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Comparing deliantra/server/common/object.C (file contents):
Revision 1.13 by root, Sun Sep 3 22:45:55 2006 UTC vs.
Revision 1.71 by elmex, Tue Dec 19 13:41:45 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.13 2006/09/03 22:45:55 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>
42#ifdef MEMORY_DEBUG 34
43int nroffreeobjects = 0; 35#include <bitset>
36
44int nrofallocobjects = 0; 37int nrofallocobjects = 0;
45#undef OBJ_EXPAND 38static UUID uuid;
46#define OBJ_EXPAND 1 39const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 40
53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
56 42
57short 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,
58 {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,
59 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
60short freearr_y[SIZEOFFREE]= 45};
61 {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,
62 -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
63int maxfree[SIZEOFFREE]= 48};
64 {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,
65 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};
66int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
67 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,
68 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};
69 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}
70 133
71/* 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
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
73 key_value * wants_field; 138 key_value *wants_field;
74 139
75 /* 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
76 * 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
77 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
78 */ 143 */
79 144
80 /* For each field in wants, */ 145 /* For each field in wants, */
81 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 {
82 key_value * has_field; 148 key_value *has_field;
83 149
84 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
85 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)
86 154 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 155 /* No field with that name. */
89 return FALSE; 156 return FALSE;
90 }
91 157 }
158
92 /* Found the matching field. */ 159 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
94 /* 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. */
95 return FALSE; 163 return FALSE;
96 } 164 }
97 165
98 /* 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. */
99 }
100 167 }
168
101 /* 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. */
102 return TRUE; 170 return TRUE;
103} 171}
104 172
105/* 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
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
107 /* 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,
108 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
109 */ 179 */
110 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);
111} 181}
112 182
113/* 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
114 * they can be merged together. 184 * they can be merged together.
115 * 185 *
116 * 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
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
119 * 189 *
120 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
121 * 191 *
122 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
123 * check weight 193 * check weight
124 */ 194 */
125 195
126int CAN_MERGE(object *ob1, object *ob2) { 196bool object::can_merge_slow (object *ob1, object *ob2)
127 197{
128 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
204 return 0;
130 205
131 if (ob1->speed != ob2->speed) return 0; 206 //TODO: this ain't working well, use nicer and correct overflow check
132 /* Note sure why the following is the case - either the object has to 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
133 * be animated or have a very low speed. Is this an attempted monster 208 * value could not be stored in a sint32 (which unfortunately sometimes is
134 * check? 209 * used to store nrof).
135 */ 210 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0;
213
214 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning.
219 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name
229 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id
240 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname
242 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
251 return 0;
252
253 /* This is really a spellbook check - really, we should
254 * check all objects in the inventory.
255 */
256 if (ob1->inv || ob2->inv)
257 {
258 /* if one object has inventory but the other doesn't, not equiv */
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
137 return 0; 260 return 0;
138 261
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 262 /* Now check to see if the two inventory objects could merge */
140 * value could not be stored in a sint32 (which unfortunately sometimes is 263 if (!object::can_merge (ob1->inv, ob2->inv))
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0; 264 return 0;
145 265
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* 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
157 * if it is valid. 267 * if it is valid.
158 */ 268 */
159 } 269 }
160 270
161 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning.
166 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */
178 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0;
208
209 /* Don't merge objects that are applied. With the new 'body' code, 271 /* Don't merge objects that are applied. With the new 'body' code,
210 * it is possible for most any character to have more than one of 272 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge. 273 * some items equipped, and we don't want those to merge.
212 */ 274 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
276 return 0;
277
278 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster
280 * check?
281 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
283 return 0;
284
285 switch (ob1->type)
286 {
287 case SCROLL:
288 if (ob1->level != ob2->level)
289 return 0;
290 break;
291 }
292
293 if (ob1->key_values != NULL || ob2->key_values != NULL)
294 {
295 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
297 /* One has fields, but the other one doesn't. */
214 return 0; 298 return 0;
215
216 switch (ob1->type) {
217 case SCROLL:
218 if (ob1->level != ob2->level) return 0;
219 break;
220
221 }
222 if (ob1->key_values != NULL || ob2->key_values != NULL) {
223 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
225 /* One has fields, but the other one doesn't. */
226 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 }
302
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self)
230 } 305 {
306 ob1->optimise ();
307 ob2->optimise ();
231 308
309 if (ob1->self || ob2->self)
310 return 0;
311 }
312
232 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
233 return 1; 314 return 1;
234} 315}
235 316
236/* 317/*
237 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
238 * 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
239 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
240 */ 321 */
241signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
242 signed long sum; 325 long sum;
243 object *inv; 326 object *inv;
327
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
245 if (inv->inv) 330 if (inv->inv)
246 sum_weight(inv); 331 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 333 }
334
249 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
251 if(op->carrying != sum) 338 if (op->carrying != sum)
252 op->carrying = sum; 339 op->carrying = sum;
340
253 return sum; 341 return sum;
254} 342}
255 343
256/** 344/**
257 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
258 */ 346 */
259 347
348object *
260object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
261 while (op->env != NULL) 351 while (op->env != NULL)
262 op = op->env; 352 op = op->env;
263 return op; 353 return op;
264} 354}
265 355
266/* 356/*
267 * 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
268 * 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
269 * or find a player. 359 * or find a player.
270 */ 360 */
271 361
362object *
272object *is_player_inv (object *op) { 363is_player_inv (object *op)
364{
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 365 for (; op != NULL && op->type != PLAYER; op = op->env)
274 if (op->env==op) 366 if (op->env == op)
275 op->env = NULL; 367 op->env = NULL;
276 return op; 368 return op;
277} 369}
278 370
279/* 371/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 372 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 373 * Some error messages.
282 * 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.
283 */ 375 */
284 376
285void dump_object2(object *op) { 377char *
286errmsg[0] = 0;
287return;
288 //TODO//D#d#
289#if 0
290 char *cp;
291/* object *tmp;*/
292
293 if(op->arch!=NULL) {
294 strcat(errmsg,"arch ");
295 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
296 strcat(errmsg,"\n");
297 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
298 strcat(errmsg,cp);
299#if 0
300 /* Don't dump player diffs - they are too long, mostly meaningless, and
301 * will overflow the buffer.
302 * Changed so that we don't dump inventory either. This may
303 * also overflow the buffer.
304 */
305 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307 for (tmp=op->inv; tmp; tmp=tmp->below)
308 dump_object2(tmp);
309#endif
310 strcat(errmsg,"end\n");
311 } else {
312 strcat(errmsg,"Object ");
313 if (op->name==NULL) strcat(errmsg, "(null)");
314 else strcat(errmsg,op->name);
315 strcat(errmsg,"\n");
316#if 0
317 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
318 strcat(errmsg,cp);
319 for (tmp=op->inv; tmp; tmp=tmp->below)
320 dump_object2(tmp);
321#endif
322 strcat(errmsg,"end\n");
323 }
324#endif
325}
326
327/*
328 * Dumps an object. Returns output in the static global errmsg array.
329 */
330
331void dump_object(object *op) { 378dump_object (object *op)
332 if(op==NULL) { 379{
333 strcpy(errmsg,"[NULL pointer]"); 380 if (!op)
334 return; 381 return strdup ("[NULLOBJ]");
335 }
336 errmsg[0]='\0';
337 dump_object2(op);
338}
339 382
340void dump_all_objects(void) { 383 object_freezer freezer;
341 object *op; 384 save_object (freezer, op, 3);
342 for(op=objects;op!=NULL;op=op->next) { 385 return freezer.as_string ();
343 dump_object(op);
344 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
345 }
346} 386}
347 387
348/* 388/*
349 * 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
350 * multi-object 1 which is closest to the second object. 390 * multi-object 1 which is closest to the second object.
351 * If it's not a multi-object, it is returned. 391 * If it's not a multi-object, it is returned.
352 */ 392 */
353 393
394object *
354object *get_nearest_part(object *op, const object *pl) { 395get_nearest_part (object *op, const object *pl)
396{
355 object *tmp,*closest; 397 object *tmp, *closest;
356 int last_dist,i; 398 int last_dist, i;
399
357 if(op->more==NULL) 400 if (op->more == NULL)
358 return op; 401 return op;
359 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)
360 if((i=distance(tmp,pl))<last_dist) 403 if ((i = distance (tmp, pl)) < last_dist)
361 closest=tmp,last_dist=i; 404 closest = tmp, last_dist = i;
362 return closest; 405 return closest;
363} 406}
364 407
365/* 408/*
366 * 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.
367 */ 410 */
368 411
412object *
369object *find_object(tag_t i) { 413find_object (tag_t i)
370 object *op; 414{
371 for(op=objects;op!=NULL;op=op->next) 415 for (object *op = object::first; op; op = op->next)
372 if(op->count==i) 416 if (op->count == i)
373 break; 417 return op;
418
374 return op; 419 return 0;
375} 420}
376 421
377/* 422/*
378 * 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.
