 0;
1776 1879
1777 /* The objects have to be checked from top to bottom. 1880 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1881 * Hence, we first go to the top:
1779 */ 1882 */
1780 1883
1781 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1884 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1782 tmp->above!=NULL; tmp=tmp->above) { 1885 {
1783 /* Trim the search when we find the first other spell effect 1886 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects, 1887 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them. 1888 * we don't need to check all of them.
1786 */ 1889 */
1787 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1890 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1891 break;
1892 }
1893
1894 for (; tmp; tmp = tmp->below)
1788 } 1895 {
1789 for(;tmp!=NULL; tmp=tmp->below) { 1896 if (tmp == op)
1790 if (tmp == op) continue; /* Can't apply yourself */ 1897 continue; /* Can't apply yourself */
1791 1898
1792 /* Check to see if one of the movement types should be slowed down. 1899 /* Check to see if one of the movement types should be slowed down.
1793 * Second check makes sure that the movement types not being slowed 1900 * Second check makes sure that the movement types not being slowed
1794 * (~slow_move) is not blocked on this space - just because the 1901 * (~slow_move) is not blocked on this space - just because the
1795 * space doesn't slow down swimming (for example), if you can't actually 1902 * space doesn't slow down swimming (for example), if you can't actually
1796 * swim on that space, can't use it to avoid the penalty. 1903 * swim on that space, can't use it to avoid the penalty.
1797 */ 1904 */
1798 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1905 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1906 {
1799 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1907 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1800 ((op->move_type & tmp->move_slow) &&
1801 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1908 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1909 {
1802 1910
1803 float diff; 1911 float
1804
1805 diff = tmp->move_slow_penalty*FABS(op->speed); 1912 diff = tmp->move_slow_penalty * FABS (op->speed);
1913
1806 if (op->type == PLAYER) { 1914 if (op->type == PLAYER)
1807 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1915 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1808 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1916 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1809 diff /= 4.0; 1917 diff /= 4.0;
1810 } 1918
1811 }
1812 op->speed_left -= diff; 1919 op->speed_left -= diff;
1813 } 1920 }
1814 } 1921 }
1815 1922
1816 /* Basically same logic as above, except now for actual apply. */ 1923 /* Basically same logic as above, except now for actual apply. */
1817 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1924 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1818 ((op->move_type & tmp->move_on) &&
1819 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1925 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1820 1926 {
1821 move_apply(tmp, op, originator); 1927 move_apply (tmp, op, originator);
1928
1822 if (was_destroyed (op, tag)) 1929 if (op->destroyed ())
1823 return 1; 1930 return 1;
1824 1931
1825 /* what the person/creature stepped onto has moved the object 1932 /* what the person/creature stepped onto has moved the object
1826 * someplace new. Don't process any further - if we did, 1933 * someplace new. Don't process any further - if we did,
1827 * have a feeling strange problems would result. 1934 * have a feeling strange problems would result.
1828 */ 1935 */
1829 if (op->map != m || op->x != x || op->y != y) return 0; 1936 if (op->map != m || op->x != x || op->y != y)
1937 return 0;
1830 } 1938 }
1831 } 1939 }
1940
1832 return 0; 1941 return 0;
1833} 1942}
1834 1943
1835/* 1944/*
1836 * present_arch(arch, map, x, y) searches for any objects with 1945 * present_arch(arch, map, x, y) searches for any objects with
1837 * a matching archetype at the given map and coordinates. 1946 * a matching archetype at the given map and coordinates.
1838 * The first matching object is returned, or NULL if none. 1947 * The first matching object is returned, or NULL if none.
1839 */ 1948 */
1840 1949
1950object *
1841object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1951present_arch (const archetype *at, maptile *m, int x, int y)
1952{
1842 object *tmp; 1953 object *
1954 tmp;
1955
1843 if(m==NULL || out_of_map(m,x,y)) { 1956 if (m == NULL || out_of_map (m, x, y))
1957 {
1844 LOG(llevError,"Present_arch called outside map.\n"); 1958 LOG (llevError, "Present_arch called outside map.\n");
1845 return NULL; 1959 return NULL;
1846 } 1960 }
1847 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1961 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1848 if(tmp->arch == at) 1962 if (tmp->arch == at)
1849 return tmp; 1963 return tmp;
1850 return NULL; 1964 return NULL;
1851} 1965}
1852 1966
1853/* 1967/*
1854 * present(type, map, x, y) searches for any objects with 1968 * present(type, map, x, y) searches for any objects with
1855 * a matching type variable at the given map and coordinates. 1969 * a matching type variable at the given map and coordinates.
1856 * The first matching object is returned, or NULL if none. 1970 * The first matching object is returned, or NULL if none.
1857 */ 1971 */
1858 1972
1973object *
1859object *present(unsigned char type,mapstruct *m, int x,int y) { 1974present (unsigned char type, maptile *m, int x, int y)
1975{
1860 object *tmp; 1976 object *
1977 tmp;
1978
1861 if(out_of_map(m,x,y)) { 1979 if (out_of_map (m, x, y))
1980 {
1862 LOG(llevError,"Present called outside map.\n"); 1981 LOG (llevError, "Present called outside map.\n");
1863 return NULL; 1982 return NULL;
1864 } 1983 }
1865 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1984 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1866 if(tmp->type==type) 1985 if (tmp->type == type)
1867 return tmp; 1986 return tmp;
1868 return NULL; 1987 return NULL;
1869} 1988}
1870 1989
1871/* 1990/*
1872 * present_in_ob(type, object) searches for any objects with 1991 * present_in_ob(type, object) searches for any objects with
1873 * a matching type variable in the inventory of the given object. 1992 * a matching type variable in the inventory of the given object.
