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Comparing deliantra/server/common/object.C (file contents):
Revision 1.15 by root, Mon Sep 4 13:55:54 2006 UTC vs.
Revision 1.56 by root, Sun Dec 3 02:04:57 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.15 2006/09/04 13:55:54 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
42int nrofallocobjects = 0; 35int nrofallocobjects = 0;
36static UUID uuid;
37const uint64 UUID_SKIP = 1<<19;
43 38
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 39object *active_objects; /* List of active objects that need to be processed */
46 40
47short freearr_x[SIZEOFFREE]= 41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 43};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 46};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49};
56int freedir[SIZEOFFREE]= { 50int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53};
59 54
55static void
56write_uuid (void)
57{
58 char filename1[MAX_BUF], filename2[MAX_BUF];
59
60 sprintf (filename1, "%s/uuid", settings.localdir);
61 sprintf (filename2, "%s/uuid~", settings.localdir);
62
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 FILE *fp;
84
85 if (!(fp = fopen (filename, "r")))
86 {
87 if (errno == ENOENT)
88 {
89 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0;
91 write_uuid ();
92 return;
93 }
94
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1);
97 }
98
99 int version;
100 unsigned long long uid;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
102 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
104 _exit (1);
105 }
106
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\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 *
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 (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) || (ob1->type != ob2->type))
198 return 0;
120 199
121 if (ob1->speed != ob2->speed) return 0; 200 if (ob1->speed != ob2->speed)
122 /* Note sure why the following is the case - either the object has to 201 return 0;
123 * be animated or have a very low speed. Is this an attempted monster 202
124 * check? 203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof).
125 */ 206 */
126 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
208 return 0;
209
210 /* If the objects have been identified, set the BEEN_APPLIED flag.
211 * This is to the comparison of the flags below will be OK. We
212 * just can't ignore the been applied or identified flags, as they
213 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning.
215 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221
222
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) ||
233 (ob1->title != ob2->title) ||
234 (ob1->msg != ob2->msg) ||
235 (ob1->weight != ob2->weight) ||
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
238 (ob1->attacktype != ob2->attacktype) ||
239 (ob1->magic != ob2->magic) ||
240 (ob1->slaying != ob2->slaying) ||
241 (ob1->skill != ob2->skill) ||
242 (ob1->value != ob2->value) ||
243 (ob1->animation_id != ob2->animation_id) ||
244 (ob1->client_type != ob2->client_type) ||
245 (ob1->materialname != ob2->materialname) ||
246 (ob1->lore != ob2->lore) ||
247 (ob1->subtype != ob2->subtype) ||
248 (ob1->move_type != ob2->move_type) ||
249 (ob1->move_block != ob2->move_block) ||
250 (ob1->move_allow != ob2->move_allow) ||
251 (ob1->move_on != ob2->move_on) ||
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
253 return 0;
254
255 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory.
257 */
258 if (ob1->inv || ob2->inv)
259 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
127 return 0; 262 return 0;
128 263
129 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 264 /* Now check to see if the two inventory objects could merge */
130 * value could not be stored in a sint32 (which unfortunately sometimes is 265 if (!CAN_MERGE (ob1->inv, ob2->inv))
131 * used to store nrof).
132 */
133 if (ob1->nrof+ob2->nrof >= 1UL<<31)
134 return 0; 266 return 0;
135 267
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 268 /* inventory ok - still need to check rest of this object to see
147 * if it is valid. 269 * if it is valid.
148 */ 270 */
149 } 271 }
150 272
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, 273 /* 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 274 * 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. 275 * some items equipped, and we don't want those to merge.
202 */ 276 */
203 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
278 return 0;
279
280 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster
282 * check?
283 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
285 return 0;
286
287 switch (ob1->type)
288 {
289 case SCROLL:
290 if (ob1->level != ob2->level)
291 return 0;
292 break;
293 }
294
295 if (ob1->key_values != NULL || ob2->key_values != NULL)
296 {
297 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
299 /* One has fields, but the other one doesn't. */
204 return 0; 300 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)) { 301 else if (!compare_ob_value_lists (ob1, ob2))
218 return 0; 302 return 0;
219 } 303 }
304
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self)
220 } 307 {
308 ob1->optimise ();
309 ob2->optimise ();
221 310
311 if (ob1->self || ob2->self)
312 return 0;
313 }
314
222 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
223 return 1; 316 return 1;
224} 317}
225 318
226/* 319/*
227 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
228 * an object is carrying. It goes through in figures out how much 321 * an object is carrying. It goes through in figures out how much
229 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
230 */ 323 */
231signed long sum_weight(object *op) { 324long
325sum_weight (object *op)
326{
232 signed long sum; 327 long sum;
233 object *inv; 328 object *inv;
329
234 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331 {
235 if (inv->inv) 332 if (inv->inv)
236 sum_weight(inv); 333 sum_weight (inv);
237 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
238 } 335 }
336
239 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
240 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
241 if(op->carrying != sum) 340 if (op->carrying != sum)
242 op->carrying = sum; 341 op->carrying = sum;
342
243 return sum; 343 return sum;
244} 344}
245 345
246/** 346/**
247 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
248 */ 348 */
249 349
350object *
250object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
251 while (op->env != NULL) 353 while (op->env != NULL)
252 op = op->env; 354 op = op->env;
253 return op; 355 return op;
254} 356}
255 357
256/* 358/*
257 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 359 * 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 360 * a better check. We basically keeping traversing up until we can't
259 * or find a player. 361 * or find a player.
260 */ 362 */
261 363
364object *
262object *is_player_inv (object *op) { 365is_player_inv (object *op)
366{
263 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 367 for (; op != NULL && op->type != PLAYER; op = op->env)
264 if (op->env==op) 368 if (op->env == op)
265 op->env = NULL; 369 op->env = NULL;
266 return op; 370 return op;
267} 371}
268 372
269/* 373/*
270 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
271 * Some error messages. 375 * Some error messages.
272 * The result of the dump is stored in the static global errmsg array. 376 * The result of the dump is stored in the static global errmsg array.
273 */ 377 */
274 378
275void dump_object2(object *op) { 379char *
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) { 380dump_object (object *op)
322 if(op==NULL) { 381{
323 strcpy(errmsg,"[NULL pointer]"); 382 if (!op)
324 return; 383 return strdup ("[NULLOBJ]");
325 }
326 errmsg[0]='\0';
327 dump_object2(op);
328}
329 384
330void dump_all_objects(void) { 385 object_freezer freezer;
331 object *op; 386 save_object (freezer, op, 3);
332 for(op=objects;op!=NULL;op=op->next) { 387 return freezer.as_string ();
333 dump_object(op);
334 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
335 }
336} 388}
337 389
338/* 390/*
339 * get_nearest_part(multi-object, object 2) returns the part of the 391 * get_nearest_part(multi-object, object 2) returns the part of the
340 * multi-object 1 which is closest to the second object. 392 * multi-object 1 which is closest to the second object.
341 * If it's not a multi-object, it is returned. 393 * If it's not a multi-object, it is returned.
342 */ 394 */
343 395
396object *
344object *get_nearest_part(object *op, const object *pl) { 397get_nearest_part (object *op, const object *pl)
398{
345 object *tmp,*closest; 399 object *tmp, *closest;
346 int last_dist,i; 400 int last_dist, i;
401
347 if(op->more==NULL) 402 if (op->more == NULL)
348 return op; 403 return op;
349 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
350 if((i=distance(tmp,pl))<last_dist) 405 if ((i = distance (tmp, pl)) < last_dist)
351 closest=tmp,last_dist=i; 406 closest = tmp, last_dist = i;
352 return closest; 407 return closest;
353} 408}
354 409
355/* 410/*
356 * Returns the object which has the count-variable equal to the argument. 411 * Returns the object which has the count-variable equal to the argument.
357 */ 412 */
358 413
414object *
359object *find_object(tag_t i) { 415find_object (tag_t i)
360 object *op; 416{
361 for(op=objects;op!=NULL;op=op->next) 417 for (object *op = object::first; op; op = op->next)
362 if(op->count==i) 418 if (op->count == i)
363 break; 419 return op;
420
364 return op; 421 return 0;
365} 422}
366 423
367/* 424/*
368 * Returns the first object which has a name equal to the argument. 425 * Returns the first object which has a name equal to the argument.
369 * Used only by the patch command, but not all that useful. 426 * Used only by the patch command, but not all that useful.
370 * Enables features like "patch <name-of-other-player> food 999" 427 * Enables features like "patch <name-of-other-player> food 999"
371 */ 428 */
372 429
430object *
373object *find_object_name(const char *str) { 431find_object_name (const char *str)
374 const char *name = shstr::find (str); 432{
433 shstr_cmp str_ (str);
375 object *op; 434 object *op;
435
376 for(op=objects;op!=NULL;op=op->next) 436 for (op = object::first; op != NULL; op = op->next)
377 if(&op->name == name) 437 if (op->name == str_)
378 break; 438 break;
379 439
380 return op; 440 return op;
381} 441}
382 442
443void
383void free_all_object_data () 444free_all_object_data ()
384{ 445{
385 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 446 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} 447}
422 448
423/* 449/*
424 * Sets the owner and sets the skill and exp pointers to owner's current 450 * Sets the owner and sets the skill and exp pointers to owner's current
425 * skill and experience objects. 451 * skill and experience objects.
426 */ 452 */
427void set_owner (object *op, object *owner) 453void
454object::set_owner (object *owner)
428{ 455{
429 if(owner==NULL||op==NULL) 456 if (!owner)
430 return; 457 return;
431 458
432 /* next line added to allow objects which own objects */ 459 /* next line added to allow objects which own objects */
433 /* Add a check for ownercounts in here, as I got into an endless loop 460 /* 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 461 * with the fireball owning a poison cloud which then owned the
435 * fireball. I believe that was caused by one of the objects getting 462 * fireball. I believe that was caused by one of the objects getting
436 * freed and then another object replacing it. Since the ownercounts 463 * 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. 464 * didn't match, this check is valid and I believe that cause is valid.
438 */ 465 */
439 while (owner->owner && owner!=owner->owner && 466 while (owner->owner)
440 owner->ownercount==owner->owner->count) owner=owner->owner; 467 owner = owner->owner;
441 468
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; 469 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} 470}
477 471
478/* Zero the key_values on op, decrementing the shared-string 472/* Zero the key_values on op, decrementing the shared-string
479 * refcounts and freeing the links. 473 * refcounts and freeing the links.
480 */ 474 */
475static void
481static void free_key_values(object * op) 476free_key_values (object *op)
482{ 477{
483 for (key_value *i = op->key_values; i != 0; ) 478 for (key_value *i = op->key_values; i != 0;)
484 { 479 {
485 key_value *next = i->next; 480 key_value *next = i->next;
486 delete i; 481 delete i;
482
487 i = next; 483 i = next;
488 } 484 }
489 485
490 op->key_values = 0; 486 op->key_values = 0;
491} 487}
492 488
493void object::clear () 489void object::clear ()
494{ 490{
495 attachable_base::clear (); 491 attachable_base::clear ();
496 492
497 free_key_values (this); 493 free_key_values (this);
498 494
499 name = 0; 495 owner = 0;
496 name = 0;
500 name_pl = 0; 497 name_pl = 0;
501 title = 0; 498 title = 0;
502 race = 0; 499 race = 0;
503 slaying = 0; 500 slaying = 0;
504 skill = 0; 501 skill = 0;
505 msg = 0; 502 msg = 0;
506 lore = 0; 503 lore = 0;
507 custom_name = 0; 504 custom_name = 0;
508 materialname = 0; 505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
509 517
510 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
511 519
512 SET_FLAG (this, FLAG_REMOVED); 520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
513} 529}
514 530
515void object::clone (object *destination) 531void object::clone (object *destination)
516{ 532{
517 *(object_copy *)destination = *(object_copy *)this; 533 *(object_copy *)destination = *this;
518 *(object_pod *)destination = *(object_pod *)this; 534 *(object_pod *)destination = *this;
519 535
520 if (self || cb) 536 if (self || cb)
521 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 537 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 */
546
547 op->expmul = 1.0;
548 op->face = blank_face;
549 op->attacked_by_count = -1;
550
551 if (settings.casting_time)
552 op->casting_time = -1;
553} 538}
554 539
555/* 540/*
556 * copy object first frees everything allocated by the second object, 541 * copy object first frees everything allocated by the second object,
557 * and then copies the contends of the first object into the second 542 * and then copies the contends of the first object into the second
558 * object, allocating what needs to be allocated. Basically, any 543 * object, allocating what needs to be allocated. Basically, any
559 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 544 * 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 545 * if the first object is freed, the pointers in the new object
561 * will point at garbage. 546 * will point at garbage.
562 */ 547 */
563 548void
564void copy_object (object *op2, object *op) 549copy_object (object *op2, object *op)
565{ 550{
566 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 551 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
567 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
568 553
569 op2->clone (op); 554 op2->clone (op);
570 555
556 if (is_freed)
571 if (is_freed) SET_FLAG (op, FLAG_FREED); 557 SET_FLAG (op, FLAG_FREED);
558 if (is_removed)
572 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 559 SET_FLAG (op, FLAG_REMOVED);
573 560
574 if (op2->speed < 0) 561 if (op2->speed < 0)
575 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
576 563
577 /* Copy over key_values, if any. */ 564 /* Copy over key_values, if any. */
578 if (op2->key_values != NULL) 565 if (op2->key_values)
579 { 566 {
580 key_value *tail = NULL; 567 key_value *tail = 0;
581 key_value *i; 568 key_value *i;
582 569
583 op->key_values = NULL; 570 op->key_values = 0;
584 571
585 for (i = op2->key_values; i != NULL; i = i->next) 572 for (i = op2->key_values; i; i = i->next)
586 { 573 {
587 key_value *new_link = new key_value; 574 key_value *new_link = new key_value;
588 575
589 new_link->next = NULL; 576 new_link->next = 0;
590 new_link->key = i->key; 577 new_link->key = i->key;
591 new_link->value = i->value; 578 new_link->value = i->value;
592 579
593 /* Try and be clever here, too. */ 580 /* Try and be clever here, too. */
594 if (op->key_values == NULL) 581 if (!op->key_values)
595 { 582 {
596 op->key_values = new_link; 583 op->key_values = new_link;
597 tail = new_link; 584 tail = new_link;
598 } 585 }
599 else 586 else
606 593
607 update_ob_speed (op); 594 update_ob_speed (op);
608} 595}
609 596
610/* 597/*
611 * get_object() grabs an object from the list of unused objects, makes
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{
618 object *op = new object;
619
620 op->count = ++ob_count;
621
622 op->active_next = 0;
623 op->active_prev = 0;
624
625 op->next = objects;
626 op->prev = 0;
627
628 if (objects)
629 objects->prev = op;
630
631 objects = op;
632
633 SET_FLAG (op, FLAG_REMOVED);
634
635 op->expmul = 1.0;
636 op->face = blank_face;
637 op->attacked_by_count = -1;
638
639 return op;
640}
641
642/*
643 * If an object with the IS_TURNABLE() flag needs to be turned due 598 * If an object with the IS_TURNABLE() flag needs to be turned due
644 * to the closest player being on the other side, this function can 599 * to the closest player being on the other side, this function can
645 * be called to update the face variable, _and_ how it looks on the map. 600 * be called to update the face variable, _and_ how it looks on the map.
