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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 1.49 by root, Sat Sep 16 22:24:12 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 %s\n", 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;
489
364 return op; 490 return op;
365} 491}
366 492
367/* 493/*
368 * Returns the first object which has a name equal to the argument. 494 * Returns the first object which has a name equal to the argument.
369 * Used only by the patch command, but not all that useful. 495 * Used only by the patch command, but not all that useful.
370 * Enables features like "patch <name-of-other-player> food 999" 496 * Enables features like "patch <name-of-other-player> food 999"
371 */ 497 */
372 498
499object *
373object *find_object_name(const char *str) { 500find_object_name (const char *str)
374 const char *name = shstr::find (str); 501{
502 shstr_cmp str_ (str);
375 object *op; 503 object *op;
504
376 for(op=objects;op!=NULL;op=op->next) 505 for (op = object::first; op != NULL; op = op->next)
377 if(&op->name == name) 506 if (op->name == str_)
378 break; 507 break;
379 508
380 return op; 509 return op;
381} 510}
382 511
512void
383void free_all_object_data () 513free_all_object_data ()
384{ 514{
385 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 515 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} 516}
422 517
423/* 518/*
424 * Sets the owner and sets the skill and exp pointers to owner's current 519 * Sets the owner and sets the skill and exp pointers to owner's current
425 * skill and experience objects. 520 * skill and experience objects.
426 */ 521 */
427void set_owner (object *op, object *owner) 522void
523object::set_owner (object *owner)
428{ 524{
429 if(owner==NULL||op==NULL) 525 if (!owner)
430 return; 526 return;
431 527
432 /* next line added to allow objects which own objects */ 528 /* next line added to allow objects which own objects */
433 /* Add a check for ownercounts in here, as I got into an endless loop 529 /* 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 530 * with the fireball owning a poison cloud which then owned the
435 * fireball. I believe that was caused by one of the objects getting 531 * fireball. I believe that was caused by one of the objects getting
436 * freed and then another object replacing it. Since the ownercounts 532 * 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. 533 * didn't match, this check is valid and I believe that cause is valid.
438 */ 534 */
439 while (owner->owner && owner!=owner->owner && 535 while (owner->owner)
440 owner->ownercount==owner->owner->count) owner=owner->owner; 536 owner = owner->owner;
441 537
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; 538 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} 539}
477 540
478/* Zero the key_values on op, decrementing the shared-string 541/* Zero the key_values on op, decrementing the shared-string
479 * refcounts and freeing the links. 542 * refcounts and freeing the links.
480 */ 543 */
544static void
481static void free_key_values(object * op) 545free_key_values (object *op)
482{ 546{
483 for (key_value *i = op->key_values; i != 0; ) 547 for (key_value *i = op->key_values; i != 0;)
484 { 548 {
485 key_value *next = i->next; 549 key_value *next = i->next;
486 delete i; 550 delete i;
551
487 i = next; 552 i = next;
488 } 553 }
489 554
490 op->key_values = 0; 555 op->key_values = 0;
491} 556}
492 557
493void object::clear () 558void object::clear ()
494{ 559{
495 attachable_base::clear (); 560 attachable_base::clear ();
496 561
497 free_key_values (this); 562 free_key_values (this);
498 563
499 name = 0; 564 owner = 0;
565 name = 0;
500 name_pl = 0; 566 name_pl = 0;
501 title = 0; 567 title = 0;
502 race = 0; 568 race = 0;
503 slaying = 0; 569 slaying = 0;
504 skill = 0; 570 skill = 0;
505 msg = 0; 571 msg = 0;
506 lore = 0; 572 lore = 0;
507 custom_name = 0; 573 custom_name = 0;
508 materialname = 0; 574 materialname = 0;
575 contr = 0;
576 below = 0;
577 above = 0;
578 inv = 0;
579 container = 0;
580 env = 0;
581 more = 0;
582 head = 0;
583 map = 0;
584 active_next = 0;
585 active_prev = 0;
509 586
510 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 587 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
511 588
512 SET_FLAG (this, FLAG_REMOVED); 589 SET_FLAG (this, FLAG_REMOVED);
590
591 /* What is not cleared is next, prev, and count */
592
593 expmul = 1.0;
594 face = blank_face;
595
596 if (settings.casting_time)
597 casting_time = -1;
513} 598}
514 599
515void object::clone (object *destination) 600void object::clone (object *destination)
516{ 601{
517 *(object_copy *)destination = *(object_copy *)this; 602 *(object_copy *)destination = *this;
518 *(object_pod *)destination = *(object_pod *)this; 603 *(object_pod *)destination = *this;
519 604
520 if (self || cb) 605 if (self || cb)
521 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 606 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} 607}
554 608
555/* 609/*
556 * copy object first frees everything allocated by the second object, 610 * copy object first frees everything allocated by the second object,
557 * and then copies the contends of the first object into the second 611 * and then copies the contends of the first object into the second
558 * object, allocating what needs to be allocated. Basically, any 612 * object, allocating what needs to be allocated. Basically, any
559 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 613 * 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 614 * if the first object is freed, the pointers in the new object
561 * will point at garbage. 615 * will point at garbage.
562 */ 616 */
563 617void
564void copy_object (object *op2, object *op) 618copy_object (object *op2, object *op)
565{ 619{
566 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 620 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
567 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 621 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
568 622
569 op2->clone (op); 623 op2->clone (op);
570 624
625 if (is_freed)
571 if (is_freed) SET_FLAG (op, FLAG_FREED); 626 SET_FLAG (op, FLAG_FREED);
627 if (is_removed)
572 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 628 SET_FLAG (op, FLAG_REMOVED);
573 629
574 if (op2->speed < 0) 630 if (op2->speed < 0)
575 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 631 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
576 632
577 /* Copy over key_values, if any. */ 633 /* Copy over key_values, if any. */
578 if (op2->key_values != NULL) 634 if (op2->key_values)
579 { 635 {
580 key_value *tail = NULL; 636 key_value *tail = 0;
581 key_value *i; 637 key_value *i;
582 638
583 op->key_values = NULL; 639 op->key_values = 0;
584 640
585 for (i = op2->key_values; i != NULL; i = i->next) 641 for (i = op2->key_values; i; i = i->next)
586 { 642 {
587 key_value *new_link = new key_value; 643 key_value *new_link = new key_value;
588 644
589 new_link->next = NULL; 645 new_link->next = 0;
590 new_link->key = i->key; 646 new_link->key = i->key;
591 new_link->value = i->value; 647 new_link->value = i->value;
592 648
593 /* Try and be clever here, too. */ 649 /* Try and be clever here, too. */
594 if (op->key_values == NULL) 650 if (!op->key_values)
595 { 651 {
596 op->key_values = new_link; 652 op->key_values = new_link;
597 tail = new_link; 653 tail = new_link;
598 } 654 }
599 else 655 else
606 662
607 update_ob_speed (op); 663 update_ob_speed (op);
608} 664}
609 665
610/* 666/*
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 667 * 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 668 * 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. 669 * be called to update the face variable, _and_ how it looks on the map.
646 */ 670 */
647 671
672void
648void update_turn_face(object *op) { 673update_turn_face (object *op)
674{
649 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 675 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
650 return; 676 return;
651 SET_ANIMATION(op, op->direction); 677 SET_ANIMATION (op, op->direction);
652 update_object(op,UP_OBJ_FACE); 678 update_object (op, UP_OBJ_FACE);
653} 679}
654 680
655/* 681/*
656 * Updates the speed of an object. If the speed changes from 0 to another 682 * 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. 683 * 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. 684 * This function needs to be called whenever the speed of an object changes.
659 */ 685 */
660 686void
661void update_ob_speed(object *op) { 687update_ob_speed (object *op)
688{
662 extern int arch_init; 689 extern int arch_init;
663 690
664 /* No reason putting the archetypes objects on the speed list, 691 /* No reason putting the archetypes objects on the speed list,
665 * since they never really need to be updated. 692 * since they never really need to be updated.
666 */ 693 */
667 694
668 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 695 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
696 {
669 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 697 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
670#ifdef MANY_CORES 698#ifdef MANY_CORES
671 abort(); 699 abort ();
672#else 700#else
673 op->speed = 0; 701 op->speed = 0;
674#endif 702#endif
675 } 703 }
704
676 if (arch_init) { 705 if (arch_init)
706 return;
707
708 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
709 {
710 /* If already on active list, don't do anything */
711 if (op->active_next || op->active_prev || op == active_objects)
677 return; 712 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;
683 713
684 /* process_events() expects us to insert the object at the beginning 714 /* process_events() expects us to insert the object at the beginning
685 * of the list. */ 715 * of the list. */
686 op->active_next = active_objects; 716 op->active_next = active_objects;
717
687 if (op->active_next!=NULL) 718 if (op->active_next != NULL)
688 op->active_next->active_prev = op; 719 op->active_next->active_prev = op;
720
689 active_objects = op; 721 active_objects = op;
722 }
723 else
690 } 724 {
691 else {
692 /* If not on the active list, nothing needs to be done */ 725 /* If not on the active list, nothing needs to be done */
693 if (!op->active_next && !op->active_prev && op!=active_objects) 726 if (!op->active_next && !op->active_prev && op != active_objects)
694 return; 727 return;
695 728
696 if (op->active_prev==NULL) { 729 if (op->active_prev == NULL)
730 {
697 active_objects = op->active_next; 731 active_objects = op->active_next;
732
698 if (op->active_next!=NULL) 733 if (op->active_next != NULL)
699 op->active_next->active_prev = NULL; 734 op->active_next->active_prev = NULL;
735 }
736 else
700 } 737 {
701 else {
702 op->active_prev->active_next = op->active_next; 738 op->active_prev->active_next = op->active_next;
739
703 if (op->active_next) 740 if (op->active_next)
704 op->active_next->active_prev = op->active_prev; 741 op->active_next->active_prev = op->active_prev;
705 } 742 }
743
706 op->active_next = NULL; 744 op->active_next = NULL;
707 op->active_prev = NULL; 745 op->active_prev = NULL;
708 } 746 }
709} 747}
710 748
711/* This function removes object 'op' from the list of active 749/* This function removes object 'op' from the list of active
712 * objects. 750 * objects.
714 * reference maps where you don't want an object that isn't 752 * reference maps where you don't want an object that isn't
715 * in play chewing up cpu time getting processed. 753 * in play chewing up cpu time getting processed.
716 * The reverse of this is to call update_ob_speed, which 754 * The reverse of this is to call update_ob_speed, which
717 * will do the right thing based on the speed of the object. 755 * will do the right thing based on the speed of the object.
718 */ 756 */
757void
719void remove_from_active_list(object *op) 758remove_from_active_list (object *op)
720{ 759{
721 /* If not on the active list, nothing needs to be done */ 760 /* If not on the active list, nothing needs to be done */
722 if (!op->active_next && !op->active_prev && op!=active_objects) 761 if (!op->active_next && !op->active_prev && op != active_objects)
723 return; 762 return;
724 763
725 if (op->active_prev==NULL) { 764 if (op->active_prev == NULL)
765 {
726 active_objects = op->active_next; 766 active_objects = op->active_next;
727 if (op->active_next!=NULL) 767 if (op->active_next != NULL)
728 op->active_next->active_prev = NULL; 768 op->active_next->active_prev = NULL;
769 }
770 else
729 } 771 {
730 else {
731 op->active_prev->active_next = op->active_next; 772 op->active_prev->active_next = op->active_next;
732 if (op->active_next) 773 if (op->active_next)
733 op->active_next->active_prev = op->active_prev; 774 op->active_next->active_prev = op->active_prev;
734 } 775 }
735 op->active_next = NULL; 776 op->active_next = NULL;
736 op->active_prev = NULL; 777 op->active_prev = NULL;
737} 778}
738 779
739/* 780/*
740 * update_object() updates the array which represents the map. 781 * update_object() updates the array which represents the map.
741 * It takes into account invisible objects (and represent squares covered 782 * It takes into account invisible objects (and represent squares covered
756 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 797 * 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. 798 * as that is easier than trying to look at what may have changed.
758 * UP_OBJ_FACE: only the objects face has changed. 799 * UP_OBJ_FACE: only the objects face has changed.
