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/cvs/deliantra/server/common/object.C
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Comparing deliantra/server/common/object.C (file contents):
Revision 1.22 by root, Sun Sep 10 00:51:23 2006 UTC vs.
Revision 1.77 by root, Thu Dec 21 23:37:05 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.22 2006/09/10 00:51:23 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};
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}
59 133
60/* 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
61static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
62 key_value * wants_field; 138 key_value *wants_field;
63 139
64 /* 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
65 * 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
66 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
67 */ 143 */
68 144
69 /* For each field in wants, */ 145 /* For each field in wants, */
70 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 {
71 key_value * has_field; 148 key_value *has_field;
72 149
73 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
74 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)
75 154 {
76 if (has_field == NULL) {
77 /* No field with that name. */ 155 /* No field with that name. */
78 return FALSE; 156 return FALSE;
79 } 157 }
80 158
81 /* Found the matching field. */ 159 /* Found the matching field. */
82 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
83 /* 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. */
84 return FALSE; 163 return FALSE;
85 } 164 }
86 165
87 /* 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. */
88 }
89 167 }
168
90 /* 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. */
91 return TRUE; 170 return TRUE;
92} 171}
93 172
94/* 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
95static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
96 /* 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,
97 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
98 */ 179 */
99 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);
100} 181}
101 182
102/* 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
103 * they can be merged together. 184 * they can be merged together.
104 * 185 *
105 * 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
106 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
107 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
108 * 189 *
109 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
110 * 191 *
111 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
112 * check weight 193 * check weight
113 */ 194 */
114 195
115bool
116object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
117{ 197{
118 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
119 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)
120 return 0; 204 return 0;
121 205
122 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
123 return 0;
124
125 /* 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
126 * 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
127 * used to store nrof). 209 * used to store nrof).
128 */ 210 */
129 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
139 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
140 222
141 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
142 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
143 225
144 226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
145 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
146 * being locked in inventory should prevent merging.
147 * 0x4 in flags3 is CLIENT_SENT
148 */
149 if ((ob1->arch != ob2->arch) ||
150 (ob1->flags[0] != ob2->flags[0]) ||
151 (ob1->flags[1] != ob2->flags[1]) ||
152 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
153 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
154 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
155 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
156 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
157 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
158 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
159 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
160 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
161 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
162 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
163 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
164 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
165 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
166 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
167 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
168 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
169 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
170 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
171 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
172 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
173 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
174 (ob1->move_off != ob2->move_off) || 248 || ob1->move_off != ob2->move_off
175 (ob1->move_slow != ob2->move_slow) || 249 || ob1->move_slow != ob2->move_slow
176 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 251 return 0;
178 252
179 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 254 * check all objects in the inventory.
181 */ 255 */
182 if (ob1->inv || ob2->inv) 256 if (ob1->inv || ob2->inv)
183 { 257 {
184 /* 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 */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 260 return 0;
187 261
188 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 264 return 0;
191 265
192 /* 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
193 * if it is valid. 267 * if it is valid.
194 */ 268 */
195 } 269 }
203 277
204 /* 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
205 * 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
206 * check? 280 * check?
207 */ 281 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
209 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 return 0; 283 return 0;
211 284
212 switch (ob1->type) 285 switch (ob1->type)
213 { 286 {
214 case SCROLL: 287 case SCROLL:
215 if (ob1->level != ob2->level) 288 if (ob1->level != ob2->level)
216 return 0; 289 return 0;
217 break; 290 break;
218 } 291 }
219 292
220 if (ob1->key_values != NULL || ob2->key_values != NULL) 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
221 { 294 {
222 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
223 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
224 /* One has fields, but the other one doesn't. */ 297 /* One has fields, but the other one doesn't. */
225 return 0; 298 return 0;
226 else if (!compare_ob_value_lists (ob1, ob2)) 299 else if (!compare_ob_value_lists (ob1, ob2))
227 return 0; 300 return 0;
228 } 301 }
229 302
230 //TODO: generate an event or call into perl for additional checks 303 //TODO: generate an event or call into perl for additional checks
231 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
232 { 305 {
233 ob1->optimise (); 306 ob1->optimise ();
234 ob2->optimise (); 307 ob2->optimise ();
235 308
236 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
237 return 0; 310 return 0;
238 } 311 }
239 312
240 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
241 return 1; 314 return 1;
242} 315}
316
243/* 317/*
244 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
245 * 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
246 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
247 */ 321 */
248signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
249 signed long sum; 325 long sum;
250 object *inv; 326 object *inv;
327
251 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
252 if (inv->inv) 330 if (inv->inv)
253 sum_weight(inv); 331 sum_weight (inv);
254 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
255 } 333 }
334
256 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
257 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
258 if(op->carrying != sum) 338 if (op->carrying != sum)
259 op->carrying = sum; 339 op->carrying = sum;
340
260 return sum; 341 return sum;
261} 342}
262 343
263/** 344/**
264 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
265 */ 346 */
266 347
348object *
267object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
268 while (op->env != NULL) 351 while (op->env != NULL)
269 op = op->env; 352 op = op->env;
270 return op; 353 return op;
271}
272
273/*
274 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
275 * a better check. We basically keeping traversing up until we can't
276 * or find a player.
277 */
278
279object *is_player_inv (object *op) {
280 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
281 if (op->env==op)
282 op->env = NULL;
283 return op;
284} 354}
285 355
286/* 356/*
287 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
288 * Some error messages. 358 * Some error messages.
289 * 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.
290 */ 360 */
291 361
292void dump_object2(object *op) { 362char *
293errmsg[0] = 0;
294return;
295 //TODO//D#d#
296#if 0
297 char *cp;
298/* object *tmp;*/
299
300 if(op->arch!=NULL) {
301 strcat(errmsg,"arch ");
302 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
303 strcat(errmsg,"\n");
304 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
305 strcat(errmsg,cp);
306#if 0
307 /* Don't dump player diffs - they are too long, mostly meaningless, and
308 * will overflow the buffer.
309 * Changed so that we don't dump inventory either. This may
310 * also overflow the buffer.
311 */
312 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
313 strcat(errmsg,cp);
314 for (tmp=op->inv; tmp; tmp=tmp->below)
315 dump_object2(tmp);
316#endif
317 strcat(errmsg,"end\n");
318 } else {
319 strcat(errmsg,"Object ");
320 if (op->name==NULL) strcat(errmsg, "(null)");
321 else strcat(errmsg,op->name);
322 strcat(errmsg,"\n");
323#if 0
324 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
325 strcat(errmsg,cp);
326 for (tmp=op->inv; tmp; tmp=tmp->below)
327 dump_object2(tmp);
328#endif
329 strcat(errmsg,"end\n");
330 }
331#endif
332}
333
334/*
335 * Dumps an object. Returns output in the static global errmsg array.
336 */
337
338void dump_object(object *op) { 363dump_object (object *op)
339 if(op==NULL) { 364{
340 strcpy(errmsg,"[NULL pointer]"); 365 if (!op)
341 return; 366 return strdup ("[NULLOBJ]");
342 }
343 errmsg[0]='\0';
344 dump_object2(op);
345}
346 367
347void dump_all_objects(void) { 368 object_freezer freezer;
348 object *op; 369 save_object (freezer, op, 3);
349 for(op=objects;op!=NULL;op=op->next) { 370 return freezer.as_string ();
350 dump_object(op);
351 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
352 }
353} 371}
354 372
355/* 373/*
356 * 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
357 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
358 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
359 */ 377 */
360 378
379object *
361object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
362 object *tmp,*closest; 382 object *tmp, *closest;
363 int last_dist,i; 383 int last_dist, i;
384
364 if(op->more==NULL) 385 if (op->more == NULL)
365 return op; 386 return op;
366 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)
367 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
368 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
369 return closest; 390 return closest;
370} 391}
371 392
372/* 393/*
373 * 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.
374 */ 395 */
375 396
397object *
376object *find_object(tag_t i) { 398find_object (tag_t i)
377 object *op; 399{
378 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
379 if(op->count==i) 401 if (op->count == i)
380 break; 402 return op;
403
381 return op; 404 return 0;
382} 405}
383 406
384/* 407/*
385 * 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.
386 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
387 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
388 */ 411 */
389 412
413object *
390object *find_object_name(const char *str) { 414find_object_name (const char *str)
391 const char *name = shstr::find (str); 415{
416 shstr_cmp str_ (str);
392 object *op; 417 object *op;
418
393 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
394 if(&op->name == name) 420 if (op->name == str_)
395 break; 421 break;
396 422
397 return op; 423 return op;
398} 424}
399 425
426void
400void free_all_object_data () 427free_all_object_data ()
401{ 428{
402 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
403}
404
405/*
406 * Returns the object which this object marks as being the owner.
407 * A id-scheme is used to avoid pointing to objects which have been
408 * freed and are now reused. If this is detected, the owner is
409 * set to NULL, and NULL is returned.
410 * Changed 2004-02-12 - if the player is setting at the play again
411 * prompt, he is removed, and we don't want to treat him as an owner of
412 * anything, so check removed flag. I don't expect that this should break
413 * anything - once an object is removed, it is basically dead anyways.
414 */
415
416object *get_owner(object *op) {
417 if(op->owner==NULL)
418 return NULL;
419
420 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
421 op->owner->count==op->ownercount)
422 return op->owner;
423
424 op->owner=NULL;
425 op->ownercount=0;
426 return NULL;
427}
428
429void clear_owner(object *op)
430{
431 if (!op) return;
432
433 if (op->owner && op->ownercount == op->owner->count)
434 op->owner->refcount--;
435
436 op->owner = NULL;
437 op->ownercount = 0;
438} 430}
439 431
440/* 432/*
441 * 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
442 * skill and experience objects. 434 * skill and experience objects.
443 */ 435 */
444void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
445{ 438{
446 if(owner==NULL||op==NULL) 439 if (!owner)
447 return; 440 return;
448 441
449 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
450 /* 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
451 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
452 * 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
453 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
454 * 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.
455 */ 448 */
456 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
457 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
458 451
459 /* IF the owner still has an owner, we did not resolve to a final owner.
460 * so lets not add to that.
461 */
462 if (owner->owner) return;
463
464 op->owner=owner; 452 this->owner = owner;
465
466 op->ownercount=owner->count;
467 owner->refcount++;
468
469}
470
471/* Set the owner to clone's current owner and set the skill and experience
472 * objects to clone's objects (typically those objects that where the owner's
473 * current skill and experience objects at the time when clone's owner was
474 * set - not the owner's current skill and experience objects).
475 *
476 * Use this function if player created an object (e.g. fire bullet, swarm
477 * spell), and this object creates further objects whose kills should be
478 * accounted for the player's original skill, even if player has changed
479 * skills meanwhile.
480 */
481void copy_owner (object *op, object *clone)
482{
483 object *owner = get_owner (clone);
484 if (owner == NULL) {
485 /* players don't have owners - they own themselves. Update
486 * as appropriate.
487 */
488 if (clone->type == PLAYER) owner=clone;
489 else return;
490 }
491 set_owner(op, owner);
492
493} 453}
494 454
495/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
496 * refcounts and freeing the links. 456 * refcounts and freeing the links.
497 */ 457 */
458static void
498static void free_key_values(object * op) 459free_key_values (object *op)
499{ 460{
500 for (key_value *i = op->key_values; i != 0; ) 461 for (key_value *i = op->key_values; i != 0;)
501 { 462 {
502 key_value *next = i->next; 463 key_value *next = i->next;
503 delete i; 464 delete i;
465
504 i = next; 466 i = next;
505 } 467 }
506 468
507 op->key_values = 0; 469 op->key_values = 0;
508} 470}
509 471
510void object::clear () 472void object::clear ()
511{ 473{
512 attachable_base::clear (); 474 attachable_base::clear ();
513 475
514 free_key_values (this); 476 free_key_values (this);
515 477
516 name = 0; 478 owner = 0;
479 name = 0;
517 name_pl = 0; 480 name_pl = 0;
518 title = 0; 481 title = 0;
519 race = 0; 482 race = 0;
520 slaying = 0; 483 slaying = 0;
521 skill = 0; 484 skill = 0;
522 msg = 0; 485 msg = 0;
523 lore = 0; 486 lore = 0;
524 custom_name = 0; 487 custom_name = 0;
525 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;
526 500
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 501 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528 502
529 SET_FLAG (this, FLAG_REMOVED); 503 SET_FLAG (this, FLAG_REMOVED);
530}
531 504
532void object::clone (object *destination)
533{
534 *(object_copy *)destination = *(object_copy *)this;
535 *(object_pod *)destination = *(object_pod *)this;
536
537 if (self || cb)
538 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
539}
540
541/*
542 * clear_object() frees everything allocated by an object, and also
543 * clears all variables and flags to default settings.
544 */
545
546void clear_object (object *op)
547{
548 op->clear ();
549
550 op->contr = NULL;
551 op->below = NULL;
552 op->above = NULL;
553 op->inv = NULL;
554 op->container=NULL;
555 op->env=NULL;
556 op->more=NULL;
557 op->head=NULL;
558 op->map=NULL;
559 op->refcount=0;
560 op->active_next = NULL;
561 op->active_prev = NULL;
562 /* What is not cleared is next, prev, and count */ 505 /* What is not cleared is next, prev, and count */
563 506
564 op->expmul = 1.0; 507 expmul = 1.0;
565 op->face = blank_face; 508 face = blank_face;
566 op->attacked_by_count = -1;
567 509
568 if (settings.casting_time) 510 if (settings.casting_time)
569 op->casting_time = -1; 511 casting_time = -1;
570} 512}
571 513
572/* 514/*
573 * copy object first frees everything allocated by the second object, 515 * copy_to first frees everything allocated by the dst object,
574 * and then copies the contends of the first object into the second 516 * and then copies the contents of itself into the second
575 * object, allocating what needs to be allocated. Basically, any 517 * object, allocating what needs to be allocated. Basically, any
576 * 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,
577 * 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
578 * will point at garbage. 520 * will point at garbage.