646 */ 601 */
647 602
603void
648void update_turn_face(object *op) { 604update_turn_face (object *op)
605{
649 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
650 return; 607 return;
651 SET_ANIMATION(op, op->direction); 608 SET_ANIMATION (op, op->direction);
652 update_object(op,UP_OBJ_FACE); 609 update_object (op, UP_OBJ_FACE);
653} 610}
654 611
655/* 612/*
656 * Updates the speed of an object. If the speed changes from 0 to another 613 * Updates the speed of an object. If the speed changes from 0 to another
657 * value, or vice versa, then add/remove the object from the active list. 614 * value, or vice versa, then add/remove the object from the active list.
658 * This function needs to be called whenever the speed of an object changes. 615 * This function needs to be called whenever the speed of an object changes.
659 */ 616 */
660 617void
661void update_ob_speed(object *op) { 618update_ob_speed (object *op)
619{
662 extern int arch_init; 620 extern int arch_init;
663 621
664 /* No reason putting the archetypes objects on the speed list, 622 /* No reason putting the archetypes objects on the speed list,
665 * since they never really need to be updated. 623 * since they never really need to be updated.
666 */ 624 */
667 625
668 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 {
669 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
670#ifdef MANY_CORES 629#ifdef MANY_CORES
671 abort(); 630 abort ();
672#else 631#else
673 op->speed = 0; 632 op->speed = 0;
674#endif 633#endif
675 } 634 }
635
676 if (arch_init) { 636 if (arch_init)
637 return;
638
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640 {
641 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects)
677 return; 643 return;
678 }
679 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
680 /* If already on active list, don't do anything */
681 if (op->active_next || op->active_prev || op==active_objects)
682 return;
683 644
684 /* process_events() expects us to insert the object at the beginning 645 /* process_events() expects us to insert the object at the beginning
685 * of the list. */ 646 * of the list. */
686 op->active_next = active_objects; 647 op->active_next = active_objects;
648
687 if (op->active_next!=NULL) 649 if (op->active_next != NULL)
688 op->active_next->active_prev = op; 650 op->active_next->active_prev = op;
651
689 active_objects = op; 652 active_objects = op;
653 }
654 else
690 } 655 {
691 else {
692 /* If not on the active list, nothing needs to be done */ 656 /* If not on the active list, nothing needs to be done */
693 if (!op->active_next && !op->active_prev && op!=active_objects) 657 if (!op->active_next && !op->active_prev && op != active_objects)
694 return; 658 return;
695 659
696 if (op->active_prev==NULL) { 660 if (op->active_prev == NULL)
661 {
697 active_objects = op->active_next; 662 active_objects = op->active_next;
663
698 if (op->active_next!=NULL) 664 if (op->active_next != NULL)
699 op->active_next->active_prev = NULL; 665 op->active_next->active_prev = NULL;
666 }
667 else
700 } 668 {
701 else {
702 op->active_prev->active_next = op->active_next; 669 op->active_prev->active_next = op->active_next;
670
703 if (op->active_next) 671 if (op->active_next)
704 op->active_next->active_prev = op->active_prev; 672 op->active_next->active_prev = op->active_prev;
705 } 673 }
674
706 op->active_next = NULL; 675 op->active_next = NULL;
707 op->active_prev = NULL; 676 op->active_prev = NULL;
708 } 677 }
709} 678}
710 679
711/* This function removes object 'op' from the list of active 680/* This function removes object 'op' from the list of active
712 * objects. 681 * objects.
714 * reference maps where you don't want an object that isn't 683 * reference maps where you don't want an object that isn't
715 * in play chewing up cpu time getting processed. 684 * in play chewing up cpu time getting processed.
716 * The reverse of this is to call update_ob_speed, which 685 * The reverse of this is to call update_ob_speed, which
717 * will do the right thing based on the speed of the object. 686 * will do the right thing based on the speed of the object.
718 */ 687 */
688void
719void remove_from_active_list(object *op) 689remove_from_active_list (object *op)
720{ 690{
721 /* If not on the active list, nothing needs to be done */ 691 /* If not on the active list, nothing needs to be done */
722 if (!op->active_next && !op->active_prev && op!=active_objects) 692 if (!op->active_next && !op->active_prev && op != active_objects)
723 return; 693 return;
724 694
725 if (op->active_prev==NULL) { 695 if (op->active_prev == NULL)
696 {
726 active_objects = op->active_next; 697 active_objects = op->active_next;
727 if (op->active_next!=NULL) 698 if (op->active_next != NULL)
728 op->active_next->active_prev = NULL; 699 op->active_next->active_prev = NULL;
700 }
701 else
729 } 702 {
730 else {
731 op->active_prev->active_next = op->active_next; 703 op->active_prev->active_next = op->active_next;
732 if (op->active_next) 704 if (op->active_next)
733 op->active_next->active_prev = op->active_prev; 705 op->active_next->active_prev = op->active_prev;
734 } 706 }
735 op->active_next = NULL; 707 op->active_next = NULL;
736 op->active_prev = NULL; 708 op->active_prev = NULL;
737} 709}
738 710
739/* 711/*
740 * update_object() updates the array which represents the map. 712 * update_object() updates the array which represents the map.
741 * It takes into account invisible objects (and represent squares covered 713 * It takes into account invisible objects (and represent squares covered
756 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
757 * as that is easier than trying to look at what may have changed. 729 * as that is easier than trying to look at what may have changed.
758 * UP_OBJ_FACE: only the objects face has changed. 730 * UP_OBJ_FACE: only the objects face has changed.
759 */ 731 */
760 732
733void
761void update_object(object *op, int action) { 734update_object (object *op, int action)
735{
762 int update_now=0, flags; 736 int update_now = 0, flags;
763 MoveType move_on, move_off, move_block, move_slow; 737 MoveType move_on, move_off, move_block, move_slow;
764 738
765 if (op == NULL) { 739 if (op == NULL)
740 {
766 /* this should never happen */ 741 /* this should never happen */
767 LOG(llevDebug,"update_object() called for NULL object.\n"); 742 LOG (llevDebug, "update_object() called for NULL object.\n");
768 return; 743 return;
769 }
770 744 }
745
771 if(op->env!=NULL) { 746 if (op->env != NULL)
747 {
772 /* Animation is currently handled by client, so nothing 748 /* Animation is currently handled by client, so nothing
773 * to do in this case. 749 * to do in this case.
774 */ 750 */
775 return; 751 return;
776 } 752 }
777 753
778 /* If the map is saving, don't do anything as everything is 754 /* If the map is saving, don't do anything as everything is
779 * going to get freed anyways. 755 * going to get freed anyways.
780 */ 756 */
781 if (!op->map || op->map->in_memory == MAP_SAVING) return; 757 if (!op->map || op->map->in_memory == MAP_SAVING)
782 758 return;
759
783 /* make sure the object is within map boundaries */ 760 /* make sure the object is within map boundaries */
784 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 761 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
785 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 762 {
786 LOG(llevError,"update_object() called for object out of map!\n"); 763 LOG (llevError, "update_object() called for object out of map!\n");
787#ifdef MANY_CORES 764#ifdef MANY_CORES
788 abort(); 765 abort ();
789#endif 766#endif
790 return; 767 return;
791 }
792 768 }
769
793 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 770 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
794 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
795 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
796 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
797 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
798 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
799 776
800 if (action == UP_OBJ_INSERT) { 777 if (action == UP_OBJ_INSERT)
778 {
801 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
802 update_now=1; 780 update_now = 1;
803 781
804 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
805 update_now=1; 783 update_now = 1;
806 784
807 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
808 update_now=1; 786 update_now = 1;
809 787
810 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
811 update_now=1; 789 update_now = 1;
812 790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
792 update_now = 1;
793
813 if ((move_on | op->move_on) != move_on) update_now=1; 794 if ((move_on | op->move_on) != move_on)
795 update_now = 1;
796
814 if ((move_off | op->move_off) != move_off) update_now=1; 797 if ((move_off | op->move_off) != move_off)
798 update_now = 1;
799
815 /* This isn't perfect, but I don't expect a lot of objects to 800 /* This isn't perfect, but I don't expect a lot of objects to
816 * to have move_allow right now. 801 * to have move_allow right now.
817 */ 802 */
818 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 803 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
819 update_now=1; 804 update_now = 1;
805
820 if ((move_slow | op->move_slow) != move_slow) update_now=1; 806 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1;
821 } 808 }
822 /* if the object is being removed, we can't make intelligent 809 /* if the object is being removed, we can't make intelligent
823 * decisions, because remove_ob can't really pass the object 810 * decisions, because remove_ob can't really pass the object
824 * that is being removed. 811 * that is being removed.
825 */ 812 */
826 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
827 update_now=1; 814 update_now = 1;
828 } else if (action == UP_OBJ_FACE) { 815 else if (action == UP_OBJ_FACE)
829 /* Nothing to do for that case */ 816 /* Nothing to do for that case */ ;
830 }
831 else { 817 else
832 LOG(llevError,"update_object called with invalid action: %d\n", action); 818 LOG (llevError, "update_object called with invalid action: %d\n", action);
833 }
834 819
835 if (update_now) { 820 if (update_now)
821 {
836 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
837 update_position(op->map, op->x, op->y); 823 update_position (op->map, op->x, op->y);
838 } 824 }
839 825
840 if(op->more!=NULL) 826 if (op->more != NULL)
841 update_object(op->more, action); 827 update_object (op->more, action);
842} 828}
843 829
830object::vector object::mortals;
831object::vector object::objects; // not yet used
832object *object::first;
833
834void object::free_mortals ()
835{
836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i;
842 mortals.erase (i);
843 }
844
845 static int lastmortals = 0;//D
846
847 if (mortals.size() != lastmortals && lastmortals > 100)//D
848 {
849 lastmortals = mortals.size ();//D
850 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
851 }
852}
853
854object::object ()
855{
856 SET_FLAG (this, FLAG_REMOVED);
857
858 expmul = 1.0;
859 face = blank_face;
860}
861
862object::~object ()
863{
864 free_key_values (this);
865}
866
867void object::link ()
868{
869 count = ++ob_count;
870 uuid = gen_uuid ();
871
872 prev = 0;
873 next = object::first;
874
875 if (object::first)
876 object::first->prev = this;
877
878 object::first = this;
879}
880
881void object::unlink ()
882{
883 if (this == object::first)
884 object::first = next;
885
886 /* Remove this object from the list of used objects */
887 if (prev) prev->next = next;
888 if (next) next->prev = prev;
889
890 prev = 0;
891 next = 0;
892}
893
894object *object::create ()
895{
896 object *op = new object;
897 op->link ();
898 return op;
899}
844 900
845/* 901/*
846 * free_object() frees everything allocated by an object, removes 902 * free_object() frees everything allocated by an object, removes
847 * it from the list of used objects, and puts it on the list of 903 * it from the list of used objects, and puts it on the list of
848 * free objects. The IS_FREED() flag is set in the object. 904 * free objects. The IS_FREED() flag is set in the object.
849 * The object must have been removed by remove_ob() first for 905 * The object must have been removed by remove_ob() first for
850 * this function to succeed. 906 * this function to succeed.
851 * 907 *
852 * If free_inventory is set, free inventory as well. Else drop items in 908 * If destroy_inventory is set, free inventory as well. Else drop items in
853 * inventory to the ground. 909 * inventory to the ground.
854 */ 910 */
855 911void object::destroy (bool destroy_inventory)
856void
857free_object (object * ob)
858{ 912{
859 free_object2 (ob, 0);
860}
861
862void
863free_object2 (object * ob, int free_inventory)
864{
865 object *tmp, *op;
866
867 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 913 if (QUERY_FLAG (this, FLAG_FREED))
868 { 914 return;
869 LOG (llevDebug, "Free object called with non removed object\n");
870 dump_object (ob);
871#ifdef MANY_CORES
872 abort ();
873#endif
874 }
875 915
876 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 916 if (QUERY_FLAG (this, FLAG_FRIENDLY))
877 {
878 LOG (llevMonster, "Warning: tried to free friendly object.\n");
879 remove_friendly_object (ob); 917 remove_friendly_object (this);
880 }
881 918
882 if (QUERY_FLAG (ob, FLAG_FREED)) 919 if (!QUERY_FLAG (this, FLAG_REMOVED))
920 remove_ob (this);
921
922 SET_FLAG (this, FLAG_FREED);
923
924 // hack to ensure that freed objects still have a valid map
925 {
926 static maptile *freed_map; // freed objects are moved here to avoid crashes
927
928 if (!freed_map)
883 { 929 {
884 dump_object (ob); 930 freed_map = new maptile;
885 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 931
886 return; 932 freed_map->name = "/internal/freed_objects_map";
933 freed_map->width = 3;
934 freed_map->height = 3;
935
936 freed_map->allocate ();
887 } 937 }
888 938
889 if (ob->more != NULL) 939 map = freed_map;
890 { 940 x = 1;
891 free_object2 (ob->more, free_inventory); 941 y = 1;
892 ob->more = NULL; 942 }
943
944 if (more)
893 } 945 {
946 more->destroy (destroy_inventory);
947 more = 0;
948 }
894 949
895 if (ob->inv) 950 if (inv)
896 { 951 {
897 /* Only if the space blocks everything do we not process - 952 /* Only if the space blocks everything do we not process -
898 * if some form of movemnt is allowed, let objects 953 * if some form of movement is allowed, let objects
899 * drop on that space. 954 * drop on that space.
900 */ 955 */
901 if (free_inventory || ob->map == NULL 956 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
902 || ob->map->in_memory != MAP_IN_MEMORY 957 {
903 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 958 object *op = inv;
904 {
905 op = ob->inv;
906 959
907 while (op != NULL) 960 while (op)
908 { 961 {
909 tmp = op->below; 962 object *tmp = op->below;
910 remove_ob (op); 963 op->destroy (destroy_inventory);
911 free_object2 (op, free_inventory);
912 op = tmp; 964 op = tmp;
913 } 965 }
914 } 966 }
915 else 967 else
916 { /* Put objects in inventory onto this space */ 968 { /* Put objects in inventory onto this space */
917 op = ob->inv; 969 object *op = inv;
918 970
919 while (op != NULL) 971 while (op)
920 { 972 {
921 tmp = op->below; 973 object *tmp = op->below;
974
922 remove_ob (op); 975 remove_ob (op);
923 976
924 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 977 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
925 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 978 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
926 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 979 free_object (op);
927 free_object (op); 980 else
928 else 981 {
929 { 982 op->x = x;
930 op->x = ob->x; 983 op->y = y;
931 op->y = ob->y;
932 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ 984 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
933 } 985 }
934 986
935 op = tmp; 987 op = tmp;
988 }
989 }
936 } 990 }
937 } 991
938 } 992 // clear those pointers that likely might have circular references to us
993 owner = 0;
994 enemy = 0;
995 attacked_by = 0;
996
997 // only relevant for players(?), but make sure of it anyways
998 contr = 0;
939 999
940 /* Remove object from the active list */ 1000 /* Remove object from the active list */
941 ob->speed = 0; 1001 speed = 0;
942 update_ob_speed (ob); 1002 update_ob_speed (this);
943 1003
944 SET_FLAG (ob, FLAG_FREED); 1004 unlink ();
945 ob->count = 0;
946 1005
947 /* Remove this object from the list of used objects */ 1006 mortals.push_back (this);
948 if (ob->prev == NULL)
949 {
950 objects = ob->next;
951
952 if (objects != NULL)
953 objects->prev = NULL;
954 }
955 else
956 {
957 ob->prev->next = ob->next;
958
959 if (ob->next != NULL)
960 ob->next->prev = ob->prev;
961 }
962
963 free_key_values (ob);
964
965 /* Now link it with the free_objects list: */
966 ob->prev = 0;
967 ob->next = 0;
968
969 delete ob;
970} 1007}
971 1008
972/* 1009/*
973 * sub_weight() recursively (outwards) subtracts a number from the 1010 * sub_weight() recursively (outwards) subtracts a number from the
974 * weight of an object (and what is carried by it's environment(s)). 1011 * weight of an object (and what is carried by it's environment(s)).
