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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 1.59 by root, Wed Dec 6 13:59:00 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.15 2006/09/04 13:55:54 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
42int nrofallocobjects = 0; 35int nrofallocobjects = 0;
36static UUID uuid;
37const uint64 UUID_SKIP = 1<<19;
43 38
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 39object *active_objects; /* List of active objects that need to be processed */
46 40
47short freearr_x[SIZEOFFREE]= 41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 43};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 46};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49};
56int freedir[SIZEOFFREE]= { 50int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53};
59 54
55static void
56write_uuid (void)
57{
58 char filename1[MAX_BUF], filename2[MAX_BUF];
59
60 sprintf (filename1, "%s/uuid", settings.localdir);
61 sprintf (filename2, "%s/uuid~", settings.localdir);
62
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 FILE *fp;
84
85 if (!(fp = fopen (filename, "r")))
86 {
87 if (errno == ENOENT)
88 {
89 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0;
91 write_uuid ();
92 return;
93 }
94
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1);
97 }
98
99 int version;
100 unsigned long long uid;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
102 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
104 _exit (1);
105 }
106
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid);
110 fclose (fp);
111}
112
113UUID
114gen_uuid ()
115{
116 UUID uid;
117
118 uid.seq = ++uuid.seq;
119
120 if (!(uuid.seq & (UUID_SKIP - 1)))
121 write_uuid ();
122
123 return uid;
124}
125
126void
127init_uuid ()
128{
129 read_uuid ();
130}
60 131
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 134compare_ob_value_lists_one (const object *wants, const object *has)
135{
63 key_value * wants_field; 136 key_value *wants_field;
64 137
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 139 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 140 * different structure or at least keep the lists sorted...
68 */ 141 */
69 142
70 /* For each field in wants, */ 143 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
145 {
72 key_value * has_field; 146 key_value *has_field;
73 147
74 /* Look for a field in has with the same key. */ 148 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
76 152 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 153 /* No field with that name. */
79 return FALSE; 154 return FALSE;
80 }
81 155 }
156
82 /* Found the matching field. */ 157 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 158 if (has_field->value != wants_field->value)
159 {
84 /* Values don't match, so this half of the comparison is false. */ 160 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 161 return FALSE;
86 } 162 }
87 163
88 /* If we get here, we found a match. Now for the next field in wants. */ 164 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 165 }
166
91 /* If we get here, every field in wants has a matching field in has. */ 167 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 168 return TRUE;
93} 169}
94 170
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 171/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 173compare_ob_value_lists (const object *ob1, const object *ob2)
174{
97 /* However, there may be fields in has which aren't partnered in wants, 175 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 176 * so we need to run the comparison *twice*. :(
99 */ 177 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 179}
102 180
103/* Function examines the 2 objects given to it, and returns true if 181/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 182 * they can be merged together.
105 * 183 *
111 * 189 *
112 * Improvements made with merge: Better checking on potion, and also 190 * Improvements made with merge: Better checking on potion, and also
113 * check weight 191 * check weight
114 */ 192 */
115 193
116int CAN_MERGE(object *ob1, object *ob2) { 194bool object::can_merge (object *ob1, object *ob2)
117 195{
118 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 197 if ((ob1 == ob2) || (ob1->type != ob2->type))
198 return 0;
120 199
121 if (ob1->speed != ob2->speed) return 0; 200 if (ob1->speed != ob2->speed)
122 /* Note sure why the following is the case - either the object has to 201 return 0;
123 * be animated or have a very low speed. Is this an attempted monster 202
124 * check? 203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof).
125 */ 206 */
126 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
208 return 0;
209
210 /* If the objects have been identified, set the BEEN_APPLIED flag.
211 * This is to the comparison of the flags below will be OK. We
212 * just can't ignore the been applied or identified flags, as they
213 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning.
215 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221
222
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) ||
233 (ob1->title != ob2->title) ||
234 (ob1->msg != ob2->msg) ||
235 (ob1->weight != ob2->weight) ||
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
238 (ob1->attacktype != ob2->attacktype) ||
239 (ob1->magic != ob2->magic) ||
240 (ob1->slaying != ob2->slaying) ||
241 (ob1->skill != ob2->skill) ||
242 (ob1->value != ob2->value) ||
243 (ob1->animation_id != ob2->animation_id) ||
244 (ob1->client_type != ob2->client_type) ||
245 (ob1->materialname != ob2->materialname) ||
246 (ob1->lore != ob2->lore) ||
247 (ob1->subtype != ob2->subtype) ||
248 (ob1->move_type != ob2->move_type) ||
249 (ob1->move_block != ob2->move_block) ||
250 (ob1->move_allow != ob2->move_allow) ||
251 (ob1->move_on != ob2->move_on) ||
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
253 return 0;
254
255 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory.
257 */
258 if (ob1->inv || ob2->inv)
259 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
127 return 0; 262 return 0;
128 263
129 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 264 /* Now check to see if the two inventory objects could merge */
130 * value could not be stored in a sint32 (which unfortunately sometimes is 265 if (!CAN_MERGE (ob1->inv, ob2->inv))
131 * used to store nrof).
132 */
133 if (ob1->nrof+ob2->nrof >= 1UL<<31)
134 return 0; 266 return 0;
135 267
136 /* This is really a spellbook check - really, we should
137 * check all objects in the inventory.
138 */
139 if (ob1->inv || ob2->inv) {
140 /* if one object has inventory but the other doesn't, not equiv */
141 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
142
143 /* Now check to see if the two inventory objects could merge */
144 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
145
146 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
147 * if it is valid. 269 * if it is valid.
148 */ 270 */
149 } 271 }
150 272
151 /* If the objects have been identified, set the BEEN_APPLIED flag.
152 * This is to the comparison of the flags below will be OK. We
153 * just can't ignore the been applied or identified flags, as they
154 * are not equal - just if it has been identified, the been_applied
155 * flags lose any meaning.
156 */
157 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
158 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
159
160 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
161 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
162
163
164 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
165 * being locked in inventory should prevent merging.
166 * 0x4 in flags3 is CLIENT_SENT
167 */
168 if ((ob1->arch != ob2->arch) ||
169 (ob1->flags[0] != ob2->flags[0]) ||
170 (ob1->flags[1] != ob2->flags[1]) ||
171 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
172 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
173 (ob1->name != ob2->name) ||
174 (ob1->title != ob2->title) ||
175 (ob1->msg != ob2->msg) ||
176 (ob1->weight != ob2->weight) ||
177 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
178 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
179 (ob1->attacktype != ob2->attacktype) ||
180 (ob1->magic != ob2->magic) ||
181 (ob1->slaying != ob2->slaying) ||
182 (ob1->skill != ob2->skill) ||
183 (ob1->value != ob2->value) ||
184 (ob1->animation_id != ob2->animation_id) ||
185 (ob1->client_type != ob2->client_type) ||
186 (ob1->materialname != ob2->materialname) ||
187 (ob1->lore != ob2->lore) ||
188 (ob1->subtype != ob2->subtype) ||
189 (ob1->move_type != ob2->move_type) ||
190 (ob1->move_block != ob2->move_block) ||
191 (ob1->move_allow != ob2->move_allow) ||
192 (ob1->move_on != ob2->move_on) ||
193 (ob1->move_off != ob2->move_off) ||
194 (ob1->move_slow != ob2->move_slow) ||
195 (ob1->move_slow_penalty != ob2->move_slow_penalty)
196 )
197 return 0;
198
199 /* Don't merge objects that are applied. With the new 'body' code, 273 /* Don't merge objects that are applied. With the new 'body' code,
200 * it is possible for most any character to have more than one of 274 * it is possible for most any character to have more than one of
201 * some items equipped, and we don't want those to merge. 275 * some items equipped, and we don't want those to merge.
202 */ 276 */
203 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
278 return 0;
279
280 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster
282 * check?
283 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
285 return 0;
286
287 switch (ob1->type)
288 {
289 case SCROLL:
290 if (ob1->level != ob2->level)
291 return 0;
292 break;
293 }
294
295 if (ob1->key_values != NULL || ob2->key_values != NULL)
296 {
297 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
299 /* One has fields, but the other one doesn't. */
204 return 0; 300 return 0;
205
206 switch (ob1->type) {
207 case SCROLL:
208 if (ob1->level != ob2->level) return 0;
209 break;
210
211 }
212 if (ob1->key_values != NULL || ob2->key_values != NULL) {
213 /* At least one of these has key_values. */
214 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
215 /* One has fields, but the other one doesn't. */
216 return 0;
217 } else if (!compare_ob_value_lists(ob1, ob2)) { 301 else if (!compare_ob_value_lists (ob1, ob2))
218 return 0; 302 return 0;
219 } 303 }
304
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self)
220 } 307 {
308 ob1->optimise ();
309 ob2->optimise ();
221 310
311 if (ob1->self || ob2->self)
312 return 0;
313 }
314
222 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
223 return 1; 316 return 1;
224} 317}
225 318
226/* 319/*
227 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
228 * an object is carrying. It goes through in figures out how much 321 * an object is carrying. It goes through in figures out how much
229 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
230 */ 323 */
231signed long sum_weight(object *op) { 324long
325sum_weight (object *op)
326{
232 signed long sum; 327 long sum;
233 object *inv; 328 object *inv;
329
234 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331 {
235 if (inv->inv) 332 if (inv->inv)
236 sum_weight(inv); 333 sum_weight (inv);
237 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
238 } 335 }
336
239 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
240 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
241 if(op->carrying != sum) 340 if (op->carrying != sum)
242 op->carrying = sum; 341 op->carrying = sum;
342
243 return sum; 343 return sum;
244} 344}
245 345
246/** 346/**
247 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
248 */ 348 */
249 349
350object *
250object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
251 while (op->env != NULL) 353 while (op->env != NULL)
252 op = op->env; 354 op = op->env;
253 return op; 355 return op;
254} 356}
255 357
256/* 358/*
257 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
258 * a better check. We basically keeping traversing up until we can't 360 * a better check. We basically keeping traversing up until we can't
259 * or find a player. 361 * or find a player.
260 */ 362 */
261 363
364object *
262object *is_player_inv (object *op) { 365is_player_inv (object *op)
366{
263 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 367 for (; op != NULL && op->type != PLAYER; op = op->env)
264 if (op->env==op) 368 if (op->env == op)
265 op->env = NULL; 369 op->env = NULL;
266 return op; 370 return op;
267} 371}
268 372
269/* 373/*
270 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
271 * Some error messages. 375 * Some error messages.
272 * The result of the dump is stored in the static global errmsg array. 376 * The result of the dump is stored in the static global errmsg array.
273 */ 377 */
274 378
275void dump_object2(object *op) { 379char *
276errmsg[0] = 0;
277return;
278 //TODO//D#d#
279#if 0
280 char *cp;
281/* object *tmp;*/
282
283 if(op->arch!=NULL) {
284 strcat(errmsg,"arch ");
285 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
286 strcat(errmsg,"\n");
287 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
288 strcat(errmsg,cp);
289#if 0
290 /* Don't dump player diffs - they are too long, mostly meaningless, and
291 * will overflow the buffer.
292 * Changed so that we don't dump inventory either. This may
293 * also overflow the buffer.
294 */
295 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297 for (tmp=op->inv; tmp; tmp=tmp->below)
298 dump_object2(tmp);
299#endif
300 strcat(errmsg,"end\n");
301 } else {
302 strcat(errmsg,"Object ");
303 if (op->name==NULL) strcat(errmsg, "(null)");
304 else strcat(errmsg,op->name);
305 strcat(errmsg,"\n");
306#if 0
307 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
308 strcat(errmsg,cp);
309 for (tmp=op->inv; tmp; tmp=tmp->below)
310 dump_object2(tmp);
311#endif
312 strcat(errmsg,"end\n");
313 }
314#endif
315}
316
317/*
318 * Dumps an object. Returns output in the static global errmsg array.
319 */
320
321void dump_object(object *op) { 380dump_object (object *op)
322 if(op==NULL) { 381{
323 strcpy(errmsg,"[NULL pointer]"); 382 if (!op)
324 return; 383 return strdup ("[NULLOBJ]");
325 }
326 errmsg[0]='\0';
327 dump_object2(op);
328}
329 384
330void dump_all_objects(void) { 385 object_freezer freezer;
331 object *op; 386 save_object (freezer, op, 3);
332 for(op=objects;op!=NULL;op=op->next) { 387 return freezer.as_string ();
333 dump_object(op);
334 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
335 }
336} 388}
337 389
338/* 390/*
339 * get_nearest_part(multi-object, object 2) returns the part of the 391 * get_nearest_part(multi-object, object 2) returns the part of the
340 * multi-object 1 which is closest to the second object. 392 * multi-object 1 which is closest to the second object.
341 * If it's not a multi-object, it is returned. 393 * If it's not a multi-object, it is returned.
342 */ 394 */
343 395
396object *
344object *get_nearest_part(object *op, const object *pl) { 397get_nearest_part (object *op, const object *pl)
398{
345 object *tmp,*closest; 399 object *tmp, *closest;
346 int last_dist,i; 400 int last_dist, i;
401
347 if(op->more==NULL) 402 if (op->more == NULL)
348 return op; 403 return op;
349 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
350 if((i=distance(tmp,pl))<last_dist) 405 if ((i = distance (tmp, pl)) < last_dist)
351 closest=tmp,last_dist=i; 406 closest = tmp, last_dist = i;
352 return closest; 407 return closest;
353} 408}
354 409
355/* 410/*
356 * Returns the object which has the count-variable equal to the argument. 411 * Returns the object which has the count-variable equal to the argument.
357 */ 412 */
358 413
414object *
359object *find_object(tag_t i) { 415find_object (tag_t i)
360 object *op; 416{
361 for(op=objects;op!=NULL;op=op->next) 417 for (object *op = object::first; op; op = op->next)
362 if(op->count==i) 418 if (op->count == i)
363 break; 419 return op;
420
364 return op; 421 return 0;
365} 422}
366 423
367/* 424/*
368 * Returns the first object which has a name equal to the argument. 425 * Returns the first object which has a name equal to the argument.
369 * Used only by the patch command, but not all that useful. 426 * Used only by the patch command, but not all that useful.