379 * Used only by the patch command, but not all that useful. 424 * Used only by the patch command, but not all that useful.
380 * Enables features like "patch <name-of-other-player> food 999" 425 * Enables features like "patch <name-of-other-player> food 999"
381 */ 426 */
382 427
428object *
383object *find_object_name(const char *str) { 429find_object_name (const char *str)
384 const char *name = shstr::find (str); 430{
431 shstr_cmp str_ (str);
385 object *op; 432 object *op;
433
386 for(op=objects;op!=NULL;op=op->next) 434 for (op = object::first; op != NULL; op = op->next)
387 if(&op->name == name) 435 if (op->name == str_)
388 break; 436 break;
389 437
390 return op; 438 return op;
391} 439}
392 440
441void
393void free_all_object_data(void) { 442free_all_object_data ()
394#ifdef MEMORY_DEBUG
395 object *op, *next;
396
397 for (op=free_objects; op!=NULL; ) {
398 next=op->next;
399 free(op);
400 nrofallocobjects--;
401 nroffreeobjects--;
402 op=next;
403 }
404#endif
405 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
406 nrofallocobjects, nroffreeobjects,STARTMAX);
407}
408
409/*
410 * Returns the object which this object marks as being the owner.
411 * A id-scheme is used to avoid pointing to objects which have been
412 * freed and are now reused. If this is detected, the owner is
413 * set to NULL, and NULL is returned.
414 * Changed 2004-02-12 - if the player is setting at the play again
415 * prompt, he is removed, and we don't want to treat him as an owner of
416 * anything, so check removed flag. I don't expect that this should break
417 * anything - once an object is removed, it is basically dead anyways.
418 */
419
420object *get_owner(object *op) {
421 if(op->owner==NULL)
422 return NULL;
423
424 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
425 op->owner->count==op->ownercount)
426 return op->owner;
427
428 op->owner=NULL;
429 op->ownercount=0;
430 return NULL;
431}
432
433void clear_owner(object *op)
434{ 443{
435 if (!op) return; 444 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436
437 if (op->owner && op->ownercount == op->owner->count)
438 op->owner->refcount--;
439
440 op->owner = NULL;
441 op->ownercount = 0;
442} 445}
443
444
445 446
446/* 447/*
447 * 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
448 * skill and experience objects. 449 * skill and experience objects.
449 */ 450 */
450void set_owner (object *op, object *owner) 451void
452object::set_owner (object *owner)
451{ 453{
452 if(owner==NULL||op==NULL) 454 if (!owner)
453 return; 455 return;
454 456
455 /* next line added to allow objects which own objects */ 457 /* next line added to allow objects which own objects */
456 /* 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
457 * with the fireball owning a poison cloud which then owned the 459 * with the fireball owning a poison cloud which then owned the
458 * 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
459 * freed and then another object replacing it. Since the ownercounts 461 * freed and then another object replacing it. Since the ownercounts
460 * 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.
461 */ 463 */
462 while (owner->owner && owner!=owner->owner && 464 while (owner->owner)
463 owner->ownercount==owner->owner->count) owner=owner->owner; 465 owner = owner->owner;
464 466
465 /* IF the owner still has an owner, we did not resolve to a final owner.
466 * so lets not add to that.
467 */
468 if (owner->owner) return;
469
470 op->owner=owner; 467 this->owner = owner;
471
472 op->ownercount=owner->count;
473 owner->refcount++;
474
475}
476
477/* Set the owner to clone's current owner and set the skill and experience
478 * objects to clone's objects (typically those objects that where the owner's
479 * current skill and experience objects at the time when clone's owner was
480 * set - not the owner's current skill and experience objects).
481 *
482 * Use this function if player created an object (e.g. fire bullet, swarm
483 * spell), and this object creates further objects whose kills should be
484 * accounted for the player's original skill, even if player has changed
485 * skills meanwhile.
486 */
487void copy_owner (object *op, object *clone)
488{
489 object *owner = get_owner (clone);
490 if (owner == NULL) {
491 /* players don't have owners - they own themselves. Update
492 * as appropriate.
493 */
494 if (clone->type == PLAYER) owner=clone;
495 else return;
496 }
497 set_owner(op, owner);
498
499}
500
501/*
502 * Resets vital variables in an object
503 */
504
505void reset_object(object *op) {
506
507 op->name = NULL;
508 op->name_pl = NULL;
509 op->title = NULL;
510 op->race = NULL;
511 op->slaying = NULL;
512 op->skill = NULL;
513 op->msg = NULL;
514 op->materialname = NULL;
515 op->lore = NULL;
516 clear_object(op);
517} 468}
518 469
519/* Zero the key_values on op, decrementing the shared-string 470/* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links. 471 * refcounts and freeing the links.
521 */ 472 */
473static void
522static void free_key_values(object * op) 474free_key_values (object *op)
523{ 475{
524 for (key_value *i = op->key_values; i != 0; ) 476 for (key_value *i = op->key_values; i != 0;)
525 { 477 {
526 key_value *next = i->next; 478 key_value *next = i->next;
527 delete i; 479 delete i;
480
528 i = next; 481 i = next;
529 } 482 }
530 483
531 op->key_values = 0; 484 op->key_values = 0;
532} 485}
533 486
534/* 487void object::clear ()
535 * clear_object() frees everything allocated by an object, and also
536 * clears all variables and flags to default settings.
537 */
538
539void clear_object(object *op)
540{ 488{
541 op->clear (); 489 attachable_base::clear ();
542 490
543 free_key_values (op); 491 free_key_values (this);
544 492
545 /* the memset will clear all these values for us, but we need 493 owner = 0;
546 * to reduce the refcount on them. 494 name = 0;
547 */
548 op->name = 0;
549 op->name_pl = 0; 495 name_pl = 0;
550 op->title = 0; 496 title = 0;
551 op->race = 0; 497 race = 0;
552 op->slaying = 0; 498 slaying = 0;
553 op->skill = 0; 499 skill = 0;
554 op->msg = 0; 500 msg = 0;
555 op->lore = 0; 501 lore = 0;
502 custom_name = 0;
556 op->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;
557 515
558 memset((void*)op, 0, sizeof (object_special)); 516 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
559 /* Below here, we clear things that are not done by the memset, 517
560 * or set default values that are not zero.
561 */
562 /* This is more or less true */
563 SET_FLAG (op, FLAG_REMOVED); 518 SET_FLAG (this, FLAG_REMOVED);
564 519
565 op->contr = NULL;
566 op->below = NULL;
567 op->above = NULL;
568 op->inv = NULL;
569 op->container=NULL;
570 op->env=NULL;
571 op->more=NULL;
572 op->head=NULL;
573 op->map=NULL;
574 op->refcount=0;
575 op->active_next = NULL;
576 op->active_prev = NULL;
577 /* What is not cleared is next, prev, and count */ 520 /* What is not cleared is next, prev, and count */
578 521
579 op->expmul=1.0; 522 expmul = 1.0;
580 op->face = blank_face; 523 face = blank_face;
581 op->attacked_by_count = (tag_t) -1;
582 524
583 if (settings.casting_time) 525 if (settings.casting_time)
584 op->casting_time = -1; 526 casting_time = -1;
585} 527}
586 528
587/* 529/*
588 * copy object first frees everything allocated by the second object, 530 * copy_to first frees everything allocated by the dst object,
589 * and then copies the contends of the first object into the second 531 * and then copies the contents of itself into the second
590 * object, allocating what needs to be allocated. Basically, any 532 * object, allocating what needs to be allocated. Basically, any
591 * 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,
592 * 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
593 * will point at garbage. 535 * will point at garbage.