975 */ 1012 */
976 1013
1014void
977void sub_weight (object *op, signed long weight) { 1015sub_weight (object *op, signed long weight)
1016{
978 while (op != NULL) { 1017 while (op != NULL)
1018 {
979 if (op->type == CONTAINER) { 1019 if (op->type == CONTAINER)
980 weight=(signed long)(weight*(100-op->stats.Str)/100); 1020 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
981 } 1021
982 op->carrying-=weight; 1022 op->carrying -= weight;
983 op = op->env; 1023 op = op->env;
984 } 1024 }
985} 1025}
986 1026
987/* remove_ob(op): 1027/* remove_ob(op):
988 * This function removes the object op from the linked list of objects 1028 * This function removes the object op from the linked list of objects
989 * which it is currently tied to. When this function is done, the 1029 * which it is currently tied to. When this function is done, the
991 * environment, the x and y coordinates will be updated to 1031 * environment, the x and y coordinates will be updated to
992 * the previous environment. 1032 * the previous environment.
993 * Beware: This function is called from the editor as well! 1033 * Beware: This function is called from the editor as well!
994 */ 1034 */
995 1035
1036void
996void remove_ob(object *op) { 1037remove_ob (object *op)
1038{
997 object *tmp,*last=NULL; 1039 object *tmp, *last = 0;
998 object *otmp; 1040 object *otmp;
999 tag_t tag; 1041
1000 int check_walk_off; 1042 int check_walk_off;
1001 mapstruct *m; 1043 maptile *m;
1044
1002 sint16 x,y; 1045 sint16 x, y;
1003
1004 1046
1005 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1047 if (QUERY_FLAG (op, FLAG_REMOVED))
1006 dump_object(op); 1048 return;
1007 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1008 1049
1009 /* Changed it to always dump core in this case. As has been learned
1010 * in the past, trying to recover from errors almost always
1011 * make things worse, and this is a real error here - something
1012 * that should not happen.
1013 * Yes, if this was a mission critical app, trying to do something
1014 * to recover may make sense, but that is because failure of the app
1015 * may have other disastrous problems. Cf runs out of a script
1016 * so is easily enough restarted without any real problems.
1017 * MSW 2001-07-01
1018 */
1019 abort();
1020 }
1021 if(op->more!=NULL)
1022 remove_ob(op->more);
1023
1024 SET_FLAG(op, FLAG_REMOVED); 1050 SET_FLAG (op, FLAG_REMOVED);
1025 1051
1052 if (op->more != NULL)
1053 remove_ob (op->more);
1054
1026 /* 1055 /*
1027 * In this case, the object to be removed is in someones 1056 * In this case, the object to be removed is in someones
1028 * inventory. 1057 * inventory.
1029 */ 1058 */
1030 if(op->env!=NULL) { 1059 if (op->env != NULL)
1060 {
1031 if(op->nrof) 1061 if (op->nrof)
1032 sub_weight(op->env, op->weight*op->nrof); 1062 sub_weight (op->env, op->weight * op->nrof);
1033 else 1063 else
1034 sub_weight(op->env, op->weight+op->carrying); 1064 sub_weight (op->env, op->weight + op->carrying);
1035 1065
1036 /* NO_FIX_PLAYER is set when a great many changes are being 1066 /* NO_FIX_PLAYER is set when a great many changes are being
1037 * made to players inventory. If set, avoiding the call 1067 * made to players inventory. If set, avoiding the call
1038 * to save cpu time. 1068 * to save cpu time.
1039 */ 1069 */
1040 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1070 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1041 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1042 fix_player(otmp); 1071 fix_player (otmp);
1043 1072
1044 if(op->above!=NULL) 1073 if (op->above != NULL)
1045 op->above->below=op->below; 1074 op->above->below = op->below;
1046 else 1075 else
1047 op->env->inv=op->below; 1076 op->env->inv = op->below;
1048 1077
1049 if(op->below!=NULL) 1078 if (op->below != NULL)
1050 op->below->above=op->above; 1079 op->below->above = op->above;
1051 1080
1052 /* we set up values so that it could be inserted into 1081 /* we set up values so that it could be inserted into
1053 * the map, but we don't actually do that - it is up 1082 * the map, but we don't actually do that - it is up
1054 * to the caller to decide what we want to do. 1083 * to the caller to decide what we want to do.
1055 */ 1084 */
1056 op->x=op->env->x,op->y=op->env->y; 1085 op->x = op->env->x, op->y = op->env->y;
1057 op->map=op->env->map; 1086 op->map = op->env->map;
1058 op->above=NULL,op->below=NULL; 1087 op->above = NULL, op->below = NULL;
1059 op->env=NULL; 1088 op->env = NULL;
1089 }
1090 else if (op->map)
1091 {
1092 x = op->x;
1093 y = op->y;
1094 m = get_map_from_coord (op->map, &x, &y);
1095
1096 if (!m)
1097 {
1098 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1099 op->map->path, op->x, op->y);
1100 /* in old days, we used to set x and y to 0 and continue.
1101 * it seems if we get into this case, something is probablye
1102 * screwed up and should be fixed.
1103 */
1104 abort ();
1105 }
1106
1107 if (op->map != m)
1108 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1109 op->map->path, m->path, op->x, op->y, x, y);
1110
1111 /* Re did the following section of code - it looks like it had
1112 * lots of logic for things we no longer care about
1113 */
1114
1115 /* link the object above us */
1116 if (op->above)
1117 op->above->below = op->below;
1118 else
1119 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1120
1121 /* Relink the object below us, if there is one */
1122 if (op->below)
1123 op->below->above = op->above;
1124 else
1125 {
1126 /* Nothing below, which means we need to relink map object for this space
1127 * use translated coordinates in case some oddness with map tiling is
1128 * evident
1129 */
1130 if (GET_MAP_OB (m, x, y) != op)
1131 {
1132 char *dump = dump_object (op);
1133 LOG (llevError,
1134 "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);
1135 free (dump);
1136 dump = dump_object (GET_MAP_OB (m, x, y));
1137 LOG (llevError, "%s\n", dump);
1138 free (dump);
1139 }
1140
1141 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1142 }
1143
1144 op->above = 0;
1145 op->below = 0;
1146
1147 if (op->map->in_memory == MAP_SAVING)
1060 return; 1148 return;
1061 }
1062 1149
1063 /* If we get here, we are removing it from a map */
1064 if (op->map == NULL) return;
1065
1066 x = op->x;
1067 y = op->y;
1068 m = get_map_from_coord(op->map, &x, &y);
1069
1070 if (!m) {
1071 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1072 op->map->path, op->x, op->y);
1073 /* in old days, we used to set x and y to 0 and continue.
1074 * it seems if we get into this case, something is probablye
1075 * screwed up and should be fixed.
1076 */
1077 abort();
1078 }
1079 if (op->map != m) {
1080 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1081 op->map->path, m->path, op->x, op->y, x, y);
1082 }
1083
1084 /* Re did the following section of code - it looks like it had
1085 * lots of logic for things we no longer care about
1086 */
1087
1088 /* link the object above us */
1089 if (op->above)
1090 op->above->below=op->below;
1091 else
1092 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1093
1094 /* Relink the object below us, if there is one */
1095 if(op->below) {
1096 op->below->above=op->above;
1097 } else {
1098 /* Nothing below, which means we need to relink map object for this space
1099 * use translated coordinates in case some oddness with map tiling is
1100 * evident
1101 */
1102 if(GET_MAP_OB(m,x,y)!=op) {
1103 dump_object(op);
1104 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1105 dump_object(GET_MAP_OB(m,x,y));
1106 LOG(llevError,"%s\n",errmsg);
1107 }
1108 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1109 }
1110 op->above=NULL;
1111 op->below=NULL;
1112
1113 if (op->map->in_memory == MAP_SAVING)
1114 return;
1115
1116 tag = op->count;
1117 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1150 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1151
1118 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1152 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1153 {
1119 /* No point updating the players look faces if he is the object 1154 /* No point updating the players look faces if he is the object
1120 * being removed. 1155 * being removed.
1121 */ 1156 */
1122 1157
1123 if(tmp->type==PLAYER && tmp!=op) { 1158 if (tmp->type == PLAYER && tmp != op)
1159 {
1124 /* If a container that the player is currently using somehow gets 1160 /* If a container that the player is currently using somehow gets
1125 * removed (most likely destroyed), update the player view 1161 * removed (most likely destroyed), update the player view
1126 * appropriately. 1162 * appropriately.
1127 */ 1163 */
1128 if (tmp->container==op) { 1164 if (tmp->container == op)
1165 {
1129 CLEAR_FLAG(op, FLAG_APPLIED); 1166 CLEAR_FLAG (op, FLAG_APPLIED);
1130 tmp->container=NULL; 1167 tmp->container = NULL;
1168 }
1169
1170 tmp->contr->socket.update_look = 1;
1131 } 1171 }
1132 tmp->contr->socket.update_look=1; 1172
1133 }
1134 /* See if player moving off should effect something */ 1173 /* See if player moving off should effect something */
1174 if (check_walk_off
1135 if (check_walk_off && ((op->move_type & tmp->move_off) && 1175 && ((op->move_type & tmp->move_off)
1136 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1176 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1137 1177 {
1138 move_apply(tmp, op, NULL); 1178 move_apply (tmp, op, NULL);
1179
1139 if (was_destroyed (op, tag)) { 1180 if (op->destroyed ())
1140 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1181 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1141 "leaving object\n", &tmp->name, &tmp->arch->name);
1142 } 1182 }
1143 }
1144 1183
1145 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1184 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1146 1185
1147 if(tmp->above == tmp) 1186 if (tmp->above == tmp)
1148 tmp->above = NULL; 1187 tmp->above = NULL;
1188
1149 last=tmp; 1189 last = tmp;
1150 } 1190 }
1191
1151 /* last == NULL of there are no objects on this space */ 1192 /* last == NULL of there are no objects on this space */
1152 if (last==NULL) { 1193 if (last == NULL)
1194 {
1153 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1195 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1154 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1196 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1155 * those out anyways, and if there are any flags set right now, they won't 1197 * those out anyways, and if there are any flags set right now, they won't
1156 * be correct anyways. 1198 * be correct anyways.
1157 */ 1199 */
1158 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1200 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1159 update_position(op->map, op->x, op->y); 1201 update_position (op->map, op->x, op->y);
1160 } 1202 }
1161 else 1203 else
1162 update_object(last, UP_OBJ_REMOVE); 1204 update_object (last, UP_OBJ_REMOVE);
1163 1205
1164 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1206 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1165 update_all_los(op->map, op->x, op->y); 1207 update_all_los (op->map, op->x, op->y);
1166 1208 }
1167} 1209}
1168 1210
1169/* 1211/*
1170 * merge_ob(op,top): 1212 * merge_ob(op,top):
1171 * 1213 *
1172 * This function goes through all objects below and including top, and 1214 * This function goes through all objects below and including top, and
1173 * merges op to the first matching object. 1215 * merges op to the first matching object.
1174 * If top is NULL, it is calculated. 1216 * If top is NULL, it is calculated.
1175 * Returns pointer to object if it succeded in the merge, otherwise NULL 1217 * Returns pointer to object if it succeded in the merge, otherwise NULL
1176 */ 1218 */
1177 1219object *
1178object *merge_ob(object *op, object *top) { 1220merge_ob (object *op, object *top)
1221{
1179 if(!op->nrof) 1222 if (!op->nrof)
1180 return 0; 1223 return 0;
1224
1181 if(top==NULL) 1225 if (top == NULL)
1182 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1226 for (top = op; top != NULL && top->above != NULL; top = top->above);
1227
1183 for(;top!=NULL;top=top->below) { 1228 for (; top != NULL; top = top->below)
1229 {
1184 if(top==op) 1230 if (top == op)
1185 continue; 1231 continue;
1186 if (CAN_MERGE(op,top)) 1232 if (CAN_MERGE (op, top))
1187 { 1233 {
1188 top->nrof+=op->nrof; 1234 top->nrof += op->nrof;
1235
1189/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1236/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1190 op->weight = 0; /* Don't want any adjustements now */ 1237 op->weight = 0; /* Don't want any adjustements now */
1191 remove_ob(op); 1238 remove_ob (op);
1192 free_object(op); 1239 free_object (op);
1193 return top; 1240 return top;
1194 } 1241 }
1195 } 1242 }
1243
1196 return NULL; 1244 return 0;
1197} 1245}
1198 1246
1199/* 1247/*
1200 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1248 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1201 * job preparing multi-part monsters 1249 * job preparing multi-part monsters
1202 */ 1250 */
1251object *
1203object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1252insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1253{
1204 object* tmp; 1254 object *tmp;
1255
1205 if (op->head) 1256 if (op->head)
1206 op=op->head; 1257 op = op->head;
1258
1207 for (tmp=op;tmp;tmp=tmp->more){ 1259 for (tmp = op; tmp; tmp = tmp->more)
1260 {
1208 tmp->x=x+tmp->arch->clone.x; 1261 tmp->x = x + tmp->arch->clone.x;
1209 tmp->y=y+tmp->arch->clone.y; 1262 tmp->y = y + tmp->arch->clone.y;
1210 } 1263 }
1264
1211 return insert_ob_in_map (op, m, originator, flag); 1265 return insert_ob_in_map (op, m, originator, flag);
1212} 1266}
1213 1267
1214/* 1268/*
1215 * insert_ob_in_map (op, map, originator, flag): 1269 * insert_ob_in_map (op, map, originator, flag):
1216 * This function inserts the object in the two-way linked list 1270 * This function inserts the object in the two-way linked list
1230 * new object if 'op' was merged with other object 1284 * new object if 'op' was merged with other object
1231 * NULL if 'op' was destroyed 1285 * NULL if 'op' was destroyed
1232 * just 'op' otherwise 1286 * just 'op' otherwise
1233 */ 1287 */
1234 1288
1289object *
1235object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1290insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1291{
1237 object *tmp, *top, *floor=NULL; 1292 object *tmp, *top, *floor = NULL;
1238 sint16 x,y; 1293 sint16 x, y;
1239 1294
1240 if (QUERY_FLAG (op, FLAG_FREED)) { 1295 if (QUERY_FLAG (op, FLAG_FREED))
1296 {
1241 LOG (llevError, "Trying to insert freed object!\n"); 1297 LOG (llevError, "Trying to insert freed object!\n");
1298 return NULL;
1299 }
1300
1301 if (m == NULL)
1302 {
1303 char *dump = dump_object (op);
1304 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1305 free (dump);
1306 return op;
1307 }
1308
1309 if (out_of_map (m, op->x, op->y))
1310 {
1311 char *dump = dump_object (op);
1312 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1313#ifdef MANY_CORES
1314 /* Better to catch this here, as otherwise the next use of this object
1315 * is likely to cause a crash. Better to find out where it is getting
1316 * improperly inserted.