370 * Enables features like "patch <name-of-other-player> food 999" 427 * Enables features like "patch <name-of-other-player> food 999"
371 */ 428 */
372 429
430object *
373object *find_object_name(const char *str) { 431find_object_name (const char *str)
374 const char *name = shstr::find (str); 432{
433 shstr_cmp str_ (str);
375 object *op; 434 object *op;
435
376 for(op=objects;op!=NULL;op=op->next) 436 for (op = object::first; op != NULL; op = op->next)
377 if(&op->name == name) 437 if (op->name == str_)
378 break; 438 break;
379 439
380 return op; 440 return op;
381} 441}
382 442
443void
383void free_all_object_data () 444free_all_object_data ()
384{ 445{
385 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
386}
387
388/*
389 * Returns the object which this object marks as being the owner.
390 * A id-scheme is used to avoid pointing to objects which have been
391 * freed and are now reused. If this is detected, the owner is
392 * set to NULL, and NULL is returned.
393 * Changed 2004-02-12 - if the player is setting at the play again
394 * prompt, he is removed, and we don't want to treat him as an owner of
395 * anything, so check removed flag. I don't expect that this should break
396 * anything - once an object is removed, it is basically dead anyways.
397 */
398
399object *get_owner(object *op) {
400 if(op->owner==NULL)
401 return NULL;
402
403 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
404 op->owner->count==op->ownercount)
405 return op->owner;
406
407 op->owner=NULL;
408 op->ownercount=0;
409 return NULL;
410}
411
412void clear_owner(object *op)
413{
414 if (!op) return;
415
416 if (op->owner && op->ownercount == op->owner->count)
417 op->owner->refcount--;
418
419 op->owner = NULL;
420 op->ownercount = 0;
421} 447}
422 448
423/* 449/*
424 * Sets the owner and sets the skill and exp pointers to owner's current 450 * Sets the owner and sets the skill and exp pointers to owner's current
425 * skill and experience objects. 451 * skill and experience objects.
426 */ 452 */
427void set_owner (object *op, object *owner) 453void
454object::set_owner (object *owner)
428{ 455{
429 if(owner==NULL||op==NULL) 456 if (!owner)
430 return; 457 return;
431 458
432 /* next line added to allow objects which own objects */ 459 /* next line added to allow objects which own objects */
433 /* Add a check for ownercounts in here, as I got into an endless loop 460 /* Add a check for ownercounts in here, as I got into an endless loop
434 * with the fireball owning a poison cloud which then owned the 461 * with the fireball owning a poison cloud which then owned the
435 * fireball. I believe that was caused by one of the objects getting 462 * fireball. I believe that was caused by one of the objects getting
436 * freed and then another object replacing it. Since the ownercounts 463 * freed and then another object replacing it. Since the ownercounts
437 * didn't match, this check is valid and I believe that cause is valid. 464 * didn't match, this check is valid and I believe that cause is valid.
438 */ 465 */
439 while (owner->owner && owner!=owner->owner && 466 while (owner->owner)
440 owner->ownercount==owner->owner->count) owner=owner->owner; 467 owner = owner->owner;
441 468
442 /* IF the owner still has an owner, we did not resolve to a final owner.
443 * so lets not add to that.
444 */
445 if (owner->owner) return;
446
447 op->owner=owner; 469 this->owner = owner;
448
449 op->ownercount=owner->count;
450 owner->refcount++;
451
452}
453
454/* Set the owner to clone's current owner and set the skill and experience
455 * objects to clone's objects (typically those objects that where the owner's
456 * current skill and experience objects at the time when clone's owner was
457 * set - not the owner's current skill and experience objects).
458 *
459 * Use this function if player created an object (e.g. fire bullet, swarm
460 * spell), and this object creates further objects whose kills should be
461 * accounted for the player's original skill, even if player has changed
462 * skills meanwhile.
463 */
464void copy_owner (object *op, object *clone)
465{
466 object *owner = get_owner (clone);
467 if (owner == NULL) {
468 /* players don't have owners - they own themselves. Update
469 * as appropriate.
470 */
471 if (clone->type == PLAYER) owner=clone;
472 else return;
473 }
474 set_owner(op, owner);
475
476} 470}
477 471
478/* Zero the key_values on op, decrementing the shared-string 472/* Zero the key_values on op, decrementing the shared-string
479 * refcounts and freeing the links. 473 * refcounts and freeing the links.
480 */ 474 */
475static void
481static void free_key_values(object * op) 476free_key_values (object *op)
482{ 477{
483 for (key_value *i = op->key_values; i != 0; ) 478 for (key_value *i = op->key_values; i != 0;)
484 { 479 {
485 key_value *next = i->next; 480 key_value *next = i->next;
486 delete i; 481 delete i;
482
487 i = next; 483 i = next;
488 } 484 }
489 485
490 op->key_values = 0; 486 op->key_values = 0;
491} 487}
492 488
493void object::clear () 489void object::clear ()
494{ 490{
495 attachable_base::clear (); 491 attachable_base::clear ();
496 492
497 free_key_values (this); 493 free_key_values (this);
498 494
499 name = 0; 495 owner = 0;
496 name = 0;
500 name_pl = 0; 497 name_pl = 0;
501 title = 0; 498 title = 0;
502 race = 0; 499 race = 0;
503 slaying = 0; 500 slaying = 0;
504 skill = 0; 501 skill = 0;
505 msg = 0; 502 msg = 0;
506 lore = 0; 503 lore = 0;
507 custom_name = 0; 504 custom_name = 0;
508 materialname = 0; 505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
509 517
510 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
511 519
512 SET_FLAG (this, FLAG_REMOVED); 520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
513} 529}
514 530
515void object::clone (object *destination) 531void object::clone (object *destination)
516{ 532{
517 *(object_copy *)destination = *(object_copy *)this; 533 *(object_copy *)destination = *this;
518 *(object_pod *)destination = *(object_pod *)this; 534 *(object_pod *)destination = *this;
519 535
520 if (self || cb) 536 if (self || cb)
521 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
522}
523
524/*
525 * clear_object() frees everything allocated by an object, and also
526 * clears all variables and flags to default settings.
527 */
528
529void clear_object (object *op)
530{
531 op->clear ();
532
533 op->contr = NULL;
534 op->below = NULL;
535 op->above = NULL;
536 op->inv = NULL;
537 op->container=NULL;
538 op->env=NULL;
539 op->more=NULL;
540 op->head=NULL;
541 op->map=NULL;
542 op->refcount=0;
543 op->active_next = NULL;
544 op->active_prev = NULL;
545 /* What is not cleared is next, prev, and count */
546
547 op->expmul = 1.0;
548 op->face = blank_face;
549 op->attacked_by_count = -1;
550
551 if (settings.casting_time)
552 op->casting_time = -1;
553} 538}
554 539
555/* 540/*
556 * copy object first frees everything allocated by the second object, 541 * copy object first frees everything allocated by the second object,
557 * and then copies the contends of the first object into the second 542 * and then copies the contends of the first object into the second
558 * object, allocating what needs to be allocated. Basically, any 543 * object, allocating what needs to be allocated. Basically, any
559 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 544 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
560 * if the first object is freed, the pointers in the new object 545 * if the first object is freed, the pointers in the new object
561 * will point at garbage. 546 * will point at garbage.
562 */ 547 */
563 548void
564void copy_object (object *op2, object *op) 549copy_object (object *op2, object *op)
565{ 550{
566 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 551 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
567 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
568 553
569 op2->clone (op); 554 op2->clone (op);
570 555
556 if (is_freed)
571 if (is_freed) SET_FLAG (op, FLAG_FREED); 557 SET_FLAG (op, FLAG_FREED);
558
559 if (is_removed)
572 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 560 SET_FLAG (op, FLAG_REMOVED);
573 561
574 if (op2->speed < 0) 562 if (op2->speed < 0)
575 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 563 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
576 564
577 /* Copy over key_values, if any. */ 565 /* Copy over key_values, if any. */
578 if (op2->key_values != NULL) 566 if (op2->key_values)
579 { 567 {
580 key_value *tail = NULL; 568 key_value *tail = 0;
581 key_value *i; 569 key_value *i;
582 570
583 op->key_values = NULL; 571 op->key_values = 0;
584 572
585 for (i = op2->key_values; i != NULL; i = i->next) 573 for (i = op2->key_values; i; i = i->next)
586 { 574 {
587 key_value *new_link = new key_value; 575 key_value *new_link = new key_value;
588 576
589 new_link->next = NULL; 577 new_link->next = 0;
590 new_link->key = i->key; 578 new_link->key = i->key;
591 new_link->value = i->value; 579 new_link->value = i->value;
592 580
593 /* Try and be clever here, too. */ 581 /* Try and be clever here, too. */
594 if (op->key_values == NULL) 582 if (!op->key_values)
595 { 583 {
596 op->key_values = new_link; 584 op->key_values = new_link;
597 tail = new_link; 585 tail = new_link;
598 } 586 }
599 else 587 else
606 594
607 update_ob_speed (op); 595 update_ob_speed (op);
608} 596}
609 597
610/* 598/*
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 599 * 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 600 * 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. 601 * be called to update the face variable, _and_ how it looks on the map.
646 */ 602 */
647 603
604void
648void update_turn_face(object *op) { 605update_turn_face (object *op)
606{
649 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 607 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
650 return; 608 return;
651 SET_ANIMATION(op, op->direction); 609 SET_ANIMATION (op, op->direction);
652 update_object(op,UP_OBJ_FACE); 610 update_object (op, UP_OBJ_FACE);
653} 611}
654 612
655/* 613/*
656 * Updates the speed of an object. If the speed changes from 0 to another 614 * 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. 615 * 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. 616 * This function needs to be called whenever the speed of an object changes.
659 */ 617 */
660 618void
661void update_ob_speed(object *op) { 619update_ob_speed (object *op)
620{
662 extern int arch_init; 621 extern int arch_init;
663 622
664 /* No reason putting the archetypes objects on the speed list, 623 /* No reason putting the archetypes objects on the speed list,
665 * since they never really need to be updated. 624 * since they never really need to be updated.
666 */ 625 */
667 626
668 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 627 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
628 {
669 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 629 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
670#ifdef MANY_CORES 630#ifdef MANY_CORES
671 abort(); 631 abort ();
672#else 632#else
673 op->speed = 0; 633 op->speed = 0;
674#endif 634#endif
675 } 635 }
636
676 if (arch_init) { 637 if (arch_init)
638 return;
639
640 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
641 {
642 /* If already on active list, don't do anything */
643 if (op->active_next || op->active_prev || op == active_objects)
677 return; 644 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;
683 645
684 /* process_events() expects us to insert the object at the beginning 646 /* process_events() expects us to insert the object at the beginning
685 * of the list. */ 647 * of the list. */
686 op->active_next = active_objects; 648 op->active_next = active_objects;
649
687 if (op->active_next!=NULL) 650 if (op->active_next != NULL)
688 op->active_next->active_prev = op; 651 op->active_next->active_prev = op;
652
689 active_objects = op; 653 active_objects = op;
654 }
655 else
690 } 656 {
691 else {
692 /* If not on the active list, nothing needs to be done */ 657 /* If not on the active list, nothing needs to be done */
693 if (!op->active_next && !op->active_prev && op!=active_objects) 658 if (!op->active_next && !op->active_prev && op != active_objects)
694 return; 659 return;
695 660
696 if (op->active_prev==NULL) { 661 if (op->active_prev == NULL)
662 {
697 active_objects = op->active_next; 663 active_objects = op->active_next;
664
698 if (op->active_next!=NULL) 665 if (op->active_next != NULL)
699 op->active_next->active_prev = NULL; 666 op->active_next->active_prev = NULL;
667 }
668 else
700 } 669 {
701 else {
702 op->active_prev->active_next = op->active_next; 670 op->active_prev->active_next = op->active_next;
671
703 if (op->active_next) 672 if (op->active_next)
704 op->active_next->active_prev = op->active_prev; 673 op->active_next->active_prev = op->active_prev;
705 } 674 }
675
706 op->active_next = NULL; 676 op->active_next = NULL;
707 op->active_prev = NULL; 677 op->active_prev = NULL;
708 } 678 }
709} 679}
710 680
711/* This function removes object 'op' from the list of active 681/* This function removes object 'op' from the list of active
712 * objects. 682 * objects.
714 * reference maps where you don't want an object that isn't 684 * reference maps where you don't want an object that isn't
715 * in play chewing up cpu time getting processed. 685 * in play chewing up cpu time getting processed.
716 * The reverse of this is to call update_ob_speed, which 686 * The reverse of this is to call update_ob_speed, which
717 * will do the right thing based on the speed of the object. 687 * will do the right thing based on the speed of the object.
718 */ 688 */
689void
719void remove_from_active_list(object *op) 690remove_from_active_list (object *op)
720{ 691{
721 /* If not on the active list, nothing needs to be done */ 692 /* If not on the active list, nothing needs to be done */
722 if (!op->active_next && !op->active_prev && op!=active_objects) 693 if (!op->active_next && !op->active_prev && op != active_objects)
723 return; 694 return;
724 695
725 if (op->active_prev==NULL) { 696 if (op->active_prev == NULL)
697 {
726 active_objects = op->active_next; 698 active_objects = op->active_next;
727 if (op->active_next!=NULL) 699 if (op->active_next != NULL)
728 op->active_next->active_prev = NULL; 700 op->active_next->active_prev = NULL;
701 }
702 else
729 } 703 {
730 else {
731 op->active_prev->active_next = op->active_next; 704 op->active_prev->active_next = op->active_next;
732 if (op->active_next) 705 if (op->active_next)
733 op->active_next->active_prev = op->active_prev; 706 op->active_next->active_prev = op->active_prev;
734 } 707 }
735 op->active_next = NULL; 708 op->active_next = NULL;
736 op->active_prev = NULL; 709 op->active_prev = NULL;
737} 710}
738 711
739/* 712/*
740 * update_object() updates the array which represents the map. 713 * update_object() updates the array which represents the map.
741 * It takes into account invisible objects (and represent squares covered 714 * It takes into account invisible objects (and represent squares covered
756 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 729 * 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. 730 * as that is easier than trying to look at what may have changed.