759 */ 800 */
760 801
802void
761void update_object(object *op, int action) { 803update_object (object *op, int action)
804{
762 int update_now=0, flags; 805 int update_now = 0, flags;
763 MoveType move_on, move_off, move_block, move_slow; 806 MoveType move_on, move_off, move_block, move_slow;
764 807
765 if (op == NULL) { 808 if (op == NULL)
809 {
766 /* this should never happen */ 810 /* this should never happen */
767 LOG(llevDebug,"update_object() called for NULL object.\n"); 811 LOG (llevDebug, "update_object() called for NULL object.\n");
768 return; 812 return;
769 }
770 813 }
814
771 if(op->env!=NULL) { 815 if (op->env != NULL)
816 {
772 /* Animation is currently handled by client, so nothing 817 /* Animation is currently handled by client, so nothing
773 * to do in this case. 818 * to do in this case.
774 */ 819 */
775 return; 820 return;
776 } 821 }
777 822
778 /* If the map is saving, don't do anything as everything is 823 /* If the map is saving, don't do anything as everything is
779 * going to get freed anyways. 824 * going to get freed anyways.
780 */ 825 */
781 if (!op->map || op->map->in_memory == MAP_SAVING) return; 826 if (!op->map || op->map->in_memory == MAP_SAVING)
782 827 return;
828
783 /* make sure the object is within map boundaries */ 829 /* make sure the object is within map boundaries */
784 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 830 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)) { 831 {
786 LOG(llevError,"update_object() called for object out of map!\n"); 832 LOG (llevError, "update_object() called for object out of map!\n");
787#ifdef MANY_CORES 833#ifdef MANY_CORES
788 abort(); 834 abort ();
789#endif 835#endif
790 return; 836 return;
791 }
792 837 }
838
793 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 839 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
794 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 840 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); 841 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); 842 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); 843 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); 844 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
799 845
800 if (action == UP_OBJ_INSERT) { 846 if (action == UP_OBJ_INSERT)
847 {
801 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 848 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
802 update_now=1; 849 update_now = 1;
803 850
804 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 851 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
805 update_now=1; 852 update_now = 1;
806 853
807 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 854 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
808 update_now=1; 855 update_now = 1;
809 856
810 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 857 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
811 update_now=1; 858 update_now = 1;
812 859
860 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
861 update_now = 1;
862
813 if ((move_on | op->move_on) != move_on) update_now=1; 863 if ((move_on | op->move_on) != move_on)
864 update_now = 1;
865
814 if ((move_off | op->move_off) != move_off) update_now=1; 866 if ((move_off | op->move_off) != move_off)
867 update_now = 1;
868
815 /* This isn't perfect, but I don't expect a lot of objects to 869 /* This isn't perfect, but I don't expect a lot of objects to
816 * to have move_allow right now. 870 * to have move_allow right now.
817 */ 871 */
818 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 872 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
819 update_now=1; 873 update_now = 1;
874
820 if ((move_slow | op->move_slow) != move_slow) update_now=1; 875 if ((move_slow | op->move_slow) != move_slow)
876 update_now = 1;
821 } 877 }
822 /* if the object is being removed, we can't make intelligent 878 /* if the object is being removed, we can't make intelligent
823 * decisions, because remove_ob can't really pass the object 879 * decisions, because remove_ob can't really pass the object
824 * that is being removed. 880 * that is being removed.
825 */ 881 */
826 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 882 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
827 update_now=1; 883 update_now = 1;
828 } else if (action == UP_OBJ_FACE) { 884 else if (action == UP_OBJ_FACE)
829 /* Nothing to do for that case */ 885 /* Nothing to do for that case */ ;
830 }
831 else { 886 else
832 LOG(llevError,"update_object called with invalid action: %d\n", action); 887 LOG (llevError, "update_object called with invalid action: %d\n", action);
833 }
834 888
835 if (update_now) { 889 if (update_now)
890 {
836 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 891 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); 892 update_position (op->map, op->x, op->y);
838 } 893 }
839 894
840 if(op->more!=NULL) 895 if (op->more != NULL)
841 update_object(op->more, action); 896 update_object (op->more, action);
842} 897}
843 898
899object::vector object::mortals;
900object::vector object::objects; // not yet used
901object *object::first;
902
903void object::free_mortals ()
904{
905 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
906 if ((*i)->refcnt)
907 ++i; // further delay freeing
908 else
909 {
910 delete *i;
911 mortals.erase (i);
912 }
913
914 static int lastmortals = 0;//D
915
916 if (mortals.size() != lastmortals)//D
917 {
918 lastmortals = mortals.size ();//D
919 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
920 }
921}
922
923object::object ()
924{
925 SET_FLAG (this, FLAG_REMOVED);
926
927 expmul = 1.0;
928 face = blank_face;
929}
930
931object::~object ()
932{
933 free_key_values (this);
934}
935
936void object::link ()
937{
938 count = ++ob_count;
939 uuid = gen_uuid ();
940
941 prev = 0;
942 next = object::first;
943
944 if (object::first)
945 object::first->prev = this;
946
947 object::first = this;
948}
949
950void object::unlink ()
951{
952 if (this == object::first)
953 object::first = next;
954
955 /* Remove this object from the list of used objects */
956 if (prev) prev->next = next;
957 if (next) next->prev = prev;
958
959 prev = 0;
960 next = 0;
961}
962
963object *object::create ()
964{
965 object *op = new object;
966 op->link ();
967 return op;
968}
844 969
845/* 970/*
846 * free_object() frees everything allocated by an object, removes 971 * free_object() frees everything allocated by an object, removes
847 * it from the list of used objects, and puts it on the list of 972 * 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. 973 * free objects. The IS_FREED() flag is set in the object.
850 * this function to succeed. 975 * this function to succeed.
851 * 976 *
852 * If free_inventory is set, free inventory as well. Else drop items in 977 * If free_inventory is set, free inventory as well. Else drop items in
853 * inventory to the ground. 978 * inventory to the ground.
854 */ 979 */
855 980void object::free (bool free_inventory)
856void
857free_object (object * ob)
858{ 981{
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)) 982 if (QUERY_FLAG (this, FLAG_FREED))
868 { 983 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 }
875 984
876 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 985 if (QUERY_FLAG (this, FLAG_FRIENDLY))
877 {
878 LOG (llevMonster, "Warning: tried to free friendly object.\n");
879 remove_friendly_object (ob); 986 remove_friendly_object (this);
880 }
881 987
882 if (QUERY_FLAG (ob, FLAG_FREED)) 988 if (!QUERY_FLAG (this, FLAG_REMOVED))
883 { 989 remove_ob (this);
884 dump_object (ob); 990
885 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 991 SET_FLAG (this, FLAG_FREED);
886 return; 992
993 if (more)
887 } 994 {
888 995 more->free (free_inventory);
889 if (ob->more != NULL) 996 more = 0;
890 { 997 }
891 free_object2 (ob->more, free_inventory);
892 ob->more = NULL;
893 }
894 998
895 if (ob->inv) 999 if (inv)
896 { 1000 {
897 /* Only if the space blocks everything do we not process - 1001 /* Only if the space blocks everything do we not process -
898 * if some form of movemnt is allowed, let objects 1002 * if some form of movement is allowed, let objects
899 * drop on that space. 1003 * drop on that space.
900 */ 1004 */
901 if (free_inventory || ob->map == NULL 1005 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 1006 {
903 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 1007 object *op = inv;
904 {
905 op = ob->inv;
906 1008
907 while (op != NULL) 1009 while (op)
908 { 1010 {
909 tmp = op->below; 1011 object *tmp = op->below;
910 remove_ob (op); 1012 op->free (free_inventory);
911 free_object2 (op, free_inventory);
912 op = tmp; 1013 op = tmp;
913 } 1014 }
914 } 1015 }
915 else 1016 else
916 { /* Put objects in inventory onto this space */ 1017 { /* Put objects in inventory onto this space */
917 op = ob->inv; 1018 object *op = inv;
918 1019
919 while (op != NULL) 1020 while (op)
920 { 1021 {
921 tmp = op->below; 1022 object *tmp = op->below;
1023
922 remove_ob (op); 1024 remove_ob (op);
923 1025
924 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 1026 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
925 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 1027 || 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)) 1028 free_object (op);
927 free_object (op); 1029 else
928 else 1030 {
929 { 1031 op->x = x;
930 op->x = ob->x; 1032 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 */ 1033 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
933 } 1034 }
934 1035
935 op = tmp; 1036 op = tmp;
1037 }
1038 }
936 } 1039 }
937 } 1040
938 } 1041 // clear those pointers that likely might have circular references to us
1042 owner = 0;
1043 enemy = 0;
1044 attacked_by = 0;
939 1045
940 /* Remove object from the active list */ 1046 /* Remove object from the active list */
941 ob->speed = 0; 1047 speed = 0;
942 update_ob_speed (ob); 1048 update_ob_speed (this);
943 1049
944 SET_FLAG (ob, FLAG_FREED); 1050 unlink ();
945 ob->count = 0;
946 1051
947 /* Remove this object from the list of used objects */ 1052 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} 1053}
971 1054
972/* 1055/*
973 * sub_weight() recursively (outwards) subtracts a number from the 1056 * sub_weight() recursively (outwards) subtracts a number from the
974 * weight of an object (and what is carried by it's environment(s)). 1057 * weight of an object (and what is carried by it's environment(s)).
975 */ 1058 */
976 1059
1060void
977void sub_weight (object *op, signed long weight) { 1061sub_weight (object *op, signed long weight)
1062{
978 while (op != NULL) { 1063 while (op != NULL)
1064 {
979 if (op->type == CONTAINER) { 1065 if (op->type == CONTAINER)
980 weight=(signed long)(weight*(100-op->stats.Str)/100); 1066 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
981 } 1067
982 op->carrying-=weight; 1068 op->carrying -= weight;
983 op = op->env; 1069 op = op->env;
984 } 1070 }
985} 1071}
986 1072
987/* remove_ob(op): 1073/* remove_ob(op):
988 * This function removes the object op from the linked list of objects 1074 * 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 1075 * which it is currently tied to. When this function is done, the
991 * environment, the x and y coordinates will be updated to 1077 * environment, the x and y coordinates will be updated to
992 * the previous environment. 1078 * the previous environment.
993 * Beware: This function is called from the editor as well! 1079 * Beware: This function is called from the editor as well!
994 */ 1080 */
995 1081
1082void
996void remove_ob(object *op) { 1083remove_ob (object *op)
1084{
997 object *tmp,*last=NULL; 1085 object *tmp, *last = 0;
998 object *otmp; 1086 object *otmp;
999 tag_t tag; 1087
1000 int check_walk_off; 1088 int check_walk_off;
1001 mapstruct *m; 1089 maptile *m;
1090
1002 sint16 x,y; 1091 sint16 x, y;
1003
1004 1092
1005 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1093 if (QUERY_FLAG (op, FLAG_REMOVED))
1006 dump_object(op); 1094 return;
1007 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1008 1095
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); 1096 SET_FLAG (op, FLAG_REMOVED);
1025 1097
1098 if (op->more != NULL)
1099 remove_ob (op->more);
1100
1026 /* 1101 /*
1027 * In this case, the object to be removed is in someones 1102 * In this case, the object to be removed is in someones
1028 * inventory. 1103 * inventory.
1029 */ 1104 */
1030 if(op->env!=NULL) { 1105 if (op->env != NULL)
1106 {
1031 if(op->nrof) 1107 if (op->nrof)
1032 sub_weight(op->env, op->weight*op->nrof); 1108 sub_weight (op->env, op->weight * op->nrof);
1033 else 1109 else
1034 sub_weight(op->env, op->weight+op->carrying); 1110 sub_weight (op->env, op->weight + op->carrying);
1035 1111
1036 /* NO_FIX_PLAYER is set when a great many changes are being 1112 /* NO_FIX_PLAYER is set when a great many changes are being
1037 * made to players inventory. If set, avoiding the call 1113 * made to players inventory. If set, avoiding the call
1038 * to save cpu time. 1114 * to save cpu time.
1039 */ 1115 */
1040 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1116 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); 1117 fix_player (otmp);
1043 1118
1044 if(op->above!=NULL) 1119 if (op->above != NULL)
1045 op->above->below=op->below; 1120 op->above->below = op->below;
1046 else 1121 else
1047 op->env->inv=op->below; 1122 op->env->inv = op->below;
1048 1123
1049 if(op->below!=NULL) 1124 if (op->below != NULL)
1050 op->below->above=op->above; 1125 op->below->above = op->above;
1051 1126
1052 /* we set up values so that it could be inserted into 1127 /* we set up values so that it could be inserted into
1053 * the map, but we don't actually do that - it is up 1128 * the map, but we don't actually do that - it is up
1054 * to the caller to decide what we want to do. 1129 * to the caller to decide what we want to do.
