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Comparing deliantra/server/common/object.C (file contents):
Revision 1.18 by root, Fri Sep 8 16:51:42 2006 UTC vs.
Revision 1.69 by root, Mon Dec 18 03:00:02 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.18 2006/09/08 16:51:42 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
36
42int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
43 40
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
46 42
47short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 45};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 48};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
56int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
59 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
60 133
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
63 key_value * wants_field; 138 key_value *wants_field;
64 139
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
68 */ 143 */
69 144
70 /* For each field in wants, */ 145 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
147 {
72 key_value * has_field; 148 key_value *has_field;
73 149
74 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
76 154 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 155 /* No field with that name. */
79 return FALSE; 156 return FALSE;
80 }
81 157 }
158
82 /* Found the matching field. */ 159 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
84 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 163 return FALSE;
86 } 164 }
87 165
88 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 167 }
168
91 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 170 return TRUE;
93} 171}
94 172
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
97 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
99 */ 179 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 181}
102 182
103/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 184 * they can be merged together.
105 * 185 *
106 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
109 * 189 *
110 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
111 * 191 *
112 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
113 * check weight 193 * check weight
114 */ 194 */
115 195
116bool
117object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
118{ 197{
119 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
121 return 0; 204 return 0;
122 205
123 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
124 return 0;
125
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof). 209 * used to store nrof).
129 */ 210 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 222
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 225
145 226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || 248 || ob1->move_off != ob2->move_off
176 (ob1->move_slow != ob2->move_slow) || 249 || ob1->move_slow != ob2->move_slow
177 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
178 return 0; 251 return 0;
179 252
180 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 254 * check all objects in the inventory.
182 */ 255 */
183 if (ob1->inv || ob2->inv) 256 if (ob1->inv || ob2->inv)
184 { 257 {
185 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 260 return 0;
188 261
189 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
191 return 0; 264 return 0;
192 265
193 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 267 * if it is valid.
195 */ 268 */
196 } 269 }
204 277
205 /* Note sure why the following is the case - either the object has to 278 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 279 * be animated or have a very low speed. Is this an attempted monster
207 * check? 280 * check?
208 */ 281 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 283 return 0;
212 284
213 switch (ob1->type) 285 switch (ob1->type)
214 { 286 {
215 case SCROLL: 287 case SCROLL:
216 if (ob1->level != ob2->level) 288 if (ob1->level != ob2->level)
217 return 0; 289 return 0;
218 break; 290 break;
219 } 291 }
220 292
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 294 {
223 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 297 /* One has fields, but the other one doesn't. */
226 return 0; 298 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 299 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 300 return 0;
229 } 301 }
230 302
231 //TODO: generate an event or call into perl for additional checks 303 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
233 { 305 {
234 ob1->optimise (); 306 ob1->optimise ();
235 ob2->optimise (); 307 ob2->optimise ();
236 308
237 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
238 return 0; 310 return 0;
239 } 311 }
240 312
241 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
242 return 1; 314 return 1;
243} 315}
316
244/* 317/*
245 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
247 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
248 */ 321 */
249signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
250 signed long sum; 325 long sum;
251 object *inv; 326 object *inv;
327
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
253 if (inv->inv) 330 if (inv->inv)
254 sum_weight(inv); 331 sum_weight (inv);
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 333 }
334
257 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
259 if(op->carrying != sum) 338 if (op->carrying != sum)
260 op->carrying = sum; 339 op->carrying = sum;
340
261 return sum; 341 return sum;
262} 342}
263 343
264/** 344/**
265 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
266 */ 346 */
267 347
348object *
268object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
269 while (op->env != NULL) 351 while (op->env != NULL)
270 op = op->env; 352 op = op->env;
271 return op; 353 return op;
272} 354}
273 355
274/* 356/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 357 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't 358 * a better check. We basically keeping traversing up until we can't
277 * or find a player. 359 * or find a player.
278 */ 360 */
279 361
362object *
280object *is_player_inv (object *op) { 363is_player_inv (object *op)
364{
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 365 for (; op != NULL && op->type != PLAYER; op = op->env)
282 if (op->env==op) 366 if (op->env == op)
283 op->env = NULL; 367 op->env = NULL;
284 return op; 368 return op;
285} 369}
286 370
287/* 371/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 372 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 373 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array. 374 * The result of the dump is stored in the static global errmsg array.
291 */ 375 */
292 376
293void dump_object2(object *op) { 377char *
294errmsg[0] = 0;
295return;
296 //TODO//D#d#
297#if 0
298 char *cp;
299/* object *tmp;*/
300
301 if(op->arch!=NULL) {
302 strcat(errmsg,"arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
304 strcat(errmsg,"\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307#if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer.
312 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 } else {
320 strcat(errmsg,"Object ");
321 if (op->name==NULL) strcat(errmsg, "(null)");
322 else strcat(errmsg,op->name);
323 strcat(errmsg,"\n");
324#if 0
325 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326 strcat(errmsg,cp);
327 for (tmp=op->inv; tmp; tmp=tmp->below)
328 dump_object2(tmp);
329#endif
330 strcat(errmsg,"end\n");
331 }
332#endif
333}
334
335/*
336 * Dumps an object. Returns output in the static global errmsg array.
337 */
338
339void dump_object(object *op) { 378dump_object (object *op)
340 if(op==NULL) { 379{
341 strcpy(errmsg,"[NULL pointer]"); 380 if (!op)
342 return; 381 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 382
348void dump_all_objects(void) { 383 object_freezer freezer;
349 object *op; 384 save_object (freezer, op, 3);
350 for(op=objects;op!=NULL;op=op->next) { 385 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 386}
355 387
356/* 388/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 389 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 390 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 391 * If it's not a multi-object, it is returned.
360 */ 392 */
361 393
394object *
362object *get_nearest_part(object *op, const object *pl) { 395get_nearest_part (object *op, const object *pl)
396{
363 object *tmp,*closest; 397 object *tmp, *closest;
364 int last_dist,i; 398 int last_dist, i;
399
365 if(op->more==NULL) 400 if (op->more == NULL)
366 return op; 401 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 402 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 403 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 404 closest = tmp, last_dist = i;
370 return closest; 405 return closest;
371} 406}
372 407
373/* 408/*
374 * Returns the object which has the count-variable equal to the argument. 409 * Returns the object which has the count-variable equal to the argument.
375 */ 410 */
376 411
412object *
377object *find_object(tag_t i) { 413find_object (tag_t i)
378 object *op; 414{
379 for(op=objects;op!=NULL;op=op->next) 415 for (object *op = object::first; op; op = op->next)
380 if(op->count==i) 416 if (op->count == i)
381 break; 417 return op;
418
382 return op; 419 return 0;
383} 420}
384 421
385/* 422/*
386 * Returns the first object which has a name equal to the argument. 423 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 424 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 425 * Enables features like "patch <name-of-other-player> food 999"
389 */ 426 */
390 427
428object *
391object *find_object_name(const char *str) { 429find_object_name (const char *str)
392 const char *name = shstr::find (str); 430{
431 shstr_cmp str_ (str);
393 object *op; 432 object *op;
433
394 for(op=objects;op!=NULL;op=op->next) 434 for (op = object::first; op != NULL; op = op->next)
395 if(&op->name == name) 435 if (op->name == str_)
396 break; 436 break;
397 437
398 return op; 438 return op;
399} 439}
400 440
441void
401void free_all_object_data () 442free_all_object_data ()
402{ 443{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 444 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404}
405
406/*
407 * Returns the object which this object marks as being the owner.
408 * A id-scheme is used to avoid pointing to objects which have been
409 * freed and are now reused. If this is detected, the owner is
410 * set to NULL, and NULL is returned.
411 * Changed 2004-02-12 - if the player is setting at the play again
412 * prompt, he is removed, and we don't want to treat him as an owner of
413 * anything, so check removed flag. I don't expect that this should break
414 * anything - once an object is removed, it is basically dead anyways.
415 */
416
417object *get_owner(object *op) {
418 if(op->owner==NULL)
419 return NULL;
420
421 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 op->owner->count==op->ownercount)
423 return op->owner;
424
425 op->owner=NULL;
426 op->ownercount=0;
427 return NULL;
428}
429
430void clear_owner(object *op)
431{
432 if (!op) return;
433
434 if (op->owner && op->ownercount == op->owner->count)
435 op->owner->refcount--;
436
437 op->owner = NULL;
438 op->ownercount = 0;
439} 445}
440 446
441/* 447/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 448 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 449 * skill and experience objects.
444 */ 450 */
445void set_owner (object *op, object *owner) 451void
452object::set_owner (object *owner)
446{ 453{
447 if(owner==NULL||op==NULL) 454 if (!owner)
448 return; 455 return;
449 456
450 /* next line added to allow objects which own objects */ 457 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop 458 /* Add a check for ownercounts in here, as I got into an endless loop
452 * with the fireball owning a poison cloud which then owned the 459 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting 460 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts 461 * freed and then another object replacing it. Since the ownercounts
455 * didn't match, this check is valid and I believe that cause is valid. 462 * didn't match, this check is valid and I believe that cause is valid.
456 */ 463 */
457 while (owner->owner && owner!=owner->owner && 464 while (owner->owner)
458 owner->ownercount==owner->owner->count) owner=owner->owner; 465 owner = owner->owner;
459 466
460 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that.
462 */
463 if (owner->owner) return;
464
465 op->owner=owner; 467 this->owner = owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470}
471
472/* Set the owner to clone's current owner and set the skill and experience
473 * objects to clone's objects (typically those objects that where the owner's
474 * current skill and experience objects at the time when clone's owner was
475 * set - not the owner's current skill and experience objects).
476 *
477 * Use this function if player created an object (e.g. fire bullet, swarm
478 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile.
481 */
482void copy_owner (object *op, object *clone)
483{
484 object *owner = get_owner (clone);
485 if (owner == NULL) {
486 /* players don't have owners - they own themselves. Update
487 * as appropriate.
488 */
489 if (clone->type == PLAYER) owner=clone;
490 else return;
491 }
492 set_owner(op, owner);
493
494} 468}
495 469
496/* Zero the key_values on op, decrementing the shared-string 470/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 471 * refcounts and freeing the links.
498 */ 472 */
473static void
499static void free_key_values(object * op) 474free_key_values (object *op)
500{ 475{
501 for (key_value *i = op->key_values; i != 0; ) 476 for (key_value *i = op->key_values; i != 0;)
502 { 477 {
503 key_value *next = i->next; 478 key_value *next = i->next;
504 delete i; 479 delete i;
480
505 i = next; 481 i = next;
506 } 482 }
507 483
508 op->key_values = 0; 484 op->key_values = 0;
509} 485}
510 486
511void object::clear () 487void object::clear ()
512{ 488{
513 attachable_base::clear (); 489 attachable_base::clear ();
514 490
515 free_key_values (this); 491 free_key_values (this);
516 492
517 name = 0; 493 owner = 0;
494 name = 0;
518 name_pl = 0; 495 name_pl = 0;
519 title = 0; 496 title = 0;
520 race = 0; 497 race = 0;
521 slaying = 0; 498 slaying = 0;
522 skill = 0; 499 skill = 0;
523 msg = 0; 500 msg = 0;
524 lore = 0; 501 lore = 0;
525 custom_name = 0; 502 custom_name = 0;
526 materialname = 0; 503 materialname = 0;
504 contr = 0;
505 below = 0;
506 above = 0;
507 inv = 0;
508 container = 0;
509 env = 0;
510 more = 0;
511 head = 0;
512 map = 0;
513 active_next = 0;
514 active_prev = 0;
527 515
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 516 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529 517
530 SET_FLAG (this, FLAG_REMOVED); 518 SET_FLAG (this, FLAG_REMOVED);
531}
532 519
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *(object_copy *)this;
536 *(object_pod *)destination = *(object_pod *)this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object (object *op)
548{
549 op->clear ();
550
551 op->contr = NULL;
552 op->below = NULL;
553 op->above = NULL;
554 op->inv = NULL;
555 op->container=NULL;
556 op->env=NULL;
557 op->more=NULL;
558 op->head=NULL;
559 op->map=NULL;
560 op->refcount=0;
561 op->active_next = NULL;
562 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */ 520 /* What is not cleared is next, prev, and count */
564 521
565 op->expmul = 1.0; 522 expmul = 1.0;
566 op->face = blank_face; 523 face = blank_face;
567 op->attacked_by_count = -1;
568 524
569 if (settings.casting_time) 525 if (settings.casting_time)
570 op->casting_time = -1; 526 casting_time = -1;
571} 527}
572 528
573/* 529/*
574 * copy object first frees everything allocated by the second object, 530 * copy_to first frees everything allocated by the dst object,
575 * and then copies the contends of the first object into the second 531 * and then copies the contents of itself into the second
576 * object, allocating what needs to be allocated. Basically, any 532 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 533 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
578 * if the first object is freed, the pointers in the new object 534 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 535 * will point at garbage.
580 */ 536 */
581 537void
582void copy_object (object *op2, object *op) 538object::copy_to (object *dst)
583{ 539{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 540 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 541 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
586 542
587 op2->clone (op); 543 *(object_copy *)dst = *this;
544 *(object_pod *)dst = *this;
588 545
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 546 if (self || cb)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 547 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
591 548
549 if (is_freed)
550 SET_FLAG (dst, FLAG_FREED);
551
552 if (is_removed)
553 SET_FLAG (dst, FLAG_REMOVED);
554
592 if (op2->speed < 0) 555 if (speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 556 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
594 557
595 /* Copy over key_values, if any. */ 558 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 559 if (key_values)
597 { 560 {
598 key_value *tail = NULL; 561 key_value *tail = 0;
599 key_value *i; 562 key_value *i;
600 563
601 op->key_values = NULL; 564 dst->key_values = 0;
602 565
603 for (i = op2->key_values; i != NULL; i = i->next) 566 for (i = key_values; i; i = i->next)
604 { 567 {
605 key_value *new_link = new key_value; 568 key_value *new_link = new key_value;
606 569
607 new_link->next = NULL; 570 new_link->next = 0;
608 new_link->key = i->key; 571 new_link->key = i->key;
609 new_link->value = i->value; 572 new_link->value = i->value;
610 573
611 /* Try and be clever here, too. */ 574 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 575 if (!dst->key_values)
613 { 576 {
614 op->key_values = new_link; 577 dst->key_values = new_link;
615 tail = new_link; 578 tail = new_link;
616 } 579 }
617 else 580 else
618 { 581 {
619 tail->next = new_link; 582 tail->next = new_link;
620 tail = new_link; 583 tail = new_link;
621 } 584 }
622 } 585 }
623 } 586 }
624 587
625 update_ob_speed (op); 588 update_ob_speed (dst);
626} 589}
627 590
628/* 591object *
629 * get_object() grabs an object from the list of unused objects, makes 592object::clone ()
630 * sure it is initialised, and returns it.