1874 * The first matching object is returned, or NULL if none. 1993 * The first matching object is returned, or NULL if none.
1875 */ 1994 */
1876 1995
1996object *
1877object *present_in_ob(unsigned char type, const object *op) { 1997present_in_ob (unsigned char type, const object *op)
1998{
1878 object *tmp; 1999 object *
2000 tmp;
2001
1879 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2002 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1880 if(tmp->type==type) 2003 if (tmp->type == type)
1881 return tmp; 2004 return tmp;
1882 return NULL; 2005 return NULL;
1883} 2006}
1884 2007
1885/* 2008/*
1895 * the object name, not the archetype name. this is so that the 2018 * the object name, not the archetype name. this is so that the
1896 * spell code can use one object type (force), but change it's name 2019 * spell code can use one object type (force), but change it's name
1897 * to be unique. 2020 * to be unique.
1898 */ 2021 */
1899 2022
2023object *
1900object *present_in_ob_by_name(int type, const char *str, const object *op) { 2024present_in_ob_by_name (int type, const char *str, const object *op)
2025{
1901 object *tmp; 2026 object *
2027 tmp;
1902 2028
1903 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2029 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2030 {
1904 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2031 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1905 return tmp; 2032 return tmp;
1906 } 2033 }
1907 return NULL; 2034 return NULL;
1908} 2035}
1909 2036
1910/* 2037/*
1911 * present_arch_in_ob(archetype, object) searches for any objects with 2038 * present_arch_in_ob(archetype, object) searches for any objects with
1912 * a matching archetype in the inventory of the given object. 2039 * a matching archetype in the inventory of the given object.
1913 * The first matching object is returned, or NULL if none. 2040 * The first matching object is returned, or NULL if none.
1914 */ 2041 */
1915 2042
2043object *
1916object *present_arch_in_ob(const archetype *at, const object *op) { 2044present_arch_in_ob (const archetype *at, const object *op)
2045{
1917 object *tmp; 2046 object *
2047 tmp;
2048
1918 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2049 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1919 if( tmp->arch == at) 2050 if (tmp->arch == at)
1920 return tmp; 2051 return tmp;
1921 return NULL; 2052 return NULL;
1922} 2053}
1923 2054
1924/* 2055/*
1925 * activate recursively a flag on an object inventory 2056 * activate recursively a flag on an object inventory
1926 */ 2057 */
2058void
1927void flag_inv(object*op, int flag){ 2059flag_inv (object *op, int flag)
2060{
1928 object *tmp; 2061 object *
2062 tmp;
2063
1929 if(op->inv) 2064 if (op->inv)
1930 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2065 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2066 {
1931 SET_FLAG(tmp, flag); 2067 SET_FLAG (tmp, flag);
1932 flag_inv(tmp,flag); 2068 flag_inv (tmp, flag);
1933 } 2069 }
1934}/* 2070} /*
1935 * desactivate recursively a flag on an object inventory 2071 * desactivate recursively a flag on an object inventory
1936 */ 2072 */
2073void
1937void unflag_inv(object*op, int flag){ 2074unflag_inv (object *op, int flag)
2075{
1938 object *tmp; 2076 object *
2077 tmp;
2078
1939 if(op->inv) 2079 if (op->inv)
1940 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2080 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2081 {
1941 CLEAR_FLAG(tmp, flag); 2082 CLEAR_FLAG (tmp, flag);
1942 unflag_inv(tmp,flag); 2083 unflag_inv (tmp, flag);
1943 } 2084 }
1944} 2085}
1945 2086
1946/* 2087/*
1947 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2088 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1948 * all it's inventory (recursively). 2089 * all it's inventory (recursively).
1949 * If checksums are used, a player will get set_cheat called for 2090 * If checksums are used, a player will get set_cheat called for
1950 * him/her-self and all object carried by a call to this function. 2091 * him/her-self and all object carried by a call to this function.
1951 */ 2092 */
1952 2093
2094void
1953void set_cheat(object *op) { 2095set_cheat (object *op)
2096{
1954 SET_FLAG(op, FLAG_WAS_WIZ); 2097 SET_FLAG (op, FLAG_WAS_WIZ);
1955 flag_inv(op, FLAG_WAS_WIZ); 2098 flag_inv (op, FLAG_WAS_WIZ);
1956} 2099}
1957 2100
1958/* 2101/*
1959 * find_free_spot(object, map, x, y, start, stop) will search for 2102 * find_free_spot(object, map, x, y, start, stop) will search for
1960 * a spot at the given map and coordinates which will be able to contain 2103 * a spot at the given map and coordinates which will be able to contain
1975 * to know if the space in question will block the object. We can't use 2118 * to know if the space in question will block the object. We can't use
1976 * the archetype because that isn't correct if the monster has been 2119 * the archetype because that isn't correct if the monster has been
1977 * customized, changed states, etc. 2120 * customized, changed states, etc.
1978 */ 2121 */
1979 2122
2123int
1980int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2124find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2125{
2126 int
2127 i,
1981 int i,index=0, flag; 2128 index = 0, flag;
2129 static int
1982 static int altern[SIZEOFFREE]; 2130 altern[SIZEOFFREE];
1983 2131
1984 for(i=start;i<stop;i++) { 2132 for (i = start; i < stop; i++)
2133 {
1985 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2134 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1986 if(!flag) 2135 if (!flag)
1987 altern[index++]=i; 2136 altern[index++] = i;
1988 2137
1989 /* Basically, if we find a wall on a space, we cut down the search size. 2138 /* Basically, if we find a wall on a space, we cut down the search size.
