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Comparing deliantra/server/common/object.C (file contents):
Revision 1.15 by root, Mon Sep 4 13:55:54 2006 UTC vs.
Revision 1.47 by root, Thu Sep 14 22:33:59 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.15 2006/09/04 13:55:54 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
42int nrofallocobjects = 0; 35int nrofallocobjects = 0;
36static UUID uuid;
37const uint64 UUID_SKIP = 1<<19;
43 38
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 39object *active_objects; /* List of active objects that need to be processed */
46 40
47short freearr_x[SIZEOFFREE]= 41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 43};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 46};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49};
56int freedir[SIZEOFFREE]= { 50int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53};
59 54
55static void
56write_uuid (void)
57{
58 char filename1[MAX_BUF], filename2[MAX_BUF];
59
60 sprintf (filename1, "%s/uuid", settings.localdir);
61 sprintf (filename2, "%s/uuid~", settings.localdir);
62
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 FILE *fp;
84
85 if (!(fp = fopen (filename, "r")))
86 {
87 if (errno == ENOENT)
88 {
89 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0;
91 write_uuid ();
92 return;
93 }
94
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1);
97 }
98
99 int version;
100 unsigned long long uid;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
102 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
104 _exit (1);
105 }
106
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid);
110 fclose (fp);
111}
112
113UUID
114gen_uuid ()
115{
116 UUID uid;
117
118 uid.seq = ++uuid.seq;
119
120 if (!(uuid.seq & (UUID_SKIP - 1)))
121 write_uuid ();
122
123 return uid;
124}
125
126void
127init_uuid ()
128{
129 read_uuid ();
130}
60 131
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 134compare_ob_value_lists_one (const object *wants, const object *has)
135{
63 key_value * wants_field; 136 key_value *wants_field;
64 137
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 139 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 140 * different structure or at least keep the lists sorted...
68 */ 141 */
69 142
70 /* For each field in wants, */ 143 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
145 {
72 key_value * has_field; 146 key_value *has_field;
73 147
74 /* Look for a field in has with the same key. */ 148 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
76 152 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 153 /* No field with that name. */
79 return FALSE; 154 return FALSE;
80 }
81 155 }
156
82 /* Found the matching field. */ 157 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 158 if (has_field->value != wants_field->value)
159 {
84 /* Values don't match, so this half of the comparison is false. */ 160 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 161 return FALSE;
86 } 162 }
87 163
88 /* If we get here, we found a match. Now for the next field in wants. */ 164 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 165 }
166
91 /* If we get here, every field in wants has a matching field in has. */ 167 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 168 return TRUE;
93} 169}
94 170
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 171/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 173compare_ob_value_lists (const object *ob1, const object *ob2)
174{
97 /* However, there may be fields in has which aren't partnered in wants, 175 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 176 * so we need to run the comparison *twice*. :(
99 */ 177 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 179}
102 180
103/* Function examines the 2 objects given to it, and returns true if 181/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 182 * they can be merged together.
105 * 183 *
111 * 189 *
112 * Improvements made with merge: Better checking on potion, and also 190 * Improvements made with merge: Better checking on potion, and also
113 * check weight 191 * check weight
114 */ 192 */
115 193
116int CAN_MERGE(object *ob1, object *ob2) { 194bool object::can_merge (object *ob1, object *ob2)
117 195{
118 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 197 if ((ob1 == ob2) || (ob1->type != ob2->type))
198 return 0;
120 199
121 if (ob1->speed != ob2->speed) return 0; 200 if (ob1->speed != ob2->speed)
122 /* Note sure why the following is the case - either the object has to 201 return 0;
123 * be animated or have a very low speed. Is this an attempted monster 202
124 * check? 203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof).
125 */ 206 */
126 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
208 return 0;
209
210 /* If the objects have been identified, set the BEEN_APPLIED flag.
211 * This is to the comparison of the flags below will be OK. We
212 * just can't ignore the been applied or identified flags, as they
213 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning.
215 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221
222
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) ||
233 (ob1->title != ob2->title) ||
234 (ob1->msg != ob2->msg) ||
235 (ob1->weight != ob2->weight) ||
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
238 (ob1->attacktype != ob2->attacktype) ||
239 (ob1->magic != ob2->magic) ||
240 (ob1->slaying != ob2->slaying) ||
241 (ob1->skill != ob2->skill) ||
242 (ob1->value != ob2->value) ||
243 (ob1->animation_id != ob2->animation_id) ||
244 (ob1->client_type != ob2->client_type) ||
245 (ob1->materialname != ob2->materialname) ||
246 (ob1->lore != ob2->lore) ||
247 (ob1->subtype != ob2->subtype) ||
248 (ob1->move_type != ob2->move_type) ||
249 (ob1->move_block != ob2->move_block) ||
250 (ob1->move_allow != ob2->move_allow) ||
251 (ob1->move_on != ob2->move_on) ||
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
253 return 0;
254
255 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory.
257 */
258 if (ob1->inv || ob2->inv)
259 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
127 return 0; 262 return 0;
128 263
129 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 264 /* Now check to see if the two inventory objects could merge */
130 * value could not be stored in a sint32 (which unfortunately sometimes is 265 if (!CAN_MERGE (ob1->inv, ob2->inv))
131 * used to store nrof).
132 */
133 if (ob1->nrof+ob2->nrof >= 1UL<<31)
134 return 0; 266 return 0;
135 267
136 /* This is really a spellbook check - really, we should
137 * check all objects in the inventory.
138 */
139 if (ob1->inv || ob2->inv) {
140 /* if one object has inventory but the other doesn't, not equiv */
141 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
142
143 /* Now check to see if the two inventory objects could merge */
144 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
145
146 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
147 * if it is valid. 269 * if it is valid.
148 */ 270 */
149 } 271 }
150 272
151 /* If the objects have been identified, set the BEEN_APPLIED flag.
152 * This is to the comparison of the flags below will be OK. We
153 * just can't ignore the been applied or identified flags, as they
154 * are not equal - just if it has been identified, the been_applied
155 * flags lose any meaning.
156 */
157 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
158 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
159
160 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
161 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
162
163
164 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
165 * being locked in inventory should prevent merging.
166 * 0x4 in flags3 is CLIENT_SENT
167 */
168 if ((ob1->arch != ob2->arch) ||
169 (ob1->flags[0] != ob2->flags[0]) ||
170 (ob1->flags[1] != ob2->flags[1]) ||
171 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
172 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
173 (ob1->name != ob2->name) ||
174 (ob1->title != ob2->title) ||
175 (ob1->msg != ob2->msg) ||
176 (ob1->weight != ob2->weight) ||
177 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
178 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
179 (ob1->attacktype != ob2->attacktype) ||
180 (ob1->magic != ob2->magic) ||
181 (ob1->slaying != ob2->slaying) ||
182 (ob1->skill != ob2->skill) ||
183 (ob1->value != ob2->value) ||
184 (ob1->animation_id != ob2->animation_id) ||
185 (ob1->client_type != ob2->client_type) ||
186 (ob1->materialname != ob2->materialname) ||
187 (ob1->lore != ob2->lore) ||
188 (ob1->subtype != ob2->subtype) ||
189 (ob1->move_type != ob2->move_type) ||
190 (ob1->move_block != ob2->move_block) ||
191 (ob1->move_allow != ob2->move_allow) ||
192 (ob1->move_on != ob2->move_on) ||
193 (ob1->move_off != ob2->move_off) ||
194 (ob1->move_slow != ob2->move_slow) ||
195 (ob1->move_slow_penalty != ob2->move_slow_penalty)
196 )
197 return 0;
198
199 /* Don't merge objects that are applied. With the new 'body' code, 273 /* Don't merge objects that are applied. With the new 'body' code,
200 * it is possible for most any character to have more than one of 274 * it is possible for most any character to have more than one of
201 * some items equipped, and we don't want those to merge. 275 * some items equipped, and we don't want those to merge.
202 */ 276 */
203 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
278 return 0;
279
280 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster
282 * check?
283 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
285 return 0;
286
287 switch (ob1->type)
288 {
289 case SCROLL:
290 if (ob1->level != ob2->level)
291 return 0;
292 break;
293 }
294
295 if (ob1->key_values != NULL || ob2->key_values != NULL)
296 {
297 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
299 /* One has fields, but the other one doesn't. */
204 return 0; 300 return 0;
205
206 switch (ob1->type) {
207 case SCROLL:
208 if (ob1->level != ob2->level) return 0;
209 break;
210
211 }
212 if (ob1->key_values != NULL || ob2->key_values != NULL) {
213 /* At least one of these has key_values. */
214 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
215 /* One has fields, but the other one doesn't. */
216 return 0;
217 } else if (!compare_ob_value_lists(ob1, ob2)) { 301 else if (!compare_ob_value_lists (ob1, ob2))
218 return 0; 302 return 0;
219 } 303 }
304
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self)
220 } 307 {
308 ob1->optimise ();
309 ob2->optimise ();
221 310
311 if (ob1->self || ob2->self)
312 return 0;
313 }
314
222 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
223 return 1; 316 return 1;
224} 317}
225 318
226/* 319/*
227 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
228 * an object is carrying. It goes through in figures out how much 321 * an object is carrying. It goes through in figures out how much
229 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
230 */ 323 */
231signed long sum_weight(object *op) { 324long
325sum_weight (object *op)
326{
232 signed long sum; 327 long sum;
233 object *inv; 328 object *inv;
329
234 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331 {
235 if (inv->inv) 332 if (inv->inv)
236 sum_weight(inv); 333 sum_weight (inv);
237 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
238 } 335 }
336
239 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
240 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
241 if(op->carrying != sum) 340 if (op->carrying != sum)
242 op->carrying = sum; 341 op->carrying = sum;
342
243 return sum; 343 return sum;
244} 344}
245 345
246/** 346/**
247 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
248 */ 348 */
249 349
350object *
250object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
251 while (op->env != NULL) 353 while (op->env != NULL)
252 op = op->env; 354 op = op->env;
253 return op; 355 return op;
254} 356}
255 357
256/* 358/*
257 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
258 * a better check. We basically keeping traversing up until we can't 360 * a better check. We basically keeping traversing up until we can't
259 * or find a player. 361 * or find a player.
260 */ 362 */
261 363
364object *
262object *is_player_inv (object *op) { 365is_player_inv (object *op)
366{
263 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 367 for (; op != NULL && op->type != PLAYER; op = op->env)
264 if (op->env==op) 368 if (op->env == op)
265 op->env = NULL; 369 op->env = NULL;
266 return op; 370 return op;
267} 371}
268 372
269/* 373/*
270 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
271 * Some error messages. 375 * Some error messages.
272 * The result of the dump is stored in the static global errmsg array. 376 * The result of the dump is stored in the static global errmsg array.
273 */ 377 */
274 378
379void
275void dump_object2(object *op) { 380dump_object2 (object *op)
381{
276errmsg[0] = 0; 382 errmsg[0] = 0;
277return; 383 return;
278 //TODO//D#d# 384 //TODO//D#d#
279#if 0 385#if 0
280 char *cp; 386 char *cp;
387
281/* object *tmp;*/ 388/* object *tmp;*/
282 389
283 if(op->arch!=NULL) { 390 if (op->arch != NULL)
391 {
284 strcat(errmsg,"arch "); 392 strcat (errmsg, "arch ");
285 strcat(errmsg,op->arch->name?op->arch->name:"(null)"); 393 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
286 strcat(errmsg,"\n"); 394 strcat (errmsg, "\n");
287 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 395 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
288 strcat(errmsg,cp); 396 strcat (errmsg, cp);
289#if 0 397# if 0
290 /* Don't dump player diffs - they are too long, mostly meaningless, and 398 /* Don't dump player diffs - they are too long, mostly meaningless, and
291 * will overflow the buffer. 399 * will overflow the buffer.
292 * Changed so that we don't dump inventory either. This may 400 * Changed so that we don't dump inventory either. This may
293 * also overflow the buffer. 401 * also overflow the buffer.
294 */ 402 */
295 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 403 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
296 strcat(errmsg,cp); 404 strcat (errmsg, cp);
297 for (tmp=op->inv; tmp; tmp=tmp->below) 405 for (tmp = op->inv; tmp; tmp = tmp->below)
298 dump_object2(tmp); 406 dump_object2 (tmp);
407# endif
408 strcat (errmsg, "end\n");
409 }
410 else
411 {
412 strcat (errmsg, "Object ");
413 if (op->name == NULL)
414 strcat (errmsg, "(null)");
415 else
416 strcat (errmsg, op->name);
417 strcat (errmsg, "\n");
418# if 0
419 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
420 strcat (errmsg, cp);
421 for (tmp = op->inv; tmp; tmp = tmp->below)
422 dump_object2 (tmp);
423# endif
424 strcat (errmsg, "end\n");
425 }
299#endif 426#endif
300 strcat(errmsg,"end\n");
301 } else {
302 strcat(errmsg,"Object ");
303 if (op->name==NULL) strcat(errmsg, "(null)");
304 else strcat(errmsg,op->name);
305 strcat(errmsg,"\n");
306#if 0
307 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
308 strcat(errmsg,cp);
309 for (tmp=op->inv; tmp; tmp=tmp->below)
310 dump_object2(tmp);
311#endif
312 strcat(errmsg,"end\n");
313 }
314#endif
315} 427}
316 428
317/* 429/*
318 * Dumps an object. Returns output in the static global errmsg array. 430 * Dumps an object. Returns output in the static global errmsg array.
319 */ 431 */
320 432
433void
321void dump_object(object *op) { 434dump_object (object *op)
435{
322 if(op==NULL) { 436 if (op == NULL)
437 {
323 strcpy(errmsg,"[NULL pointer]"); 438 strcpy (errmsg, "[NULL pointer]");
324 return; 439 return;
325 } 440 }
326 errmsg[0]='\0'; 441 errmsg[0] = '\0';
327 dump_object2(op); 442 dump_object2 (op);
328} 443}
329 444
445void
330void dump_all_objects(void) { 446dump_all_objects (void)
447{
331 object *op; 448 object *op;
449
332 for(op=objects;op!=NULL;op=op->next) { 450 for (op = object::first; op != NULL; op = op->next)
451 {
333 dump_object(op); 452 dump_object (op);
334 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg); 453 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
335 } 454 }
336} 455}
337 456
338/* 457/*
339 * get_nearest_part(multi-object, object 2) returns the part of the 458 * get_nearest_part(multi-object, object 2) returns the part of the
340 * multi-object 1 which is closest to the second object. 459 * multi-object 1 which is closest to the second object.
341 * If it's not a multi-object, it is returned. 460 * If it's not a multi-object, it is returned.
342 */ 461 */
343 462
463object *
344object *get_nearest_part(object *op, const object *pl) { 464get_nearest_part (object *op, const object *pl)
465{
345 object *tmp,*closest; 466 object *tmp, *closest;
346 int last_dist,i; 467 int last_dist, i;
468
347 if(op->more==NULL) 469 if (op->more == NULL)
348 return op; 470 return op;
349 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 471 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
350 if((i=distance(tmp,pl))<last_dist) 472 if ((i = distance (tmp, pl)) < last_dist)
351 closest=tmp,last_dist=i; 473 closest = tmp, last_dist = i;
352 return closest; 474 return closest;
353} 475}
354 476
355/* 477/*
356 * Returns the object which has the count-variable equal to the argument. 478 * Returns the object which has the count-variable equal to the argument.
357 */ 479 */
358 480
481object *
359object *find_object(tag_t i) { 482find_object (tag_t i)
483{
360 object *op; 484 object *op;
485
361 for(op=objects;op!=NULL;op=op->next) 486 for (op = object::first; op != NULL; op = op->next)
362 if(op->count==i) 487 if (op->count == i)
363 break; 488 break;
364 return op; 489 return op;
365} 490}
366 491
367/* 492/*
368 * Returns the first object which has a name equal to the argument. 493 * Returns the first object which has a name equal to the argument.
369 * Used only by the patch command, but not all that useful. 494 * Used only by the patch command, but not all that useful.
370 * Enables features like "patch <name-of-other-player> food 999" 495 * Enables features like "patch <name-of-other-player> food 999"
371 */ 496 */
372 497
498object *
373object *find_object_name(const char *str) { 499find_object_name (const char *str)
374 const char *name = shstr::find (str); 500{
501 shstr_cmp str_ (str);
375 object *op; 502 object *op;
503
376 for(op=objects;op!=NULL;op=op->next) 504 for (op = object::first; op != NULL; op = op->next)
377 if(&op->name == name) 505 if (op->name == str_)
378 break; 506 break;
379 507
380 return op; 508 return op;
381} 509}
382 510
511void
383void free_all_object_data () 512free_all_object_data ()
384{ 513{
385 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 514 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
386}
387
388/*
389 * Returns the object which this object marks as being the owner.