631 * If there are no free objects, expand_objects() is called to get more.
632 */
633
634object *get_object ()
635{ 593{
636 object *op = new object; 594 object *neu = create ();
637 595 copy_to (neu);
638 op->count = ++ob_count;
639
640 op->next = objects;
641
642 if (objects)
643 objects->prev = op;
644
645 objects = op;
646
647 SET_FLAG (op, FLAG_REMOVED);
648
649 op->expmul = 1.0;
650 op->face = blank_face;
651 op->attacked_by_count = -1;
652
653 return op; 596 return neu;
654} 597}
655 598
656/* 599/*
657 * If an object with the IS_TURNABLE() flag needs to be turned due 600 * If an object with the IS_TURNABLE() flag needs to be turned due
658 * to the closest player being on the other side, this function can 601 * to the closest player being on the other side, this function can
659 * be called to update the face variable, _and_ how it looks on the map. 602 * be called to update the face variable, _and_ how it looks on the map.
660 */ 603 */
661 604
605void
662void update_turn_face(object *op) { 606update_turn_face (object *op)
607{
663 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 608 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
664 return; 609 return;
665 SET_ANIMATION(op, op->direction); 610 SET_ANIMATION (op, op->direction);
666 update_object(op,UP_OBJ_FACE); 611 update_object (op, UP_OBJ_FACE);
667} 612}
668 613
669/* 614/*
670 * Updates the speed of an object. If the speed changes from 0 to another 615 * Updates the speed of an object. If the speed changes from 0 to another
671 * value, or vice versa, then add/remove the object from the active list. 616 * value, or vice versa, then add/remove the object from the active list.
672 * This function needs to be called whenever the speed of an object changes. 617 * This function needs to be called whenever the speed of an object changes.
673 */ 618 */
674 619void
675void update_ob_speed(object *op) { 620update_ob_speed (object *op)
621{
676 extern int arch_init; 622 extern int arch_init;
677 623
678 /* No reason putting the archetypes objects on the speed list, 624 /* No reason putting the archetypes objects on the speed list,
679 * since they never really need to be updated. 625 * since they never really need to be updated.
680 */ 626 */
681 627
682 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 628 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629 {
683 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 630 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
684#ifdef MANY_CORES 631#ifdef MANY_CORES
685 abort(); 632 abort ();
686#else 633#else
687 op->speed = 0; 634 op->speed = 0;
688#endif 635#endif
689 } 636 }
637
690 if (arch_init) { 638 if (arch_init)
639 return;
640
641 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
642 {
643 /* If already on active list, don't do anything */
644 if (op->active_next || op->active_prev || op == active_objects)
691 return; 645 return;
692 }
693 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
694 /* If already on active list, don't do anything */
695 if (op->active_next || op->active_prev || op==active_objects)
696 return;
697 646
698 /* process_events() expects us to insert the object at the beginning 647 /* process_events() expects us to insert the object at the beginning
699 * of the list. */ 648 * of the list. */
700 op->active_next = active_objects; 649 op->active_next = active_objects;
650
701 if (op->active_next!=NULL) 651 if (op->active_next != NULL)
702 op->active_next->active_prev = op; 652 op->active_next->active_prev = op;
653
703 active_objects = op; 654 active_objects = op;
655 }
656 else
704 } 657 {
705 else {
706 /* If not on the active list, nothing needs to be done */ 658 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects) 659 if (!op->active_next && !op->active_prev && op != active_objects)
708 return; 660 return;
709 661
710 if (op->active_prev==NULL) { 662 if (op->active_prev == NULL)
663 {
711 active_objects = op->active_next; 664 active_objects = op->active_next;
665
712 if (op->active_next!=NULL) 666 if (op->active_next != NULL)
713 op->active_next->active_prev = NULL; 667 op->active_next->active_prev = NULL;
668 }
669 else
714 } 670 {
715 else {
716 op->active_prev->active_next = op->active_next; 671 op->active_prev->active_next = op->active_next;
672
717 if (op->active_next) 673 if (op->active_next)
718 op->active_next->active_prev = op->active_prev; 674 op->active_next->active_prev = op->active_prev;
719 } 675 }
676
720 op->active_next = NULL; 677 op->active_next = NULL;
721 op->active_prev = NULL; 678 op->active_prev = NULL;
722 } 679 }
723} 680}
724 681
725/* This function removes object 'op' from the list of active 682/* This function removes object 'op' from the list of active
726 * objects. 683 * objects.
728 * reference maps where you don't want an object that isn't 685 * reference maps where you don't want an object that isn't
729 * in play chewing up cpu time getting processed. 686 * in play chewing up cpu time getting processed.
730 * The reverse of this is to call update_ob_speed, which 687 * The reverse of this is to call update_ob_speed, which
731 * will do the right thing based on the speed of the object. 688 * will do the right thing based on the speed of the object.
732 */ 689 */
690void
733void remove_from_active_list(object *op) 691remove_from_active_list (object *op)
734{ 692{
735 /* If not on the active list, nothing needs to be done */ 693 /* If not on the active list, nothing needs to be done */
736 if (!op->active_next && !op->active_prev && op!=active_objects) 694 if (!op->active_next && !op->active_prev && op != active_objects)
737 return; 695 return;
738 696
739 if (op->active_prev==NULL) { 697 if (op->active_prev == NULL)
698 {
740 active_objects = op->active_next; 699 active_objects = op->active_next;
741 if (op->active_next!=NULL) 700 if (op->active_next != NULL)
742 op->active_next->active_prev = NULL; 701 op->active_next->active_prev = NULL;
702 }
703 else
743 } 704 {
744 else {
745 op->active_prev->active_next = op->active_next; 705 op->active_prev->active_next = op->active_next;
746 if (op->active_next) 706 if (op->active_next)
747 op->active_next->active_prev = op->active_prev; 707 op->active_next->active_prev = op->active_prev;
748 } 708 }
749 op->active_next = NULL; 709 op->active_next = NULL;
750 op->active_prev = NULL; 710 op->active_prev = NULL;
751} 711}
752 712
753/* 713/*
754 * update_object() updates the array which represents the map. 714 * update_object() updates the array which represents the map.
755 * It takes into account invisible objects (and represent squares covered 715 * It takes into account invisible objects (and represent squares covered
770 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 730 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
771 * as that is easier than trying to look at what may have changed. 731 * as that is easier than trying to look at what may have changed.
772 * UP_OBJ_FACE: only the objects face has changed. 732 * UP_OBJ_FACE: only the objects face has changed.
773 */ 733 */
774 734
735void
775void update_object(object *op, int action) { 736update_object (object *op, int action)
737{
776 int update_now=0, flags; 738 int update_now = 0, flags;
777 MoveType move_on, move_off, move_block, move_slow; 739 MoveType move_on, move_off, move_block, move_slow;
778 740
779 if (op == NULL) { 741 if (op == NULL)
742 {
780 /* this should never happen */ 743 /* this should never happen */
781 LOG(llevDebug,"update_object() called for NULL object.\n"); 744 LOG (llevDebug, "update_object() called for NULL object.\n");
782 return; 745 return;
783 }
784 746 }
747
785 if(op->env!=NULL) { 748 if (op->env != NULL)
749 {
786 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
787 * to do in this case. 751 * to do in this case.
788 */ 752 */
789 return; 753 return;
790 } 754 }
791 755
792 /* If the map is saving, don't do anything as everything is 756 /* If the map is saving, don't do anything as everything is
793 * going to get freed anyways. 757 * going to get freed anyways.
794 */ 758 */
795 if (!op->map || op->map->in_memory == MAP_SAVING) return; 759 if (!op->map || op->map->in_memory == MAP_SAVING)
796 760 return;
761
797 /* make sure the object is within map boundaries */ 762 /* make sure the object is within map boundaries */
798 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 763 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
799 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 764 {
800 LOG(llevError,"update_object() called for object out of map!\n"); 765 LOG (llevError, "update_object() called for object out of map!\n");
801#ifdef MANY_CORES 766#ifdef MANY_CORES
802 abort(); 767 abort ();
803#endif 768#endif
804 return; 769 return;
805 }
806 770 }
771
807 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 772 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
808 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 773 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
809 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
810 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 775 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
811 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 776 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
812 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 777 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
813 778
814 if (action == UP_OBJ_INSERT) { 779 if (action == UP_OBJ_INSERT)
780 {
815 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
816 update_now=1; 782 update_now = 1;
817 783
818 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 784 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
819 update_now=1; 785 update_now = 1;
820 786
821 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
822 update_now=1; 788 update_now = 1;
823 789
824 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 790 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
825 update_now=1; 791 update_now = 1;
826 792
793 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
794 update_now = 1;
795
827 if ((move_on | op->move_on) != move_on) update_now=1; 796 if ((move_on | op->move_on) != move_on)
797 update_now = 1;
798
828 if ((move_off | op->move_off) != move_off) update_now=1; 799 if ((move_off | op->move_off) != move_off)
800 update_now = 1;
801
829 /* This isn't perfect, but I don't expect a lot of objects to 802 /* This isn't perfect, but I don't expect a lot of objects to
830 * to have move_allow right now. 803 * to have move_allow right now.
831 */ 804 */
832 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 805 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
833 update_now=1; 806 update_now = 1;
807
834 if ((move_slow | op->move_slow) != move_slow) update_now=1; 808 if ((move_slow | op->move_slow) != move_slow)
809 update_now = 1;
835 } 810 }
811
836 /* if the object is being removed, we can't make intelligent 812 /* if the object is being removed, we can't make intelligent
837 * decisions, because remove_ob can't really pass the object 813 * decisions, because remove_ob can't really pass the object
838 * that is being removed. 814 * that is being removed.
839 */ 815 */
840 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 816 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
841 update_now=1; 817 update_now = 1;
842 } else if (action == UP_OBJ_FACE) { 818 else if (action == UP_OBJ_FACE)
843 /* Nothing to do for that case */ 819 /* Nothing to do for that case */ ;
844 }
845 else { 820 else
846 LOG(llevError,"update_object called with invalid action: %d\n", action); 821 LOG (llevError, "update_object called with invalid action: %d\n", action);
847 }
848 822
849 if (update_now) { 823 if (update_now)
824 {
850 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 825 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
851 update_position(op->map, op->x, op->y); 826 update_position (op->map, op->x, op->y);
852 } 827 }
853 828
854 if(op->more!=NULL) 829 if (op->more != NULL)
855 update_object(op->more, action); 830 update_object (op->more, action);
856} 831}
857 832
833object::vector object::mortals;
834object::vector object::objects; // not yet used
835object *object::first;
836
837void object::free_mortals ()
838{
839 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
840 if ((*i)->refcnt)
841 ++i; // further delay freeing
842 else
843 {
844 delete *i;
845 mortals.erase (i);
846 }
847}
848
849object::object ()
850{
851 SET_FLAG (this, FLAG_REMOVED);
852
853 expmul = 1.0;
854 face = blank_face;
855}
856
857object::~object ()
858{
859 free_key_values (this);
860}
861
862void object::link ()
863{
864 count = ++ob_count;
865 uuid = gen_uuid ();
866
867 prev = 0;
868 next = object::first;
869
870 if (object::first)
871 object::first->prev = this;
872
873 object::first = this;
874}
875
876void object::unlink ()
877{
878 if (this == object::first)
879 object::first = next;
880
881 /* Remove this object from the list of used objects */
882 if (prev) prev->next = next;
883 if (next) next->prev = prev;
884
885 prev = 0;
886 next = 0;
887}
888
889object *object::create ()
890{
891 object *op = new object;
892 op->link ();
893 return op;
894}
858 895
859/* 896/*
860 * free_object() frees everything allocated by an object, removes 897 * free_object() frees everything allocated by an object, removes
861 * it from the list of used objects, and puts it on the list of 898 * it from the list of used objects, and puts it on the list of
862 * free objects. The IS_FREED() flag is set in the object. 899 * free objects. The IS_FREED() flag is set in the object.
863 * The object must have been removed by remove_ob() first for 900 * The object must have been removed by remove_ob() first for
864 * this function to succeed. 901 * this function to succeed.
865 * 902 *
866 * If free_inventory is set, free inventory as well. Else drop items in 903 * If destroy_inventory is set, free inventory as well. Else drop items in
867 * inventory to the ground. 904 * inventory to the ground.
868 */ 905 */
869 906void object::destroy (bool destroy_inventory)
870void
871free_object (object * ob)
872{ 907{
873 free_object2 (ob, 0);
874}
875
876void
877free_object2 (object * ob, int free_inventory)
878{
879 object *tmp, *op;
880
881 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 908 if (QUERY_FLAG (this, FLAG_FREED))
882 { 909 return;
883 LOG (llevDebug, "Free object called with non removed object\n");
884 dump_object (ob);
885#ifdef MANY_CORES
886 abort ();
887#endif
888 }
889 910
890 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 911 if (QUERY_FLAG (this, FLAG_FRIENDLY))
891 {
892 LOG (llevMonster, "Warning: tried to free friendly object.\n");
893 remove_friendly_object (ob); 912 remove_friendly_object (this);
894 }
895 913
896 if (QUERY_FLAG (ob, FLAG_FREED)) 914 if (!QUERY_FLAG (this, FLAG_REMOVED))
897 { 915 remove ();
898 dump_object (ob); 916
899 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 917 SET_FLAG (this, FLAG_FREED);
900 return; 918
919 if (more)
901 } 920 {
902 921 more->destroy (destroy_inventory);
903 if (ob->more != NULL) 922 more = 0;
904 { 923 }
905 free_object2 (ob->more, free_inventory);
906 ob->more = NULL;
907 }
908 924
909 if (ob->inv) 925 if (inv)
910 { 926 {
911 /* Only if the space blocks everything do we not process - 927 /* Only if the space blocks everything do we not process -
912 * if some form of movement is allowed, let objects 928 * if some form of movement is allowed, let objects
913 * drop on that space. 929 * drop on that space.
