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Comparing deliantra/server/common/object.C (file contents):
Revision 1.20 by root, Fri Sep 8 18:26:22 2006 UTC vs.
Revision 1.76 by root, Thu Dec 21 01:33:49 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.20 2006/09/08 18:26:22 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
36
42int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
43 40
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
46 42
47short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 45};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 48};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
56int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
59 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
60 133
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
63 key_value * wants_field; 138 key_value *wants_field;
64 139
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
68 */ 143 */
69 144
70 /* For each field in wants, */ 145 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
147 {
72 key_value * has_field; 148 key_value *has_field;
73 149
74 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
76 154 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 155 /* No field with that name. */
79 return FALSE; 156 return FALSE;
80 } 157 }
81 158
82 /* Found the matching field. */ 159 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
84 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 163 return FALSE;
86 } 164 }
87 165
88 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 167 }
168
91 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 170 return TRUE;
93} 171}
94 172
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
97 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
99 */ 179 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 181}
102 182
103/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 184 * they can be merged together.
105 * 185 *
106 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
109 * 189 *
110 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
111 * 191 *
112 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
113 * check weight 193 * check weight
114 */ 194 */
115 195
116bool
117object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
118{ 197{
119 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
121 return 0; 204 return 0;
122 205
123 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
124 return 0;
125
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof). 209 * used to store nrof).
129 */ 210 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 222
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 225
145 226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || 248 || ob1->move_off != ob2->move_off
176 (ob1->move_slow != ob2->move_slow) || 249 || ob1->move_slow != ob2->move_slow
177 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
178 return 0; 251 return 0;
179 252
180 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 254 * check all objects in the inventory.
182 */ 255 */
183 if (ob1->inv || ob2->inv) 256 if (ob1->inv || ob2->inv)
184 { 257 {
185 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 260 return 0;
188 261
189 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
191 return 0; 264 return 0;
192 265
193 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 267 * if it is valid.
195 */ 268 */
196 } 269 }
204 277
205 /* Note sure why the following is the case - either the object has to 278 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 279 * be animated or have a very low speed. Is this an attempted monster
207 * check? 280 * check?
208 */ 281 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 283 return 0;
212 284
213 switch (ob1->type) 285 switch (ob1->type)
214 { 286 {
215 case SCROLL: 287 case SCROLL:
216 if (ob1->level != ob2->level) 288 if (ob1->level != ob2->level)
217 return 0; 289 return 0;
218 break; 290 break;
219 } 291 }
220 292
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 294 {
223 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 297 /* One has fields, but the other one doesn't. */
226 return 0; 298 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 299 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 300 return 0;
229 } 301 }
230 302
231 //TODO: generate an event or call into perl for additional checks 303 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
233 { 305 {
234 ob1->optimise (); 306 ob1->optimise ();
235 ob2->optimise (); 307 ob2->optimise ();
236 308
237 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
238 return 0; 310 return 0;
239 } 311 }
240 312
241 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
242 return 1; 314 return 1;
243} 315}
316
244/* 317/*
245 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
247 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
248 */ 321 */
249signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
250 signed long sum; 325 long sum;
251 object *inv; 326 object *inv;
327
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
253 if (inv->inv) 330 if (inv->inv)
254 sum_weight(inv); 331 sum_weight (inv);
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 333 }
334
257 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
259 if(op->carrying != sum) 338 if (op->carrying != sum)
260 op->carrying = sum; 339 op->carrying = sum;
340
261 return sum; 341 return sum;
262} 342}
263 343
264/** 344/**
265 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
266 */ 346 */
267 347
348object *
268object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
269 while (op->env != NULL) 351 while (op->env != NULL)
270 op = op->env; 352 op = op->env;
271 return op; 353 return op;
272}
273
274/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't
277 * or find a player.
278 */
279
280object *is_player_inv (object *op) {
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
282 if (op->env==op)
283 op->env = NULL;
284 return op;
285} 354}
286 355
287/* 356/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 358 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
291 */ 360 */
292 361
293void dump_object2(object *op) { 362char *
294errmsg[0] = 0;
295return;
296 //TODO//D#d#
297#if 0
298 char *cp;
299/* object *tmp;*/
300
301 if(op->arch!=NULL) {
302 strcat(errmsg,"arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
304 strcat(errmsg,"\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307#if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer.
312 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 } else {
320 strcat(errmsg,"Object ");
321 if (op->name==NULL) strcat(errmsg, "(null)");
322 else strcat(errmsg,op->name);
323 strcat(errmsg,"\n");
324#if 0
325 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326 strcat(errmsg,cp);
327 for (tmp=op->inv; tmp; tmp=tmp->below)
328 dump_object2(tmp);
329#endif
330 strcat(errmsg,"end\n");
331 }
332#endif
333}
334
335/*
336 * Dumps an object. Returns output in the static global errmsg array.
337 */
338
339void dump_object(object *op) { 363dump_object (object *op)
340 if(op==NULL) { 364{
341 strcpy(errmsg,"[NULL pointer]"); 365 if (!op)
342 return; 366 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 367
348void dump_all_objects(void) { 368 object_freezer freezer;
349 object *op; 369 save_object (freezer, op, 3);
350 for(op=objects;op!=NULL;op=op->next) { 370 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 371}
355 372
356/* 373/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
360 */ 377 */
361 378
379object *
362object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
363 object *tmp,*closest; 382 object *tmp, *closest;
364 int last_dist,i; 383 int last_dist, i;
384
365 if(op->more==NULL) 385 if (op->more == NULL)
366 return op; 386 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
370 return closest; 390 return closest;
371} 391}
372 392
373/* 393/*
374 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
375 */ 395 */
376 396
397object *
377object *find_object(tag_t i) { 398find_object (tag_t i)
378 object *op; 399{
379 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
380 if(op->count==i) 401 if (op->count == i)
381 break; 402 return op;
403
382 return op; 404 return 0;
383} 405}
384 406
385/* 407/*
386 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
389 */ 411 */
390 412
413object *
391object *find_object_name(const char *str) { 414find_object_name (const char *str)
392 const char *name = shstr::find (str); 415{
416 shstr_cmp str_ (str);
393 object *op; 417 object *op;
418
394 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
395 if(&op->name == name) 420 if (op->name == str_)
396 break; 421 break;
397 422
398 return op; 423 return op;
399} 424}
400 425
426void
401void free_all_object_data () 427free_all_object_data ()
402{ 428{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404}
405
406/*
407 * Returns the object which this object marks as being the owner.
408 * A id-scheme is used to avoid pointing to objects which have been
409 * freed and are now reused. If this is detected, the owner is
410 * set to NULL, and NULL is returned.
411 * Changed 2004-02-12 - if the player is setting at the play again
412 * prompt, he is removed, and we don't want to treat him as an owner of
413 * anything, so check removed flag. I don't expect that this should break
414 * anything - once an object is removed, it is basically dead anyways.
415 */
416
417object *get_owner(object *op) {
418 if(op->owner==NULL)
419 return NULL;
420
421 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 op->owner->count==op->ownercount)
423 return op->owner;
424
425 op->owner=NULL;
426 op->ownercount=0;
427 return NULL;
428}
429
430void clear_owner(object *op)
431{
432 if (!op) return;
433
434 if (op->owner && op->ownercount == op->owner->count)
435 op->owner->refcount--;
436
437 op->owner = NULL;
438 op->ownercount = 0;
439} 430}
440 431
441/* 432/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 434 * skill and experience objects.
444 */ 435 */
445void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
446{ 438{
447 if(owner==NULL||op==NULL) 439 if (!owner)
448 return; 440 return;
449 441
450 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* Add a check for ownercounts in here, as I got into an endless loop
452 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
455 * didn't match, this check is valid and I believe that cause is valid. 447 * didn't match, this check is valid and I believe that cause is valid.
456 */ 448 */
457 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
458 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
459 451
460 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that.
462 */
463 if (owner->owner) return;
464
465 op->owner=owner; 452 this->owner = owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470}
471
472/* Set the owner to clone's current owner and set the skill and experience
473 * objects to clone's objects (typically those objects that where the owner's
474 * current skill and experience objects at the time when clone's owner was
475 * set - not the owner's current skill and experience objects).
476 *
477 * Use this function if player created an object (e.g. fire bullet, swarm
478 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile.
481 */
482void copy_owner (object *op, object *clone)
483{
484 object *owner = get_owner (clone);
485 if (owner == NULL) {
486 /* players don't have owners - they own themselves. Update
487 * as appropriate.
488 */
489 if (clone->type == PLAYER) owner=clone;
490 else return;
491 }
492 set_owner(op, owner);
493
494} 453}
495 454
496/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 456 * refcounts and freeing the links.
498 */ 457 */
458static void
499static void free_key_values(object * op) 459free_key_values (object *op)
500{ 460{
501 for (key_value *i = op->key_values; i != 0; ) 461 for (key_value *i = op->key_values; i != 0;)
502 { 462 {
503 key_value *next = i->next; 463 key_value *next = i->next;
504 delete i; 464 delete i;
465
505 i = next; 466 i = next;
506 } 467 }
507 468
508 op->key_values = 0; 469 op->key_values = 0;
509} 470}
510 471
511void object::clear () 472void object::clear ()
512{ 473{
513 attachable_base::clear (); 474 attachable_base::clear ();
514 475
515 free_key_values (this); 476 free_key_values (this);
516 477
517 name = 0; 478 owner = 0;
479 name = 0;
518 name_pl = 0; 480 name_pl = 0;
519 title = 0; 481 title = 0;
520 race = 0; 482 race = 0;
521 slaying = 0; 483 slaying = 0;
522 skill = 0; 484 skill = 0;
523 msg = 0; 485 msg = 0;
524 lore = 0; 486 lore = 0;
525 custom_name = 0; 487 custom_name = 0;
526 materialname = 0; 488 materialname = 0;
489 contr = 0;
490 below = 0;
491 above = 0;
492 inv = 0;
493 container = 0;
494 env = 0;
495 more = 0;
496 head = 0;
497 map = 0;
498 active_next = 0;
499 active_prev = 0;
527 500
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 501 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529 502
530 SET_FLAG (this, FLAG_REMOVED); 503 SET_FLAG (this, FLAG_REMOVED);
531}
532 504
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *(object_copy *)this;
536 *(object_pod *)destination = *(object_pod *)this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object (object *op)
548{
549 op->clear ();
550
551 op->contr = NULL;
552 op->below = NULL;
553 op->above = NULL;
554 op->inv = NULL;
555 op->container=NULL;
556 op->env=NULL;
557 op->more=NULL;
558 op->head=NULL;
559 op->map=NULL;
560 op->refcount=0;
561 op->active_next = NULL;
562 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */ 505 /* What is not cleared is next, prev, and count */
564 506
565 op->expmul = 1.0; 507 expmul = 1.0;
566 op->face = blank_face; 508 face = blank_face;
567 op->attacked_by_count = -1;
568 509
569 if (settings.casting_time) 510 if (settings.casting_time)
570 op->casting_time = -1; 511 casting_time = -1;
571} 512}
572 513
573/* 514/*
574 * copy object first frees everything allocated by the second object, 515 * copy_to first frees everything allocated by the dst object,
575 * and then copies the contends of the first object into the second 516 * and then copies the contents of itself into the second
576 * object, allocating what needs to be allocated. Basically, any 517 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 518 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
578 * if the first object is freed, the pointers in the new object 519 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 520 * will point at garbage.
580 */ 521 */
581 522void
582void copy_object (object *op2, object *op) 523object::copy_to (object *dst)
583{ 524{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
586 527
587 op2->clone (op); 528 *(object_copy *)dst = *this;
529 *(object_pod *)dst = *this;
588 530
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 531 if (self || cb)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
591 533
534 if (is_freed)
535 SET_FLAG (dst, FLAG_FREED);
536
537 if (is_removed)
538 SET_FLAG (dst, FLAG_REMOVED);
539
592 if (op2->speed < 0) 540 if (speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 541 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
594 542
595 /* Copy over key_values, if any. */ 543 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 544 if (key_values)
597 { 545 {
598 key_value *tail = NULL; 546 key_value *tail = 0;
599 key_value *i; 547 key_value *i;
600 548
601 op->key_values = NULL; 549 dst->key_values = 0;
602 550
603 for (i = op2->key_values; i != NULL; i = i->next) 551 for (i = key_values; i; i = i->next)
604 { 552 {
605 key_value *new_link = new key_value; 553 key_value *new_link = new key_value;
606 554
607 new_link->next = NULL; 555 new_link->next = 0;
608 new_link->key = i->key; 556 new_link->key = i->key;
609 new_link->value = i->value; 557 new_link->value = i->value;
610 558
611 /* Try and be clever here, too. */ 559 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 560 if (!dst->key_values)
613 { 561 {
614 op->key_values = new_link; 562 dst->key_values = new_link;
615 tail = new_link; 563 tail = new_link;
616 } 564 }
617 else 565 else
618 { 566 {
619 tail->next = new_link; 567 tail->next = new_link;
620 tail = new_link; 568 tail = new_link;
621 } 569 }
622 } 570 }
623 } 571 }
624 572
625 update_ob_speed (op); 573 update_ob_speed (dst);
626} 574}
627 575
576object *
628object::object () 577object::clone ()
629{ 578{
630 count = ++ob_count; 579 object *neu = create ();
631 580 copy_to (neu);
632 next = objects; 581 return neu;
633
634 if (objects)
635 objects->prev = this;
636
637 objects = this;
638
639 SET_FLAG (this, FLAG_REMOVED);
640
641 expmul = 1.0;
642 face = blank_face;
643 attacked_by_count = -1;
644}
645
646object::~object ()
647{
648} 582}
649 583
650/* 584/*
651 * If an object with the IS_TURNABLE() flag needs to be turned due 585 * If an object with the IS_TURNABLE() flag needs to be turned due
652 * to the closest player being on the other side, this function can 586 * to the closest player being on the other side, this function can
653 * be called to update the face variable, _and_ how it looks on the map. 587 * be called to update the face variable, _and_ how it looks on the map.
654 */ 588 */
655 589
590void
656void update_turn_face(object *op) { 591update_turn_face (object *op)
592{
657 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 593 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
658 return; 594 return;
659 SET_ANIMATION(op, op->direction); 595 SET_ANIMATION (op, op->direction);
660 update_object(op,UP_OBJ_FACE); 596 update_object (op, UP_OBJ_FACE);
661} 597}
662 598
663/* 599/*
664 * Updates the speed of an object. If the speed changes from 0 to another 600 * Updates the speed of an object. If the speed changes from 0 to another
665 * value, or vice versa, then add/remove the object from the active list. 601 * value, or vice versa, then add/remove the object from the active list.
666 * This function needs to be called whenever the speed of an object changes. 602 * This function needs to be called whenever the speed of an object changes.
667 */ 603 */
668 604void
669void update_ob_speed(object *op) { 605update_ob_speed (object *op)
606{
670 extern int arch_init; 607 extern int arch_init;
671 608
672 /* No reason putting the archetypes objects on the speed list, 609 /* No reason putting the archetypes objects on the speed list,
673 * since they never really need to be updated. 610 * since they never really need to be updated.