390 * A id-scheme is used to avoid pointing to objects which have been
391 * freed and are now reused. If this is detected, the owner is
392 * set to NULL, and NULL is returned.
393 * Changed 2004-02-12 - if the player is setting at the play again
394 * prompt, he is removed, and we don't want to treat him as an owner of
395 * anything, so check removed flag. I don't expect that this should break
396 * anything - once an object is removed, it is basically dead anyways.
397 */
398
399object *get_owner(object *op) {
400 if(op->owner==NULL)
401 return NULL;
402
403 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
404 op->owner->count==op->ownercount)
405 return op->owner;
406
407 op->owner=NULL;
408 op->ownercount=0;
409 return NULL;
410}
411
412void clear_owner(object *op)
413{
414 if (!op) return;
415
416 if (op->owner && op->ownercount == op->owner->count)
417 op->owner->refcount--;
418
419 op->owner = NULL;
420 op->ownercount = 0;
421} 515}
422 516
423/* 517/*
424 * Sets the owner and sets the skill and exp pointers to owner's current 518 * Sets the owner and sets the skill and exp pointers to owner's current
425 * skill and experience objects. 519 * skill and experience objects.
426 */ 520 */
427void set_owner (object *op, object *owner) 521void
522object::set_owner (object *owner)
428{ 523{
429 if(owner==NULL||op==NULL) 524 if (!owner)
430 return; 525 return;
431 526
432 /* next line added to allow objects which own objects */ 527 /* next line added to allow objects which own objects */
433 /* Add a check for ownercounts in here, as I got into an endless loop 528 /* Add a check for ownercounts in here, as I got into an endless loop
434 * with the fireball owning a poison cloud which then owned the 529 * with the fireball owning a poison cloud which then owned the
435 * fireball. I believe that was caused by one of the objects getting 530 * fireball. I believe that was caused by one of the objects getting
436 * freed and then another object replacing it. Since the ownercounts 531 * freed and then another object replacing it. Since the ownercounts
437 * didn't match, this check is valid and I believe that cause is valid. 532 * didn't match, this check is valid and I believe that cause is valid.
438 */ 533 */
439 while (owner->owner && owner!=owner->owner && 534 while (owner->owner)
440 owner->ownercount==owner->owner->count) owner=owner->owner; 535 owner = owner->owner;
441 536
442 /* IF the owner still has an owner, we did not resolve to a final owner.
443 * so lets not add to that.
444 */
445 if (owner->owner) return;
446
447 op->owner=owner; 537 this->owner = owner;
448
449 op->ownercount=owner->count;
450 owner->refcount++;
451
452}
453
454/* Set the owner to clone's current owner and set the skill and experience
455 * objects to clone's objects (typically those objects that where the owner's
456 * current skill and experience objects at the time when clone's owner was
457 * set - not the owner's current skill and experience objects).
458 *
459 * Use this function if player created an object (e.g. fire bullet, swarm
460 * spell), and this object creates further objects whose kills should be
461 * accounted for the player's original skill, even if player has changed
462 * skills meanwhile.
463 */
464void copy_owner (object *op, object *clone)
465{
466 object *owner = get_owner (clone);
467 if (owner == NULL) {
468 /* players don't have owners - they own themselves. Update
469 * as appropriate.
470 */
471 if (clone->type == PLAYER) owner=clone;
472 else return;
473 }
474 set_owner(op, owner);
475
476} 538}
477 539
478/* Zero the key_values on op, decrementing the shared-string 540/* Zero the key_values on op, decrementing the shared-string
479 * refcounts and freeing the links. 541 * refcounts and freeing the links.
480 */ 542 */
543static void
481static void free_key_values(object * op) 544free_key_values (object *op)
482{ 545{
483 for (key_value *i = op->key_values; i != 0; ) 546 for (key_value *i = op->key_values; i != 0;)
484 { 547 {
485 key_value *next = i->next; 548 key_value *next = i->next;
486 delete i; 549 delete i;
550
487 i = next; 551 i = next;
488 } 552 }
489 553
490 op->key_values = 0; 554 op->key_values = 0;
491} 555}
492 556
493void object::clear () 557void object::clear ()
494{ 558{
495 attachable_base::clear (); 559 attachable_base::clear ();
496 560
497 free_key_values (this); 561 free_key_values (this);
498 562
499 name = 0; 563 owner = 0;
564 name = 0;
500 name_pl = 0; 565 name_pl = 0;
501 title = 0; 566 title = 0;
502 race = 0; 567 race = 0;
503 slaying = 0; 568 slaying = 0;
504 skill = 0; 569 skill = 0;
505 msg = 0; 570 msg = 0;
506 lore = 0; 571 lore = 0;
507 custom_name = 0; 572 custom_name = 0;
508 materialname = 0; 573 materialname = 0;
574 contr = 0;
575 below = 0;
576 above = 0;
577 inv = 0;
578 container = 0;
579 env = 0;
580 more = 0;
581 head = 0;
582 map = 0;
583 active_next = 0;
584 active_prev = 0;
509 585
510 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 586 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
511 587
512 SET_FLAG (this, FLAG_REMOVED); 588 SET_FLAG (this, FLAG_REMOVED);
589
590 /* What is not cleared is next, prev, and count */
591
592 expmul = 1.0;
593 face = blank_face;
594
595 if (settings.casting_time)
596 casting_time = -1;
513} 597}
514 598
515void object::clone (object *destination) 599void object::clone (object *destination)
516{ 600{
517 *(object_copy *)destination = *(object_copy *)this; 601 *(object_copy *)destination = *this;
518 *(object_pod *)destination = *(object_pod *)this; 602 *(object_pod *)destination = *this;
519 603
520 if (self || cb) 604 if (self || cb)
521 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 605 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
522}
523
524/*
525 * clear_object() frees everything allocated by an object, and also
526 * clears all variables and flags to default settings.
527 */
528
529void clear_object (object *op)
530{
531 op->clear ();
532
533 op->contr = NULL;
534 op->below = NULL;
535 op->above = NULL;
536 op->inv = NULL;
537 op->container=NULL;
538 op->env=NULL;
539 op->more=NULL;
540 op->head=NULL;
541 op->map=NULL;
542 op->refcount=0;
543 op->active_next = NULL;
544 op->active_prev = NULL;
545 /* What is not cleared is next, prev, and count */
546
547 op->expmul = 1.0;
548 op->face = blank_face;
549 op->attacked_by_count = -1;
550
551 if (settings.casting_time)
552 op->casting_time = -1;
553} 606}
554 607
555/* 608/*
556 * copy object first frees everything allocated by the second object, 609 * copy object first frees everything allocated by the second object,
557 * and then copies the contends of the first object into the second 610 * and then copies the contends of the first object into the second
558 * object, allocating what needs to be allocated. Basically, any 611 * object, allocating what needs to be allocated. Basically, any
559 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 612 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
560 * if the first object is freed, the pointers in the new object 613 * if the first object is freed, the pointers in the new object
561 * will point at garbage. 614 * will point at garbage.
562 */ 615 */
563 616void
564void copy_object (object *op2, object *op) 617copy_object (object *op2, object *op)
565{ 618{
566 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 619 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
567 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 620 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
568 621
569 op2->clone (op); 622 op2->clone (op);
570 623
624 if (is_freed)
571 if (is_freed) SET_FLAG (op, FLAG_FREED); 625 SET_FLAG (op, FLAG_FREED);
626 if (is_removed)
572 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 627 SET_FLAG (op, FLAG_REMOVED);
573 628
574 if (op2->speed < 0) 629 if (op2->speed < 0)
575 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 630 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
576 631
577 /* Copy over key_values, if any. */ 632 /* Copy over key_values, if any. */
578 if (op2->key_values != NULL) 633 if (op2->key_values)
579 { 634 {
580 key_value *tail = NULL; 635 key_value *tail = 0;
581 key_value *i; 636 key_value *i;
582 637
583 op->key_values = NULL; 638 op->key_values = 0;
584 639
585 for (i = op2->key_values; i != NULL; i = i->next) 640 for (i = op2->key_values; i; i = i->next)
586 { 641 {
587 key_value *new_link = new key_value; 642 key_value *new_link = new key_value;
588 643
589 new_link->next = NULL; 644 new_link->next = 0;
590 new_link->key = i->key; 645 new_link->key = i->key;
591 new_link->value = i->value; 646 new_link->value = i->value;
592 647
593 /* Try and be clever here, too. */ 648 /* Try and be clever here, too. */
594 if (op->key_values == NULL) 649 if (!op->key_values)
595 { 650 {
596 op->key_values = new_link; 651 op->key_values = new_link;
597 tail = new_link; 652 tail = new_link;
598 } 653 }
599 else 654 else
606 661
607 update_ob_speed (op); 662 update_ob_speed (op);
608} 663}
609 664
610/* 665/*
611 * get_object() grabs an object from the list of unused objects, makes
612 * sure it is initialised, and returns it.
613 * If there are no free objects, expand_objects() is called to get more.
614 */
615
616object *get_object ()
617{
618 object *op = new object;
619
620 op->count = ++ob_count;
621
622 op->active_next = 0;
623 op->active_prev = 0;
624
625 op->next = objects;
626 op->prev = 0;
627
628 if (objects)
629 objects->prev = op;
630
631 objects = op;
632
633 SET_FLAG (op, FLAG_REMOVED);
634
635 op->expmul = 1.0;
636 op->face = blank_face;
637 op->attacked_by_count = -1;
638
639 return op;
640}
641
642/*
643 * If an object with the IS_TURNABLE() flag needs to be turned due 666 * If an object with the IS_TURNABLE() flag needs to be turned due
644 * to the closest player being on the other side, this function can 667 * to the closest player being on the other side, this function can
645 * be called to update the face variable, _and_ how it looks on the map. 668 * be called to update the face variable, _and_ how it looks on the map.
646 */ 669 */
647 670
671void
648void update_turn_face(object *op) { 672update_turn_face (object *op)
673{
649 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 674 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
650 return; 675 return;
651 SET_ANIMATION(op, op->direction); 676 SET_ANIMATION (op, op->direction);
652 update_object(op,UP_OBJ_FACE); 677 update_object (op, UP_OBJ_FACE);
653} 678}
654 679
655/* 680/*
656 * Updates the speed of an object. If the speed changes from 0 to another 681 * Updates the speed of an object. If the speed changes from 0 to another
657 * value, or vice versa, then add/remove the object from the active list. 682 * value, or vice versa, then add/remove the object from the active list.
658 * This function needs to be called whenever the speed of an object changes. 683 * This function needs to be called whenever the speed of an object changes.
659 */ 684 */
660 685void
661void update_ob_speed(object *op) { 686update_ob_speed (object *op)
687{
662 extern int arch_init; 688 extern int arch_init;
663 689
664 /* No reason putting the archetypes objects on the speed list, 690 /* No reason putting the archetypes objects on the speed list,
665 * since they never really need to be updated. 691 * since they never really need to be updated.
666 */ 692 */
667 693
668 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 694 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
695 {
669 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 696 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
670#ifdef MANY_CORES 697#ifdef MANY_CORES
671 abort(); 698 abort ();
672#else 699#else
673 op->speed = 0; 700 op->speed = 0;
674#endif 701#endif
675 } 702 }
703
676 if (arch_init) { 704 if (arch_init)
705 return;
706
707 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
708 {
709 /* If already on active list, don't do anything */
710 if (op->active_next || op->active_prev || op == active_objects)
677 return; 711 return;
678 }
679 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
680 /* If already on active list, don't do anything */
681 if (op->active_next || op->active_prev || op==active_objects)
682 return;
683 712
684 /* process_events() expects us to insert the object at the beginning 713 /* process_events() expects us to insert the object at the beginning
685 * of the list. */ 714 * of the list. */
686 op->active_next = active_objects; 715 op->active_next = active_objects;
716
687 if (op->active_next!=NULL) 717 if (op->active_next != NULL)
688 op->active_next->active_prev = op; 718 op->active_next->active_prev = op;
719
689 active_objects = op; 720 active_objects = op;
721 }
722 else
690 } 723 {
691 else {
692 /* If not on the active list, nothing needs to be done */ 724 /* If not on the active list, nothing needs to be done */
693 if (!op->active_next && !op->active_prev && op!=active_objects) 725 if (!op->active_next && !op->active_prev && op != active_objects)
694 return; 726 return;
695 727
696 if (op->active_prev==NULL) { 728 if (op->active_prev == NULL)
729 {
697 active_objects = op->active_next; 730 active_objects = op->active_next;
731
698 if (op->active_next!=NULL) 732 if (op->active_next != NULL)
699 op->active_next->active_prev = NULL; 733 op->active_next->active_prev = NULL;
734 }
735 else
700 } 736 {
701 else {
702 op->active_prev->active_next = op->active_next; 737 op->active_prev->active_next = op->active_next;
738
703 if (op->active_next) 739 if (op->active_next)
704 op->active_next->active_prev = op->active_prev; 740 op->active_next->active_prev = op->active_prev;
705 } 741 }
742
706 op->active_next = NULL; 743 op->active_next = NULL;
707 op->active_prev = NULL; 744 op->active_prev = NULL;
708 } 745 }
709} 746}
710 747
711/* This function removes object 'op' from the list of active 748/* This function removes object 'op' from the list of active
712 * objects. 749 * objects.
714 * reference maps where you don't want an object that isn't 751 * reference maps where you don't want an object that isn't
715 * in play chewing up cpu time getting processed. 752 * in play chewing up cpu time getting processed.
716 * The reverse of this is to call update_ob_speed, which 753 * The reverse of this is to call update_ob_speed, which
717 * will do the right thing based on the speed of the object. 754 * will do the right thing based on the speed of the object.
718 */ 755 */
756void
719void remove_from_active_list(object *op) 757remove_from_active_list (object *op)
720{ 758{
721 /* If not on the active list, nothing needs to be done */ 759 /* If not on the active list, nothing needs to be done */
722 if (!op->active_next && !op->active_prev && op!=active_objects) 760 if (!op->active_next && !op->active_prev && op != active_objects)
723 return; 761 return;
724 762
725 if (op->active_prev==NULL) { 763 if (op->active_prev == NULL)
764 {
726 active_objects = op->active_next; 765 active_objects = op->active_next;
727 if (op->active_next!=NULL) 766 if (op->active_next != NULL)
728 op->active_next->active_prev = NULL; 767 op->active_next->active_prev = NULL;
768 }
769 else
729 } 770 {
730 else {
731 op->active_prev->active_next = op->active_next; 771 op->active_prev->active_next = op->active_next;
732 if (op->active_next) 772 if (op->active_next)
733 op->active_next->active_prev = op->active_prev; 773 op->active_next->active_prev = op->active_prev;
734 } 774 }
735 op->active_next = NULL; 775 op->active_next = NULL;
736 op->active_prev = NULL; 776 op->active_prev = NULL;
737} 777}
738 778
739/* 779/*
740 * update_object() updates the array which represents the map. 780 * update_object() updates the array which represents the map.
741 * It takes into account invisible objects (and represent squares covered 781 * It takes into account invisible objects (and represent squares covered
756 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 796 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
757 * as that is easier than trying to look at what may have changed. 797 * as that is easier than trying to look at what may have changed.
758 * UP_OBJ_FACE: only the objects face has changed. 798 * UP_OBJ_FACE: only the objects face has changed.
759 */ 799 */
760 800
801void
761void update_object(object *op, int action) { 802update_object (object *op, int action)
803{
762 int update_now=0, flags; 804 int update_now = 0, flags;
763 MoveType move_on, move_off, move_block, move_slow; 805 MoveType move_on, move_off, move_block, move_slow;
764 806
765 if (op == NULL) { 807 if (op == NULL)
808 {
766 /* this should never happen */ 809 /* this should never happen */
767 LOG(llevDebug,"update_object() called for NULL object.\n"); 810 LOG (llevDebug, "update_object() called for NULL object.\n");
768 return; 811 return;
769 }
770 812 }
813
771 if(op->env!=NULL) { 814 if (op->env != NULL)
815 {
772 /* Animation is currently handled by client, so nothing 816 /* Animation is currently handled by client, so nothing
773 * to do in this case. 817 * to do in this case.
774 */ 818 */
775 return; 819 return;
776 } 820 }
777 821
778 /* If the map is saving, don't do anything as everything is 822 /* If the map is saving, don't do anything as everything is
779 * going to get freed anyways. 823 * going to get freed anyways.