758 * UP_OBJ_FACE: only the objects face has changed. 731 * UP_OBJ_FACE: only the objects face has changed.
759 */ 732 */
760 733
734void
761void update_object(object *op, int action) { 735update_object (object *op, int action)
736{
762 int update_now=0, flags; 737 int update_now = 0, flags;
763 MoveType move_on, move_off, move_block, move_slow; 738 MoveType move_on, move_off, move_block, move_slow;
764 739
765 if (op == NULL) { 740 if (op == NULL)
741 {
766 /* this should never happen */ 742 /* this should never happen */
767 LOG(llevDebug,"update_object() called for NULL object.\n"); 743 LOG (llevDebug, "update_object() called for NULL object.\n");
768 return; 744 return;
769 }
770 745 }
746
771 if(op->env!=NULL) { 747 if (op->env != NULL)
748 {
772 /* Animation is currently handled by client, so nothing 749 /* Animation is currently handled by client, so nothing
773 * to do in this case. 750 * to do in this case.
774 */ 751 */
775 return; 752 return;
776 } 753 }
777 754
778 /* If the map is saving, don't do anything as everything is 755 /* If the map is saving, don't do anything as everything is
779 * going to get freed anyways. 756 * going to get freed anyways.
780 */ 757 */
781 if (!op->map || op->map->in_memory == MAP_SAVING) return; 758 if (!op->map || op->map->in_memory == MAP_SAVING)
782 759 return;
760
783 /* make sure the object is within map boundaries */ 761 /* make sure the object is within map boundaries */
784 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 762 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)) { 763 {
786 LOG(llevError,"update_object() called for object out of map!\n"); 764 LOG (llevError, "update_object() called for object out of map!\n");
787#ifdef MANY_CORES 765#ifdef MANY_CORES
788 abort(); 766 abort ();
789#endif 767#endif
790 return; 768 return;
791 }
792 769 }
770
793 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 771 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
794 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 772 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); 773 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); 774 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); 775 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); 776 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
799 777
800 if (action == UP_OBJ_INSERT) { 778 if (action == UP_OBJ_INSERT)
779 {
801 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 780 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
802 update_now=1; 781 update_now = 1;
803 782
804 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 783 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
805 update_now=1; 784 update_now = 1;
806 785
807 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 786 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
808 update_now=1; 787 update_now = 1;
809 788
810 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 789 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
811 update_now=1; 790 update_now = 1;
812 791
792 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
793 update_now = 1;
794
813 if ((move_on | op->move_on) != move_on) update_now=1; 795 if ((move_on | op->move_on) != move_on)
796 update_now = 1;
797
814 if ((move_off | op->move_off) != move_off) update_now=1; 798 if ((move_off | op->move_off) != move_off)
799 update_now = 1;
800
815 /* This isn't perfect, but I don't expect a lot of objects to 801 /* This isn't perfect, but I don't expect a lot of objects to
816 * to have move_allow right now. 802 * to have move_allow right now.
817 */ 803 */
818 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 804 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
819 update_now=1; 805 update_now = 1;
806
820 if ((move_slow | op->move_slow) != move_slow) update_now=1; 807 if ((move_slow | op->move_slow) != move_slow)
808 update_now = 1;
821 } 809 }
810
822 /* if the object is being removed, we can't make intelligent 811 /* if the object is being removed, we can't make intelligent
823 * decisions, because remove_ob can't really pass the object 812 * decisions, because remove_ob can't really pass the object
824 * that is being removed. 813 * that is being removed.
825 */ 814 */
826 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 815 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
827 update_now=1; 816 update_now = 1;
828 } else if (action == UP_OBJ_FACE) { 817 else if (action == UP_OBJ_FACE)
829 /* Nothing to do for that case */ 818 /* Nothing to do for that case */ ;
830 }
831 else { 819 else
832 LOG(llevError,"update_object called with invalid action: %d\n", action); 820 LOG (llevError, "update_object called with invalid action: %d\n", action);
833 }
834 821
835 if (update_now) { 822 if (update_now)
823 {
836 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 824 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); 825 update_position (op->map, op->x, op->y);
838 } 826 }
839 827
840 if(op->more!=NULL) 828 if (op->more != NULL)
841 update_object(op->more, action); 829 update_object (op->more, action);
842} 830}
843 831
832object::vector object::mortals;
833object::vector object::objects; // not yet used
834object *object::first;
835
836void object::free_mortals ()
837{
838 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
839 if ((*i)->refcnt)
840 ++i; // further delay freeing
841 else
842 {
843 delete *i;
844 mortals.erase (i);
845 }
846}
847
848object::object ()
849{
850 SET_FLAG (this, FLAG_REMOVED);
851
852 expmul = 1.0;
853 face = blank_face;
854}
855
856object::~object ()
857{
858 free_key_values (this);
859}
860
861void object::link ()
862{
863 count = ++ob_count;
864 uuid = gen_uuid ();
865
866 prev = 0;
867 next = object::first;
868
869 if (object::first)
870 object::first->prev = this;
871
872 object::first = this;
873}
874
875void object::unlink ()
876{
877 if (this == object::first)
878 object::first = next;
879
880 /* Remove this object from the list of used objects */
881 if (prev) prev->next = next;
882 if (next) next->prev = prev;
883
884 prev = 0;
885 next = 0;
886}
887
888object *object::create ()
889{
890 object *op = new object;
891 op->link ();
892 return op;
893}
844 894
845/* 895/*
846 * free_object() frees everything allocated by an object, removes 896 * free_object() frees everything allocated by an object, removes
847 * it from the list of used objects, and puts it on the list of 897 * 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. 898 * free objects. The IS_FREED() flag is set in the object.
849 * The object must have been removed by remove_ob() first for 899 * The object must have been removed by remove_ob() first for
850 * this function to succeed. 900 * this function to succeed.
851 * 901 *
852 * If free_inventory is set, free inventory as well. Else drop items in 902 * If destroy_inventory is set, free inventory as well. Else drop items in
853 * inventory to the ground. 903 * inventory to the ground.
854 */ 904 */
855 905void object::destroy (bool destroy_inventory)
856void
857free_object (object * ob)
858{ 906{
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)) 907 if (QUERY_FLAG (this, FLAG_FREED))
868 { 908 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 }
875 909
876 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 910 if (QUERY_FLAG (this, FLAG_FRIENDLY))
877 {
878 LOG (llevMonster, "Warning: tried to free friendly object.\n");
879 remove_friendly_object (ob); 911 remove_friendly_object (this);
880 }
881 912
882 if (QUERY_FLAG (ob, FLAG_FREED)) 913 if (!QUERY_FLAG (this, FLAG_REMOVED))
883 { 914 remove_ob (this);
884 dump_object (ob); 915
885 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 916 SET_FLAG (this, FLAG_FREED);
886 return; 917
918 if (more)
887 } 919 {
888 920 more->destroy (destroy_inventory);
889 if (ob->more != NULL) 921 more = 0;
890 { 922 }
891 free_object2 (ob->more, free_inventory);
892 ob->more = NULL;
893 }
894 923
895 if (ob->inv) 924 if (inv)
896 { 925 {
897 /* Only if the space blocks everything do we not process - 926 /* Only if the space blocks everything do we not process -
898 * if some form of movemnt is allowed, let objects 927 * if some form of movement is allowed, let objects
899 * drop on that space. 928 * drop on that space.
900 */ 929 */
901 if (free_inventory || ob->map == NULL 930 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
902 || ob->map->in_memory != MAP_IN_MEMORY 931 {
903 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 932 object *op = inv;
904 {
905 op = ob->inv;
906 933
907 while (op != NULL) 934 while (op)
908 { 935 {
909 tmp = op->below; 936 object *tmp = op->below;
910 remove_ob (op); 937 op->destroy (destroy_inventory);
911 free_object2 (op, free_inventory);
912 op = tmp; 938 op = tmp;
913 } 939 }
914 } 940 }
915 else 941 else
916 { /* Put objects in inventory onto this space */ 942 { /* Put objects in inventory onto this space */
917 op = ob->inv; 943 object *op = inv;
918 944
919 while (op != NULL) 945 while (op)
920 { 946 {
921 tmp = op->below; 947 object *tmp = op->below;
948
922 remove_ob (op); 949 remove_ob (op);
923 950
924 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 951 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
925 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 952 || 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)) 953 free_object (op);
927 free_object (op); 954 else
928 else 955 {
929 { 956 op->x = x;
930 op->x = ob->x; 957 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 */ 958 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
933 } 959 }
934 960
935 op = tmp; 961 op = tmp;
962 }
963 }
936 } 964 }
937 } 965
966 // hack to ensure that freed objects still have a valid map
967 {
968 static maptile *freed_map; // freed objects are moved here to avoid crashes
969
970 if (!freed_map)
971 {
972 freed_map = new maptile;
973
974 freed_map->name = "/internal/freed_objects_map";
975 freed_map->width = 3;
976 freed_map->height = 3;
977
978 freed_map->allocate ();
938 } 979 }
980
981 map = freed_map;
982 x = 1;
983 y = 1;
984 }
985
986 // clear those pointers that likely might have circular references to us
987 owner = 0;
988 enemy = 0;
989 attacked_by = 0;
990
991 // only relevant for players(?), but make sure of it anyways
992 contr = 0;
939 993
940 /* Remove object from the active list */ 994 /* Remove object from the active list */
941 ob->speed = 0; 995 speed = 0;
942 update_ob_speed (ob); 996 update_ob_speed (this);
943 997
944 SET_FLAG (ob, FLAG_FREED); 998 unlink ();
945 ob->count = 0;
946 999
947 /* Remove this object from the list of used objects */ 1000 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} 1001}
971 1002
972/* 1003/*
973 * sub_weight() recursively (outwards) subtracts a number from the 1004 * sub_weight() recursively (outwards) subtracts a number from the
974 * weight of an object (and what is carried by it's environment(s)). 1005 * weight of an object (and what is carried by it's environment(s)).
975 */ 1006 */
976 1007void
977void sub_weight (object *op, signed long weight) { 1008sub_weight (object *op, signed long weight)
1009{
978 while (op != NULL) { 1010 while (op != NULL)
1011 {
979 if (op->type == CONTAINER) { 1012 if (op->type == CONTAINER)
980 weight=(signed long)(weight*(100-op->stats.Str)/100); 1013 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
981 } 1014
982 op->carrying-=weight; 1015 op->carrying -= weight;
983 op = op->env; 1016 op = op->env;
984 } 1017 }
985} 1018}
986 1019
987/* remove_ob(op): 1020/* remove_ob(op):
988 * This function removes the object op from the linked list of objects 1021 * 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 1022 * which it is currently tied to. When this function is done, the
990 * object will have no environment. If the object previously had an 1023 * object will have no environment. If the object previously had an
991 * environment, the x and y coordinates will be updated to 1024 * environment, the x and y coordinates will be updated to
992 * the previous environment. 1025 * the previous environment.
993 * Beware: This function is called from the editor as well! 1026 * Beware: This function is called from the editor as well!
994 */ 1027 */
995 1028void
996void remove_ob(object *op) { 1029object::remove ()
1030{
997 object *tmp,*last=NULL; 1031 object *tmp, *last = 0;
998 object *otmp; 1032 object *otmp;
999 tag_t tag; 1033
1000 int check_walk_off; 1034 int check_walk_off;
1001 mapstruct *m;
1002 sint16 x,y;
1003
1004 1035
1005 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1036 if (QUERY_FLAG (this, FLAG_REMOVED))
1006 dump_object(op); 1037 return;
1007 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1008 1038
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); 1039 SET_FLAG (this, FLAG_REMOVED);
1025 1040
1041 if (more)
1042 more->remove ();
1043
1026 /* 1044 /*
1027 * In this case, the object to be removed is in someones 1045 * In this case, the object to be removed is in someones
1028 * inventory. 1046 * inventory.
1029 */ 1047 */
1030 if(op->env!=NULL) { 1048 if (env)
1049 {
1031 if(op->nrof) 1050 if (nrof)
1032 sub_weight(op->env, op->weight*op->nrof); 1051 sub_weight (env, weight * nrof);
1033 else 1052 else
1034 sub_weight(op->env, op->weight+op->carrying); 1053 sub_weight (env, weight + carrying);
1035 1054
1036 /* NO_FIX_PLAYER is set when a great many changes are being 1055 /* NO_FIX_PLAYER is set when a great many changes are being
1037 * made to players inventory. If set, avoiding the call 1056 * made to players inventory. If set, avoiding the call
1038 * to save cpu time. 1057 * to save cpu time.
1039 */ 1058 */
1040 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1059 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1041 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1042 fix_player(otmp); 1060 fix_player (otmp);
1043 1061
1044 if(op->above!=NULL) 1062 if (above != NULL)
1045 op->above->below=op->below; 1063 above->below = below;
1046 else 1064 else
1047 op->env->inv=op->below; 1065 env->inv = below;
1048 1066
1049 if(op->below!=NULL) 1067 if (below != NULL)
1050 op->below->above=op->above; 1068 below->above = above;
1051 1069
1052 /* we set up values so that it could be inserted into 1070 /* we set up values so that it could be inserted into
1053 * the map, but we don't actually do that - it is up 1071 * the map, but we don't actually do that - it is up
1054 * to the caller to decide what we want to do. 1072 * to the caller to decide what we want to do.
1073 */
1074 x = env->x, y = env->y;
1075 map = env->map;
1076 above = 0, below = 0;
1077 env = 0;
1078 }
1079 else if (map)
1080 {
1081 /* Re did the following section of code - it looks like it had
1082 * lots of logic for things we no longer care about
1083 */
1084
1085 /* link the object above us */
1086 if (above)
1087 above->below = below;
1088 else
1089 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1090
1091 /* Relink the object below us, if there is one */
1092 if (below)
1093 below->above = above;
1094 else
1095 {
1096 /* Nothing below, which means we need to relink map object for this space
1097 * use translated coordinates in case some oddness with map tiling is
1098 * evident
1055 */ 1099 */
1056 op->x=op->env->x,op->y=op->env->y; 1100 if (GET_MAP_OB (map, x, y) != this)
1057 op->map=op->env->map; 1101 {
1058 op->above=NULL,op->below=NULL; 1102 char *dump = dump_object (this);
1059 op->env=NULL; 1103 LOG (llevError,
1104 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1105 free (dump);
1106 dump = dump_object (GET_MAP_OB (map, x, y));
1107 LOG (llevError, "%s\n", dump);
1108 free (dump);
1109 }
1110
1111 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1112 }
1113
1114 above = 0;
1115 below = 0;
1116
1117 if (map->in_memory == MAP_SAVING)
1060 return; 1118 return;
1061 }
1062 1119
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); 1120 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1121
1118 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1122 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1123 {
1119 /* No point updating the players look faces if he is the object 1124 /* No point updating the players look faces if he is the object
1120 * being removed. 1125 * being removed.