1055 */ 1130 */
1056 op->x=op->env->x,op->y=op->env->y; 1131 op->x = op->env->x, op->y = op->env->y;
1057 op->map=op->env->map; 1132 op->map = op->env->map;
1058 op->above=NULL,op->below=NULL; 1133 op->above = NULL, op->below = NULL;
1059 op->env=NULL; 1134 op->env = NULL;
1135 }
1136 else if (op->map)
1137 {
1138 x = op->x;
1139 y = op->y;
1140 m = get_map_from_coord (op->map, &x, &y);
1141
1142 if (!m)
1143 {
1144 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1145 op->map->path, op->x, op->y);
1146 /* in old days, we used to set x and y to 0 and continue.
1147 * it seems if we get into this case, something is probablye
1148 * screwed up and should be fixed.
1149 */
1150 abort ();
1151 }
1152
1153 if (op->map != m)
1154 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1155 op->map->path, m->path, op->x, op->y, x, y);
1156
1157 /* Re did the following section of code - it looks like it had
1158 * lots of logic for things we no longer care about
1159 */
1160
1161 /* link the object above us */
1162 if (op->above)
1163 op->above->below = op->below;
1164 else
1165 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1166
1167 /* Relink the object below us, if there is one */
1168 if (op->below)
1169 op->below->above = op->above;
1170 else
1171 {
1172 /* Nothing below, which means we need to relink map object for this space
1173 * use translated coordinates in case some oddness with map tiling is
1174 * evident
1175 */
1176 if (GET_MAP_OB (m, x, y) != op)
1177 {
1178 dump_object (op);
1179 LOG (llevError,
1180 "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);
1181 dump_object (GET_MAP_OB (m, x, y));
1182 LOG (llevError, "%s\n", errmsg);
1183 }
1184
1185 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1186 }
1187
1188 op->above = 0;
1189 op->below = 0;
1190
1191 if (op->map->in_memory == MAP_SAVING)
1060 return; 1192 return;
1061 }
1062 1193
1063 /* If we get here, we are removing it from a map */
1064 if (op->map == NULL) return;
1065
1066 x = op->x;
1067 y = op->y;
1068 m = get_map_from_coord(op->map, &x, &y);
1069
1070 if (!m) {
1071 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1072 op->map->path, op->x, op->y);
1073 /* in old days, we used to set x and y to 0 and continue.
1074 * it seems if we get into this case, something is probablye
1075 * screwed up and should be fixed.
1076 */
1077 abort();
1078 }
1079 if (op->map != m) {
1080 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1081 op->map->path, m->path, op->x, op->y, x, y);
1082 }
1083
1084 /* Re did the following section of code - it looks like it had
1085 * lots of logic for things we no longer care about
1086 */
1087
1088 /* link the object above us */
1089 if (op->above)
1090 op->above->below=op->below;
1091 else
1092 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1093
1094 /* Relink the object below us, if there is one */
1095 if(op->below) {
1096 op->below->above=op->above;
1097 } else {
1098 /* Nothing below, which means we need to relink map object for this space
1099 * use translated coordinates in case some oddness with map tiling is
1100 * evident
1101 */
1102 if(GET_MAP_OB(m,x,y)!=op) {
1103 dump_object(op);
1104 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1105 dump_object(GET_MAP_OB(m,x,y));
1106 LOG(llevError,"%s\n",errmsg);
1107 }
1108 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1109 }
1110 op->above=NULL;
1111 op->below=NULL;
1112
1113 if (op->map->in_memory == MAP_SAVING)
1114 return;
1115
1116 tag = op->count;
1117 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1194 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1195
1118 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1196 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1197 {
1119 /* No point updating the players look faces if he is the object 1198 /* No point updating the players look faces if he is the object
1120 * being removed. 1199 * being removed.
1121 */ 1200 */
1122 1201
1123 if(tmp->type==PLAYER && tmp!=op) { 1202 if (tmp->type == PLAYER && tmp != op)
1203 {
1124 /* If a container that the player is currently using somehow gets 1204 /* If a container that the player is currently using somehow gets
1125 * removed (most likely destroyed), update the player view 1205 * removed (most likely destroyed), update the player view
1126 * appropriately. 1206 * appropriately.
1127 */ 1207 */
1128 if (tmp->container==op) { 1208 if (tmp->container == op)
1209 {
1129 CLEAR_FLAG(op, FLAG_APPLIED); 1210 CLEAR_FLAG (op, FLAG_APPLIED);
1130 tmp->container=NULL; 1211 tmp->container = NULL;
1212 }
1213
1214 tmp->contr->socket.update_look = 1;
1131 } 1215 }
1132 tmp->contr->socket.update_look=1; 1216
1133 }
1134 /* See if player moving off should effect something */ 1217 /* See if player moving off should effect something */
1135 if (check_walk_off && ((op->move_type & tmp->move_off) && 1218 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)) { 1219 {
1137
1138 move_apply(tmp, op, NULL); 1220 move_apply (tmp, op, NULL);
1139 if (was_destroyed (op, tag)) { 1221
1222 if (op->destroyed ());
1140 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1223 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);
1142 } 1224 }
1143 }
1144 1225
1145 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1226 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1146 1227
1147 if(tmp->above == tmp) 1228 if (tmp->above == tmp)
1148 tmp->above = NULL; 1229 tmp->above = NULL;
1230
1149 last=tmp; 1231 last = tmp;
1150 } 1232 }
1233
1151 /* last == NULL of there are no objects on this space */ 1234 /* last == NULL of there are no objects on this space */
1152 if (last==NULL) { 1235 if (last == NULL)
1236 {
1153 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1237 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1154 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1238 * 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 1239 * those out anyways, and if there are any flags set right now, they won't
1156 * be correct anyways. 1240 * be correct anyways.
1157 */ 1241 */
1158 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1242 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1159 update_position(op->map, op->x, op->y); 1243 update_position (op->map, op->x, op->y);
1160 } 1244 }
1161 else 1245 else
1162 update_object(last, UP_OBJ_REMOVE); 1246 update_object (last, UP_OBJ_REMOVE);
1163 1247
1164 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1248 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1165 update_all_los(op->map, op->x, op->y); 1249 update_all_los (op->map, op->x, op->y);
1166 1250 }
1167} 1251}
1168 1252
1169/* 1253/*
1170 * merge_ob(op,top): 1254 * merge_ob(op,top):
1171 * 1255 *
1172 * This function goes through all objects below and including top, and 1256 * This function goes through all objects below and including top, and
1173 * merges op to the first matching object. 1257 * merges op to the first matching object.
1174 * If top is NULL, it is calculated. 1258 * If top is NULL, it is calculated.
1175 * Returns pointer to object if it succeded in the merge, otherwise NULL 1259 * Returns pointer to object if it succeded in the merge, otherwise NULL
1176 */ 1260 */
1177 1261object *
1178object *merge_ob(object *op, object *top) { 1262merge_ob (object *op, object *top)
1263{
1179 if(!op->nrof) 1264 if (!op->nrof)
1180 return 0; 1265 return 0;
1266
1181 if(top==NULL) 1267 if (top == NULL)
1182 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1268 for (top = op; top != NULL && top->above != NULL; top = top->above);
1269
1183 for(;top!=NULL;top=top->below) { 1270 for (; top != NULL; top = top->below)
1271 {
1184 if(top==op) 1272 if (top == op)
1185 continue; 1273 continue;
1186 if (CAN_MERGE(op,top)) 1274 if (CAN_MERGE (op, top))
1187 { 1275 {
1188 top->nrof+=op->nrof; 1276 top->nrof += op->nrof;
1277
1189/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1278/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1190 op->weight = 0; /* Don't want any adjustements now */ 1279 op->weight = 0; /* Don't want any adjustements now */
1191 remove_ob(op); 1280 remove_ob (op);
1192 free_object(op); 1281 free_object (op);
1193 return top; 1282 return top;
1194 } 1283 }
1195 } 1284 }
1285
1196 return NULL; 1286 return 0;
1197} 1287}
1198 1288
1199/* 1289/*
1200 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1290 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1201 * job preparing multi-part monsters 1291 * job preparing multi-part monsters
1202 */ 1292 */
1293object *
1203object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1294insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1295{
1204 object* tmp; 1296 object *tmp;
1297
1205 if (op->head) 1298 if (op->head)
1206 op=op->head; 1299 op = op->head;
1300
1207 for (tmp=op;tmp;tmp=tmp->more){ 1301 for (tmp = op; tmp; tmp = tmp->more)
1302 {
1208 tmp->x=x+tmp->arch->clone.x; 1303 tmp->x = x + tmp->arch->clone.x;
1209 tmp->y=y+tmp->arch->clone.y; 1304 tmp->y = y + tmp->arch->clone.y;
1210 } 1305 }
1306
1211 return insert_ob_in_map (op, m, originator, flag); 1307 return insert_ob_in_map (op, m, originator, flag);
1212} 1308}
1213 1309
1214/* 1310/*
1215 * insert_ob_in_map (op, map, originator, flag): 1311 * insert_ob_in_map (op, map, originator, flag):
1216 * This function inserts the object in the two-way linked list 1312 * This function inserts the object in the two-way linked list
1230 * new object if 'op' was merged with other object 1326 * new object if 'op' was merged with other object
1231 * NULL if 'op' was destroyed 1327 * NULL if 'op' was destroyed
1232 * just 'op' otherwise 1328 * just 'op' otherwise
1233 */ 1329 */
1234 1330
1331object *
1235object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1332insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1333{
1237 object *tmp, *top, *floor=NULL; 1334 object *tmp, *top, *floor = NULL;
1238 sint16 x,y; 1335 sint16 x, y;
1239 1336
1240 if (QUERY_FLAG (op, FLAG_FREED)) { 1337 if (QUERY_FLAG (op, FLAG_FREED))
1338 {
1241 LOG (llevError, "Trying to insert freed object!\n"); 1339 LOG (llevError, "Trying to insert freed object!\n");
1340 return NULL;
1341 }
1342
1343 if (m == NULL)
1344 {
1345 dump_object (op);
1346 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1347 return op;
1348 }
1349
1350 if (out_of_map (m, op->x, op->y))
1351 {
1352 dump_object (op);
1353 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1354#ifdef MANY_CORES
1355 /* Better to catch this here, as otherwise the next use of this object
1356 * is likely to cause a crash. Better to find out where it is getting
1357 * improperly inserted.
1358 */
1359 abort ();
1360#endif
1361 return op;
1362 }
1363
1364 if (!QUERY_FLAG (op, FLAG_REMOVED))
1365 {
1366 dump_object (op);
1367 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1368 return op;
1369 }
1370
1371 if (op->more != NULL)
1372 {
1373 /* The part may be on a different map. */
1374
1375 object *more = op->more;
1376
1377 /* We really need the caller to normalize coordinates - if
1378 * we set the map, that doesn't work if the location is within
1379 * a map and this is straddling an edge. So only if coordinate
1380 * is clear wrong do we normalize it.
1381 */
1382 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1383 more->map = get_map_from_coord (m, &more->x, &more->y);
1384 else if (!more->map)
1385 {
1386 /* For backwards compatibility - when not dealing with tiled maps,
1387 * more->map should always point to the parent.
1388 */
1389 more->map = m;
1390 }
1391
1392 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1393 {
1394 if (!op->head)
1395 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1396
1397 return NULL;
1398 }
1399 }
1400
1401 CLEAR_FLAG (op, FLAG_REMOVED);
1402
1403 /* Ideally, the caller figures this out. However, it complicates a lot
1404 * of areas of callers (eg, anything that uses find_free_spot would now
1405 * need extra work
1406 */
1407 op->map = get_map_from_coord (m, &op->x, &op->y);
1408 x = op->x;
1409 y = op->y;
1410
1411 /* this has to be done after we translate the coordinates.
1412 */
1413 if (op->nrof && !(flag & INS_NO_MERGE))
1414 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1415 if (CAN_MERGE (op, tmp))
1416 {
1417 op->nrof += tmp->nrof;
1418 remove_ob (tmp);
1419 free_object (tmp);
1420 }
1421
1422 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1423 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1424
1425 if (!QUERY_FLAG (op, FLAG_ALIVE))
1426 CLEAR_FLAG (op, FLAG_NO_STEAL);
1427
1428 if (flag & INS_BELOW_ORIGINATOR)
1429 {
1430 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1431 {
1432 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1433 abort ();
1434 }
1435
1436 op->above = originator;
1437 op->below = originator->below;
1438
1439 if (op->below)
1440 op->below->above = op;
1441 else
1442 SET_MAP_OB (op->map, op->x, op->y, op);
1443
1444 /* since *below* originator, no need to update top */
1445 originator->below = op;
1446 }
1447 else
1448 {
1449 /* If there are other objects, then */
1450 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1451 {
1452 object *last = NULL;
1453
1454 /*
1455 * If there are multiple objects on this space, we do some trickier handling.