594 */ 536 */
595 537void
596void copy_object(object *op2, object *op) 538object::copy_to (object *dst)
597{ 539{
598 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 540 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
541 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
599 542
600 op->clear (); 543 *(object_copy *)dst = *this;
544 *(object_pod *)dst = *this;
601 545
602 free_key_values (op); 546 if (self || cb)
547 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
603 548
604 *(object_special *)op = *(object_special *)op2; 549 if (is_freed)
605 op2->clone (op); 550 SET_FLAG (dst, FLAG_FREED);
606 551
607 if (is_freed) SET_FLAG(op,FLAG_FREED); 552 if (is_removed)
608 if (is_removed) SET_FLAG(op,FLAG_REMOVED); 553 SET_FLAG (dst, FLAG_REMOVED);
609 554
610 if (op2->speed < 0) 555 if (speed < 0)
611 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 556 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
612 557
613 /* Copy over key_values, if any. */ 558 /* Copy over key_values, if any. */
614 if (op2->key_values != NULL) { 559 if (key_values)
560 {
615 key_value *tail = NULL; 561 key_value *tail = 0;
616 key_value *i; 562 key_value *i;
617 563
618 op->key_values = NULL; 564 dst->key_values = 0;
619 565
620 for (i = op2->key_values; i != NULL; i = i->next) 566 for (i = key_values; i; i = i->next)
621 { 567 {
622 key_value *new_link = new key_value; 568 key_value *new_link = new key_value;
623 569
624 new_link->next = NULL; 570 new_link->next = 0;
625 new_link->key = i->key; 571 new_link->key = i->key;
626 new_link->value = i->value; 572 new_link->value = i->value;
627 573
628 /* Try and be clever here, too. */ 574 /* Try and be clever here, too. */
629 if (op->key_values == NULL) 575 if (!dst->key_values)
630 { 576 {
631 op->key_values = new_link; 577 dst->key_values = new_link;
632 tail = new_link; 578 tail = new_link;
633 } 579 }
634 else 580 else
635 { 581 {
636 tail->next = new_link; 582 tail->next = new_link;
637 tail = new_link; 583 tail = new_link;
638 } 584 }
639 } 585 }
640 } 586 }
641 587
642 update_ob_speed (op); 588 update_ob_speed (dst);
643} 589}
644 590
645/*
646 * expand_objects() allocates more objects for the list of unused objects.
647 * It is called from get_object() if the unused list is empty.
648 */
649
650void expand_objects(void) {
651 int i;
652 object *obj;
653 obj = new object [OBJ_EXPAND];
654
655 free_objects=obj;
656 obj[0].prev=NULL;
657 obj[0].next= &obj[1],
658 SET_FLAG(&(obj[0]), FLAG_REMOVED);
659 SET_FLAG(&(obj[0]), FLAG_FREED);
660
661 for(i=1;i<OBJ_EXPAND-1;i++) {
662 obj[i].next= &obj[i+1],
663 obj[i].prev= &obj[i-1],
664 SET_FLAG(&(obj[i]), FLAG_REMOVED);
665 SET_FLAG(&(obj[i]), FLAG_FREED);
666 }
667 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
668 obj[OBJ_EXPAND-1].next=NULL,
669 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
670 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
671
672 nrofallocobjects += OBJ_EXPAND;
673 nroffreeobjects += OBJ_EXPAND;
674}
675
676/*
677 * get_object() grabs an object from the list of unused objects, makes
678 * sure it is initialised, and returns it.
679 * If there are no free objects, expand_objects() is called to get more.
680 */
681
682object *get_object(void)
683{
684 object *op; 591object *
685 592object::clone ()
686 if(free_objects==NULL) 593{
687 expand_objects(); 594 object *neu = create ();
688 595 copy_to (neu);
689 op = free_objects;
690
691 if (!QUERY_FLAG (op, FLAG_FREED))
692 LOG(llevError,"Fatal: Getting busy object.\n");
693
694 free_objects = op->next;
695
696 if (free_objects != NULL)
697 free_objects->prev = NULL;
698
699 op->count= ++ob_count;
700 op->name=NULL;
701 op->name_pl=NULL;
702 op->title=NULL;
703 op->race=NULL;
704 op->slaying=NULL;
705 op->skill = NULL;
706 op->lore=NULL;
707 op->msg=NULL;
708 op->materialname=NULL;
709 op->next=objects;
710 op->prev=NULL;
711 op->active_next = NULL;
712 op->active_prev = NULL;
713 if(objects!=NULL)
714 objects->prev=op;
715 objects=op;
716 clear_object(op);
717 SET_FLAG(op,FLAG_REMOVED);
718 nroffreeobjects--;
719 return op; 596 return neu;
720} 597}
721 598
722/* 599/*
723 * 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
724 * 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
725 * 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.
726 */ 603 */
727 604
605void
728void update_turn_face(object *op) { 606update_turn_face (object *op)
607{
729 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 608 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
730 return; 609 return;
731 SET_ANIMATION(op, op->direction); 610 SET_ANIMATION (op, op->direction);
732 update_object(op,UP_OBJ_FACE); 611 update_object (op, UP_OBJ_FACE);
733} 612}
734 613
735/* 614/*
736 * 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
737 * 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.
738 * 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.
739 */ 618 */
740 619void
741void update_ob_speed(object *op) { 620update_ob_speed (object *op)
621{
742 extern int arch_init; 622 extern int arch_init;
743 623
744 /* No reason putting the archetypes objects on the speed list, 624 /* No reason putting the archetypes objects on the speed list,
745 * since they never really need to be updated. 625 * since they never really need to be updated.
746 */ 626 */
747 627
748 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 628 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629 {
749 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);
750#ifdef MANY_CORES 631#ifdef MANY_CORES
751 abort(); 632 abort ();
752#else 633#else
753 op->speed = 0; 634 op->speed = 0;
754#endif 635#endif
755 } 636 }
637
756 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)
757 return; 645 return;
758 }
759 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
760 /* If already on active list, don't do anything */
761 if (op->active_next || op->active_prev || op==active_objects)
762 return;
763 646
764 /* process_events() expects us to insert the object at the beginning 647 /* process_events() expects us to insert the object at the beginning
765 * of the list. */ 648 * of the list. */
766 op->active_next = active_objects; 649 op->active_next = active_objects;
650
767 if (op->active_next!=NULL) 651 if (op->active_next != NULL)
768 op->active_next->active_prev = op; 652 op->active_next->active_prev = op;
653
769 active_objects = op; 654 active_objects = op;
655 }
656 else
770 } 657 {
771 else {
772 /* If not on the active list, nothing needs to be done */ 658 /* If not on the active list, nothing needs to be done */
773 if (!op->active_next && !op->active_prev && op!=active_objects) 659 if (!op->active_next && !op->active_prev && op != active_objects)
774 return; 660 return;
775 661
776 if (op->active_prev==NULL) { 662 if (op->active_prev == NULL)
663 {
777 active_objects = op->active_next; 664 active_objects = op->active_next;
665
778 if (op->active_next!=NULL) 666 if (op->active_next != NULL)
779 op->active_next->active_prev = NULL; 667 op->active_next->active_prev = NULL;
668 }
669 else
780 } 670 {
781 else {
782 op->active_prev->active_next = op->active_next; 671 op->active_prev->active_next = op->active_next;
672
783 if (op->active_next) 673 if (op->active_next)
784 op->active_next->active_prev = op->active_prev; 674 op->active_next->active_prev = op->active_prev;
785 } 675 }
676
786 op->active_next = NULL; 677 op->active_next = NULL;
787 op->active_prev = NULL; 678 op->active_prev = NULL;
788 } 679 }
789} 680}
790 681
791/* This function removes object 'op' from the list of active 682/* This function removes object 'op' from the list of active
792 * objects. 683 * objects.
794 * 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
795 * in play chewing up cpu time getting processed. 686 * in play chewing up cpu time getting processed.
796 * The reverse of this is to call update_ob_speed, which 687 * The reverse of this is to call update_ob_speed, which
797 * 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.
798 */ 689 */
690void
799void remove_from_active_list(object *op) 691remove_from_active_list (object *op)
800{ 692{
801 /* If not on the active list, nothing needs to be done */ 693 /* If not on the active list, nothing needs to be done */
802 if (!op->active_next && !op->active_prev && op!=active_objects) 694 if (!op->active_next && !op->active_prev && op != active_objects)
803 return; 695 return;
804 696
805 if (op->active_prev==NULL) { 697 if (op->active_prev == NULL)
698 {
806 active_objects = op->active_next; 699 active_objects = op->active_next;
807 if (op->active_next!=NULL) 700 if (op->active_next != NULL)
808 op->active_next->active_prev = NULL; 701 op->active_next->active_prev = NULL;
702 }
703 else
809 } 704 {
810 else {
811 op->active_prev->active_next = op->active_next; 705 op->active_prev->active_next = op->active_next;
812 if (op->active_next) 706 if (op->active_next)
813 op->active_next->active_prev = op->active_prev; 707 op->active_next->active_prev = op->active_prev;
814 } 708 }
815 op->active_next = NULL; 709 op->active_next = NULL;
816 op->active_prev = NULL; 710 op->active_prev = NULL;
817} 711}
818 712
819/* 713/*
820 * update_object() updates the array which represents the map. 714 * update_object() updates the array which represents the map.
821 * It takes into account invisible objects (and represent squares covered 715 * It takes into account invisible objects (and represent squares covered
836 * 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
837 * 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.
838 * UP_OBJ_FACE: only the objects face has changed. 732 * UP_OBJ_FACE: only the objects face has changed.