1317 */
1318 abort ();
1319#endif
1320 free (dump);
1321 return op;
1322 }
1323
1324 if (!QUERY_FLAG (op, FLAG_REMOVED))
1325 {
1326 char *dump = dump_object (op);
1327 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1328 free (dump);
1329 return op;
1330 }
1331
1332 if (op->more != NULL)
1333 {
1334 /* The part may be on a different map. */
1335
1336 object *more = op->more;
1337
1338 /* We really need the caller to normalize coordinates - if
1339 * we set the map, that doesn't work if the location is within
1340 * a map and this is straddling an edge. So only if coordinate
1341 * is clear wrong do we normalize it.
1342 */
1343 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1344 more->map = get_map_from_coord (m, &more->x, &more->y);
1345 else if (!more->map)
1346 {
1347 /* For backwards compatibility - when not dealing with tiled maps,
1348 * more->map should always point to the parent.
1349 */
1350 more->map = m;
1351 }
1352
1353 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1354 {
1355 if (!op->head)
1356 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1357
1358 return NULL;
1359 }
1360 }
1361
1362 CLEAR_FLAG (op, FLAG_REMOVED);
1363
1364 /* Ideally, the caller figures this out. However, it complicates a lot
1365 * of areas of callers (eg, anything that uses find_free_spot would now
1366 * need extra work
1367 */
1368 op->map = get_map_from_coord (m, &op->x, &op->y);
1369 x = op->x;
1370 y = op->y;
1371
1372 /* this has to be done after we translate the coordinates.
1373 */
1374 if (op->nrof && !(flag & INS_NO_MERGE))
1375 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1376 if (CAN_MERGE (op, tmp))
1377 {
1378 op->nrof += tmp->nrof;
1379 remove_ob (tmp);
1380 free_object (tmp);
1381 }
1382
1383 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1384 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1385
1386 if (!QUERY_FLAG (op, FLAG_ALIVE))
1387 CLEAR_FLAG (op, FLAG_NO_STEAL);
1388
1389 if (flag & INS_BELOW_ORIGINATOR)
1390 {
1391 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1392 {
1393 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1394 abort ();
1395 }
1396
1397 op->above = originator;
1398 op->below = originator->below;
1399
1400 if (op->below)
1401 op->below->above = op;
1402 else
1403 SET_MAP_OB (op->map, op->x, op->y, op);
1404
1405 /* since *below* originator, no need to update top */
1406 originator->below = op;
1407 }
1408 else
1409 {
1410 /* If there are other objects, then */
1411 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1412 {
1413 object *last = NULL;
1414
1415 /*
1416 * If there are multiple objects on this space, we do some trickier handling.
1417 * We've already dealt with merging if appropriate.
1418 * Generally, we want to put the new object on top. But if
1419 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1420 * floor, we want to insert above that and no further.
1421 * Also, if there are spell objects on this space, we stop processing
1422 * once we get to them. This reduces the need to traverse over all of
1423 * them when adding another one - this saves quite a bit of cpu time
1424 * when lots of spells are cast in one area. Currently, it is presumed
1425 * that flying non pickable objects are spell objects.
1426 */
1427
1428 while (top != NULL)
1429 {
1430 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1431 floor = top;
1432
1433 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1434 {
1435 /* We insert above top, so we want this object below this */
1436 top = top->below;
1437 break;
1438 }
1439
1440 last = top;
1441 top = top->above;
1442 }
1443
1444 /* Don't want top to be NULL, so set it to the last valid object */
1445 top = last;
1446
1447 /* We let update_position deal with figuring out what the space
1448 * looks like instead of lots of conditions here.
1449 * makes things faster, and effectively the same result.
1450 */
1451
1452 /* Have object 'fall below' other objects that block view.
1453 * Unless those objects are exits, type 66
1454 * If INS_ON_TOP is used, don't do this processing
1455 * Need to find the object that in fact blocks view, otherwise
1456 * stacking is a bit odd.
1457 */
1458 if (!(flag & INS_ON_TOP) &&
1459 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1460 {
1461 for (last = top; last != floor; last = last->below)
1462 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1463 break;
1464 /* Check to see if we found the object that blocks view,
1465 * and make sure we have a below pointer for it so that
1466 * we can get inserted below this one, which requires we
1467 * set top to the object below us.
1468 */
1469 if (last && last->below && last != floor)
1470 top = last->below;
1471 }
1472 } /* If objects on this space */
1473
1474 if (flag & INS_MAP_LOAD)
1475 top = GET_MAP_TOP (op->map, op->x, op->y);
1476
1477 if (flag & INS_ABOVE_FLOOR_ONLY)
1478 top = floor;
1479
1480 /* Top is the object that our object (op) is going to get inserted above.
1481 */
1482
1483 /* First object on this space */
1484 if (!top)
1485 {
1486 op->above = GET_MAP_OB (op->map, op->x, op->y);
1487
1488 if (op->above)
1489 op->above->below = op;
1490
1491 op->below = NULL;
1492 SET_MAP_OB (op->map, op->x, op->y, op);
1493 }
1494 else
1495 { /* get inserted into the stack above top */
1496 op->above = top->above;
1497
1498 if (op->above)
1499 op->above->below = op;
1500
1501 op->below = top;
1502 top->above = op;
1503 }
1504
1505 if (op->above == NULL)
1506 SET_MAP_TOP (op->map, op->x, op->y, op);
1507 } /* else not INS_BELOW_ORIGINATOR */
1508
1509 if (op->type == PLAYER)
1510 op->contr->do_los = 1;
1511
1512 /* If we have a floor, we know the player, if any, will be above
1513 * it, so save a few ticks and start from there.
1514 */
1515 if (!(flag & INS_MAP_LOAD))
1516 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1517 if (tmp->type == PLAYER)
1518 tmp->contr->socket.update_look = 1;
1519
1520 /* If this object glows, it may affect lighting conditions that are
1521 * visible to others on this map. But update_all_los is really
1522 * an inefficient way to do this, as it means los for all players
1523 * on the map will get recalculated. The players could very well
1524 * be far away from this change and not affected in any way -
1525 * this should get redone to only look for players within range,
1526 * or just updating the P_NEED_UPDATE for spaces within this area
1527 * of effect may be sufficient.
1528 */
1529 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1530 update_all_los (op->map, op->x, op->y);
1531
1532 /* updates flags (blocked, alive, no magic, etc) for this map space */
1533 update_object (op, UP_OBJ_INSERT);
1534
1535 /* Don't know if moving this to the end will break anything. However,
1536 * we want to have update_look set above before calling this.
1537 *
1538 * check_move_on() must be after this because code called from
1539 * check_move_on() depends on correct map flags (so functions like
1540 * blocked() and wall() work properly), and these flags are updated by
1541 * update_object().
1542 */
1543
1544 /* if this is not the head or flag has been passed, don't check walk on status */
1545 if (!(flag & INS_NO_WALK_ON) && !op->head)
1546 {
1547 if (check_move_on (op, originator))
1242 return NULL; 1548 return NULL;
1243 }
1244 if(m==NULL) {
1245 dump_object(op);
1246 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1247 return op;
1248 }
1249 if(out_of_map(m,op->x,op->y)) {
1250 dump_object(op);
1251 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1252#ifdef MANY_CORES
1253 /* Better to catch this here, as otherwise the next use of this object
1254 * is likely to cause a crash. Better to find out where it is getting
1255 * improperly inserted.
1256 */
1257 abort();
1258#endif
1259 return op;
1260 }
1261 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1262 dump_object(op);
1263 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1264 return op;
1265 }
1266 if(op->more!=NULL) {
1267 /* The part may be on a different map. */
1268 1549
1269 object *more = op->more;
1270
1271 /* We really need the caller to normalize coordinates - if
1272 * we set the map, that doesn't work if the location is within
1273 * a map and this is straddling an edge. So only if coordinate
1274 * is clear wrong do we normalize it.
1275 */
1276 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1277 more->map = get_map_from_coord(m, &more->x, &more->y);
1278 } else if (!more->map) {
1279 /* For backwards compatibility - when not dealing with tiled maps,
1280 * more->map should always point to the parent.
1281 */
1282 more->map = m;
1283 }
1284
1285 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1286 if ( ! op->head)
1287 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1288 return NULL;
1289 }
1290 }
1291 CLEAR_FLAG(op,FLAG_REMOVED);
1292
1293 /* Ideally, the caller figures this out. However, it complicates a lot
1294 * of areas of callers (eg, anything that uses find_free_spot would now
1295 * need extra work
1296 */
1297 op->map=get_map_from_coord(m, &op->x, &op->y);
1298 x = op->x;
1299 y = op->y;
1300
1301 /* this has to be done after we translate the coordinates.
1302 */
1303 if(op->nrof && !(flag & INS_NO_MERGE)) {
1304 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1305 if (CAN_MERGE(op,tmp)) {
1306 op->nrof+=tmp->nrof;
1307 remove_ob(tmp);
1308 free_object(tmp);
1309 }
1310 }
1311
1312 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1313 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1314 if (!QUERY_FLAG(op, FLAG_ALIVE))
1315 CLEAR_FLAG(op, FLAG_NO_STEAL);
1316
1317 if (flag & INS_BELOW_ORIGINATOR) {
1318 if (originator->map != op->map || originator->x != op->x ||
1319 originator->y != op->y) {
1320 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1321 abort();
1322 }
1323 op->above = originator;
1324 op->below = originator->below;
1325 if (op->below) op->below->above = op;
1326 else SET_MAP_OB(op->map, op->x, op->y, op);
1327 /* since *below* originator, no need to update top */
1328 originator->below = op;
1329 } else {
1330 /* If there are other objects, then */
1331 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1332 object *last=NULL;
1333 /*
1334 * If there are multiple objects on this space, we do some trickier handling.
1335 * We've already dealt with merging if appropriate.
1336 * Generally, we want to put the new object on top. But if
1337 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1338 * floor, we want to insert above that and no further.
1339 * Also, if there are spell objects on this space, we stop processing
1340 * once we get to them. This reduces the need to traverse over all of
1341 * them when adding another one - this saves quite a bit of cpu time
1342 * when lots of spells are cast in one area. Currently, it is presumed
1343 * that flying non pickable objects are spell objects.
1344 */
1345
1346 while (top != NULL) {
1347 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1348 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1349 if (QUERY_FLAG(top, FLAG_NO_PICK)
1350 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1351 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1352 {
1353 /* We insert above top, so we want this object below this */
1354 top=top->below;
1355 break;
1356 }
1357 last = top;
1358 top = top->above;
1359 }
1360 /* Don't want top to be NULL, so set it to the last valid object */
1361 top = last;
1362
1363 /* We let update_position deal with figuring out what the space
1364 * looks like instead of lots of conditions here.
1365 * makes things faster, and effectively the same result.
1366 */
1367
1368 /* Have object 'fall below' other objects that block view.
1369 * Unless those objects are exits, type 66
1370 * If INS_ON_TOP is used, don't do this processing
1371 * Need to find the object that in fact blocks view, otherwise
1372 * stacking is a bit odd.
1373 */
1374 if (!(flag & INS_ON_TOP) &&
1375 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1376 (op->face && !op->face->visibility)) {
1377 for (last=top; last != floor; last=last->below)
1378 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1379 /* Check to see if we found the object that blocks view,
1380 * and make sure we have a below pointer for it so that
1381 * we can get inserted below this one, which requires we
1382 * set top to the object below us.
1383 */
1384 if (last && last->below && last != floor) top=last->below;
1385 }
1386 } /* If objects on this space */
1387 if (flag & INS_MAP_LOAD)
1388 top = GET_MAP_TOP(op->map,op->x,op->y);
1389 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1390
1391 /* Top is the object that our object (op) is going to get inserted above.
1392 */
1393
1394 /* First object on this space */
1395 if (!top) {
1396 op->above = GET_MAP_OB(op->map, op->x, op->y);
1397 if (op->above) op->above->below = op;
1398 op->below = NULL;
1399 SET_MAP_OB(op->map, op->x, op->y, op);
1400 } else { /* get inserted into the stack above top */
1401 op->above = top->above;
1402 if (op->above) op->above->below = op;
1403 op->below = top;
1404 top->above = op;
1405 }
1406 if (op->above==NULL)
1407 SET_MAP_TOP(op->map,op->x, op->y, op);
1408 } /* else not INS_BELOW_ORIGINATOR */
1409
1410 if(op->type==PLAYER)
1411 op->contr->do_los=1;
1412
1413 /* If we have a floor, we know the player, if any, will be above
1414 * it, so save a few ticks and start from there.
1415 */
1416 if (!(flag & INS_MAP_LOAD))
1417 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1418 if (tmp->type == PLAYER)
1419 tmp->contr->socket.update_look=1;
1420 }
1421
1422 /* If this object glows, it may affect lighting conditions that are
1423 * visible to others on this map. But update_all_los is really
1424 * an inefficient way to do this, as it means los for all players
1425 * on the map will get recalculated. The players could very well
1426 * be far away from this change and not affected in any way -
1427 * this should get redone to only look for players within range,
1428 * or just updating the P_NEED_UPDATE for spaces within this area
1429 * of effect may be sufficient.
1430 */
1431 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1432 update_all_los(op->map, op->x, op->y);
1433
1434
1435 /* updates flags (blocked, alive, no magic, etc) for this map space */
1436 update_object(op,UP_OBJ_INSERT);
1437
1438
1439 /* Don't know if moving this to the end will break anything. However,
1440 * we want to have update_look set above before calling this.
1441 *
1442 * check_move_on() must be after this because code called from
1443 * check_move_on() depends on correct map flags (so functions like
1444 * blocked() and wall() work properly), and these flags are updated by
1445 * update_object().
1446 */
1447
1448 /* if this is not the head or flag has been passed, don't check walk on status */
1449
1450 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1451 if (check_move_on(op, originator))
1452 return NULL;
1453
1454 /* If we are a multi part object, lets work our way through the check 1550 /* If we are a multi part object, lets work our way through the check
1455 * walk on's. 1551 * walk on's.
1456 */ 1552 */
1457 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1553 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1458 if (check_move_on (tmp, originator)) 1554 if (check_move_on (tmp, originator))
1459 return NULL; 1555 return NULL;
1460 } 1556 }
1557
1461 return op; 1558 return op;
1462} 1559}
1463 1560
1464/* this function inserts an object in the map, but if it 1561/* this function inserts an object in the map, but if it
1465 * finds an object of its own type, it'll remove that one first. 1562 * finds an object of its own type, it'll remove that one first.
1466 * op is the object to insert it under: supplies x and the map. 1563 * op is the object to insert it under: supplies x and the map.