1456 * We've already dealt with merging if appropriate.
1457 * Generally, we want to put the new object on top. But if
1458 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1459 * floor, we want to insert above that and no further.
1460 * Also, if there are spell objects on this space, we stop processing
1461 * once we get to them. This reduces the need to traverse over all of
1462 * them when adding another one - this saves quite a bit of cpu time
1463 * when lots of spells are cast in one area. Currently, it is presumed
1464 * that flying non pickable objects are spell objects.
1465 */
1466
1467 while (top != NULL)
1468 {
1469 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1470 floor = top;
1471
1472 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1473 {
1474 /* We insert above top, so we want this object below this */
1475 top = top->below;
1476 break;
1477 }
1478
1479 last = top;
1480 top = top->above;
1481 }
1482
1483 /* Don't want top to be NULL, so set it to the last valid object */
1484 top = last;
1485
1486 /* We let update_position deal with figuring out what the space
1487 * looks like instead of lots of conditions here.
1488 * makes things faster, and effectively the same result.
1489 */
1490
1491 /* Have object 'fall below' other objects that block view.
1492 * Unless those objects are exits, type 66
1493 * If INS_ON_TOP is used, don't do this processing
1494 * Need to find the object that in fact blocks view, otherwise
1495 * stacking is a bit odd.
1496 */
1497 if (!(flag & INS_ON_TOP) &&
1498 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1499 {
1500 for (last = top; last != floor; last = last->below)
1501 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1502 break;
1503 /* Check to see if we found the object that blocks view,
1504 * and make sure we have a below pointer for it so that
1505 * we can get inserted below this one, which requires we
1506 * set top to the object below us.
1507 */
1508 if (last && last->below && last != floor)
1509 top = last->below;
1510 }
1511 } /* If objects on this space */
1512
1513 if (flag & INS_MAP_LOAD)
1514 top = GET_MAP_TOP (op->map, op->x, op->y);
1515
1516 if (flag & INS_ABOVE_FLOOR_ONLY)
1517 top = floor;
1518
1519 /* Top is the object that our object (op) is going to get inserted above.
1520 */
1521
1522 /* First object on this space */
1523 if (!top)
1524 {
1525 op->above = GET_MAP_OB (op->map, op->x, op->y);
1526
1527 if (op->above)
1528 op->above->below = op;
1529
1530 op->below = NULL;
1531 SET_MAP_OB (op->map, op->x, op->y, op);
1532 }
1533 else
1534 { /* get inserted into the stack above top */
1535 op->above = top->above;
1536
1537 if (op->above)
1538 op->above->below = op;
1539
1540 op->below = top;
1541 top->above = op;
1542 }
1543
1544 if (op->above == NULL)
1545 SET_MAP_TOP (op->map, op->x, op->y, op);
1546 } /* else not INS_BELOW_ORIGINATOR */
1547
1548 if (op->type == PLAYER)
1549 op->contr->do_los = 1;
1550
1551 /* If we have a floor, we know the player, if any, will be above
1552 * it, so save a few ticks and start from there.
1553 */
1554 if (!(flag & INS_MAP_LOAD))
1555 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1556 if (tmp->type == PLAYER)
1557 tmp->contr->socket.update_look = 1;
1558
1559 /* If this object glows, it may affect lighting conditions that are
1560 * visible to others on this map. But update_all_los is really
1561 * an inefficient way to do this, as it means los for all players
1562 * on the map will get recalculated. The players could very well
1563 * be far away from this change and not affected in any way -
1564 * this should get redone to only look for players within range,
1565 * or just updating the P_NEED_UPDATE for spaces within this area
1566 * of effect may be sufficient.
1567 */
1568 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1569 update_all_los (op->map, op->x, op->y);
1570
1571 /* updates flags (blocked, alive, no magic, etc) for this map space */
1572 update_object (op, UP_OBJ_INSERT);
1573
1574 /* Don't know if moving this to the end will break anything. However,
1575 * we want to have update_look set above before calling this.
1576 *
1577 * check_move_on() must be after this because code called from
1578 * check_move_on() depends on correct map flags (so functions like
1579 * blocked() and wall() work properly), and these flags are updated by
1580 * update_object().
1581 */
1582
1583 /* if this is not the head or flag has been passed, don't check walk on status */
1584 if (!(flag & INS_NO_WALK_ON) && !op->head)
1585 {
1586 if (check_move_on (op, originator))
1242 return NULL; 1587 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 1588
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 1589 /* If we are a multi part object, lets work our way through the check
1455 * walk on's. 1590 * walk on's.
1456 */ 1591 */
1457 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1592 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1458 if (check_move_on (tmp, originator)) 1593 if (check_move_on (tmp, originator))
1459 return NULL; 1594 return NULL;
1460 } 1595 }
1596
1461 return op; 1597 return op;
1462} 1598}
1463 1599
1464/* this function inserts an object in the map, but if it 1600/* 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. 1601 * 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. 1602 * op is the object to insert it under: supplies x and the map.
1467 */ 1603 */
1604void
1468void replace_insert_ob_in_map(const char *arch_string, object *op) { 1605replace_insert_ob_in_map (const char *arch_string, object *op)
1606{
1469 object *tmp; 1607 object *
1470 object *tmp1; 1608 tmp;
1609 object *
1610 tmp1;
1471 1611
1472 /* first search for itself and remove any old instances */ 1612 /* first search for itself and remove any old instances */
1473 1613
1474 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1614 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1615 {
1475 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1616 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1617 {
1476 remove_ob(tmp); 1618 remove_ob (tmp);
1477 free_object(tmp); 1619 free_object (tmp);
1478 } 1620 }
1479 } 1621 }
1480 1622
1481 tmp1=arch_to_object(find_archetype(arch_string)); 1623 tmp1 = arch_to_object (archetype::find (arch_string));
1482 1624
1483 1625 tmp1->x = op->x;
1484 tmp1->x = op->x; tmp1->y = op->y; 1626 tmp1->y = op->y;
1485 insert_ob_in_map(tmp1,op->map,op,0); 1627 insert_ob_in_map (tmp1, op->map, op, 0);
1486} 1628}
1487 1629
1488/* 1630/*
1489 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1631 * 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 1632 * is returned contains nr objects, and the remaining parts contains
1491 * the rest (or is removed and freed if that number is 0). 1633 * the rest (or is removed and freed if that number is 0).
1492 * On failure, NULL is returned, and the reason put into the 1634 * On failure, NULL is returned, and the reason put into the
1493 * global static errmsg array. 1635 * global static errmsg array.
1494 */ 1636 */
1495 1637
1638object *
1496object *get_split_ob(object *orig_ob, uint32 nr) { 1639get_split_ob (object *orig_ob, uint32 nr)
1497 object *newob; 1640{
1641 object *
1642 newob;
1643 int
1498 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1644 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1499 1645
1500 if(orig_ob->nrof<nr) { 1646 if (orig_ob->nrof < nr)
1501 sprintf(errmsg,"There are only %d %ss.", 1647 {
1502 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1648 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1503 return NULL; 1649 return NULL;
1504 } 1650 }
1651
1505 newob = object_create_clone(orig_ob); 1652 newob = object_create_clone (orig_ob);
1653
1506 if((orig_ob->nrof-=nr)<1) { 1654 if ((orig_ob->nrof -= nr) < 1)
1655 {
1507 if ( ! is_removed) 1656 if (!is_removed)
1508 remove_ob(orig_ob); 1657 remove_ob (orig_ob);
1509 free_object2(orig_ob, 1); 1658 free_object2 (orig_ob, 1);
1510 } 1659 }
1511 else if ( ! is_removed) { 1660 else if (!is_removed)
1661 {
1512 if(orig_ob->env!=NULL) 1662 if (orig_ob->env != NULL)
1513 sub_weight (orig_ob->env,orig_ob->weight*nr); 1663 sub_weight (orig_ob->env, orig_ob->weight * nr);
1514 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1664 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1665 {
1515 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1666 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"); 1667 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1518 return NULL; 1668 return NULL;
1519 } 1669 }
1520 } 1670 }
1671
1521 newob->nrof=nr; 1672 newob->nrof = nr;
1522 1673
1523 return newob; 1674 return newob;
1524} 1675}
1525 1676
1526/* 1677/*
1527 * decrease_ob_nr(object, number) decreases a specified number from 1678 * decrease_ob_nr(object, number) decreases a specified number from
1528 * the amount of an object. If the amount reaches 0, the object 1679 * the amount of an object. If the amount reaches 0, the object
1529 * is subsequently removed and freed. 1680 * is subsequently removed and freed.
1530 * 1681 *
1531 * Return value: 'op' if something is left, NULL if the amount reached 0 1682 * Return value: 'op' if something is left, NULL if the amount reached 0
1532 */ 1683 */
1533 1684
1685object *
1534object *decrease_ob_nr (object *op, uint32 i) 1686decrease_ob_nr (object *op, uint32 i)
1535{ 1687{
1536 object *tmp; 1688 object *tmp;
1537 player *pl; 1689 player *pl;
1538 1690
1539 if (i == 0) /* objects with op->nrof require this check */ 1691 if (i == 0) /* objects with op->nrof require this check */
1540 return op; 1692 return op;
1541 1693
1542 if (i > op->nrof) 1694 if (i > op->nrof)
1543 i = op->nrof; 1695 i = op->nrof;
1544 1696
1545 if (QUERY_FLAG (op, FLAG_REMOVED)) 1697 if (QUERY_FLAG (op, FLAG_REMOVED))
1698 op->nrof -= i;
1699 else if (op->env != NULL)
1700 {
1701 /* is this object in the players inventory, or sub container
1702 * therein?
1703 */
1704 tmp = is_player_inv (op->env);
1705 /* nope. Is this a container the player has opened?
1706 * If so, set tmp to that player.
1707 * IMO, searching through all the players will mostly
1708 * likely be quicker than following op->env to the map,
1709 * and then searching the map for a player.
1710 */
1711 if (!tmp)
1712 {
1713 for (pl = first_player; pl; pl = pl->next)
1714 if (pl->ob->container == op->env)
1715 break;
1716 if (pl)
1717 tmp = pl->ob;
1718 else
1719 tmp = NULL;
1720 }
1721
1722 if (i < op->nrof)
1723 {
1724 sub_weight (op->env, op->weight * i);
1725 op->nrof -= i;
1726 if (tmp)
1727 {
1728 esrv_send_item (tmp, op);
1729 }
1730 }
1731 else
1732 {
1733 remove_ob (op);
1734 op->nrof = 0;
1735 if (tmp)
1736 {
1737 esrv_del_item (tmp->contr, op->count);
1738 }
1739 }
1546 { 1740 }
1741 else
1742 {
1743 object *above = op->above;
1744
1745 if (i < op->nrof)
1547 op->nrof -= i; 1746 op->nrof -= i;
1548 } 1747 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 } 1748 {
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); 1749 remove_ob (op);
1576 op->nrof = 0; 1750 op->nrof = 0;
1577 if (tmp) {
1578 esrv_del_item(tmp->contr, op->count);
1579 } 1751 }
1580 }
1581 }
1582 else
1583 {
1584 object *above = op->above;
1585 1752
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 */ 1753 /* Since we just removed op, op->above is null */
1593 for (tmp = above; tmp != NULL; tmp = tmp->above) 1754 for (tmp = above; tmp != NULL; tmp = tmp->above)
1594 if (tmp->type == PLAYER) { 1755 if (tmp->type == PLAYER)
1756 {
1595 if (op->nrof) 1757 if (op->nrof)
1596 esrv_send_item(tmp, op); 1758 esrv_send_item (tmp, op);
1597 else 1759 else
1598 esrv_del_item(tmp->contr, op->count); 1760 esrv_del_item (tmp->contr, op->count);
1599 } 1761 }
1600 } 1762 }
1601 1763
1602 if (op->nrof) { 1764 if (op->nrof)
1603 return op; 1765 return op;
1604 } else { 1766 else
1767 {
1605 free_object (op); 1768 free_object (op);
1606 return NULL; 1769 return NULL;
1607 } 1770 }
1608} 1771}
1609 1772
1610/* 1773/*
1611 * add_weight(object, weight) adds the specified weight to an object, 1774 * add_weight(object, weight) adds the specified weight to an object,
1612 * and also updates how much the environment(s) is/are carrying. 1775 * and also updates how much the environment(s) is/are carrying.