674 */ 611 */
675 612
676 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 613 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
614 {
677 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 615 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
678#ifdef MANY_CORES 616#ifdef MANY_CORES
679 abort(); 617 abort ();
680#else 618#else
681 op->speed = 0; 619 op->speed = 0;
682#endif 620#endif
683 } 621 }
622
684 if (arch_init) { 623 if (arch_init)
624 return;
625
626 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
627 {
628 /* If already on active list, don't do anything */
629 if (op->active_next || op->active_prev || op == active_objects)
685 return; 630 return;
686 }
687 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
688 /* If already on active list, don't do anything */
689 if (op->active_next || op->active_prev || op==active_objects)
690 return;
691 631
692 /* process_events() expects us to insert the object at the beginning 632 /* process_events() expects us to insert the object at the beginning
693 * of the list. */ 633 * of the list. */
694 op->active_next = active_objects; 634 op->active_next = active_objects;
635
695 if (op->active_next!=NULL) 636 if (op->active_next != NULL)
696 op->active_next->active_prev = op; 637 op->active_next->active_prev = op;
638
697 active_objects = op; 639 active_objects = op;
640 }
641 else
698 } 642 {
699 else {
700 /* If not on the active list, nothing needs to be done */ 643 /* If not on the active list, nothing needs to be done */
701 if (!op->active_next && !op->active_prev && op!=active_objects) 644 if (!op->active_next && !op->active_prev && op != active_objects)
702 return; 645 return;
703 646
704 if (op->active_prev==NULL) { 647 if (op->active_prev == NULL)
648 {
705 active_objects = op->active_next; 649 active_objects = op->active_next;
650
706 if (op->active_next!=NULL) 651 if (op->active_next != NULL)
707 op->active_next->active_prev = NULL; 652 op->active_next->active_prev = NULL;
708 } 653 }
709 else { 654 else
655 {
710 op->active_prev->active_next = op->active_next; 656 op->active_prev->active_next = op->active_next;
657
711 if (op->active_next) 658 if (op->active_next)
712 op->active_next->active_prev = op->active_prev; 659 op->active_next->active_prev = op->active_prev;
713 } 660 }
661
714 op->active_next = NULL; 662 op->active_next = NULL;
715 op->active_prev = NULL; 663 op->active_prev = NULL;
716 } 664 }
717} 665}
718 666
719/* This function removes object 'op' from the list of active 667/* This function removes object 'op' from the list of active
720 * objects. 668 * objects.
722 * reference maps where you don't want an object that isn't 670 * reference maps where you don't want an object that isn't
723 * in play chewing up cpu time getting processed. 671 * in play chewing up cpu time getting processed.
724 * The reverse of this is to call update_ob_speed, which 672 * The reverse of this is to call update_ob_speed, which
725 * will do the right thing based on the speed of the object. 673 * will do the right thing based on the speed of the object.
726 */ 674 */
675void
727void remove_from_active_list(object *op) 676remove_from_active_list (object *op)
728{ 677{
729 /* If not on the active list, nothing needs to be done */ 678 /* If not on the active list, nothing needs to be done */
730 if (!op->active_next && !op->active_prev && op!=active_objects) 679 if (!op->active_next && !op->active_prev && op != active_objects)
731 return; 680 return;
732 681
733 if (op->active_prev==NULL) { 682 if (op->active_prev == NULL)
683 {
734 active_objects = op->active_next; 684 active_objects = op->active_next;
735 if (op->active_next!=NULL) 685 if (op->active_next != NULL)
736 op->active_next->active_prev = NULL; 686 op->active_next->active_prev = NULL;
687 }
688 else
737 } 689 {
738 else {
739 op->active_prev->active_next = op->active_next; 690 op->active_prev->active_next = op->active_next;
740 if (op->active_next) 691 if (op->active_next)
741 op->active_next->active_prev = op->active_prev; 692 op->active_next->active_prev = op->active_prev;
742 } 693 }
743 op->active_next = NULL; 694 op->active_next = NULL;
744 op->active_prev = NULL; 695 op->active_prev = NULL;
745} 696}
746 697
747/* 698/*
748 * update_object() updates the array which represents the map. 699 * update_object() updates the the map.
749 * It takes into account invisible objects (and represent squares covered 700 * It takes into account invisible objects (and represent squares covered
750 * by invisible objects by whatever is below them (unless it's another 701 * by invisible objects by whatever is below them (unless it's another
751 * invisible object, etc...) 702 * invisible object, etc...)
752 * If the object being updated is beneath a player, the look-window 703 * If the object being updated is beneath a player, the look-window
753 * of that player is updated (this might be a suboptimal way of 704 * of that player is updated (this might be a suboptimal way of
754 * updating that window, though, since update_object() is called _often_) 705 * updating that window, though, since update_object() is called _often_)
755 * 706 *
756 * action is a hint of what the caller believes need to be done. 707 * action is a hint of what the caller believes need to be done.
757 * For example, if the only thing that has changed is the face (due to
758 * an animation), we don't need to call update_position until that actually
759 * comes into view of a player. OTOH, many other things, like addition/removal
760 * of walls or living creatures may need us to update the flags now.
761 * current action are: 708 * current action are:
762 * UP_OBJ_INSERT: op was inserted 709 * UP_OBJ_INSERT: op was inserted
763 * UP_OBJ_REMOVE: op was removed 710 * UP_OBJ_REMOVE: op was removed
764 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 711 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
765 * as that is easier than trying to look at what may have changed. 712 * as that is easier than trying to look at what may have changed.
766 * UP_OBJ_FACE: only the objects face has changed. 713 * UP_OBJ_FACE: only the objects face has changed.
767 */ 714 */
768 715void
769void update_object(object *op, int action) { 716update_object (object *op, int action)
770 int update_now=0, flags; 717{
771 MoveType move_on, move_off, move_block, move_slow; 718 MoveType move_on, move_off, move_block, move_slow;
772 719
773 if (op == NULL) { 720 if (op == NULL)
721 {
774 /* this should never happen */ 722 /* this should never happen */
775 LOG(llevDebug,"update_object() called for NULL object.\n"); 723 LOG (llevDebug, "update_object() called for NULL object.\n");
776 return; 724 return;
777 }
778 725 }
779 if(op->env!=NULL) { 726
727 if (op->env)
728 {
780 /* Animation is currently handled by client, so nothing 729 /* Animation is currently handled by client, so nothing
781 * to do in this case. 730 * to do in this case.
782 */ 731 */
783 return; 732 return;
784 } 733 }
785 734
786 /* If the map is saving, don't do anything as everything is 735 /* If the map is saving, don't do anything as everything is
787 * going to get freed anyways. 736 * going to get freed anyways.
788 */ 737 */
789 if (!op->map || op->map->in_memory == MAP_SAVING) return; 738 if (!op->map || op->map->in_memory == MAP_SAVING)
790 739 return;
740
791 /* make sure the object is within map boundaries */ 741 /* make sure the object is within map boundaries */
792 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 742 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
793 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 743 {
794 LOG(llevError,"update_object() called for object out of map!\n"); 744 LOG (llevError, "update_object() called for object out of map!\n");
795#ifdef MANY_CORES 745#ifdef MANY_CORES
796 abort(); 746 abort ();
797#endif 747#endif
798 return; 748 return;
799 }
800 749 }
801 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
802 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
803 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
804 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
805 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
806 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
807 750
751 mapspace &m = op->ms ();
752
753 if (m.flags_ & P_NEED_UPDATE)
754 /* nop */;
808 if (action == UP_OBJ_INSERT) { 755 else if (action == UP_OBJ_INSERT)
756 {
757 // this is likely overkill, TODO: revisit (schmorp)
809 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 758 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
810 update_now=1;
811
812 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 759 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
813 update_now=1; 760 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
814 761 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
762 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
815 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 763 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
816 update_now=1; 764 || (m.move_on | op->move_on ) != m.move_on
817
818 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
819 update_now=1;
820
821 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
822 update_now=1;
823
824 if ((move_on | op->move_on) != move_on) update_now=1;
825
826 if ((move_off | op->move_off) != move_off) update_now=1; 765 || (m.move_off | op->move_off ) != m.move_off
827 766 || (m.move_slow | op->move_slow) != m.move_slow
828 /* This isn't perfect, but I don't expect a lot of objects to 767 /* This isn't perfect, but I don't expect a lot of objects to
829 * to have move_allow right now. 768 * to have move_allow right now.
830 */ 769 */
831 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 770 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
832 update_now=1; 771 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
833 772 m.flags_ = P_NEED_UPDATE;
834 if ((move_slow | op->move_slow) != move_slow)
835 update_now=1;
836 } 773 }
837 /* if the object is being removed, we can't make intelligent 774 /* if the object is being removed, we can't make intelligent
838 * decisions, because remove_ob can't really pass the object 775 * decisions, because remove_ob can't really pass the object
839 * that is being removed. 776 * that is being removed.
840 */ 777 */
841 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 778 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
842 update_now=1; 779 m.flags_ = P_NEED_UPDATE;
843 } else if (action == UP_OBJ_FACE) { 780 else if (action == UP_OBJ_FACE)
844 /* Nothing to do for that case */ 781 /* Nothing to do for that case */ ;
845 }
846 else { 782 else
847 LOG(llevError,"update_object called with invalid action: %d\n", action); 783 LOG (llevError, "update_object called with invalid action: %d\n", action);
848 }
849 784
850 if (update_now) {
851 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
852 update_position(op->map, op->x, op->y);
853 }
854
855 if(op->more!=NULL) 785 if (op->more)
856 update_object(op->more, action); 786 update_object (op->more, action);
857} 787}
858 788
789object::vector object::mortals;
790object::vector object::objects; // not yet used
791object *object::first;
792
793void object::free_mortals ()
794{
795 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
796 if ((*i)->refcnt)
797 ++i; // further delay freeing
798 else
799 {
800 delete *i;
801 mortals.erase (i);
802 }
803}
804
805object::object ()
806{
807 SET_FLAG (this, FLAG_REMOVED);
808
809 expmul = 1.0;
810 face = blank_face;
811}
812
813object::~object ()
814{
815 free_key_values (this);
816}
817
818void object::link ()
819{
820 count = ++ob_count;
821 uuid = gen_uuid ();
822
823 prev = 0;
824 next = object::first;
825
826 if (object::first)
827 object::first->prev = this;
828
829 object::first = this;
830}
831
832void object::unlink ()
833{
834 if (this == object::first)
835 object::first = next;
836
837 /* Remove this object from the list of used objects */
838 if (prev) prev->next = next;
839 if (next) next->prev = prev;
840
841 prev = 0;
842 next = 0;
843}
844
845object *object::create ()
846{
847 object *op = new object;
848 op->link ();
849 return op;
850}
859 851
860/* 852/*
861 * free_object() frees everything allocated by an object, removes 853 * free_object() frees everything allocated by an object, removes
862 * it from the list of used objects, and puts it on the list of 854 * it from the list of used objects, and puts it on the list of
863 * free objects. The IS_FREED() flag is set in the object. 855 * free objects. The IS_FREED() flag is set in the object.
864 * The object must have been removed by remove_ob() first for 856 * The object must have been removed by remove_ob() first for
865 * this function to succeed. 857 * this function to succeed.
866 * 858 *
867 * If free_inventory is set, free inventory as well. Else drop items in 859 * If destroy_inventory is set, free inventory as well. Else drop items in
868 * inventory to the ground. 860 * inventory to the ground.
869 */ 861 */
870 862void object::destroy (bool destroy_inventory)
871void
872free_object (object * ob)
873{ 863{
874 free_object2 (ob, 0);
875}
876
877void
878free_object2 (object * ob, int free_inventory)
879{
880 object *tmp, *op;
881
882 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 864 if (QUERY_FLAG (this, FLAG_FREED))
883 { 865 return;
884 LOG (llevDebug, "Free object called with non removed object\n");
885 dump_object (ob);
886#ifdef MANY_CORES
887 abort ();
888#endif
889 }
890 866
891 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 867 if (QUERY_FLAG (this, FLAG_FRIENDLY))
892 {
893 LOG (llevMonster, "Warning: tried to free friendly object.\n");
894 remove_friendly_object (ob); 868 remove_friendly_object (this);
895 }
896 869
897 if (QUERY_FLAG (ob, FLAG_FREED)) 870 if (!QUERY_FLAG (this, FLAG_REMOVED))
898 { 871 remove ();
899 dump_object (ob); 872
900 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 873 SET_FLAG (this, FLAG_FREED);
901 return; 874
875 if (more)
902 } 876 {
903 877 more->destroy (destroy_inventory);
904 if (ob->more != NULL) 878 more = 0;
905 { 879 }
906 free_object2 (ob->more, free_inventory);
907 ob->more = NULL;
908 }
909 880
910 if (ob->inv) 881 if (inv)
911 { 882 {
912 /* Only if the space blocks everything do we not process - 883 /* Only if the space blocks everything do we not process -
913 * if some form of movement is allowed, let objects 884 * if some form of movement is allowed, let objects
914 * drop on that space. 885 * drop on that space.
915 */ 886 */
916 if (free_inventory || ob->map == NULL 887 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
917 || ob->map->in_memory != MAP_IN_MEMORY 888 {
918 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 889 object *op = inv;
919 {
920 op = ob->inv;
921 890
922 while (op != NULL) 891 while (op)
923 { 892 {
924 tmp = op->below; 893 object *tmp = op->below;
925 remove_ob (op); 894 op->destroy (destroy_inventory);
926 free_object2 (op, free_inventory);
927 op = tmp; 895 op = tmp;
928 } 896 }
929 } 897 }
930 else 898 else
931 { /* Put objects in inventory onto this space */ 899 { /* Put objects in inventory onto this space */
932 op = ob->inv; 900 object *op = inv;
933 901
934 while (op != NULL) 902 while (op)
935 { 903 {
936 tmp = op->below; 904 object *tmp = op->below;
937 remove_ob (op);
938 905
906 op->remove ();
907
939 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 908 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
940 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 909 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
941 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 910 op->destroy ();
942 free_object (op); 911 else
943 else 912 {
944 { 913 op->x = x;
945 op->x = ob->x; 914 op->y = y;
946 op->y = ob->y;
947 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ 915 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
948 } 916 }
949 917
950 op = tmp; 918 op = tmp;
919 }
920 }
951 } 921 }
952 } 922
923 // hack to ensure that freed objects still have a valid map
924 {
925 static maptile *freed_map; // freed objects are moved here to avoid crashes
926
927 if (!freed_map)
928 {
929 freed_map = new maptile;
930
931 freed_map->name = "/internal/freed_objects_map";
932 freed_map->width = 3;
933 freed_map->height = 3;
934
935 freed_map->allocate ();
953 } 936 }
937
938 map = freed_map;
939 x = 1;
940 y = 1;
941 }
942
943 // clear those pointers that likely might have circular references to us
944 owner = 0;
945 enemy = 0;
946 attacked_by = 0;
947
948 // only relevant for players(?), but make sure of it anyways
949 contr = 0;
954 950
955 /* Remove object from the active list */ 951 /* Remove object from the active list */
956 ob->speed = 0; 952 speed = 0;
957 update_ob_speed (ob); 953 update_ob_speed (this);
958 954
959 SET_FLAG (ob, FLAG_FREED); 955 unlink ();
960 ob->count = 0;
961 956
962 /* Remove this object from the list of used objects */ 957 mortals.push_back (this);
963 if (ob->prev == NULL)
964 {
965 objects = ob->next;
966
967 if (objects != NULL)
968 objects->prev = NULL;
969 }
970 else
971 {
972 ob->prev->next = ob->next;
973
974 if (ob->next != NULL)
975 ob->next->prev = ob->prev;
976 }
977
978 free_key_values (ob);
979
980 /* Now link it with the free_objects list: */
981 ob->prev = 0;
982 ob->next = 0;
983
984 delete ob;
985} 958}
986 959
987/* 960/*
988 * sub_weight() recursively (outwards) subtracts a number from the 961 * sub_weight() recursively (outwards) subtracts a number from the
989 * weight of an object (and what is carried by it's environment(s)). 962 * weight of an object (and what is carried by it's environment(s)).