1467 */ 1564 */
1565void
1468void replace_insert_ob_in_map(const char *arch_string, object *op) { 1566replace_insert_ob_in_map (const char *arch_string, object *op)
1567{
1469 object *tmp; 1568 object *
1470 object *tmp1; 1569 tmp;
1570 object *
1571 tmp1;
1471 1572
1472 /* first search for itself and remove any old instances */ 1573 /* first search for itself and remove any old instances */
1473 1574
1474 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1575 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1576 {
1475 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1577 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1578 {
1476 remove_ob(tmp); 1579 remove_ob (tmp);
1477 free_object(tmp); 1580 free_object (tmp);
1478 } 1581 }
1479 } 1582 }
1480 1583
1481 tmp1=arch_to_object(find_archetype(arch_string)); 1584 tmp1 = arch_to_object (archetype::find (arch_string));
1482 1585
1483 1586 tmp1->x = op->x;
1484 tmp1->x = op->x; tmp1->y = op->y; 1587 tmp1->y = op->y;
1485 insert_ob_in_map(tmp1,op->map,op,0); 1588 insert_ob_in_map (tmp1, op->map, op, 0);
1486} 1589}
1487 1590
1488/* 1591/*
1489 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1592 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1490 * is returned contains nr objects, and the remaining parts contains 1593 * is returned contains nr objects, and the remaining parts contains
1491 * the rest (or is removed and freed if that number is 0). 1594 * the rest (or is removed and freed if that number is 0).
1492 * On failure, NULL is returned, and the reason put into the 1595 * On failure, NULL is returned, and the reason put into the
1493 * global static errmsg array. 1596 * global static errmsg array.
1494 */ 1597 */
1495 1598
1599object *
1496object *get_split_ob(object *orig_ob, uint32 nr) { 1600get_split_ob (object *orig_ob, uint32 nr)
1497 object *newob; 1601{
1602 object *
1603 newob;
1604 int
1498 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1605 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1499 1606
1500 if(orig_ob->nrof<nr) { 1607 if (orig_ob->nrof < nr)
1501 sprintf(errmsg,"There are only %d %ss.", 1608 {
1502 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1609 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1503 return NULL; 1610 return NULL;
1504 } 1611 }
1612
1505 newob = object_create_clone(orig_ob); 1613 newob = object_create_clone (orig_ob);
1614
1506 if((orig_ob->nrof-=nr)<1) { 1615 if ((orig_ob->nrof -= nr) < 1)
1616 {
1507 if ( ! is_removed) 1617 if (!is_removed)
1508 remove_ob(orig_ob); 1618 remove_ob (orig_ob);
1509 free_object2(orig_ob, 1); 1619 free_object2 (orig_ob, 1);
1510 } 1620 }
1511 else if ( ! is_removed) { 1621 else if (!is_removed)
1622 {
1512 if(orig_ob->env!=NULL) 1623 if (orig_ob->env != NULL)
1513 sub_weight (orig_ob->env,orig_ob->weight*nr); 1624 sub_weight (orig_ob->env, orig_ob->weight * nr);
1514 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1625 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1626 {
1515 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1627 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1516 LOG(llevDebug,
1517 "Error, Tried to split object whose map is not in memory.\n"); 1628 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1518 return NULL; 1629 return NULL;
1519 } 1630 }
1520 } 1631 }
1632
1521 newob->nrof=nr; 1633 newob->nrof = nr;
1522 1634
1523 return newob; 1635 return newob;
1524} 1636}
1525 1637
1526/* 1638/*
1527 * decrease_ob_nr(object, number) decreases a specified number from 1639 * decrease_ob_nr(object, number) decreases a specified number from
1528 * the amount of an object. If the amount reaches 0, the object 1640 * the amount of an object. If the amount reaches 0, the object
1529 * is subsequently removed and freed. 1641 * is subsequently removed and freed.
1530 * 1642 *
1531 * Return value: 'op' if something is left, NULL if the amount reached 0 1643 * Return value: 'op' if something is left, NULL if the amount reached 0
1532 */ 1644 */
1533 1645
1646object *
1534object *decrease_ob_nr (object *op, uint32 i) 1647decrease_ob_nr (object *op, uint32 i)
1535{ 1648{
1536 object *tmp; 1649 object *tmp;
1537 player *pl; 1650 player *pl;
1538 1651
1539 if (i == 0) /* objects with op->nrof require this check */ 1652 if (i == 0) /* objects with op->nrof require this check */
1540 return op; 1653 return op;
1541 1654
1542 if (i > op->nrof) 1655 if (i > op->nrof)
1543 i = op->nrof; 1656 i = op->nrof;
1544 1657
1545 if (QUERY_FLAG (op, FLAG_REMOVED)) 1658 if (QUERY_FLAG (op, FLAG_REMOVED))
1659 op->nrof -= i;
1660 else if (op->env != NULL)
1661 {
1662 /* is this object in the players inventory, or sub container
1663 * therein?
1664 */
1665 tmp = is_player_inv (op->env);
1666 /* nope. Is this a container the player has opened?
1667 * If so, set tmp to that player.
1668 * IMO, searching through all the players will mostly
1669 * likely be quicker than following op->env to the map,
1670 * and then searching the map for a player.
1671 */
1672 if (!tmp)
1673 {
1674 for (pl = first_player; pl; pl = pl->next)
1675 if (pl->ob->container == op->env)
1676 break;
1677 if (pl)
1678 tmp = pl->ob;
1679 else
1680 tmp = NULL;
1681 }
1682
1683 if (i < op->nrof)
1684 {
1685 sub_weight (op->env, op->weight * i);
1686 op->nrof -= i;
1687 if (tmp)
1688 {
1689 esrv_send_item (tmp, op);
1690 }
1691 }
1692 else
1693 {
1694 remove_ob (op);
1695 op->nrof = 0;
1696 if (tmp)
1697 {
1698 esrv_del_item (tmp->contr, op->count);
1699 }
1700 }
1546 { 1701 }
1702 else
1703 {
1704 object *above = op->above;
1705
1706 if (i < op->nrof)
1547 op->nrof -= i; 1707 op->nrof -= i;
1548 } 1708 else
1549 else if (op->env != NULL)
1550 {
1551 /* is this object in the players inventory, or sub container
1552 * therein?
1553 */
1554 tmp = is_player_inv (op->env);
1555 /* nope. Is this a container the player has opened?
1556 * If so, set tmp to that player.
1557 * IMO, searching through all the players will mostly
1558 * likely be quicker than following op->env to the map,
1559 * and then searching the map for a player.
1560 */
1561 if (!tmp) {
1562 for (pl=first_player; pl; pl=pl->next)
1563 if (pl->ob->container == op->env) break;
1564 if (pl) tmp=pl->ob;
1565 else tmp=NULL;
1566 } 1709 {
1567
1568 if (i < op->nrof) {
1569 sub_weight (op->env, op->weight * i);
1570 op->nrof -= i;
1571 if (tmp) {
1572 esrv_send_item(tmp, op);
1573 }
1574 } else {
1575 remove_ob (op); 1710 remove_ob (op);
1576 op->nrof = 0; 1711 op->nrof = 0;
1577 if (tmp) {
1578 esrv_del_item(tmp->contr, op->count);
1579 } 1712 }
1580 }
1581 }
1582 else
1583 {
1584 object *above = op->above;
1585 1713
1586 if (i < op->nrof) {
1587 op->nrof -= i;
1588 } else {
1589 remove_ob (op);
1590 op->nrof = 0;
1591 }
1592 /* Since we just removed op, op->above is null */ 1714 /* Since we just removed op, op->above is null */
1593 for (tmp = above; tmp != NULL; tmp = tmp->above) 1715 for (tmp = above; tmp != NULL; tmp = tmp->above)
1594 if (tmp->type == PLAYER) { 1716 if (tmp->type == PLAYER)
1717 {
1595 if (op->nrof) 1718 if (op->nrof)
1596 esrv_send_item(tmp, op); 1719 esrv_send_item (tmp, op);
1597 else 1720 else
1598 esrv_del_item(tmp->contr, op->count); 1721 esrv_del_item (tmp->contr, op->count);
1599 } 1722 }
1600 } 1723 }
1601 1724
1602 if (op->nrof) { 1725 if (op->nrof)
1603 return op; 1726 return op;
1604 } else { 1727 else
1728 {
1605 free_object (op); 1729 free_object (op);
1606 return NULL; 1730 return NULL;
1607 } 1731 }
1608} 1732}
1609 1733
1610/* 1734/*
1611 * add_weight(object, weight) adds the specified weight to an object, 1735 * add_weight(object, weight) adds the specified weight to an object,
1612 * and also updates how much the environment(s) is/are carrying. 1736 * and also updates how much the environment(s) is/are carrying.
1613 */ 1737 */
1614 1738
1739void
1615void add_weight (object *op, signed long weight) { 1740add_weight (object *op, signed long weight)
1741{
1616 while (op!=NULL) { 1742 while (op != NULL)
1743 {
1617 if (op->type == CONTAINER) { 1744 if (op->type == CONTAINER)
1618 weight=(signed long)(weight*(100-op->stats.Str)/100); 1745 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1619 } 1746
1620 op->carrying+=weight; 1747 op->carrying += weight;
1621 op=op->env; 1748 op = op->env;
1622 } 1749 }
1623} 1750}
1624 1751
1625/* 1752/*
1626 * insert_ob_in_ob(op,environment): 1753 * insert_ob_in_ob(op,environment):
1627 * This function inserts the object op in the linked list 1754 * This function inserts the object op in the linked list
1634 * 1761 *
1635 * The function returns now pointer to inserted item, and return value can 1762 * The function returns now pointer to inserted item, and return value can
1636 * be != op, if items are merged. -Tero 1763 * be != op, if items are merged. -Tero
1637 */ 1764 */
1638 1765
1766object *
1639object *insert_ob_in_ob(object *op,object *where) { 1767insert_ob_in_ob (object *op, object *where)
1640 object *tmp, *otmp; 1768{
1769 object *
1770 tmp, *
1771 otmp;
1641 1772
1642 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1773 if (!QUERY_FLAG (op, FLAG_REMOVED))
1643 dump_object(op); 1774 {
1775 char *dump = dump_object (op);
1644 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1776 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1777 free (dump);
1645 return op; 1778 return op;
1646 } 1779 }
1780
1647 if(where==NULL) { 1781 if (where == NULL)
1648 dump_object(op); 1782 {
1783 char *dump = dump_object (op);
1649 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1784 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1785 free (dump);
1650 return op; 1786 return op;
1651 } 1787 }
1788
1652 if (where->head) { 1789 if (where->head)
1653 LOG(llevDebug, 1790 {
1654 "Warning: Tried to insert object wrong part of multipart object.\n"); 1791 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1655 where = where->head; 1792 where = where->head;
1656 } 1793 }
1794
1657 if (op->more) { 1795 if (op->more)
1796 {
1658 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1797 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1659 &op->name, op->count);
1660 return op; 1798 return op;
1661 } 1799 }
1800
1662 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1801 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1663 CLEAR_FLAG(op, FLAG_REMOVED); 1802 CLEAR_FLAG (op, FLAG_REMOVED);
1664 if(op->nrof) { 1803 if (op->nrof)
1804 {
1665 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1805 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1666 if ( CAN_MERGE(tmp,op) ) { 1806 if (CAN_MERGE (tmp, op))
1807 {
1667 /* return the original object and remove inserted object 1808 /* return the original object and remove inserted object
1668 (client needs the original object) */ 1809 (client needs the original object) */
1669 tmp->nrof += op->nrof; 1810 tmp->nrof += op->nrof;
1670 /* Weight handling gets pretty funky. Since we are adding to 1811 /* Weight handling gets pretty funky. Since we are adding to
1671 * tmp->nrof, we need to increase the weight. 1812 * tmp->nrof, we need to increase the weight.
1672 */ 1813 */
1673 add_weight (where, op->weight*op->nrof); 1814 add_weight (where, op->weight * op->nrof);
1674 SET_FLAG(op, FLAG_REMOVED); 1815 SET_FLAG (op, FLAG_REMOVED);
1675 free_object(op); /* free the inserted object */ 1816 free_object (op); /* free the inserted object */
1676 op = tmp; 1817 op = tmp;
1677 remove_ob (op); /* and fix old object's links */ 1818 remove_ob (op); /* and fix old object's links */
1678 CLEAR_FLAG(op, FLAG_REMOVED); 1819 CLEAR_FLAG (op, FLAG_REMOVED);
1679 break; 1820 break;
1680 } 1821 }
1681 1822
1682 /* I assume combined objects have no inventory 1823 /* I assume combined objects have no inventory
1683 * We add the weight - this object could have just been removed 1824 * We add the weight - this object could have just been removed
1684 * (if it was possible to merge). calling remove_ob will subtract 1825 * (if it was possible to merge). calling remove_ob will subtract
1685 * the weight, so we need to add it in again, since we actually do 1826 * the weight, so we need to add it in again, since we actually do
1686 * the linking below 1827 * the linking below
1687 */ 1828 */
1688 add_weight (where, op->weight*op->nrof); 1829 add_weight (where, op->weight * op->nrof);
1830 }
1689 } else 1831 else
1690 add_weight (where, (op->weight+op->carrying)); 1832 add_weight (where, (op->weight + op->carrying));
1691 1833
1692 otmp=is_player_inv(where); 1834 otmp = is_player_inv (where);
1693 if (otmp&&otmp->contr!=NULL) { 1835 if (otmp && otmp->contr != NULL)
1836 {
1694 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1837 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1695 fix_player(otmp); 1838 fix_player (otmp);
1696 } 1839 }
1697 1840
1698 op->map=NULL; 1841 op->map = NULL;
1699 op->env=where; 1842 op->env = where;
1700 op->above=NULL; 1843 op->above = NULL;
1701 op->below=NULL; 1844 op->below = NULL;
1702 op->x=0,op->y=0; 1845 op->x = 0, op->y = 0;
1703 1846
1704 /* reset the light list and los of the players on the map */ 1847 /* reset the light list and los of the players on the map */
1705 if((op->glow_radius!=0)&&where->map) 1848 if ((op->glow_radius != 0) && where->map)
1706 { 1849 {
1707#ifdef DEBUG_LIGHTS 1850#ifdef DEBUG_LIGHTS
1708 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1851 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1709 op->name);
1710#endif /* DEBUG_LIGHTS */ 1852#endif /* DEBUG_LIGHTS */
1853 if (MAP_DARKNESS (where->map))
1711 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1854 update_all_los (where->map, where->x, where->y);
1712 } 1855 }
1713 1856
1714 /* Client has no idea of ordering so lets not bother ordering it here. 1857 /* Client has no idea of ordering so lets not bother ordering it here.
1715 * It sure simplifies this function... 1858 * It sure simplifies this function...
1716 */ 1859 */
1717 if (where->inv==NULL) 1860 if (where->inv == NULL)
1718 where->inv=op; 1861 where->inv = op;
1719 else { 1862 else
1863 {
1720 op->below = where->inv; 1864 op->below = where->inv;
1721 op->below->above = op; 1865 op->below->above = op;
1722 where->inv = op; 1866 where->inv = op;
1723 } 1867 }
1724 return op; 1868 return op;
1725} 1869}
1726 1870
1727/* 1871/*
1728 * Checks if any objects has a move_type that matches objects 1872 * Checks if any objects has a move_type that matches objects
1743 * MSW 2001-07-08: Check all objects on space, not just those below 1887 * MSW 2001-07-08: Check all objects on space, not just those below
1744 * object being inserted. insert_ob_in_map may not put new objects 1888 * object being inserted. insert_ob_in_map may not put new objects
1745 * on top. 1889 * on top.