579 */ 521 */
580 522void
581void copy_object (object *op2, object *op) 523object::copy_to (object *dst)
582{ 524{
583 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
584 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
585 527
586 op2->clone (op); 528 *(object_copy *)dst = *this;
529 *(object_pod *)dst = *this;
587 530
588 if (is_freed) SET_FLAG (op, FLAG_FREED); 531 if (self || cb)
589 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
590 533
534 if (is_freed)
535 SET_FLAG (dst, FLAG_FREED);
536
537 if (is_removed)
538 SET_FLAG (dst, FLAG_REMOVED);
539
591 if (op2->speed < 0) 540 if (speed < 0)
592 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 541 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
593 542
594 /* Copy over key_values, if any. */ 543 /* Copy over key_values, if any. */
595 if (op2->key_values != NULL) 544 if (key_values)
596 { 545 {
597 key_value *tail = NULL; 546 key_value *tail = 0;
598 key_value *i; 547 key_value *i;
599 548
600 op->key_values = NULL; 549 dst->key_values = 0;
601 550
602 for (i = op2->key_values; i != NULL; i = i->next) 551 for (i = key_values; i; i = i->next)
603 { 552 {
604 key_value *new_link = new key_value; 553 key_value *new_link = new key_value;
605 554
606 new_link->next = NULL; 555 new_link->next = 0;
607 new_link->key = i->key; 556 new_link->key = i->key;
608 new_link->value = i->value; 557 new_link->value = i->value;
609 558
610 /* Try and be clever here, too. */ 559 /* Try and be clever here, too. */
611 if (op->key_values == NULL) 560 if (!dst->key_values)
612 { 561 {
613 op->key_values = new_link; 562 dst->key_values = new_link;
614 tail = new_link; 563 tail = new_link;
615 } 564 }
616 else 565 else
617 { 566 {
618 tail->next = new_link; 567 tail->next = new_link;
619 tail = new_link; 568 tail = new_link;
620 } 569 }
621 } 570 }
622 } 571 }
623 572
624 update_ob_speed (op); 573 update_ob_speed (dst);
574}
575
576object *
577object::clone ()
578{
579 object *neu = create ();
580 copy_to (neu);
581 return neu;
625} 582}
626 583
627/* 584/*
628 * 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
629 * 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
630 * 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.
631 */ 588 */
632 589
590void
633void update_turn_face(object *op) { 591update_turn_face (object *op)
592{
634 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 593 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
635 return; 594 return;
636 SET_ANIMATION(op, op->direction); 595 SET_ANIMATION (op, op->direction);
637 update_object(op,UP_OBJ_FACE); 596 update_object (op, UP_OBJ_FACE);
638} 597}
639 598
640/* 599/*
641 * 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
642 * 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.
643 * 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.
644 */ 603 */
645 604void
646void update_ob_speed(object *op) { 605update_ob_speed (object *op)
606{
647 extern int arch_init; 607 extern int arch_init;
648 608
649 /* No reason putting the archetypes objects on the speed list, 609 /* No reason putting the archetypes objects on the speed list,
650 * since they never really need to be updated. 610 * since they never really need to be updated.
651 */ 611 */
652 612
653 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 613 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
614 {
654 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);
655#ifdef MANY_CORES 616#ifdef MANY_CORES
656 abort(); 617 abort ();
657#else 618#else
658 op->speed = 0; 619 op->speed = 0;
659#endif 620#endif
660 } 621 }
622
661 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)
662 return; 630 return;
663 }
664 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
665 /* If already on active list, don't do anything */
666 if (op->active_next || op->active_prev || op==active_objects)
667 return;
668 631
669 /* process_events() expects us to insert the object at the beginning 632 /* process_events() expects us to insert the object at the beginning
670 * of the list. */ 633 * of the list. */
671 op->active_next = active_objects; 634 op->active_next = active_objects;
635
672 if (op->active_next!=NULL) 636 if (op->active_next != NULL)
673 op->active_next->active_prev = op; 637 op->active_next->active_prev = op;
638
674 active_objects = op; 639 active_objects = op;
640 }
641 else
675 } 642 {
676 else {
677 /* If not on the active list, nothing needs to be done */ 643 /* If not on the active list, nothing needs to be done */
678 if (!op->active_next && !op->active_prev && op!=active_objects) 644 if (!op->active_next && !op->active_prev && op != active_objects)
679 return; 645 return;
680 646
681 if (op->active_prev==NULL) { 647 if (op->active_prev == NULL)
648 {
682 active_objects = op->active_next; 649 active_objects = op->active_next;
650
683 if (op->active_next!=NULL) 651 if (op->active_next != NULL)
684 op->active_next->active_prev = NULL; 652 op->active_next->active_prev = NULL;
685 } 653 }
686 else { 654 else
655 {
687 op->active_prev->active_next = op->active_next; 656 op->active_prev->active_next = op->active_next;
657
688 if (op->active_next) 658 if (op->active_next)
689 op->active_next->active_prev = op->active_prev; 659 op->active_next->active_prev = op->active_prev;
690 } 660 }
661
691 op->active_next = NULL; 662 op->active_next = NULL;
692 op->active_prev = NULL; 663 op->active_prev = NULL;
693 } 664 }
694} 665}
695 666
696/* This function removes object 'op' from the list of active 667/* This function removes object 'op' from the list of active
697 * objects. 668 * objects.
699 * 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
700 * in play chewing up cpu time getting processed. 671 * in play chewing up cpu time getting processed.
701 * The reverse of this is to call update_ob_speed, which 672 * The reverse of this is to call update_ob_speed, which
702 * 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.
703 */ 674 */
675void
704void remove_from_active_list(object *op) 676remove_from_active_list (object *op)
705{ 677{
706 /* If not on the active list, nothing needs to be done */ 678 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects) 679 if (!op->active_next && !op->active_prev && op != active_objects)
708 return; 680 return;
709 681
710 if (op->active_prev==NULL) { 682 if (op->active_prev == NULL)
683 {
711 active_objects = op->active_next; 684 active_objects = op->active_next;
712 if (op->active_next!=NULL) 685 if (op->active_next != NULL)
713 op->active_next->active_prev = NULL; 686 op->active_next->active_prev = NULL;
687 }
688 else
714 } 689 {
715 else {
716 op->active_prev->active_next = op->active_next; 690 op->active_prev->active_next = op->active_next;
717 if (op->active_next) 691 if (op->active_next)
718 op->active_next->active_prev = op->active_prev; 692 op->active_next->active_prev = op->active_prev;
719 } 693 }
720 op->active_next = NULL; 694 op->active_next = NULL;
721 op->active_prev = NULL; 695 op->active_prev = NULL;
722} 696}
723 697
724/* 698/*
725 * update_object() updates the array which represents the map. 699 * update_object() updates the the map.
726 * It takes into account invisible objects (and represent squares covered 700 * It takes into account invisible objects (and represent squares covered
727 * 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
728 * invisible object, etc...) 702 * invisible object, etc...)
729 * 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
730 * 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
731 * updating that window, though, since update_object() is called _often_) 705 * updating that window, though, since update_object() is called _often_)
732 * 706 *
733 * 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.
734 * For example, if the only thing that has changed is the face (due to
735 * an animation), we don't need to call update_position until that actually
736 * comes into view of a player. OTOH, many other things, like addition/removal
737 * of walls or living creatures may need us to update the flags now.
738 * current action are: 708 * current action are:
739 * UP_OBJ_INSERT: op was inserted 709 * UP_OBJ_INSERT: op was inserted
740 * UP_OBJ_REMOVE: op was removed 710 * UP_OBJ_REMOVE: op was removed
741 * 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
742 * 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.
743 * UP_OBJ_FACE: only the objects face has changed. 713 * UP_OBJ_FACE: only the objects face has changed.
744 */ 714 */
745 715void
746void update_object(object *op, int action) { 716update_object (object *op, int action)
747 int update_now=0, flags; 717{
748 MoveType move_on, move_off, move_block, move_slow; 718 MoveType move_on, move_off, move_block, move_slow;
749 719
750 if (op == NULL) { 720 if (op == NULL)
721 {
751 /* this should never happen */ 722 /* this should never happen */
752 LOG(llevDebug,"update_object() called for NULL object.\n"); 723 LOG (llevDebug, "update_object() called for NULL object.\n");
753 return; 724 return;
754 }
755 725 }
756 if(op->env!=NULL) { 726
727 if (op->env)
728 {
757 /* Animation is currently handled by client, so nothing 729 /* Animation is currently handled by client, so nothing
758 * to do in this case. 730 * to do in this case.
759 */ 731 */
760 return; 732 return;
761 } 733 }
762 734
763 /* 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
764 * going to get freed anyways. 736 * going to get freed anyways.
765 */ 737 */
766 if (!op->map || op->map->in_memory == MAP_SAVING) return; 738 if (!op->map || op->map->in_memory == MAP_SAVING)
767 739 return;
740
768 /* make sure the object is within map boundaries */ 741 /* make sure the object is within map boundaries */
769 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))
770 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 743 {
771 LOG(llevError,"update_object() called for object out of map!\n"); 744 LOG (llevError, "update_object() called for object out of map!\n");
772#ifdef MANY_CORES 745#ifdef MANY_CORES
773 abort(); 746 abort ();
774#endif 747#endif
775 return; 748 return;
776 }
777 749 }
778 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
779 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
780 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
781 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
782 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
783 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
784 750
751 mapspace &m = op->ms ();
752
753 if (m.flags_ & P_NEED_UPDATE)
754 /* nop */;
785 if (action == UP_OBJ_INSERT) { 755 else if (action == UP_OBJ_INSERT)
756 {
757 // this is likely overkill, TODO: revisit (schmorp)
786 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 758 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
787 update_now=1;
788
789 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 759 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
790 update_now=1; 760 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
791 761 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
762 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
792 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 763 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
793 update_now=1; 764 || (m.move_on | op->move_on ) != m.move_on
794
795 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now=1;
797
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now=1;
800
801 if ((move_on | op->move_on) != move_on) update_now=1;
802
803 if ((move_off | op->move_off) != move_off) update_now=1; 765 || (m.move_off | op->move_off ) != m.move_off
804 766 || (m.move_slow | op->move_slow) != m.move_slow
805 /* 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
806 * to have move_allow right now. 768 * to have move_allow right now.
807 */ 769 */
808 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 770 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
809 update_now=1; 771 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
810 772 m.flags_ = P_NEED_UPDATE;
811 if ((move_slow | op->move_slow) != move_slow)
812 update_now=1;
813 } 773 }
814 /* if the object is being removed, we can't make intelligent 774 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 775 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 776 * that is being removed.
817 */ 777 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 778 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now=1; 779 m.flags_ = P_NEED_UPDATE;
820 } else if (action == UP_OBJ_FACE) { 780 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ 781 /* Nothing to do for that case */ ;
822 }
823 else { 782 else
824 LOG(llevError,"update_object called with invalid action: %d\n", action); 783 LOG (llevError, "update_object called with invalid action: %d\n", action);
825 }
826 784
827 if (update_now) {
828 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
829 update_position(op->map, op->x, op->y);
830 }
831
832 if(op->more!=NULL) 785 if (op->more)
833 update_object(op->more, action); 786 update_object (op->more, action);
834} 787}
835 788
836static std::vector<object *> mortals; 789object::vector object::mortals;
790object::vector object::objects; // not yet used
791object *object::first;
837 792
838void object::free_mortals () 793void object::free_mortals ()
839{ 794{
840 for (std::vector<object *>::iterator i = mortals.begin (); i != mortals.end (); ++i) 795 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
796 if ((*i)->refcnt)
797 ++i; // further delay freeing
798 else
799 {
841 delete *i; 800 delete *i;
842 801 mortals.erase (i);
843 mortals.clear (); 802 }
844} 803}
845 804
846object::object () 805object::object ()
847{ 806{
848 SET_FLAG (this, FLAG_REMOVED); 807 SET_FLAG (this, FLAG_REMOVED);
849 808
850 expmul = 1.0; 809 expmul = 1.0;
851 face = blank_face; 810 face = blank_face;
852 attacked_by_count = -1;
853} 811}
854 812
855object::~object () 813object::~object ()
856{ 814{
857 free_key_values (this); 815 free_key_values (this);
858} 816}
859 817
860void
861object::link () 818void object::link ()
862{ 819{
863 count = ++ob_count; 820 count = ++ob_count;
821 uuid = gen_uuid ();
864 822
865 prev = 0; 823 prev = 0;
866 next = objects; 824 next = object::first;
867 825
868 if (objects) 826 if (object::first)
869 objects->prev = this; 827 object::first->prev = this;
870 828
871 objects = this; 829 object::first = this;
872} 830}
873 831
874void
875object::unlink () 832void object::unlink ()
876{ 833{
877 count = 0; 834 if (this == object::first)
835 object::first = next;
878 836
879 /* Remove this object from the list of used objects */ 837 /* Remove this object from the list of used objects */
880 if (prev) prev->next = next; 838 if (prev) prev->next = next;
881 if (next) next->prev = prev; 839 if (next) next->prev = prev;
882 if (this == objects) objects = next; 840
883} 841 prev = 0;
842 next = 0;
843}
884 844
885object *object::create () 845object *object::create ()
886{ 846{
887 object *op = new object; 847 object *op = new object;
888 op->link (); 848 op->link ();
894 * 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
895 * free objects. The IS_FREED() flag is set in the object. 855 * free objects. The IS_FREED() flag is set in the object.