1990 * In this way, we won't return spaces that are on another side of a wall. 2139 * In this way, we won't return spaces that are on another side of a wall.
1991 * This mostly work, but it cuts down the search size in all directions - 2140 * This mostly work, but it cuts down the search size in all directions -
1992 * if the space being examined only has a wall to the north and empty 2141 * if the space being examined only has a wall to the north and empty
1993 * spaces in all the other directions, this will reduce the search space 2142 * spaces in all the other directions, this will reduce the search space
1994 * to only the spaces immediately surrounding the target area, and 2143 * to only the spaces immediately surrounding the target area, and
1995 * won't look 2 spaces south of the target space. 2144 * won't look 2 spaces south of the target space.
1996 */ 2145 */
1997 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2146 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
1998 stop=maxfree[i]; 2147 stop = maxfree[i];
1999 } 2148 }
2000 if(!index) return -1; 2149 if (!index)
2150 return -1;
2001 return altern[RANDOM()%index]; 2151 return altern[RANDOM () % index];
2002} 2152}
2003 2153
2004/* 2154/*
2005 * find_first_free_spot(archetype, mapstruct, x, y) works like 2155 * find_first_free_spot(archetype, maptile, x, y) works like
2006 * find_free_spot(), but it will search max number of squares. 2156 * find_free_spot(), but it will search max number of squares.
2007 * But it will return the first available spot, not a random choice. 2157 * But it will return the first available spot, not a random choice.
2008 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2158 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2009 */ 2159 */
2010 2160
2161int
2011int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2162find_first_free_spot (const object *ob, maptile *m, int x, int y)
2163{
2164 int
2012 int i; 2165 i;
2166
2013 for(i=0;i<SIZEOFFREE;i++) { 2167 for (i = 0; i < SIZEOFFREE; i++)
2168 {
2014 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2169 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2015 return i; 2170 return i;
2016 } 2171 }
2017 return -1; 2172 return -1;
2018} 2173}
2019 2174
2020/* 2175/*
2021 * The function permute(arr, begin, end) randomly reorders the array 2176 * The function permute(arr, begin, end) randomly reorders the array
2022 * arr[begin..end-1]. 2177 * arr[begin..end-1].
2023 */ 2178 */
2179static void
2024static void permute(int *arr, int begin, int end) 2180permute (int *arr, int begin, int end)
2025{ 2181{
2026 int i, j, tmp, len; 2182 int
2183 i,
2184 j,
2185 tmp,
2186 len;
2027 2187
2028 len = end-begin; 2188 len = end - begin;
2029 for(i = begin; i < end; i++) 2189 for (i = begin; i < end; i++)
2030 { 2190 {
2031 j = begin+RANDOM()%len; 2191 j = begin + RANDOM () % len;
2032 2192
2033 tmp = arr[i]; 2193 tmp = arr[i];
2034 arr[i] = arr[j]; 2194 arr[i] = arr[j];
2035 arr[j] = tmp; 2195 arr[j] = tmp;
2036 } 2196 }
2037} 2197}
2038 2198
2039/* new function to make monster searching more efficient, and effective! 2199/* new function to make monster searching more efficient, and effective!
2040 * This basically returns a randomized array (in the passed pointer) of 2200 * This basically returns a randomized array (in the passed pointer) of
2041 * the spaces to find monsters. In this way, it won't always look for 2201 * the spaces to find monsters. In this way, it won't always look for
2042 * monsters to the north first. However, the size of the array passed 2202 * monsters to the north first. However, the size of the array passed
2043 * covers all the spaces, so within that size, all the spaces within 2203 * covers all the spaces, so within that size, all the spaces within
2044 * the 3x3 area will be searched, just not in a predictable order. 2204 * the 3x3 area will be searched, just not in a predictable order.
2045 */ 2205 */
2206void
2046void get_search_arr(int *search_arr) 2207get_search_arr (int *search_arr)
2047{ 2208{
2209 int
2048 int i; 2210 i;
2049 2211
2050 for(i = 0; i < SIZEOFFREE; i++) 2212 for (i = 0; i < SIZEOFFREE; i++)
2051 { 2213 {
2052 search_arr[i] = i; 2214 search_arr[i] = i;
2053 } 2215 }
2054 2216
2055 permute(search_arr, 1, SIZEOFFREE1+1); 2217 permute (search_arr, 1, SIZEOFFREE1 + 1);
2056 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2218 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2057 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2219 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2058} 2220}
2059 2221
2060/* 2222/*
2061 * find_dir(map, x, y, exclude) will search some close squares in the 2223 * find_dir(map, x, y, exclude) will search some close squares in the
2062 * given map at the given coordinates for live objects. 2224 * given map at the given coordinates for live objects.
2068 * is actually want is going to try and move there. We need this info 2230 * is actually want is going to try and move there. We need this info
2069 * because we have to know what movement the thing looking to move 2231 * because we have to know what movement the thing looking to move
2070 * there is capable of. 2232 * there is capable of.