1613 */ 1776 */
1614 1777
1778void
1615void add_weight (object *op, signed long weight) { 1779add_weight (object *op, signed long weight)
1780{
1616 while (op!=NULL) { 1781 while (op != NULL)
1782 {
1617 if (op->type == CONTAINER) { 1783 if (op->type == CONTAINER)
1618 weight=(signed long)(weight*(100-op->stats.Str)/100); 1784 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1619 } 1785
1620 op->carrying+=weight; 1786 op->carrying += weight;
1621 op=op->env; 1787 op = op->env;
1622 } 1788 }
1623} 1789}
1624 1790
1625/* 1791/*
1626 * insert_ob_in_ob(op,environment): 1792 * insert_ob_in_ob(op,environment):
1627 * This function inserts the object op in the linked list 1793 * This function inserts the object op in the linked list
1634 * 1800 *
1635 * The function returns now pointer to inserted item, and return value can 1801 * The function returns now pointer to inserted item, and return value can
1636 * be != op, if items are merged. -Tero 1802 * be != op, if items are merged. -Tero
1637 */ 1803 */
1638 1804
1805object *
1639object *insert_ob_in_ob(object *op,object *where) { 1806insert_ob_in_ob (object *op, object *where)
1640 object *tmp, *otmp; 1807{
1808 object *
1809 tmp, *
1810 otmp;
1641 1811
1642 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1812 if (!QUERY_FLAG (op, FLAG_REMOVED))
1813 {
1643 dump_object(op); 1814 dump_object (op);
1644 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1815 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1645 return op; 1816 return op;
1646 } 1817 }
1818
1647 if(where==NULL) { 1819 if (where == NULL)
1820 {
1648 dump_object(op); 1821 dump_object (op);
1649 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1822 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1650 return op; 1823 return op;
1651 } 1824 }
1825
1652 if (where->head) { 1826 if (where->head)
1653 LOG(llevDebug, 1827 {
1654 "Warning: Tried to insert object wrong part of multipart object.\n"); 1828 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1655 where = where->head; 1829 where = where->head;
1656 } 1830 }
1831
1657 if (op->more) { 1832 if (op->more)
1833 {
1658 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1834 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1659 &op->name, op->count);
1660 return op; 1835 return op;
1661 } 1836 }
1837
1662 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1838 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1663 CLEAR_FLAG(op, FLAG_REMOVED); 1839 CLEAR_FLAG (op, FLAG_REMOVED);
1664 if(op->nrof) { 1840 if (op->nrof)
1841 {
1665 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1842 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1666 if ( CAN_MERGE(tmp,op) ) { 1843 if (CAN_MERGE (tmp, op))
1844 {
1667 /* return the original object and remove inserted object 1845 /* return the original object and remove inserted object
1668 (client needs the original object) */ 1846 (client needs the original object) */
1669 tmp->nrof += op->nrof; 1847 tmp->nrof += op->nrof;
1670 /* Weight handling gets pretty funky. Since we are adding to 1848 /* Weight handling gets pretty funky. Since we are adding to
1671 * tmp->nrof, we need to increase the weight. 1849 * tmp->nrof, we need to increase the weight.
1672 */ 1850 */
1673 add_weight (where, op->weight*op->nrof); 1851 add_weight (where, op->weight * op->nrof);
1674 SET_FLAG(op, FLAG_REMOVED); 1852 SET_FLAG (op, FLAG_REMOVED);
1675 free_object(op); /* free the inserted object */ 1853 free_object (op); /* free the inserted object */
1676 op = tmp; 1854 op = tmp;
1677 remove_ob (op); /* and fix old object's links */ 1855 remove_ob (op); /* and fix old object's links */
1678 CLEAR_FLAG(op, FLAG_REMOVED); 1856 CLEAR_FLAG (op, FLAG_REMOVED);
1679 break; 1857 break;
1680 } 1858 }
1681 1859
1682 /* I assume combined objects have no inventory 1860 /* I assume combined objects have no inventory
1683 * We add the weight - this object could have just been removed 1861 * We add the weight - this object could have just been removed
1684 * (if it was possible to merge). calling remove_ob will subtract 1862 * (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 1863 * the weight, so we need to add it in again, since we actually do
1686 * the linking below 1864 * the linking below
1687 */ 1865 */
1688 add_weight (where, op->weight*op->nrof); 1866 add_weight (where, op->weight * op->nrof);
1867 }
1689 } else 1868 else
1690 add_weight (where, (op->weight+op->carrying)); 1869 add_weight (where, (op->weight + op->carrying));
1691 1870
1692 otmp=is_player_inv(where); 1871 otmp = is_player_inv (where);
1693 if (otmp&&otmp->contr!=NULL) { 1872 if (otmp && otmp->contr != NULL)
1873 {
1694 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1874 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1695 fix_player(otmp); 1875 fix_player (otmp);
1696 } 1876 }
1697 1877
1698 op->map=NULL; 1878 op->map = NULL;
1699 op->env=where; 1879 op->env = where;
1700 op->above=NULL; 1880 op->above = NULL;
1701 op->below=NULL; 1881 op->below = NULL;
1702 op->x=0,op->y=0; 1882 op->x = 0, op->y = 0;
1703 1883
1704 /* reset the light list and los of the players on the map */ 1884 /* reset the light list and los of the players on the map */
1705 if((op->glow_radius!=0)&&where->map) 1885 if ((op->glow_radius != 0) && where->map)
1706 { 1886 {
1707#ifdef DEBUG_LIGHTS 1887#ifdef DEBUG_LIGHTS
1708 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1888 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1709 op->name);
1710#endif /* DEBUG_LIGHTS */ 1889#endif /* DEBUG_LIGHTS */
1890 if (MAP_DARKNESS (where->map))
1711 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1891 update_all_los (where->map, where->x, where->y);
1712 } 1892 }
1713 1893
1714 /* Client has no idea of ordering so lets not bother ordering it here. 1894 /* Client has no idea of ordering so lets not bother ordering it here.
1715 * It sure simplifies this function... 1895 * It sure simplifies this function...
1716 */ 1896 */
1717 if (where->inv==NULL) 1897 if (where->inv == NULL)
1718 where->inv=op; 1898 where->inv = op;
1719 else { 1899 else
1900 {
1720 op->below = where->inv; 1901 op->below = where->inv;
1721 op->below->above = op; 1902 op->below->above = op;
1722 where->inv = op; 1903 where->inv = op;
1723 } 1904 }
1724 return op; 1905 return op;
1725} 1906}
1726 1907
1727/* 1908/*
1728 * Checks if any objects has a move_type that matches objects 1909 * 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 1924 * 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 1925 * object being inserted. insert_ob_in_map may not put new objects
1745 * on top. 1926 * on top.
1746 */ 1927 */
1747 1928
1929int
1748int check_move_on (object *op, object *originator) 1930check_move_on (object *op, object *originator)
1749{ 1931{
1750 object *tmp; 1932 object *tmp;
1751 tag_t tag;
1752 mapstruct *m=op->map; 1933 maptile *m = op->map;
1753 int x=op->x, y=op->y; 1934 int x = op->x, y = op->y;
1935
1754 MoveType move_on, move_slow, move_block; 1936 MoveType move_on, move_slow, move_block;
1755 1937
1756 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1938 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1757 return 0; 1939 return 0;
1758 1940
1759 tag = op->count;
1760
1761 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1941 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); 1942 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); 1943 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1764 1944
1765 /* if nothing on this space will slow op down or be applied, 1945 /* 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 1946 * 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 1947 * is set, as lots of objects don't have it set - we treat that
1768 * as walking. 1948 * as walking.
1769 */ 1949 */
1770 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1950 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1771 return 0; 1951 return 0;
1772 1952
1773 /* This is basically inverse logic of that below - basically, 1953 /* This is basically inverse logic of that below - basically,
1774 * if the object can avoid the move on or slow move, they do so, 1954 * 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 1955 * but can't do it if the alternate movement they are using is
1776 * blocked. Logic on this seems confusing, but does seem correct. 1956 * blocked. Logic on this seems confusing, but does seem correct.
1777 */ 1957 */
1778 if ((op->move_type & ~move_on & ~move_block) != 0 && 1958 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; 1959 return 0;
1780 1960
1781 /* The objects have to be checked from top to bottom. 1961 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1962 * Hence, we first go to the top:
1783 */ 1963 */
1784 1964
1785 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1965 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) { 1966 {
1787 /* Trim the search when we find the first other spell effect 1967 /* Trim the search when we find the first other spell effect
1788 * this helps performance so that if a space has 50 spell objects, 1968 * this helps performance so that if a space has 50 spell objects,
1789 * we don't need to check all of them. 1969 * we don't need to check all of them.
1790 */ 1970 */
1791 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1971 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1972 break;
1973 }
1974
1975 for (; tmp; tmp = tmp->below)
1792 } 1976 {
1793 for(;tmp!=NULL; tmp=tmp->below) { 1977 if (tmp == op)
1794 if (tmp == op) continue; /* Can't apply yourself */ 1978 continue; /* Can't apply yourself */
1795 1979
1796 /* Check to see if one of the movement types should be slowed down. 1980 /* 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 1981 * Second check makes sure that the movement types not being slowed
1798 * (~slow_move) is not blocked on this space - just because the 1982 * (~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 1983 * 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. 1984 * swim on that space, can't use it to avoid the penalty.
1801 */ 1985 */
1802 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1986 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1987 {
1803 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1988 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)) { 1989 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1990 {
1806 1991
1807 float diff; 1992 float
1808
1809 diff = tmp->move_slow_penalty*FABS(op->speed); 1993 diff = tmp->move_slow_penalty * FABS (op->speed);
1994
1810 if (op->type == PLAYER) { 1995 if (op->type == PLAYER)
1811 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1996 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))) { 1997 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1813 diff /= 4.0; 1998 diff /= 4.0;
1814 } 1999
1815 }
1816 op->speed_left -= diff; 2000 op->speed_left -= diff;
1817 } 2001 }
1818 } 2002 }
1819 2003
1820 /* Basically same logic as above, except now for actual apply. */ 2004 /* Basically same logic as above, except now for actual apply. */
1821 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 2005 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)) { 2006 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1824 2007 {
1825 move_apply(tmp, op, originator); 2008 move_apply (tmp, op, originator);
2009
1826 if (was_destroyed (op, tag)) 2010 if (op->destroyed ())
1827 return 1; 2011 return 1;
1828 2012
1829 /* what the person/creature stepped onto has moved the object 2013 /* what the person/creature stepped onto has moved the object
1830 * someplace new. Don't process any further - if we did, 2014 * someplace new. Don't process any further - if we did,
1831 * have a feeling strange problems would result. 2015 * have a feeling strange problems would result.
1832 */ 2016 */
1833 if (op->map != m || op->x != x || op->y != y) return 0; 2017 if (op->map != m || op->x != x || op->y != y)
2018 return 0;
1834 } 2019 }
1835 } 2020 }
2021
1836 return 0; 2022 return 0;
1837} 2023}
1838 2024
1839/* 2025/*
1840 * present_arch(arch, map, x, y) searches for any objects with 2026 * present_arch(arch, map, x, y) searches for any objects with
1841 * a matching archetype at the given map and coordinates. 2027 * a matching archetype at the given map and coordinates.
1842 * The first matching object is returned, or NULL if none. 2028 * The first matching object is returned, or NULL if none.
1843 */ 2029 */
1844 2030
2031object *
1845object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 2032present_arch (const archetype *at, maptile *m, int x, int y)
2033{
1846 object *tmp; 2034 object *
2035 tmp;
2036
1847 if(m==NULL || out_of_map(m,x,y)) { 2037 if (m == NULL || out_of_map (m, x, y))
2038 {
1848 LOG(llevError,"Present_arch called outside map.\n"); 2039 LOG (llevError, "Present_arch called outside map.\n");
1849 return NULL; 2040 return NULL;
1850 } 2041 }
1851 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2042 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1852 if(tmp->arch == at) 2043 if (tmp->arch == at)
1853 return tmp; 2044 return tmp;
1854 return NULL; 2045 return NULL;
1855} 2046}
1856 2047
1857/* 2048/*
1858 * present(type, map, x, y) searches for any objects with 2049 * present(type, map, x, y) searches for any objects with
1859 * a matching type variable at the given map and coordinates. 2050 * a matching type variable at the given map and coordinates.