1121 */ 1126 */
1122 1127
1123 if(tmp->type==PLAYER && tmp!=op) { 1128 if (tmp->type == PLAYER && tmp != this)
1129 {
1124 /* If a container that the player is currently using somehow gets 1130 /* If a container that the player is currently using somehow gets
1125 * removed (most likely destroyed), update the player view 1131 * removed (most likely destroyed), update the player view
1126 * appropriately. 1132 * appropriately.
1127 */ 1133 */
1128 if (tmp->container==op) { 1134 if (tmp->container == this)
1135 {
1129 CLEAR_FLAG(op, FLAG_APPLIED); 1136 CLEAR_FLAG (this, FLAG_APPLIED);
1130 tmp->container=NULL; 1137 tmp->container = 0;
1138 }
1139
1140 tmp->contr->socket.update_look = 1;
1131 } 1141 }
1132 tmp->contr->socket.update_look=1; 1142
1133 }
1134 /* See if player moving off should effect something */ 1143 /* See if player moving off should effect something */
1135 if (check_walk_off && ((op->move_type & tmp->move_off) && 1144 if (check_walk_off
1145 && ((move_type & tmp->move_off)
1136 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1146 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1137 1147 {
1138 move_apply(tmp, op, NULL); 1148 move_apply (tmp, this, 0);
1149
1139 if (was_destroyed (op, tag)) { 1150 if (destroyed ())
1140 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1151 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1141 "leaving object\n", &tmp->name, &tmp->arch->name);
1142 } 1152 }
1143 }
1144 1153
1145 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1154 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1146 1155
1147 if(tmp->above == tmp) 1156 if (tmp->above == tmp)
1148 tmp->above = NULL; 1157 tmp->above = 0;
1158
1149 last=tmp; 1159 last = tmp;
1150 } 1160 }
1161
1151 /* last == NULL of there are no objects on this space */ 1162 /* last == NULL of there are no objects on this space */
1152 if (last==NULL) { 1163 if (!last)
1164 {
1153 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1165 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1154 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1166 * 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 1167 * those out anyways, and if there are any flags set right now, they won't
1156 * be correct anyways. 1168 * be correct anyways.
1157 */ 1169 */
1158 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1170 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1159 update_position(op->map, op->x, op->y); 1171 update_position (map, x, y);
1160 } 1172 }
1161 else 1173 else
1162 update_object(last, UP_OBJ_REMOVE); 1174 update_object (last, UP_OBJ_REMOVE);
1163 1175
1164 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1176 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1165 update_all_los(op->map, op->x, op->y); 1177 update_all_los (map, x, y);
1166 1178 }
1167} 1179}
1168 1180
1169/* 1181/*
1170 * merge_ob(op,top): 1182 * merge_ob(op,top):
1171 * 1183 *
1172 * This function goes through all objects below and including top, and 1184 * This function goes through all objects below and including top, and
1173 * merges op to the first matching object. 1185 * merges op to the first matching object.
1174 * If top is NULL, it is calculated. 1186 * If top is NULL, it is calculated.
1175 * Returns pointer to object if it succeded in the merge, otherwise NULL 1187 * Returns pointer to object if it succeded in the merge, otherwise NULL
1176 */ 1188 */
1177 1189object *
1178object *merge_ob(object *op, object *top) { 1190merge_ob (object *op, object *top)
1191{
1179 if(!op->nrof) 1192 if (!op->nrof)
1180 return 0; 1193 return 0;
1194
1181 if(top==NULL) 1195 if (top == NULL)
1182 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1196 for (top = op; top != NULL && top->above != NULL; top = top->above);
1197
1183 for(;top!=NULL;top=top->below) { 1198 for (; top != NULL; top = top->below)
1199 {
1184 if(top==op) 1200 if (top == op)
1185 continue; 1201 continue;
1186 if (CAN_MERGE(op,top)) 1202 if (CAN_MERGE (op, top))
1187 { 1203 {
1188 top->nrof+=op->nrof; 1204 top->nrof += op->nrof;
1205
1189/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1190 op->weight = 0; /* Don't want any adjustements now */ 1207 op->weight = 0; /* Don't want any adjustements now */
1191 remove_ob(op); 1208 remove_ob (op);
1192 free_object(op); 1209 free_object (op);
1193 return top; 1210 return top;
1194 } 1211 }
1195 } 1212 }
1213
1196 return NULL; 1214 return 0;
1197} 1215}
1198 1216
1199/* 1217/*
1200 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1218 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1201 * job preparing multi-part monsters 1219 * job preparing multi-part monsters
1202 */ 1220 */
1221object *
1203object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1222insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1223{
1204 object* tmp; 1224 object *tmp;
1225
1205 if (op->head) 1226 if (op->head)
1206 op=op->head; 1227 op = op->head;
1228
1207 for (tmp=op;tmp;tmp=tmp->more){ 1229 for (tmp = op; tmp; tmp = tmp->more)
1230 {
1208 tmp->x=x+tmp->arch->clone.x; 1231 tmp->x = x + tmp->arch->clone.x;
1209 tmp->y=y+tmp->arch->clone.y; 1232 tmp->y = y + tmp->arch->clone.y;
1210 } 1233 }
1234
1211 return insert_ob_in_map (op, m, originator, flag); 1235 return insert_ob_in_map (op, m, originator, flag);
1212} 1236}
1213 1237
1214/* 1238/*
1215 * insert_ob_in_map (op, map, originator, flag): 1239 * insert_ob_in_map (op, map, originator, flag):
1216 * This function inserts the object in the two-way linked list 1240 * This function inserts the object in the two-way linked list
1230 * new object if 'op' was merged with other object 1254 * new object if 'op' was merged with other object
1231 * NULL if 'op' was destroyed 1255 * NULL if 'op' was destroyed
1232 * just 'op' otherwise 1256 * just 'op' otherwise
1233 */ 1257 */
1234 1258
1259object *
1235object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1260insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1261{
1237 object *tmp, *top, *floor=NULL; 1262 object *tmp, *top, *floor = NULL;
1238 sint16 x,y; 1263 sint16 x, y;
1239 1264
1240 if (QUERY_FLAG (op, FLAG_FREED)) { 1265 if (QUERY_FLAG (op, FLAG_FREED))
1266 {
1241 LOG (llevError, "Trying to insert freed object!\n"); 1267 LOG (llevError, "Trying to insert freed object!\n");
1268 return NULL;
1269 }
1270
1271 if (m == NULL)
1272 {
1273 char *dump = dump_object (op);
1274 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1275 free (dump);
1276 return op;
1277 }
1278
1279 if (out_of_map (m, op->x, op->y))
1280 {
1281 char *dump = dump_object (op);
1282 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1283#ifdef MANY_CORES
1284 /* Better to catch this here, as otherwise the next use of this object
1285 * is likely to cause a crash. Better to find out where it is getting
1286 * improperly inserted.
1287 */
1288 abort ();
1289#endif
1290 free (dump);
1291 return op;
1292 }
1293
1294 if (!QUERY_FLAG (op, FLAG_REMOVED))
1295 {
1296 char *dump = dump_object (op);
1297 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1298 free (dump);
1299 return op;
1300 }
1301
1302 if (op->more != NULL)
1303 {
1304 /* The part may be on a different map. */
1305
1306 object *more = op->more;
1307
1308 /* We really need the caller to normalize coordinates - if
1309 * we set the map, that doesn't work if the location is within
1310 * a map and this is straddling an edge. So only if coordinate
1311 * is clear wrong do we normalize it.
1312 */
1313 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1314 more->map = get_map_from_coord (m, &more->x, &more->y);
1315 else if (!more->map)
1316 {
1317 /* For backwards compatibility - when not dealing with tiled maps,
1318 * more->map should always point to the parent.
1319 */
1320 more->map = m;
1321 }
1322
1323 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1324 {
1325 if (!op->head)
1326 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1327
1328 return NULL;
1329 }
1330 }
1331
1332 CLEAR_FLAG (op, FLAG_REMOVED);
1333
1334 /* Ideally, the caller figures this out. However, it complicates a lot
1335 * of areas of callers (eg, anything that uses find_free_spot would now
1336 * need extra work
1337 */
1338 op->map = get_map_from_coord (m, &op->x, &op->y);
1339 x = op->x;
1340 y = op->y;
1341
1342 /* this has to be done after we translate the coordinates.
1343 */
1344 if (op->nrof && !(flag & INS_NO_MERGE))
1345 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1346 if (CAN_MERGE (op, tmp))
1347 {
1348 op->nrof += tmp->nrof;
1349 remove_ob (tmp);
1350 free_object (tmp);
1351 }
1352
1353 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1354 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1355
1356 if (!QUERY_FLAG (op, FLAG_ALIVE))
1357 CLEAR_FLAG (op, FLAG_NO_STEAL);
1358
1359 if (flag & INS_BELOW_ORIGINATOR)
1360 {
1361 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1362 {
1363 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1364 abort ();
1365 }
1366
1367 op->above = originator;
1368 op->below = originator->below;
1369
1370 if (op->below)
1371 op->below->above = op;
1372 else
1373 SET_MAP_OB (op->map, op->x, op->y, op);
1374
1375 /* since *below* originator, no need to update top */
1376 originator->below = op;
1377 }
1378 else
1379 {
1380 /* If there are other objects, then */
1381 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1382 {
1383 object *last = NULL;
1384
1385 /*
1386 * If there are multiple objects on this space, we do some trickier handling.
1387 * We've already dealt with merging if appropriate.
1388 * Generally, we want to put the new object on top. But if
1389 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1390 * floor, we want to insert above that and no further.
1391 * Also, if there are spell objects on this space, we stop processing
1392 * once we get to them. This reduces the need to traverse over all of
1393 * them when adding another one - this saves quite a bit of cpu time
1394 * when lots of spells are cast in one area. Currently, it is presumed
1395 * that flying non pickable objects are spell objects.
1396 */
1397
1398 while (top != NULL)
1399 {
1400 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1401 floor = top;
1402
1403 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1404 {
1405 /* We insert above top, so we want this object below this */
1406 top = top->below;
1407 break;
1408 }
1409
1410 last = top;
1411 top = top->above;
1412 }
1413
1414 /* Don't want top to be NULL, so set it to the last valid object */
1415 top = last;
1416
1417 /* We let update_position deal with figuring out what the space
1418 * looks like instead of lots of conditions here.
1419 * makes things faster, and effectively the same result.
1420 */
1421
1422 /* Have object 'fall below' other objects that block view.
1423 * Unless those objects are exits, type 66
1424 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd.
1427 */
1428 if (!(flag & INS_ON_TOP) &&
1429 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1430 {
1431 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break;
1434 /* Check to see if we found the object that blocks view,
1435 * and make sure we have a below pointer for it so that
1436 * we can get inserted below this one, which requires we
1437 * set top to the object below us.
1438 */
1439 if (last && last->below && last != floor)
1440 top = last->below;
1441 }
1442 } /* If objects on this space */
1443
1444 if (flag & INS_MAP_LOAD)
1445 top = GET_MAP_TOP (op->map, op->x, op->y);
1446
1447 if (flag & INS_ABOVE_FLOOR_ONLY)
1448 top = floor;
1449
1450 /* Top is the object that our object (op) is going to get inserted above.
1451 */
1452
1453 /* First object on this space */
1454 if (!top)
1455 {
1456 op->above = GET_MAP_OB (op->map, op->x, op->y);
1457
1458 if (op->above)
1459 op->above->below = op;
1460
1461 op->below = NULL;
1462 SET_MAP_OB (op->map, op->x, op->y, op);
1463 }
1464 else
1465 { /* get inserted into the stack above top */
1466 op->above = top->above;
1467
1468 if (op->above)
1469 op->above->below = op;
1470
1471 op->below = top;
1472 top->above = op;
1473 }
1474
1475 if (op->above == NULL)
1476 SET_MAP_TOP (op->map, op->x, op->y, op);
1477 } /* else not INS_BELOW_ORIGINATOR */
1478
1479 if (op->type == PLAYER)
1480 op->contr->do_los = 1;
1481
1482 /* If we have a floor, we know the player, if any, will be above
1483 * it, so save a few ticks and start from there.
1484 */
1485 if (!(flag & INS_MAP_LOAD))
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1487 if (tmp->type == PLAYER)
1488 tmp->contr->socket.update_look = 1;
1489
1490 /* If this object glows, it may affect lighting conditions that are
1491 * visible to others on this map. But update_all_los is really
1492 * an inefficient way to do this, as it means los for all players
1493 * on the map will get recalculated. The players could very well
1494 * be far away from this change and not affected in any way -
1495 * this should get redone to only look for players within range,
1496 * or just updating the P_NEED_UPDATE for spaces within this area
1497 * of effect may be sufficient.
1498 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1500 update_all_los (op->map, op->x, op->y);
1501
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT);
1504
1505 /* Don't know if moving this to the end will break anything. However,
1506 * we want to have update_look set above before calling this.
1507 *
1508 * check_move_on() must be after this because code called from
1509 * check_move_on() depends on correct map flags (so functions like
1510 * blocked() and wall() work properly), and these flags are updated by
1511 * update_object().
1512 */
1513
1514 /* if this is not the head or flag has been passed, don't check walk on status */
1515 if (!(flag & INS_NO_WALK_ON) && !op->head)
1516 {
1517 if (check_move_on (op, originator))
1242 return NULL; 1518 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 1519
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 1520 /* If we are a multi part object, lets work our way through the check
1455 * walk on's. 1521 * walk on's.