839 */ 733 */
840 734
735void
841void update_object(object *op, int action) { 736update_object (object *op, int action)
737{
842 int update_now=0, flags; 738 int update_now = 0, flags;
843 MoveType move_on, move_off, move_block, move_slow; 739 MoveType move_on, move_off, move_block, move_slow;
844 740
845 if (op == NULL) { 741 if (op == NULL)
742 {
846 /* this should never happen */ 743 /* this should never happen */
847 LOG(llevDebug,"update_object() called for NULL object.\n"); 744 LOG (llevDebug, "update_object() called for NULL object.\n");
848 return; 745 return;
849 }
850 746 }
747
851 if(op->env!=NULL) { 748 if (op->env != NULL)
749 {
852 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
853 * to do in this case. 751 * to do in this case.
854 */ 752 */
855 return; 753 return;
856 } 754 }
857 755
858 /* 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
859 * going to get freed anyways. 757 * going to get freed anyways.
860 */ 758 */
861 if (!op->map || op->map->in_memory == MAP_SAVING) return; 759 if (!op->map || op->map->in_memory == MAP_SAVING)
862 760 return;
761
863 /* make sure the object is within map boundaries */ 762 /* make sure the object is within map boundaries */
864 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))
865 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 764 {
866 LOG(llevError,"update_object() called for object out of map!\n"); 765 LOG (llevError, "update_object() called for object out of map!\n");
867#ifdef MANY_CORES 766#ifdef MANY_CORES
868 abort(); 767 abort ();
869#endif 768#endif
870 return; 769 return;
871 }
872 770 }
771
873 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 772 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
874 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);
875 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);
876 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);
877 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);
878 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);
879 778
880 if (action == UP_OBJ_INSERT) { 779 if (action == UP_OBJ_INSERT)
780 {
881 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
882 update_now=1; 782 update_now = 1;
883 783
884 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 784 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
885 update_now=1; 785 update_now = 1;
886 786
887 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
888 update_now=1; 788 update_now = 1;
889 789
890 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 790 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
891 update_now=1; 791 update_now = 1;
892 792
793 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
794 update_now = 1;
795
893 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
894 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
895 /* 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
896 * to have move_allow right now. 803 * to have move_allow right now.
897 */ 804 */
898 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 805 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
899 update_now=1; 806 update_now = 1;
807
900 if ((move_slow | op->move_slow) != move_slow) update_now=1; 808 if ((move_slow | op->move_slow) != move_slow)
809 update_now = 1;
901 } 810 }
811
902 /* if the object is being removed, we can't make intelligent 812 /* if the object is being removed, we can't make intelligent
903 * decisions, because remove_ob can't really pass the object 813 * decisions, because remove_ob can't really pass the object
904 * that is being removed. 814 * that is being removed.
905 */ 815 */
906 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 816 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
907 update_now=1; 817 update_now = 1;
908 } else if (action == UP_OBJ_FACE) { 818 else if (action == UP_OBJ_FACE)
909 /* Nothing to do for that case */ 819 /* Nothing to do for that case */ ;
910 }
911 else { 820 else
912 LOG(llevError,"update_object called with invalid action: %d\n", action); 821 LOG (llevError, "update_object called with invalid action: %d\n", action);
913 }
914 822
915 if (update_now) { 823 if (update_now)
824 {
916 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);
917 update_position(op->map, op->x, op->y); 826 update_position (op->map, op->x, op->y);
918 } 827 }
919 828
920 if(op->more!=NULL) 829 if (op->more != NULL)
921 update_object(op->more, action); 830 update_object (op->more, action);
922} 831}
923 832
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}
924 895
925/* 896/*
926 * free_object() frees everything allocated by an object, removes 897 * free_object() frees everything allocated by an object, removes
927 * 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
928 * free objects. The IS_FREED() flag is set in the object. 899 * free objects. The IS_FREED() flag is set in the object.
929 * The object must have been removed by remove_ob() first for 900 * The object must have been removed by remove_ob() first for
930 * this function to succeed. 901 * this function to succeed.
931 * 902 *
932 * 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
933 * inventory to the ground. 904 * inventory to the ground.
934 */ 905 */
935 906void object::destroy (bool destroy_inventory)
936void free_object(object *ob) { 907{
937 free_object2(ob, 0);
938}
939void free_object2(object *ob, int free_inventory) {
940 object *tmp,*op;
941
942 ob->clear ();
943
944 if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
945 LOG(llevDebug,"Free object called with non removed object\n");
946 dump_object(ob);
947#ifdef MANY_CORES
948 abort();
949#endif
950 }
951 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
952 LOG(llevMonster,"Warning: tried to free friendly object.\n");
953 remove_friendly_object(ob);
954 }
955 if(QUERY_FLAG(ob,FLAG_FREED)) { 908 if (QUERY_FLAG (this, FLAG_FREED))
956 dump_object(ob);
957 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
958 return; 909 return;
910
911 if (QUERY_FLAG (this, FLAG_FRIENDLY))
912 remove_friendly_object (this);
913
914 if (!QUERY_FLAG (this, FLAG_REMOVED))
915 remove ();
916
917 SET_FLAG (this, FLAG_FREED);
918
919 if (more)
959 } 920 {
960 if(ob->more!=NULL) { 921 more->destroy (destroy_inventory);
961 free_object2(ob->more, free_inventory); 922 more = 0;
962 ob->more=NULL; 923 }
924
925 if (inv)
963 } 926 {
964 if (ob->inv) {
965 /* Only if the space blocks everything do we not process - 927 /* Only if the space blocks everything do we not process -
966 * if some form of movemnt is allowed, let objects 928 * if some form of movement is allowed, let objects
967 * drop on that space. 929 * drop on that space.
968 */ 930 */
969 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 931 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
970 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 932 {
933 object *op = inv;
934
935 while (op)
971 { 936 {
972 op=ob->inv;
973 while(op!=NULL) {
974 tmp=op->below; 937 object *tmp = op->below;
975 remove_ob(op); 938 op->destroy (destroy_inventory);
976 free_object2(op, free_inventory);
977 op=tmp; 939 op = tmp;
978 } 940 }
979 } 941 }
942 else
980 else { /* Put objects in inventory onto this space */ 943 { /* Put objects in inventory onto this space */
981 op=ob->inv; 944 object *op = inv;
945
982 while(op!=NULL) { 946 while (op)
947 {
983 tmp=op->below; 948 object *tmp = op->below;
949
984 remove_ob(op); 950 op->remove ();
985 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 951
986 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 952 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
987 free_object(op); 953 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
954 op->destroy ();
988 else { 955 else
956 {
989 op->x=ob->x; 957 op->x = x;
990 op->y=ob->y; 958 op->y = y;
991 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 */
992 } 960 }
961
993 op=tmp; 962 op = tmp;
994 } 963 }
995 } 964 }
996 } 965 }
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 ();
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;
994
997 /* Remove object from the active list */ 995 /* Remove object from the active list */
998 ob->speed = 0; 996 speed = 0;
999 update_ob_speed(ob); 997 update_ob_speed (this);
1000 998
1001 SET_FLAG(ob, FLAG_FREED); 999 unlink ();
1002 ob->count = 0;
1003 1000
1004 /* Remove this object from the list of used objects */ 1001 mortals.push_back (this);
1005 if(ob->prev==NULL) {
1006 objects=ob->next;
1007 if(objects!=NULL)
1008 objects->prev=NULL;
1009 }
1010 else {
1011 ob->prev->next=ob->next;
1012 if(ob->next!=NULL)
1013 ob->next->prev=ob->prev;
1014 }
1015
1016 ob->name = 0;
1017 ob->name_pl = 0;
1018 ob->title = 0;
1019 ob->race = 0;
1020 ob->slaying = 0;
1021 ob->skill = 0;
1022 ob->lore = 0;
1023 ob->msg = 0;
1024 ob->materialname = 0;
1025
1026 free_key_values (ob);
1027
1028 /* Now link it with the free_objects list: */
1029 ob->prev=NULL;
1030 ob->next=free_objects;
1031
1032 if(free_objects!=NULL)
1033 free_objects->prev=ob;
1034
1035 free_objects=ob;
1036 nroffreeobjects++;
1037}
1038
1039/*
1040 * count_free() returns the number of objects on the list of free objects.
1041 */
1042
1043int count_free ()
1044{
1045 int i=0;
1046 object *tmp=free_objects;
1047 while(tmp!=NULL)
1048 tmp=tmp->next, i++;
1049 return i;
1050}
1051
1052/*
1053 * count_used() returns the number of objects on the list of used objects.
1054 */
1055
1056int count_used()
1057{
1058 int i=0;
1059 object *tmp=objects;
1060 while(tmp!=NULL)
1061 tmp=tmp->next, i++;
1062 return i;
1063}
1064
1065/*
1066 * count_active() returns the number of objects on the list of active objects.