990 */ 963 */
991 964void
992void sub_weight (object *op, signed long weight) { 965sub_weight (object *op, signed long weight)
966{
993 while (op != NULL) { 967 while (op != NULL)
968 {
994 if (op->type == CONTAINER) { 969 if (op->type == CONTAINER)
995 weight=(signed long)(weight*(100-op->stats.Str)/100); 970 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
996 } 971
997 op->carrying-=weight; 972 op->carrying -= weight;
998 op = op->env; 973 op = op->env;
999 } 974 }
1000} 975}
1001 976
1002/* remove_ob(op): 977/* op->remove ():
1003 * This function removes the object op from the linked list of objects 978 * This function removes the object op from the linked list of objects
1004 * which it is currently tied to. When this function is done, the 979 * which it is currently tied to. When this function is done, the
1005 * object will have no environment. If the object previously had an 980 * object will have no environment. If the object previously had an
1006 * environment, the x and y coordinates will be updated to 981 * environment, the x and y coordinates will be updated to
1007 * the previous environment. 982 * the previous environment.
1008 * Beware: This function is called from the editor as well! 983 * Beware: This function is called from the editor as well!
1009 */ 984 */
1010 985void
1011void remove_ob(object *op) { 986object::remove ()
987{
1012 object *tmp,*last=NULL; 988 object *tmp, *last = 0;
1013 object *otmp; 989 object *otmp;
1014 tag_t tag; 990
1015 int check_walk_off; 991 int check_walk_off;
1016 mapstruct *m;
1017 sint16 x,y;
1018
1019 992
1020 if(QUERY_FLAG(op,FLAG_REMOVED)) { 993 if (QUERY_FLAG (this, FLAG_REMOVED))
1021 dump_object(op); 994 return;
1022 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1023 995
1024 /* Changed it to always dump core in this case. As has been learned
1025 * in the past, trying to recover from errors almost always
1026 * make things worse, and this is a real error here - something
1027 * that should not happen.
1028 * Yes, if this was a mission critical app, trying to do something
1029 * to recover may make sense, but that is because failure of the app
1030 * may have other disastrous problems. Cf runs out of a script
1031 * so is easily enough restarted without any real problems.
1032 * MSW 2001-07-01
1033 */
1034 abort();
1035 }
1036 if(op->more!=NULL)
1037 remove_ob(op->more);
1038
1039 SET_FLAG(op, FLAG_REMOVED); 996 SET_FLAG (this, FLAG_REMOVED);
1040 997
998 if (more)
999 more->remove ();
1000
1041 /* 1001 /*
1042 * In this case, the object to be removed is in someones 1002 * In this case, the object to be removed is in someones
1043 * inventory. 1003 * inventory.
1044 */ 1004 */
1045 if(op->env!=NULL) { 1005 if (env)
1006 {
1046 if(op->nrof) 1007 if (nrof)
1047 sub_weight(op->env, op->weight*op->nrof); 1008 sub_weight (env, weight * nrof);
1048 else 1009 else
1049 sub_weight(op->env, op->weight+op->carrying); 1010 sub_weight (env, weight + carrying);
1050 1011
1051 /* NO_FIX_PLAYER is set when a great many changes are being 1012 /* NO_FIX_PLAYER is set when a great many changes are being
1052 * made to players inventory. If set, avoiding the call 1013 * made to players inventory. If set, avoiding the call
1053 * to save cpu time. 1014 * to save cpu time.
1054 */ 1015 */
1055 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1016 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1056 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1057 fix_player(otmp); 1017 fix_player (otmp);
1058 1018
1059 if(op->above!=NULL) 1019 if (above != NULL)
1060 op->above->below=op->below; 1020 above->below = below;
1061 else 1021 else
1062 op->env->inv=op->below; 1022 env->inv = below;
1063 1023
1064 if(op->below!=NULL) 1024 if (below != NULL)
1065 op->below->above=op->above; 1025 below->above = above;
1066 1026
1067 /* we set up values so that it could be inserted into 1027 /* we set up values so that it could be inserted into
1068 * the map, but we don't actually do that - it is up 1028 * the map, but we don't actually do that - it is up
1069 * to the caller to decide what we want to do. 1029 * to the caller to decide what we want to do.
1030 */
1031 x = env->x, y = env->y;
1032 map = env->map;
1033 above = 0, below = 0;
1034 env = 0;
1035 }
1036 else if (map)
1037 {
1038 /* Re did the following section of code - it looks like it had
1039 * lots of logic for things we no longer care about
1040 */
1041
1042 /* link the object above us */
1043 if (above)
1044 above->below = below;
1045 else
1046 map->at (x, y).top = below; /* we were top, set new top */
1047
1048 /* Relink the object below us, if there is one */
1049 if (below)
1050 below->above = above;
1051 else
1052 {
1053 /* Nothing below, which means we need to relink map object for this space
1054 * use translated coordinates in case some oddness with map tiling is
1055 * evident
1070 */ 1056 */
1071 op->x=op->env->x,op->y=op->env->y; 1057 if (GET_MAP_OB (map, x, y) != this)
1072 op->map=op->env->map; 1058 {
1073 op->above=NULL,op->below=NULL; 1059 char *dump = dump_object (this);
1074 op->env=NULL; 1060 LOG (llevError,
1061 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1062 free (dump);
1063 dump = dump_object (GET_MAP_OB (map, x, y));
1064 LOG (llevError, "%s\n", dump);
1065 free (dump);
1066 }
1067
1068 map->at (x, y).bottom = above; /* goes on above it. */
1069 }
1070
1071 above = 0;
1072 below = 0;
1073
1074 if (map->in_memory == MAP_SAVING)
1075 return; 1075 return;
1076 }
1077 1076
1078 /* If we get here, we are removing it from a map */ 1077 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1079 if (op->map == NULL) return;
1080 1078
1081 x = op->x; 1079 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1082 y = op->y; 1080 {
1083 m = get_map_from_coord(op->map, &x, &y); 1081 /* No point updating the players look faces if he is the object
1084 1082 * being removed.
1085 if (!m) {
1086 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1087 op->map->path, op->x, op->y);
1088 /* in old days, we used to set x and y to 0 and continue.
1089 * it seems if we get into this case, something is probablye
1090 * screwed up and should be fixed.
1091 */ 1083 */
1092 abort();
1093 }
1094 if (op->map != m) {
1095 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1096 op->map->path, m->path, op->x, op->y, x, y);
1097 }
1098 1084
1099 /* Re did the following section of code - it looks like it had 1085 if (tmp->type == PLAYER && tmp != this)
1100 * lots of logic for things we no longer care about 1086 {
1101 */ 1087 /* If a container that the player is currently using somehow gets
1102 1088 * removed (most likely destroyed), update the player view
1103 /* link the object above us */ 1089 * appropriately.
1104 if (op->above)
1105 op->above->below=op->below;
1106 else
1107 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1108
1109 /* Relink the object below us, if there is one */
1110 if(op->below) {
1111 op->below->above=op->above;
1112 } else {
1113 /* Nothing below, which means we need to relink map object for this space
1114 * use translated coordinates in case some oddness with map tiling is
1115 * evident
1116 */ 1090 */
1117 if(GET_MAP_OB(m,x,y)!=op) { 1091 if (tmp->container == this)
1118 dump_object(op); 1092 {
1119 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1093 CLEAR_FLAG (this, FLAG_APPLIED);
1120 dump_object(GET_MAP_OB(m,x,y)); 1094 tmp->container = 0;
1121 LOG(llevError,"%s\n",errmsg); 1095 }
1096
1097 tmp->contr->socket->floorbox_update ();
1098 }
1099
1100 /* See if player moving off should effect something */
1101 if (check_walk_off
1102 && ((move_type & tmp->move_off)
1103 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1104 {
1105 move_apply (tmp, this, 0);
1106
1107 if (destroyed ())
1108 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1109 }
1110
1111 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1112
1113 if (tmp->above == tmp)
1114 tmp->above = 0;
1115
1116 last = tmp;
1122 } 1117 }
1123 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1124 }
1125 op->above=NULL;
1126 op->below=NULL;
1127 1118
1128 if (op->map->in_memory == MAP_SAVING)
1129 return;
1130
1131 tag = op->count;
1132 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1133 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1134 /* No point updating the players look faces if he is the object
1135 * being removed.
1136 */
1137
1138 if(tmp->type==PLAYER && tmp!=op) {
1139 /* If a container that the player is currently using somehow gets
1140 * removed (most likely destroyed), update the player view
1141 * appropriately.
1142 */
1143 if (tmp->container==op) {
1144 CLEAR_FLAG(op, FLAG_APPLIED);
1145 tmp->container=NULL;
1146 }
1147 tmp->contr->socket.update_look=1;
1148 }
1149 /* See if player moving off should effect something */
1150 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1151 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1152
1153 move_apply(tmp, op, NULL);
1154 if (was_destroyed (op, tag)) {
1155 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1156 "leaving object\n", &tmp->name, &tmp->arch->name);
1157 }
1158 }
1159
1160 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1161
1162 if(tmp->above == tmp)
1163 tmp->above = NULL;
1164 last=tmp;
1165 }
1166 /* last == NULL of there are no objects on this space */ 1119 /* last == NULL of there are no objects on this space */
1167 if (last==NULL) { 1120 if (!last)
1168 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1121 map->at (x, y).flags_ = P_NEED_UPDATE;
1169 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1170 * those out anyways, and if there are any flags set right now, they won't
1171 * be correct anyways.
1172 */
1173 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1174 update_position(op->map, op->x, op->y);
1175 }
1176 else 1122 else
1177 update_object(last, UP_OBJ_REMOVE); 1123 update_object (last, UP_OBJ_REMOVE);
1178 1124
1179 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1125 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1180 update_all_los(op->map, op->x, op->y); 1126 update_all_los (map, x, y);
1181 1127 }
1182} 1128}
1183 1129
1184/* 1130/*
1185 * merge_ob(op,top): 1131 * merge_ob(op,top):
1186 * 1132 *
1187 * This function goes through all objects below and including top, and 1133 * This function goes through all objects below and including top, and
1188 * merges op to the first matching object. 1134 * merges op to the first matching object.
1189 * If top is NULL, it is calculated. 1135 * If top is NULL, it is calculated.
1190 * Returns pointer to object if it succeded in the merge, otherwise NULL 1136 * Returns pointer to object if it succeded in the merge, otherwise NULL
1191 */ 1137 */
1192 1138object *
1193object *merge_ob(object *op, object *top) { 1139merge_ob (object *op, object *top)
1140{
1194 if(!op->nrof) 1141 if (!op->nrof)
1195 return 0; 1142 return 0;
1143
1196 if(top==NULL) 1144 if (top == NULL)
1197 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1145 for (top = op; top != NULL && top->above != NULL; top = top->above);
1146
1198 for(;top!=NULL;top=top->below) { 1147 for (; top != NULL; top = top->below)
1148 {
1199 if(top==op) 1149 if (top == op)
1200 continue; 1150 continue;
1201 if (CAN_MERGE(op,top)) 1151
1202 { 1152 if (object::can_merge (op, top))
1153 {
1203 top->nrof+=op->nrof; 1154 top->nrof += op->nrof;
1155
1204/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1156/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1205 op->weight = 0; /* Don't want any adjustements now */ 1157 op->weight = 0; /* Don't want any adjustements now */
1206 remove_ob(op); 1158 op->destroy ();
1207 free_object(op);
1208 return top; 1159 return top;
1209 } 1160 }
1210 } 1161 }
1162
1211 return NULL; 1163 return 0;
1212} 1164}
1213 1165
1214/* 1166/*
1215 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1167 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1216 * job preparing multi-part monsters 1168 * job preparing multi-part monsters
1217 */ 1169 */
1170object *
1218object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1171insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1172{
1219 object* tmp; 1173 object *tmp;
1174
1220 if (op->head) 1175 if (op->head)
1221 op=op->head; 1176 op = op->head;
1177
1222 for (tmp=op;tmp;tmp=tmp->more){ 1178 for (tmp = op; tmp; tmp = tmp->more)
1179 {
1223 tmp->x=x+tmp->arch->clone.x; 1180 tmp->x = x + tmp->arch->clone.x;
1224 tmp->y=y+tmp->arch->clone.y; 1181 tmp->y = y + tmp->arch->clone.y;
1225 } 1182 }
1183
1226 return insert_ob_in_map (op, m, originator, flag); 1184 return insert_ob_in_map (op, m, originator, flag);
1227} 1185}
1228 1186
1229/* 1187/*
1230 * insert_ob_in_map (op, map, originator, flag): 1188 * insert_ob_in_map (op, map, originator, flag):
1231 * This function inserts the object in the two-way linked list 1189 * This function inserts the object in the two-way linked list
1245 * new object if 'op' was merged with other object 1203 * new object if 'op' was merged with other object
1246 * NULL if 'op' was destroyed 1204 * NULL if 'op' was destroyed
1247 * just 'op' otherwise 1205 * just 'op' otherwise
1248 */ 1206 */
1249 1207
1208object *
1250object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1209insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1251{ 1210{
1252 object *tmp, *top, *floor=NULL; 1211 object *tmp, *top, *floor = NULL;
1253 sint16 x,y; 1212 sint16 x, y;
1254 1213
1255 if (QUERY_FLAG (op, FLAG_FREED)) { 1214 if (QUERY_FLAG (op, FLAG_FREED))
1215 {
1256 LOG (llevError, "Trying to insert freed object!\n"); 1216 LOG (llevError, "Trying to insert freed object!\n");
1217 return NULL;
1218 }
1219
1220 if (m == NULL)
1221 {
1222 char *dump = dump_object (op);
1223 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1224 free (dump);
1225 return op;
1226 }
1227
1228 if (out_of_map (m, op->x, op->y))
1229 {
1230 char *dump = dump_object (op);
1231 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1232#ifdef MANY_CORES
1233 /* Better to catch this here, as otherwise the next use of this object
1234 * is likely to cause a crash. Better to find out where it is getting
1235 * improperly inserted.