2071 */ 2233 */
2072 2234
2235int
2073int find_dir(mapstruct *m, int x, int y, object *exclude) { 2236find_dir (maptile *m, int x, int y, object *exclude)
2237{
2238 int
2239 i,
2074 int i,max=SIZEOFFREE, mflags; 2240 max = SIZEOFFREE, mflags;
2241
2075 sint16 nx, ny; 2242 sint16 nx, ny;
2076 object *tmp; 2243 object *
2077 mapstruct *mp; 2244 tmp;
2245 maptile *
2246 mp;
2247
2078 MoveType blocked, move_type; 2248 MoveType blocked, move_type;
2079 2249
2080 if (exclude && exclude->head) { 2250 if (exclude && exclude->head)
2251 {
2081 exclude = exclude->head; 2252 exclude = exclude->head;
2082 move_type = exclude->move_type; 2253 move_type = exclude->move_type;
2083 } else { 2254 }
2255 else
2256 {
2084 /* If we don't have anything, presume it can use all movement types. */ 2257 /* If we don't have anything, presume it can use all movement types. */
2085 move_type=MOVE_ALL; 2258 move_type = MOVE_ALL;
2259 }
2260
2261 for (i = 1; i < max; i++)
2086 } 2262 {
2087
2088 for(i=1;i<max;i++) {
2089 mp = m; 2263 mp = m;
2090 nx = x + freearr_x[i]; 2264 nx = x + freearr_x[i];
2091 ny = y + freearr_y[i]; 2265 ny = y + freearr_y[i];
2092 2266
2093 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2267 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2094 if (mflags & P_OUT_OF_MAP) { 2268 if (mflags & P_OUT_OF_MAP)
2269 {
2095 max = maxfree[i]; 2270 max = maxfree[i];
2271 }
2096 } else { 2272 else
2273 {
2097 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2274 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2098 2275
2099 if ((move_type & blocked) == move_type) { 2276 if ((move_type & blocked) == move_type)
2277 {
2100 max=maxfree[i]; 2278 max = maxfree[i];
2279 }
2101 } else if (mflags & P_IS_ALIVE) { 2280 else if (mflags & P_IS_ALIVE)
2281 {
2102 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2282 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2103 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2283 {
2104 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2284 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2285 {
2105 break; 2286 break;
2106 } 2287 }
2107 } 2288 }
2108 if(tmp) { 2289 if (tmp)
2290 {
2109 return freedir[i]; 2291 return freedir[i];
2110 } 2292 }
2111 } 2293 }
2112 } 2294 }
2113 } 2295 }
2114 return 0; 2296 return 0;
2115} 2297}
2116 2298
2117/* 2299/*
2118 * distance(object 1, object 2) will return the square of the 2300 * distance(object 1, object 2) will return the square of the
2119 * distance between the two given objects. 2301 * distance between the two given objects.
2120 */ 2302 */
2121 2303
2304int
2122int distance(const object *ob1, const object *ob2) { 2305distance (const object *ob1, const object *ob2)
2306{
2123 int i; 2307 int
2124 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2308 i;
2125 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2309
2310 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2126 return i; 2311 return i;
2127} 2312}
2128 2313
2129/* 2314/*
2130 * find_dir_2(delta-x,delta-y) will return a direction in which 2315 * find_dir_2(delta-x,delta-y) will return a direction in which
2131 * an object which has subtracted the x and y coordinates of another 2316 * an object which has subtracted the x and y coordinates of another
2132 * object, needs to travel toward it. 2317 * object, needs to travel toward it.
2133 */ 2318 */
2134 2319
2320int
2135int find_dir_2(int x, int y) { 2321find_dir_2 (int x, int y)
2322{
2136 int q; 2323 int
2324 q;
2137 2325
2138 if(y) 2326 if (y)
2139 q=x*100/y; 2327 q = x * 100 / y;
2140 else if (x) 2328 else if (x)
2141 q= -300*x; 2329 q = -300 * x;
2142 else 2330 else
2143 return 0; 2331 return 0;
2144 2332
2145 if(y>0) { 2333 if (y > 0)
2334 {
2146 if(q < -242) 2335 if (q < -242)
2147 return 3 ; 2336 return 3;
2148 if (q < -41) 2337 if (q < -41)
2149 return 2 ; 2338 return 2;
2150 if (q < 41) 2339 if (q < 41)
2151 return 1 ; 2340 return 1;
2152 if (q < 242) 2341 if (q < 242)
2153 return 8 ; 2342 return 8;
2154 return 7 ; 2343 return 7;
2155 } 2344 }
2156 2345
2157 if (q < -242) 2346 if (q < -242)
2158 return 7 ; 2347 return 7;
2159 if (q < -41) 2348 if (q < -41)
2160 return 6 ; 2349 return 6;
2161 if (q < 41) 2350 if (q < 41)
2162 return 5 ; 2351 return 5;
2163 if (q < 242) 2352 if (q < 242)
2164 return 4 ; 2353 return 4;
2165 2354
2166 return 3 ; 2355 return 3;
2167} 2356}
2168 2357
2169/* 2358/*
2170 * absdir(int): Returns a number between 1 and 8, which represent 2359 * absdir(int): Returns a number between 1 and 8, which represent
2171 * the "absolute" direction of a number (it actually takes care of 2360 * the "absolute" direction of a number (it actually takes care of
2172 * "overflow" in previous calculations of a direction). 2361 * "overflow" in previous calculations of a direction).