1456 */ 1522 */
1457 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1458 if (check_move_on (tmp, originator)) 1524 if (check_move_on (tmp, originator))
1459 return NULL; 1525 return NULL;
1460 } 1526 }
1527
1461 return op; 1528 return op;
1462} 1529}
1463 1530
1464/* this function inserts an object in the map, but if it 1531/* 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. 1532 * 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. 1533 * op is the object to insert it under: supplies x and the map.
1467 */ 1534 */
1535void
1468void replace_insert_ob_in_map(const char *arch_string, object *op) { 1536replace_insert_ob_in_map (const char *arch_string, object *op)
1537{
1469 object *tmp; 1538 object *
1470 object *tmp1; 1539 tmp;
1540 object *
1541 tmp1;
1471 1542
1472 /* first search for itself and remove any old instances */ 1543 /* first search for itself and remove any old instances */
1473 1544
1474 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1545 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1546 {
1475 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1548 {
1476 remove_ob(tmp); 1549 remove_ob (tmp);
1477 free_object(tmp); 1550 free_object (tmp);
1478 } 1551 }
1479 } 1552 }
1480 1553
1481 tmp1=arch_to_object(find_archetype(arch_string)); 1554 tmp1 = arch_to_object (archetype::find (arch_string));
1482 1555
1483 1556 tmp1->x = op->x;
1484 tmp1->x = op->x; tmp1->y = op->y; 1557 tmp1->y = op->y;
1485 insert_ob_in_map(tmp1,op->map,op,0); 1558 insert_ob_in_map (tmp1, op->map, op, 0);
1486} 1559}
1487 1560
1488/* 1561/*
1489 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1562 * 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 1563 * is returned contains nr objects, and the remaining parts contains
1491 * the rest (or is removed and freed if that number is 0). 1564 * the rest (or is removed and freed if that number is 0).
1492 * On failure, NULL is returned, and the reason put into the 1565 * On failure, NULL is returned, and the reason put into the
1493 * global static errmsg array. 1566 * global static errmsg array.
1494 */ 1567 */
1495 1568
1569object *
1496object *get_split_ob(object *orig_ob, uint32 nr) { 1570get_split_ob (object *orig_ob, uint32 nr)
1497 object *newob; 1571{
1572 object *
1573 newob;
1574 int
1498 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1575 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1499 1576
1500 if(orig_ob->nrof<nr) { 1577 if (orig_ob->nrof < nr)
1501 sprintf(errmsg,"There are only %d %ss.", 1578 {
1502 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1579 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1503 return NULL; 1580 return NULL;
1504 } 1581 }
1582
1505 newob = object_create_clone(orig_ob); 1583 newob = object_create_clone (orig_ob);
1584
1506 if((orig_ob->nrof-=nr)<1) { 1585 if ((orig_ob->nrof -= nr) < 1)
1586 {
1507 if ( ! is_removed) 1587 if (!is_removed)
1508 remove_ob(orig_ob); 1588 remove_ob (orig_ob);
1509 free_object2(orig_ob, 1); 1589 free_object2 (orig_ob, 1);
1510 } 1590 }
1511 else if ( ! is_removed) { 1591 else if (!is_removed)
1592 {
1512 if(orig_ob->env!=NULL) 1593 if (orig_ob->env != NULL)
1513 sub_weight (orig_ob->env,orig_ob->weight*nr); 1594 sub_weight (orig_ob->env, orig_ob->weight * nr);
1514 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1595 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1596 {
1515 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1597 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"); 1598 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1518 return NULL; 1599 return NULL;
1519 } 1600 }
1520 } 1601 }
1602
1521 newob->nrof=nr; 1603 newob->nrof = nr;
1522 1604
1523 return newob; 1605 return newob;
1524} 1606}
1525 1607
1526/* 1608/*
1527 * decrease_ob_nr(object, number) decreases a specified number from 1609 * decrease_ob_nr(object, number) decreases a specified number from
1528 * the amount of an object. If the amount reaches 0, the object 1610 * the amount of an object. If the amount reaches 0, the object
1529 * is subsequently removed and freed. 1611 * is subsequently removed and freed.
1530 * 1612 *
1531 * Return value: 'op' if something is left, NULL if the amount reached 0 1613 * Return value: 'op' if something is left, NULL if the amount reached 0
1532 */ 1614 */
1533 1615
1616object *
1534object *decrease_ob_nr (object *op, uint32 i) 1617decrease_ob_nr (object *op, uint32 i)
1535{ 1618{
1536 object *tmp; 1619 object *tmp;
1537 player *pl; 1620 player *pl;
1538 1621
1539 if (i == 0) /* objects with op->nrof require this check */ 1622 if (i == 0) /* objects with op->nrof require this check */
1540 return op; 1623 return op;
1541 1624
1542 if (i > op->nrof) 1625 if (i > op->nrof)
1543 i = op->nrof; 1626 i = op->nrof;
1544 1627
1545 if (QUERY_FLAG (op, FLAG_REMOVED)) 1628 if (QUERY_FLAG (op, FLAG_REMOVED))
1629 op->nrof -= i;
1630 else if (op->env != NULL)
1631 {
1632 /* is this object in the players inventory, or sub container
1633 * therein?
1634 */
1635 tmp = is_player_inv (op->env);
1636 /* nope. Is this a container the player has opened?
1637 * If so, set tmp to that player.
1638 * IMO, searching through all the players will mostly
1639 * likely be quicker than following op->env to the map,
1640 * and then searching the map for a player.
1641 */
1642 if (!tmp)
1643 {
1644 for (pl = first_player; pl; pl = pl->next)
1645 if (pl->ob->container == op->env)
1646 break;
1647 if (pl)
1648 tmp = pl->ob;
1649 else
1650 tmp = NULL;
1651 }
1652
1653 if (i < op->nrof)
1654 {
1655 sub_weight (op->env, op->weight * i);
1656 op->nrof -= i;
1657 if (tmp)
1658 {
1659 esrv_send_item (tmp, op);
1660 }
1661 }
1662 else
1663 {
1664 remove_ob (op);
1665 op->nrof = 0;
1666 if (tmp)
1667 {
1668 esrv_del_item (tmp->contr, op->count);
1669 }
1670 }
1546 { 1671 }
1672 else
1673 {
1674 object *above = op->above;
1675
1676 if (i < op->nrof)
1547 op->nrof -= i; 1677 op->nrof -= i;
1548 } 1678 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 } 1679 {
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); 1680 remove_ob (op);
1576 op->nrof = 0; 1681 op->nrof = 0;
1577 if (tmp) {
1578 esrv_del_item(tmp->contr, op->count);
1579 } 1682 }
1580 }
1581 }
1582 else
1583 {
1584 object *above = op->above;
1585 1683
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 */ 1684 /* Since we just removed op, op->above is null */
1593 for (tmp = above; tmp != NULL; tmp = tmp->above) 1685 for (tmp = above; tmp != NULL; tmp = tmp->above)
1594 if (tmp->type == PLAYER) { 1686 if (tmp->type == PLAYER)
1687 {
1595 if (op->nrof) 1688 if (op->nrof)
1596 esrv_send_item(tmp, op); 1689 esrv_send_item (tmp, op);
1597 else 1690 else
1598 esrv_del_item(tmp->contr, op->count); 1691 esrv_del_item (tmp->contr, op->count);
1599 } 1692 }
1600 } 1693 }
1601 1694
1602 if (op->nrof) { 1695 if (op->nrof)
1603 return op; 1696 return op;
1604 } else { 1697 else
1698 {
1605 free_object (op); 1699 free_object (op);
1606 return NULL; 1700 return NULL;
1607 } 1701 }
1608} 1702}
1609 1703
1610/* 1704/*
1611 * add_weight(object, weight) adds the specified weight to an object, 1705 * add_weight(object, weight) adds the specified weight to an object,
1612 * and also updates how much the environment(s) is/are carrying. 1706 * and also updates how much the environment(s) is/are carrying.
1613 */ 1707 */
1614 1708
1709void
1615void add_weight (object *op, signed long weight) { 1710add_weight (object *op, signed long weight)
1711{
1616 while (op!=NULL) { 1712 while (op != NULL)
1713 {
1617 if (op->type == CONTAINER) { 1714 if (op->type == CONTAINER)
1618 weight=(signed long)(weight*(100-op->stats.Str)/100); 1715 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1619 } 1716
1620 op->carrying+=weight; 1717 op->carrying += weight;
1621 op=op->env; 1718 op = op->env;
1622 } 1719 }
1623} 1720}
1624 1721
1722object *
1723insert_ob_in_ob (object *op, object *where)
1724{
1725 if (!where)
1726 {
1727 char *dump = dump_object (op);
1728 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1729 free (dump);
1730 return op;
1731 }
1732
1733 if (where->head)
1734 {
1735 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1736 where = where->head;
1737 }
1738
1739 return where->insert (op);
1740}
1741
1625/* 1742/*
1626 * insert_ob_in_ob(op,environment): 1743 * env->insert (op)
1627 * This function inserts the object op in the linked list 1744 * This function inserts the object op in the linked list
1628 * inside the object environment. 1745 * inside the object environment.
1629 * 1746 *
1630 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1631 * the inventory at the last position or next to other objects of the same
1632 * type.
1633 * Frank: Now sorted by type, archetype and magic!
1634 *
1635 * The function returns now pointer to inserted item, and return value can 1747 * The function returns now pointer to inserted item, and return value can
1636 * be != op, if items are merged. -Tero 1748 * be != op, if items are merged. -Tero
1637 */ 1749 */
1638 1750
1639object *insert_ob_in_ob(object *op,object *where) { 1751object *
1752object::insert (object *op)
1753{
1640 object *tmp, *otmp; 1754 object *tmp, *otmp;
1641 1755
1642 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1756 if (!QUERY_FLAG (op, FLAG_REMOVED))
1643 dump_object(op); 1757 op->remove ();
1644 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1758
1645 return op;
1646 }
1647 if(where==NULL) {
1648 dump_object(op);
1649 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1650 return op;
1651 }
1652 if (where->head) {
1653 LOG(llevDebug,
1654 "Warning: Tried to insert object wrong part of multipart object.\n");
1655 where = where->head;
1656 }
1657 if (op->more) { 1759 if (op->more)
1760 {
1658 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1761 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1659 &op->name, op->count);
1660 return op; 1762 return op;
1661 } 1763 }
1764
1662 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1765 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1663 CLEAR_FLAG(op, FLAG_REMOVED); 1766 CLEAR_FLAG (op, FLAG_REMOVED);
1664 if(op->nrof) { 1767 if (op->nrof)
1768 {
1665 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1769 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1666 if ( CAN_MERGE(tmp,op) ) { 1770 if (CAN_MERGE (tmp, op))
1771 {
1667 /* return the original object and remove inserted object 1772 /* return the original object and remove inserted object
1668 (client needs the original object) */ 1773 (client needs the original object) */
1669 tmp->nrof += op->nrof; 1774 tmp->nrof += op->nrof;
1670 /* Weight handling gets pretty funky. Since we are adding to 1775 /* Weight handling gets pretty funky. Since we are adding to
1671 * tmp->nrof, we need to increase the weight. 1776 * tmp->nrof, we need to increase the weight.
1672 */ 1777 */
1673 add_weight (where, op->weight*op->nrof); 1778 add_weight (this, op->weight * op->nrof);
1674 SET_FLAG(op, FLAG_REMOVED); 1779 SET_FLAG (op, FLAG_REMOVED);
1675 free_object(op); /* free the inserted object */ 1780 op->destroy (); /* free the inserted object */
1676 op = tmp; 1781 op = tmp;
1677 remove_ob (op); /* and fix old object's links */ 1782 op->remove (); /* and fix old object's links */
1678 CLEAR_FLAG(op, FLAG_REMOVED); 1783 CLEAR_FLAG (op, FLAG_REMOVED);
1679 break; 1784 break;
1680 } 1785 }
1681 1786
1682 /* I assume combined objects have no inventory 1787 /* I assume combined objects have no inventory
1683 * We add the weight - this object could have just been removed 1788 * We add the weight - this object could have just been removed
1684 * (if it was possible to merge). calling remove_ob will subtract 1789 * (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 1790 * the weight, so we need to add it in again, since we actually do
1686 * the linking below 1791 * the linking below
1687 */ 1792 */
1688 add_weight (where, op->weight*op->nrof); 1793 add_weight (this, op->weight * op->nrof);
1794 }
1689 } else 1795 else
1690 add_weight (where, (op->weight+op->carrying)); 1796 add_weight (this, (op->weight + op->carrying));
1691 1797
1692 otmp=is_player_inv(where); 1798 otmp = is_player_inv (this);
1693 if (otmp&&otmp->contr!=NULL) { 1799 if (otmp && otmp->contr)
1694 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1800 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1695 fix_player(otmp); 1801 fix_player (otmp);
1696 }
1697 1802
1698 op->map=NULL; 1803 op->map = NULL;
1699 op->env=where; 1804 op->env = this;
1700 op->above=NULL; 1805 op->above = NULL;
1701 op->below=NULL; 1806 op->below = NULL;
1702 op->x=0,op->y=0; 1807 op->x = 0, op->y = 0;
1703 1808
1704 /* reset the light list and los of the players on the map */ 1809 /* reset the light list and los of the players on the map */
1705 if((op->glow_radius!=0)&&where->map) 1810 if ((op->glow_radius != 0) && map)
1706 { 1811 {
1707#ifdef DEBUG_LIGHTS 1812#ifdef DEBUG_LIGHTS
1708 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1813 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1709 op->name);
1710#endif /* DEBUG_LIGHTS */ 1814#endif /* DEBUG_LIGHTS */
1711 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1815 if (MAP_DARKNESS (map))
1816 update_all_los (map, x, y);
1712 } 1817 }
1713 1818
1714 /* Client has no idea of ordering so lets not bother ordering it here. 1819 /* Client has no idea of ordering so lets not bother ordering it here.
1715 * It sure simplifies this function... 1820 * It sure simplifies this function...