1067 */
1068
1069int count_active()
1070{
1071 int i=0;
1072 object *tmp=active_objects;
1073 while(tmp!=NULL)
1074 tmp=tmp->active_next, i++;
1075 return i;
1076} 1002}
1077 1003
1078/* 1004/*
1079 * sub_weight() recursively (outwards) subtracts a number from the 1005 * sub_weight() recursively (outwards) subtracts a number from the
1080 * 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)).
1081 */ 1007 */
1082 1008void
1083void sub_weight (object *op, signed long weight) { 1009sub_weight (object *op, signed long weight)
1010{
1084 while (op != NULL) { 1011 while (op != NULL)
1012 {
1085 if (op->type == CONTAINER) { 1013 if (op->type == CONTAINER)
1086 weight=(signed long)(weight*(100-op->stats.Str)/100); 1014 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1087 } 1015
1088 op->carrying-=weight; 1016 op->carrying -= weight;
1089 op = op->env; 1017 op = op->env;
1090 } 1018 }
1091} 1019}
1092 1020
1093/* remove_ob(op): 1021/* op->remove ():
1094 * 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
1095 * 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
1096 * object will have no environment. If the object previously had an 1024 * object will have no environment. If the object previously had an
1097 * environment, the x and y coordinates will be updated to 1025 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 1026 * the previous environment.
1099 * Beware: This function is called from the editor as well! 1027 * Beware: This function is called from the editor as well!
1100 */ 1028 */
1101 1029void
1102void remove_ob(object *op) { 1030object::remove ()
1031{
1103 object *tmp,*last=NULL; 1032 object *tmp, *last = 0;
1104 object *otmp; 1033 object *otmp;
1105 tag_t tag; 1034
1106 int check_walk_off; 1035 int check_walk_off;
1107 mapstruct *m;
1108 sint16 x,y;
1109
1110 1036
1111 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1037 if (QUERY_FLAG (this, FLAG_REMOVED))
1112 dump_object(op); 1038 return;
1113 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1114 1039
1115 /* Changed it to always dump core in this case. As has been learned
1116 * in the past, trying to recover from errors almost always
1117 * make things worse, and this is a real error here - something
1118 * that should not happen.
1119 * Yes, if this was a mission critical app, trying to do something
1120 * to recover may make sense, but that is because failure of the app
1121 * may have other disastrous problems. Cf runs out of a script
1122 * so is easily enough restarted without any real problems.
1123 * MSW 2001-07-01
1124 */
1125 abort();
1126 }
1127 if(op->more!=NULL)
1128 remove_ob(op->more);
1129
1130 SET_FLAG(op, FLAG_REMOVED); 1040 SET_FLAG (this, FLAG_REMOVED);
1131 1041
1042 if (more)
1043 more->remove ();
1044
1132 /* 1045 /*
1133 * In this case, the object to be removed is in someones 1046 * In this case, the object to be removed is in someones
1134 * inventory. 1047 * inventory.
1135 */ 1048 */
1136 if(op->env!=NULL) { 1049 if (env)
1050 {
1137 if(op->nrof) 1051 if (nrof)
1138 sub_weight(op->env, op->weight*op->nrof); 1052 sub_weight (env, weight * nrof);
1139 else 1053 else
1140 sub_weight(op->env, op->weight+op->carrying); 1054 sub_weight (env, weight + carrying);
1141 1055
1142 /* 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
1143 * made to players inventory. If set, avoiding the call 1057 * made to players inventory. If set, avoiding the call
1144 * to save cpu time. 1058 * to save cpu time.
1145 */ 1059 */
1146 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))
1147 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1148 fix_player(otmp); 1061 fix_player (otmp);
1149 1062
1150 if(op->above!=NULL) 1063 if (above != NULL)
1151 op->above->below=op->below; 1064 above->below = below;
1152 else 1065 else
1153 op->env->inv=op->below; 1066 env->inv = below;
1154 1067
1155 if(op->below!=NULL) 1068 if (below != NULL)
1156 op->below->above=op->above; 1069 below->above = above;
1157 1070
1158 /* we set up values so that it could be inserted into 1071 /* we set up values so that it could be inserted into
1159 * 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
1160 * 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
1161 */ 1100 */
1162 op->x=op->env->x,op->y=op->env->y; 1101 if (GET_MAP_OB (map, x, y) != this)
1163 op->map=op->env->map; 1102 {
1164 op->above=NULL,op->below=NULL; 1103 char *dump = dump_object (this);
1165 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)
1166 return; 1119 return;
1167 }
1168 1120
1169 /* If we get here, we are removing it from a map */
1170 if (op->map == NULL) return;
1171
1172 x = op->x;
1173 y = op->y;
1174 m = get_map_from_coord(op->map, &x, &y);
1175
1176 if (!m) {
1177 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1178 op->map->path, op->x, op->y);
1179 /* in old days, we used to set x and y to 0 and continue.
1180 * it seems if we get into this case, something is probablye
1181 * screwed up and should be fixed.
1182 */
1183 abort();
1184 }
1185 if (op->map != m) {
1186 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1187 op->map->path, m->path, op->x, op->y, x, y);
1188 }
1189
1190 /* Re did the following section of code - it looks like it had
1191 * lots of logic for things we no longer care about
1192 */
1193
1194 /* link the object above us */
1195 if (op->above)
1196 op->above->below=op->below;
1197 else
1198 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1199
1200 /* Relink the object below us, if there is one */
1201 if(op->below) {
1202 op->below->above=op->above;
1203 } else {
1204 /* Nothing below, which means we need to relink map object for this space
1205 * use translated coordinates in case some oddness with map tiling is
1206 * evident
1207 */
1208 if(GET_MAP_OB(m,x,y)!=op) {
1209 dump_object(op);
1210 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);
1211 dump_object(GET_MAP_OB(m,x,y));
1212 LOG(llevError,"%s\n",errmsg);
1213 }
1214 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1215 }
1216 op->above=NULL;
1217 op->below=NULL;
1218
1219 if (op->map->in_memory == MAP_SAVING)
1220 return;
1221
1222 tag = op->count;
1223 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1121 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1122
1224 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 {
1225 /* 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
1226 * being removed. 1126 * being removed.
1227 */ 1127 */
1228 1128
1229 if(tmp->type==PLAYER && tmp!=op) { 1129 if (tmp->type == PLAYER && tmp != this)
1130 {
1230 /* If a container that the player is currently using somehow gets 1131 /* If a container that the player is currently using somehow gets
1231 * removed (most likely destroyed), update the player view 1132 * removed (most likely destroyed), update the player view
1232 * appropriately. 1133 * appropriately.
1233 */ 1134 */
1234 if (tmp->container==op) { 1135 if (tmp->container == this)
1136 {
1235 CLEAR_FLAG(op, FLAG_APPLIED); 1137 CLEAR_FLAG (this, FLAG_APPLIED);
1236 tmp->container=NULL; 1138 tmp->container = 0;
1139 }
1140
1141 tmp->contr->socket->floorbox_update ();
1237 } 1142 }
1238 tmp->contr->socket.update_look=1; 1143
1239 }
1240 /* See if player moving off should effect something */ 1144 /* See if player moving off should effect something */
1241 if (check_walk_off && ((op->move_type & tmp->move_off) && 1145 if (check_walk_off
1146 && ((move_type & tmp->move_off)
1242 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1147 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1243 1148 {
1244 move_apply(tmp, op, NULL); 1149 move_apply (tmp, this, 0, false);
1150
1245 if (was_destroyed (op, tag)) { 1151 if (destroyed ())
1246 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 ());
1247 "leaving object\n", &tmp->name, &tmp->arch->name);
1248 } 1153 }
1249 }
1250 1154
1251 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1155 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1252 1156
1253 if(tmp->above == tmp) 1157 if (tmp->above == tmp)
1254 tmp->above = NULL; 1158 tmp->above = 0;
1159
1255 last=tmp; 1160 last = tmp;
1256 } 1161 }
1162
1257 /* last == NULL of there are no objects on this space */ 1163 /* last == NULL of there are no objects on this space */
1258 if (last==NULL) { 1164 if (!last)
1165 {
1259 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1166 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1260 * 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
1261 * 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
1262 * be correct anyways. 1169 * be correct anyways.
1263 */ 1170 */
1264 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1171 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1265 update_position(op->map, op->x, op->y); 1172 update_position (map, x, y);
1266 } 1173 }
1267 else 1174 else
1268 update_object(last, UP_OBJ_REMOVE); 1175 update_object (last, UP_OBJ_REMOVE);
1269 1176
1270 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1177 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1271 update_all_los(op->map, op->x, op->y); 1178 update_all_los (map, x, y);
1272 1179 }
1273} 1180}
1274 1181
1275/* 1182/*
1276 * merge_ob(op,top): 1183 * merge_ob(op,top):
1277 * 1184 *
1278 * This function goes through all objects below and including top, and 1185 * This function goes through all objects below and including top, and
1279 * merges op to the first matching object. 1186 * merges op to the first matching object.