780 */ 824 */
781 if (!op->map || op->map->in_memory == MAP_SAVING) return; 825 if (!op->map || op->map->in_memory == MAP_SAVING)
782 826 return;
827
783 /* make sure the object is within map boundaries */ 828 /* make sure the object is within map boundaries */
784 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 829 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
785 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 830 {
786 LOG(llevError,"update_object() called for object out of map!\n"); 831 LOG (llevError, "update_object() called for object out of map!\n");
787#ifdef MANY_CORES 832#ifdef MANY_CORES
788 abort(); 833 abort ();
789#endif 834#endif
790 return; 835 return;
791 }
792 836 }
837
793 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 838 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
794 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 839 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
795 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 840 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
796 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 841 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
797 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 842 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
798 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 843 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
799 844
800 if (action == UP_OBJ_INSERT) { 845 if (action == UP_OBJ_INSERT)
846 {
801 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 847 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
802 update_now=1; 848 update_now = 1;
803 849
804 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 850 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
805 update_now=1; 851 update_now = 1;
806 852
807 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 853 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
808 update_now=1; 854 update_now = 1;
809 855
810 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 856 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
811 update_now=1; 857 update_now = 1;
812 858
859 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
860 update_now = 1;
861
813 if ((move_on | op->move_on) != move_on) update_now=1; 862 if ((move_on | op->move_on) != move_on)
863 update_now = 1;
864
814 if ((move_off | op->move_off) != move_off) update_now=1; 865 if ((move_off | op->move_off) != move_off)
866 update_now = 1;
867
815 /* This isn't perfect, but I don't expect a lot of objects to 868 /* This isn't perfect, but I don't expect a lot of objects to
816 * to have move_allow right now. 869 * to have move_allow right now.
817 */ 870 */
818 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 871 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
819 update_now=1; 872 update_now = 1;
873
820 if ((move_slow | op->move_slow) != move_slow) update_now=1; 874 if ((move_slow | op->move_slow) != move_slow)
875 update_now = 1;
821 } 876 }
822 /* if the object is being removed, we can't make intelligent 877 /* if the object is being removed, we can't make intelligent
823 * decisions, because remove_ob can't really pass the object 878 * decisions, because remove_ob can't really pass the object
824 * that is being removed. 879 * that is being removed.
825 */ 880 */
826 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 881 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
827 update_now=1; 882 update_now = 1;
828 } else if (action == UP_OBJ_FACE) { 883 else if (action == UP_OBJ_FACE)
829 /* Nothing to do for that case */ 884 /* Nothing to do for that case */ ;
830 }
831 else { 885 else
832 LOG(llevError,"update_object called with invalid action: %d\n", action); 886 LOG (llevError, "update_object called with invalid action: %d\n", action);
833 }
834 887
835 if (update_now) { 888 if (update_now)
889 {
836 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 890 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
837 update_position(op->map, op->x, op->y); 891 update_position (op->map, op->x, op->y);
838 } 892 }
839 893
840 if(op->more!=NULL) 894 if (op->more != NULL)
841 update_object(op->more, action); 895 update_object (op->more, action);
842} 896}
843 897
898object::vector object::mortals;
899object::vector object::objects; // not yet used
900object *object::first;
901
902void object::free_mortals ()
903{
904 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
905 if ((*i)->refcnt)
906 ++i; // further delay freeing
907 else
908 {
909 delete *i;
910 mortals.erase (i);
911 }
912
913 static int lastmortals = 0;//D
914
915 if (mortals.size() != lastmortals)//D
916 {
917 lastmortals = mortals.size ();//D
918 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
919 }
920}
921
922object::object ()
923{
924 SET_FLAG (this, FLAG_REMOVED);
925
926 expmul = 1.0;
927 face = blank_face;
928}
929
930object::~object ()
931{
932 free_key_values (this);
933}
934
935void object::link ()
936{
937 count = ++ob_count;
938 uuid = gen_uuid ();
939
940 prev = 0;
941 next = object::first;
942
943 if (object::first)
944 object::first->prev = this;
945
946 object::first = this;
947}
948
949void object::unlink ()
950{
951 //count = 0;//D
952 if (!prev && !next) return;//D
953
954 if (this == object::first)
955 object::first = next;
956
957 /* Remove this object from the list of used objects */
958 if (prev) prev->next = next;
959 if (next) next->prev = prev;
960
961 prev = 0;
962 next = 0;
963}
964
965object *object::create ()
966{
967 object *op = new object;
968 op->link ();
969 return op;
970}
844 971
845/* 972/*
846 * free_object() frees everything allocated by an object, removes 973 * free_object() frees everything allocated by an object, removes
847 * it from the list of used objects, and puts it on the list of 974 * it from the list of used objects, and puts it on the list of
848 * free objects. The IS_FREED() flag is set in the object. 975 * free objects. The IS_FREED() flag is set in the object.
850 * this function to succeed. 977 * this function to succeed.
851 * 978 *
852 * If free_inventory is set, free inventory as well. Else drop items in 979 * If free_inventory is set, free inventory as well. Else drop items in
853 * inventory to the ground. 980 * inventory to the ground.
854 */ 981 */
855 982void object::free (bool free_inventory)
856void
857free_object (object * ob)
858{ 983{
859 free_object2 (ob, 0);
860}
861
862void
863free_object2 (object * ob, int free_inventory)
864{
865 object *tmp, *op;
866
867 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 984 if (QUERY_FLAG (this, FLAG_FREED))
868 { 985 return;
869 LOG (llevDebug, "Free object called with non removed object\n");
870 dump_object (ob);
871#ifdef MANY_CORES
872 abort ();
873#endif
874 }
875 986
876 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 987 if (QUERY_FLAG (this, FLAG_FRIENDLY))
877 {
878 LOG (llevMonster, "Warning: tried to free friendly object.\n");
879 remove_friendly_object (ob); 988 remove_friendly_object (this);
880 }
881 989
882 if (QUERY_FLAG (ob, FLAG_FREED)) 990 if (!QUERY_FLAG (this, FLAG_REMOVED))
883 { 991 remove_ob (this);
884 dump_object (ob); 992
885 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 993 SET_FLAG (this, FLAG_FREED);
886 return; 994
995 if (more)
887 } 996 {
888 997 more->free (free_inventory);
889 if (ob->more != NULL) 998 more = 0;
890 { 999 }
891 free_object2 (ob->more, free_inventory);
892 ob->more = NULL;
893 }
894 1000
895 if (ob->inv) 1001 if (inv)
896 { 1002 {
897 /* Only if the space blocks everything do we not process - 1003 /* Only if the space blocks everything do we not process -
898 * if some form of movemnt is allowed, let objects 1004 * if some form of movement is allowed, let objects
899 * drop on that space. 1005 * drop on that space.
900 */ 1006 */
901 if (free_inventory || ob->map == NULL 1007 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
902 || ob->map->in_memory != MAP_IN_MEMORY 1008 {
903 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 1009 object *op = inv;
904 {
905 op = ob->inv;
906 1010
907 while (op != NULL) 1011 while (op)
908 { 1012 {
909 tmp = op->below; 1013 object *tmp = op->below;
910 remove_ob (op); 1014 op->free (free_inventory);
911 free_object2 (op, free_inventory);
912 op = tmp; 1015 op = tmp;
913 } 1016 }
914 } 1017 }
915 else 1018 else
916 { /* Put objects in inventory onto this space */ 1019 { /* Put objects in inventory onto this space */
917 op = ob->inv; 1020 object *op = inv;
918 1021
919 while (op != NULL) 1022 while (op)
920 { 1023 {
921 tmp = op->below; 1024 object *tmp = op->below;
1025
922 remove_ob (op); 1026 remove_ob (op);
923 1027
924 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 1028 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
925 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 1029 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
926 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1030 free_object (op);
927 free_object (op); 1031 else
928 else 1032 {
929 { 1033 op->x = x;
930 op->x = ob->x; 1034 op->y = y;
931 op->y = ob->y;
932 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ 1035 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
933 } 1036 }
934 1037
935 op = tmp; 1038 op = tmp;
1039 }
1040 }
936 } 1041 }
937 } 1042
938 } 1043 // clear those pointers that likely might have circular references to us
1044 owner = 0;
1045 enemy = 0;
1046 attacked_by = 0;
939 1047
940 /* Remove object from the active list */ 1048 /* Remove object from the active list */
941 ob->speed = 0; 1049 speed = 0;
942 update_ob_speed (ob); 1050 update_ob_speed (this);
943 1051
944 SET_FLAG (ob, FLAG_FREED); 1052 unlink ();
945 ob->count = 0;
946 1053
947 /* Remove this object from the list of used objects */ 1054 mortals.push_back (this);
948 if (ob->prev == NULL)
949 {
950 objects = ob->next;
951
952 if (objects != NULL)
953 objects->prev = NULL;
954 }
955 else
956 {
957 ob->prev->next = ob->next;
958
959 if (ob->next != NULL)
960 ob->next->prev = ob->prev;
961 }
962
963 free_key_values (ob);
964
965 /* Now link it with the free_objects list: */
966 ob->prev = 0;
967 ob->next = 0;
968
969 delete ob;
970} 1055}
971 1056
972/* 1057/*
973 * sub_weight() recursively (outwards) subtracts a number from the 1058 * sub_weight() recursively (outwards) subtracts a number from the
974 * weight of an object (and what is carried by it's environment(s)). 1059 * weight of an object (and what is carried by it's environment(s)).
975 */ 1060 */
976 1061
1062void
977void sub_weight (object *op, signed long weight) { 1063sub_weight (object *op, signed long weight)
1064{
978 while (op != NULL) { 1065 while (op != NULL)
1066 {
979 if (op->type == CONTAINER) { 1067 if (op->type == CONTAINER)
980 weight=(signed long)(weight*(100-op->stats.Str)/100); 1068 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
981 } 1069
982 op->carrying-=weight; 1070 op->carrying -= weight;
983 op = op->env; 1071 op = op->env;
984 } 1072 }
985} 1073}
986 1074
987/* remove_ob(op): 1075/* remove_ob(op):
988 * This function removes the object op from the linked list of objects 1076 * This function removes the object op from the linked list of objects
989 * which it is currently tied to. When this function is done, the 1077 * which it is currently tied to. When this function is done, the
991 * environment, the x and y coordinates will be updated to 1079 * environment, the x and y coordinates will be updated to
992 * the previous environment. 1080 * the previous environment.
993 * Beware: This function is called from the editor as well! 1081 * Beware: This function is called from the editor as well!
994 */ 1082 */
995 1083
1084void
996void remove_ob(object *op) { 1085remove_ob (object *op)
1086{
997 object *tmp,*last=NULL; 1087 object *tmp, *last = 0;
998 object *otmp; 1088 object *otmp;
1089
999 tag_t tag; 1090 tag_t tag;
1000 int check_walk_off; 1091 int check_walk_off;
1001 mapstruct *m; 1092 mapstruct *m;
1093
1002 sint16 x,y; 1094 sint16 x, y;
1003
1004 1095
1005 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1096 if (QUERY_FLAG (op, FLAG_REMOVED))
1006 dump_object(op); 1097 return;
1007 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1008 1098
1009 /* Changed it to always dump core in this case. As has been learned
1010 * in the past, trying to recover from errors almost always
1011 * make things worse, and this is a real error here - something
1012 * that should not happen.
1013 * Yes, if this was a mission critical app, trying to do something
1014 * to recover may make sense, but that is because failure of the app
1015 * may have other disastrous problems. Cf runs out of a script
1016 * so is easily enough restarted without any real problems.
1017 * MSW 2001-07-01
1018 */
1019 abort();
1020 }
1021 if(op->more!=NULL)
1022 remove_ob(op->more);
1023
1024 SET_FLAG(op, FLAG_REMOVED); 1099 SET_FLAG (op, FLAG_REMOVED);
1025 1100
1101 if (op->more != NULL)
1102 remove_ob (op->more);
1103
1026 /* 1104 /*
1027 * In this case, the object to be removed is in someones 1105 * In this case, the object to be removed is in someones
1028 * inventory. 1106 * inventory.
1029 */ 1107 */
1030 if(op->env!=NULL) { 1108 if (op->env != NULL)
1109 {
1031 if(op->nrof) 1110 if (op->nrof)
1032 sub_weight(op->env, op->weight*op->nrof); 1111 sub_weight (op->env, op->weight * op->nrof);
1033 else 1112 else
1034 sub_weight(op->env, op->weight+op->carrying); 1113 sub_weight (op->env, op->weight + op->carrying);
1035 1114
1036 /* NO_FIX_PLAYER is set when a great many changes are being 1115 /* NO_FIX_PLAYER is set when a great many changes are being
1037 * made to players inventory. If set, avoiding the call 1116 * made to players inventory. If set, avoiding the call
1038 * to save cpu time. 1117 * to save cpu time.
1039 */ 1118 */
1040 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1119 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1041 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1042 fix_player(otmp); 1120 fix_player (otmp);
1043 1121
1044 if(op->above!=NULL) 1122 if (op->above != NULL)
1045 op->above->below=op->below; 1123 op->above->below = op->below;
1046 else 1124 else
1047 op->env->inv=op->below; 1125 op->env->inv = op->below;
1048 1126
1049 if(op->below!=NULL) 1127 if (op->below != NULL)
1050 op->below->above=op->above; 1128 op->below->above = op->above;
1051 1129
1052 /* we set up values so that it could be inserted into 1130 /* we set up values so that it could be inserted into
1053 * the map, but we don't actually do that - it is up 1131 * the map, but we don't actually do that - it is up
1054 * to the caller to decide what we want to do. 1132 * to the caller to decide what we want to do.
1055 */ 1133 */
1056 op->x=op->env->x,op->y=op->env->y; 1134 op->x = op->env->x, op->y = op->env->y;
1057 op->map=op->env->map; 1135 op->map = op->env->map;
1058 op->above=NULL,op->below=NULL; 1136 op->above = NULL, op->below = NULL;
1059 op->env=NULL; 1137 op->env = NULL;
1138 }
1139 else if (op->map)
1140 {
1141 x = op->x;
1142 y = op->y;
1143 m = get_map_from_coord (op->map, &x, &y);
1144
1145 if (!m)
1146 {
1147 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1148 op->map->path, op->x, op->y);
1149 /* in old days, we used to set x and y to 0 and continue.
1150 * it seems if we get into this case, something is probablye
1151 * screwed up and should be fixed.
1152 */
1153 abort ();
1154 }
1155
1156 if (op->map != m)
1157 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1158 op->map->path, m->path, op->x, op->y, x, y);
1159
1160 /* Re did the following section of code - it looks like it had
1161 * lots of logic for things we no longer care about
1162 */
1163
1164 /* link the object above us */
1165 if (op->above)
1166 op->above->below = op->below;
1167 else
1168 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1169
1170 /* Relink the object below us, if there is one */
1171 if (op->below)
1172 op->below->above = op->above;
1173 else
1174 {
1175 /* Nothing below, which means we need to relink map object for this space
1176 * use translated coordinates in case some oddness with map tiling is
1177 * evident
1178 */
1179 if (GET_MAP_OB (m, x, y) != op)
1180 {
1181 dump_object (op);
1182 LOG (llevError,
1183 "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);
1184 dump_object (GET_MAP_OB (m, x, y));
1185 LOG (llevError, "%s\n", errmsg);
1186 }
1187
1188 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1189 }
1190
1191 op->above = 0;
1192 op->below = 0;
1193
1194 if (op->map->in_memory == MAP_SAVING)
1060 return; 1195 return;
1061 }
1062 1196
1063 /* If we get here, we are removing it from a map */
1064 if (op->map == NULL) return;
1065
1066 x = op->x;
1067 y = op->y;
1068 m = get_map_from_coord(op->map, &x, &y);
1069
1070 if (!m) {
1071 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1072 op->map->path, op->x, op->y);
1073 /* in old days, we used to set x and y to 0 and continue.
1074 * it seems if we get into this case, something is probablye
1075 * screwed up and should be fixed.
1076 */
1077 abort();
1078 }
1079 if (op->map != m) {
1080 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1081 op->map->path, m->path, op->x, op->y, x, y);
1082 }
1083
1084 /* Re did the following section of code - it looks like it had
1085 * lots of logic for things we no longer care about
1086 */
1087
1088 /* link the object above us */
1089 if (op->above)
1090 op->above->below=op->below;
1091 else
1092 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1093
1094 /* Relink the object below us, if there is one */
1095 if(op->below) {
1096 op->below->above=op->above;
1097 } else {
1098 /* Nothing below, which means we need to relink map object for this space
1099 * use translated coordinates in case some oddness with map tiling is
1100 * evident
1101 */
1102 if(GET_MAP_OB(m,x,y)!=op) {
1103 dump_object(op);
1104 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1105 dump_object(GET_MAP_OB(m,x,y));
1106 LOG(llevError,"%s\n",errmsg);
1107 }
1108 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1109 }
1110 op->above=NULL;
1111 op->below=NULL;
1112
1113 if (op->map->in_memory == MAP_SAVING)
1114 return;
1115
1116 tag = op->count; 1197 tag = op->count;
1117 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1198 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1199
1118 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1200 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1201 {
1119 /* No point updating the players look faces if he is the object 1202 /* No point updating the players look faces if he is the object
1120 * being removed. 1203 * being removed.