914 */ 930 */
915 if (free_inventory || ob->map == NULL 931 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
916 || ob->map->in_memory != MAP_IN_MEMORY 932 {
917 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 933 object *op = inv;
918 {
919 op = ob->inv;
920 934
921 while (op != NULL) 935 while (op)
922 { 936 {
923 tmp = op->below; 937 object *tmp = op->below;
924 remove_ob (op); 938 op->destroy (destroy_inventory);
925 free_object2 (op, free_inventory);
926 op = tmp; 939 op = tmp;
927 } 940 }
928 } 941 }
929 else 942 else
930 { /* Put objects in inventory onto this space */ 943 { /* Put objects in inventory onto this space */
931 op = ob->inv; 944 object *op = inv;
932 945
933 while (op != NULL) 946 while (op)
934 { 947 {
935 tmp = op->below; 948 object *tmp = op->below;
936 remove_ob (op);
937 949
950 op->remove ();
951
938 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 952 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
939 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 953 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
940 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 954 op->destroy ();
941 free_object (op); 955 else
942 else 956 {
943 { 957 op->x = x;
944 op->x = ob->x; 958 op->y = y;
945 op->y = ob->y;
946 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ 959 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
947 } 960 }
948 961
949 op = tmp; 962 op = tmp;
963 }
964 }
950 } 965 }
951 } 966
967 // hack to ensure that freed objects still have a valid map
968 {
969 static maptile *freed_map; // freed objects are moved here to avoid crashes
970
971 if (!freed_map)
972 {
973 freed_map = new maptile;
974
975 freed_map->name = "/internal/freed_objects_map";
976 freed_map->width = 3;
977 freed_map->height = 3;
978
979 freed_map->allocate ();
952 } 980 }
981
982 map = freed_map;
983 x = 1;
984 y = 1;
985 }
986
987 // clear those pointers that likely might have circular references to us
988 owner = 0;
989 enemy = 0;
990 attacked_by = 0;
991
992 // only relevant for players(?), but make sure of it anyways
993 contr = 0;
953 994
954 /* Remove object from the active list */ 995 /* Remove object from the active list */
955 ob->speed = 0; 996 speed = 0;
956 update_ob_speed (ob); 997 update_ob_speed (this);
957 998
958 SET_FLAG (ob, FLAG_FREED); 999 unlink ();
959 ob->count = 0;
960 1000
961 /* Remove this object from the list of used objects */ 1001 mortals.push_back (this);
962 if (ob->prev == NULL)
963 {
964 objects = ob->next;
965
966 if (objects != NULL)
967 objects->prev = NULL;
968 }
969 else
970 {
971 ob->prev->next = ob->next;
972
973 if (ob->next != NULL)
974 ob->next->prev = ob->prev;
975 }
976
977 free_key_values (ob);
978
979 /* Now link it with the free_objects list: */
980 ob->prev = 0;
981 ob->next = 0;
982
983 delete ob;
984} 1002}
985 1003
986/* 1004/*
987 * sub_weight() recursively (outwards) subtracts a number from the 1005 * sub_weight() recursively (outwards) subtracts a number from the
988 * weight of an object (and what is carried by it's environment(s)). 1006 * weight of an object (and what is carried by it's environment(s)).
989 */ 1007 */
990 1008void
991void sub_weight (object *op, signed long weight) { 1009sub_weight (object *op, signed long weight)
1010{
992 while (op != NULL) { 1011 while (op != NULL)
1012 {
993 if (op->type == CONTAINER) { 1013 if (op->type == CONTAINER)
994 weight=(signed long)(weight*(100-op->stats.Str)/100); 1014 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
995 } 1015
996 op->carrying-=weight; 1016 op->carrying -= weight;
997 op = op->env; 1017 op = op->env;
998 } 1018 }
999} 1019}
1000 1020
1001/* remove_ob(op): 1021/* op->remove ():
1002 * This function removes the object op from the linked list of objects 1022 * This function removes the object op from the linked list of objects
1003 * which it is currently tied to. When this function is done, the 1023 * which it is currently tied to. When this function is done, the
1004 * object will have no environment. If the object previously had an 1024 * object will have no environment. If the object previously had an
1005 * environment, the x and y coordinates will be updated to 1025 * environment, the x and y coordinates will be updated to
1006 * the previous environment. 1026 * the previous environment.
1007 * Beware: This function is called from the editor as well! 1027 * Beware: This function is called from the editor as well!
1008 */ 1028 */
1009 1029void
1010void remove_ob(object *op) { 1030object::remove ()
1031{
1011 object *tmp,*last=NULL; 1032 object *tmp, *last = 0;
1012 object *otmp; 1033 object *otmp;
1013 tag_t tag; 1034
1014 int check_walk_off; 1035 int check_walk_off;
1015 mapstruct *m;
1016 sint16 x,y;
1017
1018 1036
1019 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1037 if (QUERY_FLAG (this, FLAG_REMOVED))
1020 dump_object(op); 1038 return;
1021 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1022 1039
1023 /* Changed it to always dump core in this case. As has been learned
1024 * in the past, trying to recover from errors almost always
1025 * make things worse, and this is a real error here - something
1026 * that should not happen.
1027 * Yes, if this was a mission critical app, trying to do something
1028 * to recover may make sense, but that is because failure of the app
1029 * may have other disastrous problems. Cf runs out of a script
1030 * so is easily enough restarted without any real problems.
1031 * MSW 2001-07-01
1032 */
1033 abort();
1034 }
1035 if(op->more!=NULL)
1036 remove_ob(op->more);
1037
1038 SET_FLAG(op, FLAG_REMOVED); 1040 SET_FLAG (this, FLAG_REMOVED);
1039 1041
1042 if (more)
1043 more->remove ();
1044
1040 /* 1045 /*
1041 * In this case, the object to be removed is in someones 1046 * In this case, the object to be removed is in someones
1042 * inventory. 1047 * inventory.
1043 */ 1048 */
1044 if(op->env!=NULL) { 1049 if (env)
1050 {
1045 if(op->nrof) 1051 if (nrof)
1046 sub_weight(op->env, op->weight*op->nrof); 1052 sub_weight (env, weight * nrof);
1047 else 1053 else
1048 sub_weight(op->env, op->weight+op->carrying); 1054 sub_weight (env, weight + carrying);
1049 1055
1050 /* NO_FIX_PLAYER is set when a great many changes are being 1056 /* NO_FIX_PLAYER is set when a great many changes are being
1051 * made to players inventory. If set, avoiding the call 1057 * made to players inventory. If set, avoiding the call
1052 * to save cpu time. 1058 * to save cpu time.
1053 */ 1059 */
1054 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1060 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1055 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1056 fix_player(otmp); 1061 fix_player (otmp);
1057 1062
1058 if(op->above!=NULL) 1063 if (above != NULL)
1059 op->above->below=op->below; 1064 above->below = below;
1060 else 1065 else
1061 op->env->inv=op->below; 1066 env->inv = below;
1062 1067
1063 if(op->below!=NULL) 1068 if (below != NULL)
1064 op->below->above=op->above; 1069 below->above = above;
1065 1070
1066 /* we set up values so that it could be inserted into 1071 /* we set up values so that it could be inserted into
1067 * the map, but we don't actually do that - it is up 1072 * the map, but we don't actually do that - it is up
1068 * to the caller to decide what we want to do. 1073 * to the caller to decide what we want to do.
1074 */
1075 x = env->x, y = env->y;
1076 map = env->map;
1077 above = 0, below = 0;
1078 env = 0;
1079 }
1080 else if (map)
1081 {
1082 /* Re did the following section of code - it looks like it had
1083 * lots of logic for things we no longer care about
1084 */
1085
1086 /* link the object above us */
1087 if (above)
1088 above->below = below;
1089 else
1090 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1091
1092 /* Relink the object below us, if there is one */
1093 if (below)
1094 below->above = above;
1095 else
1096 {
1097 /* Nothing below, which means we need to relink map object for this space
1098 * use translated coordinates in case some oddness with map tiling is
1099 * evident
1069 */ 1100 */
1070 op->x=op->env->x,op->y=op->env->y; 1101 if (GET_MAP_OB (map, x, y) != this)
1071 op->map=op->env->map; 1102 {
1072 op->above=NULL,op->below=NULL; 1103 char *dump = dump_object (this);
1073 op->env=NULL; 1104 LOG (llevError,
1105 "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);
1106 free (dump);
1107 dump = dump_object (GET_MAP_OB (map, x, y));
1108 LOG (llevError, "%s\n", dump);
1109 free (dump);
1110 }
1111
1112 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1113 }
1114
1115 above = 0;
1116 below = 0;
1117
1118 if (map->in_memory == MAP_SAVING)
1074 return; 1119 return;
1075 }
1076 1120
1077 /* If we get here, we are removing it from a map */
1078 if (op->map == NULL) return;
1079
1080 x = op->x;
1081 y = op->y;
1082 m = get_map_from_coord(op->map, &x, &y);
1083
1084 if (!m) {
1085 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1086 op->map->path, op->x, op->y);
1087 /* in old days, we used to set x and y to 0 and continue.
1088 * it seems if we get into this case, something is probablye
1089 * screwed up and should be fixed.
1090 */
1091 abort();
1092 }
1093 if (op->map != m) {
1094 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1095 op->map->path, m->path, op->x, op->y, x, y);
1096 }
1097
1098 /* Re did the following section of code - it looks like it had
1099 * lots of logic for things we no longer care about
1100 */
1101
1102 /* link the object above us */
1103 if (op->above)
1104 op->above->below=op->below;
1105 else
1106 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1107
1108 /* Relink the object below us, if there is one */
1109 if(op->below) {
1110 op->below->above=op->above;
1111 } else {
1112 /* Nothing below, which means we need to relink map object for this space
1113 * use translated coordinates in case some oddness with map tiling is
1114 * evident
1115 */
1116 if(GET_MAP_OB(m,x,y)!=op) {
1117 dump_object(op);
1118 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);
1119 dump_object(GET_MAP_OB(m,x,y));
1120 LOG(llevError,"%s\n",errmsg);
1121 }
1122 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1123 }
1124 op->above=NULL;
1125 op->below=NULL;
1126
1127 if (op->map->in_memory == MAP_SAVING)
1128 return;
1129
1130 tag = op->count;
1131 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1121 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1122
1132 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1123 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1124 {
1133 /* No point updating the players look faces if he is the object 1125 /* No point updating the players look faces if he is the object
1134 * being removed. 1126 * being removed.
1135 */ 1127 */
1136 1128
1137 if(tmp->type==PLAYER && tmp!=op) { 1129 if (tmp->type == PLAYER && tmp != this)
1130 {
1138 /* If a container that the player is currently using somehow gets 1131 /* If a container that the player is currently using somehow gets
1139 * removed (most likely destroyed), update the player view 1132 * removed (most likely destroyed), update the player view
1140 * appropriately. 1133 * appropriately.
1141 */ 1134 */
1142 if (tmp->container==op) { 1135 if (tmp->container == this)
1136 {
1143 CLEAR_FLAG(op, FLAG_APPLIED); 1137 CLEAR_FLAG (this, FLAG_APPLIED);
1144 tmp->container=NULL; 1138 tmp->container = 0;
1139 }
1140
1141 tmp->contr->socket->update_look = 1;
1145 } 1142 }
1146 tmp->contr->socket.update_look=1; 1143
1147 }
1148 /* See if player moving off should effect something */ 1144 /* See if player moving off should effect something */
1149 if (check_walk_off && ((op->move_type & tmp->move_off) && 1145 if (check_walk_off
1146 && ((move_type & tmp->move_off)
1150 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1147 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1151 1148 {
1152 move_apply(tmp, op, NULL); 1149 move_apply (tmp, this, 0);
1150
1153 if (was_destroyed (op, tag)) { 1151 if (destroyed ())
1154 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1152 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1155 "leaving object\n", &tmp->name, &tmp->arch->name);
1156 } 1153 }
1157 }
1158 1154
1159 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1155 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1160 1156
1161 if(tmp->above == tmp) 1157 if (tmp->above == tmp)
1162 tmp->above = NULL; 1158 tmp->above = 0;
1159
1163 last=tmp; 1160 last = tmp;
1164 } 1161 }
1162
1165 /* last == NULL of there are no objects on this space */ 1163 /* last == NULL of there are no objects on this space */
1166 if (last==NULL) { 1164 if (!last)
1165 {
1167 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1166 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1168 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1167 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1169 * those out anyways, and if there are any flags set right now, they won't 1168 * those out anyways, and if there are any flags set right now, they won't
1170 * be correct anyways. 1169 * be correct anyways.
1171 */ 1170 */
1172 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1171 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1173 update_position(op->map, op->x, op->y); 1172 update_position (map, x, y);
1174 } 1173 }
1175 else 1174 else
1176 update_object(last, UP_OBJ_REMOVE); 1175 update_object (last, UP_OBJ_REMOVE);
1177 1176
1178 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1177 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1179 update_all_los(op->map, op->x, op->y); 1178 update_all_los (map, x, y);
1180 1179 }
1181} 1180}
1182 1181
1183/* 1182/*
1184 * merge_ob(op,top): 1183 * merge_ob(op,top):
1185 * 1184 *
1186 * This function goes through all objects below and including top, and 1185 * This function goes through all objects below and including top, and
1187 * merges op to the first matching object. 1186 * merges op to the first matching object.
1188 * If top is NULL, it is calculated. 1187 * If top is NULL, it is calculated.