1860 * The first matching object is returned, or NULL if none. 2051 * The first matching object is returned, or NULL if none.
1861 */ 2052 */
1862 2053
2054object *
1863object *present(unsigned char type,mapstruct *m, int x,int y) { 2055present (unsigned char type, maptile *m, int x, int y)
2056{
1864 object *tmp; 2057 object *
2058 tmp;
2059
1865 if(out_of_map(m,x,y)) { 2060 if (out_of_map (m, x, y))
2061 {
1866 LOG(llevError,"Present called outside map.\n"); 2062 LOG (llevError, "Present called outside map.\n");
1867 return NULL; 2063 return NULL;
1868 } 2064 }
1869 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2065 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1870 if(tmp->type==type) 2066 if (tmp->type == type)
1871 return tmp; 2067 return tmp;
1872 return NULL; 2068 return NULL;
1873} 2069}
1874 2070
1875/* 2071/*
1876 * present_in_ob(type, object) searches for any objects with 2072 * present_in_ob(type, object) searches for any objects with
1877 * a matching type variable in the inventory of the given object. 2073 * a matching type variable in the inventory of the given object.
1878 * The first matching object is returned, or NULL if none. 2074 * The first matching object is returned, or NULL if none.
1879 */ 2075 */
1880 2076
2077object *
1881object *present_in_ob(unsigned char type, const object *op) { 2078present_in_ob (unsigned char type, const object *op)
2079{
1882 object *tmp; 2080 object *
2081 tmp;
2082
1883 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2083 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1884 if(tmp->type==type) 2084 if (tmp->type == type)
1885 return tmp; 2085 return tmp;
1886 return NULL; 2086 return NULL;
1887} 2087}
1888 2088
1889/* 2089/*
1899 * the object name, not the archetype name. this is so that the 2099 * 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 2100 * spell code can use one object type (force), but change it's name
1901 * to be unique. 2101 * to be unique.
1902 */ 2102 */
1903 2103
2104object *
1904object *present_in_ob_by_name(int type, const char *str, const object *op) { 2105present_in_ob_by_name (int type, const char *str, const object *op)
2106{
1905 object *tmp; 2107 object *
2108 tmp;
1906 2109
1907 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2110 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2111 {
1908 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2112 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1909 return tmp; 2113 return tmp;
1910 } 2114 }
1911 return NULL; 2115 return NULL;
1912} 2116}
1913 2117
1914/* 2118/*
1915 * present_arch_in_ob(archetype, object) searches for any objects with 2119 * present_arch_in_ob(archetype, object) searches for any objects with
1916 * a matching archetype in the inventory of the given object. 2120 * a matching archetype in the inventory of the given object.
1917 * The first matching object is returned, or NULL if none. 2121 * The first matching object is returned, or NULL if none.
1918 */ 2122 */
1919 2123
2124object *
1920object *present_arch_in_ob(const archetype *at, const object *op) { 2125present_arch_in_ob (const archetype *at, const object *op)
2126{
1921 object *tmp; 2127 object *
2128 tmp;
2129
1922 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2130 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1923 if( tmp->arch == at) 2131 if (tmp->arch == at)
1924 return tmp; 2132 return tmp;
1925 return NULL; 2133 return NULL;
1926} 2134}
1927 2135
1928/* 2136/*
1929 * activate recursively a flag on an object inventory 2137 * activate recursively a flag on an object inventory
1930 */ 2138 */
2139void
1931void flag_inv(object*op, int flag){ 2140flag_inv (object *op, int flag)
2141{
1932 object *tmp; 2142 object *
2143 tmp;
2144
1933 if(op->inv) 2145 if (op->inv)
1934 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2146 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2147 {
1935 SET_FLAG(tmp, flag); 2148 SET_FLAG (tmp, flag);
1936 flag_inv(tmp,flag); 2149 flag_inv (tmp, flag);
1937 } 2150 }
1938}/* 2151} /*
1939 * desactivate recursively a flag on an object inventory 2152 * desactivate recursively a flag on an object inventory
1940 */ 2153 */
2154void
1941void unflag_inv(object*op, int flag){ 2155unflag_inv (object *op, int flag)
2156{
1942 object *tmp; 2157 object *
2158 tmp;
2159
1943 if(op->inv) 2160 if (op->inv)
1944 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2161 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2162 {
1945 CLEAR_FLAG(tmp, flag); 2163 CLEAR_FLAG (tmp, flag);
1946 unflag_inv(tmp,flag); 2164 unflag_inv (tmp, flag);
1947 } 2165 }
1948} 2166}
1949 2167
1950/* 2168/*
1951 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2169 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1952 * all it's inventory (recursively). 2170 * all it's inventory (recursively).
1953 * If checksums are used, a player will get set_cheat called for 2171 * 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. 2172 * him/her-self and all object carried by a call to this function.
1955 */ 2173 */
1956 2174
2175void
1957void set_cheat(object *op) { 2176set_cheat (object *op)
2177{
1958 SET_FLAG(op, FLAG_WAS_WIZ); 2178 SET_FLAG (op, FLAG_WAS_WIZ);
1959 flag_inv(op, FLAG_WAS_WIZ); 2179 flag_inv (op, FLAG_WAS_WIZ);
1960} 2180}
1961 2181
1962/* 2182/*
1963 * find_free_spot(object, map, x, y, start, stop) will search for 2183 * 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 2184 * 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 2199 * 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 2200 * the archetype because that isn't correct if the monster has been
1981 * customized, changed states, etc. 2201 * customized, changed states, etc.
1982 */ 2202 */
1983 2203
2204int
1984int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2205find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2206{
2207 int
2208 i,
1985 int i,index=0, flag; 2209 index = 0, flag;
2210 static int
1986 static int altern[SIZEOFFREE]; 2211 altern[SIZEOFFREE];
1987 2212
1988 for(i=start;i<stop;i++) { 2213 for (i = start; i < stop; i++)
2214 {
1989 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2215 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1990 if(!flag) 2216 if (!flag)
1991 altern[index++]=i; 2217 altern[index++] = i;
1992 2218
1993 /* Basically, if we find a wall on a space, we cut down the search size. 2219 /* 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. 2220 * 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 - 2221 * 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 2222 * 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 2223 * spaces in all the other directions, this will reduce the search space
1998 * to only the spaces immediately surrounding the target area, and 2224 * to only the spaces immediately surrounding the target area, and
1999 * won't look 2 spaces south of the target space. 2225 * won't look 2 spaces south of the target space.
2000 */ 2226 */
2001 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2227 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2002 stop=maxfree[i]; 2228 stop = maxfree[i];
2003 } 2229 }
2004 if(!index) return -1; 2230 if (!index)
2231 return -1;
2005 return altern[RANDOM()%index]; 2232 return altern[RANDOM () % index];
2006} 2233}
2007 2234
2008/* 2235/*
2009 * find_first_free_spot(archetype, mapstruct, x, y) works like 2236 * find_first_free_spot(archetype, maptile, x, y) works like
2010 * find_free_spot(), but it will search max number of squares. 2237 * find_free_spot(), but it will search max number of squares.
2011 * But it will return the first available spot, not a random choice. 2238 * 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. 2239 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2013 */ 2240 */
2014 2241
2242int
2015int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2243find_first_free_spot (const object *ob, maptile *m, int x, int y)
2244{
2245 int
2016 int i; 2246 i;
2247
2017 for(i=0;i<SIZEOFFREE;i++) { 2248 for (i = 0; i < SIZEOFFREE; i++)
2249 {
2018 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2250 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2019 return i; 2251 return i;
2020 } 2252 }
2021 return -1; 2253 return -1;
2022} 2254}
2023 2255
2024/* 2256/*
2025 * The function permute(arr, begin, end) randomly reorders the array 2257 * The function permute(arr, begin, end) randomly reorders the array
2026 * arr[begin..end-1]. 2258 * arr[begin..end-1].
2027 */ 2259 */
2260static void
2028static void permute(int *arr, int begin, int end) 2261permute (int *arr, int begin, int end)
2029{ 2262{
2030 int i, j, tmp, len; 2263 int
2264 i,
2265 j,
2266 tmp,
2267 len;
2031 2268
2032 len = end-begin; 2269 len = end - begin;
2033 for(i = begin; i < end; i++) 2270 for (i = begin; i < end; i++)
2034 { 2271 {
2035 j = begin+RANDOM()%len; 2272 j = begin + RANDOM () % len;
2036 2273
2037 tmp = arr[i]; 2274 tmp = arr[i];
2038 arr[i] = arr[j]; 2275 arr[i] = arr[j];
2039 arr[j] = tmp; 2276 arr[j] = tmp;
2040 } 2277 }
2041} 2278}
2042 2279
2043/* new function to make monster searching more efficient, and effective! 2280/* new function to make monster searching more efficient, and effective!
2044 * This basically returns a randomized array (in the passed pointer) of 2281 * 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 2282 * 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 2283 * 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 2284 * 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. 2285 * the 3x3 area will be searched, just not in a predictable order.
2049 */ 2286 */
2287void
2050void get_search_arr(int *search_arr) 2288get_search_arr (int *search_arr)
2051{ 2289{
2290 int
2052 int i; 2291 i;
2053 2292
2054 for(i = 0; i < SIZEOFFREE; i++) 2293 for (i = 0; i < SIZEOFFREE; i++)
2055 { 2294 {
2056 search_arr[i] = i; 2295 search_arr[i] = i;
2057 } 2296 }
2058 2297
2059 permute(search_arr, 1, SIZEOFFREE1+1); 2298 permute (search_arr, 1, SIZEOFFREE1 + 1);
2060 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2299 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2061 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2300 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2062} 2301}
2063 2302
2064/* 2303/*
2065 * find_dir(map, x, y, exclude) will search some close squares in the 2304 * find_dir(map, x, y, exclude) will search some close squares in the
2066 * given map at the given coordinates for live objects. 2305 * given map at the given coordinates for live objects.
2072 * is actually want is going to try and move there. We need this info 2311 * 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 2312 * because we have to know what movement the thing looking to move
2074 * there is capable of. 2313 * there is capable of.
2075 */ 2314 */
2076 2315
2316int
2077int find_dir(mapstruct *m, int x, int y, object *exclude) { 2317find_dir (maptile *m, int x, int y, object *exclude)
2318{
2319 int
2320 i,
2078 int i,max=SIZEOFFREE, mflags; 2321 max = SIZEOFFREE, mflags;
2322
2079 sint16 nx, ny; 2323 sint16 nx, ny;
2080 object *tmp; 2324 object *
2081 mapstruct *mp; 2325 tmp;
2326 maptile *
2327 mp;
2328
2082 MoveType blocked, move_type; 2329 MoveType blocked, move_type;
2083 2330
2084 if (exclude && exclude->head) { 2331 if (exclude && exclude->head)
2332 {
2085 exclude = exclude->head; 2333 exclude = exclude->head;
2086 move_type = exclude->move_type; 2334 move_type = exclude->move_type;
2087 } else { 2335 }
2336 else
2337 {
2088 /* If we don't have anything, presume it can use all movement types. */ 2338 /* If we don't have anything, presume it can use all movement types. */
2089 move_type=MOVE_ALL; 2339 move_type = MOVE_ALL;
2340 }
2341
2342 for (i = 1; i < max; i++)
2090 } 2343 {
2091
2092 for(i=1;i<max;i++) {
2093 mp = m; 2344 mp = m;
2094 nx = x + freearr_x[i]; 2345 nx = x + freearr_x[i];
2095 ny = y + freearr_y[i]; 2346 ny = y + freearr_y[i];
2096 2347
2097 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2348 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2098 if (mflags & P_OUT_OF_MAP) { 2349 if (mflags & P_OUT_OF_MAP)
2350 {
2099 max = maxfree[i]; 2351 max = maxfree[i];
2352 }
2100 } else { 2353 else
2354 {
2101 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2355 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2102 2356
2103 if ((move_type & blocked) == move_type) { 2357 if ((move_type & blocked) == move_type)
2358 {
2104 max=maxfree[i]; 2359 max = maxfree[i];
2360 }
2105 } else if (mflags & P_IS_ALIVE) { 2361 else if (mflags & P_IS_ALIVE)
2362 {
2106 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2363 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2107 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2364 {
2108 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2365 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2366 {
2109 break; 2367 break;
2110 } 2368 }
2111 } 2369 }
2112 if(tmp) { 2370 if (tmp)
2371 {
2113 return freedir[i]; 2372 return freedir[i];
2114 } 2373 }
2115 } 2374 }
2116 } 2375 }
2117 } 2376 }
2118 return 0; 2377 return 0;
2119} 2378}
2120 2379
2121/* 2380/*
2122 * distance(object 1, object 2) will return the square of the 2381 * distance(object 1, object 2) will return the square of the
2123 * distance between the two given objects. 2382 * distance between the two given objects.