1280 * If top is NULL, it is calculated. 1187 * If top is NULL, it is calculated.
1281 * 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
1282 */ 1189 */
1283 1190object *
1284object *merge_ob(object *op, object *top) { 1191merge_ob (object *op, object *top)
1192{
1285 if(!op->nrof) 1193 if (!op->nrof)
1286 return 0; 1194 return 0;
1195
1287 if(top==NULL) 1196 if (top == NULL)
1288 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1197 for (top = op; top != NULL && top->above != NULL; top = top->above);
1198
1289 for(;top!=NULL;top=top->below) { 1199 for (; top != NULL; top = top->below)
1200 {
1290 if(top==op) 1201 if (top == op)
1291 continue; 1202 continue;
1292 if (CAN_MERGE(op,top)) 1203
1293 { 1204 if (object::can_merge (op, top))
1205 {
1294 top->nrof+=op->nrof; 1206 top->nrof += op->nrof;
1207
1295/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1208/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1296 op->weight = 0; /* Don't want any adjustements now */ 1209 op->weight = 0; /* Don't want any adjustements now */
1297 remove_ob(op); 1210 op->destroy ();
1298 free_object(op);
1299 return top; 1211 return top;
1300 } 1212 }
1301 } 1213 }
1214
1302 return NULL; 1215 return 0;
1303} 1216}
1304 1217
1305/* 1218/*
1306 * 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
1307 * job preparing multi-part monsters 1220 * job preparing multi-part monsters
1308 */ 1221 */
1222object *
1309object *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{
1310 object* tmp; 1225 object *tmp;
1226
1311 if (op->head) 1227 if (op->head)
1312 op=op->head; 1228 op = op->head;
1229
1313 for (tmp=op;tmp;tmp=tmp->more){ 1230 for (tmp = op; tmp; tmp = tmp->more)
1231 {
1314 tmp->x=x+tmp->arch->clone.x; 1232 tmp->x = x + tmp->arch->clone.x;
1315 tmp->y=y+tmp->arch->clone.y; 1233 tmp->y = y + tmp->arch->clone.y;
1316 } 1234 }
1235
1317 return insert_ob_in_map (op, m, originator, flag); 1236 return insert_ob_in_map (op, m, originator, flag);
1318} 1237}
1319 1238
1320/* 1239/*
1321 * insert_ob_in_map (op, map, originator, flag): 1240 * insert_ob_in_map (op, map, originator, flag):
1322 * This function inserts the object in the two-way linked list 1241 * This function inserts the object in the two-way linked list
1336 * new object if 'op' was merged with other object 1255 * new object if 'op' was merged with other object
1337 * NULL if 'op' was destroyed 1256 * NULL if 'op' was destroyed
1338 * just 'op' otherwise 1257 * just 'op' otherwise
1339 */ 1258 */
1340 1259
1260object *
1341object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1261insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1342{ 1262{
1343 object *tmp, *top, *floor=NULL; 1263 object *tmp, *top, *floor = NULL;
1344 sint16 x,y; 1264 sint16 x, y;
1345 1265
1346 if (QUERY_FLAG (op, FLAG_FREED)) { 1266 if (QUERY_FLAG (op, FLAG_FREED))
1267 {
1347 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->floorbox_update ();
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 floorbox_update called 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))
1348 return NULL; 1518 return NULL;
1349 }
1350 if(m==NULL) {
1351 dump_object(op);
1352 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1353 return op;
1354 }
1355 if(out_of_map(m,op->x,op->y)) {
1356 dump_object(op);
1357 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1358#ifdef MANY_CORES
1359 /* Better to catch this here, as otherwise the next use of this object
1360 * is likely to cause a crash. Better to find out where it is getting
1361 * improperly inserted.
1362 */
1363 abort();
1364#endif
1365 return op;
1366 }
1367 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1368 dump_object(op);
1369 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1370 return op;
1371 }
1372 if(op->more!=NULL) {
1373 /* The part may be on a different map. */
1374 1519
1375 object *more = op->more;
1376
1377 /* We really need the caller to normalize coordinates - if
1378 * we set the map, that doesn't work if the location is within
1379 * a map and this is straddling an edge. So only if coordinate
1380 * is clear wrong do we normalize it.
1381 */
1382 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1383 more->map = get_map_from_coord(m, &more->x, &more->y);
1384 } else if (!more->map) {
1385 /* For backwards compatibility - when not dealing with tiled maps,
1386 * more->map should always point to the parent.
1387 */
1388 more->map = m;
1389 }
1390
1391 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1392 if ( ! op->head)
1393 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1394 return NULL;
1395 }
1396 }
1397 CLEAR_FLAG(op,FLAG_REMOVED);
1398
1399 /* Ideally, the caller figures this out. However, it complicates a lot
1400 * of areas of callers (eg, anything that uses find_free_spot would now
1401 * need extra work
1402 */
1403 op->map=get_map_from_coord(m, &op->x, &op->y);
1404 x = op->x;
1405 y = op->y;
1406
1407 /* this has to be done after we translate the coordinates.
1408 */
1409 if(op->nrof && !(flag & INS_NO_MERGE)) {
1410 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1411 if (CAN_MERGE(op,tmp)) {
1412 op->nrof+=tmp->nrof;
1413 remove_ob(tmp);
1414 free_object(tmp);
1415 }
1416 }
1417
1418 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1419 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1420 if (!QUERY_FLAG(op, FLAG_ALIVE))
1421 CLEAR_FLAG(op, FLAG_NO_STEAL);
1422
1423 if (flag & INS_BELOW_ORIGINATOR) {
1424 if (originator->map != op->map || originator->x != op->x ||
1425 originator->y != op->y) {
1426 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1427 abort();
1428 }
1429 op->above = originator;
1430 op->below = originator->below;
1431 if (op->below) op->below->above = op;
1432 else SET_MAP_OB(op->map, op->x, op->y, op);
1433 /* since *below* originator, no need to update top */
1434 originator->below = op;
1435 } else {
1436 /* If there are other objects, then */
1437 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1438 object *last=NULL;
1439 /*
1440 * If there are multiple objects on this space, we do some trickier handling.
1441 * We've already dealt with merging if appropriate.
1442 * Generally, we want to put the new object on top. But if
1443 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1444 * floor, we want to insert above that and no further.
1445 * Also, if there are spell objects on this space, we stop processing
1446 * once we get to them. This reduces the need to traverse over all of
1447 * them when adding another one - this saves quite a bit of cpu time
1448 * when lots of spells are cast in one area. Currently, it is presumed
1449 * that flying non pickable objects are spell objects.
1450 */
1451
1452 while (top != NULL) {
1453 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1454 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1455 if (QUERY_FLAG(top, FLAG_NO_PICK)
1456 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1457 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1458 {
1459 /* We insert above top, so we want this object below this */
1460 top=top->below;
1461 break;
1462 }
1463 last = top;
1464 top = top->above;
1465 }
1466 /* Don't want top to be NULL, so set it to the last valid object */
1467 top = last;
1468
1469 /* We let update_position deal with figuring out what the space
1470 * looks like instead of lots of conditions here.
1471 * makes things faster, and effectively the same result.
1472 */
1473
1474 /* Have object 'fall below' other objects that block view.
1475 * Unless those objects are exits, type 66
1476 * If INS_ON_TOP is used, don't do this processing
1477 * Need to find the object that in fact blocks view, otherwise
1478 * stacking is a bit odd.
1479 */
1480 if (!(flag & INS_ON_TOP) &&
1481 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1482 (op->face && !op->face->visibility)) {
1483 for (last=top; last != floor; last=last->below)
1484 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1485 /* Check to see if we found the object that blocks view,
1486 * and make sure we have a below pointer for it so that
1487 * we can get inserted below this one, which requires we
1488 * set top to the object below us.
1489 */
1490 if (last && last->below && last != floor) top=last->below;
1491 }
1492 } /* If objects on this space */
1493 if (flag & INS_MAP_LOAD)
1494 top = GET_MAP_TOP(op->map,op->x,op->y);
1495 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1496
1497 /* Top is the object that our object (op) is going to get inserted above.
1498 */
1499
1500 /* First object on this space */
1501 if (!top) {
1502 op->above = GET_MAP_OB(op->map, op->x, op->y);
1503 if (op->above) op->above->below = op;
1504 op->below = NULL;
1505 SET_MAP_OB(op->map, op->x, op->y, op);
1506 } else { /* get inserted into the stack above top */
1507 op->above = top->above;
1508 if (op->above) op->above->below = op;
1509 op->below = top;
1510 top->above = op;
1511 }
1512 if (op->above==NULL)
1513 SET_MAP_TOP(op->map,op->x, op->y, op);
1514 } /* else not INS_BELOW_ORIGINATOR */
1515
1516 if(op->type==PLAYER)
1517 op->contr->do_los=1;
1518
1519 /* If we have a floor, we know the player, if any, will be above
1520 * it, so save a few ticks and start from there.