1189 * Returns pointer to object if it succeded in the merge, otherwise NULL 1188 * Returns pointer to object if it succeded in the merge, otherwise NULL
1190 */ 1189 */
1191 1190object *
1192object *merge_ob(object *op, object *top) { 1191merge_ob (object *op, object *top)
1192{
1193 if(!op->nrof) 1193 if (!op->nrof)
1194 return 0; 1194 return 0;
1195
1195 if(top==NULL) 1196 if (top == NULL)
1196 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1197 for (top = op; top != NULL && top->above != NULL; top = top->above);
1198
1197 for(;top!=NULL;top=top->below) { 1199 for (; top != NULL; top = top->below)
1200 {
1198 if(top==op) 1201 if (top == op)
1199 continue; 1202 continue;
1200 if (CAN_MERGE(op,top)) 1203
1201 { 1204 if (object::can_merge (op, top))
1205 {
1202 top->nrof+=op->nrof; 1206 top->nrof += op->nrof;
1207
1203/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1208/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1204 op->weight = 0; /* Don't want any adjustements now */ 1209 op->weight = 0; /* Don't want any adjustements now */
1205 remove_ob(op); 1210 op->destroy ();
1206 free_object(op);
1207 return top; 1211 return top;
1208 } 1212 }
1209 } 1213 }
1214
1210 return NULL; 1215 return 0;
1211} 1216}
1212 1217
1213/* 1218/*
1214 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1219 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1215 * job preparing multi-part monsters 1220 * job preparing multi-part monsters
1216 */ 1221 */
1222object *
1217object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1223insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1224{
1218 object* tmp; 1225 object *tmp;
1226
1219 if (op->head) 1227 if (op->head)
1220 op=op->head; 1228 op = op->head;
1229
1221 for (tmp=op;tmp;tmp=tmp->more){ 1230 for (tmp = op; tmp; tmp = tmp->more)
1231 {
1222 tmp->x=x+tmp->arch->clone.x; 1232 tmp->x = x + tmp->arch->clone.x;
1223 tmp->y=y+tmp->arch->clone.y; 1233 tmp->y = y + tmp->arch->clone.y;
1224 } 1234 }
1235
1225 return insert_ob_in_map (op, m, originator, flag); 1236 return insert_ob_in_map (op, m, originator, flag);
1226} 1237}
1227 1238
1228/* 1239/*
1229 * insert_ob_in_map (op, map, originator, flag): 1240 * insert_ob_in_map (op, map, originator, flag):
1230 * This function inserts the object in the two-way linked list 1241 * This function inserts the object in the two-way linked list
1244 * new object if 'op' was merged with other object 1255 * new object if 'op' was merged with other object
1245 * NULL if 'op' was destroyed 1256 * NULL if 'op' was destroyed
1246 * just 'op' otherwise 1257 * just 'op' otherwise
1247 */ 1258 */
1248 1259
1260object *
1249object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1261insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1250{ 1262{
1251 object *tmp, *top, *floor=NULL; 1263 object *tmp, *top, *floor = NULL;
1252 sint16 x,y; 1264 sint16 x, y;
1253 1265
1254 if (QUERY_FLAG (op, FLAG_FREED)) { 1266 if (QUERY_FLAG (op, FLAG_FREED))
1267 {
1255 LOG (llevError, "Trying to insert freed object!\n"); 1268 LOG (llevError, "Trying to insert freed object!\n");
1269 return NULL;
1270 }
1271
1272 if (m == NULL)
1273 {
1274 char *dump = dump_object (op);
1275 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1276 free (dump);
1277 return op;
1278 }
1279
1280 if (out_of_map (m, op->x, op->y))
1281 {
1282 char *dump = dump_object (op);
1283 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1284#ifdef MANY_CORES
1285 /* Better to catch this here, as otherwise the next use of this object
1286 * is likely to cause a crash. Better to find out where it is getting
1287 * improperly inserted.
1288 */
1289 abort ();
1290#endif
1291 free (dump);
1292 return op;
1293 }
1294
1295 if (!QUERY_FLAG (op, FLAG_REMOVED))
1296 {
1297 char *dump = dump_object (op);
1298 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1299 free (dump);
1300 return op;
1301 }
1302
1303 if (op->more != NULL)
1304 {
1305 /* The part may be on a different map. */
1306
1307 object *more = op->more;
1308
1309 /* We really need the caller to normalize coordinates - if
1310 * we set the map, that doesn't work if the location is within
1311 * a map and this is straddling an edge. So only if coordinate
1312 * is clear wrong do we normalize it.
1313 */
1314 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1315 more->map = get_map_from_coord (m, &more->x, &more->y);
1316 else if (!more->map)
1317 {
1318 /* For backwards compatibility - when not dealing with tiled maps,
1319 * more->map should always point to the parent.
1320 */
1321 more->map = m;
1322 }
1323
1324 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1325 {
1326 if (!op->head)
1327 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1328
1329 return NULL;
1330 }
1331 }
1332
1333 CLEAR_FLAG (op, FLAG_REMOVED);
1334
1335 /* Ideally, the caller figures this out. However, it complicates a lot
1336 * of areas of callers (eg, anything that uses find_free_spot would now
1337 * need extra work
1338 */
1339 op->map = get_map_from_coord (m, &op->x, &op->y);
1340 x = op->x;
1341 y = op->y;
1342
1343 /* this has to be done after we translate the coordinates.
1344 */
1345 if (op->nrof && !(flag & INS_NO_MERGE))
1346 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1347 if (object::can_merge (op, tmp))
1348 {
1349 op->nrof += tmp->nrof;
1350 tmp->destroy ();
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))
1256 return NULL; 1518 return NULL;
1257 }
1258 if(m==NULL) {
1259 dump_object(op);
1260 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1261 return op;
1262 }
1263 if(out_of_map(m,op->x,op->y)) {
1264 dump_object(op);
1265 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1266#ifdef MANY_CORES
1267 /* Better to catch this here, as otherwise the next use of this object
1268 * is likely to cause a crash. Better to find out where it is getting
1269 * improperly inserted.
1270 */
1271 abort();
1272#endif
1273 return op;
1274 }
1275 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1276 dump_object(op);
1277 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1278 return op;
1279 }
1280 if(op->more!=NULL) {
1281 /* The part may be on a different map. */
1282 1519
1283 object *more = op->more;
1284
1285 /* We really need the caller to normalize coordinates - if
1286 * we set the map, that doesn't work if the location is within
1287 * a map and this is straddling an edge. So only if coordinate
1288 * is clear wrong do we normalize it.
1289 */
1290 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1291 more->map = get_map_from_coord(m, &more->x, &more->y);
1292 } else if (!more->map) {
1293 /* For backwards compatibility - when not dealing with tiled maps,
1294 * more->map should always point to the parent.
1295 */
1296 more->map = m;
1297 }
1298
1299 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1300 if ( ! op->head)
1301 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1302 return NULL;
1303 }
1304 }
1305 CLEAR_FLAG(op,FLAG_REMOVED);
1306
1307 /* Ideally, the caller figures this out. However, it complicates a lot
1308 * of areas of callers (eg, anything that uses find_free_spot would now
1309 * need extra work
1310 */
1311 op->map=get_map_from_coord(m, &op->x, &op->y);
1312 x = op->x;
1313 y = op->y;
1314
1315 /* this has to be done after we translate the coordinates.
1316 */
1317 if(op->nrof && !(flag & INS_NO_MERGE)) {
1318 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1319 if (CAN_MERGE(op,tmp)) {
1320 op->nrof+=tmp->nrof;
1321 remove_ob(tmp);
1322 free_object(tmp);
1323 }
1324 }
1325
1326 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1327 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1328 if (!QUERY_FLAG(op, FLAG_ALIVE))
1329 CLEAR_FLAG(op, FLAG_NO_STEAL);
1330
1331 if (flag & INS_BELOW_ORIGINATOR) {
1332 if (originator->map != op->map || originator->x != op->x ||
1333 originator->y != op->y) {
1334 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1335 abort();
1336 }
1337 op->above = originator;
1338 op->below = originator->below;
1339 if (op->below) op->below->above = op;
1340 else SET_MAP_OB(op->map, op->x, op->y, op);
1341 /* since *below* originator, no need to update top */
1342 originator->below = op;
1343 } else {
1344 /* If there are other objects, then */
1345 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1346 object *last=NULL;
1347 /*
1348 * If there are multiple objects on this space, we do some trickier handling.
1349 * We've already dealt with merging if appropriate.
1350 * Generally, we want to put the new object on top. But if
1351 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1352 * floor, we want to insert above that and no further.
1353 * Also, if there are spell objects on this space, we stop processing
1354 * once we get to them. This reduces the need to traverse over all of
1355 * them when adding another one - this saves quite a bit of cpu time
1356 * when lots of spells are cast in one area. Currently, it is presumed
1357 * that flying non pickable objects are spell objects.
1358 */
1359
1360 while (top != NULL) {
1361 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1362 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1363 if (QUERY_FLAG(top, FLAG_NO_PICK)
1364 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1365 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1366 {
1367 /* We insert above top, so we want this object below this */
1368 top=top->below;
1369 break;
1370 }
1371 last = top;
1372 top = top->above;
1373 }
1374 /* Don't want top to be NULL, so set it to the last valid object */
1375 top = last;
1376
1377 /* We let update_position deal with figuring out what the space
1378 * looks like instead of lots of conditions here.
1379 * makes things faster, and effectively the same result.
1380 */
1381
1382 /* Have object 'fall below' other objects that block view.
1383 * Unless those objects are exits, type 66
1384 * If INS_ON_TOP is used, don't do this processing
1385 * Need to find the object that in fact blocks view, otherwise
1386 * stacking is a bit odd.
1387 */
1388 if (!(flag & INS_ON_TOP) &&
1389 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1390 (op->face && !op->face->visibility)) {
1391 for (last=top; last != floor; last=last->below)
1392 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1393 /* Check to see if we found the object that blocks view,
1394 * and make sure we have a below pointer for it so that
1395 * we can get inserted below this one, which requires we
1396 * set top to the object below us.
1397 */
1398 if (last && last->below && last != floor) top=last->below;
1399 }
1400 } /* If objects on this space */
1401 if (flag & INS_MAP_LOAD)
1402 top = GET_MAP_TOP(op->map,op->x,op->y);
1403 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1404
1405 /* Top is the object that our object (op) is going to get inserted above.
1406 */
1407
1408 /* First object on this space */
1409 if (!top) {
1410 op->above = GET_MAP_OB(op->map, op->x, op->y);
1411 if (op->above) op->above->below = op;
1412 op->below = NULL;
1413 SET_MAP_OB(op->map, op->x, op->y, op);
1414 } else { /* get inserted into the stack above top */
1415 op->above = top->above;
1416 if (op->above) op->above->below = op;
1417 op->below = top;
1418 top->above = op;
1419 }
1420 if (op->above==NULL)
1421 SET_MAP_TOP(op->map,op->x, op->y, op);
1422 } /* else not INS_BELOW_ORIGINATOR */
1423
1424 if(op->type==PLAYER)
1425 op->contr->do_los=1;
1426
1427 /* If we have a floor, we know the player, if any, will be above
1428 * it, so save a few ticks and start from there.
1429 */
1430 if (!(flag & INS_MAP_LOAD))
1431 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1432 if (tmp->type == PLAYER)
1433 tmp->contr->socket.update_look=1;
1434 }
1435
1436 /* If this object glows, it may affect lighting conditions that are
1437 * visible to others on this map. But update_all_los is really
1438 * an inefficient way to do this, as it means los for all players
1439 * on the map will get recalculated. The players could very well
1440 * be far away from this change and not affected in any way -
1441 * this should get redone to only look for players within range,
1442 * or just updating the P_NEED_UPDATE for spaces within this area
1443 * of effect may be sufficient.
1444 */
1445 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1446 update_all_los(op->map, op->x, op->y);
1447
1448
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object(op,UP_OBJ_INSERT);
1451
1452
1453 /* Don't know if moving this to the end will break anything. However,
1454 * we want to have update_look set above before calling this.
1455 *
1456 * check_move_on() must be after this because code called from
1457 * check_move_on() depends on correct map flags (so functions like
1458 * blocked() and wall() work properly), and these flags are updated by
1459 * update_object().
1460 */
1461
1462 /* if this is not the head or flag has been passed, don't check walk on status */
1463
1464 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1465 if (check_move_on(op, originator))
1466 return NULL;
1467
1468 /* 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
1469 * walk on's. 1521 * walk on's.
1470 */ 1522 */
1471 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1472 if (check_move_on (tmp, originator)) 1524 if (check_move_on (tmp, originator))
1473 return NULL; 1525 return NULL;
1474 } 1526 }
1527
1475 return op; 1528 return op;
1476} 1529}
1477 1530
1478/* this function inserts an object in the map, but if it 1531/* this function inserts an object in the map, but if it
1479 * 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.
1480 * 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.
1481 */ 1534 */
1535void
1482void replace_insert_ob_in_map(const char *arch_string, object *op) { 1536replace_insert_ob_in_map (const char *arch_string, object *op)
1537{
1483 object *tmp; 1538 object *
1484 object *tmp1; 1539 tmp;
1540 object *
1541 tmp1;
1485 1542
1486 /* first search for itself and remove any old instances */ 1543 /* first search for itself and remove any old instances */
1487 1544
1488 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)
1489 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1546 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1490 remove_ob(tmp); 1547 tmp->destroy ();
1491 free_object(tmp);
1492 }
1493 }
1494 1548
1495 tmp1=arch_to_object(find_archetype(arch_string)); 1549 tmp1 = arch_to_object (archetype::find (arch_string));
1496 1550
1497 1551 tmp1->x = op->x;
1498 tmp1->x = op->x; tmp1->y = op->y; 1552 tmp1->y = op->y;
1499 insert_ob_in_map(tmp1,op->map,op,0); 1553 insert_ob_in_map (tmp1, op->map, op, 0);
1500} 1554}
1501 1555
1502/* 1556/*
1503 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1557 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1504 * is returned contains nr objects, and the remaining parts contains 1558 * is returned contains nr objects, and the remaining parts contains
1505 * the rest (or is removed and freed if that number is 0). 1559 * the rest (or is removed and freed if that number is 0).
1506 * On failure, NULL is returned, and the reason put into the 1560 * On failure, NULL is returned, and the reason put into the
1507 * global static errmsg array. 1561 * global static errmsg array.
1508 */ 1562 */
1509 1563
1564object *
1510object *get_split_ob(object *orig_ob, uint32 nr) { 1565get_split_ob (object *orig_ob, uint32 nr)
1566{
1511 object *newob; 1567 object *newob;
1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1568 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1513 1569
1514 if(orig_ob->nrof<nr) { 1570 if (orig_ob->nrof < nr)
1515 sprintf(errmsg,"There are only %d %ss.", 1571 {
1516 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1572 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1517 return NULL; 1573 return NULL;
1518 } 1574 }
1575
1519 newob = object_create_clone(orig_ob); 1576 newob = object_create_clone (orig_ob);
1577
1520 if((orig_ob->nrof-=nr)<1) { 1578 if ((orig_ob->nrof -= nr) < 1)
1521 if ( ! is_removed) 1579 orig_ob->destroy (1);
1522 remove_ob(orig_ob);
1523 free_object2(orig_ob, 1);
1524 }
1525 else if ( ! is_removed) { 1580 else if (!is_removed)
1581 {
1526 if(orig_ob->env!=NULL) 1582 if (orig_ob->env != NULL)
1527 sub_weight (orig_ob->env,orig_ob->weight*nr); 1583 sub_weight (orig_ob->env, orig_ob->weight * nr);
1528 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1584 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1585 {
1529 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1586 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1530 LOG(llevDebug,
1531 "Error, Tried to split object whose map is not in memory.\n"); 1587 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1532 return NULL; 1588 return NULL;
1533 } 1589 }
1534 } 1590 }
1591
1535 newob->nrof=nr; 1592 newob->nrof = nr;
1536 1593
1537 return newob; 1594 return newob;
1538} 1595}
1539 1596
1540/* 1597/*
1541 * decrease_ob_nr(object, number) decreases a specified number from 1598 * decrease_ob_nr(object, number) decreases a specified number from
1542 * the amount of an object. If the amount reaches 0, the object 1599 * the amount of an object. If the amount reaches 0, the object
1543 * is subsequently removed and freed. 1600 * is subsequently removed and freed.