1236 */
1237 abort ();
1238#endif
1239 free (dump);
1240 return op;
1241 }
1242
1243 if (!QUERY_FLAG (op, FLAG_REMOVED))
1244 {
1245 char *dump = dump_object (op);
1246 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1247 free (dump);
1248 return op;
1249 }
1250
1251 if (op->more != NULL)
1252 {
1253 /* The part may be on a different map. */
1254
1255 object *more = op->more;
1256
1257 /* We really need the caller to normalize coordinates - if
1258 * we set the map, that doesn't work if the location is within
1259 * a map and this is straddling an edge. So only if coordinate
1260 * is clear wrong do we normalize it.
1261 */
1262 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1263 more->map = get_map_from_coord (m, &more->x, &more->y);
1264 else if (!more->map)
1265 {
1266 /* For backwards compatibility - when not dealing with tiled maps,
1267 * more->map should always point to the parent.
1268 */
1269 more->map = m;
1270 }
1271
1272 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1273 {
1274 if (!op->head)
1275 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1276
1277 return NULL;
1278 }
1279 }
1280
1281 CLEAR_FLAG (op, FLAG_REMOVED);
1282
1283 /* Ideally, the caller figures this out. However, it complicates a lot
1284 * of areas of callers (eg, anything that uses find_free_spot would now
1285 * need extra work
1286 */
1287 op->map = get_map_from_coord (m, &op->x, &op->y);
1288 x = op->x;
1289 y = op->y;
1290
1291 /* this has to be done after we translate the coordinates.
1292 */
1293 if (op->nrof && !(flag & INS_NO_MERGE))
1294 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1295 if (object::can_merge (op, tmp))
1296 {
1297 op->nrof += tmp->nrof;
1298 tmp->destroy ();
1299 }
1300
1301 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1302 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1303
1304 if (!QUERY_FLAG (op, FLAG_ALIVE))
1305 CLEAR_FLAG (op, FLAG_NO_STEAL);
1306
1307 if (flag & INS_BELOW_ORIGINATOR)
1308 {
1309 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1310 {
1311 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1312 abort ();
1313 }
1314
1315 op->above = originator;
1316 op->below = originator->below;
1317
1318 if (op->below)
1319 op->below->above = op;
1320 else
1321 op->ms ().bottom = op;
1322
1323 /* since *below* originator, no need to update top */
1324 originator->below = op;
1325 }
1326 else
1327 {
1328 /* If there are other objects, then */
1329 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1330 {
1331 object *last = NULL;
1332
1333 /*
1334 * If there are multiple objects on this space, we do some trickier handling.
1335 * We've already dealt with merging if appropriate.
1336 * Generally, we want to put the new object on top. But if
1337 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1338 * floor, we want to insert above that and no further.
1339 * Also, if there are spell objects on this space, we stop processing
1340 * once we get to them. This reduces the need to traverse over all of
1341 * them when adding another one - this saves quite a bit of cpu time
1342 * when lots of spells are cast in one area. Currently, it is presumed
1343 * that flying non pickable objects are spell objects.
1344 */
1345
1346 while (top != NULL)
1347 {
1348 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1349 floor = top;
1350
1351 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1352 {
1353 /* We insert above top, so we want this object below this */
1354 top = top->below;
1355 break;
1356 }
1357
1358 last = top;
1359 top = top->above;
1360 }
1361
1362 /* Don't want top to be NULL, so set it to the last valid object */
1363 top = last;
1364
1365 /* We let update_position deal with figuring out what the space
1366 * looks like instead of lots of conditions here.
1367 * makes things faster, and effectively the same result.
1368 */
1369
1370 /* Have object 'fall below' other objects that block view.
1371 * Unless those objects are exits, type 66
1372 * If INS_ON_TOP is used, don't do this processing
1373 * Need to find the object that in fact blocks view, otherwise
1374 * stacking is a bit odd.
1375 */
1376 if (!(flag & INS_ON_TOP) &&
1377 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1378 {
1379 for (last = top; last != floor; last = last->below)
1380 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1381 break;
1382 /* Check to see if we found the object that blocks view,
1383 * and make sure we have a below pointer for it so that
1384 * we can get inserted below this one, which requires we
1385 * set top to the object below us.
1386 */
1387 if (last && last->below && last != floor)
1388 top = last->below;
1389 }
1390 } /* If objects on this space */
1391
1392 if (flag & INS_MAP_LOAD)
1393 top = GET_MAP_TOP (op->map, op->x, op->y);
1394
1395 if (flag & INS_ABOVE_FLOOR_ONLY)
1396 top = floor;
1397
1398 /* Top is the object that our object (op) is going to get inserted above.
1399 */
1400
1401 /* First object on this space */
1402 if (!top)
1403 {
1404 op->above = GET_MAP_OB (op->map, op->x, op->y);
1405
1406 if (op->above)
1407 op->above->below = op;
1408
1409 op->below = NULL;
1410 op->ms ().bottom = op;
1411 }
1412 else
1413 { /* get inserted into the stack above top */
1414 op->above = top->above;
1415
1416 if (op->above)
1417 op->above->below = op;
1418
1419 op->below = top;
1420 top->above = op;
1421 }
1422
1423 if (op->above == NULL)
1424 op->ms ().top = op;
1425 } /* else not INS_BELOW_ORIGINATOR */
1426
1427 if (op->type == PLAYER)
1428 op->contr->do_los = 1;
1429
1430 /* If we have a floor, we know the player, if any, will be above
1431 * it, so save a few ticks and start from there.
1432 */
1433 if (!(flag & INS_MAP_LOAD))
1434 if (object *pl = op->ms ().player ())
1435 pl->contr->socket->floorbox_update ();
1436
1437 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really
1439 * an inefficient way to do this, as it means los for all players
1440 * on the map will get recalculated. The players could very well
1441 * be far away from this change and not affected in any way -
1442 * this should get redone to only look for players within range,
1443 * or just updating the P_NEED_UPDATE for spaces within this area
1444 * of effect may be sufficient.
1445 */
1446 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1447 update_all_los (op->map, op->x, op->y);
1448
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object (op, UP_OBJ_INSERT);
1451
1452 /* Don't know if moving this to the end will break anything. However,
1453 * we want to have floorbox_update called before calling this.
1454 *
1455 * check_move_on() must be after this because code called from
1456 * check_move_on() depends on correct map flags (so functions like
1457 * blocked() and wall() work properly), and these flags are updated by
1458 * update_object().
1459 */
1460
1461 /* if this is not the head or flag has been passed, don't check walk on status */
1462 if (!(flag & INS_NO_WALK_ON) && !op->head)
1463 {
1464 if (check_move_on (op, originator))
1257 return NULL; 1465 return NULL;
1258 }
1259 if(m==NULL) {
1260 dump_object(op);
1261 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1262 return op;
1263 }
1264 if(out_of_map(m,op->x,op->y)) {
1265 dump_object(op);
1266 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1267#ifdef MANY_CORES
1268 /* Better to catch this here, as otherwise the next use of this object
1269 * is likely to cause a crash. Better to find out where it is getting
1270 * improperly inserted.
1271 */
1272 abort();
1273#endif
1274 return op;
1275 }
1276 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1277 dump_object(op);
1278 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1279 return op;
1280 }
1281 if(op->more!=NULL) {
1282 /* The part may be on a different map. */
1283 1466
1284 object *more = op->more;
1285
1286 /* We really need the caller to normalize coordinates - if
1287 * we set the map, that doesn't work if the location is within
1288 * a map and this is straddling an edge. So only if coordinate
1289 * is clear wrong do we normalize it.
1290 */
1291 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1292 more->map = get_map_from_coord(m, &more->x, &more->y);
1293 } else if (!more->map) {
1294 /* For backwards compatibility - when not dealing with tiled maps,
1295 * more->map should always point to the parent.
1296 */
1297 more->map = m;
1298 }
1299
1300 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1301 if ( ! op->head)
1302 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1303 return NULL;
1304 }
1305 }
1306 CLEAR_FLAG(op,FLAG_REMOVED);
1307
1308 /* Ideally, the caller figures this out. However, it complicates a lot
1309 * of areas of callers (eg, anything that uses find_free_spot would now
1310 * need extra work
1311 */
1312 op->map=get_map_from_coord(m, &op->x, &op->y);
1313 x = op->x;
1314 y = op->y;
1315
1316 /* this has to be done after we translate the coordinates.
1317 */
1318 if(op->nrof && !(flag & INS_NO_MERGE)) {
1319 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1320 if (CAN_MERGE(op,tmp)) {
1321 op->nrof+=tmp->nrof;
1322 remove_ob(tmp);
1323 free_object(tmp);
1324 }
1325 }
1326
1327 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1328 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1329 if (!QUERY_FLAG(op, FLAG_ALIVE))
1330 CLEAR_FLAG(op, FLAG_NO_STEAL);
1331
1332 if (flag & INS_BELOW_ORIGINATOR) {
1333 if (originator->map != op->map || originator->x != op->x ||
1334 originator->y != op->y) {
1335 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1336 abort();
1337 }
1338 op->above = originator;
1339 op->below = originator->below;
1340 if (op->below) op->below->above = op;
1341 else SET_MAP_OB(op->map, op->x, op->y, op);
1342 /* since *below* originator, no need to update top */
1343 originator->below = op;
1344 } else {
1345 /* If there are other objects, then */
1346 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1347 object *last=NULL;
1348 /*
1349 * If there are multiple objects on this space, we do some trickier handling.
1350 * We've already dealt with merging if appropriate.
1351 * Generally, we want to put the new object on top. But if
1352 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1353 * floor, we want to insert above that and no further.
1354 * Also, if there are spell objects on this space, we stop processing
1355 * once we get to them. This reduces the need to traverse over all of
1356 * them when adding another one - this saves quite a bit of cpu time
1357 * when lots of spells are cast in one area. Currently, it is presumed
1358 * that flying non pickable objects are spell objects.
1359 */
1360
1361 while (top != NULL) {
1362 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1363 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1364 if (QUERY_FLAG(top, FLAG_NO_PICK)
1365 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1366 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1367 {
1368 /* We insert above top, so we want this object below this */
1369 top=top->below;
1370 break;
1371 }
1372 last = top;
1373 top = top->above;
1374 }
1375 /* Don't want top to be NULL, so set it to the last valid object */
1376 top = last;
1377
1378 /* We let update_position deal with figuring out what the space
1379 * looks like instead of lots of conditions here.
1380 * makes things faster, and effectively the same result.
1381 */
1382
1383 /* Have object 'fall below' other objects that block view.
1384 * Unless those objects are exits, type 66
1385 * If INS_ON_TOP is used, don't do this processing
1386 * Need to find the object that in fact blocks view, otherwise
1387 * stacking is a bit odd.
1388 */
1389 if (!(flag & INS_ON_TOP) &&
1390 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1391 (op->face && !op->face->visibility)) {
1392 for (last=top; last != floor; last=last->below)
1393 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1394 /* Check to see if we found the object that blocks view,
1395 * and make sure we have a below pointer for it so that
1396 * we can get inserted below this one, which requires we
1397 * set top to the object below us.
1398 */
1399 if (last && last->below && last != floor) top=last->below;
1400 }
1401 } /* If objects on this space */
1402 if (flag & INS_MAP_LOAD)
1403 top = GET_MAP_TOP(op->map,op->x,op->y);
1404 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1405
1406 /* Top is the object that our object (op) is going to get inserted above.
1407 */
1408
1409 /* First object on this space */
1410 if (!top) {
1411 op->above = GET_MAP_OB(op->map, op->x, op->y);
1412 if (op->above) op->above->below = op;
1413 op->below = NULL;
1414 SET_MAP_OB(op->map, op->x, op->y, op);
1415 } else { /* get inserted into the stack above top */
1416 op->above = top->above;
1417 if (op->above) op->above->below = op;
1418 op->below = top;
1419 top->above = op;
1420 }
1421 if (op->above==NULL)
1422 SET_MAP_TOP(op->map,op->x, op->y, op);
1423 } /* else not INS_BELOW_ORIGINATOR */
1424
1425 if(op->type==PLAYER)
1426 op->contr->do_los=1;
1427
1428 /* If we have a floor, we know the player, if any, will be above
1429 * it, so save a few ticks and start from there.
1430 */
1431 if (!(flag & INS_MAP_LOAD))
1432 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1433 if (tmp->type == PLAYER)
1434 tmp->contr->socket.update_look=1;
1435 }
1436
1437 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really
1439 * an inefficient way to do this, as it means los for all players
1440 * on the map will get recalculated. The players could very well
1441 * be far away from this change and not affected in any way -
1442 * this should get redone to only look for players within range,
1443 * or just updating the P_NEED_UPDATE for spaces within this area
1444 * of effect may be sufficient.
1445 */
1446 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1447 update_all_los(op->map, op->x, op->y);
1448
1449
1450 /* updates flags (blocked, alive, no magic, etc) for this map space */
1451 update_object(op,UP_OBJ_INSERT);
1452
1453
1454 /* Don't know if moving this to the end will break anything. However,
1455 * we want to have update_look set above before calling this.
1456 *
1457 * check_move_on() must be after this because code called from
1458 * check_move_on() depends on correct map flags (so functions like
1459 * blocked() and wall() work properly), and these flags are updated by
1460 * update_object().
1461 */
1462
1463 /* if this is not the head or flag has been passed, don't check walk on status */
1464
1465 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1466 if (check_move_on(op, originator))
1467 return NULL;
1468
1469 /* If we are a multi part object, lets work our way through the check 1467 /* If we are a multi part object, lets work our way through the check
1470 * walk on's. 1468 * walk on's.
1471 */ 1469 */
1472 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1470 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1473 if (check_move_on (tmp, originator)) 1471 if (check_move_on (tmp, originator))
1474 return NULL; 1472 return NULL;
1475 } 1473 }
1474
1476 return op; 1475 return op;
1477} 1476}
1478 1477
1479/* this function inserts an object in the map, but if it 1478/* this function inserts an object in the map, but if it
1480 * finds an object of its own type, it'll remove that one first. 1479 * finds an object of its own type, it'll remove that one first.
1481 * op is the object to insert it under: supplies x and the map. 1480 * op is the object to insert it under: supplies x and the map.