1716 */ 1821 */
1717 if (where->inv==NULL) 1822 if (!inv)
1718 where->inv=op; 1823 inv = op;
1719 else { 1824 else
1825 {
1720 op->below = where->inv; 1826 op->below = inv;
1721 op->below->above = op; 1827 op->below->above = op;
1722 where->inv = op; 1828 inv = op;
1723 } 1829 }
1830
1724 return op; 1831 return op;
1725} 1832}
1726 1833
1727/* 1834/*
1728 * Checks if any objects has a move_type that matches objects 1835 * 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 1850 * 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 1851 * object being inserted. insert_ob_in_map may not put new objects
1745 * on top. 1852 * on top.
1746 */ 1853 */
1747 1854
1855int
1748int check_move_on (object *op, object *originator) 1856check_move_on (object *op, object *originator)
1749{ 1857{
1750 object *tmp; 1858 object *tmp;
1751 tag_t tag;
1752 mapstruct *m=op->map; 1859 maptile *m = op->map;
1753 int x=op->x, y=op->y; 1860 int x = op->x, y = op->y;
1861
1754 MoveType move_on, move_slow, move_block; 1862 MoveType move_on, move_slow, move_block;
1755 1863
1756 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1864 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1757 return 0; 1865 return 0;
1758 1866
1759 tag = op->count;
1760
1761 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1867 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); 1868 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); 1869 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1764 1870
1765 /* if nothing on this space will slow op down or be applied, 1871 /* 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 1872 * 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 1873 * is set, as lots of objects don't have it set - we treat that
1768 * as walking. 1874 * as walking.
1769 */ 1875 */
1770 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1876 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1771 return 0; 1877 return 0;
1772 1878
1773 /* This is basically inverse logic of that below - basically, 1879 /* This is basically inverse logic of that below - basically,
1774 * if the object can avoid the move on or slow move, they do so, 1880 * 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 1881 * but can't do it if the alternate movement they are using is
1776 * blocked. Logic on this seems confusing, but does seem correct. 1882 * blocked. Logic on this seems confusing, but does seem correct.
1777 */ 1883 */
1778 if ((op->move_type & ~move_on & ~move_block) != 0 && 1884 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; 1885 return 0;
1780 1886
1781 /* The objects have to be checked from top to bottom. 1887 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1888 * Hence, we first go to the top:
1783 */ 1889 */
1784 1890
1785 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1891 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) { 1892 {
1787 /* Trim the search when we find the first other spell effect 1893 /* Trim the search when we find the first other spell effect
1788 * this helps performance so that if a space has 50 spell objects, 1894 * this helps performance so that if a space has 50 spell objects,
1789 * we don't need to check all of them. 1895 * we don't need to check all of them.
1790 */ 1896 */
1791 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1897 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1898 break;
1899 }
1900
1901 for (; tmp; tmp = tmp->below)
1792 } 1902 {
1793 for(;tmp!=NULL; tmp=tmp->below) { 1903 if (tmp == op)
1794 if (tmp == op) continue; /* Can't apply yourself */ 1904 continue; /* Can't apply yourself */
1795 1905
1796 /* Check to see if one of the movement types should be slowed down. 1906 /* 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 1907 * Second check makes sure that the movement types not being slowed
1798 * (~slow_move) is not blocked on this space - just because the 1908 * (~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 1909 * 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. 1910 * swim on that space, can't use it to avoid the penalty.
1801 */ 1911 */
1802 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1912 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1913 {
1803 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1914 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)) { 1915 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1916 {
1806 1917
1807 float diff; 1918 float
1808
1809 diff = tmp->move_slow_penalty*FABS(op->speed); 1919 diff = tmp->move_slow_penalty * FABS (op->speed);
1920
1810 if (op->type == PLAYER) { 1921 if (op->type == PLAYER)
1811 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1922 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))) { 1923 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1813 diff /= 4.0; 1924 diff /= 4.0;
1814 } 1925
1815 }
1816 op->speed_left -= diff; 1926 op->speed_left -= diff;
1817 } 1927 }
1818 } 1928 }
1819 1929
1820 /* Basically same logic as above, except now for actual apply. */ 1930 /* Basically same logic as above, except now for actual apply. */
1821 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1931 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)) { 1932 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1824 1933 {
1825 move_apply(tmp, op, originator); 1934 move_apply (tmp, op, originator);
1935
1826 if (was_destroyed (op, tag)) 1936 if (op->destroyed ())
1827 return 1; 1937 return 1;
1828 1938
1829 /* what the person/creature stepped onto has moved the object 1939 /* what the person/creature stepped onto has moved the object
1830 * someplace new. Don't process any further - if we did, 1940 * someplace new. Don't process any further - if we did,
1831 * have a feeling strange problems would result. 1941 * have a feeling strange problems would result.
1832 */ 1942 */
1833 if (op->map != m || op->x != x || op->y != y) return 0; 1943 if (op->map != m || op->x != x || op->y != y)
1944 return 0;
1834 } 1945 }
1835 } 1946 }
1947
1836 return 0; 1948 return 0;
1837} 1949}
1838 1950
1839/* 1951/*
1840 * present_arch(arch, map, x, y) searches for any objects with 1952 * present_arch(arch, map, x, y) searches for any objects with
1841 * a matching archetype at the given map and coordinates. 1953 * a matching archetype at the given map and coordinates.
1842 * The first matching object is returned, or NULL if none. 1954 * The first matching object is returned, or NULL if none.
1843 */ 1955 */
1844 1956
1957object *
1845object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1958present_arch (const archetype *at, maptile *m, int x, int y)
1959{
1846 object *tmp; 1960 object *
1961 tmp;
1962
1847 if(m==NULL || out_of_map(m,x,y)) { 1963 if (m == NULL || out_of_map (m, x, y))
1964 {
1848 LOG(llevError,"Present_arch called outside map.\n"); 1965 LOG (llevError, "Present_arch called outside map.\n");
1849 return NULL; 1966 return NULL;
1850 } 1967 }
1851 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1968 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1852 if(tmp->arch == at) 1969 if (tmp->arch == at)
1853 return tmp; 1970 return tmp;
1854 return NULL; 1971 return NULL;
1855} 1972}
1856 1973
1857/* 1974/*
1858 * present(type, map, x, y) searches for any objects with 1975 * present(type, map, x, y) searches for any objects with
1859 * a matching type variable at the given map and coordinates. 1976 * a matching type variable at the given map and coordinates.
1860 * The first matching object is returned, or NULL if none. 1977 * The first matching object is returned, or NULL if none.
1861 */ 1978 */
1862 1979
1980object *
1863object *present(unsigned char type,mapstruct *m, int x,int y) { 1981present (unsigned char type, maptile *m, int x, int y)
1982{
1864 object *tmp; 1983 object *
1984 tmp;
1985
1865 if(out_of_map(m,x,y)) { 1986 if (out_of_map (m, x, y))
1987 {
1866 LOG(llevError,"Present called outside map.\n"); 1988 LOG (llevError, "Present called outside map.\n");
1867 return NULL; 1989 return NULL;
1868 } 1990 }
1869 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1991 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1870 if(tmp->type==type) 1992 if (tmp->type == type)
1871 return tmp; 1993 return tmp;
1872 return NULL; 1994 return NULL;
1873} 1995}
1874 1996
1875/* 1997/*
1876 * present_in_ob(type, object) searches for any objects with 1998 * present_in_ob(type, object) searches for any objects with
1877 * a matching type variable in the inventory of the given object. 1999 * a matching type variable in the inventory of the given object.
1878 * The first matching object is returned, or NULL if none. 2000 * The first matching object is returned, or NULL if none.
1879 */ 2001 */
1880 2002
2003object *
1881object *present_in_ob(unsigned char type, const object *op) { 2004present_in_ob (unsigned char type, const object *op)
2005{
1882 object *tmp; 2006 object *
2007 tmp;
2008
1883 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2009 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1884 if(tmp->type==type) 2010 if (tmp->type == type)
1885 return tmp; 2011 return tmp;
1886 return NULL; 2012 return NULL;
1887} 2013}
1888 2014
1889/* 2015/*
1899 * the object name, not the archetype name. this is so that the 2025 * 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 2026 * spell code can use one object type (force), but change it's name
1901 * to be unique. 2027 * to be unique.
1902 */ 2028 */
1903 2029
2030object *
1904object *present_in_ob_by_name(int type, const char *str, const object *op) { 2031present_in_ob_by_name (int type, const char *str, const object *op)
2032{
1905 object *tmp; 2033 object *
2034 tmp;
1906 2035
1907 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2036 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2037 {
1908 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2038 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1909 return tmp; 2039 return tmp;
1910 } 2040 }
1911 return NULL; 2041 return NULL;
1912} 2042}
1913 2043
1914/* 2044/*
1915 * present_arch_in_ob(archetype, object) searches for any objects with 2045 * present_arch_in_ob(archetype, object) searches for any objects with
1916 * a matching archetype in the inventory of the given object. 2046 * a matching archetype in the inventory of the given object.
1917 * The first matching object is returned, or NULL if none. 2047 * The first matching object is returned, or NULL if none.
1918 */ 2048 */
1919 2049
2050object *
1920object *present_arch_in_ob(const archetype *at, const object *op) { 2051present_arch_in_ob (const archetype *at, const object *op)
2052{
1921 object *tmp; 2053 object *
2054 tmp;
2055
1922 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1923 if( tmp->arch == at) 2057 if (tmp->arch == at)
1924 return tmp; 2058 return tmp;
1925 return NULL; 2059 return NULL;
1926} 2060}
1927 2061
1928/* 2062/*
1929 * activate recursively a flag on an object inventory 2063 * activate recursively a flag on an object inventory
1930 */ 2064 */
2065void
1931void flag_inv(object*op, int flag){ 2066flag_inv (object *op, int flag)
2067{
1932 object *tmp; 2068 object *
2069 tmp;
2070
1933 if(op->inv) 2071 if (op->inv)
1934 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2072 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2073 {
1935 SET_FLAG(tmp, flag); 2074 SET_FLAG (tmp, flag);
1936 flag_inv(tmp,flag); 2075 flag_inv (tmp, flag);
1937 } 2076 }
1938}/* 2077} /*
1939 * desactivate recursively a flag on an object inventory 2078 * desactivate recursively a flag on an object inventory
1940 */ 2079 */
2080void
1941void unflag_inv(object*op, int flag){ 2081unflag_inv (object *op, int flag)
2082{
1942 object *tmp; 2083 object *
2084 tmp;
2085
1943 if(op->inv) 2086 if (op->inv)
1944 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2087 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2088 {
1945 CLEAR_FLAG(tmp, flag); 2089 CLEAR_FLAG (tmp, flag);
1946 unflag_inv(tmp,flag); 2090 unflag_inv (tmp, flag);
1947 } 2091 }
1948} 2092}
1949 2093
1950/* 2094/*
1951 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2095 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1952 * all it's inventory (recursively). 2096 * all it's inventory (recursively).
1953 * If checksums are used, a player will get set_cheat called for 2097 * 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. 2098 * him/her-self and all object carried by a call to this function.
1955 */ 2099 */
1956 2100
2101void
1957void set_cheat(object *op) { 2102set_cheat (object *op)
2103{
1958 SET_FLAG(op, FLAG_WAS_WIZ); 2104 SET_FLAG (op, FLAG_WAS_WIZ);
1959 flag_inv(op, FLAG_WAS_WIZ); 2105 flag_inv (op, FLAG_WAS_WIZ);
1960} 2106}
1961 2107
1962/* 2108/*
1963 * find_free_spot(object, map, x, y, start, stop) will search for 2109 * 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 2110 * 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 2125 * 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 2126 * the archetype because that isn't correct if the monster has been
1981 * customized, changed states, etc. 2127 * customized, changed states, etc.
1982 */ 2128 */
1983 2129
2130int
1984int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2131find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2132{
2133 int
2134 i,
1985 int i,index=0, flag; 2135 index = 0, flag;
2136 static int
1986 static int altern[SIZEOFFREE]; 2137 altern[SIZEOFFREE];
1987 2138
1988 for(i=start;i<stop;i++) { 2139 for (i = start; i < stop; i++)
2140 {
1989 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2141 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1990 if(!flag) 2142 if (!flag)
1991 altern[index++]=i; 2143 altern[index++] = i;
1992 2144
1993 /* Basically, if we find a wall on a space, we cut down the search size. 2145 /* 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. 2146 * 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 - 2147 * 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 2148 * 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 2149 * spaces in all the other directions, this will reduce the search space
1998 * to only the spaces immediately surrounding the target area, and 2150 * to only the spaces immediately surrounding the target area, and
1999 * won't look 2 spaces south of the target space. 2151 * won't look 2 spaces south of the target space.
2000 */ 2152 */
2001 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2153 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2002 stop=maxfree[i]; 2154 stop = maxfree[i];
2003 } 2155 }
2004 if(!index) return -1; 2156 if (!index)
2157 return -1;
2005 return altern[RANDOM()%index]; 2158 return altern[RANDOM () % index];
2006} 2159}
2007 2160
2008/* 2161/*
2009 * find_first_free_spot(archetype, mapstruct, x, y) works like 2162 * find_first_free_spot(archetype, maptile, x, y) works like
2010 * find_free_spot(), but it will search max number of squares. 2163 * find_free_spot(), but it will search max number of squares.
2011 * But it will return the first available spot, not a random choice. 2164 * 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. 2165 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2013 */ 2166 */
2014 2167
2168int
2015int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2169find_first_free_spot (const object *ob, maptile *m, int x, int y)
2170{
2171 int
2016 int i; 2172 i;
2173
2017 for(i=0;i<SIZEOFFREE;i++) { 2174 for (i = 0; i < SIZEOFFREE; i++)
2175 {
2018 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2176 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2019 return i; 2177 return i;
2020 } 2178 }
2021 return -1; 2179 return -1;
2022} 2180}
2023 2181
2024/* 2182/*
2025 * The function permute(arr, begin, end) randomly reorders the array 2183 * The function permute(arr, begin, end) randomly reorders the array
2026 * arr[begin..end-1]. 2184 * arr[begin..end-1].