1544 * 1601 *
1545 * Return value: 'op' if something is left, NULL if the amount reached 0 1602 * Return value: 'op' if something is left, NULL if the amount reached 0
1546 */ 1603 */
1547 1604
1605object *
1548object *decrease_ob_nr (object *op, uint32 i) 1606decrease_ob_nr (object *op, uint32 i)
1549{ 1607{
1550 object *tmp; 1608 object *tmp;
1551 player *pl; 1609 player *pl;
1552 1610
1553 if (i == 0) /* objects with op->nrof require this check */ 1611 if (i == 0) /* objects with op->nrof require this check */
1554 return op; 1612 return op;
1555 1613
1556 if (i > op->nrof) 1614 if (i > op->nrof)
1557 i = op->nrof; 1615 i = op->nrof;
1558 1616
1559 if (QUERY_FLAG (op, FLAG_REMOVED)) 1617 if (QUERY_FLAG (op, FLAG_REMOVED))
1618 op->nrof -= i;
1619 else if (op->env != NULL)
1620 {
1621 /* is this object in the players inventory, or sub container
1622 * therein?
1623 */
1624 tmp = is_player_inv (op->env);
1625 /* nope. Is this a container the player has opened?
1626 * If so, set tmp to that player.
1627 * IMO, searching through all the players will mostly
1628 * likely be quicker than following op->env to the map,
1629 * and then searching the map for a player.
1630 */
1631 if (!tmp)
1632 {
1633 for (pl = first_player; pl; pl = pl->next)
1634 if (pl->ob->container == op->env)
1635 break;
1636 if (pl)
1637 tmp = pl->ob;
1638 else
1639 tmp = NULL;
1640 }
1641
1642 if (i < op->nrof)
1643 {
1644 sub_weight (op->env, op->weight * i);
1645 op->nrof -= i;
1646 if (tmp)
1647 {
1648 esrv_send_item (tmp, op);
1649 }
1650 }
1651 else
1652 {
1653 op->remove ();
1654 op->nrof = 0;
1655 if (tmp)
1656 {
1657 esrv_del_item (tmp->contr, op->count);
1658 }
1659 }
1560 { 1660 }
1661 else
1662 {
1663 object *above = op->above;
1664
1665 if (i < op->nrof)
1561 op->nrof -= i; 1666 op->nrof -= i;
1562 } 1667 else
1563 else if (op->env != NULL)
1564 {
1565 /* is this object in the players inventory, or sub container
1566 * therein?
1567 */
1568 tmp = is_player_inv (op->env);
1569 /* nope. Is this a container the player has opened?
1570 * If so, set tmp to that player.
1571 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player.
1574 */
1575 if (!tmp) {
1576 for (pl=first_player; pl; pl=pl->next)
1577 if (pl->ob->container == op->env) break;
1578 if (pl) tmp=pl->ob;
1579 else tmp=NULL;
1580 } 1668 {
1581
1582 if (i < op->nrof) {
1583 sub_weight (op->env, op->weight * i);
1584 op->nrof -= i;
1585 if (tmp) {
1586 esrv_send_item(tmp, op);
1587 }
1588 } else {
1589 remove_ob (op); 1669 op->remove ();
1590 op->nrof = 0; 1670 op->nrof = 0;
1591 if (tmp) {
1592 esrv_del_item(tmp->contr, op->count);
1593 } 1671 }
1594 }
1595 }
1596 else
1597 {
1598 object *above = op->above;
1599 1672
1600 if (i < op->nrof) {
1601 op->nrof -= i;
1602 } else {
1603 remove_ob (op);
1604 op->nrof = 0;
1605 }
1606 /* Since we just removed op, op->above is null */ 1673 /* Since we just removed op, op->above is null */
1607 for (tmp = above; tmp != NULL; tmp = tmp->above) 1674 for (tmp = above; tmp != NULL; tmp = tmp->above)
1608 if (tmp->type == PLAYER) { 1675 if (tmp->type == PLAYER)
1676 {
1609 if (op->nrof) 1677 if (op->nrof)
1610 esrv_send_item(tmp, op); 1678 esrv_send_item (tmp, op);
1611 else 1679 else
1612 esrv_del_item(tmp->contr, op->count); 1680 esrv_del_item (tmp->contr, op->count);
1613 } 1681 }
1614 } 1682 }
1615 1683
1616 if (op->nrof) { 1684 if (op->nrof)
1617 return op; 1685 return op;
1618 } else { 1686 else
1619 free_object (op); 1687 {
1688 op->destroy ();
1620 return NULL; 1689 return NULL;
1621 } 1690 }
1622} 1691}
1623 1692
1624/* 1693/*
1625 * add_weight(object, weight) adds the specified weight to an object, 1694 * add_weight(object, weight) adds the specified weight to an object,
1626 * and also updates how much the environment(s) is/are carrying. 1695 * and also updates how much the environment(s) is/are carrying.
1627 */ 1696 */
1628 1697
1698void
1629void add_weight (object *op, signed long weight) { 1699add_weight (object *op, signed long weight)
1700{
1630 while (op!=NULL) { 1701 while (op != NULL)
1702 {
1631 if (op->type == CONTAINER) { 1703 if (op->type == CONTAINER)
1632 weight=(signed long)(weight*(100-op->stats.Str)/100); 1704 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1633 } 1705
1634 op->carrying+=weight; 1706 op->carrying += weight;
1635 op=op->env; 1707 op = op->env;
1636 } 1708 }
1637} 1709}
1638 1710
1711object *
1712insert_ob_in_ob (object *op, object *where)
1713{
1714 if (!where)
1715 {
1716 char *dump = dump_object (op);
1717 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1718 free (dump);
1719 return op;
1720 }
1721
1722 if (where->head)
1723 {
1724 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1725 where = where->head;
1726 }
1727
1728 return where->insert (op);
1729}
1730
1639/* 1731/*
1640 * insert_ob_in_ob(op,environment): 1732 * env->insert (op)
1641 * This function inserts the object op in the linked list 1733 * This function inserts the object op in the linked list
1642 * inside the object environment. 1734 * inside the object environment.
1643 * 1735 *
1644 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1645 * the inventory at the last position or next to other objects of the same
1646 * type.
1647 * Frank: Now sorted by type, archetype and magic!
1648 *
1649 * The function returns now pointer to inserted item, and return value can 1736 * The function returns now pointer to inserted item, and return value can
1650 * be != op, if items are merged. -Tero 1737 * be != op, if items are merged. -Tero
1651 */ 1738 */
1652 1739
1653object *insert_ob_in_ob(object *op,object *where) { 1740object *
1741object::insert (object *op)
1742{
1654 object *tmp, *otmp; 1743 object *tmp, *otmp;
1655 1744
1656 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1745 if (!QUERY_FLAG (op, FLAG_REMOVED))
1657 dump_object(op); 1746 op->remove ();
1658 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1747
1659 return op;
1660 }
1661 if(where==NULL) {
1662 dump_object(op);
1663 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1664 return op;
1665 }
1666 if (where->head) {
1667 LOG(llevDebug,
1668 "Warning: Tried to insert object wrong part of multipart object.\n");
1669 where = where->head;
1670 }
1671 if (op->more) { 1748 if (op->more)
1749 {
1672 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1750 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1673 &op->name, op->count);
1674 return op; 1751 return op;
1675 } 1752 }
1753
1676 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1754 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1677 CLEAR_FLAG(op, FLAG_REMOVED); 1755 CLEAR_FLAG (op, FLAG_REMOVED);
1678 if(op->nrof) { 1756 if (op->nrof)
1757 {
1679 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1758 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1680 if ( CAN_MERGE(tmp,op) ) { 1759 if (object::can_merge (tmp, op))
1760 {
1681 /* return the original object and remove inserted object 1761 /* return the original object and remove inserted object
1682 (client needs the original object) */ 1762 (client needs the original object) */
1683 tmp->nrof += op->nrof; 1763 tmp->nrof += op->nrof;
1684 /* Weight handling gets pretty funky. Since we are adding to 1764 /* Weight handling gets pretty funky. Since we are adding to
1685 * tmp->nrof, we need to increase the weight. 1765 * tmp->nrof, we need to increase the weight.
1686 */ 1766 */
1687 add_weight (where, op->weight*op->nrof); 1767 add_weight (this, op->weight * op->nrof);
1688 SET_FLAG(op, FLAG_REMOVED); 1768 SET_FLAG (op, FLAG_REMOVED);
1689 free_object(op); /* free the inserted object */ 1769 op->destroy (); /* free the inserted object */
1690 op = tmp; 1770 op = tmp;
1691 remove_ob (op); /* and fix old object's links */ 1771 op->remove (); /* and fix old object's links */
1692 CLEAR_FLAG(op, FLAG_REMOVED); 1772 CLEAR_FLAG (op, FLAG_REMOVED);
1693 break; 1773 break;
1694 } 1774 }
1695 1775
1696 /* I assume combined objects have no inventory 1776 /* I assume combined objects have no inventory
1697 * We add the weight - this object could have just been removed 1777 * We add the weight - this object could have just been removed
1698 * (if it was possible to merge). calling remove_ob will subtract 1778 * (if it was possible to merge). calling remove_ob will subtract
1699 * the weight, so we need to add it in again, since we actually do 1779 * the weight, so we need to add it in again, since we actually do
1700 * the linking below 1780 * the linking below
1701 */ 1781 */
1702 add_weight (where, op->weight*op->nrof); 1782 add_weight (this, op->weight * op->nrof);
1783 }
1703 } else 1784 else
1704 add_weight (where, (op->weight+op->carrying)); 1785 add_weight (this, (op->weight + op->carrying));
1705 1786
1706 otmp=is_player_inv(where); 1787 otmp = is_player_inv (this);
1707 if (otmp&&otmp->contr!=NULL) { 1788 if (otmp && otmp->contr)
1708 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1789 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1709 fix_player(otmp); 1790 fix_player (otmp);
1710 }
1711 1791
1712 op->map=NULL; 1792 op->map = NULL;
1713 op->env=where; 1793 op->env = this;
1714 op->above=NULL; 1794 op->above = NULL;
1715 op->below=NULL; 1795 op->below = NULL;
1716 op->x=0,op->y=0; 1796 op->x = 0, op->y = 0;
1717 1797
1718 /* reset the light list and los of the players on the map */ 1798 /* reset the light list and los of the players on the map */
1719 if((op->glow_radius!=0)&&where->map) 1799 if ((op->glow_radius != 0) && map)
1720 { 1800 {
1721#ifdef DEBUG_LIGHTS 1801#ifdef DEBUG_LIGHTS
1722 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1802 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1723 op->name);
1724#endif /* DEBUG_LIGHTS */ 1803#endif /* DEBUG_LIGHTS */
1725 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1804 if (MAP_DARKNESS (map))
1805 update_all_los (map, x, y);
1726 } 1806 }
1727 1807
1728 /* Client has no idea of ordering so lets not bother ordering it here. 1808 /* Client has no idea of ordering so lets not bother ordering it here.
1729 * It sure simplifies this function... 1809 * It sure simplifies this function...
1730 */ 1810 */
1731 if (where->inv==NULL) 1811 if (!inv)
1732 where->inv=op; 1812 inv = op;
1733 else { 1813 else
1814 {
1734 op->below = where->inv; 1815 op->below = inv;
1735 op->below->above = op; 1816 op->below->above = op;
1736 where->inv = op; 1817 inv = op;
1737 } 1818 }
1819
1738 return op; 1820 return op;
1739} 1821}
1740 1822
1741/* 1823/*
1742 * Checks if any objects has a move_type that matches objects 1824 * Checks if any objects has a move_type that matches objects
1757 * MSW 2001-07-08: Check all objects on space, not just those below 1839 * MSW 2001-07-08: Check all objects on space, not just those below
1758 * object being inserted. insert_ob_in_map may not put new objects 1840 * object being inserted. insert_ob_in_map may not put new objects
1759 * on top. 1841 * on top.
1760 */ 1842 */
1761 1843
1844int
1762int check_move_on (object *op, object *originator) 1845check_move_on (object *op, object *originator)
1763{ 1846{
1764 object *tmp; 1847 object *tmp;
1765 tag_t tag;
1766 mapstruct *m=op->map; 1848 maptile *m = op->map;
1767 int x=op->x, y=op->y; 1849 int x = op->x, y = op->y;
1850
1768 MoveType move_on, move_slow, move_block; 1851 MoveType move_on, move_slow, move_block;
1769 1852
1770 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1853 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1771 return 0; 1854 return 0;
1772 1855
1773 tag = op->count;
1774
1775 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1856 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1776 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1857 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1777 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1858 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1778 1859
1779 /* if nothing on this space will slow op down or be applied, 1860 /* if nothing on this space will slow op down or be applied,
1780 * no need to do checking below. have to make sure move_type 1861 * no need to do checking below. have to make sure move_type
1781 * is set, as lots of objects don't have it set - we treat that 1862 * is set, as lots of objects don't have it set - we treat that
1782 * as walking. 1863 * as walking.
1783 */ 1864 */
1784 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1865 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1785 return 0; 1866 return 0;
1786 1867
1787 /* This is basically inverse logic of that below - basically, 1868 /* This is basically inverse logic of that below - basically,
1788 * if the object can avoid the move on or slow move, they do so, 1869 * if the object can avoid the move on or slow move, they do so,
1789 * but can't do it if the alternate movement they are using is 1870 * but can't do it if the alternate movement they are using is
1790 * blocked. Logic on this seems confusing, but does seem correct. 1871 * blocked. Logic on this seems confusing, but does seem correct.
1791 */ 1872 */
1792 if ((op->move_type & ~move_on & ~move_block) != 0 && 1873 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1793 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1874 return 0;
1794 1875
1795 /* The objects have to be checked from top to bottom. 1876 /* The objects have to be checked from top to bottom.