2124 */ 2383 */
2125 2384
2385int
2126int distance(const object *ob1, const object *ob2) { 2386distance (const object *ob1, const object *ob2)
2387{
2127 int i; 2388 int
2128 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2389 i;
2129 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2390
2391 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2130 return i; 2392 return i;
2131} 2393}
2132 2394
2133/* 2395/*
2134 * find_dir_2(delta-x,delta-y) will return a direction in which 2396 * 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 2397 * an object which has subtracted the x and y coordinates of another
2136 * object, needs to travel toward it. 2398 * object, needs to travel toward it.
2137 */ 2399 */
2138 2400
2401int
2139int find_dir_2(int x, int y) { 2402find_dir_2 (int x, int y)
2403{
2140 int q; 2404 int
2405 q;
2141 2406
2142 if(y) 2407 if (y)
2143 q=x*100/y; 2408 q = x * 100 / y;
2144 else if (x) 2409 else if (x)
2145 q= -300*x; 2410 q = -300 * x;
2146 else 2411 else
2147 return 0; 2412 return 0;
2148 2413
2149 if(y>0) { 2414 if (y > 0)
2415 {
2150 if(q < -242) 2416 if (q < -242)
2151 return 3 ; 2417 return 3;
2152 if (q < -41) 2418 if (q < -41)
2153 return 2 ; 2419 return 2;
2154 if (q < 41) 2420 if (q < 41)
2155 return 1 ; 2421 return 1;
2156 if (q < 242) 2422 if (q < 242)
2157 return 8 ; 2423 return 8;
2158 return 7 ; 2424 return 7;
2159 } 2425 }
2160 2426
2161 if (q < -242) 2427 if (q < -242)
2162 return 7 ; 2428 return 7;
2163 if (q < -41) 2429 if (q < -41)
2164 return 6 ; 2430 return 6;
2165 if (q < 41) 2431 if (q < 41)
2166 return 5 ; 2432 return 5;
2167 if (q < 242) 2433 if (q < 242)
2168 return 4 ; 2434 return 4;
2169 2435
2170 return 3 ; 2436 return 3;
2171} 2437}
2172 2438
2173/* 2439/*
2174 * absdir(int): Returns a number between 1 and 8, which represent 2440 * absdir(int): Returns a number between 1 and 8, which represent
2175 * the "absolute" direction of a number (it actually takes care of 2441 * the "absolute" direction of a number (it actually takes care of
2176 * "overflow" in previous calculations of a direction). 2442 * "overflow" in previous calculations of a direction).
2177 */ 2443 */
2178 2444
2445int
2179int absdir(int d) { 2446absdir (int d)
2180 while(d<1) d+=8; 2447{
2181 while(d>8) d-=8; 2448 while (d < 1)
2449 d += 8;
2450 while (d > 8)
2451 d -= 8;
2182 return d; 2452 return d;
2183} 2453}
2184 2454
2185/* 2455/*
2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2456 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2187 * between two directions (which are expected to be absolute (see absdir()) 2457 * between two directions (which are expected to be absolute (see absdir())
2188 */ 2458 */
2189 2459
2460int
2190int dirdiff(int dir1, int dir2) { 2461dirdiff (int dir1, int dir2)
2462{
2191 int d; 2463 int
2464 d;
2465
2192 d = abs(dir1 - dir2); 2466 d = abs (dir1 - dir2);
2193 if(d>4) 2467 if (d > 4)
2194 d = 8 - d; 2468 d = 8 - d;
2195 return d; 2469 return d;
2196} 2470}
2197 2471
2198/* peterm: 2472/* peterm:
2203 * direction 4, 14, or 16 to get back to where we are. 2477 * 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 2478 * Moved from spell_util.c to object.c with the other related direction
2205 * functions. 2479 * functions.
2206 */ 2480 */
2207 2481
2482int
2208int reduction_dir[SIZEOFFREE][3] = { 2483 reduction_dir[SIZEOFFREE][3] = {
2209 {0,0,0}, /* 0 */ 2484 {0, 0, 0}, /* 0 */
2210 {0,0,0}, /* 1 */ 2485 {0, 0, 0}, /* 1 */
2211 {0,0,0}, /* 2 */ 2486 {0, 0, 0}, /* 2 */
2212 {0,0,0}, /* 3 */ 2487 {0, 0, 0}, /* 3 */
2213 {0,0,0}, /* 4 */ 2488 {0, 0, 0}, /* 4 */
2214 {0,0,0}, /* 5 */ 2489 {0, 0, 0}, /* 5 */
2215 {0,0,0}, /* 6 */ 2490 {0, 0, 0}, /* 6 */
2216 {0,0,0}, /* 7 */ 2491 {0, 0, 0}, /* 7 */
2217 {0,0,0}, /* 8 */ 2492 {0, 0, 0}, /* 8 */
2218 {8,1,2}, /* 9 */ 2493 {8, 1, 2}, /* 9 */
2219 {1,2,-1}, /* 10 */ 2494 {1, 2, -1}, /* 10 */
2220 {2,10,12}, /* 11 */ 2495 {2, 10, 12}, /* 11 */
2221 {2,3,-1}, /* 12 */ 2496 {2, 3, -1}, /* 12 */
2222 {2,3,4}, /* 13 */ 2497 {2, 3, 4}, /* 13 */
2223 {3,4,-1}, /* 14 */ 2498 {3, 4, -1}, /* 14 */
2224 {4,14,16}, /* 15 */ 2499 {4, 14, 16}, /* 15 */
2225 {5,4,-1}, /* 16 */ 2500 {5, 4, -1}, /* 16 */
2226 {4,5,6}, /* 17 */ 2501 {4, 5, 6}, /* 17 */
2227 {6,5,-1}, /* 18 */ 2502 {6, 5, -1}, /* 18 */
2228 {6,20,18}, /* 19 */ 2503 {6, 20, 18}, /* 19 */
2229 {7,6,-1}, /* 20 */ 2504 {7, 6, -1}, /* 20 */
2230 {6,7,8}, /* 21 */ 2505 {6, 7, 8}, /* 21 */
2231 {7,8,-1}, /* 22 */ 2506 {7, 8, -1}, /* 22 */
2232 {8,22,24}, /* 23 */ 2507 {8, 22, 24}, /* 23 */
2233 {8,1,-1}, /* 24 */ 2508 {8, 1, -1}, /* 24 */
2234 {24,9,10}, /* 25 */ 2509 {24, 9, 10}, /* 25 */
2235 {9,10,-1}, /* 26 */ 2510 {9, 10, -1}, /* 26 */
2236 {10,11,-1}, /* 27 */ 2511 {10, 11, -1}, /* 27 */
2237 {27,11,29}, /* 28 */ 2512 {27, 11, 29}, /* 28 */
2238 {11,12,-1}, /* 29 */ 2513 {11, 12, -1}, /* 29 */
2239 {12,13,-1}, /* 30 */ 2514 {12, 13, -1}, /* 30 */
2240 {12,13,14}, /* 31 */ 2515 {12, 13, 14}, /* 31 */
2241 {13,14,-1}, /* 32 */ 2516 {13, 14, -1}, /* 32 */
2242 {14,15,-1}, /* 33 */ 2517 {14, 15, -1}, /* 33 */
2243 {33,15,35}, /* 34 */ 2518 {33, 15, 35}, /* 34 */
2244 {16,15,-1}, /* 35 */ 2519 {16, 15, -1}, /* 35 */
2245 {17,16,-1}, /* 36 */ 2520 {17, 16, -1}, /* 36 */
2246 {18,17,16}, /* 37 */ 2521 {18, 17, 16}, /* 37 */
2247 {18,17,-1}, /* 38 */ 2522 {18, 17, -1}, /* 38 */
2248 {18,19,-1}, /* 39 */ 2523 {18, 19, -1}, /* 39 */
2249 {41,19,39}, /* 40 */ 2524 {41, 19, 39}, /* 40 */
2250 {19,20,-1}, /* 41 */ 2525 {19, 20, -1}, /* 41 */
2251 {20,21,-1}, /* 42 */ 2526 {20, 21, -1}, /* 42 */
2252 {20,21,22}, /* 43 */ 2527 {20, 21, 22}, /* 43 */
2253 {21,22,-1}, /* 44 */ 2528 {21, 22, -1}, /* 44 */
2254 {23,22,-1}, /* 45 */ 2529 {23, 22, -1}, /* 45 */
2255 {45,47,23}, /* 46 */ 2530 {45, 47, 23}, /* 46 */
2256 {23,24,-1}, /* 47 */ 2531 {23, 24, -1}, /* 47 */
2257 {24,9,-1}}; /* 48 */ 2532 {24, 9, -1}
2533}; /* 48 */
2258 2534
2259/* Recursive routine to step back and see if we can 2535/* Recursive routine to step back and see if we can
2260 * find a path to that monster that we found. If not, 2536 * find a path to that monster that we found. If not,
2261 * we don't bother going toward it. Returns 1 if we 2537 * we don't bother going toward it. Returns 1 if we
2262 * can see a direct way to get it 2538 * can see a direct way to get it
2263 * Modified to be map tile aware -.MSW 2539 * Modified to be map tile aware -.MSW
2264 */ 2540 */
2265
2266 2541
2542
2543int
2267int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2544can_see_monsterP (maptile *m, int x, int y, int dir)
2545{
2268 sint16 dx, dy; 2546 sint16 dx, dy;
2547 int
2269 int mflags; 2548 mflags;
2270 2549
2550 if (dir < 0)
2271 if(dir<0) return 0; /* exit condition: invalid direction */ 2551 return 0; /* exit condition: invalid direction */
2272 2552
2273 dx = x + freearr_x[dir]; 2553 dx = x + freearr_x[dir];
2274 dy = y + freearr_y[dir]; 2554 dy = y + freearr_y[dir];
2275 2555
2276 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2556 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2277 2557
2278 /* This functional arguably was incorrect before - it was 2558 /* This functional arguably was incorrect before - it was
2279 * checking for P_WALL - that was basically seeing if 2559 * checking for P_WALL - that was basically seeing if
2280 * we could move to the monster - this is being more 2560 * we could move to the monster - this is being more
2281 * literal on if we can see it. To know if we can actually 2561 * 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 2562 * move to the monster, we'd need the monster passed in or
2283 * at least its move type. 2563 * at least its move type.
2284 */ 2564 */
2285 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2565 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2566 return 0;
2286 2567
2287 /* yes, can see. */ 2568 /* yes, can see. */
2288 if(dir < 9) return 1; 2569 if (dir < 9)
2570 return 1;
2289 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2571 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2290 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2572 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} 2573}
2293 2574
2294 2575
2295 2576
2296/* 2577/*
2297 * can_pick(picker, item): finds out if an object is possible to be 2578 * 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 2579 * picked up by the picker. Returnes 1 if it can be
2299 * picked up, otherwise 0. 2580 * picked up, otherwise 0.
2300 * 2581 *
2302 * core dumps if they do. 2583 * core dumps if they do.