2027 */ 2185 */
2186static void
2028static void permute(int *arr, int begin, int end) 2187permute (int *arr, int begin, int end)
2029{ 2188{
2030 int i, j, tmp, len; 2189 int
2190 i,
2191 j,
2192 tmp,
2193 len;
2031 2194
2032 len = end-begin; 2195 len = end - begin;
2033 for(i = begin; i < end; i++) 2196 for (i = begin; i < end; i++)
2034 { 2197 {
2035 j = begin+RANDOM()%len; 2198 j = begin + RANDOM () % len;
2036 2199
2037 tmp = arr[i]; 2200 tmp = arr[i];
2038 arr[i] = arr[j]; 2201 arr[i] = arr[j];
2039 arr[j] = tmp; 2202 arr[j] = tmp;
2040 } 2203 }
2041} 2204}
2042 2205
2043/* new function to make monster searching more efficient, and effective! 2206/* new function to make monster searching more efficient, and effective!
2044 * This basically returns a randomized array (in the passed pointer) of 2207 * 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 2208 * 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 2209 * 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 2210 * 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. 2211 * the 3x3 area will be searched, just not in a predictable order.
2049 */ 2212 */
2213void
2050void get_search_arr(int *search_arr) 2214get_search_arr (int *search_arr)
2051{ 2215{
2216 int
2052 int i; 2217 i;
2053 2218
2054 for(i = 0; i < SIZEOFFREE; i++) 2219 for (i = 0; i < SIZEOFFREE; i++)
2055 { 2220 {
2056 search_arr[i] = i; 2221 search_arr[i] = i;
2057 } 2222 }
2058 2223
2059 permute(search_arr, 1, SIZEOFFREE1+1); 2224 permute (search_arr, 1, SIZEOFFREE1 + 1);
2060 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2225 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2061 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2226 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2062} 2227}
2063 2228
2064/* 2229/*
2065 * find_dir(map, x, y, exclude) will search some close squares in the 2230 * find_dir(map, x, y, exclude) will search some close squares in the
2066 * given map at the given coordinates for live objects. 2231 * given map at the given coordinates for live objects.
2072 * is actually want is going to try and move there. We need this info 2237 * 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 2238 * because we have to know what movement the thing looking to move
2074 * there is capable of. 2239 * there is capable of.
2075 */ 2240 */
2076 2241
2242int
2077int find_dir(mapstruct *m, int x, int y, object *exclude) { 2243find_dir (maptile *m, int x, int y, object *exclude)
2244{
2245 int
2246 i,
2078 int i,max=SIZEOFFREE, mflags; 2247 max = SIZEOFFREE, mflags;
2248
2079 sint16 nx, ny; 2249 sint16 nx, ny;
2080 object *tmp; 2250 object *
2081 mapstruct *mp; 2251 tmp;
2252 maptile *
2253 mp;
2254
2082 MoveType blocked, move_type; 2255 MoveType blocked, move_type;
2083 2256
2084 if (exclude && exclude->head) { 2257 if (exclude && exclude->head)
2258 {
2085 exclude = exclude->head; 2259 exclude = exclude->head;
2086 move_type = exclude->move_type; 2260 move_type = exclude->move_type;
2087 } else { 2261 }
2262 else
2263 {
2088 /* If we don't have anything, presume it can use all movement types. */ 2264 /* If we don't have anything, presume it can use all movement types. */
2089 move_type=MOVE_ALL; 2265 move_type = MOVE_ALL;
2266 }
2267
2268 for (i = 1; i < max; i++)
2090 } 2269 {
2091
2092 for(i=1;i<max;i++) {
2093 mp = m; 2270 mp = m;
2094 nx = x + freearr_x[i]; 2271 nx = x + freearr_x[i];
2095 ny = y + freearr_y[i]; 2272 ny = y + freearr_y[i];
2096 2273
2097 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2274 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2098 if (mflags & P_OUT_OF_MAP) { 2275 if (mflags & P_OUT_OF_MAP)
2276 {
2099 max = maxfree[i]; 2277 max = maxfree[i];
2278 }
2100 } else { 2279 else
2280 {
2101 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2281 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2102 2282
2103 if ((move_type & blocked) == move_type) { 2283 if ((move_type & blocked) == move_type)
2284 {
2104 max=maxfree[i]; 2285 max = maxfree[i];
2286 }
2105 } else if (mflags & P_IS_ALIVE) { 2287 else if (mflags & P_IS_ALIVE)
2288 {
2106 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2289 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2107 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2290 {
2108 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2291 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2292 {
2109 break; 2293 break;
2110 } 2294 }
2111 } 2295 }
2112 if(tmp) { 2296 if (tmp)
2297 {
2113 return freedir[i]; 2298 return freedir[i];
2114 } 2299 }
2115 } 2300 }
2116 } 2301 }
2117 } 2302 }
2118 return 0; 2303 return 0;
2119} 2304}
2120 2305
2121/* 2306/*
2122 * distance(object 1, object 2) will return the square of the 2307 * distance(object 1, object 2) will return the square of the
2123 * distance between the two given objects. 2308 * distance between the two given objects.
2124 */ 2309 */
2125 2310
2311int
2126int distance(const object *ob1, const object *ob2) { 2312distance (const object *ob1, const object *ob2)
2313{
2127 int i; 2314 int
2128 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2315 i;
2129 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2316
2317 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2130 return i; 2318 return i;
2131} 2319}
2132 2320
2133/* 2321/*
2134 * find_dir_2(delta-x,delta-y) will return a direction in which 2322 * 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 2323 * an object which has subtracted the x and y coordinates of another
2136 * object, needs to travel toward it. 2324 * object, needs to travel toward it.
2137 */ 2325 */
2138 2326
2327int
2139int find_dir_2(int x, int y) { 2328find_dir_2 (int x, int y)
2329{
2140 int q; 2330 int
2331 q;
2141 2332
2142 if(y) 2333 if (y)
2143 q=x*100/y; 2334 q = x * 100 / y;
2144 else if (x) 2335 else if (x)
2145 q= -300*x; 2336 q = -300 * x;
2146 else 2337 else
2147 return 0; 2338 return 0;
2148 2339
2149 if(y>0) { 2340 if (y > 0)
2341 {
2150 if(q < -242) 2342 if (q < -242)
2151 return 3 ; 2343 return 3;
2152 if (q < -41) 2344 if (q < -41)
2153 return 2 ; 2345 return 2;
2154 if (q < 41) 2346 if (q < 41)
2155 return 1 ; 2347 return 1;
2156 if (q < 242) 2348 if (q < 242)
2157 return 8 ; 2349 return 8;
2158 return 7 ; 2350 return 7;
2159 } 2351 }
2160 2352
2161 if (q < -242) 2353 if (q < -242)
2162 return 7 ; 2354 return 7;
2163 if (q < -41) 2355 if (q < -41)
2164 return 6 ; 2356 return 6;
2165 if (q < 41) 2357 if (q < 41)
2166 return 5 ; 2358 return 5;
2167 if (q < 242) 2359 if (q < 242)
2168 return 4 ; 2360 return 4;
2169 2361
2170 return 3 ; 2362 return 3;
2171} 2363}
2172 2364
2173/* 2365/*
2174 * absdir(int): Returns a number between 1 and 8, which represent 2366 * absdir(int): Returns a number between 1 and 8, which represent
2175 * the "absolute" direction of a number (it actually takes care of 2367 * the "absolute" direction of a number (it actually takes care of
2176 * "overflow" in previous calculations of a direction). 2368 * "overflow" in previous calculations of a direction).
2177 */ 2369 */
2178 2370
2371int
2179int absdir(int d) { 2372absdir (int d)
2180 while(d<1) d+=8; 2373{
2181 while(d>8) d-=8; 2374 while (d < 1)
2375 d += 8;
2376 while (d > 8)
2377 d -= 8;
2182 return d; 2378 return d;
2183} 2379}
2184 2380
2185/* 2381/*
2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2382 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2187 * between two directions (which are expected to be absolute (see absdir()) 2383 * between two directions (which are expected to be absolute (see absdir())
2188 */ 2384 */
2189 2385
2386int
2190int dirdiff(int dir1, int dir2) { 2387dirdiff (int dir1, int dir2)
2388{
2191 int d; 2389 int
2390 d;
2391
2192 d = abs(dir1 - dir2); 2392 d = abs (dir1 - dir2);
2193 if(d>4) 2393 if (d > 4)
2194 d = 8 - d; 2394 d = 8 - d;
2195 return d; 2395 return d;
2196} 2396}
2197 2397
2198/* peterm: 2398/* peterm:
2203 * direction 4, 14, or 16 to get back to where we are. 2403 * 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 2404 * Moved from spell_util.c to object.c with the other related direction
2205 * functions. 2405 * functions.
2206 */ 2406 */
2207 2407
2408int
2208int reduction_dir[SIZEOFFREE][3] = { 2409 reduction_dir[SIZEOFFREE][3] = {
2209 {0,0,0}, /* 0 */ 2410 {0, 0, 0}, /* 0 */
2210 {0,0,0}, /* 1 */ 2411 {0, 0, 0}, /* 1 */
2211 {0,0,0}, /* 2 */ 2412 {0, 0, 0}, /* 2 */
2212 {0,0,0}, /* 3 */ 2413 {0, 0, 0}, /* 3 */
2213 {0,0,0}, /* 4 */ 2414 {0, 0, 0}, /* 4 */
2214 {0,0,0}, /* 5 */ 2415 {0, 0, 0}, /* 5 */
2215 {0,0,0}, /* 6 */ 2416 {0, 0, 0}, /* 6 */
2216 {0,0,0}, /* 7 */ 2417 {0, 0, 0}, /* 7 */
2217 {0,0,0}, /* 8 */ 2418 {0, 0, 0}, /* 8 */
2218 {8,1,2}, /* 9 */ 2419 {8, 1, 2}, /* 9 */
2219 {1,2,-1}, /* 10 */ 2420 {1, 2, -1}, /* 10 */
2220 {2,10,12}, /* 11 */ 2421 {2, 10, 12}, /* 11 */
2221 {2,3,-1}, /* 12 */ 2422 {2, 3, -1}, /* 12 */
2222 {2,3,4}, /* 13 */ 2423 {2, 3, 4}, /* 13 */
2223 {3,4,-1}, /* 14 */ 2424 {3, 4, -1}, /* 14 */
2224 {4,14,16}, /* 15 */ 2425 {4, 14, 16}, /* 15 */
2225 {5,4,-1}, /* 16 */ 2426 {5, 4, -1}, /* 16 */
2226 {4,5,6}, /* 17 */ 2427 {4, 5, 6}, /* 17 */
2227 {6,5,-1}, /* 18 */ 2428 {6, 5, -1}, /* 18 */
2228 {6,20,18}, /* 19 */ 2429 {6, 20, 18}, /* 19 */
2229 {7,6,-1}, /* 20 */ 2430 {7, 6, -1}, /* 20 */
2230 {6,7,8}, /* 21 */ 2431 {6, 7, 8}, /* 21 */
2231 {7,8,-1}, /* 22 */ 2432 {7, 8, -1}, /* 22 */
2232 {8,22,24}, /* 23 */ 2433 {8, 22, 24}, /* 23 */
2233 {8,1,-1}, /* 24 */ 2434 {8, 1, -1}, /* 24 */
2234 {24,9,10}, /* 25 */ 2435 {24, 9, 10}, /* 25 */
2235 {9,10,-1}, /* 26 */ 2436 {9, 10, -1}, /* 26 */
2236 {10,11,-1}, /* 27 */ 2437 {10, 11, -1}, /* 27 */
2237 {27,11,29}, /* 28 */ 2438 {27, 11, 29}, /* 28 */
2238 {11,12,-1}, /* 29 */ 2439 {11, 12, -1}, /* 29 */
2239 {12,13,-1}, /* 30 */ 2440 {12, 13, -1}, /* 30 */
2240 {12,13,14}, /* 31 */ 2441 {12, 13, 14}, /* 31 */
2241 {13,14,-1}, /* 32 */ 2442 {13, 14, -1}, /* 32 */
2242 {14,15,-1}, /* 33 */ 2443 {14, 15, -1}, /* 33 */
2243 {33,15,35}, /* 34 */ 2444 {33, 15, 35}, /* 34 */
2244 {16,15,-1}, /* 35 */ 2445 {16, 15, -1}, /* 35 */
2245 {17,16,-1}, /* 36 */ 2446 {17, 16, -1}, /* 36 */
2246 {18,17,16}, /* 37 */ 2447 {18, 17, 16}, /* 37 */
2247 {18,17,-1}, /* 38 */ 2448 {18, 17, -1}, /* 38 */
2248 {18,19,-1}, /* 39 */ 2449 {18, 19, -1}, /* 39 */
2249 {41,19,39}, /* 40 */ 2450 {41, 19, 39}, /* 40 */
2250 {19,20,-1}, /* 41 */ 2451 {19, 20, -1}, /* 41 */
2251 {20,21,-1}, /* 42 */ 2452 {20, 21, -1}, /* 42 */
2252 {20,21,22}, /* 43 */ 2453 {20, 21, 22}, /* 43 */
2253 {21,22,-1}, /* 44 */ 2454 {21, 22, -1}, /* 44 */
2254 {23,22,-1}, /* 45 */ 2455 {23, 22, -1}, /* 45 */
2255 {45,47,23}, /* 46 */ 2456 {45, 47, 23}, /* 46 */
2256 {23,24,-1}, /* 47 */ 2457 {23, 24, -1}, /* 47 */
2257 {24,9,-1}}; /* 48 */ 2458 {24, 9, -1}
2459}; /* 48 */
2258 2460
2259/* Recursive routine to step back and see if we can 2461/* Recursive routine to step back and see if we can
2260 * find a path to that monster that we found. If not, 2462 * find a path to that monster that we found. If not,
2261 * we don't bother going toward it. Returns 1 if we 2463 * we don't bother going toward it. Returns 1 if we
2262 * can see a direct way to get it 2464 * can see a direct way to get it
2263 * Modified to be map tile aware -.MSW 2465 * Modified to be map tile aware -.MSW
2264 */ 2466 */
2265
2266 2467
2468
2469int
2267int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2470can_see_monsterP (maptile *m, int x, int y, int dir)
2471{
2268 sint16 dx, dy; 2472 sint16 dx, dy;
2473 int
2269 int mflags; 2474 mflags;
2270 2475
2476 if (dir < 0)
2271 if(dir<0) return 0; /* exit condition: invalid direction */ 2477 return 0; /* exit condition: invalid direction */
2272 2478
2273 dx = x + freearr_x[dir]; 2479 dx = x + freearr_x[dir];
2274 dy = y + freearr_y[dir]; 2480 dy = y + freearr_y[dir];
2275 2481
2276 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2482 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2277 2483
2278 /* This functional arguably was incorrect before - it was 2484 /* This functional arguably was incorrect before - it was
2279 * checking for P_WALL - that was basically seeing if 2485 * checking for P_WALL - that was basically seeing if
2280 * we could move to the monster - this is being more 2486 * we could move to the monster - this is being more
2281 * literal on if we can see it. To know if we can actually 2487 * 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 2488 * move to the monster, we'd need the monster passed in or
2283 * at least its move type. 2489 * at least its move type.