1796 * Hence, we first go to the top: 1877 * Hence, we first go to the top:
1797 */ 1878 */
1798 1879
1799 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1880 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1800 tmp->above!=NULL; tmp=tmp->above) { 1881 {
1801 /* Trim the search when we find the first other spell effect 1882 /* Trim the search when we find the first other spell effect
1802 * this helps performance so that if a space has 50 spell objects, 1883 * this helps performance so that if a space has 50 spell objects,
1803 * we don't need to check all of them. 1884 * we don't need to check all of them.
1804 */ 1885 */
1805 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1886 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1887 break;
1888 }
1889
1890 for (; tmp; tmp = tmp->below)
1806 } 1891 {
1807 for(;tmp!=NULL; tmp=tmp->below) { 1892 if (tmp == op)
1808 if (tmp == op) continue; /* Can't apply yourself */ 1893 continue; /* Can't apply yourself */
1809 1894
1810 /* Check to see if one of the movement types should be slowed down. 1895 /* Check to see if one of the movement types should be slowed down.
1811 * Second check makes sure that the movement types not being slowed 1896 * Second check makes sure that the movement types not being slowed
1812 * (~slow_move) is not blocked on this space - just because the 1897 * (~slow_move) is not blocked on this space - just because the
1813 * space doesn't slow down swimming (for example), if you can't actually 1898 * space doesn't slow down swimming (for example), if you can't actually
1814 * swim on that space, can't use it to avoid the penalty. 1899 * swim on that space, can't use it to avoid the penalty.
1815 */ 1900 */
1816 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1901 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1902 {
1817 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1903 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1818 ((op->move_type & tmp->move_slow) &&
1819 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1904 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1905 {
1820 1906
1821 float diff; 1907 float
1822
1823 diff = tmp->move_slow_penalty*FABS(op->speed); 1908 diff = tmp->move_slow_penalty * FABS (op->speed);
1909
1824 if (op->type == PLAYER) { 1910 if (op->type == PLAYER)
1825 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1911 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1826 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1912 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1827 diff /= 4.0; 1913 diff /= 4.0;
1828 } 1914
1829 }
1830 op->speed_left -= diff; 1915 op->speed_left -= diff;
1831 } 1916 }
1832 } 1917 }
1833 1918
1834 /* Basically same logic as above, except now for actual apply. */ 1919 /* Basically same logic as above, except now for actual apply. */
1835 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1920 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1836 ((op->move_type & tmp->move_on) &&
1837 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1921 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1838 1922 {
1839 move_apply(tmp, op, originator); 1923 move_apply (tmp, op, originator);
1924
1840 if (was_destroyed (op, tag)) 1925 if (op->destroyed ())
1841 return 1; 1926 return 1;
1842 1927
1843 /* what the person/creature stepped onto has moved the object 1928 /* what the person/creature stepped onto has moved the object
1844 * someplace new. Don't process any further - if we did, 1929 * someplace new. Don't process any further - if we did,
1845 * have a feeling strange problems would result. 1930 * have a feeling strange problems would result.
1846 */ 1931 */
1847 if (op->map != m || op->x != x || op->y != y) return 0; 1932 if (op->map != m || op->x != x || op->y != y)
1933 return 0;
1848 } 1934 }
1849 } 1935 }
1936
1850 return 0; 1937 return 0;
1851} 1938}
1852 1939
1853/* 1940/*
1854 * present_arch(arch, map, x, y) searches for any objects with 1941 * present_arch(arch, map, x, y) searches for any objects with
1855 * a matching archetype at the given map and coordinates. 1942 * a matching archetype at the given map and coordinates.
1856 * The first matching object is returned, or NULL if none. 1943 * The first matching object is returned, or NULL if none.
1857 */ 1944 */
1858 1945
1946object *
1859object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1947present_arch (const archetype *at, maptile *m, int x, int y)
1948{
1860 object *tmp; 1949 object *
1950 tmp;
1951
1861 if(m==NULL || out_of_map(m,x,y)) { 1952 if (m == NULL || out_of_map (m, x, y))
1953 {
1862 LOG(llevError,"Present_arch called outside map.\n"); 1954 LOG (llevError, "Present_arch called outside map.\n");
1863 return NULL; 1955 return NULL;
1864 } 1956 }
1865 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1957 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1866 if(tmp->arch == at) 1958 if (tmp->arch == at)
1867 return tmp; 1959 return tmp;
1868 return NULL; 1960 return NULL;
1869} 1961}
1870 1962
1871/* 1963/*
1872 * present(type, map, x, y) searches for any objects with 1964 * present(type, map, x, y) searches for any objects with
1873 * a matching type variable at the given map and coordinates. 1965 * a matching type variable at the given map and coordinates.
1874 * The first matching object is returned, or NULL if none. 1966 * The first matching object is returned, or NULL if none.
1875 */ 1967 */
1876 1968
1969object *
1877object *present(unsigned char type,mapstruct *m, int x,int y) { 1970present (unsigned char type, maptile *m, int x, int y)
1971{
1878 object *tmp; 1972 object *
1973 tmp;
1974
1879 if(out_of_map(m,x,y)) { 1975 if (out_of_map (m, x, y))
1976 {
1880 LOG(llevError,"Present called outside map.\n"); 1977 LOG (llevError, "Present called outside map.\n");
1881 return NULL; 1978 return NULL;
1882 } 1979 }
1883 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1980 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1884 if(tmp->type==type) 1981 if (tmp->type == type)
1885 return tmp; 1982 return tmp;
1886 return NULL; 1983 return NULL;
1887} 1984}
1888 1985
1889/* 1986/*
1890 * present_in_ob(type, object) searches for any objects with 1987 * present_in_ob(type, object) searches for any objects with
1891 * a matching type variable in the inventory of the given object. 1988 * a matching type variable in the inventory of the given object.
1892 * The first matching object is returned, or NULL if none. 1989 * The first matching object is returned, or NULL if none.
1893 */ 1990 */
1894 1991
1992object *
1895object *present_in_ob(unsigned char type, const object *op) { 1993present_in_ob (unsigned char type, const object *op)
1994{
1896 object *tmp; 1995 object *
1996 tmp;
1997
1897 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1998 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1898 if(tmp->type==type) 1999 if (tmp->type == type)
1899 return tmp; 2000 return tmp;
1900 return NULL; 2001 return NULL;
1901} 2002}
1902 2003
1903/* 2004/*
1913 * the object name, not the archetype name. this is so that the 2014 * the object name, not the archetype name. this is so that the
1914 * spell code can use one object type (force), but change it's name 2015 * spell code can use one object type (force), but change it's name
1915 * to be unique. 2016 * to be unique.
1916 */ 2017 */
1917 2018
2019object *
1918object *present_in_ob_by_name(int type, const char *str, const object *op) { 2020present_in_ob_by_name (int type, const char *str, const object *op)
2021{
1919 object *tmp; 2022 object *
2023 tmp;
1920 2024
1921 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2025 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2026 {
1922 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2027 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1923 return tmp; 2028 return tmp;
1924 } 2029 }
1925 return NULL; 2030 return NULL;
1926} 2031}
1927 2032
1928/* 2033/*
1929 * present_arch_in_ob(archetype, object) searches for any objects with 2034 * present_arch_in_ob(archetype, object) searches for any objects with
1930 * a matching archetype in the inventory of the given object. 2035 * a matching archetype in the inventory of the given object.
1931 * The first matching object is returned, or NULL if none. 2036 * The first matching object is returned, or NULL if none.
1932 */ 2037 */
1933 2038
2039object *
1934object *present_arch_in_ob(const archetype *at, const object *op) { 2040present_arch_in_ob (const archetype *at, const object *op)
2041{
1935 object *tmp; 2042 object *
2043 tmp;
2044
1936 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2045 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1937 if( tmp->arch == at) 2046 if (tmp->arch == at)
1938 return tmp; 2047 return tmp;
1939 return NULL; 2048 return NULL;
1940} 2049}
1941 2050
1942/* 2051/*
1943 * activate recursively a flag on an object inventory 2052 * activate recursively a flag on an object inventory
1944 */ 2053 */
2054void
1945void flag_inv(object*op, int flag){ 2055flag_inv (object *op, int flag)
2056{
1946 object *tmp; 2057 object *
2058 tmp;
2059
1947 if(op->inv) 2060 if (op->inv)
1948 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2061 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2062 {
1949 SET_FLAG(tmp, flag); 2063 SET_FLAG (tmp, flag);
1950 flag_inv(tmp,flag); 2064 flag_inv (tmp, flag);
1951 } 2065 }
1952}/* 2066} /*
1953 * desactivate recursively a flag on an object inventory 2067 * desactivate recursively a flag on an object inventory
1954 */ 2068 */
2069void
1955void unflag_inv(object*op, int flag){ 2070unflag_inv (object *op, int flag)
2071{
1956 object *tmp; 2072 object *
2073 tmp;
2074
1957 if(op->inv) 2075 if (op->inv)
1958 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2076 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2077 {
1959 CLEAR_FLAG(tmp, flag); 2078 CLEAR_FLAG (tmp, flag);
1960 unflag_inv(tmp,flag); 2079 unflag_inv (tmp, flag);
1961 } 2080 }
1962} 2081}
1963 2082
1964/* 2083/*
1965 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2084 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1966 * all it's inventory (recursively). 2085 * all it's inventory (recursively).
1967 * If checksums are used, a player will get set_cheat called for 2086 * If checksums are used, a player will get set_cheat called for
1968 * him/her-self and all object carried by a call to this function. 2087 * him/her-self and all object carried by a call to this function.
1969 */ 2088 */
1970 2089
2090void
1971void set_cheat(object *op) { 2091set_cheat (object *op)
2092{
1972 SET_FLAG(op, FLAG_WAS_WIZ); 2093 SET_FLAG (op, FLAG_WAS_WIZ);
1973 flag_inv(op, FLAG_WAS_WIZ); 2094 flag_inv (op, FLAG_WAS_WIZ);
1974} 2095}
1975 2096
1976/* 2097/*
1977 * find_free_spot(object, map, x, y, start, stop) will search for 2098 * find_free_spot(object, map, x, y, start, stop) will search for
1978 * a spot at the given map and coordinates which will be able to contain 2099 * a spot at the given map and coordinates which will be able to contain
1993 * to know if the space in question will block the object. We can't use 2114 * to know if the space in question will block the object. We can't use
1994 * the archetype because that isn't correct if the monster has been 2115 * the archetype because that isn't correct if the monster has been
1995 * customized, changed states, etc. 2116 * customized, changed states, etc.
1996 */ 2117 */
1997 2118
2119int
1998int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2120find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2121{
2122 int
2123 i,
1999 int i,index=0, flag; 2124 index = 0, flag;
2125 static int
2000 static int altern[SIZEOFFREE]; 2126 altern[SIZEOFFREE];
2001 2127
2002 for(i=start;i<stop;i++) { 2128 for (i = start; i < stop; i++)
2129 {
2003 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2130 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2004 if(!flag) 2131 if (!flag)
2005 altern[index++]=i; 2132 altern[index++] = i;
2006 2133
2007 /* Basically, if we find a wall on a space, we cut down the search size. 2134 /* Basically, if we find a wall on a space, we cut down the search size.
2008 * In this way, we won't return spaces that are on another side of a wall. 2135 * In this way, we won't return spaces that are on another side of a wall.
2009 * This mostly work, but it cuts down the search size in all directions - 2136 * This mostly work, but it cuts down the search size in all directions -
2010 * if the space being examined only has a wall to the north and empty 2137 * if the space being examined only has a wall to the north and empty
2011 * spaces in all the other directions, this will reduce the search space 2138 * spaces in all the other directions, this will reduce the search space
2012 * to only the spaces immediately surrounding the target area, and 2139 * to only the spaces immediately surrounding the target area, and
2013 * won't look 2 spaces south of the target space. 2140 * won't look 2 spaces south of the target space.
2014 */ 2141 */
2015 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2142 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2016 stop=maxfree[i]; 2143 stop = maxfree[i];
2017 } 2144 }
2018 if(!index) return -1; 2145 if (!index)
2146 return -1;
2019 return altern[RANDOM()%index]; 2147 return altern[RANDOM () % index];
2020} 2148}
2021 2149
2022/* 2150/*
2023 * find_first_free_spot(archetype, mapstruct, x, y) works like 2151 * find_first_free_spot(archetype, maptile, x, y) works like
2024 * find_free_spot(), but it will search max number of squares. 2152 * find_free_spot(), but it will search max number of squares.
2025 * But it will return the first available spot, not a random choice. 2153 * But it will return the first available spot, not a random choice.
2026 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2154 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2027 */ 2155 */
2028 2156
2157int
2029int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2158find_first_free_spot (const object *ob, maptile *m, int x, int y)
2159{
2160 int
2030 int i; 2161 i;
2162
2031 for(i=0;i<SIZEOFFREE;i++) { 2163 for (i = 0; i < SIZEOFFREE; i++)
2164 {
2032 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2165 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2033 return i; 2166 return i;
2034 } 2167 }
2035 return -1; 2168 return -1;
2036} 2169}
2037 2170
2038/* 2171/*
2039 * The function permute(arr, begin, end) randomly reorders the array 2172 * The function permute(arr, begin, end) randomly reorders the array
2040 * arr[begin..end-1]. 2173 * arr[begin..end-1].
2041 */ 2174 */
2175static void
2042static void permute(int *arr, int begin, int end) 2176permute (int *arr, int begin, int end)
2043{ 2177{
2044 int i, j, tmp, len; 2178 int
2179 i,
2180 j,
2181 tmp,
2182 len;
2045 2183
2046 len = end-begin; 2184 len = end - begin;
2047 for(i = begin; i < end; i++) 2185 for (i = begin; i < end; i++)
2048 { 2186 {
2049 j = begin+RANDOM()%len; 2187 j = begin + RANDOM () % len;
2050 2188
2051 tmp = arr[i]; 2189 tmp = arr[i];
2052 arr[i] = arr[j]; 2190 arr[i] = arr[j];
2053 arr[j] = tmp; 2191 arr[j] = tmp;
2054 } 2192 }
2055} 2193}
2056 2194
2057/* new function to make monster searching more efficient, and effective! 2195/* new function to make monster searching more efficient, and effective!
2058 * This basically returns a randomized array (in the passed pointer) of 2196 * This basically returns a randomized array (in the passed pointer) of
2059 * the spaces to find monsters. In this way, it won't always look for 2197 * the spaces to find monsters. In this way, it won't always look for
2060 * monsters to the north first. However, the size of the array passed 2198 * monsters to the north first. However, the size of the array passed
2061 * covers all the spaces, so within that size, all the spaces within 2199 * covers all the spaces, so within that size, all the spaces within
2062 * the 3x3 area will be searched, just not in a predictable order. 2200 * the 3x3 area will be searched, just not in a predictable order.