896 * The object must have been removed by remove_ob() first for 856 * The object must have been removed by remove_ob() first for
897 * this function to succeed. 857 * this function to succeed.
898 * 858 *
899 * 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
900 * inventory to the ground. 860 * inventory to the ground.
901 */ 861 */
902void 862void object::destroy (bool destroy_inventory)
903object::free (bool free_inventory)
904{ 863{
864 if (QUERY_FLAG (this, FLAG_FREED))
865 return;
866
867 if (QUERY_FLAG (this, FLAG_FRIENDLY))
868 remove_friendly_object (this);
869
905 if (!QUERY_FLAG (this, FLAG_REMOVED)) 870 if (!QUERY_FLAG (this, FLAG_REMOVED))
906 { 871 remove ();
907 LOG (llevDebug, "Free object called with non removed object\n");
908 dump_object (this);
909#ifdef MANY_CORES
910 abort ();
911#endif
912 }
913 872
914 if (QUERY_FLAG (this, FLAG_FRIENDLY))
915 {
916 LOG (llevMonster, "Warning: tried to free friendly object.\n");
917 remove_friendly_object (this);
918 }
919
920 if (QUERY_FLAG (this, FLAG_FREED)) 873 SET_FLAG (this, FLAG_FREED);
921 {
922 dump_object (this);
923 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
924 return;
925 }
926 874
927 if (more) 875 if (more)
928 { 876 {
929 more->free (free_inventory); 877 more->destroy (destroy_inventory);
930 more = 0; 878 more = 0;
931 } 879 }
932 880
933 if (inv) 881 if (inv)
934 { 882 {
935 /* Only if the space blocks everything do we not process - 883 /* Only if the space blocks everything do we not process -
936 * if some form of movement is allowed, let objects 884 * if some form of movement is allowed, let objects
937 * drop on that space. 885 * drop on that space.
938 */ 886 */
939 if (free_inventory || !map 887 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
940 || map->in_memory != MAP_IN_MEMORY 888 {
941 || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
942 {
943 object *op = inv; 889 object *op = inv;
944 890
945 while (op) 891 while (op)
946 { 892 {
947 object *tmp = op->below; 893 object *tmp = op->below;
948 remove_ob (op);
949 op->free (free_inventory); 894 op->destroy (destroy_inventory);
950 op = tmp; 895 op = tmp;
951 } 896 }
952 } 897 }
953 else 898 else
954 { /* Put objects in inventory onto this space */ 899 { /* Put objects in inventory onto this space */
955 object *op = inv; 900 object *op = inv;
956 901
957 while (op) 902 while (op)
958 { 903 {
959 object *tmp = op->below; 904 object *tmp = op->below;
960 remove_ob (op);
961 905
906 op->remove ();
907
962 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 908 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
963 || 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))
964 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 910 op->destroy ();
965 free_object (op); 911 else
966 else 912 {
967 { 913 op->x = x;
968 op->x = x; 914 op->y = y;
969 op->y = y;
970 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */ 915 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
971 } 916 }
972 917
973 op = tmp; 918 op = tmp;
919 }
920 }
974 } 921 }
975 } 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 ();
976 } 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;
977 950
978 /* Remove object from the active list */ 951 /* Remove object from the active list */
979 speed = 0; 952 speed = 0;
980 update_ob_speed (this); 953 update_ob_speed (this);
981 954
982 unlink (); 955 unlink ();
983 956
984 SET_FLAG (this, FLAG_FREED);
985
986 mortals.push_back (this); 957 mortals.push_back (this);
987} 958}
988 959
989/* 960/*
990 * sub_weight() recursively (outwards) subtracts a number from the 961 * sub_weight() recursively (outwards) subtracts a number from the
991 * 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)).
992 */ 963 */
993 964void
994void sub_weight (object *op, signed long weight) { 965sub_weight (object *op, signed long weight)
966{
995 while (op != NULL) { 967 while (op != NULL)
968 {
996 if (op->type == CONTAINER) { 969 if (op->type == CONTAINER)
997 weight=(signed long)(weight*(100-op->stats.Str)/100); 970 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
998 } 971
999 op->carrying-=weight; 972 op->carrying -= weight;
1000 op = op->env; 973 op = op->env;
1001 } 974 }
1002} 975}
1003 976
1004/* remove_ob(op): 977/* op->remove ():
1005 * 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
1006 * 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
1007 * object will have no environment. If the object previously had an 980 * object will have no environment. If the object previously had an
1008 * environment, the x and y coordinates will be updated to 981 * environment, the x and y coordinates will be updated to
1009 * the previous environment. 982 * the previous environment.
1010 * Beware: This function is called from the editor as well! 983 * Beware: This function is called from the editor as well!
1011 */ 984 */
1012 985void
1013void remove_ob(object *op) { 986object::remove ()
987{
1014 object *tmp,*last=NULL; 988 object *tmp, *last = 0;
1015 object *otmp; 989 object *otmp;
1016 tag_t tag; 990
1017 int check_walk_off; 991 int check_walk_off;
1018 mapstruct *m;
1019 sint16 x,y;
1020
1021 992
1022 if(QUERY_FLAG(op,FLAG_REMOVED)) { 993 if (QUERY_FLAG (this, FLAG_REMOVED))
1023 dump_object(op); 994 return;
1024 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1025 995
1026 /* Changed it to always dump core in this case. As has been learned
1027 * in the past, trying to recover from errors almost always
1028 * make things worse, and this is a real error here - something
1029 * that should not happen.
1030 * Yes, if this was a mission critical app, trying to do something
1031 * to recover may make sense, but that is because failure of the app
1032 * may have other disastrous problems. Cf runs out of a script
1033 * so is easily enough restarted without any real problems.
1034 * MSW 2001-07-01
1035 */
1036 abort();
1037 }
1038 if(op->more!=NULL)
1039 remove_ob(op->more);
1040
1041 SET_FLAG(op, FLAG_REMOVED); 996 SET_FLAG (this, FLAG_REMOVED);
1042 997
998 if (more)
999 more->remove ();
1000
1043 /* 1001 /*
1044 * In this case, the object to be removed is in someones 1002 * In this case, the object to be removed is in someones
1045 * inventory. 1003 * inventory.
1046 */ 1004 */
1047 if(op->env!=NULL) { 1005 if (env)
1006 {
1048 if(op->nrof) 1007 if (nrof)
1049 sub_weight(op->env, op->weight*op->nrof); 1008 sub_weight (env, weight * nrof);
1050 else 1009 else
1051 sub_weight(op->env, op->weight+op->carrying); 1010 sub_weight (env, weight + carrying);
1052 1011
1053 /* 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
1054 * made to players inventory. If set, avoiding the call 1013 * made to players inventory. If set, avoiding the call
1055 * to save cpu time. 1014 * to save cpu time.
1056 */ 1015 */
1057 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1016 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1058 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1059 fix_player(otmp); 1017 fix_player (otmp);
1060 1018
1061 if(op->above!=NULL) 1019 if (above != NULL)
1062 op->above->below=op->below; 1020 above->below = below;
1063 else 1021 else
1064 op->env->inv=op->below; 1022 env->inv = below;
1065 1023
1066 if(op->below!=NULL) 1024 if (below != NULL)
1067 op->below->above=op->above; 1025 below->above = above;
1068 1026
1069 /* we set up values so that it could be inserted into 1027 /* we set up values so that it could be inserted into
1070 * 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
1071 * 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
1072 */ 1056 */
1073 op->x=op->env->x,op->y=op->env->y; 1057 if (GET_MAP_OB (map, x, y) != this)
1074 op->map=op->env->map; 1058 {
1075 op->above=NULL,op->below=NULL; 1059 char *dump = dump_object (this);
1076 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)
1077 return; 1075 return;
1078 }
1079 1076
1080 /* If we get here, we are removing it from a map */ 1077 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1081 if (op->map == NULL) return;
1082 1078
1083 x = op->x; 1079 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1084 y = op->y; 1080 {
1085 m = get_map_from_coord(op->map, &x, &y); 1081 /* No point updating the players look faces if he is the object
1086 1082 * being removed.
1087 if (!m) {
1088 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1089 op->map->path, op->x, op->y);
1090 /* in old days, we used to set x and y to 0 and continue.
1091 * it seems if we get into this case, something is probablye
1092 * screwed up and should be fixed.
1093 */ 1083 */
1094 abort();
1095 }
1096 if (op->map != m) {
1097 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1098 op->map->path, m->path, op->x, op->y, x, y);
1099 }
1100 1084
1101 /* Re did the following section of code - it looks like it had 1085 if (tmp->type == PLAYER && tmp != this)
1102 * lots of logic for things we no longer care about 1086 {
1103 */ 1087 /* If a container that the player is currently using somehow gets
1104 1088 * removed (most likely destroyed), update the player view
1105 /* link the object above us */ 1089 * appropriately.
1106 if (op->above)
1107 op->above->below=op->below;
1108 else
1109 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1110
1111 /* Relink the object below us, if there is one */
1112 if(op->below) {
1113 op->below->above=op->above;
1114 } else {
1115 /* Nothing below, which means we need to relink map object for this space
1116 * use translated coordinates in case some oddness with map tiling is
1117 * evident
1118 */ 1090 */
1119 if(GET_MAP_OB(m,x,y)!=op) { 1091 if (tmp->container == this)
1120 dump_object(op); 1092 {
1121 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);
1122 dump_object(GET_MAP_OB(m,x,y)); 1094 tmp->container = 0;
1123 LOG(llevError,"%s\n",errmsg); 1095 }
1096
1097 tmp->contr->ns->floorbox_update ();
1098 }
1099
1100 /* See if player moving off should effect something */
1101 if (check_walk_off
1102 && ((move_type & tmp->move_off)
1103 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1104 {
1105 move_apply (tmp, this, 0);
1106
1107 if (destroyed ())
1108 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1109 }
1110
1111 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1112
1113 if (tmp->above == tmp)
1114 tmp->above = 0;
1115
1116 last = tmp;
1124 } 1117 }
1125 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1126 }
1127 op->above=NULL;
1128 op->below=NULL;
1129 1118
1130 if (op->map->in_memory == MAP_SAVING)
1131 return;
1132
1133 tag = op->count;
1134 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1135 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1136 /* No point updating the players look faces if he is the object
1137 * being removed.
1138 */
1139
1140 if(tmp->type==PLAYER && tmp!=op) {
1141 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view
1143 * appropriately.
1144 */
1145 if (tmp->container==op) {
1146 CLEAR_FLAG(op, FLAG_APPLIED);
1147 tmp->container=NULL;
1148 }
1149 tmp->contr->socket.update_look=1;
1150 }
1151 /* See if player moving off should effect something */
1152 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1153 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1154
1155 move_apply(tmp, op, NULL);
1156 if (was_destroyed (op, tag)) {
1157 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1158 "leaving object\n", &tmp->name, &tmp->arch->name);
1159 }
1160 }
1161
1162 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1163
1164 if(tmp->above == tmp)
1165 tmp->above = NULL;
1166 last=tmp;
1167 }
1168 /* last == NULL of there are no objects on this space */ 1119 /* last == NULL of there are no objects on this space */
1169 if (last==NULL) { 1120 if (!last)
1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1121 map->at (x, y).flags_ = P_NEED_UPDATE;
1171 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1172 * those out anyways, and if there are any flags set right now, they won't
1173 * be correct anyways.
1174 */
1175 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1176 update_position(op->map, op->x, op->y);
1177 }
1178 else 1122 else
1179 update_object(last, UP_OBJ_REMOVE); 1123 update_object (last, UP_OBJ_REMOVE);
1180 1124
1181 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1125 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1182 update_all_los(op->map, op->x, op->y); 1126 update_all_los (map, x, y);
1183 1127 }
1184} 1128}
1185 1129
1186/* 1130/*
1187 * merge_ob(op,top): 1131 * merge_ob(op,top):
1188 * 1132 *
1189 * This function goes through all objects below and including top, and 1133 * This function goes through all objects below and including top, and
1190 * merges op to the first matching object. 1134 * merges op to the first matching object.
1191 * If top is NULL, it is calculated. 1135 * If top is NULL, it is calculated.