1121 */ 1204 */
1122 1205
1123 if(tmp->type==PLAYER && tmp!=op) { 1206 if (tmp->type == PLAYER && tmp != op)
1207 {
1124 /* If a container that the player is currently using somehow gets 1208 /* If a container that the player is currently using somehow gets
1125 * removed (most likely destroyed), update the player view 1209 * removed (most likely destroyed), update the player view
1126 * appropriately. 1210 * appropriately.
1127 */ 1211 */
1128 if (tmp->container==op) { 1212 if (tmp->container == op)
1213 {
1129 CLEAR_FLAG(op, FLAG_APPLIED); 1214 CLEAR_FLAG (op, FLAG_APPLIED);
1130 tmp->container=NULL; 1215 tmp->container = NULL;
1216 }
1217
1218 tmp->contr->socket.update_look = 1;
1131 } 1219 }
1132 tmp->contr->socket.update_look=1; 1220
1133 }
1134 /* See if player moving off should effect something */ 1221 /* See if player moving off should effect something */
1135 if (check_walk_off && ((op->move_type & tmp->move_off) && 1222 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1136 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1223 {
1137
1138 move_apply(tmp, op, NULL); 1224 move_apply (tmp, op, NULL);
1225
1139 if (was_destroyed (op, tag)) { 1226 if (was_destroyed (op, tag))
1227 {
1140 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1228 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1141 "leaving object\n", &tmp->name, &tmp->arch->name); 1229 }
1142 } 1230 }
1143 }
1144 1231
1145 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1232 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1146 1233
1147 if(tmp->above == tmp) 1234 if (tmp->above == tmp)
1148 tmp->above = NULL; 1235 tmp->above = NULL;
1236
1149 last=tmp; 1237 last = tmp;
1150 } 1238 }
1239
1151 /* last == NULL of there are no objects on this space */ 1240 /* last == NULL of there are no objects on this space */
1152 if (last==NULL) { 1241 if (last == NULL)
1242 {
1153 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1243 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1154 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1244 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1155 * those out anyways, and if there are any flags set right now, they won't 1245 * those out anyways, and if there are any flags set right now, they won't
1156 * be correct anyways. 1246 * be correct anyways.
1157 */ 1247 */
1158 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1248 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1159 update_position(op->map, op->x, op->y); 1249 update_position (op->map, op->x, op->y);
1160 } 1250 }
1161 else 1251 else
1162 update_object(last, UP_OBJ_REMOVE); 1252 update_object (last, UP_OBJ_REMOVE);
1163 1253
1164 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1254 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1165 update_all_los(op->map, op->x, op->y); 1255 update_all_los (op->map, op->x, op->y);
1166 1256 }
1167} 1257}
1168 1258
1169/* 1259/*
1170 * merge_ob(op,top): 1260 * merge_ob(op,top):
1171 * 1261 *
1172 * This function goes through all objects below and including top, and 1262 * This function goes through all objects below and including top, and
1173 * merges op to the first matching object. 1263 * merges op to the first matching object.
1174 * If top is NULL, it is calculated. 1264 * If top is NULL, it is calculated.
1175 * Returns pointer to object if it succeded in the merge, otherwise NULL 1265 * Returns pointer to object if it succeded in the merge, otherwise NULL
1176 */ 1266 */
1177 1267object *
1178object *merge_ob(object *op, object *top) { 1268merge_ob (object *op, object *top)
1269{
1179 if(!op->nrof) 1270 if (!op->nrof)
1180 return 0; 1271 return 0;
1272
1181 if(top==NULL) 1273 if (top == NULL)
1182 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1274 for (top = op; top != NULL && top->above != NULL; top = top->above);
1275
1183 for(;top!=NULL;top=top->below) { 1276 for (; top != NULL; top = top->below)
1277 {
1184 if(top==op) 1278 if (top == op)
1185 continue; 1279 continue;
1186 if (CAN_MERGE(op,top)) 1280 if (CAN_MERGE (op, top))
1187 { 1281 {
1188 top->nrof+=op->nrof; 1282 top->nrof += op->nrof;
1283
1189/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1284/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1190 op->weight = 0; /* Don't want any adjustements now */ 1285 op->weight = 0; /* Don't want any adjustements now */
1191 remove_ob(op); 1286 remove_ob (op);
1192 free_object(op); 1287 free_object (op);
1193 return top; 1288 return top;
1194 } 1289 }
1195 } 1290 }
1291
1196 return NULL; 1292 return 0;
1197} 1293}
1198 1294
1199/* 1295/*
1200 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1296 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1201 * job preparing multi-part monsters 1297 * job preparing multi-part monsters
1202 */ 1298 */
1299object *
1203object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1300insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1301{
1204 object* tmp; 1302 object *tmp;
1303
1205 if (op->head) 1304 if (op->head)
1206 op=op->head; 1305 op = op->head;
1306
1207 for (tmp=op;tmp;tmp=tmp->more){ 1307 for (tmp = op; tmp; tmp = tmp->more)
1308 {
1208 tmp->x=x+tmp->arch->clone.x; 1309 tmp->x = x + tmp->arch->clone.x;
1209 tmp->y=y+tmp->arch->clone.y; 1310 tmp->y = y + tmp->arch->clone.y;
1210 } 1311 }
1312
1211 return insert_ob_in_map (op, m, originator, flag); 1313 return insert_ob_in_map (op, m, originator, flag);
1212} 1314}
1213 1315
1214/* 1316/*
1215 * insert_ob_in_map (op, map, originator, flag): 1317 * insert_ob_in_map (op, map, originator, flag):
1216 * This function inserts the object in the two-way linked list 1318 * This function inserts the object in the two-way linked list
1230 * new object if 'op' was merged with other object 1332 * new object if 'op' was merged with other object
1231 * NULL if 'op' was destroyed 1333 * NULL if 'op' was destroyed
1232 * just 'op' otherwise 1334 * just 'op' otherwise
1233 */ 1335 */
1234 1336
1337object *
1235object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1338insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1236{ 1339{
1237 object *tmp, *top, *floor=NULL; 1340 object *tmp, *top, *floor = NULL;
1238 sint16 x,y; 1341 sint16 x, y;
1239 1342
1240 if (QUERY_FLAG (op, FLAG_FREED)) { 1343 if (QUERY_FLAG (op, FLAG_FREED))
1344 {
1241 LOG (llevError, "Trying to insert freed object!\n"); 1345 LOG (llevError, "Trying to insert freed object!\n");
1346 return NULL;
1347 }
1348
1349 if (m == NULL)
1350 {
1351 dump_object (op);
1352 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1353 return op;
1354 }
1355
1356 if (out_of_map (m, op->x, op->y))
1357 {
1358 dump_object (op);
1359 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1360#ifdef MANY_CORES
1361 /* Better to catch this here, as otherwise the next use of this object
1362 * is likely to cause a crash. Better to find out where it is getting
1363 * improperly inserted.
1364 */
1365 abort ();
1366#endif
1367 return op;
1368 }
1369
1370 if (!QUERY_FLAG (op, FLAG_REMOVED))
1371 {
1372 dump_object (op);
1373 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1374 return op;
1375 }
1376
1377 if (op->more != NULL)
1378 {
1379 /* The part may be on a different map. */
1380
1381 object *more = op->more;
1382
1383 /* We really need the caller to normalize coordinates - if
1384 * we set the map, that doesn't work if the location is within
1385 * a map and this is straddling an edge. So only if coordinate
1386 * is clear wrong do we normalize it.
1387 */
1388 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1389 more->map = get_map_from_coord (m, &more->x, &more->y);
1390 else if (!more->map)
1391 {
1392 /* For backwards compatibility - when not dealing with tiled maps,
1393 * more->map should always point to the parent.
1394 */
1395 more->map = m;
1396 }
1397
1398 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1399 {
1400 if (!op->head)
1401 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1402
1403 return NULL;
1404 }
1405 }
1406
1407 CLEAR_FLAG (op, FLAG_REMOVED);
1408
1409 /* Ideally, the caller figures this out. However, it complicates a lot
1410 * of areas of callers (eg, anything that uses find_free_spot would now
1411 * need extra work
1412 */
1413 op->map = get_map_from_coord (m, &op->x, &op->y);
1414 x = op->x;
1415 y = op->y;
1416
1417 /* this has to be done after we translate the coordinates.
1418 */
1419 if (op->nrof && !(flag & INS_NO_MERGE))
1420 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1421 if (CAN_MERGE (op, tmp))
1422 {
1423 op->nrof += tmp->nrof;
1424 remove_ob (tmp);
1425 free_object (tmp);
1426 }
1427
1428 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1429 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1430
1431 if (!QUERY_FLAG (op, FLAG_ALIVE))
1432 CLEAR_FLAG (op, FLAG_NO_STEAL);
1433
1434 if (flag & INS_BELOW_ORIGINATOR)
1435 {
1436 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1437 {
1438 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1439 abort ();
1440 }
1441
1442 op->above = originator;
1443 op->below = originator->below;
1444
1445 if (op->below)
1446 op->below->above = op;
1447 else
1448 SET_MAP_OB (op->map, op->x, op->y, op);
1449
1450 /* since *below* originator, no need to update top */
1451 originator->below = op;
1452 }
1453 else
1454 {
1455 /* If there are other objects, then */
1456 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1457 {
1458 object *last = NULL;
1459
1460 /*
1461 * If there are multiple objects on this space, we do some trickier handling.
1462 * We've already dealt with merging if appropriate.
1463 * Generally, we want to put the new object on top. But if
1464 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1465 * floor, we want to insert above that and no further.
1466 * Also, if there are spell objects on this space, we stop processing
1467 * once we get to them. This reduces the need to traverse over all of
1468 * them when adding another one - this saves quite a bit of cpu time
1469 * when lots of spells are cast in one area. Currently, it is presumed
1470 * that flying non pickable objects are spell objects.
1471 */
1472
1473 while (top != NULL)
1474 {
1475 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1476 floor = top;
1477
1478 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1479 {
1480 /* We insert above top, so we want this object below this */
1481 top = top->below;
1482 break;
1483 }
1484
1485 last = top;
1486 top = top->above;
1487 }
1488
1489 /* Don't want top to be NULL, so set it to the last valid object */
1490 top = last;
1491
1492 /* We let update_position deal with figuring out what the space
1493 * looks like instead of lots of conditions here.
1494 * makes things faster, and effectively the same result.
1495 */
1496
1497 /* Have object 'fall below' other objects that block view.
1498 * Unless those objects are exits, type 66
1499 * If INS_ON_TOP is used, don't do this processing
1500 * Need to find the object that in fact blocks view, otherwise
1501 * stacking is a bit odd.
1502 */
1503 if (!(flag & INS_ON_TOP) &&
1504 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1505 {
1506 for (last = top; last != floor; last = last->below)
1507 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1508 break;
1509 /* Check to see if we found the object that blocks view,
1510 * and make sure we have a below pointer for it so that
1511 * we can get inserted below this one, which requires we
1512 * set top to the object below us.
1513 */
1514 if (last && last->below && last != floor)
1515 top = last->below;
1516 }
1517 } /* If objects on this space */
1518
1519 if (flag & INS_MAP_LOAD)
1520 top = GET_MAP_TOP (op->map, op->x, op->y);
1521
1522 if (flag & INS_ABOVE_FLOOR_ONLY)
1523 top = floor;
1524
1525 /* Top is the object that our object (op) is going to get inserted above.
1526 */
1527
1528 /* First object on this space */
1529 if (!top)
1530 {
1531 op->above = GET_MAP_OB (op->map, op->x, op->y);
1532
1533 if (op->above)
1534 op->above->below = op;
1535
1536 op->below = NULL;
1537 SET_MAP_OB (op->map, op->x, op->y, op);
1538 }
1539 else
1540 { /* get inserted into the stack above top */
1541 op->above = top->above;
1542
1543 if (op->above)
1544 op->above->below = op;
1545
1546 op->below = top;
1547 top->above = op;
1548 }
1549
1550 if (op->above == NULL)
1551 SET_MAP_TOP (op->map, op->x, op->y, op);
1552 } /* else not INS_BELOW_ORIGINATOR */
1553
1554 if (op->type == PLAYER)
1555 op->contr->do_los = 1;
1556
1557 /* If we have a floor, we know the player, if any, will be above
1558 * it, so save a few ticks and start from there.
1559 */
1560 if (!(flag & INS_MAP_LOAD))
1561 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1562 if (tmp->type == PLAYER)
1563 tmp->contr->socket.update_look = 1;
1564
1565 /* If this object glows, it may affect lighting conditions that are
1566 * visible to others on this map. But update_all_los is really
1567 * an inefficient way to do this, as it means los for all players
1568 * on the map will get recalculated. The players could very well
1569 * be far away from this change and not affected in any way -
1570 * this should get redone to only look for players within range,
1571 * or just updating the P_NEED_UPDATE for spaces within this area
1572 * of effect may be sufficient.
1573 */
1574 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1575 update_all_los (op->map, op->x, op->y);
1576
1577 /* updates flags (blocked, alive, no magic, etc) for this map space */
1578 update_object (op, UP_OBJ_INSERT);
1579
1580 /* Don't know if moving this to the end will break anything. However,
1581 * we want to have update_look set above before calling this.
1582 *
1583 * check_move_on() must be after this because code called from
1584 * check_move_on() depends on correct map flags (so functions like
1585 * blocked() and wall() work properly), and these flags are updated by
1586 * update_object().
1587 */
1588
1589 /* if this is not the head or flag has been passed, don't check walk on status */
1590 if (!(flag & INS_NO_WALK_ON) && !op->head)
1591 {
1592 if (check_move_on (op, originator))
1242 return NULL; 1593 return NULL;
1243 }
1244 if(m==NULL) {
1245 dump_object(op);
1246 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1247 return op;
1248 }
1249 if(out_of_map(m,op->x,op->y)) {
1250 dump_object(op);
1251 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1252#ifdef MANY_CORES
1253 /* Better to catch this here, as otherwise the next use of this object
1254 * is likely to cause a crash. Better to find out where it is getting
1255 * improperly inserted.
1256 */
1257 abort();
1258#endif
1259 return op;
1260 }
1261 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1262 dump_object(op);
1263 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1264 return op;
1265 }
1266 if(op->more!=NULL) {
1267 /* The part may be on a different map. */
1268 1594
1269 object *more = op->more;
1270
1271 /* We really need the caller to normalize coordinates - if
1272 * we set the map, that doesn't work if the location is within
1273 * a map and this is straddling an edge. So only if coordinate
1274 * is clear wrong do we normalize it.
1275 */
1276 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1277 more->map = get_map_from_coord(m, &more->x, &more->y);
1278 } else if (!more->map) {
1279 /* For backwards compatibility - when not dealing with tiled maps,
1280 * more->map should always point to the parent.
1281 */
1282 more->map = m;
1283 }
1284
1285 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1286 if ( ! op->head)
1287 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1288 return NULL;
1289 }
1290 }
1291 CLEAR_FLAG(op,FLAG_REMOVED);
1292
1293 /* Ideally, the caller figures this out. However, it complicates a lot
1294 * of areas of callers (eg, anything that uses find_free_spot would now
1295 * need extra work
1296 */
1297 op->map=get_map_from_coord(m, &op->x, &op->y);
1298 x = op->x;
1299 y = op->y;
1300
1301 /* this has to be done after we translate the coordinates.
1302 */
1303 if(op->nrof && !(flag & INS_NO_MERGE)) {
1304 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1305 if (CAN_MERGE(op,tmp)) {
1306 op->nrof+=tmp->nrof;
1307 remove_ob(tmp);
1308 free_object(tmp);
1309 }
1310 }
1311
1312 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1313 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1314 if (!QUERY_FLAG(op, FLAG_ALIVE))
1315 CLEAR_FLAG(op, FLAG_NO_STEAL);
1316
1317 if (flag & INS_BELOW_ORIGINATOR) {
1318 if (originator->map != op->map || originator->x != op->x ||
1319 originator->y != op->y) {
1320 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1321 abort();
1322 }
1323 op->above = originator;
1324 op->below = originator->below;
1325 if (op->below) op->below->above = op;
1326 else SET_MAP_OB(op->map, op->x, op->y, op);
1327 /* since *below* originator, no need to update top */
1328 originator->below = op;
1329 } else {
1330 /* If there are other objects, then */
1331 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1332 object *last=NULL;
1333 /*
1334 * If there are multiple objects on this space, we do some trickier handling.