1482 */ 1481 */
1482void
1483void replace_insert_ob_in_map(const char *arch_string, object *op) { 1483replace_insert_ob_in_map (const char *arch_string, object *op)
1484 object *tmp; 1484{
1485 object *tmp1; 1485 object *tmp, *tmp1;
1486 1486
1487 /* first search for itself and remove any old instances */ 1487 /* first search for itself and remove any old instances */
1488 1488
1489 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1489 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1490 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1490 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1491 remove_ob(tmp); 1491 tmp->destroy ();
1492 free_object(tmp);
1493 }
1494 }
1495 1492
1496 tmp1=arch_to_object(find_archetype(arch_string)); 1493 tmp1 = arch_to_object (archetype::find (arch_string));
1497 1494
1498 1495 tmp1->x = op->x;
1499 tmp1->x = op->x; tmp1->y = op->y; 1496 tmp1->y = op->y;
1500 insert_ob_in_map(tmp1,op->map,op,0); 1497 insert_ob_in_map (tmp1, op->map, op, 0);
1501} 1498}
1502 1499
1503/* 1500/*
1504 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1501 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1505 * is returned contains nr objects, and the remaining parts contains 1502 * is returned contains nr objects, and the remaining parts contains
1506 * the rest (or is removed and freed if that number is 0). 1503 * the rest (or is removed and freed if that number is 0).
1507 * On failure, NULL is returned, and the reason put into the 1504 * On failure, NULL is returned, and the reason put into the
1508 * global static errmsg array. 1505 * global static errmsg array.
1509 */ 1506 */
1510 1507
1508object *
1511object *get_split_ob(object *orig_ob, uint32 nr) { 1509get_split_ob (object *orig_ob, uint32 nr)
1510{
1512 object *newob; 1511 object *newob;
1513 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1514 1513
1515 if(orig_ob->nrof<nr) { 1514 if (orig_ob->nrof < nr)
1516 sprintf(errmsg,"There are only %d %ss.", 1515 {
1517 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1516 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1518 return NULL; 1517 return NULL;
1519 } 1518 }
1519
1520 newob = object_create_clone(orig_ob); 1520 newob = object_create_clone (orig_ob);
1521
1521 if((orig_ob->nrof-=nr)<1) { 1522 if ((orig_ob->nrof -= nr) < 1)
1522 if ( ! is_removed) 1523 orig_ob->destroy (1);
1523 remove_ob(orig_ob);
1524 free_object2(orig_ob, 1);
1525 }
1526 else if ( ! is_removed) { 1524 else if (!is_removed)
1525 {
1527 if(orig_ob->env!=NULL) 1526 if (orig_ob->env != NULL)
1528 sub_weight (orig_ob->env,orig_ob->weight*nr); 1527 sub_weight (orig_ob->env, orig_ob->weight * nr);
1529 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1528 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1529 {
1530 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1530 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1531 LOG(llevDebug,
1532 "Error, Tried to split object whose map is not in memory.\n"); 1531 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1533 return NULL; 1532 return NULL;
1534 } 1533 }
1535 } 1534 }
1535
1536 newob->nrof=nr; 1536 newob->nrof = nr;
1537 1537
1538 return newob; 1538 return newob;
1539} 1539}
1540 1540
1541/* 1541/*
1542 * decrease_ob_nr(object, number) decreases a specified number from 1542 * decrease_ob_nr(object, number) decreases a specified number from
1543 * the amount of an object. If the amount reaches 0, the object 1543 * the amount of an object. If the amount reaches 0, the object
1544 * is subsequently removed and freed. 1544 * is subsequently removed and freed.
1545 * 1545 *
1546 * Return value: 'op' if something is left, NULL if the amount reached 0 1546 * Return value: 'op' if something is left, NULL if the amount reached 0
1547 */ 1547 */
1548 1548
1549object *
1549object *decrease_ob_nr (object *op, uint32 i) 1550decrease_ob_nr (object *op, uint32 i)
1550{ 1551{
1551 object *tmp; 1552 object *tmp;
1552 player *pl; 1553 player *pl;
1553 1554
1554 if (i == 0) /* objects with op->nrof require this check */ 1555 if (i == 0) /* objects with op->nrof require this check */
1555 return op; 1556 return op;
1556 1557
1557 if (i > op->nrof) 1558 if (i > op->nrof)
1558 i = op->nrof; 1559 i = op->nrof;
1559 1560
1560 if (QUERY_FLAG (op, FLAG_REMOVED)) 1561 if (QUERY_FLAG (op, FLAG_REMOVED))
1562 op->nrof -= i;
1563 else if (op->env)
1564 {
1565 /* is this object in the players inventory, or sub container
1566 * therein?
1567 */
1568 tmp = op->in_player ();
1569 /* nope. Is this a container the player has opened?
1570 * If so, set tmp to that player.
1571 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player.
1574 */
1575 if (!tmp)
1576 {
1577 for (pl = first_player; pl; pl = pl->next)
1578 if (pl->ob->container == op->env)
1579 {
1580 tmp = pl->ob;
1581 break;
1582 }
1583 }
1584
1585 if (i < op->nrof)
1586 {
1587 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i;
1589 if (tmp)
1590 esrv_send_item (tmp, op);
1591 }
1592 else
1593 {
1594 op->remove ();
1595 op->nrof = 0;
1596 if (tmp)
1597 esrv_del_item (tmp->contr, op->count);
1598 }
1561 { 1599 }
1600 else
1601 {
1602 object *above = op->above;
1603
1604 if (i < op->nrof)
1562 op->nrof -= i; 1605 op->nrof -= i;
1563 } 1606 else
1564 else if (op->env != NULL)
1565 {
1566 /* is this object in the players inventory, or sub container
1567 * therein?
1568 */ 1607 {
1569 tmp = is_player_inv (op->env); 1608 op->remove ();
1570 /* nope. Is this a container the player has opened? 1609 op->nrof = 0;
1571 * If so, set tmp to that player.
1572 * IMO, searching through all the players will mostly
1573 * likely be quicker than following op->env to the map,
1574 * and then searching the map for a player.
1575 */
1576 if (!tmp) {
1577 for (pl=first_player; pl; pl=pl->next)
1578 if (pl->ob->container == op->env) break;
1579 if (pl) tmp=pl->ob;
1580 else tmp=NULL;
1581 } 1610 }
1582 1611
1583 if (i < op->nrof) {
1584 sub_weight (op->env, op->weight * i);
1585 op->nrof -= i;
1586 if (tmp) {
1587 esrv_send_item(tmp, op);
1588 }
1589 } else {
1590 remove_ob (op);
1591 op->nrof = 0;
1592 if (tmp) {
1593 esrv_del_item(tmp->contr, op->count);
1594 }
1595 }
1596 }
1597 else
1598 {
1599 object *above = op->above;
1600
1601 if (i < op->nrof) {
1602 op->nrof -= i;
1603 } else {
1604 remove_ob (op);
1605 op->nrof = 0;
1606 }
1607 /* Since we just removed op, op->above is null */ 1612 /* Since we just removed op, op->above is null */
1608 for (tmp = above; tmp != NULL; tmp = tmp->above) 1613 for (tmp = above; tmp; tmp = tmp->above)
1609 if (tmp->type == PLAYER) { 1614 if (tmp->type == PLAYER)
1615 {
1610 if (op->nrof) 1616 if (op->nrof)
1611 esrv_send_item(tmp, op); 1617 esrv_send_item (tmp, op);
1612 else 1618 else
1613 esrv_del_item(tmp->contr, op->count); 1619 esrv_del_item (tmp->contr, op->count);
1614 } 1620 }
1615 } 1621 }
1616 1622
1617 if (op->nrof) { 1623 if (op->nrof)
1618 return op; 1624 return op;
1619 } else { 1625 else
1620 free_object (op); 1626 {
1627 op->destroy ();
1621 return NULL; 1628 return 0;
1622 } 1629 }
1623} 1630}
1624 1631
1625/* 1632/*
1626 * add_weight(object, weight) adds the specified weight to an object, 1633 * add_weight(object, weight) adds the specified weight to an object,
1627 * and also updates how much the environment(s) is/are carrying. 1634 * and also updates how much the environment(s) is/are carrying.
1628 */ 1635 */
1629 1636
1637void
1630void add_weight (object *op, signed long weight) { 1638add_weight (object *op, signed long weight)
1639{
1631 while (op!=NULL) { 1640 while (op != NULL)
1641 {
1632 if (op->type == CONTAINER) { 1642 if (op->type == CONTAINER)
1633 weight=(signed long)(weight*(100-op->stats.Str)/100); 1643 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1634 } 1644
1635 op->carrying+=weight; 1645 op->carrying += weight;
1636 op=op->env; 1646 op = op->env;
1637 } 1647 }
1638} 1648}
1639 1649
1650object *
1651insert_ob_in_ob (object *op, object *where)
1652{
1653 if (!where)
1654 {
1655 char *dump = dump_object (op);
1656 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1657 free (dump);
1658 return op;
1659 }
1660
1661 if (where->head)
1662 {
1663 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1664 where = where->head;
1665 }
1666
1667 return where->insert (op);
1668}
1669
1640/* 1670/*
1641 * insert_ob_in_ob(op,environment): 1671 * env->insert (op)
1642 * This function inserts the object op in the linked list 1672 * This function inserts the object op in the linked list
1643 * inside the object environment. 1673 * inside the object environment.
1644 * 1674 *
1645 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1646 * the inventory at the last position or next to other objects of the same
1647 * type.
1648 * Frank: Now sorted by type, archetype and magic!
1649 *
1650 * The function returns now pointer to inserted item, and return value can 1675 * The function returns now pointer to inserted item, and return value can
1651 * be != op, if items are merged. -Tero 1676 * be != op, if items are merged. -Tero
1652 */ 1677 */
1653 1678
1654object *insert_ob_in_ob(object *op,object *where) { 1679object *
1680object::insert (object *op)
1681{
1655 object *tmp, *otmp; 1682 object *tmp, *otmp;
1656 1683
1657 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1684 if (!QUERY_FLAG (op, FLAG_REMOVED))
1658 dump_object(op); 1685 op->remove ();
1659 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1686
1660 return op;
1661 }
1662 if(where==NULL) {
1663 dump_object(op);
1664 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1665 return op;
1666 }
1667 if (where->head) {
1668 LOG(llevDebug,
1669 "Warning: Tried to insert object wrong part of multipart object.\n");
1670 where = where->head;
1671 }
1672 if (op->more) { 1687 if (op->more)
1688 {
1673 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1689 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1674 &op->name, op->count);
1675 return op; 1690 return op;
1676 } 1691 }
1692
1677 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1693 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1678 CLEAR_FLAG(op, FLAG_REMOVED); 1694 CLEAR_FLAG (op, FLAG_REMOVED);
1679 if(op->nrof) { 1695 if (op->nrof)
1696 {
1680 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1697 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1681 if ( CAN_MERGE(tmp,op) ) { 1698 if (object::can_merge (tmp, op))
1699 {
1682 /* return the original object and remove inserted object 1700 /* return the original object and remove inserted object
1683 (client needs the original object) */ 1701 (client needs the original object) */
1684 tmp->nrof += op->nrof; 1702 tmp->nrof += op->nrof;
1685 /* Weight handling gets pretty funky. Since we are adding to 1703 /* Weight handling gets pretty funky. Since we are adding to
1686 * tmp->nrof, we need to increase the weight. 1704 * tmp->nrof, we need to increase the weight.
1687 */ 1705 */
1688 add_weight (where, op->weight*op->nrof); 1706 add_weight (this, op->weight * op->nrof);
1689 SET_FLAG(op, FLAG_REMOVED); 1707 SET_FLAG (op, FLAG_REMOVED);
1690 free_object(op); /* free the inserted object */ 1708 op->destroy (); /* free the inserted object */
1691 op = tmp; 1709 op = tmp;
1692 remove_ob (op); /* and fix old object's links */ 1710 op->remove (); /* and fix old object's links */
1693 CLEAR_FLAG(op, FLAG_REMOVED); 1711 CLEAR_FLAG (op, FLAG_REMOVED);
1694 break; 1712 break;
1695 } 1713 }
1696 1714
1697 /* I assume combined objects have no inventory 1715 /* I assume combined objects have no inventory
1698 * We add the weight - this object could have just been removed 1716 * We add the weight - this object could have just been removed
1699 * (if it was possible to merge). calling remove_ob will subtract 1717 * (if it was possible to merge). calling remove_ob will subtract
1700 * the weight, so we need to add it in again, since we actually do 1718 * the weight, so we need to add it in again, since we actually do
1701 * the linking below 1719 * the linking below
1702 */ 1720 */
1703 add_weight (where, op->weight*op->nrof); 1721 add_weight (this, op->weight * op->nrof);
1722 }
1704 } else 1723 else
1705 add_weight (where, (op->weight+op->carrying)); 1724 add_weight (this, (op->weight + op->carrying));
1706 1725
1707 otmp=is_player_inv(where); 1726 otmp = this->in_player ();
1708 if (otmp&&otmp->contr!=NULL) { 1727 if (otmp && otmp->contr)
1709 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1728 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1710 fix_player(otmp); 1729 fix_player (otmp);
1711 }
1712 1730
1713 op->map=NULL; 1731 op->map = 0;
1714 op->env=where; 1732 op->env = this;
1715 op->above=NULL; 1733 op->above = 0;
1716 op->below=NULL; 1734 op->below = 0;
1717 op->x=0,op->y=0; 1735 op->x = 0, op->y = 0;
1718 1736
1719 /* reset the light list and los of the players on the map */ 1737 /* reset the light list and los of the players on the map */
1720 if((op->glow_radius!=0)&&where->map) 1738 if ((op->glow_radius != 0) && map)
1721 { 1739 {
1722#ifdef DEBUG_LIGHTS 1740#ifdef DEBUG_LIGHTS
1723 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1741 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1724 op->name);
1725#endif /* DEBUG_LIGHTS */ 1742#endif /* DEBUG_LIGHTS */
1726 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1743 if (MAP_DARKNESS (map))
1744 update_all_los (map, x, y);
1727 } 1745 }
1728 1746
1729 /* Client has no idea of ordering so lets not bother ordering it here. 1747 /* Client has no idea of ordering so lets not bother ordering it here.
1730 * It sure simplifies this function... 1748 * It sure simplifies this function...
1731 */ 1749 */
1732 if (where->inv==NULL) 1750 if (!inv)
1733 where->inv=op; 1751 inv = op;
1734 else { 1752 else
1753 {
1735 op->below = where->inv; 1754 op->below = inv;
1736 op->below->above = op; 1755 op->below->above = op;
1737 where->inv = op; 1756 inv = op;
1738 } 1757 }
1758
1739 return op; 1759 return op;
1740} 1760}
1741 1761
1742/* 1762/*
1743 * Checks if any objects has a move_type that matches objects 1763 * Checks if any objects has a move_type that matches objects
1758 * MSW 2001-07-08: Check all objects on space, not just those below 1778 * MSW 2001-07-08: Check all objects on space, not just those below
1759 * object being inserted. insert_ob_in_map may not put new objects 1779 * object being inserted. insert_ob_in_map may not put new objects
1760 * on top. 1780 * on top.