1192 * 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
1193 */ 1137 */
1194 1138object *
1195object *merge_ob(object *op, object *top) { 1139merge_ob (object *op, object *top)
1140{
1196 if(!op->nrof) 1141 if (!op->nrof)
1197 return 0; 1142 return 0;
1143
1198 if(top==NULL) 1144 if (top == NULL)
1199 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1145 for (top = op; top != NULL && top->above != NULL; top = top->above);
1146
1200 for(;top!=NULL;top=top->below) { 1147 for (; top != NULL; top = top->below)
1148 {
1201 if(top==op) 1149 if (top == op)
1202 continue; 1150 continue;
1203 if (CAN_MERGE(op,top)) 1151
1204 { 1152 if (object::can_merge (op, top))
1153 {
1205 top->nrof+=op->nrof; 1154 top->nrof += op->nrof;
1155
1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1156/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1207 op->weight = 0; /* Don't want any adjustements now */ 1157 op->weight = 0; /* Don't want any adjustements now */
1208 remove_ob(op); 1158 op->destroy ();
1209 free_object(op);
1210 return top; 1159 return top;
1211 } 1160 }
1212 } 1161 }
1162
1213 return NULL; 1163 return 0;
1214} 1164}
1215 1165
1216/* 1166/*
1217 * 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
1218 * job preparing multi-part monsters 1168 * job preparing multi-part monsters
1219 */ 1169 */
1170object *
1220object *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{
1221 object* tmp; 1173 object *tmp;
1174
1222 if (op->head) 1175 if (op->head)
1223 op=op->head; 1176 op = op->head;
1177
1224 for (tmp=op;tmp;tmp=tmp->more){ 1178 for (tmp = op; tmp; tmp = tmp->more)
1179 {
1225 tmp->x=x+tmp->arch->clone.x; 1180 tmp->x = x + tmp->arch->clone.x;
1226 tmp->y=y+tmp->arch->clone.y; 1181 tmp->y = y + tmp->arch->clone.y;
1227 } 1182 }
1183
1228 return insert_ob_in_map (op, m, originator, flag); 1184 return insert_ob_in_map (op, m, originator, flag);
1229} 1185}
1230 1186
1231/* 1187/*
1232 * insert_ob_in_map (op, map, originator, flag): 1188 * insert_ob_in_map (op, map, originator, flag):
1233 * This function inserts the object in the two-way linked list 1189 * This function inserts the object in the two-way linked list
1247 * new object if 'op' was merged with other object 1203 * new object if 'op' was merged with other object
1248 * NULL if 'op' was destroyed 1204 * NULL if 'op' was destroyed
1249 * just 'op' otherwise 1205 * just 'op' otherwise
1250 */ 1206 */
1251 1207
1208object *
1252object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1209insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1253{ 1210{
1254 object *tmp, *top, *floor=NULL; 1211 object *tmp, *top, *floor = NULL;
1255 sint16 x,y; 1212 sint16 x, y;
1256 1213
1257 if (QUERY_FLAG (op, FLAG_FREED)) { 1214 if (QUERY_FLAG (op, FLAG_FREED))
1215 {
1258 LOG (llevError, "Trying to insert freed object!\n"); 1216 LOG (llevError, "Trying to insert freed object!\n");
1217 return NULL;
1218 }
1219
1220 if (m == NULL)
1221 {
1222 char *dump = dump_object (op);
1223 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1224 free (dump);
1225 return op;
1226 }
1227
1228 if (out_of_map (m, op->x, op->y))
1229 {
1230 char *dump = dump_object (op);
1231 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1232#ifdef MANY_CORES
1233 /* Better to catch this here, as otherwise the next use of this object
1234 * is likely to cause a crash. Better to find out where it is getting
1235 * improperly inserted.
1236 */
1237 abort ();
1238#endif
1239 free (dump);
1240 return op;
1241 }
1242
1243 if (!QUERY_FLAG (op, FLAG_REMOVED))
1244 {
1245 char *dump = dump_object (op);
1246 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1247 free (dump);
1248 return op;
1249 }
1250
1251 if (op->more != NULL)
1252 {
1253 /* The part may be on a different map. */
1254
1255 object *more = op->more;
1256
1257 /* We really need the caller to normalize coordinates - if
1258 * we set the map, that doesn't work if the location is within
1259 * a map and this is straddling an edge. So only if coordinate
1260 * is clear wrong do we normalize it.
1261 */
1262 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1263 more->map = get_map_from_coord (m, &more->x, &more->y);
1264 else if (!more->map)
1265 {
1266 /* For backwards compatibility - when not dealing with tiled maps,
1267 * more->map should always point to the parent.
1268 */
1269 more->map = m;
1270 }
1271
1272 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1273 {
1274 if (!op->head)
1275 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1276
1277 return NULL;
1278 }
1279 }
1280
1281 CLEAR_FLAG (op, FLAG_REMOVED);
1282
1283 /* Ideally, the caller figures this out. However, it complicates a lot
1284 * of areas of callers (eg, anything that uses find_free_spot would now
1285 * need extra work
1286 */
1287 op->map = get_map_from_coord (m, &op->x, &op->y);
1288 x = op->x;
1289 y = op->y;
1290
1291 /* this has to be done after we translate the coordinates.
1292 */
1293 if (op->nrof && !(flag & INS_NO_MERGE))
1294 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1295 if (object::can_merge (op, tmp))
1296 {
1297 op->nrof += tmp->nrof;
1298 tmp->destroy ();
1299 }
1300
1301 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1302 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1303
1304 if (!QUERY_FLAG (op, FLAG_ALIVE))
1305 CLEAR_FLAG (op, FLAG_NO_STEAL);
1306
1307 if (flag & INS_BELOW_ORIGINATOR)
1308 {
1309 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1310 {
1311 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1312 abort ();
1313 }
1314
1315 op->above = originator;
1316 op->below = originator->below;
1317
1318 if (op->below)
1319 op->below->above = op;
1320 else
1321 op->ms ().bottom = op;
1322
1323 /* since *below* originator, no need to update top */
1324 originator->below = op;
1325 }
1326 else
1327 {
1328 /* If there are other objects, then */
1329 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1330 {
1331 object *last = NULL;
1332
1333 /*
1334 * If there are multiple objects on this space, we do some trickier handling.
1335 * We've already dealt with merging if appropriate.
1336 * Generally, we want to put the new object on top. But if
1337 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1338 * floor, we want to insert above that and no further.
1339 * Also, if there are spell objects on this space, we stop processing
1340 * once we get to them. This reduces the need to traverse over all of
1341 * them when adding another one - this saves quite a bit of cpu time
1342 * when lots of spells are cast in one area. Currently, it is presumed
1343 * that flying non pickable objects are spell objects.
1344 */
1345
1346 while (top != NULL)
1347 {
1348 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1349 floor = top;
1350
1351 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1352 {
1353 /* We insert above top, so we want this object below this */
1354 top = top->below;
1355 break;
1356 }
1357
1358 last = top;
1359 top = top->above;
1360 }
1361
1362 /* Don't want top to be NULL, so set it to the last valid object */
1363 top = last;
1364
1365 /* We let update_position deal with figuring out what the space
1366 * looks like instead of lots of conditions here.
1367 * makes things faster, and effectively the same result.
1368 */
1369
1370 /* Have object 'fall below' other objects that block view.
1371 * Unless those objects are exits, type 66
1372 * If INS_ON_TOP is used, don't do this processing
1373 * Need to find the object that in fact blocks view, otherwise
1374 * stacking is a bit odd.
1375 */
1376 if (!(flag & INS_ON_TOP) &&
1377 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1378 {
1379 for (last = top; last != floor; last = last->below)
1380 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1381 break;
1382 /* Check to see if we found the object that blocks view,
1383 * and make sure we have a below pointer for it so that
1384 * we can get inserted below this one, which requires we
1385 * set top to the object below us.
1386 */
1387 if (last && last->below && last != floor)
1388 top = last->below;
1389 }
1390 } /* If objects on this space */
1391
1392 if (flag & INS_MAP_LOAD)
1393 top = GET_MAP_TOP (op->map, op->x, op->y);
1394
1395 if (flag & INS_ABOVE_FLOOR_ONLY)
1396 top = floor;
1397
1398 /* Top is the object that our object (op) is going to get inserted above.
1399 */
1400
1401 /* First object on this space */
1402 if (!top)
1403 {
1404 op->above = GET_MAP_OB (op->map, op->x, op->y);
1405
1406 if (op->above)
1407 op->above->below = op;
1408
1409 op->below = NULL;
1410 op->ms ().bottom = op;
1411 }
1412 else
1413 { /* get inserted into the stack above top */
1414 op->above = top->above;
1415
1416 if (op->above)
1417 op->above->below = op;
1418
1419 op->below = top;
1420 top->above = op;
1421 }
1422
1423 if (op->above == NULL)
1424 op->ms ().top = op;
1425 } /* else not INS_BELOW_ORIGINATOR */
1426
1427 if (op->type == PLAYER)
1428 op->contr->do_los = 1;
1429
1430 /* If we have a floor, we know the player, if any, will be above
1431 * it, so save a few ticks and start from there.
1432 */
1433 if (!(flag & INS_MAP_LOAD))
1434 if (object *pl = op->ms ().player ())
1435 pl->contr->ns->floorbox_update ();
1436
1437 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really
1439 * an inefficient way to do this, as it means los for all players
1440 * on the map will get recalculated. The players could very well
1441 * be far away from this change and not affected in any way -
1442 * this should get redone to only look for players within range,
1443 * or just updating the P_NEED_UPDATE for spaces within this area
1444 * of effect may be sufficient.
1445 */
1446 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1447 update_all_los (op->map, op->x, op->y);
1448
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object (op, UP_OBJ_INSERT);
1451
1452 /* Don't know if moving this to the end will break anything. However,
1453 * we want to have floorbox_update called before calling this.
1454 *
1455 * check_move_on() must be after this because code called from
1456 * check_move_on() depends on correct map flags (so functions like
1457 * blocked() and wall() work properly), and these flags are updated by
1458 * update_object().
1459 */
1460
1461 /* if this is not the head or flag has been passed, don't check walk on status */
1462 if (!(flag & INS_NO_WALK_ON) && !op->head)
1463 {
1464 if (check_move_on (op, originator))
1259 return NULL; 1465 return NULL;
1260 }
1261 if(m==NULL) {
1262 dump_object(op);
1263 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1264 return op;
1265 }
1266 if(out_of_map(m,op->x,op->y)) {
1267 dump_object(op);
1268 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1269#ifdef MANY_CORES
1270 /* Better to catch this here, as otherwise the next use of this object
1271 * is likely to cause a crash. Better to find out where it is getting
1272 * improperly inserted.
1273 */
1274 abort();
1275#endif
1276 return op;
1277 }
1278 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1279 dump_object(op);
1280 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1281 return op;
1282 }
1283 if(op->more!=NULL) {
1284 /* The part may be on a different map. */
1285 1466
1286 object *more = op->more;
1287
1288 /* We really need the caller to normalize coordinates - if
1289 * we set the map, that doesn't work if the location is within
1290 * a map and this is straddling an edge. So only if coordinate
1291 * is clear wrong do we normalize it.
1292 */
1293 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1294 more->map = get_map_from_coord(m, &more->x, &more->y);
1295 } else if (!more->map) {
1296 /* For backwards compatibility - when not dealing with tiled maps,
1297 * more->map should always point to the parent.
1298 */
1299 more->map = m;
1300 }
1301
1302 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1303 if ( ! op->head)
1304 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1305 return NULL;
1306 }
1307 }
1308 CLEAR_FLAG(op,FLAG_REMOVED);
1309
1310 /* Ideally, the caller figures this out. However, it complicates a lot
1311 * of areas of callers (eg, anything that uses find_free_spot would now
1312 * need extra work
1313 */
1314 op->map=get_map_from_coord(m, &op->x, &op->y);
1315 x = op->x;
1316 y = op->y;
1317
1318 /* this has to be done after we translate the coordinates.
1319 */
1320 if(op->nrof && !(flag & INS_NO_MERGE)) {
1321 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1322 if (CAN_MERGE(op,tmp)) {
1323 op->nrof+=tmp->nrof;
1324 remove_ob(tmp);
1325 free_object(tmp);
1326 }
1327 }
1328
1329 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1330 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1331 if (!QUERY_FLAG(op, FLAG_ALIVE))
1332 CLEAR_FLAG(op, FLAG_NO_STEAL);
1333
1334 if (flag & INS_BELOW_ORIGINATOR) {
1335 if (originator->map != op->map || originator->x != op->x ||
1336 originator->y != op->y) {
1337 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1338 abort();
1339 }
1340 op->above = originator;
1341 op->below = originator->below;
1342 if (op->below) op->below->above = op;
1343 else SET_MAP_OB(op->map, op->x, op->y, op);
1344 /* since *below* originator, no need to update top */
1345 originator->below = op;
1346 } else {
1347 /* If there are other objects, then */
1348 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1349 object *last=NULL;
1350 /*
1351 * If there are multiple objects on this space, we do some trickier handling.
1352 * We've already dealt with merging if appropriate.
1353 * Generally, we want to put the new object on top. But if
1354 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1355 * floor, we want to insert above that and no further.
1356 * Also, if there are spell objects on this space, we stop processing
1357 * once we get to them. This reduces the need to traverse over all of
1358 * them when adding another one - this saves quite a bit of cpu time
1359 * when lots of spells are cast in one area. Currently, it is presumed
1360 * that flying non pickable objects are spell objects.
1361 */
1362
1363 while (top != NULL) {
1364 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1365 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1366 if (QUERY_FLAG(top, FLAG_NO_PICK)
1367 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1368 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1369 {
1370 /* We insert above top, so we want this object below this */
1371 top=top->below;
1372 break;
1373 }
1374 last = top;
1375 top = top->above;
1376 }
1377 /* Don't want top to be NULL, so set it to the last valid object */
1378 top = last;
1379
1380 /* We let update_position deal with figuring out what the space
1381 * looks like instead of lots of conditions here.
1382 * makes things faster, and effectively the same result.
1383 */
1384
1385 /* Have object 'fall below' other objects that block view.
1386 * Unless those objects are exits, type 66
1387 * If INS_ON_TOP is used, don't do this processing
1388 * Need to find the object that in fact blocks view, otherwise
1389 * stacking is a bit odd.