1335 * We've already dealt with merging if appropriate.
1336 * Generally, we want to put the new object on top. But if
1337 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1338 * floor, we want to insert above that and no further.
1339 * Also, if there are spell objects on this space, we stop processing
1340 * once we get to them. This reduces the need to traverse over all of
1341 * them when adding another one - this saves quite a bit of cpu time
1342 * when lots of spells are cast in one area. Currently, it is presumed
1343 * that flying non pickable objects are spell objects.
1344 */
1345
1346 while (top != NULL) {
1347 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1348 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1349 if (QUERY_FLAG(top, FLAG_NO_PICK)
1350 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1351 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1352 {
1353 /* We insert above top, so we want this object below this */
1354 top=top->below;
1355 break;
1356 }
1357 last = top;
1358 top = top->above;
1359 }
1360 /* Don't want top to be NULL, so set it to the last valid object */
1361 top = last;
1362
1363 /* We let update_position deal with figuring out what the space
1364 * looks like instead of lots of conditions here.
1365 * makes things faster, and effectively the same result.
1366 */
1367
1368 /* Have object 'fall below' other objects that block view.
1369 * Unless those objects are exits, type 66
1370 * If INS_ON_TOP is used, don't do this processing
1371 * Need to find the object that in fact blocks view, otherwise
1372 * stacking is a bit odd.
1373 */
1374 if (!(flag & INS_ON_TOP) &&
1375 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1376 (op->face && !op->face->visibility)) {
1377 for (last=top; last != floor; last=last->below)
1378 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1379 /* Check to see if we found the object that blocks view,
1380 * and make sure we have a below pointer for it so that
1381 * we can get inserted below this one, which requires we
1382 * set top to the object below us.
1383 */
1384 if (last && last->below && last != floor) top=last->below;
1385 }
1386 } /* If objects on this space */
1387 if (flag & INS_MAP_LOAD)
1388 top = GET_MAP_TOP(op->map,op->x,op->y);
1389 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1390
1391 /* Top is the object that our object (op) is going to get inserted above.
1392 */
1393
1394 /* First object on this space */
1395 if (!top) {
1396 op->above = GET_MAP_OB(op->map, op->x, op->y);
1397 if (op->above) op->above->below = op;
1398 op->below = NULL;
1399 SET_MAP_OB(op->map, op->x, op->y, op);
1400 } else { /* get inserted into the stack above top */
1401 op->above = top->above;
1402 if (op->above) op->above->below = op;
1403 op->below = top;
1404 top->above = op;
1405 }
1406 if (op->above==NULL)
1407 SET_MAP_TOP(op->map,op->x, op->y, op);
1408 } /* else not INS_BELOW_ORIGINATOR */
1409
1410 if(op->type==PLAYER)
1411 op->contr->do_los=1;
1412
1413 /* If we have a floor, we know the player, if any, will be above
1414 * it, so save a few ticks and start from there.
1415 */
1416 if (!(flag & INS_MAP_LOAD))
1417 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1418 if (tmp->type == PLAYER)
1419 tmp->contr->socket.update_look=1;
1420 }
1421
1422 /* If this object glows, it may affect lighting conditions that are
1423 * visible to others on this map. But update_all_los is really
1424 * an inefficient way to do this, as it means los for all players
1425 * on the map will get recalculated. The players could very well
1426 * be far away from this change and not affected in any way -
1427 * this should get redone to only look for players within range,
1428 * or just updating the P_NEED_UPDATE for spaces within this area
1429 * of effect may be sufficient.
1430 */
1431 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1432 update_all_los(op->map, op->x, op->y);
1433
1434
1435 /* updates flags (blocked, alive, no magic, etc) for this map space */
1436 update_object(op,UP_OBJ_INSERT);
1437
1438
1439 /* Don't know if moving this to the end will break anything. However,
1440 * we want to have update_look set above before calling this.
1441 *
1442 * check_move_on() must be after this because code called from
1443 * check_move_on() depends on correct map flags (so functions like
1444 * blocked() and wall() work properly), and these flags are updated by
1445 * update_object().
1446 */
1447
1448 /* if this is not the head or flag has been passed, don't check walk on status */
1449
1450 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1451 if (check_move_on(op, originator))
1452 return NULL;
1453
1454 /* If we are a multi part object, lets work our way through the check 1595 /* If we are a multi part object, lets work our way through the check
1455 * walk on's. 1596 * walk on's.
1456 */ 1597 */
1457 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1598 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1458 if (check_move_on (tmp, originator)) 1599 if (check_move_on (tmp, originator))
1459 return NULL; 1600 return NULL;
1460 } 1601 }
1602
1461 return op; 1603 return op;
1462} 1604}
1463 1605
1464/* this function inserts an object in the map, but if it 1606/* this function inserts an object in the map, but if it
1465 * finds an object of its own type, it'll remove that one first. 1607 * finds an object of its own type, it'll remove that one first.
1466 * op is the object to insert it under: supplies x and the map. 1608 * op is the object to insert it under: supplies x and the map.
1467 */ 1609 */
1610void
1468void replace_insert_ob_in_map(const char *arch_string, object *op) { 1611replace_insert_ob_in_map (const char *arch_string, object *op)
1612{
1469 object *tmp; 1613 object *
1470 object *tmp1; 1614 tmp;
1615 object *
1616 tmp1;
1471 1617
1472 /* first search for itself and remove any old instances */ 1618 /* first search for itself and remove any old instances */
1473 1619
1474 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1620 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1621 {
1475 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1622 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1623 {
1476 remove_ob(tmp); 1624 remove_ob (tmp);
1477 free_object(tmp); 1625 free_object (tmp);
1478 } 1626 }
1479 } 1627 }
1480 1628
1481 tmp1=arch_to_object(find_archetype(arch_string)); 1629 tmp1 = arch_to_object (archetype::find (arch_string));
1482 1630
1483 1631 tmp1->x = op->x;
1484 tmp1->x = op->x; tmp1->y = op->y; 1632 tmp1->y = op->y;
1485 insert_ob_in_map(tmp1,op->map,op,0); 1633 insert_ob_in_map (tmp1, op->map, op, 0);
1486} 1634}
1487 1635
1488/* 1636/*
1489 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1637 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1490 * is returned contains nr objects, and the remaining parts contains 1638 * is returned contains nr objects, and the remaining parts contains
1491 * the rest (or is removed and freed if that number is 0). 1639 * the rest (or is removed and freed if that number is 0).
1492 * On failure, NULL is returned, and the reason put into the 1640 * On failure, NULL is returned, and the reason put into the
1493 * global static errmsg array. 1641 * global static errmsg array.
1494 */ 1642 */
1495 1643
1644object *
1496object *get_split_ob(object *orig_ob, uint32 nr) { 1645get_split_ob (object *orig_ob, uint32 nr)
1497 object *newob; 1646{
1647 object *
1648 newob;
1649 int
1498 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1650 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1499 1651
1500 if(orig_ob->nrof<nr) { 1652 if (orig_ob->nrof < nr)
1501 sprintf(errmsg,"There are only %d %ss.", 1653 {
1502 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1654 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1503 return NULL; 1655 return NULL;
1504 } 1656 }
1657
1505 newob = object_create_clone(orig_ob); 1658 newob = object_create_clone (orig_ob);
1659
1506 if((orig_ob->nrof-=nr)<1) { 1660 if ((orig_ob->nrof -= nr) < 1)
1661 {
1507 if ( ! is_removed) 1662 if (!is_removed)
1508 remove_ob(orig_ob); 1663 remove_ob (orig_ob);
1509 free_object2(orig_ob, 1); 1664 free_object2 (orig_ob, 1);
1510 } 1665 }
1511 else if ( ! is_removed) { 1666 else if (!is_removed)
1667 {
1512 if(orig_ob->env!=NULL) 1668 if (orig_ob->env != NULL)
1513 sub_weight (orig_ob->env,orig_ob->weight*nr); 1669 sub_weight (orig_ob->env, orig_ob->weight * nr);
1514 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1670 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1671 {
1515 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1672 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1516 LOG(llevDebug,
1517 "Error, Tried to split object whose map is not in memory.\n"); 1673 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1518 return NULL; 1674 return NULL;
1519 } 1675 }
1520 } 1676 }
1677
1521 newob->nrof=nr; 1678 newob->nrof = nr;
1522 1679
1523 return newob; 1680 return newob;
1524} 1681}
1525 1682
1526/* 1683/*
1527 * decrease_ob_nr(object, number) decreases a specified number from 1684 * decrease_ob_nr(object, number) decreases a specified number from
1528 * the amount of an object. If the amount reaches 0, the object 1685 * the amount of an object. If the amount reaches 0, the object
1529 * is subsequently removed and freed. 1686 * is subsequently removed and freed.
1530 * 1687 *
1531 * Return value: 'op' if something is left, NULL if the amount reached 0 1688 * Return value: 'op' if something is left, NULL if the amount reached 0
1532 */ 1689 */
1533 1690
1691object *
1534object *decrease_ob_nr (object *op, uint32 i) 1692decrease_ob_nr (object *op, uint32 i)
1535{ 1693{
1536 object *tmp; 1694 object *tmp;
1537 player *pl; 1695 player *pl;
1538 1696
1539 if (i == 0) /* objects with op->nrof require this check */ 1697 if (i == 0) /* objects with op->nrof require this check */
1540 return op; 1698 return op;
1541 1699
1542 if (i > op->nrof) 1700 if (i > op->nrof)
1543 i = op->nrof; 1701 i = op->nrof;
1544 1702
1545 if (QUERY_FLAG (op, FLAG_REMOVED)) 1703 if (QUERY_FLAG (op, FLAG_REMOVED))
1704 op->nrof -= i;
1705 else if (op->env != NULL)
1706 {
1707 /* is this object in the players inventory, or sub container
1708 * therein?
1709 */
1710 tmp = is_player_inv (op->env);
1711 /* nope. Is this a container the player has opened?
1712 * If so, set tmp to that player.
1713 * IMO, searching through all the players will mostly
1714 * likely be quicker than following op->env to the map,
1715 * and then searching the map for a player.
1716 */
1717 if (!tmp)
1718 {
1719 for (pl = first_player; pl; pl = pl->next)
1720 if (pl->ob->container == op->env)
1721 break;
1722 if (pl)
1723 tmp = pl->ob;
1724 else
1725 tmp = NULL;
1726 }
1727
1728 if (i < op->nrof)
1729 {
1730 sub_weight (op->env, op->weight * i);
1731 op->nrof -= i;
1732 if (tmp)
1733 {
1734 esrv_send_item (tmp, op);
1735 }
1736 }
1737 else
1738 {
1739 remove_ob (op);
1740 op->nrof = 0;
1741 if (tmp)
1742 {
1743 esrv_del_item (tmp->contr, op->count);
1744 }
1745 }
1546 { 1746 }
1747 else
1748 {
1749 object *above = op->above;
1750
1751 if (i < op->nrof)
1547 op->nrof -= i; 1752 op->nrof -= i;
1548 } 1753 else
1549 else if (op->env != NULL)
1550 {
1551 /* is this object in the players inventory, or sub container
1552 * therein?
1553 */
1554 tmp = is_player_inv (op->env);
1555 /* nope. Is this a container the player has opened?
1556 * If so, set tmp to that player.
1557 * IMO, searching through all the players will mostly
1558 * likely be quicker than following op->env to the map,
1559 * and then searching the map for a player.
1560 */
1561 if (!tmp) {
1562 for (pl=first_player; pl; pl=pl->next)
1563 if (pl->ob->container == op->env) break;
1564 if (pl) tmp=pl->ob;
1565 else tmp=NULL;
1566 } 1754 {
1567
1568 if (i < op->nrof) {
1569 sub_weight (op->env, op->weight * i);
1570 op->nrof -= i;
1571 if (tmp) {
1572 esrv_send_item(tmp, op);
1573 }
1574 } else {
1575 remove_ob (op); 1755 remove_ob (op);
1576 op->nrof = 0; 1756 op->nrof = 0;
1577 if (tmp) {
1578 esrv_del_item(tmp->contr, op->count);
1579 } 1757 }
1580 }
1581 }
1582 else
1583 {
1584 object *above = op->above;
1585 1758
1586 if (i < op->nrof) {
1587 op->nrof -= i;
1588 } else {
1589 remove_ob (op);
1590 op->nrof = 0;
1591 }
1592 /* Since we just removed op, op->above is null */ 1759 /* Since we just removed op, op->above is null */
1593 for (tmp = above; tmp != NULL; tmp = tmp->above) 1760 for (tmp = above; tmp != NULL; tmp = tmp->above)
1594 if (tmp->type == PLAYER) { 1761 if (tmp->type == PLAYER)
1762 {
1595 if (op->nrof) 1763 if (op->nrof)
1596 esrv_send_item(tmp, op); 1764 esrv_send_item (tmp, op);
1597 else 1765 else
1598 esrv_del_item(tmp->contr, op->count); 1766 esrv_del_item (tmp->contr, op->count);
1599 } 1767 }
1600 } 1768 }
1601 1769
1602 if (op->nrof) { 1770 if (op->nrof)
1603 return op; 1771 return op;
1604 } else { 1772 else
1773 {
1605 free_object (op); 1774 free_object (op);
1606 return NULL; 1775 return NULL;
1607 } 1776 }
1608} 1777}
1609 1778
1610/* 1779/*
1611 * add_weight(object, weight) adds the specified weight to an object, 1780 * add_weight(object, weight) adds the specified weight to an object,
1612 * and also updates how much the environment(s) is/are carrying. 1781 * and also updates how much the environment(s) is/are carrying.
1613 */ 1782 */
1614 1783
1784void
1615void add_weight (object *op, signed long weight) { 1785add_weight (object *op, signed long weight)
1786{
1616 while (op!=NULL) { 1787 while (op != NULL)
1788 {
1617 if (op->type == CONTAINER) { 1789 if (op->type == CONTAINER)
1618 weight=(signed long)(weight*(100-op->stats.Str)/100); 1790 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1619 } 1791
1620 op->carrying+=weight; 1792 op->carrying += weight;
1621 op=op->env; 1793 op = op->env;
1622 } 1794 }
1623} 1795}
1624 1796
1625/* 1797/*
1626 * insert_ob_in_ob(op,environment): 1798 * insert_ob_in_ob(op,environment):
1627 * This function inserts the object op in the linked list 1799 * This function inserts the object op in the linked list
1634 * 1806 *
1635 * The function returns now pointer to inserted item, and return value can 1807 * The function returns now pointer to inserted item, and return value can
1636 * be != op, if items are merged. -Tero 1808 * be != op, if items are merged. -Tero
1637 */ 1809 */
1638 1810
1811object *
1639object *insert_ob_in_ob(object *op,object *where) { 1812insert_ob_in_ob (object *op, object *where)
1640 object *tmp, *otmp; 1813{
1814 object *
1815 tmp, *
1816 otmp;
1641 1817
1642 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1818 if (!QUERY_FLAG (op, FLAG_REMOVED))
1819 {
1643 dump_object(op); 1820 dump_object (op);
1644 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1821 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1645 return op; 1822 return op;
1646 } 1823 }
1824
1647 if(where==NULL) { 1825 if (where == NULL)
1826 {
1648 dump_object(op); 1827 dump_object (op);
1649 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1828 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1650 return op; 1829 return op;
1651 } 1830 }
1831
1652 if (where->head) { 1832 if (where->head)
1653 LOG(llevDebug, 1833 {
1654 "Warning: Tried to insert object wrong part of multipart object.\n"); 1834 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1655 where = where->head; 1835 where = where->head;
1656 } 1836 }
1837
1657 if (op->more) { 1838 if (op->more)
1839 {
1658 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1840 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1659 &op->name, op->count);
1660 return op; 1841 return op;
1661 } 1842 }
1843
1662 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1844 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1663 CLEAR_FLAG(op, FLAG_REMOVED); 1845 CLEAR_FLAG (op, FLAG_REMOVED);
1664 if(op->nrof) { 1846 if (op->nrof)
1847 {
1665 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1848 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1666 if ( CAN_MERGE(tmp,op) ) { 1849 if (CAN_MERGE (tmp, op))
1850 {
1667 /* return the original object and remove inserted object 1851 /* return the original object and remove inserted object
1668 (client needs the original object) */ 1852 (client needs the original object) */
1669 tmp->nrof += op->nrof; 1853 tmp->nrof += op->nrof;
1670 /* Weight handling gets pretty funky. Since we are adding to 1854 /* Weight handling gets pretty funky. Since we are adding to
1671 * tmp->nrof, we need to increase the weight. 1855 * tmp->nrof, we need to increase the weight.