2284 */ 2490 */
2285 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2491 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2492 return 0;
2286 2493
2287 /* yes, can see. */ 2494 /* yes, can see. */
2288 if(dir < 9) return 1; 2495 if (dir < 9)
2496 return 1;
2289 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2497 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2290 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2498 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} 2499}
2293 2500
2294 2501
2295 2502
2296/* 2503/*
2297 * can_pick(picker, item): finds out if an object is possible to be 2504 * 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 2505 * picked up by the picker. Returnes 1 if it can be
2299 * picked up, otherwise 0. 2506 * picked up, otherwise 0.
2300 * 2507 *
2302 * core dumps if they do. 2509 * core dumps if they do.
2303 * 2510 *
2304 * Add a check so we can't pick up invisible objects (0.93.8) 2511 * Add a check so we can't pick up invisible objects (0.93.8)
2305 */ 2512 */
2306 2513
2514int
2307int can_pick(const object *who, const object *item) { 2515can_pick (const object *who, const object *item)
2516{
2308 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2517 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2309 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2518 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2310 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2519 !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} 2520}
2313 2521
2314 2522
2315/* 2523/*
2316 * create clone from object to another 2524 * create clone from object to another
2317 */ 2525 */
2526object *
2318object *object_create_clone (object *asrc) { 2527object_create_clone (object *asrc)
2528{
2529 object *
2319 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2530 dst = NULL, *tmp, *src, *part, *prev, *item;
2320 2531
2532 if (!asrc)
2321 if(!asrc) return NULL; 2533 return NULL;
2322 src = asrc; 2534 src = asrc;
2323 if(src->head) 2535 if (src->head)
2324 src = src->head; 2536 src = src->head;
2325 2537
2326 prev = NULL; 2538 prev = NULL;
2327 for(part = src; part; part = part->more) { 2539 for (part = src; part; part = part->more)
2540 {
2328 tmp = get_object(); 2541 tmp = get_object ();
2329 copy_object(part,tmp); 2542 copy_object (part, tmp);
2330 tmp->x -= src->x; 2543 tmp->x -= src->x;
2331 tmp->y -= src->y; 2544 tmp->y -= src->y;
2332 if(!part->head) { 2545 if (!part->head)
2546 {
2333 dst = tmp; 2547 dst = tmp;
2334 tmp->head = NULL; 2548 tmp->head = NULL;
2549 }
2335 } else { 2550 else
2551 {
2336 tmp->head = dst; 2552 tmp->head = dst;
2337 } 2553 }
2338 tmp->more = NULL; 2554 tmp->more = NULL;
2339 if(prev) 2555 if (prev)
2340 prev->more = tmp; 2556 prev->more = tmp;
2341 prev = tmp; 2557 prev = tmp;
2342 } 2558 }
2343 /*** copy inventory ***/ 2559
2344 for(item = src->inv; item; item = item->below) { 2560 for (item = src->inv; item; item = item->below)
2345 (void) insert_ob_in_ob(object_create_clone(item),dst); 2561 insert_ob_in_ob (object_create_clone (item), dst);
2346 }
2347 2562
2348 return dst; 2563 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} 2564}
2358 2565
2359/* GROS - Creates an object using a string representing its content. */ 2566/* 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 */ 2567/* 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, */ 2568/* 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. */ 2569/* 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. */ 2570/* Remember not to use load_object_str in a time-critical situation. */
2364/* Also remember that multiparts objects are not supported for now. */ 2571/* Also remember that multiparts objects are not supported for now. */
2365 2572
2573object *
2366object* load_object_str(const char *obstr) 2574load_object_str (const char *obstr)
2367{ 2575{
2368 object *op; 2576 object *op;
2369 char filename[MAX_BUF]; 2577 char filename[MAX_BUF];
2578
2370 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2579 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2371 2580
2372 FILE *tempfile=fopen(filename,"w"); 2581 FILE *tempfile = fopen (filename, "w");
2582
2373 if (tempfile == NULL) 2583 if (tempfile == NULL)
2374 { 2584 {
2375 LOG(llevError,"Error - Unable to access load object temp file\n"); 2585 LOG (llevError, "Error - Unable to access load object temp file\n");
2376 return NULL; 2586 return NULL;
2377 }; 2587 }
2588
2378 fprintf(tempfile,obstr); 2589 fprintf (tempfile, obstr);
2379 fclose(tempfile); 2590 fclose (tempfile);
2380 2591
2381 op=get_object(); 2592 op = get_object ();
2382 2593
2383 object_thawer thawer (filename); 2594 object_thawer thawer (filename);
2384 2595
2385 if (thawer) 2596 if (thawer)
2386 load_object(thawer,op,0); 2597 load_object (thawer, op, 0);
2387 2598
2388 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2599 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2389 CLEAR_FLAG(op,FLAG_REMOVED); 2600 CLEAR_FLAG (op, FLAG_REMOVED);
2390 2601
2391 return op; 2602 return op;
2392} 2603}
2393 2604
2394/* This returns the first object in who's inventory that 2605/* This returns the first object in who's inventory that
2395 * has the same type and subtype match. 2606 * has the same type and subtype match.
2396 * returns NULL if no match. 2607 * returns NULL if no match.
2397 */ 2608 */
2609object *
2398object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2610find_obj_by_type_subtype (const object *who, int type, int subtype)
2399{ 2611{
2400 object *tmp; 2612 object *tmp;
2401 2613
2402 for (tmp=who->inv; tmp; tmp=tmp->below) 2614 for (tmp = who->inv; tmp; tmp = tmp->below)
2403 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2615 if (tmp->type == type && tmp->subtype == subtype)
2616 return tmp;
2404 2617
2405 return NULL; 2618 return NULL;
2406} 2619}
2407 2620
2408/* If ob has a field named key, return the link from the list, 2621/* If ob has a field named key, return the link from the list,
2409 * otherwise return NULL. 2622 * otherwise return NULL.
2410 * 2623 *
2411 * key must be a passed in shared string - otherwise, this won't 2624 * key must be a passed in shared string - otherwise, this won't
2412 * do the desired thing. 2625 * do the desired thing.
2413 */ 2626 */
2627key_value *
2414key_value * get_ob_key_link(const object * ob, const char * key) { 2628get_ob_key_link (const object *ob, const char *key)
2629{
2415 key_value * link; 2630 key_value *link;
2416 2631
2417 for (link = ob->key_values; link != NULL; link = link->next) { 2632 for (link = ob->key_values; link != NULL; link = link->next)
2418 if (link->key == key) { 2633 if (link->key == key)
2419 return link; 2634 return link;
2420 } 2635
2421 }
2422
2423 return NULL; 2636 return NULL;
2424} 2637}
2425 2638
2426/* 2639/*
2427 * Returns the value of op has an extra_field for key, or NULL. 2640 * Returns the value of op has an extra_field for key, or NULL.
2428 * 2641 *
2429 * The argument doesn't need to be a shared string. 2642 * The argument doesn't need to be a shared string.
2430 * 2643 *
2431 * The returned string is shared. 2644 * The returned string is shared.
2432 */ 2645 */
2646const char *
2433const char * get_ob_key_value(const object * op, const char * const key) { 2647get_ob_key_value (const object *op, const char *const key)
2648{
2434 key_value * link; 2649 key_value *link;
2435 const char * canonical_key; 2650 shstr_cmp canonical_key (key);
2651
2652 if (!canonical_key)
2436 2653 {
2437 canonical_key = shstr::find (key);
2438
2439 if (canonical_key == NULL) {
2440 /* 1. There being a field named key on any object 2654 /* 1. There being a field named key on any object
2441 * implies there'd be a shared string to find. 2655 * implies there'd be a shared string to find.
2442 * 2. Since there isn't, no object has this field. 2656 * 2. Since there isn't, no object has this field.
2443 * 3. Therefore, *this* object doesn't have this field. 2657 * 3. Therefore, *this* object doesn't have this field.
2444 */ 2658 */
2445 return NULL; 2659 return 0;
2446 } 2660 }
2447 2661
2448 /* This is copied from get_ob_key_link() above - 2662 /* This is copied from get_ob_key_link() above -
2449 * only 4 lines, and saves the function call overhead. 2663 * only 4 lines, and saves the function call overhead.
2450 */ 2664 */
2451 for (link = op->key_values; link != NULL; link = link->next) { 2665 for (link = op->key_values; link; link = link->next)
2452 if (link->key == canonical_key) { 2666 if (link->key == canonical_key)
2453 return link->value; 2667 return link->value;
2454 } 2668
2455 } 2669 return 0;
2456 return NULL;
2457} 2670}
2458 2671
2459 2672
2460/* 2673/*
2461 * Updates the canonical_key in op to value. 2674 * 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 2678 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2466 * keys. 2679 * keys.
2467 * 2680 *
2468 * Returns TRUE on success. 2681 * Returns TRUE on success.
2469 */ 2682 */
2683int
2470int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2684set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2685{
2686 key_value *
2471 key_value * field = NULL, *last=NULL; 2687 field = NULL, *last = NULL;
2472 2688
2473 for (field=op->key_values; field != NULL; field=field->next) { 2689 for (field = op->key_values; field != NULL; field = field->next)
2690 {
2474 if (field->key != canonical_key) { 2691 if (field->key != canonical_key)
2692 {
2475 last = field; 2693 last = field;
2476 continue; 2694 continue;
2477 } 2695 }
2478 2696
2479 if (value) 2697 if (value)
2480 field->value = value; 2698 field->value = value;
2481 else { 2699 else
2700 {
2482 /* Basically, if the archetype has this key set, 2701 /* Basically, if the archetype has this key set,
2483 * we need to store the null value so when we save 2702 * we need to store the null value so when we save
2484 * it, we save the empty value so that when we load, 2703 * it, we save the empty value so that when we load,
2485 * we get this value back again. 2704 * we get this value back again.
2486 */ 2705 */
2487 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2706 if (get_ob_key_link (&op->arch->clone, canonical_key))
2488 field->value = 0; 2707 field->value = 0;
2708 else
2709 {
2710 if (last)
2711 last->next = field->next;
2489 else 2712 else
2490 {
2491 if (last) last->next = field->next;
2492 else op->key_values = field->next; 2713 op->key_values = field->next;
2493 2714
2494 delete field; 2715 delete field;
2495 } 2716 }
2496 } 2717 }
2497 return TRUE; 2718 return TRUE;
2498 } 2719 }
2499 /* IF we get here, key doesn't exist */ 2720 /* IF we get here, key doesn't exist */
2500 2721
2501 /* No field, we'll have to add it. */ 2722 /* No field, we'll have to add it. */
2723
2724 if (!add_key)
2502 2725 {
2503 if (!add_key) {
2504 return FALSE; 2726 return FALSE;
2505 } 2727 }
2506 /* There isn't any good reason to store a null 2728 /* There isn't any good reason to store a null
2507 * value in the key/value list. If the archetype has 2729 * value in the key/value list. If the archetype has
2508 * this key, then we should also have it, so shouldn't 2730 * this key, then we should also have it, so shouldn't
2509 * be here. If user wants to store empty strings, 2731 * be here. If user wants to store empty strings,
2510 * should pass in "" 2732 * should pass in ""
2511 */ 2733 */
2512 if (value == NULL) return TRUE; 2734 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; 2735 return TRUE;
2736
2737 field = new key_value;
2738
2739 field->key = canonical_key;
2740 field->value = value;
2741 /* Usual prepend-addition. */
2742 field->next = op->key_values;
2743 op->key_values = field;
2744
2745 return TRUE;
2523} 2746}
2524 2747
2525/* 2748/*
2526 * Updates the key in op to value. 2749 * Updates the key in op to value.
2527 * 2750 *
2529 * and not add new ones. 2752 * and not add new ones.
2530 * In general, should be little reason FALSE is ever passed in for add_key 2753 * In general, should be little reason FALSE is ever passed in for add_key
2531 * 2754 *
2532 * Returns TRUE on success. 2755 * Returns TRUE on success.
2533 */ 2756 */
2757int
2534int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2758set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2535{ 2759{
2536 shstr key_ (key); 2760 shstr key_ (key);
2761
2537 return set_ob_key_value_s (op, key_, value, add_key); 2762 return set_ob_key_value_s (op, key_, value, add_key);
2538} 2763}
2764
2765object::depth_iterator::depth_iterator (object *container)
2766: iterator_base (container)
2767{
2768 while (item->inv)
2769 item = item->inv;
2770}
2771
2772void
2773object::depth_iterator::next ()
2774{
2775 if (item->below)
2776 {
2777 item = item->below;
2778
2779 while (item->inv)
2780 item = item->inv;
2781 }
2782 else
2783 item = item->env;
2784}
2785
2786// return a suitable string describing an objetc in enough detail to find it
2787const char *
2788object::debug_desc (char *info) const
2789{
2790 char info2[256 * 3];
2791 char *p = info;
2792
2793 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2794 count,
2795 &name,
2796 title ? " " : "",
2797 title ? (const char *)title : "");
2798
2799 if (env)
2800 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2801
2802 if (map)
2803 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2804
2805 return info;
2806}
2807
2808const char *
2809object::debug_desc () const
2810{
2811 static char info[256 * 3];
2812 return debug_desc (info);
2813}
2814

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