1746 */ 1890 */
1747 1891
1892int
1748int check_move_on (object *op, object *originator) 1893check_move_on (object *op, object *originator)
1749{ 1894{
1750 object *tmp; 1895 object *tmp;
1751 tag_t tag;
1752 mapstruct *m=op->map; 1896 maptile *m = op->map;
1753 int x=op->x, y=op->y; 1897 int x = op->x, y = op->y;
1898
1754 MoveType move_on, move_slow, move_block; 1899 MoveType move_on, move_slow, move_block;
1755 1900
1756 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1901 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1757 return 0; 1902 return 0;
1758 1903
1759 tag = op->count;
1760
1761 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1904 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1762 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1905 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1763 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1906 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1764 1907
1765 /* if nothing on this space will slow op down or be applied, 1908 /* if nothing on this space will slow op down or be applied,
1766 * no need to do checking below. have to make sure move_type 1909 * no need to do checking below. have to make sure move_type
1767 * is set, as lots of objects don't have it set - we treat that 1910 * is set, as lots of objects don't have it set - we treat that
1768 * as walking. 1911 * as walking.
1769 */ 1912 */
1770 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1913 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1771 return 0; 1914 return 0;
1772 1915
1773 /* This is basically inverse logic of that below - basically, 1916 /* This is basically inverse logic of that below - basically,
1774 * if the object can avoid the move on or slow move, they do so, 1917 * if the object can avoid the move on or slow move, they do so,
1775 * but can't do it if the alternate movement they are using is 1918 * but can't do it if the alternate movement they are using is
1776 * blocked. Logic on this seems confusing, but does seem correct. 1919 * blocked. Logic on this seems confusing, but does seem correct.
1777 */ 1920 */
1778 if ((op->move_type & ~move_on & ~move_block) != 0 && 1921 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1779 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1922 return 0;
1780 1923
1781 /* The objects have to be checked from top to bottom. 1924 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1925 * Hence, we first go to the top:
1783 */ 1926 */
1784 1927
1785 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1928 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1786 tmp->above!=NULL; tmp=tmp->above) { 1929 {
1787 /* Trim the search when we find the first other spell effect 1930 /* Trim the search when we find the first other spell effect
1788 * this helps performance so that if a space has 50 spell objects, 1931 * this helps performance so that if a space has 50 spell objects,
1789 * we don't need to check all of them. 1932 * we don't need to check all of them.
1790 */ 1933 */
1791 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1934 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1935 break;
1936 }
1937
1938 for (; tmp; tmp = tmp->below)
1792 } 1939 {
1793 for(;tmp!=NULL; tmp=tmp->below) { 1940 if (tmp == op)
1794 if (tmp == op) continue; /* Can't apply yourself */ 1941 continue; /* Can't apply yourself */
1795 1942
1796 /* Check to see if one of the movement types should be slowed down. 1943 /* Check to see if one of the movement types should be slowed down.
1797 * Second check makes sure that the movement types not being slowed 1944 * Second check makes sure that the movement types not being slowed
1798 * (~slow_move) is not blocked on this space - just because the 1945 * (~slow_move) is not blocked on this space - just because the
1799 * space doesn't slow down swimming (for example), if you can't actually 1946 * space doesn't slow down swimming (for example), if you can't actually
1800 * swim on that space, can't use it to avoid the penalty. 1947 * swim on that space, can't use it to avoid the penalty.
1801 */ 1948 */
1802 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1949 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1950 {
1803 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1951 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1804 ((op->move_type & tmp->move_slow) &&
1805 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1952 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1953 {
1806 1954
1807 float diff; 1955 float
1808
1809 diff = tmp->move_slow_penalty*FABS(op->speed); 1956 diff = tmp->move_slow_penalty * FABS (op->speed);
1957
1810 if (op->type == PLAYER) { 1958 if (op->type == PLAYER)
1811 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1959 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1812 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1960 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1813 diff /= 4.0; 1961 diff /= 4.0;
1814 } 1962
1815 }
1816 op->speed_left -= diff; 1963 op->speed_left -= diff;
1817 } 1964 }
1818 } 1965 }
1819 1966
1820 /* Basically same logic as above, except now for actual apply. */ 1967 /* Basically same logic as above, except now for actual apply. */
1821 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1968 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1822 ((op->move_type & tmp->move_on) &&
1823 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1969 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1824 1970 {
1825 move_apply(tmp, op, originator); 1971 move_apply (tmp, op, originator);
1972
1826 if (was_destroyed (op, tag)) 1973 if (op->destroyed ())
1827 return 1; 1974 return 1;
1828 1975
1829 /* what the person/creature stepped onto has moved the object 1976 /* what the person/creature stepped onto has moved the object
1830 * someplace new. Don't process any further - if we did, 1977 * someplace new. Don't process any further - if we did,
1831 * have a feeling strange problems would result. 1978 * have a feeling strange problems would result.
1832 */ 1979 */
1833 if (op->map != m || op->x != x || op->y != y) return 0; 1980 if (op->map != m || op->x != x || op->y != y)
1981 return 0;
1834 } 1982 }
1835 } 1983 }
1984
1836 return 0; 1985 return 0;
1837} 1986}
1838 1987
1839/* 1988/*
1840 * present_arch(arch, map, x, y) searches for any objects with 1989 * present_arch(arch, map, x, y) searches for any objects with
1841 * a matching archetype at the given map and coordinates. 1990 * a matching archetype at the given map and coordinates.
1842 * The first matching object is returned, or NULL if none. 1991 * The first matching object is returned, or NULL if none.
1843 */ 1992 */
1844 1993
1994object *
1845object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1995present_arch (const archetype *at, maptile *m, int x, int y)
1996{
1846 object *tmp; 1997 object *
1998 tmp;
1999
1847 if(m==NULL || out_of_map(m,x,y)) { 2000 if (m == NULL || out_of_map (m, x, y))
2001 {
1848 LOG(llevError,"Present_arch called outside map.\n"); 2002 LOG (llevError, "Present_arch called outside map.\n");
1849 return NULL; 2003 return NULL;
1850 } 2004 }
1851 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2005 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1852 if(tmp->arch == at) 2006 if (tmp->arch == at)
1853 return tmp; 2007 return tmp;
1854 return NULL; 2008 return NULL;
1855} 2009}
1856 2010
1857/* 2011/*
1858 * present(type, map, x, y) searches for any objects with 2012 * present(type, map, x, y) searches for any objects with
1859 * a matching type variable at the given map and coordinates. 2013 * a matching type variable at the given map and coordinates.
1860 * The first matching object is returned, or NULL if none. 2014 * The first matching object is returned, or NULL if none.
1861 */ 2015 */
1862 2016
2017object *
1863object *present(unsigned char type,mapstruct *m, int x,int y) { 2018present (unsigned char type, maptile *m, int x, int y)
2019{
1864 object *tmp; 2020 object *
2021 tmp;
2022
1865 if(out_of_map(m,x,y)) { 2023 if (out_of_map (m, x, y))
2024 {
1866 LOG(llevError,"Present called outside map.\n"); 2025 LOG (llevError, "Present called outside map.\n");
1867 return NULL; 2026 return NULL;
1868 } 2027 }
1869 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2028 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1870 if(tmp->type==type) 2029 if (tmp->type == type)
1871 return tmp; 2030 return tmp;
1872 return NULL; 2031 return NULL;
1873} 2032}
1874 2033
1875/* 2034/*
1876 * present_in_ob(type, object) searches for any objects with 2035 * present_in_ob(type, object) searches for any objects with
1877 * a matching type variable in the inventory of the given object. 2036 * a matching type variable in the inventory of the given object.
1878 * The first matching object is returned, or NULL if none. 2037 * The first matching object is returned, or NULL if none.
1879 */ 2038 */
1880 2039
2040object *
1881object *present_in_ob(unsigned char type, const object *op) { 2041present_in_ob (unsigned char type, const object *op)
2042{
1882 object *tmp; 2043 object *
2044 tmp;
2045
1883 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1884 if(tmp->type==type) 2047 if (tmp->type == type)
1885 return tmp; 2048 return tmp;
1886 return NULL; 2049 return NULL;
1887} 2050}
1888 2051
1889/* 2052/*
1899 * the object name, not the archetype name. this is so that the 2062 * the object name, not the archetype name. this is so that the
1900 * spell code can use one object type (force), but change it's name 2063 * spell code can use one object type (force), but change it's name
1901 * to be unique. 2064 * to be unique.
1902 */ 2065 */
1903 2066
2067object *
1904object *present_in_ob_by_name(int type, const char *str, const object *op) { 2068present_in_ob_by_name (int type, const char *str, const object *op)
2069{
1905 object *tmp; 2070 object *
2071 tmp;
1906 2072
1907 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2073 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2074 {
1908 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2075 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1909 return tmp; 2076 return tmp;
1910 } 2077 }
1911 return NULL; 2078 return NULL;
1912} 2079}
1913 2080
1914/* 2081/*
1915 * present_arch_in_ob(archetype, object) searches for any objects with 2082 * present_arch_in_ob(archetype, object) searches for any objects with
1916 * a matching archetype in the inventory of the given object. 2083 * a matching archetype in the inventory of the given object.
1917 * The first matching object is returned, or NULL if none. 2084 * The first matching object is returned, or NULL if none.
1918 */ 2085 */
1919 2086
2087object *
1920object *present_arch_in_ob(const archetype *at, const object *op) { 2088present_arch_in_ob (const archetype *at, const object *op)
2089{
1921 object *tmp; 2090 object *
2091 tmp;
2092
1922 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2093 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1923 if( tmp->arch == at) 2094 if (tmp->arch == at)
1924 return tmp; 2095 return tmp;
1925 return NULL; 2096 return NULL;
1926} 2097}
1927 2098
1928/* 2099/*
1929 * activate recursively a flag on an object inventory 2100 * activate recursively a flag on an object inventory
1930 */ 2101 */
2102void
1931void flag_inv(object*op, int flag){ 2103flag_inv (object *op, int flag)
2104{
1932 object *tmp; 2105 object *
2106 tmp;
2107
1933 if(op->inv) 2108 if (op->inv)
1934 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2109 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2110 {
1935 SET_FLAG(tmp, flag); 2111 SET_FLAG (tmp, flag);
1936 flag_inv(tmp,flag); 2112 flag_inv (tmp, flag);
1937 } 2113 }
1938}/* 2114} /*
1939 * desactivate recursively a flag on an object inventory 2115 * desactivate recursively a flag on an object inventory
1940 */ 2116 */
2117void
1941void unflag_inv(object*op, int flag){ 2118unflag_inv (object *op, int flag)
2119{
1942 object *tmp; 2120 object *
2121 tmp;
2122
1943 if(op->inv) 2123 if (op->inv)
1944 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2124 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2125 {
1945 CLEAR_FLAG(tmp, flag); 2126 CLEAR_FLAG (tmp, flag);
1946 unflag_inv(tmp,flag); 2127 unflag_inv (tmp, flag);
1947 } 2128 }
1948} 2129}
1949 2130
1950/* 2131/*
1951 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2132 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1952 * all it's inventory (recursively). 2133 * all it's inventory (recursively).
1953 * If checksums are used, a player will get set_cheat called for 2134 * If checksums are used, a player will get set_cheat called for
1954 * him/her-self and all object carried by a call to this function. 2135 * him/her-self and all object carried by a call to this function.
1955 */ 2136 */
1956 2137
2138void
1957void set_cheat(object *op) { 2139set_cheat (object *op)
2140{
1958 SET_FLAG(op, FLAG_WAS_WIZ); 2141 SET_FLAG (op, FLAG_WAS_WIZ);
1959 flag_inv(op, FLAG_WAS_WIZ); 2142 flag_inv (op, FLAG_WAS_WIZ);
1960} 2143}
1961 2144
1962/* 2145/*
1963 * find_free_spot(object, map, x, y, start, stop) will search for 2146 * find_free_spot(object, map, x, y, start, stop) will search for
1964 * a spot at the given map and coordinates which will be able to contain 2147 * a spot at the given map and coordinates which will be able to contain
1979 * to know if the space in question will block the object. We can't use 2162 * to know if the space in question will block the object. We can't use
1980 * the archetype because that isn't correct if the monster has been 2163 * the archetype because that isn't correct if the monster has been
1981 * customized, changed states, etc. 2164 * customized, changed states, etc.
1982 */ 2165 */
1983 2166
2167int
1984int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2168find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2169{
2170 int
2171 i,
1985 int i,index=0, flag; 2172 index = 0, flag;
2173 static int
1986 static int altern[SIZEOFFREE]; 2174 altern[SIZEOFFREE];
1987 2175
1988 for(i=start;i<stop;i++) { 2176 for (i = start; i < stop; i++)
2177 {
1989 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2178 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1990 if(!flag) 2179 if (!flag)
1991 altern[index++]=i; 2180 altern[index++] = i;
1992 2181
1993 /* Basically, if we find a wall on a space, we cut down the search size. 2182 /* Basically, if we find a wall on a space, we cut down the search size.
1994 * In this way, we won't return spaces that are on another side of a wall. 2183 * In this way, we won't return spaces that are on another side of a wall.
1995 * This mostly work, but it cuts down the search size in all directions - 2184 * This mostly work, but it cuts down the search size in all directions -
1996 * if the space being examined only has a wall to the north and empty 2185 * if the space being examined only has a wall to the north and empty
1997 * spaces in all the other directions, this will reduce the search space 2186 * spaces in all the other directions, this will reduce the search space
1998 * to only the spaces immediately surrounding the target area, and 2187 * to only the spaces immediately surrounding the target area, and
1999 * won't look 2 spaces south of the target space. 2188 * won't look 2 spaces south of the target space.
2000 */ 2189 */
2001 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2190 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2002 stop=maxfree[i]; 2191 stop = maxfree[i];
2003 } 2192 }
2004 if(!index) return -1; 2193 if (!index)
2194 return -1;
2005 return altern[RANDOM()%index]; 2195 return altern[RANDOM () % index];
2006} 2196}
2007 2197
2008/* 2198/*
2009 * find_first_free_spot(archetype, mapstruct, x, y) works like 2199 * find_first_free_spot(archetype, maptile, x, y) works like
2010 * find_free_spot(), but it will search max number of squares. 2200 * find_free_spot(), but it will search max number of squares.
2011 * But it will return the first available spot, not a random choice. 2201 * But it will return the first available spot, not a random choice.
2012 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2202 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2013 */ 2203 */
2014 2204
2205int
2015int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2206find_first_free_spot (const object *ob, maptile *m, int x, int y)
2207{
2208 int
2016 int i; 2209 i;
2210
2017 for(i=0;i<SIZEOFFREE;i++) { 2211 for (i = 0; i < SIZEOFFREE; i++)
2212 {
2018 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2213 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2019 return i; 2214 return i;
2020 } 2215 }
2021 return -1; 2216 return -1;
2022} 2217}
2023 2218
2024/* 2219/*
2025 * The function permute(arr, begin, end) randomly reorders the array 2220 * The function permute(arr, begin, end) randomly reorders the array
2026 * arr[begin..end-1]. 2221 * arr[begin..end-1].