1521 */
1522 if (!(flag & INS_MAP_LOAD))
1523 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1524 if (tmp->type == PLAYER)
1525 tmp->contr->socket.update_look=1;
1526 }
1527
1528 /* If this object glows, it may affect lighting conditions that are
1529 * visible to others on this map. But update_all_los is really
1530 * an inefficient way to do this, as it means los for all players
1531 * on the map will get recalculated. The players could very well
1532 * be far away from this change and not affected in any way -
1533 * this should get redone to only look for players within range,
1534 * or just updating the P_NEED_UPDATE for spaces within this area
1535 * of effect may be sufficient.
1536 */
1537 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1538 update_all_los(op->map, op->x, op->y);
1539
1540
1541 /* updates flags (blocked, alive, no magic, etc) for this map space */
1542 update_object(op,UP_OBJ_INSERT);
1543
1544
1545 /* Don't know if moving this to the end will break anything. However,
1546 * we want to have update_look set above before calling this.
1547 *
1548 * check_move_on() must be after this because code called from
1549 * check_move_on() depends on correct map flags (so functions like
1550 * blocked() and wall() work properly), and these flags are updated by
1551 * update_object().
1552 */
1553
1554 /* if this is not the head or flag has been passed, don't check walk on status */
1555
1556 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1557 if (check_move_on(op, originator))
1558 return NULL;
1559
1560 /* 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
1561 * walk on's. 1521 * walk on's.
1562 */ 1522 */
1563 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1564 if (check_move_on (tmp, originator)) 1524 if (check_move_on (tmp, originator))
1565 return NULL; 1525 return NULL;
1566 } 1526 }
1527
1567 return op; 1528 return op;
1568} 1529}
1569 1530
1570/* this function inserts an object in the map, but if it 1531/* this function inserts an object in the map, but if it
1571 * 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.
1572 * 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.
1573 */ 1534 */
1535void
1574void replace_insert_ob_in_map(const char *arch_string, object *op) { 1536replace_insert_ob_in_map (const char *arch_string, object *op)
1537{
1575 object *tmp; 1538 object *
1576 object *tmp1; 1539 tmp;
1540 object *
1541 tmp1;
1577 1542
1578 /* first search for itself and remove any old instances */ 1543 /* first search for itself and remove any old instances */
1579 1544
1580 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)
1581 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1546 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1582 remove_ob(tmp); 1547 tmp->destroy ();
1583 free_object(tmp);
1584 }
1585 }
1586 1548
1587 tmp1=arch_to_object(find_archetype(arch_string)); 1549 tmp1 = arch_to_object (archetype::find (arch_string));
1588 1550
1589 1551 tmp1->x = op->x;
1590 tmp1->x = op->x; tmp1->y = op->y; 1552 tmp1->y = op->y;
1591 insert_ob_in_map(tmp1,op->map,op,0); 1553 insert_ob_in_map (tmp1, op->map, op, 0);
1592} 1554}
1593 1555
1594/* 1556/*
1595 * 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
1596 * is returned contains nr objects, and the remaining parts contains 1558 * is returned contains nr objects, and the remaining parts contains
1597 * 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).
1598 * On failure, NULL is returned, and the reason put into the 1560 * On failure, NULL is returned, and the reason put into the
1599 * global static errmsg array. 1561 * global static errmsg array.
1600 */ 1562 */
1601 1563
1564object *
1602object *get_split_ob(object *orig_ob, uint32 nr) { 1565get_split_ob (object *orig_ob, uint32 nr)
1566{
1603 object *newob; 1567 object *newob;
1604 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1568 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1605 1569
1606 if(orig_ob->nrof<nr) { 1570 if (orig_ob->nrof < nr)
1607 sprintf(errmsg,"There are only %d %ss.", 1571 {
1608 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);
1609 return NULL; 1573 return NULL;
1610 } 1574 }
1575
1611 newob = object_create_clone(orig_ob); 1576 newob = object_create_clone (orig_ob);
1577
1612 if((orig_ob->nrof-=nr)<1) { 1578 if ((orig_ob->nrof -= nr) < 1)
1613 if ( ! is_removed) 1579 orig_ob->destroy (1);
1614 remove_ob(orig_ob);
1615 free_object2(orig_ob, 1);
1616 }
1617 else if ( ! is_removed) { 1580 else if (!is_removed)
1581 {
1618 if(orig_ob->env!=NULL) 1582 if (orig_ob->env != NULL)
1619 sub_weight (orig_ob->env,orig_ob->weight*nr); 1583 sub_weight (orig_ob->env, orig_ob->weight * nr);
1620 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 {
1621 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.");
1622 LOG(llevDebug,
1623 "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");
1624 return NULL; 1588 return NULL;
1625 } 1589 }
1626 } 1590 }
1591
1627 newob->nrof=nr; 1592 newob->nrof = nr;
1628 1593
1629 return newob; 1594 return newob;
1630} 1595}
1631 1596
1632/* 1597/*
1633 * decrease_ob_nr(object, number) decreases a specified number from 1598 * decrease_ob_nr(object, number) decreases a specified number from
1634 * 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
1635 * is subsequently removed and freed. 1600 * is subsequently removed and freed.
1636 * 1601 *
1637 * 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
1638 */ 1603 */
1639 1604
1605object *
1640object *decrease_ob_nr (object *op, uint32 i) 1606decrease_ob_nr (object *op, uint32 i)
1641{ 1607{
1642 object *tmp; 1608 object *tmp;
1643 player *pl; 1609 player *pl;
1644 1610
1645 if (i == 0) /* objects with op->nrof require this check */ 1611 if (i == 0) /* objects with op->nrof require this check */
1646 return op; 1612 return op;
1647 1613
1648 if (i > op->nrof) 1614 if (i > op->nrof)
1649 i = op->nrof; 1615 i = op->nrof;
1650 1616
1651 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 }
1652 { 1660 }
1661 else
1662 {
1663 object *above = op->above;
1664
1665 if (i < op->nrof)
1653 op->nrof -= i; 1666 op->nrof -= i;
1654 } 1667 else
1655 else if (op->env != NULL)
1656 {
1657 /* is this object in the players inventory, or sub container
1658 * therein?
1659 */
1660 tmp = is_player_inv (op->env);
1661 /* nope. Is this a container the player has opened?
1662 * If so, set tmp to that player.
1663 * IMO, searching through all the players will mostly
1664 * likely be quicker than following op->env to the map,
1665 * and then searching the map for a player.
1666 */
1667 if (!tmp) {
1668 for (pl=first_player; pl; pl=pl->next)
1669 if (pl->ob->container == op->env) break;
1670 if (pl) tmp=pl->ob;
1671 else tmp=NULL;
1672 } 1668 {
1673
1674 if (i < op->nrof) {
1675 sub_weight (op->env, op->weight * i);
1676 op->nrof -= i;
1677 if (tmp) {
1678 esrv_send_item(tmp, op);
1679 }
1680 } else {
1681 remove_ob (op); 1669 op->remove ();
1682 op->nrof = 0; 1670 op->nrof = 0;
1683 if (tmp) {
1684 esrv_del_item(tmp->contr, op->count);
1685 } 1671 }
1686 }
1687 }
1688 else
1689 {
1690 object *above = op->above;
1691 1672
1692 if (i < op->nrof) {
1693 op->nrof -= i;
1694 } else {
1695 remove_ob (op);
1696 op->nrof = 0;
1697 }
1698 /* Since we just removed op, op->above is null */ 1673 /* Since we just removed op, op->above is null */
1699 for (tmp = above; tmp != NULL; tmp = tmp->above) 1674 for (tmp = above; tmp != NULL; tmp = tmp->above)
1700 if (tmp->type == PLAYER) { 1675 if (tmp->type == PLAYER)
1676 {
1701 if (op->nrof) 1677 if (op->nrof)
1702 esrv_send_item(tmp, op); 1678 esrv_send_item (tmp, op);
1703 else 1679 else
1704 esrv_del_item(tmp->contr, op->count); 1680 esrv_del_item (tmp->contr, op->count);
1705 } 1681 }
1706 } 1682 }
1707 1683
1708 if (op->nrof) { 1684 if (op->nrof)
1709 return op; 1685 return op;
1710 } else { 1686 else
1711 free_object (op); 1687 {
1688 op->destroy ();
1712 return NULL; 1689 return NULL;
1713 } 1690 }
1714} 1691}
1715 1692
1716/* 1693/*
1717 * add_weight(object, weight) adds the specified weight to an object, 1694 * add_weight(object, weight) adds the specified weight to an object,
1718 * and also updates how much the environment(s) is/are carrying. 1695 * and also updates how much the environment(s) is/are carrying.