2173 */ 2362 */
2174 2363
2364int
2175int absdir(int d) { 2365absdir (int d)
2176 while(d<1) d+=8; 2366{
2177 while(d>8) d-=8; 2367 while (d < 1)
2368 d += 8;
2369 while (d > 8)
2370 d -= 8;
2178 return d; 2371 return d;
2179} 2372}
2180 2373
2181/* 2374/*
2182 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2375 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2183 * between two directions (which are expected to be absolute (see absdir()) 2376 * between two directions (which are expected to be absolute (see absdir())
2184 */ 2377 */
2185 2378
2379int
2186int dirdiff(int dir1, int dir2) { 2380dirdiff (int dir1, int dir2)
2381{
2187 int d; 2382 int
2383 d;
2384
2188 d = abs(dir1 - dir2); 2385 d = abs (dir1 - dir2);
2189 if(d>4) 2386 if (d > 4)
2190 d = 8 - d; 2387 d = 8 - d;
2191 return d; 2388 return d;
2192} 2389}
2193 2390
2194/* peterm: 2391/* peterm:
2199 * direction 4, 14, or 16 to get back to where we are. 2396 * direction 4, 14, or 16 to get back to where we are.
2200 * Moved from spell_util.c to object.c with the other related direction 2397 * Moved from spell_util.c to object.c with the other related direction
2201 * functions. 2398 * functions.
2202 */ 2399 */
2203 2400
2401int
2204int reduction_dir[SIZEOFFREE][3] = { 2402 reduction_dir[SIZEOFFREE][3] = {
2205 {0,0,0}, /* 0 */ 2403 {0, 0, 0}, /* 0 */
2206 {0,0,0}, /* 1 */ 2404 {0, 0, 0}, /* 1 */
2207 {0,0,0}, /* 2 */ 2405 {0, 0, 0}, /* 2 */
2208 {0,0,0}, /* 3 */ 2406 {0, 0, 0}, /* 3 */
2209 {0,0,0}, /* 4 */ 2407 {0, 0, 0}, /* 4 */
2210 {0,0,0}, /* 5 */ 2408 {0, 0, 0}, /* 5 */
2211 {0,0,0}, /* 6 */ 2409 {0, 0, 0}, /* 6 */
2212 {0,0,0}, /* 7 */ 2410 {0, 0, 0}, /* 7 */
2213 {0,0,0}, /* 8 */ 2411 {0, 0, 0}, /* 8 */
2214 {8,1,2}, /* 9 */ 2412 {8, 1, 2}, /* 9 */
2215 {1,2,-1}, /* 10 */ 2413 {1, 2, -1}, /* 10 */
2216 {2,10,12}, /* 11 */ 2414 {2, 10, 12}, /* 11 */
2217 {2,3,-1}, /* 12 */ 2415 {2, 3, -1}, /* 12 */
2218 {2,3,4}, /* 13 */ 2416 {2, 3, 4}, /* 13 */
2219 {3,4,-1}, /* 14 */ 2417 {3, 4, -1}, /* 14 */
2220 {4,14,16}, /* 15 */ 2418 {4, 14, 16}, /* 15 */
2221 {5,4,-1}, /* 16 */ 2419 {5, 4, -1}, /* 16 */
2222 {4,5,6}, /* 17 */ 2420 {4, 5, 6}, /* 17 */
2223 {6,5,-1}, /* 18 */ 2421 {6, 5, -1}, /* 18 */
2224 {6,20,18}, /* 19 */ 2422 {6, 20, 18}, /* 19 */
2225 {7,6,-1}, /* 20 */ 2423 {7, 6, -1}, /* 20 */
2226 {6,7,8}, /* 21 */ 2424 {6, 7, 8}, /* 21 */
2227 {7,8,-1}, /* 22 */ 2425 {7, 8, -1}, /* 22 */
2228 {8,22,24}, /* 23 */ 2426 {8, 22, 24}, /* 23 */
2229 {8,1,-1}, /* 24 */ 2427 {8, 1, -1}, /* 24 */
2230 {24,9,10}, /* 25 */ 2428 {24, 9, 10}, /* 25 */
2231 {9,10,-1}, /* 26 */ 2429 {9, 10, -1}, /* 26 */
2232 {10,11,-1}, /* 27 */ 2430 {10, 11, -1}, /* 27 */
2233 {27,11,29}, /* 28 */ 2431 {27, 11, 29}, /* 28 */
2234 {11,12,-1}, /* 29 */ 2432 {11, 12, -1}, /* 29 */
2235 {12,13,-1}, /* 30 */ 2433 {12, 13, -1}, /* 30 */
2236 {12,13,14}, /* 31 */ 2434 {12, 13, 14}, /* 31 */
2237 {13,14,-1}, /* 32 */ 2435 {13, 14, -1}, /* 32 */
2238 {14,15,-1}, /* 33 */ 2436 {14, 15, -1}, /* 33 */
2239 {33,15,35}, /* 34 */ 2437 {33, 15, 35}, /* 34 */
2240 {16,15,-1}, /* 35 */ 2438 {16, 15, -1}, /* 35 */
2241 {17,16,-1}, /* 36 */ 2439 {17, 16, -1}, /* 36 */
2242 {18,17,16}, /* 37 */ 2440 {18, 17, 16}, /* 37 */
2243 {18,17,-1}, /* 38 */ 2441 {18, 17, -1}, /* 38 */
2244 {18,19,-1}, /* 39 */ 2442 {18, 19, -1}, /* 39 */
2245 {41,19,39}, /* 40 */ 2443 {41, 19, 39}, /* 40 */
2246 {19,20,-1}, /* 41 */ 2444 {19, 20, -1}, /* 41 */
2247 {20,21,-1}, /* 42 */ 2445 {20, 21, -1}, /* 42 */
2248 {20,21,22}, /* 43 */ 2446 {20, 21, 22}, /* 43 */
2249 {21,22,-1}, /* 44 */ 2447 {21, 22, -1}, /* 44 */
2250 {23,22,-1}, /* 45 */ 2448 {23, 22, -1}, /* 45 */
2251 {45,47,23}, /* 46 */ 2449 {45, 47, 23}, /* 46 */
2252 {23,24,-1}, /* 47 */ 2450 {23, 24, -1}, /* 47 */
2253 {24,9,-1}}; /* 48 */ 2451 {24, 9, -1}
2452}; /* 48 */
2254 2453
2255/* Recursive routine to step back and see if we can 2454/* Recursive routine to step back and see if we can
2256 * find a path to that monster that we found. If not, 2455 * find a path to that monster that we found. If not,
2257 * we don't bother going toward it. Returns 1 if we 2456 * we don't bother going toward it. Returns 1 if we
2258 * can see a direct way to get it 2457 * can see a direct way to get it
2259 * Modified to be map tile aware -.MSW 2458 * Modified to be map tile aware -.MSW
2260 */ 2459 */
2261
2262 2460
2461
2462int
2263int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2463can_see_monsterP (maptile *m, int x, int y, int dir)
2464{
2264 sint16 dx, dy; 2465 sint16 dx, dy;
2466 int
2265 int mflags; 2467 mflags;
2266 2468
2469 if (dir < 0)
2267 if(dir<0) return 0; /* exit condition: invalid direction */ 2470 return 0; /* exit condition: invalid direction */
2268 2471
2269 dx = x + freearr_x[dir]; 2472 dx = x + freearr_x[dir];
2270 dy = y + freearr_y[dir]; 2473 dy = y + freearr_y[dir];
2271 2474
2272 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2475 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2273 2476