1390 */
1391 if (!(flag & INS_ON_TOP) &&
1392 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1393 (op->face && !op->face->visibility)) {
1394 for (last=top; last != floor; last=last->below)
1395 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1396 /* Check to see if we found the object that blocks view,
1397 * and make sure we have a below pointer for it so that
1398 * we can get inserted below this one, which requires we
1399 * set top to the object below us.
1400 */
1401 if (last && last->below && last != floor) top=last->below;
1402 }
1403 } /* If objects on this space */
1404 if (flag & INS_MAP_LOAD)
1405 top = GET_MAP_TOP(op->map,op->x,op->y);
1406 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1407
1408 /* Top is the object that our object (op) is going to get inserted above.
1409 */
1410
1411 /* First object on this space */
1412 if (!top) {
1413 op->above = GET_MAP_OB(op->map, op->x, op->y);
1414 if (op->above) op->above->below = op;
1415 op->below = NULL;
1416 SET_MAP_OB(op->map, op->x, op->y, op);
1417 } else { /* get inserted into the stack above top */
1418 op->above = top->above;
1419 if (op->above) op->above->below = op;
1420 op->below = top;
1421 top->above = op;
1422 }
1423 if (op->above==NULL)
1424 SET_MAP_TOP(op->map,op->x, op->y, 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 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1435 if (tmp->type == PLAYER)
1436 tmp->contr->socket.update_look=1;
1437 }
1438
1439 /* If this object glows, it may affect lighting conditions that are
1440 * visible to others on this map. But update_all_los is really
1441 * an inefficient way to do this, as it means los for all players
1442 * on the map will get recalculated. The players could very well
1443 * be far away from this change and not affected in any way -
1444 * this should get redone to only look for players within range,
1445 * or just updating the P_NEED_UPDATE for spaces within this area
1446 * of effect may be sufficient.
1447 */
1448 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1449 update_all_los(op->map, op->x, op->y);
1450
1451
1452 /* updates flags (blocked, alive, no magic, etc) for this map space */
1453 update_object(op,UP_OBJ_INSERT);
1454
1455
1456 /* Don't know if moving this to the end will break anything. However,
1457 * we want to have update_look set above before calling this.
1458 *
1459 * check_move_on() must be after this because code called from
1460 * check_move_on() depends on correct map flags (so functions like
1461 * blocked() and wall() work properly), and these flags are updated by
1462 * update_object().
1463 */
1464
1465 /* if this is not the head or flag has been passed, don't check walk on status */
1466
1467 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1468 if (check_move_on(op, originator))
1469 return NULL;
1470
1471 /* 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
1472 * walk on's. 1468 * walk on's.
1473 */ 1469 */
1474 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1470 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1475 if (check_move_on (tmp, originator)) 1471 if (check_move_on (tmp, originator))
1476 return NULL; 1472 return NULL;
1477 } 1473 }
1474
1478 return op; 1475 return op;
1479} 1476}
1480 1477
1481/* this function inserts an object in the map, but if it 1478/* this function inserts an object in the map, but if it
1482 * 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.
1483 * 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.
1484 */ 1481 */
1482void
1485void replace_insert_ob_in_map(const char *arch_string, object *op) { 1483replace_insert_ob_in_map (const char *arch_string, object *op)
1486 object *tmp; 1484{
1487 object *tmp1; 1485 object *tmp, *tmp1;
1488 1486
1489 /* first search for itself and remove any old instances */ 1487 /* first search for itself and remove any old instances */
1490 1488
1491 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)
1492 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1490 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1493 remove_ob(tmp); 1491 tmp->destroy ();
1494 free_object(tmp);
1495 }
1496 }
1497 1492
1498 tmp1=arch_to_object(find_archetype(arch_string)); 1493 tmp1 = arch_to_object (archetype::find (arch_string));
1499 1494
1500 1495 tmp1->x = op->x;
1501 tmp1->x = op->x; tmp1->y = op->y; 1496 tmp1->y = op->y;
1502 insert_ob_in_map(tmp1,op->map,op,0); 1497 insert_ob_in_map (tmp1, op->map, op, 0);
1503} 1498}
1504 1499
1505/* 1500/*
1506 * 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
1507 * is returned contains nr objects, and the remaining parts contains 1502 * is returned contains nr objects, and the remaining parts contains
1508 * 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).
1509 * On failure, NULL is returned, and the reason put into the 1504 * On failure, NULL is returned, and the reason put into the
1510 * global static errmsg array. 1505 * global static errmsg array.
1511 */ 1506 */
1512 1507
1508object *
1513object *get_split_ob(object *orig_ob, uint32 nr) { 1509get_split_ob (object *orig_ob, uint32 nr)
1510{
1514 object *newob; 1511 object *newob;
1515 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1516 1513
1517 if(orig_ob->nrof<nr) { 1514 if (orig_ob->nrof < nr)
1518 sprintf(errmsg,"There are only %d %ss.", 1515 {
1519 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);
1520 return NULL; 1517 return NULL;
1521 } 1518 }
1519
1522 newob = object_create_clone(orig_ob); 1520 newob = object_create_clone (orig_ob);
1521
1523 if((orig_ob->nrof-=nr)<1) { 1522 if ((orig_ob->nrof -= nr) < 1)
1524 if ( ! is_removed) 1523 orig_ob->destroy (1);
1525 remove_ob(orig_ob);
1526 free_object2(orig_ob, 1);
1527 }
1528 else if ( ! is_removed) { 1524 else if (!is_removed)
1525 {
1529 if(orig_ob->env!=NULL) 1526 if (orig_ob->env != NULL)
1530 sub_weight (orig_ob->env,orig_ob->weight*nr); 1527 sub_weight (orig_ob->env, orig_ob->weight * nr);
1531 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 {
1532 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.");
1533 LOG(llevDebug,
1534 "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");
1535 return NULL; 1532 return NULL;
1536 } 1533 }
1537 } 1534 }
1535
1538 newob->nrof=nr; 1536 newob->nrof = nr;
1539 1537
1540 return newob; 1538 return newob;
1541} 1539}
1542 1540
1543/* 1541/*
1544 * decrease_ob_nr(object, number) decreases a specified number from 1542 * decrease_ob_nr(object, number) decreases a specified number from
1545 * 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
1546 * is subsequently removed and freed. 1544 * is subsequently removed and freed.
1547 * 1545 *
1548 * 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
1549 */ 1547 */
1550 1548
1549object *
1551object *decrease_ob_nr (object *op, uint32 i) 1550decrease_ob_nr (object *op, uint32 i)
1552{ 1551{
1553 object *tmp; 1552 object *tmp;
1554 player *pl; 1553 player *pl;
1555 1554
1556 if (i == 0) /* objects with op->nrof require this check */ 1555 if (i == 0) /* objects with op->nrof require this check */
1557 return op; 1556 return op;
1558 1557
1559 if (i > op->nrof) 1558 if (i > op->nrof)
1560 i = op->nrof; 1559 i = op->nrof;
1561 1560
1562 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 }
1563 { 1599 }
1600 else
1601 {
1602 object *above = op->above;
1603
1604 if (i < op->nrof)
1564 op->nrof -= i; 1605 op->nrof -= i;
1565 } 1606 else
1566 else if (op->env != NULL)
1567 {
1568 /* is this object in the players inventory, or sub container
1569 * therein?
1570 */ 1607 {
1571 tmp = is_player_inv (op->env); 1608 op->remove ();
1572 /* nope. Is this a container the player has opened? 1609 op->nrof = 0;
1573 * If so, set tmp to that player.
1574 * IMO, searching through all the players will mostly
1575 * likely be quicker than following op->env to the map,
1576 * and then searching the map for a player.
1577 */
1578 if (!tmp) {
1579 for (pl=first_player; pl; pl=pl->next)
1580 if (pl->ob->container == op->env) break;
1581 if (pl) tmp=pl->ob;
1582 else tmp=NULL;
1583 } 1610 }
1584 1611
1585 if (i < op->nrof) {
1586 sub_weight (op->env, op->weight * i);
1587 op->nrof -= i;
1588 if (tmp) {
1589 esrv_send_item(tmp, op);
1590 }
1591 } else {
1592 remove_ob (op);
1593 op->nrof = 0;
1594 if (tmp) {
1595 esrv_del_item(tmp->contr, op->count);
1596 }
1597 }
1598 }
1599 else
1600 {
1601 object *above = op->above;
1602
1603 if (i < op->nrof) {
1604 op->nrof -= i;
1605 } else {
1606 remove_ob (op);
1607 op->nrof = 0;
1608 }
1609 /* Since we just removed op, op->above is null */ 1612 /* Since we just removed op, op->above is null */
1610 for (tmp = above; tmp != NULL; tmp = tmp->above) 1613 for (tmp = above; tmp; tmp = tmp->above)
1611 if (tmp->type == PLAYER) { 1614 if (tmp->type == PLAYER)
1615 {
1612 if (op->nrof) 1616 if (op->nrof)
1613 esrv_send_item(tmp, op); 1617 esrv_send_item (tmp, op);
1614 else 1618 else
1615 esrv_del_item(tmp->contr, op->count); 1619 esrv_del_item (tmp->contr, op->count);
1616 } 1620 }
1617 } 1621 }
1618 1622
1619 if (op->nrof) { 1623 if (op->nrof)
1620 return op; 1624 return op;
1621 } else { 1625 else
1622 free_object (op); 1626 {
1627 op->destroy ();
1623 return NULL; 1628 return 0;
1624 } 1629 }
1625} 1630}
1626 1631
1627/* 1632/*
1628 * add_weight(object, weight) adds the specified weight to an object, 1633 * add_weight(object, weight) adds the specified weight to an object,
1629 * and also updates how much the environment(s) is/are carrying. 1634 * and also updates how much the environment(s) is/are carrying.
1630 */ 1635 */
1631 1636
1637void
1632void add_weight (object *op, signed long weight) { 1638add_weight (object *op, signed long weight)
1639{
1633 while (op!=NULL) { 1640 while (op != NULL)
1641 {
1634 if (op->type == CONTAINER) { 1642 if (op->type == CONTAINER)
1635 weight=(signed long)(weight*(100-op->stats.Str)/100); 1643 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1636 } 1644
1637 op->carrying+=weight; 1645 op->carrying += weight;
1638 op=op->env; 1646 op = op->env;
1639 } 1647 }
1640} 1648}
1641 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
1642/* 1670/*
1643 * insert_ob_in_ob(op,environment): 1671 * env->insert (op)
1644 * This function inserts the object op in the linked list 1672 * This function inserts the object op in the linked list
1645 * inside the object environment. 1673 * inside the object environment.
1646 * 1674 *
1647 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1648 * the inventory at the last position or next to other objects of the same
1649 * type.
1650 * Frank: Now sorted by type, archetype and magic!
1651 *
1652 * 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
1653 * be != op, if items are merged. -Tero 1676 * be != op, if items are merged. -Tero
1654 */ 1677 */
1655 1678
1656object *insert_ob_in_ob(object *op,object *where) { 1679object *
1680object::insert (object *op)
1681{
1657 object *tmp, *otmp; 1682 object *tmp, *otmp;
1658 1683
1659 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1684 if (!QUERY_FLAG (op, FLAG_REMOVED))
1660 dump_object(op); 1685 op->remove ();
1661 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1686
1662 return op;
1663 }
1664 if(where==NULL) {
1665 dump_object(op);
1666 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1667 return op;
1668 }
1669 if (where->head) {
1670 LOG(llevDebug,
1671 "Warning: Tried to insert object wrong part of multipart object.\n");
1672 where = where->head;
1673 }
1674 if (op->more) { 1687 if (op->more)
1688 {
1675 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);
1676 &op->name, op->count);
1677 return op; 1690 return op;
1678 } 1691 }
1692
1679 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1693 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1680 CLEAR_FLAG(op, FLAG_REMOVED); 1694 CLEAR_FLAG (op, FLAG_REMOVED);
1681 if(op->nrof) { 1695 if (op->nrof)
1696 {
1682 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1697 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1683 if ( CAN_MERGE(tmp,op) ) { 1698 if (object::can_merge (tmp, op))
1699 {
1684 /* return the original object and remove inserted object 1700 /* return the original object and remove inserted object
1685 (client needs the original object) */ 1701 (client needs the original object) */
1686 tmp->nrof += op->nrof; 1702 tmp->nrof += op->nrof;
1687 /* Weight handling gets pretty funky. Since we are adding to 1703 /* Weight handling gets pretty funky. Since we are adding to
1688 * tmp->nrof, we need to increase the weight. 1704 * tmp->nrof, we need to increase the weight.