1761 */ 1781 */
1762 1782
1783int
1763int check_move_on (object *op, object *originator) 1784check_move_on (object *op, object *originator)
1764{ 1785{
1765 object *tmp; 1786 object *tmp;
1766 tag_t tag;
1767 mapstruct *m=op->map; 1787 maptile *m = op->map;
1768 int x=op->x, y=op->y; 1788 int x = op->x, y = op->y;
1789
1769 MoveType move_on, move_slow, move_block; 1790 MoveType move_on, move_slow, move_block;
1770 1791
1771 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1792 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1772 return 0; 1793 return 0;
1773 1794
1774 tag = op->count;
1775
1776 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1795 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1777 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1796 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1778 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1797 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1779 1798
1780 /* if nothing on this space will slow op down or be applied, 1799 /* if nothing on this space will slow op down or be applied,
1781 * no need to do checking below. have to make sure move_type 1800 * no need to do checking below. have to make sure move_type
1782 * is set, as lots of objects don't have it set - we treat that 1801 * is set, as lots of objects don't have it set - we treat that
1783 * as walking. 1802 * as walking.
1784 */ 1803 */
1785 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1804 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1786 return 0; 1805 return 0;
1787 1806
1788 /* This is basically inverse logic of that below - basically, 1807 /* This is basically inverse logic of that below - basically,
1789 * if the object can avoid the move on or slow move, they do so, 1808 * if the object can avoid the move on or slow move, they do so,
1790 * but can't do it if the alternate movement they are using is 1809 * but can't do it if the alternate movement they are using is
1791 * blocked. Logic on this seems confusing, but does seem correct. 1810 * blocked. Logic on this seems confusing, but does seem correct.
1792 */ 1811 */
1793 if ((op->move_type & ~move_on & ~move_block) != 0 && 1812 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1794 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1813 return 0;
1795 1814
1796 /* The objects have to be checked from top to bottom. 1815 /* The objects have to be checked from top to bottom.
1797 * Hence, we first go to the top: 1816 * Hence, we first go to the top:
1798 */ 1817 */
1799 1818
1800 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1819 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1801 tmp->above!=NULL; tmp=tmp->above) { 1820 {
1802 /* Trim the search when we find the first other spell effect 1821 /* Trim the search when we find the first other spell effect
1803 * this helps performance so that if a space has 50 spell objects, 1822 * this helps performance so that if a space has 50 spell objects,
1804 * we don't need to check all of them. 1823 * we don't need to check all of them.
1805 */ 1824 */
1806 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1825 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1826 break;
1827 }
1828
1829 for (; tmp; tmp = tmp->below)
1807 } 1830 {
1808 for(;tmp!=NULL; tmp=tmp->below) { 1831 if (tmp == op)
1809 if (tmp == op) continue; /* Can't apply yourself */ 1832 continue; /* Can't apply yourself */
1810 1833
1811 /* Check to see if one of the movement types should be slowed down. 1834 /* Check to see if one of the movement types should be slowed down.
1812 * Second check makes sure that the movement types not being slowed 1835 * Second check makes sure that the movement types not being slowed
1813 * (~slow_move) is not blocked on this space - just because the 1836 * (~slow_move) is not blocked on this space - just because the
1814 * space doesn't slow down swimming (for example), if you can't actually 1837 * space doesn't slow down swimming (for example), if you can't actually
1815 * swim on that space, can't use it to avoid the penalty. 1838 * swim on that space, can't use it to avoid the penalty.
1816 */ 1839 */
1817 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1840 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1841 {
1818 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1842 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1819 ((op->move_type & tmp->move_slow) &&
1820 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1843 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1844 {
1821 1845
1822 float diff; 1846 float
1823
1824 diff = tmp->move_slow_penalty*FABS(op->speed); 1847 diff = tmp->move_slow_penalty * FABS (op->speed);
1848
1825 if (op->type == PLAYER) { 1849 if (op->type == PLAYER)
1826 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1850 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1827 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1851 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1828 diff /= 4.0; 1852 diff /= 4.0;
1829 } 1853
1830 }
1831 op->speed_left -= diff; 1854 op->speed_left -= diff;
1832 } 1855 }
1833 } 1856 }
1834 1857
1835 /* Basically same logic as above, except now for actual apply. */ 1858 /* Basically same logic as above, except now for actual apply. */
1836 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1859 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1837 ((op->move_type & tmp->move_on) &&
1838 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1860 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1839 1861 {
1840 move_apply(tmp, op, originator); 1862 move_apply (tmp, op, originator);
1863
1841 if (was_destroyed (op, tag)) 1864 if (op->destroyed ())
1842 return 1; 1865 return 1;
1843 1866
1844 /* what the person/creature stepped onto has moved the object 1867 /* what the person/creature stepped onto has moved the object
1845 * someplace new. Don't process any further - if we did, 1868 * someplace new. Don't process any further - if we did,
1846 * have a feeling strange problems would result. 1869 * have a feeling strange problems would result.
1847 */ 1870 */
1848 if (op->map != m || op->x != x || op->y != y) return 0; 1871 if (op->map != m || op->x != x || op->y != y)
1872 return 0;
1849 } 1873 }
1850 } 1874 }
1875
1851 return 0; 1876 return 0;
1852} 1877}
1853 1878
1854/* 1879/*
1855 * present_arch(arch, map, x, y) searches for any objects with 1880 * present_arch(arch, map, x, y) searches for any objects with
1856 * a matching archetype at the given map and coordinates. 1881 * a matching archetype at the given map and coordinates.
1857 * The first matching object is returned, or NULL if none. 1882 * The first matching object is returned, or NULL if none.
1858 */ 1883 */
1859 1884
1885object *
1860object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1886present_arch (const archetype *at, maptile *m, int x, int y)
1887{
1861 object *tmp; 1888 object *
1889 tmp;
1890
1862 if(m==NULL || out_of_map(m,x,y)) { 1891 if (m == NULL || out_of_map (m, x, y))
1892 {
1863 LOG(llevError,"Present_arch called outside map.\n"); 1893 LOG (llevError, "Present_arch called outside map.\n");
1864 return NULL; 1894 return NULL;
1865 } 1895 }
1866 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1896 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1867 if(tmp->arch == at) 1897 if (tmp->arch == at)
1868 return tmp; 1898 return tmp;
1869 return NULL; 1899 return NULL;
1870} 1900}
1871 1901
1872/* 1902/*
1873 * present(type, map, x, y) searches for any objects with 1903 * present(type, map, x, y) searches for any objects with
1874 * a matching type variable at the given map and coordinates. 1904 * a matching type variable at the given map and coordinates.
1875 * The first matching object is returned, or NULL if none. 1905 * The first matching object is returned, or NULL if none.
1876 */ 1906 */
1877 1907
1908object *
1878object *present(unsigned char type,mapstruct *m, int x,int y) { 1909present (unsigned char type, maptile *m, int x, int y)
1910{
1879 object *tmp; 1911 object *
1912 tmp;
1913
1880 if(out_of_map(m,x,y)) { 1914 if (out_of_map (m, x, y))
1915 {
1881 LOG(llevError,"Present called outside map.\n"); 1916 LOG (llevError, "Present called outside map.\n");
1882 return NULL; 1917 return NULL;
1883 } 1918 }
1884 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1919 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1885 if(tmp->type==type) 1920 if (tmp->type == type)
1886 return tmp; 1921 return tmp;
1887 return NULL; 1922 return NULL;
1888} 1923}
1889 1924
1890/* 1925/*
1891 * present_in_ob(type, object) searches for any objects with 1926 * present_in_ob(type, object) searches for any objects with
1892 * a matching type variable in the inventory of the given object. 1927 * a matching type variable in the inventory of the given object.
1893 * The first matching object is returned, or NULL if none. 1928 * The first matching object is returned, or NULL if none.
1894 */ 1929 */
1895 1930
1931object *
1896object *present_in_ob(unsigned char type, const object *op) { 1932present_in_ob (unsigned char type, const object *op)
1933{
1897 object *tmp; 1934 object *
1935 tmp;
1936
1898 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1937 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1899 if(tmp->type==type) 1938 if (tmp->type == type)
1900 return tmp; 1939 return tmp;
1901 return NULL; 1940 return NULL;
1902} 1941}
1903 1942
1904/* 1943/*
1914 * the object name, not the archetype name. this is so that the 1953 * the object name, not the archetype name. this is so that the
1915 * spell code can use one object type (force), but change it's name 1954 * spell code can use one object type (force), but change it's name
1916 * to be unique. 1955 * to be unique.
1917 */ 1956 */
1918 1957
1958object *
1919object *present_in_ob_by_name(int type, const char *str, const object *op) { 1959present_in_ob_by_name (int type, const char *str, const object *op)
1960{
1920 object *tmp; 1961 object *
1962 tmp;
1921 1963
1922 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1964 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1965 {
1923 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1966 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1924 return tmp; 1967 return tmp;
1925 } 1968 }
1926 return NULL; 1969 return NULL;
1927} 1970}
1928 1971
1929/* 1972/*
1930 * present_arch_in_ob(archetype, object) searches for any objects with 1973 * present_arch_in_ob(archetype, object) searches for any objects with
1931 * a matching archetype in the inventory of the given object. 1974 * a matching archetype in the inventory of the given object.
1932 * The first matching object is returned, or NULL if none. 1975 * The first matching object is returned, or NULL if none.
1933 */ 1976 */
1934 1977
1978object *
1935object *present_arch_in_ob(const archetype *at, const object *op) { 1979present_arch_in_ob (const archetype *at, const object *op)
1980{
1936 object *tmp; 1981 object *
1982 tmp;
1983
1937 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1984 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1938 if( tmp->arch == at) 1985 if (tmp->arch == at)
1939 return tmp; 1986 return tmp;
1940 return NULL; 1987 return NULL;
1941} 1988}
1942 1989
1943/* 1990/*
1944 * activate recursively a flag on an object inventory 1991 * activate recursively a flag on an object inventory
1945 */ 1992 */
1993void
1946void flag_inv(object*op, int flag){ 1994flag_inv (object *op, int flag)
1995{
1947 object *tmp; 1996 object *
1997 tmp;
1998
1948 if(op->inv) 1999 if (op->inv)
1949 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2000 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2001 {
1950 SET_FLAG(tmp, flag); 2002 SET_FLAG (tmp, flag);
1951 flag_inv(tmp,flag); 2003 flag_inv (tmp, flag);
1952 } 2004 }
1953}/* 2005} /*
1954 * desactivate recursively a flag on an object inventory 2006 * desactivate recursively a flag on an object inventory
1955 */ 2007 */
2008void
1956void unflag_inv(object*op, int flag){ 2009unflag_inv (object *op, int flag)
2010{
1957 object *tmp; 2011 object *
2012 tmp;
2013
1958 if(op->inv) 2014 if (op->inv)
1959 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2015 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2016 {
1960 CLEAR_FLAG(tmp, flag); 2017 CLEAR_FLAG (tmp, flag);
1961 unflag_inv(tmp,flag); 2018 unflag_inv (tmp, flag);
1962 } 2019 }
1963} 2020}
1964 2021
1965/* 2022/*
1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2023 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1967 * all it's inventory (recursively). 2024 * all it's inventory (recursively).
1968 * If checksums are used, a player will get set_cheat called for 2025 * If checksums are used, a player will get set_cheat called for
1969 * him/her-self and all object carried by a call to this function. 2026 * him/her-self and all object carried by a call to this function.
1970 */ 2027 */
1971 2028
2029void
1972void set_cheat(object *op) { 2030set_cheat (object *op)
2031{
1973 SET_FLAG(op, FLAG_WAS_WIZ); 2032 SET_FLAG (op, FLAG_WAS_WIZ);
1974 flag_inv(op, FLAG_WAS_WIZ); 2033 flag_inv (op, FLAG_WAS_WIZ);
1975} 2034}
1976 2035
1977/* 2036/*
1978 * find_free_spot(object, map, x, y, start, stop) will search for 2037 * find_free_spot(object, map, x, y, start, stop) will search for
1979 * a spot at the given map and coordinates which will be able to contain 2038 * a spot at the given map and coordinates which will be able to contain
1994 * to know if the space in question will block the object. We can't use 2053 * to know if the space in question will block the object. We can't use
1995 * the archetype because that isn't correct if the monster has been 2054 * the archetype because that isn't correct if the monster has been
1996 * customized, changed states, etc. 2055 * customized, changed states, etc.
1997 */ 2056 */
1998 2057
2058int
1999int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2059find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2060{
2061 int
2062 i,
2000 int i,index=0, flag; 2063 index = 0, flag;
2064 static int
2001 static int altern[SIZEOFFREE]; 2065 altern[SIZEOFFREE];
2002 2066
2003 for(i=start;i<stop;i++) { 2067 for (i = start; i < stop; i++)
2068 {
2004 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2069 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2005 if(!flag) 2070 if (!flag)
2006 altern[index++]=i; 2071 altern[index++] = i;
2007 2072
2008 /* Basically, if we find a wall on a space, we cut down the search size. 2073 /* Basically, if we find a wall on a space, we cut down the search size.
2009 * In this way, we won't return spaces that are on another side of a wall. 2074 * In this way, we won't return spaces that are on another side of a wall.
2010 * This mostly work, but it cuts down the search size in all directions - 2075 * This mostly work, but it cuts down the search size in all directions -
2011 * if the space being examined only has a wall to the north and empty 2076 * if the space being examined only has a wall to the north and empty
2012 * spaces in all the other directions, this will reduce the search space 2077 * spaces in all the other directions, this will reduce the search space
2013 * to only the spaces immediately surrounding the target area, and 2078 * to only the spaces immediately surrounding the target area, and
2014 * won't look 2 spaces south of the target space. 2079 * won't look 2 spaces south of the target space.
2015 */ 2080 */
2016 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2081 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2017 stop=maxfree[i]; 2082 stop = maxfree[i];
2018 } 2083 }
2019 if(!index) return -1; 2084
2085 if (!index)
2086 return -1;
2087
2020 return altern[RANDOM()%index]; 2088 return altern[RANDOM () % index];
2021} 2089}
2022 2090
2023/* 2091/*
2024 * find_first_free_spot(archetype, mapstruct, x, y) works like 2092 * find_first_free_spot(archetype, maptile, x, y) works like
2025 * find_free_spot(), but it will search max number of squares. 2093 * find_free_spot(), but it will search max number of squares.
2026 * But it will return the first available spot, not a random choice. 2094 * But it will return the first available spot, not a random choice.
2027 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2095 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2028 */ 2096 */
2029 2097
2098int
2030int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2099find_first_free_spot (const object *ob, maptile *m, int x, int y)
2100{
2101 int
2031 int i; 2102 i;
2103
2032 for(i=0;i<SIZEOFFREE;i++) { 2104 for (i = 0; i < SIZEOFFREE; i++)
2105 {
2033 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2106 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2034 return i; 2107 return i;
2035 } 2108 }
2036 return -1; 2109 return -1;
2037} 2110}
2038 2111
2039/* 2112/*
2040 * The function permute(arr, begin, end) randomly reorders the array 2113 * The function permute(arr, begin, end) randomly reorders the array
2041 * arr[begin..end-1]. 2114 * arr[begin..end-1].