1672 */ 1856 */
1673 add_weight (where, op->weight*op->nrof); 1857 add_weight (where, op->weight * op->nrof);
1674 SET_FLAG(op, FLAG_REMOVED); 1858 SET_FLAG (op, FLAG_REMOVED);
1675 free_object(op); /* free the inserted object */ 1859 free_object (op); /* free the inserted object */
1676 op = tmp; 1860 op = tmp;
1677 remove_ob (op); /* and fix old object's links */ 1861 remove_ob (op); /* and fix old object's links */
1678 CLEAR_FLAG(op, FLAG_REMOVED); 1862 CLEAR_FLAG (op, FLAG_REMOVED);
1679 break; 1863 break;
1680 } 1864 }
1681 1865
1682 /* I assume combined objects have no inventory 1866 /* I assume combined objects have no inventory
1683 * We add the weight - this object could have just been removed 1867 * We add the weight - this object could have just been removed
1684 * (if it was possible to merge). calling remove_ob will subtract 1868 * (if it was possible to merge). calling remove_ob will subtract
1685 * the weight, so we need to add it in again, since we actually do 1869 * the weight, so we need to add it in again, since we actually do
1686 * the linking below 1870 * the linking below
1687 */ 1871 */
1688 add_weight (where, op->weight*op->nrof); 1872 add_weight (where, op->weight * op->nrof);
1873 }
1689 } else 1874 else
1690 add_weight (where, (op->weight+op->carrying)); 1875 add_weight (where, (op->weight + op->carrying));
1691 1876
1692 otmp=is_player_inv(where); 1877 otmp = is_player_inv (where);
1693 if (otmp&&otmp->contr!=NULL) { 1878 if (otmp && otmp->contr != NULL)
1879 {
1694 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1880 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1695 fix_player(otmp); 1881 fix_player (otmp);
1696 } 1882 }
1697 1883
1698 op->map=NULL; 1884 op->map = NULL;
1699 op->env=where; 1885 op->env = where;
1700 op->above=NULL; 1886 op->above = NULL;
1701 op->below=NULL; 1887 op->below = NULL;
1702 op->x=0,op->y=0; 1888 op->x = 0, op->y = 0;
1703 1889
1704 /* reset the light list and los of the players on the map */ 1890 /* reset the light list and los of the players on the map */
1705 if((op->glow_radius!=0)&&where->map) 1891 if ((op->glow_radius != 0) && where->map)
1706 { 1892 {
1707#ifdef DEBUG_LIGHTS 1893#ifdef DEBUG_LIGHTS
1708 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1894 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1709 op->name);
1710#endif /* DEBUG_LIGHTS */ 1895#endif /* DEBUG_LIGHTS */
1896 if (MAP_DARKNESS (where->map))
1711 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1897 update_all_los (where->map, where->x, where->y);
1712 } 1898 }
1713 1899
1714 /* Client has no idea of ordering so lets not bother ordering it here. 1900 /* Client has no idea of ordering so lets not bother ordering it here.
1715 * It sure simplifies this function... 1901 * It sure simplifies this function...
1716 */ 1902 */
1717 if (where->inv==NULL) 1903 if (where->inv == NULL)
1718 where->inv=op; 1904 where->inv = op;
1719 else { 1905 else
1906 {
1720 op->below = where->inv; 1907 op->below = where->inv;
1721 op->below->above = op; 1908 op->below->above = op;
1722 where->inv = op; 1909 where->inv = op;
1723 } 1910 }
1724 return op; 1911 return op;
1725} 1912}
1726 1913
1727/* 1914/*
1728 * Checks if any objects has a move_type that matches objects 1915 * Checks if any objects has a move_type that matches objects
1743 * MSW 2001-07-08: Check all objects on space, not just those below 1930 * MSW 2001-07-08: Check all objects on space, not just those below
1744 * object being inserted. insert_ob_in_map may not put new objects 1931 * object being inserted. insert_ob_in_map may not put new objects
1745 * on top. 1932 * on top.
1746 */ 1933 */
1747 1934
1935int
1748int check_move_on (object *op, object *originator) 1936check_move_on (object *op, object *originator)
1749{ 1937{
1750 object *tmp; 1938 object *
1751 tag_t tag; 1939 tmp;
1752 mapstruct *m=op->map; 1940 tag_t
1941 tag;
1942 mapstruct *
1943 m = op->map;
1944 int
1753 int x=op->x, y=op->y; 1945 x = op->x, y = op->y;
1754 MoveType move_on, move_slow, move_block;
1755 1946
1947 MoveType
1948 move_on,
1949 move_slow,
1950 move_block;
1951
1756 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1952 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1757 return 0; 1953 return 0;
1758 1954
1759 tag = op->count; 1955 tag = op->count;
1760 1956
1761 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1957 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1762 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1958 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1763 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1959 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1764 1960
1765 /* if nothing on this space will slow op down or be applied, 1961 /* if nothing on this space will slow op down or be applied,
1766 * no need to do checking below. have to make sure move_type 1962 * no need to do checking below. have to make sure move_type
1767 * is set, as lots of objects don't have it set - we treat that 1963 * is set, as lots of objects don't have it set - we treat that
1768 * as walking. 1964 * as walking.
1769 */ 1965 */
1770 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1966 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1771 return 0; 1967 return 0;
1772 1968
1773 /* This is basically inverse logic of that below - basically, 1969 /* This is basically inverse logic of that below - basically,
1774 * if the object can avoid the move on or slow move, they do so, 1970 * if the object can avoid the move on or slow move, they do so,
1775 * but can't do it if the alternate movement they are using is 1971 * but can't do it if the alternate movement they are using is
1776 * blocked. Logic on this seems confusing, but does seem correct. 1972 * blocked. Logic on this seems confusing, but does seem correct.
1777 */ 1973 */
1778 if ((op->move_type & ~move_on & ~move_block) != 0 && 1974 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1779 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1975 return 0;
1780 1976
1781 /* The objects have to be checked from top to bottom. 1977 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1978 * Hence, we first go to the top:
1783 */ 1979 */
1784 1980
1785 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1981 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1786 tmp->above!=NULL; tmp=tmp->above) { 1982 {
1787 /* Trim the search when we find the first other spell effect 1983 /* Trim the search when we find the first other spell effect
1788 * this helps performance so that if a space has 50 spell objects, 1984 * this helps performance so that if a space has 50 spell objects,
1789 * we don't need to check all of them. 1985 * we don't need to check all of them.
1790 */ 1986 */
1791 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1987 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1988 break;
1989 }
1990
1991 for (; tmp; tmp = tmp->below)
1792 } 1992 {
1793 for(;tmp!=NULL; tmp=tmp->below) { 1993 if (tmp == op)
1794 if (tmp == op) continue; /* Can't apply yourself */ 1994 continue; /* Can't apply yourself */
1795 1995
1796 /* Check to see if one of the movement types should be slowed down. 1996 /* Check to see if one of the movement types should be slowed down.
1797 * Second check makes sure that the movement types not being slowed 1997 * Second check makes sure that the movement types not being slowed
1798 * (~slow_move) is not blocked on this space - just because the 1998 * (~slow_move) is not blocked on this space - just because the
1799 * space doesn't slow down swimming (for example), if you can't actually 1999 * space doesn't slow down swimming (for example), if you can't actually
1800 * swim on that space, can't use it to avoid the penalty. 2000 * swim on that space, can't use it to avoid the penalty.
1801 */ 2001 */
1802 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 2002 if (!QUERY_FLAG (op, FLAG_WIZPASS))
2003 {
1803 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 2004 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1804 ((op->move_type & tmp->move_slow) &&
1805 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 2005 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2006 {
1806 2007
1807 float diff; 2008 float
1808
1809 diff = tmp->move_slow_penalty*FABS(op->speed); 2009 diff = tmp->move_slow_penalty * FABS (op->speed);
2010
1810 if (op->type == PLAYER) { 2011 if (op->type == PLAYER)
1811 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 2012 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1812 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 2013 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1813 diff /= 4.0; 2014 diff /= 4.0;
1814 } 2015
1815 }
1816 op->speed_left -= diff; 2016 op->speed_left -= diff;
1817 } 2017 }
1818 } 2018 }
1819 2019
1820 /* Basically same logic as above, except now for actual apply. */ 2020 /* Basically same logic as above, except now for actual apply. */
1821 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 2021 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1822 ((op->move_type & tmp->move_on) &&
1823 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 2022 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1824 2023 {
1825 move_apply(tmp, op, originator); 2024 move_apply (tmp, op, originator);
2025
1826 if (was_destroyed (op, tag)) 2026 if (was_destroyed (op, tag))
1827 return 1; 2027 return 1;
1828 2028
1829 /* what the person/creature stepped onto has moved the object 2029 /* what the person/creature stepped onto has moved the object
1830 * someplace new. Don't process any further - if we did, 2030 * someplace new. Don't process any further - if we did,
1831 * have a feeling strange problems would result. 2031 * have a feeling strange problems would result.
1832 */ 2032 */
1833 if (op->map != m || op->x != x || op->y != y) return 0; 2033 if (op->map != m || op->x != x || op->y != y)
2034 return 0;
1834 } 2035 }
1835 } 2036 }
2037
1836 return 0; 2038 return 0;
1837} 2039}
1838 2040
1839/* 2041/*
1840 * present_arch(arch, map, x, y) searches for any objects with 2042 * present_arch(arch, map, x, y) searches for any objects with
1841 * a matching archetype at the given map and coordinates. 2043 * a matching archetype at the given map and coordinates.
1842 * The first matching object is returned, or NULL if none. 2044 * The first matching object is returned, or NULL if none.
1843 */ 2045 */
1844 2046
2047object *
1845object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 2048present_arch (const archetype *at, mapstruct *m, int x, int y)
2049{
1846 object *tmp; 2050 object *
2051 tmp;
2052
1847 if(m==NULL || out_of_map(m,x,y)) { 2053 if (m == NULL || out_of_map (m, x, y))
2054 {
1848 LOG(llevError,"Present_arch called outside map.\n"); 2055 LOG (llevError, "Present_arch called outside map.\n");
1849 return NULL; 2056 return NULL;
1850 } 2057 }
1851 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2058 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1852 if(tmp->arch == at) 2059 if (tmp->arch == at)
1853 return tmp; 2060 return tmp;
1854 return NULL; 2061 return NULL;
1855} 2062}
1856 2063
1857/* 2064/*
1858 * present(type, map, x, y) searches for any objects with 2065 * present(type, map, x, y) searches for any objects with
1859 * a matching type variable at the given map and coordinates. 2066 * a matching type variable at the given map and coordinates.
1860 * The first matching object is returned, or NULL if none. 2067 * The first matching object is returned, or NULL if none.
1861 */ 2068 */
1862 2069
2070object *
1863object *present(unsigned char type,mapstruct *m, int x,int y) { 2071present (unsigned char type, mapstruct *m, int x, int y)
2072{
1864 object *tmp; 2073 object *
2074 tmp;
2075
1865 if(out_of_map(m,x,y)) { 2076 if (out_of_map (m, x, y))
2077 {
1866 LOG(llevError,"Present called outside map.\n"); 2078 LOG (llevError, "Present called outside map.\n");
1867 return NULL; 2079 return NULL;
1868 } 2080 }
1869 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2081 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1870 if(tmp->type==type) 2082 if (tmp->type == type)
1871 return tmp; 2083 return tmp;
1872 return NULL; 2084 return NULL;
1873} 2085}
1874 2086
1875/* 2087/*
1876 * present_in_ob(type, object) searches for any objects with 2088 * present_in_ob(type, object) searches for any objects with
1877 * a matching type variable in the inventory of the given object. 2089 * a matching type variable in the inventory of the given object.
1878 * The first matching object is returned, or NULL if none. 2090 * The first matching object is returned, or NULL if none.
1879 */ 2091 */
1880 2092
2093object *
1881object *present_in_ob(unsigned char type, const object *op) { 2094present_in_ob (unsigned char type, const object *op)
2095{
1882 object *tmp; 2096 object *
2097 tmp;
2098
1883 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2099 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1884 if(tmp->type==type) 2100 if (tmp->type == type)
1885 return tmp; 2101 return tmp;
1886 return NULL; 2102 return NULL;
1887} 2103}
1888 2104
1889/* 2105/*
1899 * the object name, not the archetype name. this is so that the 2115 * the object name, not the archetype name. this is so that the
1900 * spell code can use one object type (force), but change it's name 2116 * spell code can use one object type (force), but change it's name
1901 * to be unique. 2117 * to be unique.
1902 */ 2118 */
1903 2119
2120object *
1904object *present_in_ob_by_name(int type, const char *str, const object *op) { 2121present_in_ob_by_name (int type, const char *str, const object *op)
2122{
1905 object *tmp; 2123 object *
2124 tmp;
1906 2125
1907 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2126 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2127 {
1908 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2128 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1909 return tmp; 2129 return tmp;
1910 } 2130 }
1911 return NULL; 2131 return NULL;
1912} 2132}
1913 2133
1914/* 2134/*
1915 * present_arch_in_ob(archetype, object) searches for any objects with 2135 * present_arch_in_ob(archetype, object) searches for any objects with
1916 * a matching archetype in the inventory of the given object. 2136 * a matching archetype in the inventory of the given object.
1917 * The first matching object is returned, or NULL if none. 2137 * The first matching object is returned, or NULL if none.
1918 */ 2138 */
1919 2139
2140object *
1920object *present_arch_in_ob(const archetype *at, const object *op) { 2141present_arch_in_ob (const archetype *at, const object *op)
2142{
1921 object *tmp; 2143 object *
2144 tmp;
2145
1922 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2146 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1923 if( tmp->arch == at) 2147 if (tmp->arch == at)
1924 return tmp; 2148 return tmp;
1925 return NULL; 2149 return NULL;
1926} 2150}
1927 2151
1928/* 2152/*
1929 * activate recursively a flag on an object inventory 2153 * activate recursively a flag on an object inventory
1930 */ 2154 */
2155void
1931void flag_inv(object*op, int flag){ 2156flag_inv (object *op, int flag)
2157{
1932 object *tmp; 2158 object *
2159 tmp;
2160
1933 if(op->inv) 2161 if (op->inv)
1934 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2162 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2163 {
1935 SET_FLAG(tmp, flag); 2164 SET_FLAG (tmp, flag);
1936 flag_inv(tmp,flag); 2165 flag_inv (tmp, flag);
1937 } 2166 }
1938}/* 2167} /*
1939 * desactivate recursively a flag on an object inventory 2168 * desactivate recursively a flag on an object inventory
1940 */ 2169 */
2170void
1941void unflag_inv(object*op, int flag){ 2171unflag_inv (object *op, int flag)
2172{
1942 object *tmp; 2173 object *
2174 tmp;
2175
1943 if(op->inv) 2176 if (op->inv)
1944 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2177 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2178 {
1945 CLEAR_FLAG(tmp, flag); 2179 CLEAR_FLAG (tmp, flag);
1946 unflag_inv(tmp,flag); 2180 unflag_inv (tmp, flag);
1947 } 2181 }
1948} 2182}
1949 2183
1950/* 2184/*
1951 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2185 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1952 * all it's inventory (recursively). 2186 * all it's inventory (recursively).
1953 * If checksums are used, a player will get set_cheat called for 2187 * If checksums are used, a player will get set_cheat called for
1954 * him/her-self and all object carried by a call to this function. 2188 * him/her-self and all object carried by a call to this function.
1955 */ 2189 */
1956 2190
2191void
1957void set_cheat(object *op) { 2192set_cheat (object *op)
2193{
1958 SET_FLAG(op, FLAG_WAS_WIZ); 2194 SET_FLAG (op, FLAG_WAS_WIZ);
1959 flag_inv(op, FLAG_WAS_WIZ); 2195 flag_inv (op, FLAG_WAS_WIZ);
1960} 2196}
1961 2197
1962/* 2198/*
1963 * find_free_spot(object, map, x, y, start, stop) will search for 2199 * find_free_spot(object, map, x, y, start, stop) will search for
1964 * a spot at the given map and coordinates which will be able to contain 2200 * a spot at the given map and coordinates which will be able to contain
1979 * to know if the space in question will block the object. We can't use 2215 * to know if the space in question will block the object. We can't use
1980 * the archetype because that isn't correct if the monster has been 2216 * the archetype because that isn't correct if the monster has been
1981 * customized, changed states, etc. 2217 * customized, changed states, etc.