2274 /* This functional arguably was incorrect before - it was 2477 /* This functional arguably was incorrect before - it was
2275 * checking for P_WALL - that was basically seeing if 2478 * checking for P_WALL - that was basically seeing if
2276 * we could move to the monster - this is being more 2479 * we could move to the monster - this is being more
2277 * literal on if we can see it. To know if we can actually 2480 * literal on if we can see it. To know if we can actually
2278 * move to the monster, we'd need the monster passed in or 2481 * move to the monster, we'd need the monster passed in or
2279 * at least its move type. 2482 * at least its move type.
2280 */ 2483 */
2281 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2484 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2485 return 0;
2282 2486
2283 /* yes, can see. */ 2487 /* yes, can see. */
2284 if(dir < 9) return 1; 2488 if (dir < 9)
2489 return 1;
2285 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2490 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2286 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2491 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2287 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2288} 2492}
2289 2493
2290 2494
2291 2495
2292/* 2496/*
2293 * can_pick(picker, item): finds out if an object is possible to be 2497 * can_pick(picker, item): finds out if an object is possible to be
2294 * picked up by the picker. Returnes 1 if it can be 2498 * picked up by the picker. Returnes 1 if it can be
2295 * picked up, otherwise 0. 2499 * picked up, otherwise 0.
2296 * 2500 *
2298 * core dumps if they do. 2502 * core dumps if they do.
2299 * 2503 *
2300 * Add a check so we can't pick up invisible objects (0.93.8) 2504 * Add a check so we can't pick up invisible objects (0.93.8)
2301 */ 2505 */
2302 2506
2507int
2303int can_pick(const object *who, const object *item) { 2508can_pick (const object *who, const object *item)
2509{
2304 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2510 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2305 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2511 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2306 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2512 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2307 (who->type==PLAYER||item->weight<who->weight/3));
2308} 2513}
2309 2514
2310 2515
2311/* 2516/*
2312 * create clone from object to another 2517 * create clone from object to another
2313 */ 2518 */
2519object *
2314object *object_create_clone (object *asrc) { 2520object_create_clone (object *asrc)
2521{
2315 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2522 object *dst = 0, *tmp, *src, *part, *prev, *item;
2316 2523
2317 if(!asrc) return NULL; 2524 if (!asrc)
2525 return 0;
2526
2318 src = asrc; 2527 src = asrc;
2319 if(src->head) 2528 if (src->head)
2320 src = src->head; 2529 src = src->head;
2321 2530
2322 prev = NULL; 2531 prev = 0;
2323 for(part = src; part; part = part->more) { 2532 for (part = src; part; part = part->more)
2324 tmp = get_object(); 2533 {
2325 copy_object(part,tmp); 2534 tmp = part->clone ();
2326 tmp->x -= src->x; 2535 tmp->x -= src->x;
2327 tmp->y -= src->y; 2536 tmp->y -= src->y;
2537
2328 if(!part->head) { 2538 if (!part->head)
2539 {
2329 dst = tmp; 2540 dst = tmp;
2330 tmp->head = NULL; 2541 tmp->head = 0;
2542 }
2331 } else { 2543 else
2544 {
2332 tmp->head = dst; 2545 tmp->head = dst;
2333 } 2546 }
2547
2334 tmp->more = NULL; 2548 tmp->more = 0;
2549
2335 if(prev) 2550 if (prev)
2336 prev->more = tmp; 2551 prev->more = tmp;
2552
2337 prev = tmp; 2553 prev = tmp;
2338 } 2554 }
2339 /*** copy inventory ***/ 2555
2340 for(item = src->inv; item; item = item->below) { 2556 for (item = src->inv; item; item = item->below)
2341 (void) insert_ob_in_ob(object_create_clone(item),dst); 2557 insert_ob_in_ob (object_create_clone (item), dst);
2342 }
2343 2558
2344 return dst; 2559 return dst;
2345}
2346
2347/* return true if the object was destroyed, 0 otherwise */
2348int was_destroyed (const object *op, tag_t old_tag)
2349{
2350 /* checking for FLAG_FREED isn't necessary, but makes this function more
2351 * robust */
2352 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2353} 2560}
2354 2561
2355/* GROS - Creates an object using a string representing its content. */ 2562/* GROS - Creates an object using a string representing its content. */
2356/* Basically, we save the content of the string to a temp file, then call */ 2563/* Basically, we save the content of the string to a temp file, then call */
2357/* load_object on it. I admit it is a highly inefficient way to make things, */ 2564/* load_object on it. I admit it is a highly inefficient way to make things, */
2358/* but it was simple to make and allows reusing the load_object function. */ 2565/* but it was simple to make and allows reusing the load_object function. */