2042 */ 2115 */
2116static void
2043static void permute(int *arr, int begin, int end) 2117permute (int *arr, int begin, int end)
2044{ 2118{
2045 int i, j, tmp, len; 2119 int
2120 i,
2121 j,
2122 tmp,
2123 len;
2046 2124
2047 len = end-begin; 2125 len = end - begin;
2048 for(i = begin; i < end; i++) 2126 for (i = begin; i < end; i++)
2049 { 2127 {
2050 j = begin+RANDOM()%len; 2128 j = begin + RANDOM () % len;
2051 2129
2052 tmp = arr[i]; 2130 tmp = arr[i];
2053 arr[i] = arr[j]; 2131 arr[i] = arr[j];
2054 arr[j] = tmp; 2132 arr[j] = tmp;
2055 } 2133 }
2056} 2134}
2057 2135
2058/* new function to make monster searching more efficient, and effective! 2136/* new function to make monster searching more efficient, and effective!
2059 * This basically returns a randomized array (in the passed pointer) of 2137 * This basically returns a randomized array (in the passed pointer) of
2060 * the spaces to find monsters. In this way, it won't always look for 2138 * the spaces to find monsters. In this way, it won't always look for
2061 * monsters to the north first. However, the size of the array passed 2139 * monsters to the north first. However, the size of the array passed
2062 * covers all the spaces, so within that size, all the spaces within 2140 * covers all the spaces, so within that size, all the spaces within
2063 * the 3x3 area will be searched, just not in a predictable order. 2141 * the 3x3 area will be searched, just not in a predictable order.
2064 */ 2142 */
2143void
2065void get_search_arr(int *search_arr) 2144get_search_arr (int *search_arr)
2066{ 2145{
2146 int
2067 int i; 2147 i;
2068 2148
2069 for(i = 0; i < SIZEOFFREE; i++) 2149 for (i = 0; i < SIZEOFFREE; i++)
2070 { 2150 {
2071 search_arr[i] = i; 2151 search_arr[i] = i;
2072 } 2152 }
2073 2153
2074 permute(search_arr, 1, SIZEOFFREE1+1); 2154 permute (search_arr, 1, SIZEOFFREE1 + 1);
2075 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2155 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2076 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2156 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2077} 2157}
2078 2158
2079/* 2159/*
2080 * find_dir(map, x, y, exclude) will search some close squares in the 2160 * find_dir(map, x, y, exclude) will search some close squares in the
2081 * given map at the given coordinates for live objects. 2161 * given map at the given coordinates for live objects.
2087 * is actually want is going to try and move there. We need this info 2167 * is actually want is going to try and move there. We need this info
2088 * because we have to know what movement the thing looking to move 2168 * because we have to know what movement the thing looking to move
2089 * there is capable of. 2169 * there is capable of.
2090 */ 2170 */
2091 2171
2172int
2092int find_dir(mapstruct *m, int x, int y, object *exclude) { 2173find_dir (maptile *m, int x, int y, object *exclude)
2174{
2175 int
2176 i,
2093 int i,max=SIZEOFFREE, mflags; 2177 max = SIZEOFFREE, mflags;
2178
2094 sint16 nx, ny; 2179 sint16 nx, ny;
2095 object *tmp; 2180 object *
2096 mapstruct *mp; 2181 tmp;
2182 maptile *
2183 mp;
2184
2097 MoveType blocked, move_type; 2185 MoveType blocked, move_type;
2098 2186
2099 if (exclude && exclude->head) { 2187 if (exclude && exclude->head)
2188 {
2100 exclude = exclude->head; 2189 exclude = exclude->head;
2101 move_type = exclude->move_type; 2190 move_type = exclude->move_type;
2102 } else { 2191 }
2192 else
2193 {
2103 /* If we don't have anything, presume it can use all movement types. */ 2194 /* If we don't have anything, presume it can use all movement types. */
2104 move_type=MOVE_ALL; 2195 move_type = MOVE_ALL;
2196 }
2197
2198 for (i = 1; i < max; i++)
2105 } 2199 {
2106
2107 for(i=1;i<max;i++) {
2108 mp = m; 2200 mp = m;
2109 nx = x + freearr_x[i]; 2201 nx = x + freearr_x[i];
2110 ny = y + freearr_y[i]; 2202 ny = y + freearr_y[i];
2111 2203
2112 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2204 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2205
2113 if (mflags & P_OUT_OF_MAP) { 2206 if (mflags & P_OUT_OF_MAP)
2207 max = maxfree[i];
2208 else
2209 {
2210 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2211
2212 if ((move_type & blocked) == move_type)
2114 max = maxfree[i]; 2213 max = maxfree[i];
2115 } else {
2116 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2117
2118 if ((move_type & blocked) == move_type) {
2119 max=maxfree[i];
2120 } else if (mflags & P_IS_ALIVE) { 2214 else if (mflags & P_IS_ALIVE)
2215 {
2121 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2216 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above)
2122 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2217 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2123 (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2124 break; 2218 break;
2125 } 2219
2126 }
2127 if(tmp) { 2220 if (tmp)
2128 return freedir[i]; 2221 return freedir[i];
2129 }
2130 } 2222 }
2131 } 2223 }
2132 } 2224 }
2225
2133 return 0; 2226 return 0;
2134} 2227}
2135 2228
2136/* 2229/*
2137 * distance(object 1, object 2) will return the square of the 2230 * distance(object 1, object 2) will return the square of the
2138 * distance between the two given objects. 2231 * distance between the two given objects.
2139 */ 2232 */
2140 2233
2234int
2141int distance(const object *ob1, const object *ob2) { 2235distance (const object *ob1, const object *ob2)
2236{
2142 int i; 2237 int i;
2143 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2238
2144 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2239 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2145 return i; 2240 return i;
2146} 2241}
2147 2242
2148/* 2243/*
2149 * find_dir_2(delta-x,delta-y) will return a direction in which 2244 * find_dir_2(delta-x,delta-y) will return a direction in which
2150 * an object which has subtracted the x and y coordinates of another 2245 * an object which has subtracted the x and y coordinates of another
2151 * object, needs to travel toward it. 2246 * object, needs to travel toward it.
2152 */ 2247 */
2153 2248
2249int
2154int find_dir_2(int x, int y) { 2250find_dir_2 (int x, int y)
2251{
2155 int q; 2252 int q;
2156 2253
2157 if(y) 2254 if (y)
2158 q=x*100/y; 2255 q = x * 100 / y;
2159 else if (x) 2256 else if (x)
2160 q= -300*x; 2257 q = -300 * x;
2161 else 2258 else
2162 return 0; 2259 return 0;
2163 2260
2164 if(y>0) { 2261 if (y > 0)
2262 {
2165 if(q < -242) 2263 if (q < -242)
2166 return 3 ; 2264 return 3;
2167 if (q < -41) 2265 if (q < -41)
2168 return 2 ; 2266 return 2;
2169 if (q < 41) 2267 if (q < 41)
2170 return 1 ; 2268 return 1;
2171 if (q < 242) 2269 if (q < 242)
2172 return 8 ; 2270 return 8;
2173 return 7 ; 2271 return 7;
2174 } 2272 }
2175 2273
2176 if (q < -242) 2274 if (q < -242)
2177 return 7 ; 2275 return 7;
2178 if (q < -41) 2276 if (q < -41)
2179 return 6 ; 2277 return 6;
2180 if (q < 41) 2278 if (q < 41)
2181 return 5 ; 2279 return 5;
2182 if (q < 242) 2280 if (q < 242)
2183 return 4 ; 2281 return 4;
2184 2282
2185 return 3 ; 2283 return 3;
2186} 2284}
2187 2285
2188/* 2286/*
2189 * absdir(int): Returns a number between 1 and 8, which represent 2287 * absdir(int): Returns a number between 1 and 8, which represent
2190 * the "absolute" direction of a number (it actually takes care of 2288 * the "absolute" direction of a number (it actually takes care of
2191 * "overflow" in previous calculations of a direction). 2289 * "overflow" in previous calculations of a direction).
2192 */ 2290 */
2193 2291
2292int
2194int absdir(int d) { 2293absdir (int d)
2195 while(d<1) d+=8; 2294{
2196 while(d>8) d-=8; 2295 while (d < 1)
2296 d += 8;
2297 while (d > 8)
2298 d -= 8;
2197 return d; 2299 return d;
2198} 2300}
2199 2301
2200/* 2302/*
2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2303 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2304 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2305 */
2204 2306
2307int
2205int dirdiff(int dir1, int dir2) { 2308dirdiff (int dir1, int dir2)
2309{
2206 int d; 2310 int
2311 d;
2312
2207 d = abs(dir1 - dir2); 2313 d = abs (dir1 - dir2);
2208 if(d>4) 2314 if (d > 4)
2209 d = 8 - d; 2315 d = 8 - d;
2210 return d; 2316 return d;
2211} 2317}
2212 2318
2213/* peterm: 2319/* peterm:
2218 * direction 4, 14, or 16 to get back to where we are. 2324 * direction 4, 14, or 16 to get back to where we are.
2219 * Moved from spell_util.c to object.c with the other related direction 2325 * Moved from spell_util.c to object.c with the other related direction
2220 * functions. 2326 * functions.
2221 */ 2327 */
2222 2328
2329int
2223int reduction_dir[SIZEOFFREE][3] = { 2330 reduction_dir[SIZEOFFREE][3] = {
2224 {0,0,0}, /* 0 */ 2331 {0, 0, 0}, /* 0 */
2225 {0,0,0}, /* 1 */ 2332 {0, 0, 0}, /* 1 */
2226 {0,0,0}, /* 2 */ 2333 {0, 0, 0}, /* 2 */
2227 {0,0,0}, /* 3 */ 2334 {0, 0, 0}, /* 3 */
2228 {0,0,0}, /* 4 */ 2335 {0, 0, 0}, /* 4 */
2229 {0,0,0}, /* 5 */ 2336 {0, 0, 0}, /* 5 */
2230 {0,0,0}, /* 6 */ 2337 {0, 0, 0}, /* 6 */
2231 {0,0,0}, /* 7 */ 2338 {0, 0, 0}, /* 7 */
2232 {0,0,0}, /* 8 */ 2339 {0, 0, 0}, /* 8 */
2233 {8,1,2}, /* 9 */ 2340 {8, 1, 2}, /* 9 */
2234 {1,2,-1}, /* 10 */ 2341 {1, 2, -1}, /* 10 */
2235 {2,10,12}, /* 11 */ 2342 {2, 10, 12}, /* 11 */
2236 {2,3,-1}, /* 12 */ 2343 {2, 3, -1}, /* 12 */
2237 {2,3,4}, /* 13 */ 2344 {2, 3, 4}, /* 13 */
2238 {3,4,-1}, /* 14 */ 2345 {3, 4, -1}, /* 14 */
2239 {4,14,16}, /* 15 */ 2346 {4, 14, 16}, /* 15 */
2240 {5,4,-1}, /* 16 */ 2347 {5, 4, -1}, /* 16 */
2241 {4,5,6}, /* 17 */ 2348 {4, 5, 6}, /* 17 */
2242 {6,5,-1}, /* 18 */ 2349 {6, 5, -1}, /* 18 */
2243 {6,20,18}, /* 19 */ 2350 {6, 20, 18}, /* 19 */
2244 {7,6,-1}, /* 20 */ 2351 {7, 6, -1}, /* 20 */
2245 {6,7,8}, /* 21 */ 2352 {6, 7, 8}, /* 21 */
2246 {7,8,-1}, /* 22 */ 2353 {7, 8, -1}, /* 22 */
2247 {8,22,24}, /* 23 */ 2354 {8, 22, 24}, /* 23 */
2248 {8,1,-1}, /* 24 */ 2355 {8, 1, -1}, /* 24 */
2249 {24,9,10}, /* 25 */ 2356 {24, 9, 10}, /* 25 */
2250 {9,10,-1}, /* 26 */ 2357 {9, 10, -1}, /* 26 */
2251 {10,11,-1}, /* 27 */ 2358 {10, 11, -1}, /* 27 */
2252 {27,11,29}, /* 28 */ 2359 {27, 11, 29}, /* 28 */
2253 {11,12,-1}, /* 29 */ 2360 {11, 12, -1}, /* 29 */
2254 {12,13,-1}, /* 30 */ 2361 {12, 13, -1}, /* 30 */
2255 {12,13,14}, /* 31 */ 2362 {12, 13, 14}, /* 31 */
2256 {13,14,-1}, /* 32 */ 2363 {13, 14, -1}, /* 32 */
2257 {14,15,-1}, /* 33 */ 2364 {14, 15, -1}, /* 33 */
2258 {33,15,35}, /* 34 */ 2365 {33, 15, 35}, /* 34 */
2259 {16,15,-1}, /* 35 */ 2366 {16, 15, -1}, /* 35 */
2260 {17,16,-1}, /* 36 */ 2367 {17, 16, -1}, /* 36 */
2261 {18,17,16}, /* 37 */ 2368 {18, 17, 16}, /* 37 */
2262 {18,17,-1}, /* 38 */ 2369 {18, 17, -1}, /* 38 */
2263 {18,19,-1}, /* 39 */ 2370 {18, 19, -1}, /* 39 */
2264 {41,19,39}, /* 40 */ 2371 {41, 19, 39}, /* 40 */
2265 {19,20,-1}, /* 41 */ 2372 {19, 20, -1}, /* 41 */
2266 {20,21,-1}, /* 42 */ 2373 {20, 21, -1}, /* 42 */
2267 {20,21,22}, /* 43 */ 2374 {20, 21, 22}, /* 43 */
2268 {21,22,-1}, /* 44 */ 2375 {21, 22, -1}, /* 44 */
2269 {23,22,-1}, /* 45 */ 2376 {23, 22, -1}, /* 45 */
2270 {45,47,23}, /* 46 */ 2377 {45, 47, 23}, /* 46 */
2271 {23,24,-1}, /* 47 */ 2378 {23, 24, -1}, /* 47 */
2272 {24,9,-1}}; /* 48 */ 2379 {24, 9, -1}
2380}; /* 48 */
2273 2381
2274/* Recursive routine to step back and see if we can 2382/* Recursive routine to step back and see if we can
2275 * find a path to that monster that we found. If not, 2383 * find a path to that monster that we found. If not,
2276 * we don't bother going toward it. Returns 1 if we 2384 * we don't bother going toward it. Returns 1 if we
2277 * can see a direct way to get it 2385 * can see a direct way to get it
2278 * Modified to be map tile aware -.MSW 2386 * Modified to be map tile aware -.MSW
2279 */ 2387 */
2280 2388int
2281
2282int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2389can_see_monsterP (maptile *m, int x, int y, int dir)
2390{
2283 sint16 dx, dy; 2391 sint16 dx, dy;
2284 int mflags; 2392 int mflags;
2285 2393
2394 if (dir < 0)
2286 if(dir<0) return 0; /* exit condition: invalid direction */ 2395 return 0; /* exit condition: invalid direction */
2287 2396
2288 dx = x + freearr_x[dir]; 2397 dx = x + freearr_x[dir];
2289 dy = y + freearr_y[dir]; 2398 dy = y + freearr_y[dir];
2290 2399
2291 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2400 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2292 2401
2293 /* This functional arguably was incorrect before - it was 2402 /* This functional arguably was incorrect before - it was
2294 * checking for P_WALL - that was basically seeing if 2403 * checking for P_WALL - that was basically seeing if
2295 * we could move to the monster - this is being more 2404 * we could move to the monster - this is being more
2296 * literal on if we can see it. To know if we can actually 2405 * literal on if we can see it. To know if we can actually
2297 * move to the monster, we'd need the monster passed in or 2406 * move to the monster, we'd need the monster passed in or
2298 * at least its move type. 2407 * at least its move type.