2027 */ 2222 */
2223static void
2028static void permute(int *arr, int begin, int end) 2224permute (int *arr, int begin, int end)
2029{ 2225{
2030 int i, j, tmp, len; 2226 int
2227 i,
2228 j,
2229 tmp,
2230 len;
2031 2231
2032 len = end-begin; 2232 len = end - begin;
2033 for(i = begin; i < end; i++) 2233 for (i = begin; i < end; i++)
2034 { 2234 {
2035 j = begin+RANDOM()%len; 2235 j = begin + RANDOM () % len;
2036 2236
2037 tmp = arr[i]; 2237 tmp = arr[i];
2038 arr[i] = arr[j]; 2238 arr[i] = arr[j];
2039 arr[j] = tmp; 2239 arr[j] = tmp;
2040 } 2240 }
2041} 2241}
2042 2242
2043/* new function to make monster searching more efficient, and effective! 2243/* new function to make monster searching more efficient, and effective!
2044 * This basically returns a randomized array (in the passed pointer) of 2244 * This basically returns a randomized array (in the passed pointer) of
2045 * the spaces to find monsters. In this way, it won't always look for 2245 * the spaces to find monsters. In this way, it won't always look for
2046 * monsters to the north first. However, the size of the array passed 2246 * monsters to the north first. However, the size of the array passed
2047 * covers all the spaces, so within that size, all the spaces within 2247 * covers all the spaces, so within that size, all the spaces within
2048 * the 3x3 area will be searched, just not in a predictable order. 2248 * the 3x3 area will be searched, just not in a predictable order.
2049 */ 2249 */
2250void
2050void get_search_arr(int *search_arr) 2251get_search_arr (int *search_arr)
2051{ 2252{
2253 int
2052 int i; 2254 i;
2053 2255
2054 for(i = 0; i < SIZEOFFREE; i++) 2256 for (i = 0; i < SIZEOFFREE; i++)
2055 { 2257 {
2056 search_arr[i] = i; 2258 search_arr[i] = i;
2057 } 2259 }
2058 2260
2059 permute(search_arr, 1, SIZEOFFREE1+1); 2261 permute (search_arr, 1, SIZEOFFREE1 + 1);
2060 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2262 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2061 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2263 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2062} 2264}
2063 2265
2064/* 2266/*
2065 * find_dir(map, x, y, exclude) will search some close squares in the 2267 * find_dir(map, x, y, exclude) will search some close squares in the
2066 * given map at the given coordinates for live objects. 2268 * given map at the given coordinates for live objects.
2072 * is actually want is going to try and move there. We need this info 2274 * is actually want is going to try and move there. We need this info
2073 * because we have to know what movement the thing looking to move 2275 * because we have to know what movement the thing looking to move
2074 * there is capable of. 2276 * there is capable of.
2075 */ 2277 */
2076 2278
2279int
2077int find_dir(mapstruct *m, int x, int y, object *exclude) { 2280find_dir (maptile *m, int x, int y, object *exclude)
2281{
2282 int
2283 i,
2078 int i,max=SIZEOFFREE, mflags; 2284 max = SIZEOFFREE, mflags;
2285
2079 sint16 nx, ny; 2286 sint16 nx, ny;
2080 object *tmp; 2287 object *
2081 mapstruct *mp; 2288 tmp;
2289 maptile *
2290 mp;
2291
2082 MoveType blocked, move_type; 2292 MoveType blocked, move_type;
2083 2293
2084 if (exclude && exclude->head) { 2294 if (exclude && exclude->head)
2295 {
2085 exclude = exclude->head; 2296 exclude = exclude->head;
2086 move_type = exclude->move_type; 2297 move_type = exclude->move_type;
2087 } else { 2298 }
2299 else
2300 {
2088 /* If we don't have anything, presume it can use all movement types. */ 2301 /* If we don't have anything, presume it can use all movement types. */
2089 move_type=MOVE_ALL; 2302 move_type = MOVE_ALL;
2303 }
2304
2305 for (i = 1; i < max; i++)
2090 } 2306 {
2091
2092 for(i=1;i<max;i++) {
2093 mp = m; 2307 mp = m;
2094 nx = x + freearr_x[i]; 2308 nx = x + freearr_x[i];
2095 ny = y + freearr_y[i]; 2309 ny = y + freearr_y[i];
2096 2310
2097 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2311 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2098 if (mflags & P_OUT_OF_MAP) { 2312 if (mflags & P_OUT_OF_MAP)
2313 {
2099 max = maxfree[i]; 2314 max = maxfree[i];
2315 }
2100 } else { 2316 else
2317 {
2101 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2318 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2102 2319
2103 if ((move_type & blocked) == move_type) { 2320 if ((move_type & blocked) == move_type)
2321 {
2104 max=maxfree[i]; 2322 max = maxfree[i];
2323 }
2105 } else if (mflags & P_IS_ALIVE) { 2324 else if (mflags & P_IS_ALIVE)
2325 {
2106 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2326 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2107 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2327 {
2108 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2328 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2329 {
2109 break; 2330 break;
2110 } 2331 }
2111 } 2332 }
2112 if(tmp) { 2333 if (tmp)
2334 {
2113 return freedir[i]; 2335 return freedir[i];
2114 } 2336 }
2115 } 2337 }
2116 } 2338 }
2117 } 2339 }
2118 return 0; 2340 return 0;
2119} 2341}
2120 2342
2121/* 2343/*
2122 * distance(object 1, object 2) will return the square of the 2344 * distance(object 1, object 2) will return the square of the
2123 * distance between the two given objects. 2345 * distance between the two given objects.
2124 */ 2346 */
2125 2347
2348int
2126int distance(const object *ob1, const object *ob2) { 2349distance (const object *ob1, const object *ob2)
2350{
2127 int i; 2351 int
2128 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2352 i;
2129 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2353
2354 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2130 return i; 2355 return i;
2131} 2356}
2132 2357
2133/* 2358/*
2134 * find_dir_2(delta-x,delta-y) will return a direction in which 2359 * find_dir_2(delta-x,delta-y) will return a direction in which
2135 * an object which has subtracted the x and y coordinates of another 2360 * an object which has subtracted the x and y coordinates of another
2136 * object, needs to travel toward it. 2361 * object, needs to travel toward it.
2137 */ 2362 */
2138 2363
2364int
2139int find_dir_2(int x, int y) { 2365find_dir_2 (int x, int y)
2366{
2140 int q; 2367 int
2368 q;
2141 2369
2142 if(y) 2370 if (y)
2143 q=x*100/y; 2371 q = x * 100 / y;
2144 else if (x) 2372 else if (x)
2145 q= -300*x; 2373 q = -300 * x;
2146 else 2374 else
2147 return 0; 2375 return 0;
2148 2376
2149 if(y>0) { 2377 if (y > 0)
2378 {
2150 if(q < -242) 2379 if (q < -242)
2151 return 3 ; 2380 return 3;
2152 if (q < -41) 2381 if (q < -41)
2153 return 2 ; 2382 return 2;
2154 if (q < 41) 2383 if (q < 41)
2155 return 1 ; 2384 return 1;
2156 if (q < 242) 2385 if (q < 242)
2157 return 8 ; 2386 return 8;
2158 return 7 ; 2387 return 7;
2159 } 2388 }
2160 2389
2161 if (q < -242) 2390 if (q < -242)
2162 return 7 ; 2391 return 7;
2163 if (q < -41) 2392 if (q < -41)
2164 return 6 ; 2393 return 6;
2165 if (q < 41) 2394 if (q < 41)
2166 return 5 ; 2395 return 5;
2167 if (q < 242) 2396 if (q < 242)
2168 return 4 ; 2397 return 4;
2169 2398
2170 return 3 ; 2399 return 3;
2171} 2400}
2172 2401
2173/* 2402/*
2174 * absdir(int): Returns a number between 1 and 8, which represent 2403 * absdir(int): Returns a number between 1 and 8, which represent
2175 * the "absolute" direction of a number (it actually takes care of 2404 * the "absolute" direction of a number (it actually takes care of
2176 * "overflow" in previous calculations of a direction). 2405 * "overflow" in previous calculations of a direction).
2177 */ 2406 */
2178 2407
2408int
2179int absdir(int d) { 2409absdir (int d)
2180 while(d<1) d+=8; 2410{
2181 while(d>8) d-=8; 2411 while (d < 1)
2412 d += 8;
2413 while (d > 8)
2414 d -= 8;
2182 return d; 2415 return d;
2183} 2416}
2184 2417
2185/* 2418/*
2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2419 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2187 * between two directions (which are expected to be absolute (see absdir()) 2420 * between two directions (which are expected to be absolute (see absdir())
2188 */ 2421 */
2189 2422
2423int
2190int dirdiff(int dir1, int dir2) { 2424dirdiff (int dir1, int dir2)
2425{
2191 int d; 2426 int
2427 d;
2428
2192 d = abs(dir1 - dir2); 2429 d = abs (dir1 - dir2);
2193 if(d>4) 2430 if (d > 4)
2194 d = 8 - d; 2431 d = 8 - d;
2195 return d; 2432 return d;
2196} 2433}
2197 2434
2198/* peterm: 2435/* peterm:
2203 * direction 4, 14, or 16 to get back to where we are. 2440 * direction 4, 14, or 16 to get back to where we are.
2204 * Moved from spell_util.c to object.c with the other related direction 2441 * Moved from spell_util.c to object.c with the other related direction
2205 * functions. 2442 * functions.
2206 */ 2443 */
2207 2444
2445int
2208int reduction_dir[SIZEOFFREE][3] = { 2446 reduction_dir[SIZEOFFREE][3] = {
2209 {0,0,0}, /* 0 */ 2447 {0, 0, 0}, /* 0 */
2210 {0,0,0}, /* 1 */ 2448 {0, 0, 0}, /* 1 */
2211 {0,0,0}, /* 2 */ 2449 {0, 0, 0}, /* 2 */
2212 {0,0,0}, /* 3 */ 2450 {0, 0, 0}, /* 3 */
2213 {0,0,0}, /* 4 */ 2451 {0, 0, 0}, /* 4 */
2214 {0,0,0}, /* 5 */ 2452 {0, 0, 0}, /* 5 */
2215 {0,0,0}, /* 6 */ 2453 {0, 0, 0}, /* 6 */
2216 {0,0,0}, /* 7 */ 2454 {0, 0, 0}, /* 7 */
2217 {0,0,0}, /* 8 */ 2455 {0, 0, 0}, /* 8 */
2218 {8,1,2}, /* 9 */ 2456 {8, 1, 2}, /* 9 */
2219 {1,2,-1}, /* 10 */ 2457 {1, 2, -1}, /* 10 */
2220 {2,10,12}, /* 11 */ 2458 {2, 10, 12}, /* 11 */
2221 {2,3,-1}, /* 12 */ 2459 {2, 3, -1}, /* 12 */
2222 {2,3,4}, /* 13 */ 2460 {2, 3, 4}, /* 13 */
2223 {3,4,-1}, /* 14 */ 2461 {3, 4, -1}, /* 14 */
2224 {4,14,16}, /* 15 */ 2462 {4, 14, 16}, /* 15 */
2225 {5,4,-1}, /* 16 */ 2463 {5, 4, -1}, /* 16 */
2226 {4,5,6}, /* 17 */ 2464 {4, 5, 6}, /* 17 */
2227 {6,5,-1}, /* 18 */ 2465 {6, 5, -1}, /* 18 */
2228 {6,20,18}, /* 19 */ 2466 {6, 20, 18}, /* 19 */
2229 {7,6,-1}, /* 20 */ 2467 {7, 6, -1}, /* 20 */
2230 {6,7,8}, /* 21 */ 2468 {6, 7, 8}, /* 21 */
2231 {7,8,-1}, /* 22 */ 2469 {7, 8, -1}, /* 22 */
2232 {8,22,24}, /* 23 */ 2470 {8, 22, 24}, /* 23 */
2233 {8,1,-1}, /* 24 */ 2471 {8, 1, -1}, /* 24 */
2234 {24,9,10}, /* 25 */ 2472 {24, 9, 10}, /* 25 */
2235 {9,10,-1}, /* 26 */ 2473 {9, 10, -1}, /* 26 */
2236 {10,11,-1}, /* 27 */ 2474 {10, 11, -1}, /* 27 */
2237 {27,11,29}, /* 28 */ 2475 {27, 11, 29}, /* 28 */
2238 {11,12,-1}, /* 29 */ 2476 {11, 12, -1}, /* 29 */
2239 {12,13,-1}, /* 30 */ 2477 {12, 13, -1}, /* 30 */
2240 {12,13,14}, /* 31 */ 2478 {12, 13, 14}, /* 31 */
2241 {13,14,-1}, /* 32 */ 2479 {13, 14, -1}, /* 32 */
2242 {14,15,-1}, /* 33 */ 2480 {14, 15, -1}, /* 33 */
2243 {33,15,35}, /* 34 */ 2481 {33, 15, 35}, /* 34 */
2244 {16,15,-1}, /* 35 */ 2482 {16, 15, -1}, /* 35 */
2245 {17,16,-1}, /* 36 */ 2483 {17, 16, -1}, /* 36 */
2246 {18,17,16}, /* 37 */ 2484 {18, 17, 16}, /* 37 */
2247 {18,17,-1}, /* 38 */ 2485 {18, 17, -1}, /* 38 */
2248 {18,19,-1}, /* 39 */ 2486 {18, 19, -1}, /* 39 */
2249 {41,19,39}, /* 40 */ 2487 {41, 19, 39}, /* 40 */
2250 {19,20,-1}, /* 41 */ 2488 {19, 20, -1}, /* 41 */
2251 {20,21,-1}, /* 42 */ 2489 {20, 21, -1}, /* 42 */
2252 {20,21,22}, /* 43 */ 2490 {20, 21, 22}, /* 43 */
2253 {21,22,-1}, /* 44 */ 2491 {21, 22, -1}, /* 44 */
2254 {23,22,-1}, /* 45 */ 2492 {23, 22, -1}, /* 45 */
2255 {45,47,23}, /* 46 */ 2493 {45, 47, 23}, /* 46 */
2256 {23,24,-1}, /* 47 */ 2494 {23, 24, -1}, /* 47 */
2257 {24,9,-1}}; /* 48 */ 2495 {24, 9, -1}
2496}; /* 48 */
2258 2497
2259/* Recursive routine to step back and see if we can 2498/* Recursive routine to step back and see if we can
2260 * find a path to that monster that we found. If not, 2499 * find a path to that monster that we found. If not,
2261 * we don't bother going toward it. Returns 1 if we 2500 * we don't bother going toward it. Returns 1 if we
2262 * can see a direct way to get it 2501 * can see a direct way to get it
2263 * Modified to be map tile aware -.MSW 2502 * Modified to be map tile aware -.MSW
2264 */ 2503 */
2265
2266 2504
2505
2506int
2267int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2507can_see_monsterP (maptile *m, int x, int y, int dir)
2508{
2268 sint16 dx, dy; 2509 sint16 dx, dy;
2510 int
2269 int mflags; 2511 mflags;
2270 2512
2513 if (dir < 0)
2271 if(dir<0) return 0; /* exit condition: invalid direction */ 2514 return 0; /* exit condition: invalid direction */
2272 2515
2273 dx = x + freearr_x[dir]; 2516 dx = x + freearr_x[dir];
2274 dy = y + freearr_y[dir]; 2517 dy = y + freearr_y[dir];
2275 2518
2276 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2519 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2277 2520
2278 /* This functional arguably was incorrect before - it was 2521 /* This functional arguably was incorrect before - it was
2279 * checking for P_WALL - that was basically seeing if 2522 * checking for P_WALL - that was basically seeing if
2280 * we could move to the monster - this is being more 2523 * we could move to the monster - this is being more
2281 * literal on if we can see it. To know if we can actually 2524 * literal on if we can see it. To know if we can actually
2282 * move to the monster, we'd need the monster passed in or 2525 * move to the monster, we'd need the monster passed in or
2283 * at least its move type. 2526 * at least its move type.