2063 */ 2201 */
2202void
2064void get_search_arr(int *search_arr) 2203get_search_arr (int *search_arr)
2065{ 2204{
2205 int
2066 int i; 2206 i;
2067 2207
2068 for(i = 0; i < SIZEOFFREE; i++) 2208 for (i = 0; i < SIZEOFFREE; i++)
2069 { 2209 {
2070 search_arr[i] = i; 2210 search_arr[i] = i;
2071 } 2211 }
2072 2212
2073 permute(search_arr, 1, SIZEOFFREE1+1); 2213 permute (search_arr, 1, SIZEOFFREE1 + 1);
2074 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2214 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2075 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2215 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2076} 2216}
2077 2217
2078/* 2218/*
2079 * find_dir(map, x, y, exclude) will search some close squares in the 2219 * find_dir(map, x, y, exclude) will search some close squares in the
2080 * given map at the given coordinates for live objects. 2220 * given map at the given coordinates for live objects.
2086 * is actually want is going to try and move there. We need this info 2226 * is actually want is going to try and move there. We need this info
2087 * because we have to know what movement the thing looking to move 2227 * because we have to know what movement the thing looking to move
2088 * there is capable of. 2228 * there is capable of.
2089 */ 2229 */
2090 2230
2231int
2091int find_dir(mapstruct *m, int x, int y, object *exclude) { 2232find_dir (maptile *m, int x, int y, object *exclude)
2233{
2234 int
2235 i,
2092 int i,max=SIZEOFFREE, mflags; 2236 max = SIZEOFFREE, mflags;
2237
2093 sint16 nx, ny; 2238 sint16 nx, ny;
2094 object *tmp; 2239 object *
2095 mapstruct *mp; 2240 tmp;
2241 maptile *
2242 mp;
2243
2096 MoveType blocked, move_type; 2244 MoveType blocked, move_type;
2097 2245
2098 if (exclude && exclude->head) { 2246 if (exclude && exclude->head)
2247 {
2099 exclude = exclude->head; 2248 exclude = exclude->head;
2100 move_type = exclude->move_type; 2249 move_type = exclude->move_type;
2101 } else { 2250 }
2251 else
2252 {
2102 /* If we don't have anything, presume it can use all movement types. */ 2253 /* If we don't have anything, presume it can use all movement types. */
2103 move_type=MOVE_ALL; 2254 move_type = MOVE_ALL;
2255 }
2256
2257 for (i = 1; i < max; i++)
2104 } 2258 {
2105
2106 for(i=1;i<max;i++) {
2107 mp = m; 2259 mp = m;
2108 nx = x + freearr_x[i]; 2260 nx = x + freearr_x[i];
2109 ny = y + freearr_y[i]; 2261 ny = y + freearr_y[i];
2110 2262
2111 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2263 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2112 if (mflags & P_OUT_OF_MAP) { 2264 if (mflags & P_OUT_OF_MAP)
2265 {
2113 max = maxfree[i]; 2266 max = maxfree[i];
2267 }
2114 } else { 2268 else
2269 {
2115 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2270 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2116 2271
2117 if ((move_type & blocked) == move_type) { 2272 if ((move_type & blocked) == move_type)
2273 {
2118 max=maxfree[i]; 2274 max = maxfree[i];
2275 }
2119 } else if (mflags & P_IS_ALIVE) { 2276 else if (mflags & P_IS_ALIVE)
2277 {
2120 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2278 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2121 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2279 {
2122 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2280 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2281 {
2123 break; 2282 break;
2124 } 2283 }
2125 } 2284 }
2126 if(tmp) { 2285 if (tmp)
2286 {
2127 return freedir[i]; 2287 return freedir[i];
2128 } 2288 }
2129 } 2289 }
2130 } 2290 }
2131 } 2291 }
2132 return 0; 2292 return 0;
2133} 2293}
2134 2294
2135/* 2295/*
2136 * distance(object 1, object 2) will return the square of the 2296 * distance(object 1, object 2) will return the square of the
2137 * distance between the two given objects. 2297 * distance between the two given objects.
2138 */ 2298 */
2139 2299
2300int
2140int distance(const object *ob1, const object *ob2) { 2301distance (const object *ob1, const object *ob2)
2302{
2141 int i; 2303 int
2142 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2304 i;
2143 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2305
2306 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2144 return i; 2307 return i;
2145} 2308}
2146 2309
2147/* 2310/*
2148 * find_dir_2(delta-x,delta-y) will return a direction in which 2311 * find_dir_2(delta-x,delta-y) will return a direction in which
2149 * an object which has subtracted the x and y coordinates of another 2312 * an object which has subtracted the x and y coordinates of another
2150 * object, needs to travel toward it. 2313 * object, needs to travel toward it.
2151 */ 2314 */
2152 2315
2316int
2153int find_dir_2(int x, int y) { 2317find_dir_2 (int x, int y)
2318{
2154 int q; 2319 int
2320 q;
2155 2321
2156 if(y) 2322 if (y)
2157 q=x*100/y; 2323 q = x * 100 / y;
2158 else if (x) 2324 else if (x)
2159 q= -300*x; 2325 q = -300 * x;
2160 else 2326 else
2161 return 0; 2327 return 0;
2162 2328
2163 if(y>0) { 2329 if (y > 0)
2330 {
2164 if(q < -242) 2331 if (q < -242)
2165 return 3 ; 2332 return 3;
2166 if (q < -41) 2333 if (q < -41)
2167 return 2 ; 2334 return 2;
2168 if (q < 41) 2335 if (q < 41)
2169 return 1 ; 2336 return 1;
2170 if (q < 242) 2337 if (q < 242)
2171 return 8 ; 2338 return 8;
2172 return 7 ; 2339 return 7;
2173 } 2340 }
2174 2341
2175 if (q < -242) 2342 if (q < -242)
2176 return 7 ; 2343 return 7;
2177 if (q < -41) 2344 if (q < -41)
2178 return 6 ; 2345 return 6;
2179 if (q < 41) 2346 if (q < 41)
2180 return 5 ; 2347 return 5;
2181 if (q < 242) 2348 if (q < 242)
2182 return 4 ; 2349 return 4;
2183 2350
2184 return 3 ; 2351 return 3;
2185} 2352}
2186 2353
2187/* 2354/*
2188 * absdir(int): Returns a number between 1 and 8, which represent 2355 * absdir(int): Returns a number between 1 and 8, which represent
2189 * the "absolute" direction of a number (it actually takes care of 2356 * the "absolute" direction of a number (it actually takes care of
2190 * "overflow" in previous calculations of a direction). 2357 * "overflow" in previous calculations of a direction).
2191 */ 2358 */
2192 2359
2360int
2193int absdir(int d) { 2361absdir (int d)
2194 while(d<1) d+=8; 2362{
2195 while(d>8) d-=8; 2363 while (d < 1)
2364 d += 8;
2365 while (d > 8)
2366 d -= 8;
2196 return d; 2367 return d;
2197} 2368}
2198 2369
2199/* 2370/*
2200 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2371 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2201 * between two directions (which are expected to be absolute (see absdir()) 2372 * between two directions (which are expected to be absolute (see absdir())
2202 */ 2373 */
2203 2374
2375int
2204int dirdiff(int dir1, int dir2) { 2376dirdiff (int dir1, int dir2)
2377{
2205 int d; 2378 int
2379 d;
2380
2206 d = abs(dir1 - dir2); 2381 d = abs (dir1 - dir2);
2207 if(d>4) 2382 if (d > 4)
2208 d = 8 - d; 2383 d = 8 - d;
2209 return d; 2384 return d;
2210} 2385}
2211 2386
2212/* peterm: 2387/* peterm:
2217 * direction 4, 14, or 16 to get back to where we are. 2392 * direction 4, 14, or 16 to get back to where we are.
2218 * Moved from spell_util.c to object.c with the other related direction 2393 * Moved from spell_util.c to object.c with the other related direction
2219 * functions. 2394 * functions.
2220 */ 2395 */
2221 2396
2397int
2222int reduction_dir[SIZEOFFREE][3] = { 2398 reduction_dir[SIZEOFFREE][3] = {
2223 {0,0,0}, /* 0 */ 2399 {0, 0, 0}, /* 0 */
2224 {0,0,0}, /* 1 */ 2400 {0, 0, 0}, /* 1 */
2225 {0,0,0}, /* 2 */ 2401 {0, 0, 0}, /* 2 */
2226 {0,0,0}, /* 3 */ 2402 {0, 0, 0}, /* 3 */
2227 {0,0,0}, /* 4 */ 2403 {0, 0, 0}, /* 4 */
2228 {0,0,0}, /* 5 */ 2404 {0, 0, 0}, /* 5 */
2229 {0,0,0}, /* 6 */ 2405 {0, 0, 0}, /* 6 */
2230 {0,0,0}, /* 7 */ 2406 {0, 0, 0}, /* 7 */
2231 {0,0,0}, /* 8 */ 2407 {0, 0, 0}, /* 8 */
2232 {8,1,2}, /* 9 */ 2408 {8, 1, 2}, /* 9 */
2233 {1,2,-1}, /* 10 */ 2409 {1, 2, -1}, /* 10 */
2234 {2,10,12}, /* 11 */ 2410 {2, 10, 12}, /* 11 */
2235 {2,3,-1}, /* 12 */ 2411 {2, 3, -1}, /* 12 */
2236 {2,3,4}, /* 13 */ 2412 {2, 3, 4}, /* 13 */
2237 {3,4,-1}, /* 14 */ 2413 {3, 4, -1}, /* 14 */
2238 {4,14,16}, /* 15 */ 2414 {4, 14, 16}, /* 15 */
2239 {5,4,-1}, /* 16 */ 2415 {5, 4, -1}, /* 16 */
2240 {4,5,6}, /* 17 */ 2416 {4, 5, 6}, /* 17 */
2241 {6,5,-1}, /* 18 */ 2417 {6, 5, -1}, /* 18 */
2242 {6,20,18}, /* 19 */ 2418 {6, 20, 18}, /* 19 */
2243 {7,6,-1}, /* 20 */ 2419 {7, 6, -1}, /* 20 */
2244 {6,7,8}, /* 21 */ 2420 {6, 7, 8}, /* 21 */
2245 {7,8,-1}, /* 22 */ 2421 {7, 8, -1}, /* 22 */
2246 {8,22,24}, /* 23 */ 2422 {8, 22, 24}, /* 23 */
2247 {8,1,-1}, /* 24 */ 2423 {8, 1, -1}, /* 24 */
2248 {24,9,10}, /* 25 */ 2424 {24, 9, 10}, /* 25 */
2249 {9,10,-1}, /* 26 */ 2425 {9, 10, -1}, /* 26 */
2250 {10,11,-1}, /* 27 */ 2426 {10, 11, -1}, /* 27 */
2251 {27,11,29}, /* 28 */ 2427 {27, 11, 29}, /* 28 */
2252 {11,12,-1}, /* 29 */ 2428 {11, 12, -1}, /* 29 */
2253 {12,13,-1}, /* 30 */ 2429 {12, 13, -1}, /* 30 */
2254 {12,13,14}, /* 31 */ 2430 {12, 13, 14}, /* 31 */
2255 {13,14,-1}, /* 32 */ 2431 {13, 14, -1}, /* 32 */
2256 {14,15,-1}, /* 33 */ 2432 {14, 15, -1}, /* 33 */
2257 {33,15,35}, /* 34 */ 2433 {33, 15, 35}, /* 34 */
2258 {16,15,-1}, /* 35 */ 2434 {16, 15, -1}, /* 35 */
2259 {17,16,-1}, /* 36 */ 2435 {17, 16, -1}, /* 36 */
2260 {18,17,16}, /* 37 */ 2436 {18, 17, 16}, /* 37 */
2261 {18,17,-1}, /* 38 */ 2437 {18, 17, -1}, /* 38 */
2262 {18,19,-1}, /* 39 */ 2438 {18, 19, -1}, /* 39 */
2263 {41,19,39}, /* 40 */ 2439 {41, 19, 39}, /* 40 */
2264 {19,20,-1}, /* 41 */ 2440 {19, 20, -1}, /* 41 */
2265 {20,21,-1}, /* 42 */ 2441 {20, 21, -1}, /* 42 */
2266 {20,21,22}, /* 43 */ 2442 {20, 21, 22}, /* 43 */
2267 {21,22,-1}, /* 44 */ 2443 {21, 22, -1}, /* 44 */
2268 {23,22,-1}, /* 45 */ 2444 {23, 22, -1}, /* 45 */
2269 {45,47,23}, /* 46 */ 2445 {45, 47, 23}, /* 46 */
2270 {23,24,-1}, /* 47 */ 2446 {23, 24, -1}, /* 47 */
2271 {24,9,-1}}; /* 48 */ 2447 {24, 9, -1}
2448}; /* 48 */
2272 2449
2273/* Recursive routine to step back and see if we can 2450/* Recursive routine to step back and see if we can
2274 * find a path to that monster that we found. If not, 2451 * find a path to that monster that we found. If not,
2275 * we don't bother going toward it. Returns 1 if we 2452 * we don't bother going toward it. Returns 1 if we
2276 * can see a direct way to get it 2453 * can see a direct way to get it
2277 * Modified to be map tile aware -.MSW 2454 * Modified to be map tile aware -.MSW
2278 */ 2455 */
2279
2280 2456
2457
2458int
2281int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2459can_see_monsterP (maptile *m, int x, int y, int dir)
2460{
2282 sint16 dx, dy; 2461 sint16 dx, dy;
2462 int
2283 int mflags; 2463 mflags;
2284 2464
2465 if (dir < 0)
2285 if(dir<0) return 0; /* exit condition: invalid direction */ 2466 return 0; /* exit condition: invalid direction */
2286 2467
2287 dx = x + freearr_x[dir]; 2468 dx = x + freearr_x[dir];
2288 dy = y + freearr_y[dir]; 2469 dy = y + freearr_y[dir];
2289 2470
2290 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2471 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2291 2472
2292 /* This functional arguably was incorrect before - it was 2473 /* This functional arguably was incorrect before - it was
2293 * checking for P_WALL - that was basically seeing if 2474 * checking for P_WALL - that was basically seeing if
2294 * we could move to the monster - this is being more 2475 * we could move to the monster - this is being more
2295 * literal on if we can see it. To know if we can actually 2476 * literal on if we can see it. To know if we can actually
2296 * move to the monster, we'd need the monster passed in or 2477 * move to the monster, we'd need the monster passed in or
2297 * at least its move type. 2478 * at least its move type.