2299 */ 2408 */
2300 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2409 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2410 return 0;
2301 2411
2302 /* yes, can see. */ 2412 /* yes, can see. */
2303 if(dir < 9) return 1; 2413 if (dir < 9)
2414 return 1;
2415
2304 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2416 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2305 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2417 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2306 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2418 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2307} 2419}
2308 2420
2309
2310
2311/* 2421/*
2312 * can_pick(picker, item): finds out if an object is possible to be 2422 * can_pick(picker, item): finds out if an object is possible to be
2313 * picked up by the picker. Returnes 1 if it can be 2423 * picked up by the picker. Returnes 1 if it can be
2314 * picked up, otherwise 0. 2424 * picked up, otherwise 0.
2315 * 2425 *
2317 * core dumps if they do. 2427 * core dumps if they do.
2318 * 2428 *
2319 * Add a check so we can't pick up invisible objects (0.93.8) 2429 * Add a check so we can't pick up invisible objects (0.93.8)
2320 */ 2430 */
2321 2431
2432int
2322int can_pick(const object *who, const object *item) { 2433can_pick (const object *who, const object *item)
2434{
2323 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2435 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2324 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2436 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2325 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2437 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2326 (who->type==PLAYER||item->weight<who->weight/3));
2327} 2438}
2328
2329 2439
2330/* 2440/*
2331 * create clone from object to another 2441 * create clone from object to another
2332 */ 2442 */
2443object *
2333object *object_create_clone (object *asrc) { 2444object_create_clone (object *asrc)
2445{
2334 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2446 object *dst = 0, *tmp, *src, *part, *prev, *item;
2335 2447
2336 if(!asrc) return NULL; 2448 if (!asrc)
2449 return 0;
2450
2337 src = asrc; 2451 src = asrc;
2338 if(src->head) 2452 if (src->head)
2339 src = src->head; 2453 src = src->head;
2340 2454
2341 prev = NULL; 2455 prev = 0;
2342 for(part = src; part; part = part->more) { 2456 for (part = src; part; part = part->more)
2343 tmp = get_object(); 2457 {
2344 copy_object(part,tmp); 2458 tmp = part->clone ();
2345 tmp->x -= src->x; 2459 tmp->x -= src->x;
2346 tmp->y -= src->y; 2460 tmp->y -= src->y;
2461
2347 if(!part->head) { 2462 if (!part->head)
2463 {
2348 dst = tmp; 2464 dst = tmp;
2349 tmp->head = NULL;
2350 } else {
2351 tmp->head = dst; 2465 tmp->head = 0;
2352 } 2466 }
2467 else
2468 tmp->head = dst;
2469
2353 tmp->more = NULL; 2470 tmp->more = 0;
2471
2354 if(prev) 2472 if (prev)
2355 prev->more = tmp; 2473 prev->more = tmp;
2474
2356 prev = tmp; 2475 prev = tmp;
2357 } 2476 }
2358 /*** copy inventory ***/ 2477
2359 for(item = src->inv; item; item = item->below) { 2478 for (item = src->inv; item; item = item->below)
2360 (void) insert_ob_in_ob(object_create_clone(item),dst); 2479 insert_ob_in_ob (object_create_clone (item), dst);
2361 }
2362 2480
2363 return dst; 2481 return dst;
2364}
2365
2366/* return true if the object was destroyed, 0 otherwise */
2367int was_destroyed (const object *op, tag_t old_tag)
2368{
2369 /* checking for FLAG_FREED isn't necessary, but makes this function more
2370 * robust */
2371 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2372} 2482}
2373 2483
2374/* GROS - Creates an object using a string representing its content. */ 2484/* GROS - Creates an object using a string representing its content. */
2375/* Basically, we save the content of the string to a temp file, then call */ 2485/* Basically, we save the content of the string to a temp file, then call */
2376/* load_object on it. I admit it is a highly inefficient way to make things, */ 2486/* load_object on it. I admit it is a highly inefficient way to make things, */
2377/* but it was simple to make and allows reusing the load_object function. */ 2487/* but it was simple to make and allows reusing the load_object function. */
2378/* Remember not to use load_object_str in a time-critical situation. */ 2488/* Remember not to use load_object_str in a time-critical situation. */
2379/* Also remember that multiparts objects are not supported for now. */ 2489/* Also remember that multiparts objects are not supported for now. */
2380 2490
2491object *
2381object* load_object_str(const char *obstr) 2492load_object_str (const char *obstr)
2382{ 2493{
2383 object *op; 2494 object *op;
2384 char filename[MAX_BUF]; 2495 char filename[MAX_BUF];
2496
2385 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2497 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2386 2498
2387 FILE *tempfile=fopen(filename,"w"); 2499 FILE *tempfile = fopen (filename, "w");
2500
2388 if (tempfile == NULL) 2501 if (tempfile == NULL)
2389 { 2502 {
2390 LOG(llevError,"Error - Unable to access load object temp file\n"); 2503 LOG (llevError, "Error - Unable to access load object temp file\n");
2391 return NULL; 2504 return NULL;
2392 }; 2505 }
2506
2393 fprintf(tempfile,obstr); 2507 fprintf (tempfile, obstr);
2394 fclose(tempfile); 2508 fclose (tempfile);
2395 2509
2396 op=get_object(); 2510 op = object::create ();
2397 2511
2398 object_thawer thawer (filename); 2512 object_thawer thawer (filename);
2399 2513
2400 if (thawer) 2514 if (thawer)
2401 load_object(thawer,op,0); 2515 load_object (thawer, op, 0);
2402 2516
2403 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2517 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2404 CLEAR_FLAG(op,FLAG_REMOVED); 2518 CLEAR_FLAG (op, FLAG_REMOVED);
2405 2519
2406 return op; 2520 return op;
2407} 2521}
2408 2522
2409/* This returns the first object in who's inventory that 2523/* This returns the first object in who's inventory that
2410 * has the same type and subtype match. 2524 * has the same type and subtype match.
2411 * returns NULL if no match. 2525 * returns NULL if no match.
2412 */ 2526 */
2527object *
2413object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2528find_obj_by_type_subtype (const object *who, int type, int subtype)
2414{ 2529{
2415 object *tmp; 2530 object *tmp;
2416 2531
2417 for (tmp=who->inv; tmp; tmp=tmp->below) 2532 for (tmp = who->inv; tmp; tmp = tmp->below)
2418 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2533 if (tmp->type == type && tmp->subtype == subtype)
2534 return tmp;
2419 2535
2420 return NULL; 2536 return NULL;
2421} 2537}
2422 2538
2423/* If ob has a field named key, return the link from the list, 2539/* If ob has a field named key, return the link from the list,
2424 * otherwise return NULL. 2540 * otherwise return NULL.
2425 * 2541 *
2426 * key must be a passed in shared string - otherwise, this won't 2542 * key must be a passed in shared string - otherwise, this won't
2427 * do the desired thing. 2543 * do the desired thing.
2428 */ 2544 */
2545key_value *
2429key_value * get_ob_key_link(const object * ob, const char * key) { 2546get_ob_key_link (const object *ob, const char *key)
2547{
2430 key_value * link; 2548 key_value *link;
2431 2549
2432 for (link = ob->key_values; link != NULL; link = link->next) { 2550 for (link = ob->key_values; link != NULL; link = link->next)
2433 if (link->key == key) { 2551 if (link->key == key)
2434 return link; 2552 return link;
2435 } 2553
2436 }
2437
2438 return NULL; 2554 return NULL;
2439} 2555}
2440 2556
2441/* 2557/*
2442 * Returns the value of op has an extra_field for key, or NULL. 2558 * Returns the value of op has an extra_field for key, or NULL.
2443 * 2559 *
2444 * The argument doesn't need to be a shared string. 2560 * The argument doesn't need to be a shared string.
2445 * 2561 *
2446 * The returned string is shared. 2562 * The returned string is shared.
2447 */ 2563 */
2564const char *
2448const char * get_ob_key_value(const object * op, const char * const key) { 2565get_ob_key_value (const object *op, const char *const key)
2566{
2449 key_value * link; 2567 key_value *link;
2450 const char * canonical_key; 2568 shstr_cmp canonical_key (key);
2569
2570 if (!canonical_key)
2451 2571 {
2452 canonical_key = shstr::find (key);
2453
2454 if (canonical_key == NULL) {
2455 /* 1. There being a field named key on any object 2572 /* 1. There being a field named key on any object
2456 * implies there'd be a shared string to find. 2573 * implies there'd be a shared string to find.
2457 * 2. Since there isn't, no object has this field. 2574 * 2. Since there isn't, no object has this field.
2458 * 3. Therefore, *this* object doesn't have this field. 2575 * 3. Therefore, *this* object doesn't have this field.
2459 */ 2576 */
2460 return NULL; 2577 return 0;
2461 } 2578 }
2462 2579
2463 /* This is copied from get_ob_key_link() above - 2580 /* This is copied from get_ob_key_link() above -
2464 * only 4 lines, and saves the function call overhead. 2581 * only 4 lines, and saves the function call overhead.
2465 */ 2582 */
2466 for (link = op->key_values; link != NULL; link = link->next) { 2583 for (link = op->key_values; link; link = link->next)
2467 if (link->key == canonical_key) { 2584 if (link->key == canonical_key)
2468 return link->value; 2585 return link->value;
2469 } 2586
2470 } 2587 return 0;
2471 return NULL;
2472} 2588}
2473 2589
2474 2590
2475/* 2591/*
2476 * Updates the canonical_key in op to value. 2592 * Updates the canonical_key in op to value.
2480 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2596 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2481 * keys. 2597 * keys.
2482 * 2598 *
2483 * Returns TRUE on success. 2599 * Returns TRUE on success.
2484 */ 2600 */
2601int
2485int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2602set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2603{
2604 key_value *
2486 key_value * field = NULL, *last=NULL; 2605 field = NULL, *last = NULL;
2487 2606
2488 for (field=op->key_values; field != NULL; field=field->next) { 2607 for (field = op->key_values; field != NULL; field = field->next)
2608 {
2489 if (field->key != canonical_key) { 2609 if (field->key != canonical_key)
2610 {
2490 last = field; 2611 last = field;
2491 continue; 2612 continue;
2492 } 2613 }
2493 2614
2494 if (value) 2615 if (value)
2495 field->value = value; 2616 field->value = value;
2496 else { 2617 else
2618 {
2497 /* Basically, if the archetype has this key set, 2619 /* Basically, if the archetype has this key set,
2498 * we need to store the null value so when we save 2620 * we need to store the null value so when we save
2499 * it, we save the empty value so that when we load, 2621 * it, we save the empty value so that when we load,
2500 * we get this value back again. 2622 * we get this value back again.
2501 */ 2623 */
2502 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2624 if (get_ob_key_link (&op->arch->clone, canonical_key))
2503 field->value = 0; 2625 field->value = 0;
2626 else
2627 {
2628 if (last)
2629 last->next = field->next;
2504 else 2630 else
2505 {
2506 if (last) last->next = field->next;
2507 else op->key_values = field->next; 2631 op->key_values = field->next;
2508 2632
2509 delete field; 2633 delete field;
2510 } 2634 }
2511 } 2635 }
2512 return TRUE; 2636 return TRUE;
2513 } 2637 }
2514 /* IF we get here, key doesn't exist */ 2638 /* IF we get here, key doesn't exist */
2515 2639
2516 /* No field, we'll have to add it. */ 2640 /* No field, we'll have to add it. */
2641
2642 if (!add_key)
2517 2643 {
2518 if (!add_key) {
2519 return FALSE; 2644 return FALSE;
2520 } 2645 }
2521 /* There isn't any good reason to store a null 2646 /* There isn't any good reason to store a null
2522 * value in the key/value list. If the archetype has 2647 * value in the key/value list. If the archetype has
2523 * this key, then we should also have it, so shouldn't 2648 * this key, then we should also have it, so shouldn't
2524 * be here. If user wants to store empty strings, 2649 * be here. If user wants to store empty strings,
2525 * should pass in "" 2650 * should pass in ""
2526 */ 2651 */
2527 if (value == NULL) return TRUE; 2652 if (value == NULL)
2528
2529 field = new key_value;
2530
2531 field->key = canonical_key;
2532 field->value = value;
2533 /* Usual prepend-addition. */
2534 field->next = op->key_values;
2535 op->key_values = field;
2536
2537 return TRUE; 2653 return TRUE;
2654
2655 field = new key_value;
2656
2657 field->key = canonical_key;
2658 field->value = value;
2659 /* Usual prepend-addition. */
2660 field->next = op->key_values;
2661 op->key_values = field;
2662
2663 return TRUE;
2538} 2664}
2539 2665
2540/* 2666/*
2541 * Updates the key in op to value. 2667 * Updates the key in op to value.
2542 * 2668 *
2544 * and not add new ones. 2670 * and not add new ones.
2545 * In general, should be little reason FALSE is ever passed in for add_key 2671 * In general, should be little reason FALSE is ever passed in for add_key
2546 * 2672 *
2547 * Returns TRUE on success. 2673 * Returns TRUE on success.
2548 */ 2674 */
2675int
2549int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2676set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2550{ 2677{
2551 shstr key_ (key); 2678 shstr key_ (key);
2679
2552 return set_ob_key_value_s (op, key_, value, add_key); 2680 return set_ob_key_value_s (op, key_, value, add_key);
2553} 2681}
2682
2683object::depth_iterator::depth_iterator (object *container)
2684: iterator_base (container)
2685{
2686 while (item->inv)
2687 item = item->inv;
2688}
2689
2690void
2691object::depth_iterator::next ()
2692{
2693 if (item->below)
2694 {
2695 item = item->below;
2696
2697 while (item->inv)
2698 item = item->inv;
2699 }
2700 else
2701 item = item->env;
2702}
2703
2704// return a suitable string describing an objetc in enough detail to find it
2705const char *
2706object::debug_desc (char *info) const
2707{
2708 char info2[256 * 3];
2709 char *p = info;
2710
2711 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2712 count,
2713 &name,
2714 title ? " " : "",
2715 title ? (const char *)title : "");
2716
2717 if (env)
2718 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2719
2720 if (map)
2721 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2722
2723 return info;
2724}
2725
2726const char *
2727object::debug_desc () const
2728{
2729 static char info[256 * 3];
2730 return debug_desc (info);
2731}
2732

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