1982 */ 2218 */
1983 2219
2220int
1984int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2221find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2222{
2223 int
2224 i,
1985 int i,index=0, flag; 2225 index = 0, flag;
2226 static int
1986 static int altern[SIZEOFFREE]; 2227 altern[SIZEOFFREE];
1987 2228
1988 for(i=start;i<stop;i++) { 2229 for (i = start; i < stop; i++)
2230 {
1989 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2231 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1990 if(!flag) 2232 if (!flag)
1991 altern[index++]=i; 2233 altern[index++] = i;
1992 2234
1993 /* Basically, if we find a wall on a space, we cut down the search size. 2235 /* Basically, if we find a wall on a space, we cut down the search size.
1994 * In this way, we won't return spaces that are on another side of a wall. 2236 * In this way, we won't return spaces that are on another side of a wall.
1995 * This mostly work, but it cuts down the search size in all directions - 2237 * This mostly work, but it cuts down the search size in all directions -
1996 * if the space being examined only has a wall to the north and empty 2238 * if the space being examined only has a wall to the north and empty
1997 * spaces in all the other directions, this will reduce the search space 2239 * spaces in all the other directions, this will reduce the search space
1998 * to only the spaces immediately surrounding the target area, and 2240 * to only the spaces immediately surrounding the target area, and
1999 * won't look 2 spaces south of the target space. 2241 * won't look 2 spaces south of the target space.
2000 */ 2242 */
2001 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2243 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2002 stop=maxfree[i]; 2244 stop = maxfree[i];
2003 } 2245 }
2004 if(!index) return -1; 2246 if (!index)
2247 return -1;
2005 return altern[RANDOM()%index]; 2248 return altern[RANDOM () % index];
2006} 2249}
2007 2250
2008/* 2251/*
2009 * find_first_free_spot(archetype, mapstruct, x, y) works like 2252 * find_first_free_spot(archetype, mapstruct, x, y) works like
2010 * find_free_spot(), but it will search max number of squares. 2253 * find_free_spot(), but it will search max number of squares.
2011 * But it will return the first available spot, not a random choice. 2254 * But it will return the first available spot, not a random choice.
2012 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2255 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2013 */ 2256 */
2014 2257
2258int
2015int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2259find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2260{
2261 int
2016 int i; 2262 i;
2263
2017 for(i=0;i<SIZEOFFREE;i++) { 2264 for (i = 0; i < SIZEOFFREE; i++)
2265 {
2018 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2266 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2019 return i; 2267 return i;
2020 } 2268 }
2021 return -1; 2269 return -1;
2022} 2270}
2023 2271
2024/* 2272/*
2025 * The function permute(arr, begin, end) randomly reorders the array 2273 * The function permute(arr, begin, end) randomly reorders the array
2026 * arr[begin..end-1]. 2274 * arr[begin..end-1].
2027 */ 2275 */
2276static void
2028static void permute(int *arr, int begin, int end) 2277permute (int *arr, int begin, int end)
2029{ 2278{
2030 int i, j, tmp, len; 2279 int
2280 i,
2281 j,
2282 tmp,
2283 len;
2031 2284
2032 len = end-begin; 2285 len = end - begin;
2033 for(i = begin; i < end; i++) 2286 for (i = begin; i < end; i++)
2034 { 2287 {
2035 j = begin+RANDOM()%len; 2288 j = begin + RANDOM () % len;
2036 2289
2037 tmp = arr[i]; 2290 tmp = arr[i];
2038 arr[i] = arr[j]; 2291 arr[i] = arr[j];
2039 arr[j] = tmp; 2292 arr[j] = tmp;
2040 } 2293 }
2041} 2294}
2042 2295
2043/* new function to make monster searching more efficient, and effective! 2296/* new function to make monster searching more efficient, and effective!
2044 * This basically returns a randomized array (in the passed pointer) of 2297 * This basically returns a randomized array (in the passed pointer) of
2045 * the spaces to find monsters. In this way, it won't always look for 2298 * the spaces to find monsters. In this way, it won't always look for
2046 * monsters to the north first. However, the size of the array passed 2299 * monsters to the north first. However, the size of the array passed
2047 * covers all the spaces, so within that size, all the spaces within 2300 * covers all the spaces, so within that size, all the spaces within
2048 * the 3x3 area will be searched, just not in a predictable order. 2301 * the 3x3 area will be searched, just not in a predictable order.
2049 */ 2302 */
2303void
2050void get_search_arr(int *search_arr) 2304get_search_arr (int *search_arr)
2051{ 2305{
2306 int
2052 int i; 2307 i;
2053 2308
2054 for(i = 0; i < SIZEOFFREE; i++) 2309 for (i = 0; i < SIZEOFFREE; i++)
2055 { 2310 {
2056 search_arr[i] = i; 2311 search_arr[i] = i;
2057 } 2312 }
2058 2313
2059 permute(search_arr, 1, SIZEOFFREE1+1); 2314 permute (search_arr, 1, SIZEOFFREE1 + 1);
2060 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2315 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2061 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2316 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2062} 2317}
2063 2318
2064/* 2319/*
2065 * find_dir(map, x, y, exclude) will search some close squares in the 2320 * find_dir(map, x, y, exclude) will search some close squares in the
2066 * given map at the given coordinates for live objects. 2321 * given map at the given coordinates for live objects.
2072 * is actually want is going to try and move there. We need this info 2327 * is actually want is going to try and move there. We need this info
2073 * because we have to know what movement the thing looking to move 2328 * because we have to know what movement the thing looking to move
2074 * there is capable of. 2329 * there is capable of.
2075 */ 2330 */
2076 2331
2332int
2077int find_dir(mapstruct *m, int x, int y, object *exclude) { 2333find_dir (mapstruct *m, int x, int y, object *exclude)
2334{
2335 int
2336 i,
2078 int i,max=SIZEOFFREE, mflags; 2337 max = SIZEOFFREE, mflags;
2338
2079 sint16 nx, ny; 2339 sint16 nx, ny;
2080 object *tmp; 2340 object *
2341 tmp;
2081 mapstruct *mp; 2342 mapstruct *
2343 mp;
2344
2082 MoveType blocked, move_type; 2345 MoveType blocked, move_type;
2083 2346
2084 if (exclude && exclude->head) { 2347 if (exclude && exclude->head)
2348 {
2085 exclude = exclude->head; 2349 exclude = exclude->head;
2086 move_type = exclude->move_type; 2350 move_type = exclude->move_type;
2087 } else { 2351 }
2352 else
2353 {
2088 /* If we don't have anything, presume it can use all movement types. */ 2354 /* If we don't have anything, presume it can use all movement types. */
2089 move_type=MOVE_ALL; 2355 move_type = MOVE_ALL;
2356 }
2357
2358 for (i = 1; i < max; i++)
2090 } 2359 {
2091
2092 for(i=1;i<max;i++) {
2093 mp = m; 2360 mp = m;
2094 nx = x + freearr_x[i]; 2361 nx = x + freearr_x[i];
2095 ny = y + freearr_y[i]; 2362 ny = y + freearr_y[i];
2096 2363
2097 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2364 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2098 if (mflags & P_OUT_OF_MAP) { 2365 if (mflags & P_OUT_OF_MAP)
2366 {
2099 max = maxfree[i]; 2367 max = maxfree[i];
2368 }
2100 } else { 2369 else
2370 {
2101 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2371 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2102 2372
2103 if ((move_type & blocked) == move_type) { 2373 if ((move_type & blocked) == move_type)
2374 {
2104 max=maxfree[i]; 2375 max = maxfree[i];
2376 }
2105 } else if (mflags & P_IS_ALIVE) { 2377 else if (mflags & P_IS_ALIVE)
2378 {
2106 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2379 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2107 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2380 {
2108 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2381 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2382 {
2109 break; 2383 break;
2110 } 2384 }
2111 } 2385 }
2112 if(tmp) { 2386 if (tmp)
2387 {
2113 return freedir[i]; 2388 return freedir[i];
2114 } 2389 }
2115 } 2390 }
2116 } 2391 }
2117 } 2392 }
2118 return 0; 2393 return 0;
2119} 2394}
2120 2395
2121/* 2396/*
2122 * distance(object 1, object 2) will return the square of the 2397 * distance(object 1, object 2) will return the square of the
2123 * distance between the two given objects. 2398 * distance between the two given objects.
2124 */ 2399 */
2125 2400
2401int
2126int distance(const object *ob1, const object *ob2) { 2402distance (const object *ob1, const object *ob2)
2403{
2127 int i; 2404 int
2128 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2405 i;
2129 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2406
2407 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2130 return i; 2408 return i;
2131} 2409}
2132 2410
2133/* 2411/*
2134 * find_dir_2(delta-x,delta-y) will return a direction in which 2412 * find_dir_2(delta-x,delta-y) will return a direction in which
2135 * an object which has subtracted the x and y coordinates of another 2413 * an object which has subtracted the x and y coordinates of another
2136 * object, needs to travel toward it. 2414 * object, needs to travel toward it.
2137 */ 2415 */
2138 2416
2417int
2139int find_dir_2(int x, int y) { 2418find_dir_2 (int x, int y)
2419{
2140 int q; 2420 int
2421 q;
2141 2422
2142 if(y) 2423 if (y)
2143 q=x*100/y; 2424 q = x * 100 / y;
2144 else if (x) 2425 else if (x)
2145 q= -300*x; 2426 q = -300 * x;
2146 else 2427 else
2147 return 0; 2428 return 0;
2148 2429
2149 if(y>0) { 2430 if (y > 0)
2431 {
2150 if(q < -242) 2432 if (q < -242)
2151 return 3 ; 2433 return 3;
2152 if (q < -41) 2434 if (q < -41)
2153 return 2 ; 2435 return 2;
2154 if (q < 41) 2436 if (q < 41)
2155 return 1 ; 2437 return 1;
2156 if (q < 242) 2438 if (q < 242)
2157 return 8 ; 2439 return 8;
2158 return 7 ; 2440 return 7;
2159 } 2441 }
2160 2442
2161 if (q < -242) 2443 if (q < -242)
2162 return 7 ; 2444 return 7;
2163 if (q < -41) 2445 if (q < -41)
2164 return 6 ; 2446 return 6;
2165 if (q < 41) 2447 if (q < 41)
2166 return 5 ; 2448 return 5;
2167 if (q < 242) 2449 if (q < 242)
2168 return 4 ; 2450 return 4;
2169 2451
2170 return 3 ; 2452 return 3;
2171} 2453}
2172 2454
2173/* 2455/*
2174 * absdir(int): Returns a number between 1 and 8, which represent 2456 * absdir(int): Returns a number between 1 and 8, which represent
2175 * the "absolute" direction of a number (it actually takes care of 2457 * the "absolute" direction of a number (it actually takes care of
2176 * "overflow" in previous calculations of a direction). 2458 * "overflow" in previous calculations of a direction).
2177 */ 2459 */
2178 2460
2461int
2179int absdir(int d) { 2462absdir (int d)
2180 while(d<1) d+=8; 2463{
2181 while(d>8) d-=8; 2464 while (d < 1)
2465 d += 8;
2466 while (d > 8)
2467 d -= 8;
2182 return d; 2468 return d;
2183} 2469}
2184 2470
2185/* 2471/*
2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2472 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2187 * between two directions (which are expected to be absolute (see absdir()) 2473 * between two directions (which are expected to be absolute (see absdir())
2188 */ 2474 */
2189 2475
2476int
2190int dirdiff(int dir1, int dir2) { 2477dirdiff (int dir1, int dir2)
2478{
2191 int d; 2479 int
2480 d;
2481
2192 d = abs(dir1 - dir2); 2482 d = abs (dir1 - dir2);
2193 if(d>4) 2483 if (d > 4)
2194 d = 8 - d; 2484 d = 8 - d;
2195 return d; 2485 return d;
2196} 2486}
2197 2487
2198/* peterm: 2488/* peterm:
2203 * direction 4, 14, or 16 to get back to where we are. 2493 * direction 4, 14, or 16 to get back to where we are.
2204 * Moved from spell_util.c to object.c with the other related direction 2494 * Moved from spell_util.c to object.c with the other related direction
2205 * functions. 2495 * functions.
2206 */ 2496 */
2207 2497
2498int
2208int reduction_dir[SIZEOFFREE][3] = { 2499 reduction_dir[SIZEOFFREE][3] = {
2209 {0,0,0}, /* 0 */ 2500 {0, 0, 0}, /* 0 */
2210 {0,0,0}, /* 1 */ 2501 {0, 0, 0}, /* 1 */
2211 {0,0,0}, /* 2 */ 2502 {0, 0, 0}, /* 2 */
2212 {0,0,0}, /* 3 */ 2503 {0, 0, 0}, /* 3 */
2213 {0,0,0}, /* 4 */ 2504 {0, 0, 0}, /* 4 */
2214 {0,0,0}, /* 5 */ 2505 {0, 0, 0}, /* 5 */
2215 {0,0,0}, /* 6 */ 2506 {0, 0, 0}, /* 6 */
2216 {0,0,0}, /* 7 */ 2507 {0, 0, 0}, /* 7 */
2217 {0,0,0}, /* 8 */ 2508 {0, 0, 0}, /* 8 */
2218 {8,1,2}, /* 9 */ 2509 {8, 1, 2}, /* 9 */
2219 {1,2,-1}, /* 10 */ 2510 {1, 2, -1}, /* 10 */
2220 {2,10,12}, /* 11 */ 2511 {2, 10, 12}, /* 11 */
2221 {2,3,-1}, /* 12 */ 2512 {2, 3, -1}, /* 12 */
2222 {2,3,4}, /* 13 */ 2513 {2, 3, 4}, /* 13 */
2223 {3,4,-1}, /* 14 */ 2514 {3, 4, -1}, /* 14 */
2224 {4,14,16}, /* 15 */ 2515 {4, 14, 16}, /* 15 */
2225 {5,4,-1}, /* 16 */ 2516 {5, 4, -1}, /* 16 */
2226 {4,5,6}, /* 17 */ 2517 {4, 5, 6}, /* 17 */
2227 {6,5,-1}, /* 18 */ 2518 {6, 5, -1}, /* 18 */
2228 {6,20,18}, /* 19 */ 2519 {6, 20, 18}, /* 19 */
2229 {7,6,-1}, /* 20 */ 2520 {7, 6, -1}, /* 20 */
2230 {6,7,8}, /* 21 */ 2521 {6, 7, 8}, /* 21 */
2231 {7,8,-1}, /* 22 */ 2522 {7, 8, -1}, /* 22 */
2232 {8,22,24}, /* 23 */ 2523 {8, 22, 24}, /* 23 */
2233 {8,1,-1}, /* 24 */ 2524 {8, 1, -1}, /* 24 */
2234 {24,9,10}, /* 25 */ 2525 {24, 9, 10}, /* 25 */
2235 {9,10,-1}, /* 26 */ 2526 {9, 10, -1}, /* 26 */
2236 {10,11,-1}, /* 27 */ 2527 {10, 11, -1}, /* 27 */
2237 {27,11,29}, /* 28 */ 2528 {27, 11, 29}, /* 28 */
2238 {11,12,-1}, /* 29 */ 2529 {11, 12, -1}, /* 29 */
2239 {12,13,-1}, /* 30 */ 2530 {12, 13, -1}, /* 30 */
2240 {12,13,14}, /* 31 */ 2531 {12, 13, 14}, /* 31 */
2241 {13,14,-1}, /* 32 */ 2532 {13, 14, -1}, /* 32 */
2242 {14,15,-1}, /* 33 */ 2533 {14, 15, -1}, /* 33 */
2243 {33,15,35}, /* 34 */ 2534 {33, 15, 35}, /* 34 */
2244 {16,15,-1}, /* 35 */ 2535 {16, 15, -1}, /* 35 */
2245 {17,16,-1}, /* 36 */ 2536 {17, 16, -1}, /* 36 */
2246 {18,17,16}, /* 37 */ 2537 {18, 17, 16}, /* 37 */
2247 {18,17,-1}, /* 38 */ 2538 {18, 17, -1}, /* 38 */
2248 {18,19,-1}, /* 39 */ 2539 {18, 19, -1}, /* 39 */
2249 {41,19,39}, /* 40 */ 2540 {41, 19, 39}, /* 40 */
2250 {19,20,-1}, /* 41 */ 2541 {19, 20, -1}, /* 41 */
2251 {20,21,-1}, /* 42 */ 2542 {20, 21, -1}, /* 42 */
2252 {20,21,22}, /* 43 */ 2543 {20, 21, 22}, /* 43 */
2253 {21,22,-1}, /* 44 */ 2544 {21, 22, -1}, /* 44 */
2254 {23,22,-1}, /* 45 */ 2545 {23, 22, -1}, /* 45 */
2255 {45,47,23}, /* 46 */ 2546 {45, 47, 23}, /* 46 */
2256 {23,24,-1}, /* 47 */ 2547 {23, 24, -1}, /* 47 */
2257 {24,9,-1}}; /* 48 */ 2548 {24, 9, -1}
2549}; /* 48 */
2258 2550
2259/* Recursive routine to step back and see if we can 2551/* Recursive routine to step back and see if we can
2260 * find a path to that monster that we found. If not, 2552 * find a path to that monster that we found. If not,
2261 * we don't bother going toward it. Returns 1 if we 2553 * we don't bother going toward it. Returns 1 if we
2262 * can see a direct way to get it 2554 * can see a direct way to get it
2263 * Modified to be map tile aware -.MSW 2555 * Modified to be map tile aware -.MSW
2264 */ 2556 */
2265
2266 2557
2558
2559int
2267int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2560can_see_monsterP (mapstruct *m, int x, int y, int dir)
2561{
2268 sint16 dx, dy; 2562 sint16 dx, dy;
2563 int
2269 int mflags; 2564 mflags;
2270 2565
2566 if (dir < 0)
2271 if(dir<0) return 0; /* exit condition: invalid direction */ 2567 return 0; /* exit condition: invalid direction */
2272 2568
2273 dx = x + freearr_x[dir]; 2569 dx = x + freearr_x[dir];
2274 dy = y + freearr_y[dir]; 2570 dy = y + freearr_y[dir];
2275 2571
2276 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2572 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2277 2573
2278 /* This functional arguably was incorrect before - it was 2574 /* This functional arguably was incorrect before - it was
2279 * checking for P_WALL - that was basically seeing if 2575 * checking for P_WALL - that was basically seeing if
2280 * we could move to the monster - this is being more 2576 * we could move to the monster - this is being more
2281 * literal on if we can see it. To know if we can actually 2577 * literal on if we can see it. To know if we can actually
2282 * move to the monster, we'd need the monster passed in or 2578 * move to the monster, we'd need the monster passed in or
2283 * at least its move type. 2579 * at least its move type.