2359/* Remember not to use load_object_str in a time-critical situation. */ 2566/* Remember not to use load_object_str in a time-critical situation. */
2360/* Also remember that multiparts objects are not supported for now. */ 2567/* Also remember that multiparts objects are not supported for now. */
2361 2568
2569object *
2362object* load_object_str(const char *obstr) 2570load_object_str (const char *obstr)
2363{ 2571{
2364 object *op; 2572 object *op;
2365 char filename[MAX_BUF]; 2573 char filename[MAX_BUF];
2574
2366 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2575 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2367 2576
2368 FILE *tempfile=fopen(filename,"w"); 2577 FILE *tempfile = fopen (filename, "w");
2578
2369 if (tempfile == NULL) 2579 if (tempfile == NULL)
2370 { 2580 {
2371 LOG(llevError,"Error - Unable to access load object temp file\n"); 2581 LOG (llevError, "Error - Unable to access load object temp file\n");
2372 return NULL; 2582 return NULL;
2373 }; 2583 }
2584
2374 fprintf(tempfile,obstr); 2585 fprintf (tempfile, obstr);
2375 fclose(tempfile); 2586 fclose (tempfile);
2376 2587
2377 op=get_object(); 2588 op = object::create ();
2378 2589
2379 object_thawer thawer (filename); 2590 object_thawer thawer (filename);
2380 2591
2381 if (thawer) 2592 if (thawer)
2382 load_object(thawer,op,0); 2593 load_object (thawer, op, 0);
2383 2594
2384 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2595 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2385 CLEAR_FLAG(op,FLAG_REMOVED); 2596 CLEAR_FLAG (op, FLAG_REMOVED);
2386 2597
2387 return op; 2598 return op;
2388} 2599}
2389 2600
2390/* This returns the first object in who's inventory that 2601/* This returns the first object in who's inventory that
2391 * has the same type and subtype match. 2602 * has the same type and subtype match.
2392 * returns NULL if no match. 2603 * returns NULL if no match.
2393 */ 2604 */
2605object *
2394object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2606find_obj_by_type_subtype (const object *who, int type, int subtype)
2395{ 2607{
2396 object *tmp; 2608 object *tmp;
2397 2609
2398 for (tmp=who->inv; tmp; tmp=tmp->below) 2610 for (tmp = who->inv; tmp; tmp = tmp->below)
2399 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2611 if (tmp->type == type && tmp->subtype == subtype)
2612 return tmp;
2400 2613
2401 return NULL; 2614 return NULL;
2402} 2615}
2403 2616
2404/* If ob has a field named key, return the link from the list, 2617/* If ob has a field named key, return the link from the list,
2405 * otherwise return NULL. 2618 * otherwise return NULL.
2406 * 2619 *
2407 * key must be a passed in shared string - otherwise, this won't 2620 * key must be a passed in shared string - otherwise, this won't
2408 * do the desired thing. 2621 * do the desired thing.
2409 */ 2622 */
2623key_value *
2410key_value * get_ob_key_link(const object * ob, const char * key) { 2624get_ob_key_link (const object *ob, const char *key)
2625{
2411 key_value * link; 2626 key_value *link;
2412 2627
2413 for (link = ob->key_values; link != NULL; link = link->next) { 2628 for (link = ob->key_values; link != NULL; link = link->next)
2414 if (link->key == key) { 2629 if (link->key == key)
2415 return link; 2630 return link;
2416 } 2631
2417 }
2418
2419 return NULL; 2632 return NULL;
2420} 2633}
2421 2634
2422/* 2635/*
2423 * Returns the value of op has an extra_field for key, or NULL. 2636 * Returns the value of op has an extra_field for key, or NULL.
2424 * 2637 *
2425 * The argument doesn't need to be a shared string. 2638 * The argument doesn't need to be a shared string.
2426 * 2639 *
2427 * The returned string is shared. 2640 * The returned string is shared.
2428 */ 2641 */
2642const char *
2429const char * get_ob_key_value(const object * op, const char * const key) { 2643get_ob_key_value (const object *op, const char *const key)
2644{
2430 key_value * link; 2645 key_value *link;
2431 const char * canonical_key; 2646 shstr_cmp canonical_key (key);
2647
2648 if (!canonical_key)
2432 2649 {
2433 canonical_key = shstr::find (key);
2434
2435 if (canonical_key == NULL) {
2436 /* 1. There being a field named key on any object 2650 /* 1. There being a field named key on any object
2437 * implies there'd be a shared string to find. 2651 * implies there'd be a shared string to find.
2438 * 2. Since there isn't, no object has this field. 2652 * 2. Since there isn't, no object has this field.
2439 * 3. Therefore, *this* object doesn't have this field. 2653 * 3. Therefore, *this* object doesn't have this field.
2440 */ 2654 */
2441 return NULL; 2655 return 0;
2442 } 2656 }
2443 2657
2444 /* This is copied from get_ob_key_link() above - 2658 /* This is copied from get_ob_key_link() above -
2445 * only 4 lines, and saves the function call overhead. 2659 * only 4 lines, and saves the function call overhead.