1689 */ 1705 */
1690 add_weight (where, op->weight*op->nrof); 1706 add_weight (this, op->weight * op->nrof);
1691 SET_FLAG(op, FLAG_REMOVED); 1707 SET_FLAG (op, FLAG_REMOVED);
1692 free_object(op); /* free the inserted object */ 1708 op->destroy (); /* free the inserted object */
1693 op = tmp; 1709 op = tmp;
1694 remove_ob (op); /* and fix old object's links */ 1710 op->remove (); /* and fix old object's links */
1695 CLEAR_FLAG(op, FLAG_REMOVED); 1711 CLEAR_FLAG (op, FLAG_REMOVED);
1696 break; 1712 break;
1697 } 1713 }
1698 1714
1699 /* I assume combined objects have no inventory 1715 /* I assume combined objects have no inventory
1700 * We add the weight - this object could have just been removed 1716 * We add the weight - this object could have just been removed
1701 * (if it was possible to merge). calling remove_ob will subtract 1717 * (if it was possible to merge). calling remove_ob will subtract
1702 * 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
1703 * the linking below 1719 * the linking below
1704 */ 1720 */
1705 add_weight (where, op->weight*op->nrof); 1721 add_weight (this, op->weight * op->nrof);
1722 }
1706 } else 1723 else
1707 add_weight (where, (op->weight+op->carrying)); 1724 add_weight (this, (op->weight + op->carrying));
1708 1725
1709 otmp=is_player_inv(where); 1726 otmp = this->in_player ();
1710 if (otmp&&otmp->contr!=NULL) { 1727 if (otmp && otmp->contr)
1711 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1728 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1712 fix_player(otmp); 1729 fix_player (otmp);
1713 }
1714 1730
1715 op->map=NULL; 1731 op->map = 0;
1716 op->env=where; 1732 op->env = this;
1717 op->above=NULL; 1733 op->above = 0;
1718 op->below=NULL; 1734 op->below = 0;
1719 op->x=0,op->y=0; 1735 op->x = 0, op->y = 0;
1720 1736
1721 /* 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 */
1722 if((op->glow_radius!=0)&&where->map) 1738 if ((op->glow_radius != 0) && map)
1723 { 1739 {
1724#ifdef DEBUG_LIGHTS 1740#ifdef DEBUG_LIGHTS
1725 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);
1726 op->name);
1727#endif /* DEBUG_LIGHTS */ 1742#endif /* DEBUG_LIGHTS */
1728 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);
1729 } 1745 }
1730 1746
1731 /* 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.
1732 * It sure simplifies this function... 1748 * It sure simplifies this function...
1733 */ 1749 */
1734 if (where->inv==NULL) 1750 if (!inv)
1735 where->inv=op; 1751 inv = op;
1736 else { 1752 else
1753 {
1737 op->below = where->inv; 1754 op->below = inv;
1738 op->below->above = op; 1755 op->below->above = op;
1739 where->inv = op; 1756 inv = op;
1740 } 1757 }
1758
1741 return op; 1759 return op;
1742} 1760}
1743 1761
1744/* 1762/*
1745 * Checks if any objects has a move_type that matches objects 1763 * Checks if any objects has a move_type that matches objects
1760 * 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
1761 * 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
1762 * on top. 1780 * on top.
1763 */ 1781 */
1764 1782
1783int
1765int check_move_on (object *op, object *originator) 1784check_move_on (object *op, object *originator)
1766{ 1785{
1767 object *tmp; 1786 object *tmp;
1768 tag_t tag;
1769 mapstruct *m=op->map; 1787 maptile *m = op->map;
1770 int x=op->x, y=op->y; 1788 int x = op->x, y = op->y;
1789
1771 MoveType move_on, move_slow, move_block; 1790 MoveType move_on, move_slow, move_block;
1772 1791
1773 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1792 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1774 return 0; 1793 return 0;
1775 1794
1776 tag = op->count;
1777
1778 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);
1779 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);
1780 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);
1781 1798
1782 /* 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,
1783 * 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
1784 * 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
1785 * as walking. 1802 * as walking.
1786 */ 1803 */
1787 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))
1788 return 0; 1805 return 0;
1789 1806
1790 /* This is basically inverse logic of that below - basically, 1807 /* This is basically inverse logic of that below - basically,
1791 * 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,
1792 * 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
1793 * blocked. Logic on this seems confusing, but does seem correct. 1810 * blocked. Logic on this seems confusing, but does seem correct.
1794 */ 1811 */
1795 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)
1796 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1813 return 0;
1797 1814
1798 /* The objects have to be checked from top to bottom. 1815 /* The objects have to be checked from top to bottom.
1799 * Hence, we first go to the top: 1816 * Hence, we first go to the top:
1800 */ 1817 */
1801 1818
1802 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)
1803 tmp->above!=NULL; tmp=tmp->above) { 1820 {
1804 /* Trim the search when we find the first other spell effect 1821 /* Trim the search when we find the first other spell effect
1805 * 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,
1806 * we don't need to check all of them. 1823 * we don't need to check all of them.
1807 */ 1824 */
1808 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)
1809 } 1830 {
1810 for(;tmp!=NULL; tmp=tmp->below) { 1831 if (tmp == op)
1811 if (tmp == op) continue; /* Can't apply yourself */ 1832 continue; /* Can't apply yourself */
1812 1833
1813 /* 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.
1814 * Second check makes sure that the movement types not being slowed 1835 * Second check makes sure that the movement types not being slowed
1815 * (~slow_move) is not blocked on this space - just because the 1836 * (~slow_move) is not blocked on this space - just because the
1816 * 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
1817 * 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.
1818 */ 1839 */
1819 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1840 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1841 {
1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1842 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1821 ((op->move_type & tmp->move_slow) &&
1822 (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 {
1823 1845
1824 float diff; 1846 float
1825
1826 diff = tmp->move_slow_penalty*FABS(op->speed); 1847 diff = tmp->move_slow_penalty * FABS (op->speed);
1848
1827 if (op->type == PLAYER) { 1849 if (op->type == PLAYER)
1828 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)) ||
1829 (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)))
1830 diff /= 4.0; 1852 diff /= 4.0;
1831 } 1853
1832 }
1833 op->speed_left -= diff; 1854 op->speed_left -= diff;
1834 } 1855 }
1835 } 1856 }
1836 1857
1837 /* Basically same logic as above, except now for actual apply. */ 1858 /* Basically same logic as above, except now for actual apply. */
1838 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1859 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1839 ((op->move_type & tmp->move_on) &&
1840 (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))
1841 1861 {
1842 move_apply(tmp, op, originator); 1862 move_apply (tmp, op, originator);
1863
1843 if (was_destroyed (op, tag)) 1864 if (op->destroyed ())
1844 return 1; 1865 return 1;
1845 1866
1846 /* what the person/creature stepped onto has moved the object 1867 /* what the person/creature stepped onto has moved the object
1847 * someplace new. Don't process any further - if we did, 1868 * someplace new. Don't process any further - if we did,
1848 * have a feeling strange problems would result. 1869 * have a feeling strange problems would result.
1849 */ 1870 */
1850 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;
1851 } 1873 }
1852 } 1874 }
1875
1853 return 0; 1876 return 0;
1854} 1877}
1855 1878
1856/* 1879/*
1857 * present_arch(arch, map, x, y) searches for any objects with 1880 * present_arch(arch, map, x, y) searches for any objects with
1858 * a matching archetype at the given map and coordinates. 1881 * a matching archetype at the given map and coordinates.
1859 * The first matching object is returned, or NULL if none. 1882 * The first matching object is returned, or NULL if none.
1860 */ 1883 */
1861 1884
1885object *
1862object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1886present_arch (const archetype *at, maptile *m, int x, int y)
1887{
1863 object *tmp; 1888 object *
1889 tmp;
1890
1864 if(m==NULL || out_of_map(m,x,y)) { 1891 if (m == NULL || out_of_map (m, x, y))
1892 {
1865 LOG(llevError,"Present_arch called outside map.\n"); 1893 LOG (llevError, "Present_arch called outside map.\n");
1866 return NULL; 1894 return NULL;
1867 } 1895 }
1868 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)
1869 if(tmp->arch == at) 1897 if (tmp->arch == at)
1870 return tmp; 1898 return tmp;
1871 return NULL; 1899 return NULL;
1872} 1900}
1873 1901
1874/* 1902/*
1875 * present(type, map, x, y) searches for any objects with 1903 * present(type, map, x, y) searches for any objects with
1876 * a matching type variable at the given map and coordinates. 1904 * a matching type variable at the given map and coordinates.
1877 * The first matching object is returned, or NULL if none. 1905 * The first matching object is returned, or NULL if none.
1878 */ 1906 */
1879 1907
1908object *
1880object *present(unsigned char type,mapstruct *m, int x,int y) { 1909present (unsigned char type, maptile *m, int x, int y)
1910{
1881 object *tmp; 1911 object *
1912 tmp;
1913
1882 if(out_of_map(m,x,y)) { 1914 if (out_of_map (m, x, y))
1915 {
1883 LOG(llevError,"Present called outside map.\n"); 1916 LOG (llevError, "Present called outside map.\n");
1884 return NULL; 1917 return NULL;
1885 } 1918 }
1886 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)
1887 if(tmp->type==type) 1920 if (tmp->type == type)
1888 return tmp; 1921 return tmp;
1889 return NULL; 1922 return NULL;
1890} 1923}
1891 1924
1892/* 1925/*
1893 * present_in_ob(type, object) searches for any objects with 1926 * present_in_ob(type, object) searches for any objects with
1894 * a matching type variable in the inventory of the given object. 1927 * a matching type variable in the inventory of the given object.
1895 * The first matching object is returned, or NULL if none. 1928 * The first matching object is returned, or NULL if none.
1896 */ 1929 */
1897 1930
1931object *
1898object *present_in_ob(unsigned char type, const object *op) { 1932present_in_ob (unsigned char type, const object *op)
1933{
1899 object *tmp; 1934 object *
1935 tmp;
1936
1900 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1937 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1901 if(tmp->type==type) 1938 if (tmp->type == type)
1902 return tmp; 1939 return tmp;
1903 return NULL; 1940 return NULL;
1904} 1941}
1905 1942
1906/* 1943/*
1916 * 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
1917 * 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
1918 * to be unique. 1955 * to be unique.
1919 */ 1956 */
1920 1957
1958object *
1921object *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{
1922 object *tmp; 1961 object *
1962 tmp;
1923 1963
1924 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1964 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1965 {
1925 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1966 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1926 return tmp; 1967 return tmp;
1927 } 1968 }
1928 return NULL; 1969 return NULL;
1929} 1970}
1930 1971
1931/* 1972/*
1932 * present_arch_in_ob(archetype, object) searches for any objects with 1973 * present_arch_in_ob(archetype, object) searches for any objects with
1933 * a matching archetype in the inventory of the given object. 1974 * a matching archetype in the inventory of the given object.
1934 * The first matching object is returned, or NULL if none. 1975 * The first matching object is returned, or NULL if none.
1935 */ 1976 */
1936 1977
1978object *
1937object *present_arch_in_ob(const archetype *at, const object *op) { 1979present_arch_in_ob (const archetype *at, const object *op)
1980{
1938 object *tmp; 1981 object *
1982 tmp;
1983
1939 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1984 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1940 if( tmp->arch == at) 1985 if (tmp->arch == at)
1941 return tmp; 1986 return tmp;
1942 return NULL; 1987 return NULL;
1943} 1988}
1944 1989
1945/* 1990/*
1946 * activate recursively a flag on an object inventory 1991 * activate recursively a flag on an object inventory
1947 */ 1992 */
1993void
1948void flag_inv(object*op, int flag){ 1994flag_inv (object *op, int flag)
1995{
1949 object *tmp; 1996 object *
1997 tmp;
1998
1950 if(op->inv) 1999 if (op->inv)
1951 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2000 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2001 {
1952 SET_FLAG(tmp, flag); 2002 SET_FLAG (tmp, flag);
1953 flag_inv(tmp,flag); 2003 flag_inv (tmp, flag);
1954 } 2004 }
1955}/* 2005} /*
1956 * desactivate recursively a flag on an object inventory 2006 * desactivate recursively a flag on an object inventory
1957 */ 2007 */
2008void
1958void unflag_inv(object*op, int flag){ 2009unflag_inv (object *op, int flag)
2010{
1959 object *tmp; 2011 object *
2012 tmp;
2013
1960 if(op->inv) 2014 if (op->inv)
1961 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2015 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2016 {
1962 CLEAR_FLAG(tmp, flag); 2017 CLEAR_FLAG (tmp, flag);
1963 unflag_inv(tmp,flag); 2018 unflag_inv (tmp, flag);
1964 } 2019 }
1965} 2020}
1966 2021
1967/* 2022/*
1968 * 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
1969 * all it's inventory (recursively). 2024 * all it's inventory (recursively).
1970 * 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
1971 * 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.
1972 */ 2027 */
1973 2028
2029void
1974void set_cheat(object *op) { 2030set_cheat (object *op)
2031{
1975 SET_FLAG(op, FLAG_WAS_WIZ); 2032 SET_FLAG (op, FLAG_WAS_WIZ);
1976 flag_inv(op, FLAG_WAS_WIZ); 2033 flag_inv (op, FLAG_WAS_WIZ);
1977} 2034}
1978 2035
1979/* 2036/*
1980 * 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
1981 * 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
1996 * 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
1997 * 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
1998 * customized, changed states, etc. 2055 * customized, changed states, etc.
1999 */ 2056 */
2000 2057
2058int
2001int 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,
2002 int i,index=0, flag; 2063 index = 0, flag;
2064 static int
2003 static int altern[SIZEOFFREE]; 2065 altern[SIZEOFFREE];
2004 2066
2005 for(i=start;i<stop;i++) { 2067 for (i = start; i < stop; i++)
2068 {
2006 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]);
2007 if(!flag) 2070 if (!flag)
2008 altern[index++]=i; 2071 altern[index++] = i;
2009 2072
2010 /* 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.
2011 * 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.
2012 * 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 -
2013 * 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
2014 * 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
2015 * to only the spaces immediately surrounding the target area, and 2078 * to only the spaces immediately surrounding the target area, and
2016 * won't look 2 spaces south of the target space. 2079 * won't look 2 spaces south of the target space.