2298 */ 2479 */
2299 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2480 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2481 return 0;
2300 2482
2301 /* yes, can see. */ 2483 /* yes, can see. */
2302 if(dir < 9) return 1; 2484 if (dir < 9)
2485 return 1;
2303 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2486 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2304 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2487 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2305 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2306} 2488}
2307 2489
2308 2490
2309 2491
2310/* 2492/*
2311 * can_pick(picker, item): finds out if an object is possible to be 2493 * can_pick(picker, item): finds out if an object is possible to be
2312 * picked up by the picker. Returnes 1 if it can be 2494 * picked up by the picker. Returnes 1 if it can be
2313 * picked up, otherwise 0. 2495 * picked up, otherwise 0.
2314 * 2496 *
2316 * core dumps if they do. 2498 * core dumps if they do.
2317 * 2499 *
2318 * Add a check so we can't pick up invisible objects (0.93.8) 2500 * Add a check so we can't pick up invisible objects (0.93.8)
2319 */ 2501 */
2320 2502
2503int
2321int can_pick(const object *who, const object *item) { 2504can_pick (const object *who, const object *item)
2505{
2322 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2506 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2323 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2507 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2324 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2508 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2325 (who->type==PLAYER||item->weight<who->weight/3));
2326} 2509}
2327 2510
2328 2511
2329/* 2512/*
2330 * create clone from object to another 2513 * create clone from object to another
2331 */ 2514 */
2515object *
2332object *object_create_clone (object *asrc) { 2516object_create_clone (object *asrc)
2517{
2333 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2518 object *dst = 0, *tmp, *src, *part, *prev, *item;
2334 2519
2335 if(!asrc) return NULL; 2520 if (!asrc)
2521 return 0;
2522
2336 src = asrc; 2523 src = asrc;
2337 if(src->head) 2524 if (src->head)
2338 src = src->head; 2525 src = src->head;
2339 2526
2340 prev = NULL; 2527 prev = 0;
2341 for(part = src; part; part = part->more) { 2528 for (part = src; part; part = part->more)
2342 tmp = get_object(); 2529 {
2343 copy_object(part,tmp); 2530 tmp = part->clone ();
2344 tmp->x -= src->x; 2531 tmp->x -= src->x;
2345 tmp->y -= src->y; 2532 tmp->y -= src->y;
2533
2346 if(!part->head) { 2534 if (!part->head)
2535 {
2347 dst = tmp; 2536 dst = tmp;
2348 tmp->head = NULL; 2537 tmp->head = 0;
2538 }
2349 } else { 2539 else
2540 {
2350 tmp->head = dst; 2541 tmp->head = dst;
2351 } 2542 }
2543
2352 tmp->more = NULL; 2544 tmp->more = 0;
2545
2353 if(prev) 2546 if (prev)
2354 prev->more = tmp; 2547 prev->more = tmp;
2548
2355 prev = tmp; 2549 prev = tmp;
2356 } 2550 }
2357 /*** copy inventory ***/ 2551
2358 for(item = src->inv; item; item = item->below) { 2552 for (item = src->inv; item; item = item->below)
2359 (void) insert_ob_in_ob(object_create_clone(item),dst); 2553 insert_ob_in_ob (object_create_clone (item), dst);
2360 }
2361 2554
2362 return dst; 2555 return dst;
2363}
2364
2365/* return true if the object was destroyed, 0 otherwise */
2366int was_destroyed (const object *op, tag_t old_tag)
2367{
2368 /* checking for FLAG_FREED isn't necessary, but makes this function more
2369 * robust */
2370 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2371} 2556}
2372 2557
2373/* GROS - Creates an object using a string representing its content. */ 2558/* GROS - Creates an object using a string representing its content. */
2374/* Basically, we save the content of the string to a temp file, then call */ 2559/* Basically, we save the content of the string to a temp file, then call */
2375/* load_object on it. I admit it is a highly inefficient way to make things, */ 2560/* load_object on it. I admit it is a highly inefficient way to make things, */
2376/* but it was simple to make and allows reusing the load_object function. */ 2561/* but it was simple to make and allows reusing the load_object function. */
2377/* Remember not to use load_object_str in a time-critical situation. */ 2562/* Remember not to use load_object_str in a time-critical situation. */
2378/* Also remember that multiparts objects are not supported for now. */ 2563/* Also remember that multiparts objects are not supported for now. */
2379 2564
2565object *
2380object* load_object_str(const char *obstr) 2566load_object_str (const char *obstr)
2381{ 2567{
2382 object *op; 2568 object *op;
2383 char filename[MAX_BUF]; 2569 char filename[MAX_BUF];
2570
2384 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2571 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2385 2572
2386 FILE *tempfile=fopen(filename,"w"); 2573 FILE *tempfile = fopen (filename, "w");
2574
2387 if (tempfile == NULL) 2575 if (tempfile == NULL)
2388 { 2576 {
2389 LOG(llevError,"Error - Unable to access load object temp file\n"); 2577 LOG (llevError, "Error - Unable to access load object temp file\n");
2390 return NULL; 2578 return NULL;
2391 }; 2579 }
2580
2392 fprintf(tempfile,obstr); 2581 fprintf (tempfile, obstr);
2393 fclose(tempfile); 2582 fclose (tempfile);
2394 2583
2395 op=get_object(); 2584 op = object::create ();
2396 2585
2397 object_thawer thawer (filename); 2586 object_thawer thawer (filename);
2398 2587
2399 if (thawer) 2588 if (thawer)
2400 load_object(thawer,op,0); 2589 load_object (thawer, op, 0);
2401 2590
2402 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2591 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2403 CLEAR_FLAG(op,FLAG_REMOVED); 2592 CLEAR_FLAG (op, FLAG_REMOVED);
2404 2593
2405 return op; 2594 return op;
2406} 2595}
2407 2596
2408/* This returns the first object in who's inventory that 2597/* This returns the first object in who's inventory that
2409 * has the same type and subtype match. 2598 * has the same type and subtype match.
2410 * returns NULL if no match. 2599 * returns NULL if no match.
2411 */ 2600 */
2601object *
2412object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2602find_obj_by_type_subtype (const object *who, int type, int subtype)
2413{ 2603{
2414 object *tmp; 2604 object *tmp;
2415 2605
2416 for (tmp=who->inv; tmp; tmp=tmp->below) 2606 for (tmp = who->inv; tmp; tmp = tmp->below)
2417 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2607 if (tmp->type == type && tmp->subtype == subtype)
2608 return tmp;
2418 2609
2419 return NULL; 2610 return NULL;
2420} 2611}
2421 2612
2422/* If ob has a field named key, return the link from the list, 2613/* If ob has a field named key, return the link from the list,
2423 * otherwise return NULL. 2614 * otherwise return NULL.
2424 * 2615 *
2425 * key must be a passed in shared string - otherwise, this won't 2616 * key must be a passed in shared string - otherwise, this won't
2426 * do the desired thing. 2617 * do the desired thing.
2427 */ 2618 */
2619key_value *
2428key_value * get_ob_key_link(const object * ob, const char * key) { 2620get_ob_key_link (const object *ob, const char *key)
2621{
2429 key_value * link; 2622 key_value *link;
2430 2623
2431 for (link = ob->key_values; link != NULL; link = link->next) { 2624 for (link = ob->key_values; link != NULL; link = link->next)
2432 if (link->key == key) { 2625 if (link->key == key)
2433 return link; 2626 return link;
2434 } 2627
2435 }
2436
2437 return NULL; 2628 return NULL;
2438} 2629}
2439 2630
2440/* 2631/*
2441 * Returns the value of op has an extra_field for key, or NULL. 2632 * Returns the value of op has an extra_field for key, or NULL.
2442 * 2633 *
2443 * The argument doesn't need to be a shared string. 2634 * The argument doesn't need to be a shared string.
2444 * 2635 *
2445 * The returned string is shared. 2636 * The returned string is shared.
2446 */ 2637 */
2638const char *
2447const char * get_ob_key_value(const object * op, const char * const key) { 2639get_ob_key_value (const object *op, const char *const key)
2640{
2448 key_value * link; 2641 key_value *link;
2449 const char * canonical_key; 2642 shstr_cmp canonical_key (key);
2643
2644 if (!canonical_key)
2450 2645 {
2451 canonical_key = shstr::find (key);
2452
2453 if (canonical_key == NULL) {
2454 /* 1. There being a field named key on any object 2646 /* 1. There being a field named key on any object
2455 * implies there'd be a shared string to find. 2647 * implies there'd be a shared string to find.
2456 * 2. Since there isn't, no object has this field. 2648 * 2. Since there isn't, no object has this field.
2457 * 3. Therefore, *this* object doesn't have this field. 2649 * 3. Therefore, *this* object doesn't have this field.
2458 */ 2650 */
2459 return NULL; 2651 return 0;
2460 } 2652 }
2461 2653
2462 /* This is copied from get_ob_key_link() above - 2654 /* This is copied from get_ob_key_link() above -
2463 * only 4 lines, and saves the function call overhead. 2655 * only 4 lines, and saves the function call overhead.
2464 */ 2656 */
2465 for (link = op->key_values; link != NULL; link = link->next) { 2657 for (link = op->key_values; link; link = link->next)
2466 if (link->key == canonical_key) { 2658 if (link->key == canonical_key)
2467 return link->value; 2659 return link->value;
2468 } 2660
2469 } 2661 return 0;
2470 return NULL;
2471} 2662}
2472 2663
2473 2664
2474/* 2665/*
2475 * Updates the canonical_key in op to value. 2666 * Updates the canonical_key in op to value.
2479 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2670 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2480 * keys. 2671 * keys.
2481 * 2672 *
2482 * Returns TRUE on success. 2673 * Returns TRUE on success.
2483 */ 2674 */
2675int
2484int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2676set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2677{
2678 key_value *
2485 key_value * field = NULL, *last=NULL; 2679 field = NULL, *last = NULL;
2486 2680
2487 for (field=op->key_values; field != NULL; field=field->next) { 2681 for (field = op->key_values; field != NULL; field = field->next)
2682 {
2488 if (field->key != canonical_key) { 2683 if (field->key != canonical_key)
2684 {
2489 last = field; 2685 last = field;
2490 continue; 2686 continue;
2491 } 2687 }
2492 2688
2493 if (value) 2689 if (value)
2494 field->value = value; 2690 field->value = value;
2495 else { 2691 else
2692 {
2496 /* Basically, if the archetype has this key set, 2693 /* Basically, if the archetype has this key set,
2497 * we need to store the null value so when we save 2694 * we need to store the null value so when we save
2498 * it, we save the empty value so that when we load, 2695 * it, we save the empty value so that when we load,
2499 * we get this value back again. 2696 * we get this value back again.
2500 */ 2697 */
2501 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2698 if (get_ob_key_link (&op->arch->clone, canonical_key))
2502 field->value = 0; 2699 field->value = 0;
2700 else
2701 {
2702 if (last)
2703 last->next = field->next;
2503 else 2704 else
2504 {
2505 if (last) last->next = field->next;
2506 else op->key_values = field->next; 2705 op->key_values = field->next;
2507 2706
2508 delete field; 2707 delete field;
2509 } 2708 }
2510 } 2709 }
2511 return TRUE; 2710 return TRUE;
2512 } 2711 }
2513 /* IF we get here, key doesn't exist */ 2712 /* IF we get here, key doesn't exist */
2514 2713
2515 /* No field, we'll have to add it. */ 2714 /* No field, we'll have to add it. */
2715
2716 if (!add_key)
2516 2717 {
2517 if (!add_key) {
2518 return FALSE; 2718 return FALSE;
2519 } 2719 }
2520 /* There isn't any good reason to store a null 2720 /* There isn't any good reason to store a null
2521 * value in the key/value list. If the archetype has 2721 * value in the key/value list. If the archetype has
2522 * this key, then we should also have it, so shouldn't 2722 * this key, then we should also have it, so shouldn't
2523 * be here. If user wants to store empty strings, 2723 * be here. If user wants to store empty strings,
2524 * should pass in "" 2724 * should pass in ""
2525 */ 2725 */
2526 if (value == NULL) return TRUE; 2726 if (value == NULL)
2527
2528 field = new key_value;
2529
2530 field->key = canonical_key;
2531 field->value = value;
2532 /* Usual prepend-addition. */
2533 field->next = op->key_values;
2534 op->key_values = field;
2535
2536 return TRUE; 2727 return TRUE;
2728
2729 field = new key_value;
2730
2731 field->key = canonical_key;
2732 field->value = value;
2733 /* Usual prepend-addition. */
2734 field->next = op->key_values;
2735 op->key_values = field;
2736
2737 return TRUE;
2537} 2738}
2538 2739
2539/* 2740/*
2540 * Updates the key in op to value. 2741 * Updates the key in op to value.
2541 * 2742 *
2543 * and not add new ones. 2744 * and not add new ones.
2544 * In general, should be little reason FALSE is ever passed in for add_key 2745 * In general, should be little reason FALSE is ever passed in for add_key
2545 * 2746 *
2546 * Returns TRUE on success. 2747 * Returns TRUE on success.
2547 */ 2748 */
2749int
2548int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2750set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2549{ 2751{
2550 shstr key_ (key); 2752 shstr key_ (key);
2753
2551 return set_ob_key_value_s (op, key_, value, add_key); 2754 return set_ob_key_value_s (op, key_, value, add_key);
2552} 2755}
2756
2757object::depth_iterator::depth_iterator (object *container)
2758: iterator_base (container)
2759{
2760 while (item->inv)
2761 item = item->inv;
2762}
2763
2764void
2765object::depth_iterator::next ()
2766{
2767 if (item->below)
2768 {
2769 item = item->below;
2770
2771 while (item->inv)
2772 item = item->inv;
2773 }
2774 else
2775 item = item->env;
2776}
2777
2778// return a suitable string describing an objetc in enough detail to find it
2779const char *
2780object::debug_desc (char *info) const
2781{
2782 char info2[256 * 3];
2783 char *p = info;
2784
2785 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2786 count,
2787 &name,
2788 title ? " " : "",
2789 title ? (const char *)title : "");
2790
2791 if (env)
2792 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2793
2794 if (map)
2795 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2796
2797 return info;
2798}
2799
2800const char *
2801object::debug_desc () const
2802{
2803 static char info[256 * 3];
2804 return debug_desc (info);
2805}
2806

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