2446 */ 2660 */
2447 for (link = op->key_values; link != NULL; link = link->next) { 2661 for (link = op->key_values; link; link = link->next)
2448 if (link->key == canonical_key) { 2662 if (link->key == canonical_key)
2449 return link->value; 2663 return link->value;
2450 } 2664
2451 } 2665 return 0;
2452 return NULL;
2453} 2666}
2454 2667
2455 2668
2456/* 2669/*
2457 * Updates the canonical_key in op to value. 2670 * Updates the canonical_key in op to value.
2461 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2674 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2462 * keys. 2675 * keys.
2463 * 2676 *
2464 * Returns TRUE on success. 2677 * Returns TRUE on success.
2465 */ 2678 */
2679int
2466int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2680set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2681{
2682 key_value *
2467 key_value * field = NULL, *last=NULL; 2683 field = NULL, *last = NULL;
2468 2684
2469 for (field=op->key_values; field != NULL; field=field->next) { 2685 for (field = op->key_values; field != NULL; field = field->next)
2686 {
2470 if (field->key != canonical_key) { 2687 if (field->key != canonical_key)
2688 {
2471 last = field; 2689 last = field;
2472 continue; 2690 continue;
2473 } 2691 }
2474 2692
2475 if (value) 2693 if (value)
2476 field->value = value; 2694 field->value = value;
2477 else { 2695 else
2696 {
2478 /* Basically, if the archetype has this key set, 2697 /* Basically, if the archetype has this key set,
2479 * we need to store the null value so when we save 2698 * we need to store the null value so when we save
2480 * it, we save the empty value so that when we load, 2699 * it, we save the empty value so that when we load,
2481 * we get this value back again. 2700 * we get this value back again.
2482 */ 2701 */
2483 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2702 if (get_ob_key_link (&op->arch->clone, canonical_key))
2484 field->value = 0; 2703 field->value = 0;
2704 else
2705 {
2706 if (last)
2707 last->next = field->next;
2485 else 2708 else
2486 {
2487 if (last) last->next = field->next;
2488 else op->key_values = field->next; 2709 op->key_values = field->next;
2489 2710
2490 delete field; 2711 delete field;
2491 } 2712 }
2492 } 2713 }
2493 return TRUE; 2714 return TRUE;
2494 } 2715 }
2495 /* IF we get here, key doesn't exist */ 2716 /* IF we get here, key doesn't exist */
2496 2717
2497 /* No field, we'll have to add it. */ 2718 /* No field, we'll have to add it. */
2719
2720 if (!add_key)
2498 2721 {
2499 if (!add_key) {
2500 return FALSE; 2722 return FALSE;
2501 } 2723 }
2502 /* There isn't any good reason to store a null 2724 /* There isn't any good reason to store a null
2503 * value in the key/value list. If the archetype has 2725 * value in the key/value list. If the archetype has
2504 * this key, then we should also have it, so shouldn't 2726 * this key, then we should also have it, so shouldn't
2505 * be here. If user wants to store empty strings, 2727 * be here. If user wants to store empty strings,
2506 * should pass in "" 2728 * should pass in ""
2507 */ 2729 */
2508 if (value == NULL) return TRUE; 2730 if (value == NULL)
2509
2510 field = new key_value;
2511
2512 field->key = canonical_key;
2513 field->value = value;
2514 /* Usual prepend-addition. */
2515 field->next = op->key_values;
2516 op->key_values = field;
2517
2518 return TRUE; 2731 return TRUE;
2732
2733 field = new key_value;
2734
2735 field->key = canonical_key;
2736 field->value = value;
2737 /* Usual prepend-addition. */
2738 field->next = op->key_values;
2739 op->key_values = field;
2740
2741 return TRUE;
2519} 2742}
2520 2743
2521/* 2744/*
2522 * Updates the key in op to value. 2745 * Updates the key in op to value.
2523 * 2746 *
2525 * and not add new ones. 2748 * and not add new ones.
2526 * In general, should be little reason FALSE is ever passed in for add_key 2749 * In general, should be little reason FALSE is ever passed in for add_key
2527 * 2750 *
2528 * Returns TRUE on success. 2751 * Returns TRUE on success.
2529 */ 2752 */
2753int
2530int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2754set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2531{ 2755{
2532 shstr key_ (key); 2756 shstr key_ (key);
2757
2533 return set_ob_key_value_s (op, key_, value, add_key); 2758 return set_ob_key_value_s (op, key_, value, add_key);
2534} 2759}
2760
2761object::depth_iterator::depth_iterator (object *container)
2762: iterator_base (container)
2763{
2764 while (item->inv)
2765 item = item->inv;
2766}
2767
2768void
2769object::depth_iterator::next ()
2770{
2771 if (item->below)
2772 {
2773 item = item->below;
2774
2775 while (item->inv)
2776 item = item->inv;
2777 }
2778 else
2779 item = item->env;
2780}
2781
2782// return a suitable string describing an objetc in enough detail to find it
2783const char *
2784object::debug_desc (char *info) const
2785{
2786 char info2[256 * 3];
2787 char *p = info;
2788
2789 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2790 count,
2791 &name,
2792 title ? " " : "",
2793 title ? (const char *)title : "");
2794
2795 if (env)
2796 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2797
2798 if (map)
2799 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2800
2801 return info;
2802}
2803
2804const char *
2805object::debug_desc () const
2806{
2807 static char info[256 * 3];
2808 return debug_desc (info);
2809}
2810

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