2284 */ 2527 */
2285 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2528 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2529 return 0;
2286 2530
2287 /* yes, can see. */ 2531 /* yes, can see. */
2288 if(dir < 9) return 1; 2532 if (dir < 9)
2533 return 1;
2289 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2534 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2290 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2535 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2291 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2292} 2536}
2293 2537
2294 2538
2295 2539
2296/* 2540/*
2297 * can_pick(picker, item): finds out if an object is possible to be 2541 * can_pick(picker, item): finds out if an object is possible to be
2298 * picked up by the picker. Returnes 1 if it can be 2542 * picked up by the picker. Returnes 1 if it can be
2299 * picked up, otherwise 0. 2543 * picked up, otherwise 0.
2300 * 2544 *
2302 * core dumps if they do. 2546 * core dumps if they do.
2303 * 2547 *
2304 * Add a check so we can't pick up invisible objects (0.93.8) 2548 * Add a check so we can't pick up invisible objects (0.93.8)
2305 */ 2549 */
2306 2550
2551int
2307int can_pick(const object *who, const object *item) { 2552can_pick (const object *who, const object *item)
2553{
2308 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2554 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2309 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2555 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2310 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2556 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2311 (who->type==PLAYER||item->weight<who->weight/3));
2312} 2557}
2313 2558
2314 2559
2315/* 2560/*
2316 * create clone from object to another 2561 * create clone from object to another
2317 */ 2562 */
2563object *
2318object *object_create_clone (object *asrc) { 2564object_create_clone (object *asrc)
2565{
2566 object *
2319 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2567 dst = NULL, *tmp, *src, *part, *prev, *item;
2320 2568
2569 if (!asrc)
2321 if(!asrc) return NULL; 2570 return NULL;
2322 src = asrc; 2571 src = asrc;
2323 if(src->head) 2572 if (src->head)
2324 src = src->head; 2573 src = src->head;
2325 2574
2326 prev = NULL; 2575 prev = NULL;
2327 for(part = src; part; part = part->more) { 2576 for (part = src; part; part = part->more)
2577 {
2328 tmp = get_object(); 2578 tmp = get_object ();
2329 copy_object(part,tmp); 2579 copy_object (part, tmp);
2330 tmp->x -= src->x; 2580 tmp->x -= src->x;
2331 tmp->y -= src->y; 2581 tmp->y -= src->y;
2332 if(!part->head) { 2582 if (!part->head)
2583 {
2333 dst = tmp; 2584 dst = tmp;
2334 tmp->head = NULL; 2585 tmp->head = NULL;
2586 }
2335 } else { 2587 else
2588 {
2336 tmp->head = dst; 2589 tmp->head = dst;
2337 } 2590 }
2338 tmp->more = NULL; 2591 tmp->more = NULL;
2339 if(prev) 2592 if (prev)
2340 prev->more = tmp; 2593 prev->more = tmp;
2341 prev = tmp; 2594 prev = tmp;
2342 } 2595 }
2343 /*** copy inventory ***/ 2596
2344 for(item = src->inv; item; item = item->below) { 2597 for (item = src->inv; item; item = item->below)
2345 (void) insert_ob_in_ob(object_create_clone(item),dst); 2598 insert_ob_in_ob (object_create_clone (item), dst);
2346 }
2347 2599
2348 return dst; 2600 return dst;
2349}
2350
2351/* return true if the object was destroyed, 0 otherwise */
2352int was_destroyed (const object *op, tag_t old_tag)
2353{
2354 /* checking for FLAG_FREED isn't necessary, but makes this function more
2355 * robust */
2356 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2357} 2601}
2358 2602
2359/* GROS - Creates an object using a string representing its content. */ 2603/* GROS - Creates an object using a string representing its content. */
2360/* Basically, we save the content of the string to a temp file, then call */ 2604/* Basically, we save the content of the string to a temp file, then call */
2361/* load_object on it. I admit it is a highly inefficient way to make things, */ 2605/* load_object on it. I admit it is a highly inefficient way to make things, */
2362/* but it was simple to make and allows reusing the load_object function. */ 2606/* but it was simple to make and allows reusing the load_object function. */
2363/* Remember not to use load_object_str in a time-critical situation. */ 2607/* Remember not to use load_object_str in a time-critical situation. */
2364/* Also remember that multiparts objects are not supported for now. */ 2608/* Also remember that multiparts objects are not supported for now. */
2365 2609
2610object *
2366object* load_object_str(const char *obstr) 2611load_object_str (const char *obstr)
2367{ 2612{
2368 object *op; 2613 object *op;
2369 char filename[MAX_BUF]; 2614 char filename[MAX_BUF];
2615
2370 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2616 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2371 2617
2372 FILE *tempfile=fopen(filename,"w"); 2618 FILE *tempfile = fopen (filename, "w");
2619
2373 if (tempfile == NULL) 2620 if (tempfile == NULL)
2374 { 2621 {
2375 LOG(llevError,"Error - Unable to access load object temp file\n"); 2622 LOG (llevError, "Error - Unable to access load object temp file\n");
2376 return NULL; 2623 return NULL;
2377 }; 2624 }
2625
2378 fprintf(tempfile,obstr); 2626 fprintf (tempfile, obstr);
2379 fclose(tempfile); 2627 fclose (tempfile);
2380 2628
2381 op=get_object(); 2629 op = get_object ();
2382 2630
2383 object_thawer thawer (filename); 2631 object_thawer thawer (filename);
2384 2632
2385 if (thawer) 2633 if (thawer)
2386 load_object(thawer,op,0); 2634 load_object (thawer, op, 0);
2387 2635
2388 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2636 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2389 CLEAR_FLAG(op,FLAG_REMOVED); 2637 CLEAR_FLAG (op, FLAG_REMOVED);
2390 2638
2391 return op; 2639 return op;
2392} 2640}
2393 2641
2394/* This returns the first object in who's inventory that 2642/* This returns the first object in who's inventory that
2395 * has the same type and subtype match. 2643 * has the same type and subtype match.
2396 * returns NULL if no match. 2644 * returns NULL if no match.
2397 */ 2645 */
2646object *
2398object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2647find_obj_by_type_subtype (const object *who, int type, int subtype)
2399{ 2648{
2400 object *tmp; 2649 object *tmp;
2401 2650
2402 for (tmp=who->inv; tmp; tmp=tmp->below) 2651 for (tmp = who->inv; tmp; tmp = tmp->below)
2403 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2652 if (tmp->type == type && tmp->subtype == subtype)
2653 return tmp;
2404 2654
2405 return NULL; 2655 return NULL;
2406} 2656}
2407 2657
2408/* If ob has a field named key, return the link from the list, 2658/* If ob has a field named key, return the link from the list,
2409 * otherwise return NULL. 2659 * otherwise return NULL.
2410 * 2660 *
2411 * key must be a passed in shared string - otherwise, this won't 2661 * key must be a passed in shared string - otherwise, this won't
2412 * do the desired thing. 2662 * do the desired thing.
2413 */ 2663 */
2664key_value *
2414key_value * get_ob_key_link(const object * ob, const char * key) { 2665get_ob_key_link (const object *ob, const char *key)
2666{
2415 key_value * link; 2667 key_value *link;
2416 2668
2417 for (link = ob->key_values; link != NULL; link = link->next) { 2669 for (link = ob->key_values; link != NULL; link = link->next)
2418 if (link->key == key) { 2670 if (link->key == key)
2419 return link; 2671 return link;
2420 } 2672
2421 }
2422
2423 return NULL; 2673 return NULL;
2424} 2674}
2425 2675
2426/* 2676/*
2427 * Returns the value of op has an extra_field for key, or NULL. 2677 * Returns the value of op has an extra_field for key, or NULL.
2428 * 2678 *
2429 * The argument doesn't need to be a shared string. 2679 * The argument doesn't need to be a shared string.
2430 * 2680 *
2431 * The returned string is shared. 2681 * The returned string is shared.
2432 */ 2682 */
2683const char *
2433const char * get_ob_key_value(const object * op, const char * const key) { 2684get_ob_key_value (const object *op, const char *const key)
2685{
2434 key_value * link; 2686 key_value *link;
2435 const char * canonical_key; 2687 shstr_cmp canonical_key (key);
2688
2689 if (!canonical_key)
2436 2690 {
2437 canonical_key = shstr::find (key);
2438
2439 if (canonical_key == NULL) {
2440 /* 1. There being a field named key on any object 2691 /* 1. There being a field named key on any object
2441 * implies there'd be a shared string to find. 2692 * implies there'd be a shared string to find.
2442 * 2. Since there isn't, no object has this field. 2693 * 2. Since there isn't, no object has this field.
2443 * 3. Therefore, *this* object doesn't have this field. 2694 * 3. Therefore, *this* object doesn't have this field.
2444 */ 2695 */
2445 return NULL; 2696 return 0;
2446 } 2697 }
2447 2698
2448 /* This is copied from get_ob_key_link() above - 2699 /* This is copied from get_ob_key_link() above -
2449 * only 4 lines, and saves the function call overhead. 2700 * only 4 lines, and saves the function call overhead.
2450 */ 2701 */
2451 for (link = op->key_values; link != NULL; link = link->next) { 2702 for (link = op->key_values; link; link = link->next)
2452 if (link->key == canonical_key) { 2703 if (link->key == canonical_key)
2453 return link->value; 2704 return link->value;
2454 } 2705
2455 } 2706 return 0;
2456 return NULL;
2457} 2707}
2458 2708
2459 2709
2460/* 2710/*
2461 * Updates the canonical_key in op to value. 2711 * Updates the canonical_key in op to value.
2465 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2715 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2466 * keys. 2716 * keys.
2467 * 2717 *
2468 * Returns TRUE on success. 2718 * Returns TRUE on success.
2469 */ 2719 */
2720int
2470int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2721set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2722{
2723 key_value *
2471 key_value * field = NULL, *last=NULL; 2724 field = NULL, *last = NULL;
2472 2725
2473 for (field=op->key_values; field != NULL; field=field->next) { 2726 for (field = op->key_values; field != NULL; field = field->next)
2727 {
2474 if (field->key != canonical_key) { 2728 if (field->key != canonical_key)
2729 {
2475 last = field; 2730 last = field;
2476 continue; 2731 continue;
2477 } 2732 }
2478 2733
2479 if (value) 2734 if (value)
2480 field->value = value; 2735 field->value = value;
2481 else { 2736 else
2737 {
2482 /* Basically, if the archetype has this key set, 2738 /* Basically, if the archetype has this key set,
2483 * we need to store the null value so when we save 2739 * we need to store the null value so when we save
2484 * it, we save the empty value so that when we load, 2740 * it, we save the empty value so that when we load,
2485 * we get this value back again. 2741 * we get this value back again.
2486 */ 2742 */
2487 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2743 if (get_ob_key_link (&op->arch->clone, canonical_key))
2488 field->value = 0; 2744 field->value = 0;
2745 else
2746 {
2747 if (last)
2748 last->next = field->next;
2489 else 2749 else
2490 {
2491 if (last) last->next = field->next;
2492 else op->key_values = field->next; 2750 op->key_values = field->next;
2493 2751
2494 delete field; 2752 delete field;
2495 } 2753 }
2496 } 2754 }
2497 return TRUE; 2755 return TRUE;
2498 } 2756 }
2499 /* IF we get here, key doesn't exist */ 2757 /* IF we get here, key doesn't exist */
2500 2758
2501 /* No field, we'll have to add it. */ 2759 /* No field, we'll have to add it. */
2760
2761 if (!add_key)
2502 2762 {
2503 if (!add_key) {
2504 return FALSE; 2763 return FALSE;
2505 } 2764 }
2506 /* There isn't any good reason to store a null 2765 /* There isn't any good reason to store a null
2507 * value in the key/value list. If the archetype has 2766 * value in the key/value list. If the archetype has
2508 * this key, then we should also have it, so shouldn't 2767 * this key, then we should also have it, so shouldn't
2509 * be here. If user wants to store empty strings, 2768 * be here. If user wants to store empty strings,
2510 * should pass in "" 2769 * should pass in ""
2511 */ 2770 */
2512 if (value == NULL) return TRUE; 2771 if (value == NULL)
2513
2514 field = new key_value;
2515
2516 field->key = canonical_key;
2517 field->value = value;
2518 /* Usual prepend-addition. */
2519 field->next = op->key_values;
2520 op->key_values = field;
2521
2522 return TRUE; 2772 return TRUE;
2773
2774 field = new key_value;
2775
2776 field->key = canonical_key;
2777 field->value = value;
2778 /* Usual prepend-addition. */
2779 field->next = op->key_values;
2780 op->key_values = field;
2781
2782 return TRUE;
2523} 2783}
2524 2784
2525/* 2785/*
2526 * Updates the key in op to value. 2786 * Updates the key in op to value.
2527 * 2787 *
2529 * and not add new ones. 2789 * and not add new ones.
2530 * In general, should be little reason FALSE is ever passed in for add_key 2790 * In general, should be little reason FALSE is ever passed in for add_key
2531 * 2791 *
2532 * Returns TRUE on success. 2792 * Returns TRUE on success.
2533 */ 2793 */
2794int
2534int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2795set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2535{ 2796{
2536 shstr key_ (key); 2797 shstr key_ (key);
2798
2537 return set_ob_key_value_s (op, key_, value, add_key); 2799 return set_ob_key_value_s (op, key_, value, add_key);
2538} 2800}
2801
2802object::depth_iterator::depth_iterator (object *container)
2803: iterator_base (container)
2804{
2805 while (item->inv)
2806 item = item->inv;
2807}
2808
2809void
2810object::depth_iterator::next ()
2811{
2812 if (item->below)
2813 {
2814 item = item->below;
2815
2816 while (item->inv)
2817 item = item->inv;
2818 }
2819 else
2820 item = item->env;
2821}
2822
2823// return a suitable string describing an objetc in enough detail to find it
2824const char *
2825object::debug_desc (char *info) const
2826{
2827 char info2[256 * 3];
2828 char *p = info;
2829
2830 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2831 count,
2832 &name,
2833 title ? " " : "",
2834 title ? (const char *)title : "");
2835
2836 if (env)
2837 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2838
2839 if (map)
2840 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2841
2842 return info;
2843}
2844
2845const char *
2846object::debug_desc () const
2847{
2848 static char info[256 * 3];
2849 return debug_desc (info);
2850}
2851

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