2284 */ 2580 */
2285 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2581 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2582 return 0;
2286 2583
2287 /* yes, can see. */ 2584 /* yes, can see. */
2288 if(dir < 9) return 1; 2585 if (dir < 9)
2586 return 1;
2289 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2587 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2290 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2588 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2291 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2292} 2589}
2293 2590
2294 2591
2295 2592
2296/* 2593/*
2297 * can_pick(picker, item): finds out if an object is possible to be 2594 * can_pick(picker, item): finds out if an object is possible to be
2298 * picked up by the picker. Returnes 1 if it can be 2595 * picked up by the picker. Returnes 1 if it can be
2299 * picked up, otherwise 0. 2596 * picked up, otherwise 0.
2300 * 2597 *
2302 * core dumps if they do. 2599 * core dumps if they do.
2303 * 2600 *
2304 * Add a check so we can't pick up invisible objects (0.93.8) 2601 * Add a check so we can't pick up invisible objects (0.93.8)
2305 */ 2602 */
2306 2603
2604int
2307int can_pick(const object *who, const object *item) { 2605can_pick (const object *who, const object *item)
2606{
2308 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2607 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2309 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2608 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2310 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2609 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2311 (who->type==PLAYER||item->weight<who->weight/3));
2312} 2610}
2313 2611
2314 2612
2315/* 2613/*
2316 * create clone from object to another 2614 * create clone from object to another
2317 */ 2615 */
2616object *
2318object *object_create_clone (object *asrc) { 2617object_create_clone (object *asrc)
2618{
2619 object *
2319 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2620 dst = NULL, *tmp, *src, *part, *prev, *item;
2320 2621
2622 if (!asrc)
2321 if(!asrc) return NULL; 2623 return NULL;
2322 src = asrc; 2624 src = asrc;
2323 if(src->head) 2625 if (src->head)
2324 src = src->head; 2626 src = src->head;
2325 2627
2326 prev = NULL; 2628 prev = NULL;
2327 for(part = src; part; part = part->more) { 2629 for (part = src; part; part = part->more)
2630 {
2328 tmp = get_object(); 2631 tmp = get_object ();
2329 copy_object(part,tmp); 2632 copy_object (part, tmp);
2330 tmp->x -= src->x; 2633 tmp->x -= src->x;
2331 tmp->y -= src->y; 2634 tmp->y -= src->y;
2332 if(!part->head) { 2635 if (!part->head)
2636 {
2333 dst = tmp; 2637 dst = tmp;
2334 tmp->head = NULL; 2638 tmp->head = NULL;
2639 }
2335 } else { 2640 else
2641 {
2336 tmp->head = dst; 2642 tmp->head = dst;
2337 } 2643 }
2338 tmp->more = NULL; 2644 tmp->more = NULL;
2339 if(prev) 2645 if (prev)
2340 prev->more = tmp; 2646 prev->more = tmp;
2341 prev = tmp; 2647 prev = tmp;
2342 } 2648 }
2649
2343 /*** copy inventory ***/ 2650 /*** copy inventory ***/
2344 for(item = src->inv; item; item = item->below) { 2651 for (item = src->inv; item; item = item->below)
2652 {
2345 (void) insert_ob_in_ob(object_create_clone(item),dst); 2653 (void) insert_ob_in_ob (object_create_clone (item), dst);
2346 } 2654 }
2347 2655
2348 return dst; 2656 return dst;
2349} 2657}
2350 2658
2351/* return true if the object was destroyed, 0 otherwise */ 2659/* return true if the object was destroyed, 0 otherwise */
2660int
2352int was_destroyed (const object *op, tag_t old_tag) 2661was_destroyed (const object *op, tag_t old_tag)
2353{ 2662{
2354 /* checking for FLAG_FREED isn't necessary, but makes this function more 2663 /* checking for FLAG_FREED isn't necessary, but makes this function more
2355 * robust */ 2664 * robust */
2356 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED); 2665 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2357} 2666}
2358 2667
2359/* GROS - Creates an object using a string representing its content. */ 2668/* GROS - Creates an object using a string representing its content. */
2669
2360/* Basically, we save the content of the string to a temp file, then call */ 2670/* Basically, we save the content of the string to a temp file, then call */
2671
2361/* load_object on it. I admit it is a highly inefficient way to make things, */ 2672/* load_object on it. I admit it is a highly inefficient way to make things, */
2673
2362/* but it was simple to make and allows reusing the load_object function. */ 2674/* but it was simple to make and allows reusing the load_object function. */
2675
2363/* Remember not to use load_object_str in a time-critical situation. */ 2676/* Remember not to use load_object_str in a time-critical situation. */
2677
2364/* Also remember that multiparts objects are not supported for now. */ 2678/* Also remember that multiparts objects are not supported for now. */
2365 2679
2680object *
2366object* load_object_str(const char *obstr) 2681load_object_str (const char *obstr)
2367{ 2682{
2368 object *op; 2683 object *
2684 op;
2685 char
2369 char filename[MAX_BUF]; 2686 filename[MAX_BUF];
2687
2370 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2688 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2371 2689
2690 FILE *
2372 FILE *tempfile=fopen(filename,"w"); 2691 tempfile = fopen (filename, "w");
2692
2373 if (tempfile == NULL) 2693 if (tempfile == NULL)
2374 { 2694 {
2375 LOG(llevError,"Error - Unable to access load object temp file\n"); 2695 LOG (llevError, "Error - Unable to access load object temp file\n");
2376 return NULL; 2696 return NULL;
2377 }; 2697 }
2698
2378 fprintf(tempfile,obstr); 2699 fprintf (tempfile, obstr);
2379 fclose(tempfile); 2700 fclose (tempfile);
2380 2701
2381 op=get_object(); 2702 op = get_object ();
2382 2703
2383 object_thawer thawer (filename); 2704 object_thawer thawer (filename);
2384 2705
2385 if (thawer) 2706 if (thawer)
2386 load_object(thawer,op,0); 2707 load_object (thawer, op, 0);
2387 2708
2388 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2709 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2389 CLEAR_FLAG(op,FLAG_REMOVED); 2710 CLEAR_FLAG (op, FLAG_REMOVED);
2390 2711
2391 return op; 2712 return op;
2392} 2713}
2393 2714
2394/* This returns the first object in who's inventory that 2715/* This returns the first object in who's inventory that
2395 * has the same type and subtype match. 2716 * has the same type and subtype match.
2396 * returns NULL if no match. 2717 * returns NULL if no match.
2397 */ 2718 */
2719object *
2398object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2720find_obj_by_type_subtype (const object *who, int type, int subtype)
2399{ 2721{
2400 object *tmp; 2722 object *
2723 tmp;
2401 2724
2402 for (tmp=who->inv; tmp; tmp=tmp->below) 2725 for (tmp = who->inv; tmp; tmp = tmp->below)
2403 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2726 if (tmp->type == type && tmp->subtype == subtype)
2727 return tmp;
2404 2728
2405 return NULL; 2729 return NULL;
2406} 2730}
2407 2731
2408/* If ob has a field named key, return the link from the list, 2732/* If ob has a field named key, return the link from the list,
2409 * otherwise return NULL. 2733 * otherwise return NULL.
2410 * 2734 *
2411 * key must be a passed in shared string - otherwise, this won't 2735 * key must be a passed in shared string - otherwise, this won't
2412 * do the desired thing. 2736 * do the desired thing.
2413 */ 2737 */
2738key_value *
2414key_value * get_ob_key_link(const object * ob, const char * key) { 2739get_ob_key_link (const object *ob, const char *key)
2740{
2415 key_value * link; 2741 key_value *
2416 2742 link;
2743
2417 for (link = ob->key_values; link != NULL; link = link->next) { 2744 for (link = ob->key_values; link != NULL; link = link->next)
2745 {
2418 if (link->key == key) { 2746 if (link->key == key)
2747 {
2419 return link; 2748 return link;
2420 } 2749 }
2421 }
2422 2750 }
2751
2423 return NULL; 2752 return NULL;
2424} 2753}
2425 2754
2426/* 2755/*
2427 * Returns the value of op has an extra_field for key, or NULL. 2756 * Returns the value of op has an extra_field for key, or NULL.
2428 * 2757 *
2429 * The argument doesn't need to be a shared string. 2758 * The argument doesn't need to be a shared string.
2430 * 2759 *
2431 * The returned string is shared. 2760 * The returned string is shared.
2432 */ 2761 */
2762const char *
2433const char * get_ob_key_value(const object * op, const char * const key) { 2763get_ob_key_value (const object *op, const char *const key)
2764{
2434 key_value * link; 2765 key_value *link;
2435 const char * canonical_key; 2766 shstr_cmp canonical_key (key);
2767
2768 if (!canonical_key)
2436 2769 {
2437 canonical_key = shstr::find (key);
2438
2439 if (canonical_key == NULL) {
2440 /* 1. There being a field named key on any object 2770 /* 1. There being a field named key on any object
2441 * implies there'd be a shared string to find. 2771 * implies there'd be a shared string to find.
2442 * 2. Since there isn't, no object has this field. 2772 * 2. Since there isn't, no object has this field.
2443 * 3. Therefore, *this* object doesn't have this field. 2773 * 3. Therefore, *this* object doesn't have this field.
2444 */ 2774 */
2445 return NULL; 2775 return 0;
2446 } 2776 }
2447 2777
2448 /* This is copied from get_ob_key_link() above - 2778 /* This is copied from get_ob_key_link() above -
2449 * only 4 lines, and saves the function call overhead. 2779 * only 4 lines, and saves the function call overhead.
2450 */ 2780 */
2451 for (link = op->key_values; link != NULL; link = link->next) { 2781 for (link = op->key_values; link; link = link->next)
2452 if (link->key == canonical_key) { 2782 if (link->key == canonical_key)
2453 return link->value; 2783 return link->value;
2454 } 2784
2455 } 2785 return 0;
2456 return NULL;
2457} 2786}
2458 2787
2459 2788
2460/* 2789/*
2461 * Updates the canonical_key in op to value. 2790 * Updates the canonical_key in op to value.
2465 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2794 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2466 * keys. 2795 * keys.
2467 * 2796 *
2468 * Returns TRUE on success. 2797 * Returns TRUE on success.
2469 */ 2798 */
2799int
2470int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2800set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2801{
2802 key_value *
2471 key_value * field = NULL, *last=NULL; 2803 field = NULL, *last = NULL;
2472 2804
2473 for (field=op->key_values; field != NULL; field=field->next) { 2805 for (field = op->key_values; field != NULL; field = field->next)
2806 {
2474 if (field->key != canonical_key) { 2807 if (field->key != canonical_key)
2808 {
2475 last = field; 2809 last = field;
2476 continue; 2810 continue;
2477 } 2811 }
2478 2812
2479 if (value) 2813 if (value)
2480 field->value = value; 2814 field->value = value;
2481 else { 2815 else
2816 {
2482 /* Basically, if the archetype has this key set, 2817 /* Basically, if the archetype has this key set,
2483 * we need to store the null value so when we save 2818 * we need to store the null value so when we save
2484 * it, we save the empty value so that when we load, 2819 * it, we save the empty value so that when we load,
2485 * we get this value back again. 2820 * we get this value back again.
2486 */ 2821 */
2487 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2822 if (get_ob_key_link (&op->arch->clone, canonical_key))
2488 field->value = 0; 2823 field->value = 0;
2824 else
2825 {
2826 if (last)
2827 last->next = field->next;
2489 else 2828 else
2490 {
2491 if (last) last->next = field->next;
2492 else op->key_values = field->next; 2829 op->key_values = field->next;
2493 2830
2494 delete field; 2831 delete field;
2495 } 2832 }
2496 } 2833 }
2497 return TRUE; 2834 return TRUE;
2498 } 2835 }
2499 /* IF we get here, key doesn't exist */ 2836 /* IF we get here, key doesn't exist */
2500 2837
2501 /* No field, we'll have to add it. */ 2838 /* No field, we'll have to add it. */
2839
2840 if (!add_key)
2502 2841 {
2503 if (!add_key) {
2504 return FALSE; 2842 return FALSE;
2505 } 2843 }
2506 /* There isn't any good reason to store a null 2844 /* There isn't any good reason to store a null
2507 * value in the key/value list. If the archetype has 2845 * value in the key/value list. If the archetype has
2508 * this key, then we should also have it, so shouldn't 2846 * this key, then we should also have it, so shouldn't
2509 * be here. If user wants to store empty strings, 2847 * be here. If user wants to store empty strings,
2510 * should pass in "" 2848 * should pass in ""
2511 */ 2849 */
2512 if (value == NULL) return TRUE; 2850 if (value == NULL)
2513
2514 field = new key_value;
2515
2516 field->key = canonical_key;
2517 field->value = value;
2518 /* Usual prepend-addition. */
2519 field->next = op->key_values;
2520 op->key_values = field;
2521
2522 return TRUE; 2851 return TRUE;
2852
2853 field = new key_value;
2854
2855 field->key = canonical_key;
2856 field->value = value;
2857 /* Usual prepend-addition. */
2858 field->next = op->key_values;
2859 op->key_values = field;
2860
2861 return TRUE;
2523} 2862}
2524 2863
2525/* 2864/*
2526 * Updates the key in op to value. 2865 * Updates the key in op to value.
2527 * 2866 *
2529 * and not add new ones. 2868 * and not add new ones.
2530 * In general, should be little reason FALSE is ever passed in for add_key 2869 * In general, should be little reason FALSE is ever passed in for add_key
2531 * 2870 *
2532 * Returns TRUE on success. 2871 * Returns TRUE on success.
2533 */ 2872 */
2873int
2534int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2874set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2535{ 2875{
2536 shstr key_ (key); 2876 shstr key_ (key);
2877
2537 return set_ob_key_value_s (op, key_, value, add_key); 2878 return set_ob_key_value_s (op, key_, value, add_key);
2538} 2879}
2880
2881object::depth_iterator::depth_iterator (object *container)
2882: iterator_base (container)
2883{
2884 while (item->inv)
2885 item = item->inv;
2886}
2887
2888void
2889object::depth_iterator::next ()
2890{
2891 if (item->below)
2892 {
2893 item = item->below;
2894
2895 while (item->inv)
2896 item = item->inv;
2897 }
2898 else
2899 item = item->env;
2900}
2901
2902// return a suitable string describing an objetc in enough detail to find it
2903const char *
2904object::debug_desc (char *info) const
2905{
2906 char info2[256 * 3];
2907 char *p = info;
2908
2909 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2910 count,
2911 &name,
2912 title ? " " : "",
2913 title ? (const char *)title : "");
2914
2915 if (env)
2916 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2917
2918 if (map)
2919 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2920
2921 return info;
2922}
2923
2924const char *
2925object::debug_desc () const
2926{
2927 static char info[256 * 3];
2928 return debug_desc (info);
2929}
2930

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