2017 */ 2080 */
2018 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2081 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2019 stop=maxfree[i]; 2082 stop = maxfree[i];
2020 } 2083 }
2021 if(!index) return -1; 2084
2085 if (!index)
2086 return -1;
2087
2022 return altern[RANDOM()%index]; 2088 return altern[RANDOM () % index];
2023} 2089}
2024 2090
2025/* 2091/*
2026 * find_first_free_spot(archetype, mapstruct, x, y) works like 2092 * find_first_free_spot(archetype, maptile, x, y) works like
2027 * find_free_spot(), but it will search max number of squares. 2093 * find_free_spot(), but it will search max number of squares.
2028 * 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.
2029 * 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.
2030 */ 2096 */
2031 2097
2098int
2032int 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
2033 int i; 2102 i;
2103
2034 for(i=0;i<SIZEOFFREE;i++) { 2104 for (i = 0; i < SIZEOFFREE; i++)
2105 {
2035 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]))
2036 return i; 2107 return i;
2037 } 2108 }
2038 return -1; 2109 return -1;
2039} 2110}
2040 2111
2041/* 2112/*
2042 * The function permute(arr, begin, end) randomly reorders the array 2113 * The function permute(arr, begin, end) randomly reorders the array
2043 * arr[begin..end-1]. 2114 * arr[begin..end-1].
2044 */ 2115 */
2116static void
2045static void permute(int *arr, int begin, int end) 2117permute (int *arr, int begin, int end)
2046{ 2118{
2047 int i, j, tmp, len; 2119 int
2120 i,
2121 j,
2122 tmp,
2123 len;
2048 2124
2049 len = end-begin; 2125 len = end - begin;
2050 for(i = begin; i < end; i++) 2126 for (i = begin; i < end; i++)
2051 { 2127 {
2052 j = begin+RANDOM()%len; 2128 j = begin + RANDOM () % len;
2053 2129
2054 tmp = arr[i]; 2130 tmp = arr[i];
2055 arr[i] = arr[j]; 2131 arr[i] = arr[j];
2056 arr[j] = tmp; 2132 arr[j] = tmp;
2057 } 2133 }
2058} 2134}
2059 2135
2060/* new function to make monster searching more efficient, and effective! 2136/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2137 * This basically returns a randomized array (in the passed pointer) of
2062 * 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
2063 * 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
2064 * 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
2065 * 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.
2066 */ 2142 */
2143void
2067void get_search_arr(int *search_arr) 2144get_search_arr (int *search_arr)
2068{ 2145{
2146 int
2069 int i; 2147 i;
2070 2148
2071 for(i = 0; i < SIZEOFFREE; i++) 2149 for (i = 0; i < SIZEOFFREE; i++)
2072 { 2150 {
2073 search_arr[i] = i; 2151 search_arr[i] = i;
2074 } 2152 }
2075 2153
2076 permute(search_arr, 1, SIZEOFFREE1+1); 2154 permute (search_arr, 1, SIZEOFFREE1 + 1);
2077 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2155 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2078 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2156 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2079} 2157}
2080 2158
2081/* 2159/*
2082 * 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
2083 * given map at the given coordinates for live objects. 2161 * given map at the given coordinates for live objects.
2089 * 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
2090 * 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
2091 * there is capable of. 2169 * there is capable of.
2092 */ 2170 */
2093 2171
2172int
2094int 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,
2095 int i,max=SIZEOFFREE, mflags; 2177 max = SIZEOFFREE, mflags;
2178
2096 sint16 nx, ny; 2179 sint16 nx, ny;
2097 object *tmp; 2180 object *
2098 mapstruct *mp; 2181 tmp;
2182 maptile *
2183 mp;
2184
2099 MoveType blocked, move_type; 2185 MoveType blocked, move_type;
2100 2186
2101 if (exclude && exclude->head) { 2187 if (exclude && exclude->head)
2188 {
2102 exclude = exclude->head; 2189 exclude = exclude->head;
2103 move_type = exclude->move_type; 2190 move_type = exclude->move_type;
2104 } else { 2191 }
2192 else
2193 {
2105 /* 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. */
2106 move_type=MOVE_ALL; 2195 move_type = MOVE_ALL;
2196 }
2197
2198 for (i = 1; i < max; i++)
2107 } 2199 {
2108
2109 for(i=1;i<max;i++) {
2110 mp = m; 2200 mp = m;
2111 nx = x + freearr_x[i]; 2201 nx = x + freearr_x[i];
2112 ny = y + freearr_y[i]; 2202 ny = y + freearr_y[i];
2113 2203
2114 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2204 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2205
2115 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)
2116 max = maxfree[i]; 2213 max = maxfree[i];
2117 } else {
2118 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2119
2120 if ((move_type & blocked) == move_type) {
2121 max=maxfree[i];
2122 } else if (mflags & P_IS_ALIVE) { 2214 else if (mflags & P_IS_ALIVE)
2215 {
2123 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)
2124 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)))
2125 (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2126 break; 2218 break;
2127 } 2219
2128 }
2129 if(tmp) { 2220 if (tmp)
2130 return freedir[i]; 2221 return freedir[i];
2131 }
2132 } 2222 }
2133 } 2223 }
2134 } 2224 }
2225
2135 return 0; 2226 return 0;
2136} 2227}
2137 2228
2138/* 2229/*
2139 * distance(object 1, object 2) will return the square of the 2230 * distance(object 1, object 2) will return the square of the
2140 * distance between the two given objects. 2231 * distance between the two given objects.
2141 */ 2232 */
2142 2233
2234int
2143int distance(const object *ob1, const object *ob2) { 2235distance (const object *ob1, const object *ob2)
2236{
2144 int i; 2237 int i;
2145 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2238
2146 (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);
2147 return i; 2240 return i;
2148} 2241}
2149 2242
2150/* 2243/*
2151 * 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
2152 * 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
2153 * object, needs to travel toward it. 2246 * object, needs to travel toward it.
2154 */ 2247 */
2155 2248
2249int
2156int find_dir_2(int x, int y) { 2250find_dir_2 (int x, int y)
2251{
2157 int q; 2252 int q;
2158 2253
2159 if(y) 2254 if (y)
2160 q=x*100/y; 2255 q = x * 100 / y;
2161 else if (x) 2256 else if (x)
2162 q= -300*x; 2257 q = -300 * x;
2163 else 2258 else
2164 return 0; 2259 return 0;
2165 2260
2166 if(y>0) { 2261 if (y > 0)
2262 {
2167 if(q < -242) 2263 if (q < -242)
2168 return 3 ; 2264 return 3;
2169 if (q < -41) 2265 if (q < -41)
2170 return 2 ; 2266 return 2;
2171 if (q < 41) 2267 if (q < 41)
2172 return 1 ; 2268 return 1;
2173 if (q < 242) 2269 if (q < 242)
2174 return 8 ; 2270 return 8;
2175 return 7 ; 2271 return 7;
2176 } 2272 }
2177 2273
2178 if (q < -242) 2274 if (q < -242)
2179 return 7 ; 2275 return 7;
2180 if (q < -41) 2276 if (q < -41)
2181 return 6 ; 2277 return 6;
2182 if (q < 41) 2278 if (q < 41)
2183 return 5 ; 2279 return 5;
2184 if (q < 242) 2280 if (q < 242)
2185 return 4 ; 2281 return 4;
2186 2282
2187 return 3 ; 2283 return 3;
2188} 2284}
2189 2285
2190/* 2286/*
2191 * absdir(int): Returns a number between 1 and 8, which represent 2287 * absdir(int): Returns a number between 1 and 8, which represent
2192 * the "absolute" direction of a number (it actually takes care of 2288 * the "absolute" direction of a number (it actually takes care of
2193 * "overflow" in previous calculations of a direction). 2289 * "overflow" in previous calculations of a direction).
2194 */ 2290 */
2195 2291
2292int
2196int absdir(int d) { 2293absdir (int d)
2197 while(d<1) d+=8; 2294{
2198 while(d>8) d-=8; 2295 while (d < 1)
2296 d += 8;
2297 while (d > 8)
2298 d -= 8;
2199 return d; 2299 return d;
2200} 2300}
2201 2301
2202/* 2302/*
2203 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2303 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2204 * between two directions (which are expected to be absolute (see absdir()) 2304 * between two directions (which are expected to be absolute (see absdir())
2205 */ 2305 */
2206 2306
2307int
2207int dirdiff(int dir1, int dir2) { 2308dirdiff (int dir1, int dir2)
2309{
2208 int d; 2310 int
2311 d;
2312
2209 d = abs(dir1 - dir2); 2313 d = abs (dir1 - dir2);
2210 if(d>4) 2314 if (d > 4)
2211 d = 8 - d; 2315 d = 8 - d;
2212 return d; 2316 return d;
2213} 2317}
2214 2318
2215/* peterm: 2319/* peterm:
2220 * 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.
2221 * 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
2222 * functions. 2326 * functions.
2223 */ 2327 */
2224 2328
2329int
2225int reduction_dir[SIZEOFFREE][3] = { 2330 reduction_dir[SIZEOFFREE][3] = {
2226 {0,0,0}, /* 0 */ 2331 {0, 0, 0}, /* 0 */
2227 {0,0,0}, /* 1 */ 2332 {0, 0, 0}, /* 1 */
2228 {0,0,0}, /* 2 */ 2333 {0, 0, 0}, /* 2 */
2229 {0,0,0}, /* 3 */ 2334 {0, 0, 0}, /* 3 */
2230 {0,0,0}, /* 4 */ 2335 {0, 0, 0}, /* 4 */
2231 {0,0,0}, /* 5 */ 2336 {0, 0, 0}, /* 5 */
2232 {0,0,0}, /* 6 */ 2337 {0, 0, 0}, /* 6 */
2233 {0,0,0}, /* 7 */ 2338 {0, 0, 0}, /* 7 */
2234 {0,0,0}, /* 8 */ 2339 {0, 0, 0}, /* 8 */
2235 {8,1,2}, /* 9 */ 2340 {8, 1, 2}, /* 9 */
2236 {1,2,-1}, /* 10 */ 2341 {1, 2, -1}, /* 10 */
2237 {2,10,12}, /* 11 */ 2342 {2, 10, 12}, /* 11 */
2238 {2,3,-1}, /* 12 */ 2343 {2, 3, -1}, /* 12 */
2239 {2,3,4}, /* 13 */ 2344 {2, 3, 4}, /* 13 */
2240 {3,4,-1}, /* 14 */ 2345 {3, 4, -1}, /* 14 */
2241 {4,14,16}, /* 15 */ 2346 {4, 14, 16}, /* 15 */
2242 {5,4,-1}, /* 16 */ 2347 {5, 4, -1}, /* 16 */
2243 {4,5,6}, /* 17 */ 2348 {4, 5, 6}, /* 17 */
2244 {6,5,-1}, /* 18 */ 2349 {6, 5, -1}, /* 18 */
2245 {6,20,18}, /* 19 */ 2350 {6, 20, 18}, /* 19 */
2246 {7,6,-1}, /* 20 */ 2351 {7, 6, -1}, /* 20 */
2247 {6,7,8}, /* 21 */ 2352 {6, 7, 8}, /* 21 */
2248 {7,8,-1}, /* 22 */ 2353 {7, 8, -1}, /* 22 */
2249 {8,22,24}, /* 23 */ 2354 {8, 22, 24}, /* 23 */
2250 {8,1,-1}, /* 24 */ 2355 {8, 1, -1}, /* 24 */
2251 {24,9,10}, /* 25 */ 2356 {24, 9, 10}, /* 25 */
2252 {9,10,-1}, /* 26 */ 2357 {9, 10, -1}, /* 26 */
2253 {10,11,-1}, /* 27 */ 2358 {10, 11, -1}, /* 27 */
2254 {27,11,29}, /* 28 */ 2359 {27, 11, 29}, /* 28 */
2255 {11,12,-1}, /* 29 */ 2360 {11, 12, -1}, /* 29 */
2256 {12,13,-1}, /* 30 */ 2361 {12, 13, -1}, /* 30 */
2257 {12,13,14}, /* 31 */ 2362 {12, 13, 14}, /* 31 */
2258 {13,14,-1}, /* 32 */ 2363 {13, 14, -1}, /* 32 */
2259 {14,15,-1}, /* 33 */ 2364 {14, 15, -1}, /* 33 */
2260 {33,15,35}, /* 34 */ 2365 {33, 15, 35}, /* 34 */
2261 {16,15,-1}, /* 35 */ 2366 {16, 15, -1}, /* 35 */
2262 {17,16,-1}, /* 36 */ 2367 {17, 16, -1}, /* 36 */
2263 {18,17,16}, /* 37 */ 2368 {18, 17, 16}, /* 37 */
2264 {18,17,-1}, /* 38 */ 2369 {18, 17, -1}, /* 38 */
2265 {18,19,-1}, /* 39 */ 2370 {18, 19, -1}, /* 39 */
2266 {41,19,39}, /* 40 */ 2371 {41, 19, 39}, /* 40 */
2267 {19,20,-1}, /* 41 */ 2372 {19, 20, -1}, /* 41 */
2268 {20,21,-1}, /* 42 */ 2373 {20, 21, -1}, /* 42 */
2269 {20,21,22}, /* 43 */ 2374 {20, 21, 22}, /* 43 */
2270 {21,22,-1}, /* 44 */ 2375 {21, 22, -1}, /* 44 */
2271 {23,22,-1}, /* 45 */ 2376 {23, 22, -1}, /* 45 */
2272 {45,47,23}, /* 46 */ 2377 {45, 47, 23}, /* 46 */
2273 {23,24,-1}, /* 47 */ 2378 {23, 24, -1}, /* 47 */
2274 {24,9,-1}}; /* 48 */ 2379 {24, 9, -1}
2380}; /* 48 */
2275 2381
2276/* Recursive routine to step back and see if we can 2382/* Recursive routine to step back and see if we can
2277 * find a path to that monster that we found. If not, 2383 * find a path to that monster that we found. If not,
2278 * we don't bother going toward it. Returns 1 if we 2384 * we don't bother going toward it. Returns 1 if we
2279 * can see a direct way to get it 2385 * can see a direct way to get it
2280 * Modified to be map tile aware -.MSW 2386 * Modified to be map tile aware -.MSW
2281 */ 2387 */
2282 2388int
2283
2284int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2389can_see_monsterP (maptile *m, int x, int y, int dir)
2390{
2285 sint16 dx, dy; 2391 sint16 dx, dy;
2286 int mflags; 2392 int mflags;
2287 2393
2394 if (dir < 0)
2288 if(dir<0) return 0; /* exit condition: invalid direction */ 2395 return 0; /* exit condition: invalid direction */
2289 2396
2290 dx = x + freearr_x[dir]; 2397 dx = x + freearr_x[dir];
2291 dy = y + freearr_y[dir]; 2398 dy = y + freearr_y[dir];
2292 2399
2293 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2400 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2294 2401
2295 /* This functional arguably was incorrect before - it was 2402 /* This functional arguably was incorrect before - it was
2296 * checking for P_WALL - that was basically seeing if 2403 * checking for P_WALL - that was basically seeing if
2297 * we could move to the monster - this is being more 2404 * we could move to the monster - this is being more
2298 * 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
2299 * 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
2300 * at least its move type. 2407 * at least its move type.