2303 * 2584 *
2304 * Add a check so we can't pick up invisible objects (0.93.8) 2585 * Add a check so we can't pick up invisible objects (0.93.8)
2305 */ 2586 */
2306 2587
2588int
2307int can_pick(const object *who, const object *item) { 2589can_pick (const object *who, const object *item)
2590{
2308 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2591 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2309 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2592 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2310 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2593 !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} 2594}
2313 2595
2314 2596
2315/* 2597/*
2316 * create clone from object to another 2598 * create clone from object to another
2317 */ 2599 */
2600object *
2318object *object_create_clone (object *asrc) { 2601object_create_clone (object *asrc)
2602{
2603 object *
2319 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2604 dst = NULL, *tmp, *src, *part, *prev, *item;
2320 2605
2606 if (!asrc)
2321 if(!asrc) return NULL; 2607 return NULL;
2322 src = asrc; 2608 src = asrc;
2323 if(src->head) 2609 if (src->head)
2324 src = src->head; 2610 src = src->head;
2325 2611
2326 prev = NULL; 2612 prev = NULL;
2327 for(part = src; part; part = part->more) { 2613 for (part = src; part; part = part->more)
2614 {
2328 tmp = get_object(); 2615 tmp = get_object ();
2329 copy_object(part,tmp); 2616 copy_object (part, tmp);
2330 tmp->x -= src->x; 2617 tmp->x -= src->x;
2331 tmp->y -= src->y; 2618 tmp->y -= src->y;
2332 if(!part->head) { 2619 if (!part->head)
2620 {
2333 dst = tmp; 2621 dst = tmp;
2334 tmp->head = NULL; 2622 tmp->head = NULL;
2623 }
2335 } else { 2624 else
2625 {
2336 tmp->head = dst; 2626 tmp->head = dst;
2337 } 2627 }
2338 tmp->more = NULL; 2628 tmp->more = NULL;
2339 if(prev) 2629 if (prev)
2340 prev->more = tmp; 2630 prev->more = tmp;
2341 prev = tmp; 2631 prev = tmp;
2342 } 2632 }
2343 /*** copy inventory ***/ 2633
2344 for(item = src->inv; item; item = item->below) { 2634 for (item = src->inv; item; item = item->below)
2345 (void) insert_ob_in_ob(object_create_clone(item),dst); 2635 insert_ob_in_ob (object_create_clone (item), dst);
2346 }
2347 2636
2348 return dst; 2637 return dst;
2349}
2350
2351/* return true if the object was destroyed, 0 otherwise */
2352int was_destroyed (const object *op, tag_t old_tag)
2353{
2354 /* checking for FLAG_FREED isn't necessary, but makes this function more
2355 * robust */
2356 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2357} 2638}
2358 2639
2359/* GROS - Creates an object using a string representing its content. */ 2640/* GROS - Creates an object using a string representing its content. */
2360/* Basically, we save the content of the string to a temp file, then call */ 2641/* Basically, we save the content of the string to a temp file, then call */
2361/* load_object on it. I admit it is a highly inefficient way to make things, */ 2642/* load_object on it. I admit it is a highly inefficient way to make things, */
2362/* but it was simple to make and allows reusing the load_object function. */ 2643/* but it was simple to make and allows reusing the load_object function. */
2363/* Remember not to use load_object_str in a time-critical situation. */ 2644/* Remember not to use load_object_str in a time-critical situation. */
2364/* Also remember that multiparts objects are not supported for now. */ 2645/* Also remember that multiparts objects are not supported for now. */
2365 2646
2647object *
2366object* load_object_str(const char *obstr) 2648load_object_str (const char *obstr)
2367{ 2649{
2368 object *op; 2650 object *op;
2369 char filename[MAX_BUF]; 2651 char filename[MAX_BUF];
2652
2370 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2653 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2371 2654
2372 FILE *tempfile=fopen(filename,"w"); 2655 FILE *tempfile = fopen (filename, "w");
2656
2373 if (tempfile == NULL) 2657 if (tempfile == NULL)
2374 { 2658 {
2375 LOG(llevError,"Error - Unable to access load object temp file\n"); 2659 LOG (llevError, "Error - Unable to access load object temp file\n");
2376 return NULL; 2660 return NULL;
2377 }; 2661 }
2662
2378 fprintf(tempfile,obstr); 2663 fprintf (tempfile, obstr);
2379 fclose(tempfile); 2664 fclose (tempfile);
2380 2665
2381 op=get_object(); 2666 op = get_object ();
2382 2667
2383 object_thawer thawer (filename); 2668 object_thawer thawer (filename);
2384 2669
2385 if (thawer) 2670 if (thawer)
2386 load_object(thawer,op,0); 2671 load_object (thawer, op, 0);
2387 2672
2388 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2673 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2389 CLEAR_FLAG(op,FLAG_REMOVED); 2674 CLEAR_FLAG (op, FLAG_REMOVED);
2390 2675
2391 return op; 2676 return op;
2392} 2677}
2393 2678
2394/* This returns the first object in who's inventory that 2679/* This returns the first object in who's inventory that
2395 * has the same type and subtype match. 2680 * has the same type and subtype match.
2396 * returns NULL if no match. 2681 * returns NULL if no match.
2397 */ 2682 */
2683object *
2398object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2684find_obj_by_type_subtype (const object *who, int type, int subtype)
2399{ 2685{
2400 object *tmp; 2686 object *tmp;
2401 2687
2402 for (tmp=who->inv; tmp; tmp=tmp->below) 2688 for (tmp = who->inv; tmp; tmp = tmp->below)
2403 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2689 if (tmp->type == type && tmp->subtype == subtype)
2690 return tmp;
2404 2691
2405 return NULL; 2692 return NULL;
2406} 2693}
2407 2694
2408/* If ob has a field named key, return the link from the list, 2695/* If ob has a field named key, return the link from the list,
2409 * otherwise return NULL. 2696 * otherwise return NULL.
2410 * 2697 *
2411 * key must be a passed in shared string - otherwise, this won't 2698 * key must be a passed in shared string - otherwise, this won't
2412 * do the desired thing. 2699 * do the desired thing.
2413 */ 2700 */
2701key_value *
2414key_value * get_ob_key_link(const object * ob, const char * key) { 2702get_ob_key_link (const object *ob, const char *key)
2703{
2415 key_value * link; 2704 key_value *link;
2416 2705
2417 for (link = ob->key_values; link != NULL; link = link->next) { 2706 for (link = ob->key_values; link != NULL; link = link->next)
2418 if (link->key == key) { 2707 if (link->key == key)
2419 return link; 2708 return link;
2420 } 2709
2421 }
2422
2423 return NULL; 2710 return NULL;
2424} 2711}
2425 2712
2426/* 2713/*
2427 * Returns the value of op has an extra_field for key, or NULL. 2714 * Returns the value of op has an extra_field for key, or NULL.
2428 * 2715 *
2429 * The argument doesn't need to be a shared string. 2716 * The argument doesn't need to be a shared string.
2430 * 2717 *
2431 * The returned string is shared. 2718 * The returned string is shared.
2432 */ 2719 */
2720const char *
2433const char * get_ob_key_value(const object * op, const char * const key) { 2721get_ob_key_value (const object *op, const char *const key)
2722{
2434 key_value * link; 2723 key_value *link;
2435 const char * canonical_key; 2724 shstr_cmp canonical_key (key);
2725
2726 if (!canonical_key)
2436 2727 {
2437 canonical_key = shstr::find (key);
2438
2439 if (canonical_key == NULL) {
2440 /* 1. There being a field named key on any object 2728 /* 1. There being a field named key on any object
2441 * implies there'd be a shared string to find. 2729 * implies there'd be a shared string to find.
2442 * 2. Since there isn't, no object has this field. 2730 * 2. Since there isn't, no object has this field.
2443 * 3. Therefore, *this* object doesn't have this field. 2731 * 3. Therefore, *this* object doesn't have this field.
2444 */ 2732 */
2445 return NULL; 2733 return 0;
2446 } 2734 }
2447 2735
2448 /* This is copied from get_ob_key_link() above - 2736 /* This is copied from get_ob_key_link() above -
2449 * only 4 lines, and saves the function call overhead. 2737 * only 4 lines, and saves the function call overhead.
2450 */ 2738 */
2451 for (link = op->key_values; link != NULL; link = link->next) { 2739 for (link = op->key_values; link; link = link->next)
2452 if (link->key == canonical_key) { 2740 if (link->key == canonical_key)
2453 return link->value; 2741 return link->value;
2454 } 2742
2455 } 2743 return 0;
2456 return NULL;
2457} 2744}
2458 2745
2459 2746
2460/* 2747/*
2461 * Updates the canonical_key in op to value. 2748 * 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 2752 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2466 * keys. 2753 * keys.
2467 * 2754 *
2468 * Returns TRUE on success. 2755 * Returns TRUE on success.
2469 */ 2756 */
2757int
2470int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2758set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2759{
2760 key_value *
2471 key_value * field = NULL, *last=NULL; 2761 field = NULL, *last = NULL;
2472 2762
2473 for (field=op->key_values; field != NULL; field=field->next) { 2763 for (field = op->key_values; field != NULL; field = field->next)
2764 {
2474 if (field->key != canonical_key) { 2765 if (field->key != canonical_key)
2766 {
2475 last = field; 2767 last = field;
2476 continue; 2768 continue;
2477 } 2769 }
2478 2770
2479 if (value) 2771 if (value)
2480 field->value = value; 2772 field->value = value;
2481 else { 2773 else
2774 {
2482 /* Basically, if the archetype has this key set, 2775 /* Basically, if the archetype has this key set,
2483 * we need to store the null value so when we save 2776 * we need to store the null value so when we save
2484 * it, we save the empty value so that when we load, 2777 * it, we save the empty value so that when we load,
2485 * we get this value back again. 2778 * we get this value back again.
2486 */ 2779 */
2487 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2780 if (get_ob_key_link (&op->arch->clone, canonical_key))
2488 field->value = 0; 2781 field->value = 0;
2782 else
2783 {
2784 if (last)
2785 last->next = field->next;
2489 else 2786 else
2490 {
2491 if (last) last->next = field->next;
2492 else op->key_values = field->next; 2787 op->key_values = field->next;
2493 2788
2494 delete field; 2789 delete field;
2495 } 2790 }
2496 } 2791 }
2497 return TRUE; 2792 return TRUE;
2498 } 2793 }
2499 /* IF we get here, key doesn't exist */ 2794 /* IF we get here, key doesn't exist */
2500 2795
2501 /* No field, we'll have to add it. */ 2796 /* No field, we'll have to add it. */
2797
2798 if (!add_key)
2502 2799 {
2503 if (!add_key) {
2504 return FALSE; 2800 return FALSE;
2505 } 2801 }
2506 /* There isn't any good reason to store a null 2802 /* There isn't any good reason to store a null
2507 * value in the key/value list. If the archetype has 2803 * value in the key/value list. If the archetype has
2508 * this key, then we should also have it, so shouldn't 2804 * this key, then we should also have it, so shouldn't
2509 * be here. If user wants to store empty strings, 2805 * be here. If user wants to store empty strings,
2510 * should pass in "" 2806 * should pass in ""
2511 */ 2807 */
2512 if (value == NULL) return TRUE; 2808 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; 2809 return TRUE;
2810
2811 field = new key_value;
2812
2813 field->key = canonical_key;
2814 field->value = value;
2815 /* Usual prepend-addition. */
2816 field->next = op->key_values;
2817 op->key_values = field;
2818
2819 return TRUE;
2523} 2820}
2524 2821
2525/* 2822/*
2526 * Updates the key in op to value. 2823 * Updates the key in op to value.
2527 * 2824 *
2529 * and not add new ones. 2826 * and not add new ones.
2530 * In general, should be little reason FALSE is ever passed in for add_key 2827 * In general, should be little reason FALSE is ever passed in for add_key
2531 * 2828 *
2532 * Returns TRUE on success. 2829 * Returns TRUE on success.
2533 */ 2830 */
2831int
2534int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2832set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2535{ 2833{
2536 shstr key_ (key); 2834 shstr key_ (key);
2835
2537 return set_ob_key_value_s (op, key_, value, add_key); 2836 return set_ob_key_value_s (op, key_, value, add_key);
2538} 2837}
2838
2839object::depth_iterator::depth_iterator (object *container)
2840: iterator_base (container)
2841{
2842 while (item->inv)
2843 item = item->inv;
2844}
2845
2846void
2847object::depth_iterator::next ()
2848{
2849 if (item->below)
2850 {
2851 item = item->below;
2852
2853 while (item->inv)
2854 item = item->inv;
2855 }
2856 else
2857 item = item->env;
2858}
2859
2860// return a suitable string describing an objetc in enough detail to find it
2861const char *
2862object::debug_desc (char *info) const
2863{
2864 char info2[256 * 3];
2865 char *p = info;
2866
2867 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2868 count,
2869 &name,
2870 title ? " " : "",
2871 title ? (const char *)title : "");
2872
2873 if (env)
2874 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2875
2876 if (map)
2877 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2878
2879 return info;
2880}
2881
2882const char *
2883object::debug_desc () const
2884{
2885 static char info[256 * 3];
2886 return debug_desc (info);
2887}
2888

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