2301 */ 2408 */
2302 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2409 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2410 return 0;
2303 2411
2304 /* yes, can see. */ 2412 /* yes, can see. */
2305 if(dir < 9) return 1; 2413 if (dir < 9)
2414 return 1;
2415
2306 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2416 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2307 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2417 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2308 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2418 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2309} 2419}
2310 2420
2311
2312
2313/* 2421/*
2314 * 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
2315 * picked up by the picker. Returnes 1 if it can be 2423 * picked up by the picker. Returnes 1 if it can be
2316 * picked up, otherwise 0. 2424 * picked up, otherwise 0.
2317 * 2425 *
2319 * core dumps if they do. 2427 * core dumps if they do.
2320 * 2428 *
2321 * 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)
2322 */ 2430 */
2323 2431
2432int
2324int can_pick(const object *who, const object *item) { 2433can_pick (const object *who, const object *item)
2434{
2325 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2435 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2326 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2436 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2327 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2437 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2328 (who->type==PLAYER||item->weight<who->weight/3));
2329} 2438}
2330
2331 2439
2332/* 2440/*
2333 * create clone from object to another 2441 * create clone from object to another
2334 */ 2442 */
2443object *
2335object *object_create_clone (object *asrc) { 2444object_create_clone (object *asrc)
2445{
2336 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2446 object *dst = 0, *tmp, *src, *part, *prev, *item;
2337 2447
2338 if(!asrc) return NULL; 2448 if (!asrc)
2449 return 0;
2450
2339 src = asrc; 2451 src = asrc;
2340 if(src->head) 2452 if (src->head)
2341 src = src->head; 2453 src = src->head;
2342 2454
2343 prev = NULL; 2455 prev = 0;
2344 for(part = src; part; part = part->more) { 2456 for (part = src; part; part = part->more)
2345 tmp = get_object(); 2457 {
2346 copy_object(part,tmp); 2458 tmp = part->clone ();
2347 tmp->x -= src->x; 2459 tmp->x -= src->x;
2348 tmp->y -= src->y; 2460 tmp->y -= src->y;
2461
2349 if(!part->head) { 2462 if (!part->head)
2463 {
2350 dst = tmp; 2464 dst = tmp;
2351 tmp->head = NULL;
2352 } else {
2353 tmp->head = dst; 2465 tmp->head = 0;
2354 } 2466 }
2467 else
2468 tmp->head = dst;
2469
2355 tmp->more = NULL; 2470 tmp->more = 0;
2471
2356 if(prev) 2472 if (prev)
2357 prev->more = tmp; 2473 prev->more = tmp;
2474
2358 prev = tmp; 2475 prev = tmp;
2359 } 2476 }
2360 /*** copy inventory ***/ 2477
2361 for(item = src->inv; item; item = item->below) { 2478 for (item = src->inv; item; item = item->below)
2362 (void) insert_ob_in_ob(object_create_clone(item),dst); 2479 insert_ob_in_ob (object_create_clone (item), dst);
2363 }
2364 2480
2365 return dst; 2481 return dst;
2366}
2367
2368/* return true if the object was destroyed, 0 otherwise */
2369int was_destroyed (const object *op, tag_t old_tag)
2370{
2371 /* checking for FLAG_FREED isn't necessary, but makes this function more
2372 * robust */
2373 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2374} 2482}
2375 2483
2376/* GROS - Creates an object using a string representing its content. */ 2484/* GROS - Creates an object using a string representing its content. */
2377/* 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 */
2378/* 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, */
2379/* 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. */
2380/* 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. */
2381/* Also remember that multiparts objects are not supported for now. */ 2489/* Also remember that multiparts objects are not supported for now. */
2382 2490
2491object *
2383object* load_object_str(const char *obstr) 2492load_object_str (const char *obstr)
2384{ 2493{
2385 object *op; 2494 object *op;
2386 char filename[MAX_BUF]; 2495 char filename[MAX_BUF];
2496
2387 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2497 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2388 2498
2389 FILE *tempfile=fopen(filename,"w"); 2499 FILE *tempfile = fopen (filename, "w");
2500
2390 if (tempfile == NULL) 2501 if (tempfile == NULL)
2391 { 2502 {
2392 LOG(llevError,"Error - Unable to access load object temp file\n"); 2503 LOG (llevError, "Error - Unable to access load object temp file\n");
2393 return NULL; 2504 return NULL;
2394 }; 2505 }
2506
2395 fprintf(tempfile,obstr); 2507 fprintf (tempfile, obstr);
2396 fclose(tempfile); 2508 fclose (tempfile);
2397 2509
2398 op=get_object(); 2510 op = object::create ();
2399 2511
2400 object_thawer thawer (filename); 2512 object_thawer thawer (filename);
2401 2513
2402 if (thawer) 2514 if (thawer)
2403 load_object(thawer,op,0); 2515 load_object (thawer, op, 0);
2404 2516
2405 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2517 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2406 CLEAR_FLAG(op,FLAG_REMOVED); 2518 CLEAR_FLAG (op, FLAG_REMOVED);
2407 2519
2408 return op; 2520 return op;
2409} 2521}
2410 2522
2411/* This returns the first object in who's inventory that 2523/* This returns the first object in who's inventory that
2412 * has the same type and subtype match. 2524 * has the same type and subtype match.
2413 * returns NULL if no match. 2525 * returns NULL if no match.
2414 */ 2526 */
2527object *
2415object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2528find_obj_by_type_subtype (const object *who, int type, int subtype)
2416{ 2529{
2417 object *tmp; 2530 object *tmp;
2418 2531
2419 for (tmp=who->inv; tmp; tmp=tmp->below) 2532 for (tmp = who->inv; tmp; tmp = tmp->below)
2420 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2533 if (tmp->type == type && tmp->subtype == subtype)
2534 return tmp;
2421 2535
2422 return NULL; 2536 return NULL;
2423} 2537}
2424 2538
2425/* 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,
2426 * otherwise return NULL. 2540 * otherwise return NULL.
2427 * 2541 *
2428 * 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
2429 * do the desired thing. 2543 * do the desired thing.
2430 */ 2544 */
2545key_value *
2431key_value * get_ob_key_link(const object * ob, const char * key) { 2546get_ob_key_link (const object *ob, const char *key)
2547{
2432 key_value * link; 2548 key_value *link;
2433 2549
2434 for (link = ob->key_values; link != NULL; link = link->next) { 2550 for (link = ob->key_values; link != NULL; link = link->next)
2435 if (link->key == key) { 2551 if (link->key == key)
2436 return link; 2552 return link;
2437 } 2553
2438 }
2439
2440 return NULL; 2554 return NULL;
2441} 2555}
2442 2556
2443/* 2557/*
2444 * 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.
2445 * 2559 *
2446 * The argument doesn't need to be a shared string. 2560 * The argument doesn't need to be a shared string.
2447 * 2561 *
2448 * The returned string is shared. 2562 * The returned string is shared.
2449 */ 2563 */
2564const char *
2450const char * get_ob_key_value(const object * op, const char * const key) { 2565get_ob_key_value (const object *op, const char *const key)
2566{
2451 key_value * link; 2567 key_value *link;
2452 const char * canonical_key; 2568 shstr_cmp canonical_key (key);
2569
2570 if (!canonical_key)
2453 2571 {
2454 canonical_key = shstr::find (key);
2455
2456 if (canonical_key == NULL) {
2457 /* 1. There being a field named key on any object 2572 /* 1. There being a field named key on any object
2458 * implies there'd be a shared string to find. 2573 * implies there'd be a shared string to find.
2459 * 2. Since there isn't, no object has this field. 2574 * 2. Since there isn't, no object has this field.
2460 * 3. Therefore, *this* object doesn't have this field. 2575 * 3. Therefore, *this* object doesn't have this field.
2461 */ 2576 */
2462 return NULL; 2577 return 0;
2463 } 2578 }
2464 2579
2465 /* This is copied from get_ob_key_link() above - 2580 /* This is copied from get_ob_key_link() above -
2466 * only 4 lines, and saves the function call overhead. 2581 * only 4 lines, and saves the function call overhead.
2467 */ 2582 */
2468 for (link = op->key_values; link != NULL; link = link->next) { 2583 for (link = op->key_values; link; link = link->next)
2469 if (link->key == canonical_key) { 2584 if (link->key == canonical_key)
2470 return link->value; 2585 return link->value;
2471 } 2586
2472 } 2587 return 0;
2473 return NULL;
2474} 2588}
2475 2589
2476 2590
2477/* 2591/*
2478 * Updates the canonical_key in op to value. 2592 * Updates the canonical_key in op to value.
2482 * 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
2483 * keys. 2597 * keys.
2484 * 2598 *
2485 * Returns TRUE on success. 2599 * Returns TRUE on success.
2486 */ 2600 */
2601int
2487int 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 *
2488 key_value * field = NULL, *last=NULL; 2605 field = NULL, *last = NULL;
2489 2606
2490 for (field=op->key_values; field != NULL; field=field->next) { 2607 for (field = op->key_values; field != NULL; field = field->next)
2608 {
2491 if (field->key != canonical_key) { 2609 if (field->key != canonical_key)
2610 {
2492 last = field; 2611 last = field;
2493 continue; 2612 continue;
2494 } 2613 }
2495 2614
2496 if (value) 2615 if (value)
2497 field->value = value; 2616 field->value = value;
2498 else { 2617 else
2618 {
2499 /* Basically, if the archetype has this key set, 2619 /* Basically, if the archetype has this key set,
2500 * we need to store the null value so when we save 2620 * we need to store the null value so when we save
2501 * it, we save the empty value so that when we load, 2621 * it, we save the empty value so that when we load,
2502 * we get this value back again. 2622 * we get this value back again.
2503 */ 2623 */
2504 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2624 if (get_ob_key_link (&op->arch->clone, canonical_key))
2505 field->value = 0; 2625 field->value = 0;
2626 else
2627 {
2628 if (last)
2629 last->next = field->next;
2506 else 2630 else
2507 {
2508 if (last) last->next = field->next;
2509 else op->key_values = field->next; 2631 op->key_values = field->next;
2510 2632
2511 delete field; 2633 delete field;
2512 } 2634 }
2513 } 2635 }
2514 return TRUE; 2636 return TRUE;
2515 } 2637 }
2516 /* IF we get here, key doesn't exist */ 2638 /* IF we get here, key doesn't exist */
2517 2639
2518 /* No field, we'll have to add it. */ 2640 /* No field, we'll have to add it. */
2641
2642 if (!add_key)
2519 2643 {
2520 if (!add_key) {
2521 return FALSE; 2644 return FALSE;
2522 } 2645 }
2523 /* There isn't any good reason to store a null 2646 /* There isn't any good reason to store a null
2524 * value in the key/value list. If the archetype has 2647 * value in the key/value list. If the archetype has
2525 * this key, then we should also have it, so shouldn't 2648 * this key, then we should also have it, so shouldn't
2526 * be here. If user wants to store empty strings, 2649 * be here. If user wants to store empty strings,
2527 * should pass in "" 2650 * should pass in ""
2528 */ 2651 */
2529 if (value == NULL) return TRUE; 2652 if (value == NULL)
2530
2531 field = new key_value;
2532
2533 field->key = canonical_key;
2534 field->value = value;
2535 /* Usual prepend-addition. */
2536 field->next = op->key_values;
2537 op->key_values = field;
2538
2539 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;
2540} 2664}
2541 2665
2542/* 2666/*
2543 * Updates the key in op to value. 2667 * Updates the key in op to value.
2544 * 2668 *
2546 * and not add new ones. 2670 * and not add new ones.
2547 * 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
2548 * 2672 *
2549 * Returns TRUE on success. 2673 * Returns TRUE on success.
2550 */ 2674 */
2675int
2551int 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)
2552{ 2677{
2553 shstr key_ (key); 2678 shstr key_ (key);
2679
2554 return set_ob_key_value_s (op, key_, value, add_key); 2680 return set_ob_key_value_s (op, key_, value, add_key);
2555} 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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