1719 */ 1696 */
1720 1697
1698void
1721void add_weight (object *op, signed long weight) { 1699add_weight (object *op, signed long weight)
1700{
1722 while (op!=NULL) { 1701 while (op != NULL)
1702 {
1723 if (op->type == CONTAINER) { 1703 if (op->type == CONTAINER)
1724 weight=(signed long)(weight*(100-op->stats.Str)/100); 1704 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1725 } 1705
1726 op->carrying+=weight; 1706 op->carrying += weight;
1727 op=op->env; 1707 op = op->env;
1728 } 1708 }
1729} 1709}
1730 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
1731/* 1731/*
1732 * insert_ob_in_ob(op,environment): 1732 * env->insert (op)
1733 * This function inserts the object op in the linked list 1733 * This function inserts the object op in the linked list
1734 * inside the object environment. 1734 * inside the object environment.
1735 * 1735 *
1736 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1737 * the inventory at the last position or next to other objects of the same
1738 * type.
1739 * Frank: Now sorted by type, archetype and magic!
1740 *
1741 * 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
1742 * be != op, if items are merged. -Tero 1737 * be != op, if items are merged. -Tero
1743 */ 1738 */
1744 1739
1745object *insert_ob_in_ob(object *op,object *where) { 1740object *
1741object::insert (object *op)
1742{
1746 object *tmp, *otmp; 1743 object *tmp, *otmp;
1747 1744
1748 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1745 if (!QUERY_FLAG (op, FLAG_REMOVED))
1749 dump_object(op); 1746 op->remove ();
1750 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1747
1751 return op;
1752 }
1753 if(where==NULL) {
1754 dump_object(op);
1755 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1756 return op;
1757 }
1758 if (where->head) {
1759 LOG(llevDebug,
1760 "Warning: Tried to insert object wrong part of multipart object.\n");
1761 where = where->head;
1762 }
1763 if (op->more) { 1748 if (op->more)
1749 {
1764 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);
1765 &op->name, op->count);
1766 return op; 1751 return op;
1767 } 1752 }
1753
1768 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1754 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1769 CLEAR_FLAG(op, FLAG_REMOVED); 1755 CLEAR_FLAG (op, FLAG_REMOVED);
1770 if(op->nrof) { 1756 if (op->nrof)
1757 {
1771 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1758 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1772 if ( CAN_MERGE(tmp,op) ) { 1759 if (object::can_merge (tmp, op))
1760 {
1773 /* return the original object and remove inserted object 1761 /* return the original object and remove inserted object
1774 (client needs the original object) */ 1762 (client needs the original object) */
1775 tmp->nrof += op->nrof; 1763 tmp->nrof += op->nrof;
1776 /* Weight handling gets pretty funky. Since we are adding to 1764 /* Weight handling gets pretty funky. Since we are adding to
1777 * tmp->nrof, we need to increase the weight. 1765 * tmp->nrof, we need to increase the weight.
1778 */ 1766 */
1779 add_weight (where, op->weight*op->nrof); 1767 add_weight (this, op->weight * op->nrof);
1780 SET_FLAG(op, FLAG_REMOVED); 1768 SET_FLAG (op, FLAG_REMOVED);
1781 free_object(op); /* free the inserted object */ 1769 op->destroy (); /* free the inserted object */
1782 op = tmp; 1770 op = tmp;
1783 remove_ob (op); /* and fix old object's links */ 1771 op->remove (); /* and fix old object's links */
1784 CLEAR_FLAG(op, FLAG_REMOVED); 1772 CLEAR_FLAG (op, FLAG_REMOVED);
1785 break; 1773 break;
1786 } 1774 }
1787 1775
1788 /* I assume combined objects have no inventory 1776 /* I assume combined objects have no inventory
1789 * We add the weight - this object could have just been removed 1777 * We add the weight - this object could have just been removed
1790 * (if it was possible to merge). calling remove_ob will subtract 1778 * (if it was possible to merge). calling remove_ob will subtract
1791 * 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
1792 * the linking below 1780 * the linking below
1793 */ 1781 */
1794 add_weight (where, op->weight*op->nrof); 1782 add_weight (this, op->weight * op->nrof);
1783 }
1795 } else 1784 else
1796 add_weight (where, (op->weight+op->carrying)); 1785 add_weight (this, (op->weight + op->carrying));
1797 1786
1798 otmp=is_player_inv(where); 1787 otmp = is_player_inv (this);
1799 if (otmp&&otmp->contr!=NULL) { 1788 if (otmp && otmp->contr)
1800 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1789 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1801 fix_player(otmp); 1790 fix_player (otmp);
1802 }
1803 1791
1804 op->map=NULL; 1792 op->map = NULL;
1805 op->env=where; 1793 op->env = this;
1806 op->above=NULL; 1794 op->above = NULL;
1807 op->below=NULL; 1795 op->below = NULL;
1808 op->x=0,op->y=0; 1796 op->x = 0, op->y = 0;
1809 1797
1810 /* 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 */
1811 if((op->glow_radius!=0)&&where->map) 1799 if ((op->glow_radius != 0) && map)
1812 { 1800 {
1813#ifdef DEBUG_LIGHTS 1801#ifdef DEBUG_LIGHTS
1814 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);
1815 op->name);
1816#endif /* DEBUG_LIGHTS */ 1803#endif /* DEBUG_LIGHTS */
1817 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);
1818 } 1806 }
1819 1807
1820 /* 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.
1821 * It sure simplifies this function... 1809 * It sure simplifies this function...
1822 */ 1810 */
1823 if (where->inv==NULL) 1811 if (!inv)
1824 where->inv=op; 1812 inv = op;
1825 else { 1813 else
1814 {
1826 op->below = where->inv; 1815 op->below = inv;
1827 op->below->above = op; 1816 op->below->above = op;
1828 where->inv = op; 1817 inv = op;
1829 } 1818 }
1819
1830 return op; 1820 return op;
1831} 1821}
1832 1822
1833/* 1823/*
1834 * Checks if any objects has a move_type that matches objects 1824 * Checks if any objects has a move_type that matches objects
1849 * 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
1850 * 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
1851 * on top. 1841 * on top.
1852 */ 1842 */
1853 1843
1844int
1854int check_move_on (object *op, object *originator) 1845check_move_on (object *op, object *originator)
1855{ 1846{
1856 object *tmp; 1847 object *tmp;
1857 tag_t tag;
1858 mapstruct *m=op->map; 1848 maptile *m = op->map;
1859 int x=op->x, y=op->y; 1849 int x = op->x, y = op->y;
1850
1860 MoveType move_on, move_slow, move_block; 1851 MoveType move_on, move_slow, move_block;
1861 1852
1862 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1853 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1863 return 0; 1854 return 0;
1864 1855
1865 tag = op->count;
1866
1867 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);
1868 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);
1869 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);
1870 1859
1871 /* 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,
1872 * 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
1873 * 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
1874 * as walking. 1863 * as walking.
1875 */ 1864 */
1876 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))
1877 return 0; 1866 return 0;
1878 1867
1879 /* This is basically inverse logic of that below - basically, 1868 /* This is basically inverse logic of that below - basically,
1880 * 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,
1881 * 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
1882 * blocked. Logic on this seems confusing, but does seem correct. 1871 * blocked. Logic on this seems confusing, but does seem correct.
1883 */ 1872 */
1884 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)
1885 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1874 return 0;
1886 1875
1887 /* The objects have to be checked from top to bottom. 1876 /* The objects have to be checked from top to bottom.
1888 * Hence, we first go to the top: 1877 * Hence, we first go to the top:
1889 */ 1878 */
1890 1879
1891 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)
1892 tmp->above!=NULL; tmp=tmp->above) { 1881 {
1893 /* Trim the search when we find the first other spell effect 1882 /* Trim the search when we find the first other spell effect
1894 * 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,
1895 * we don't need to check all of them. 1884 * we don't need to check all of them.
1896 */ 1885 */
1897 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)
1898 } 1891 {
1899 for(;tmp!=NULL; tmp=tmp->below) { 1892 if (tmp == op)
1900 if (tmp == op) continue; /* Can't apply yourself */ 1893 continue; /* Can't apply yourself */
1901 1894
1902 /* 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.
1903 * Second check makes sure that the movement types not being slowed 1896 * Second check makes sure that the movement types not being slowed
1904 * (~slow_move) is not blocked on this space - just because the 1897 * (~slow_move) is not blocked on this space - just because the
1905 * 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
1906 * 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.
1907 */ 1900 */
1908 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1901 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1902 {
1909 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1903 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1910 ((op->move_type & tmp->move_slow) &&
1911 (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 {
1912 1906
1913 float diff; 1907 float
1914
1915 diff = tmp->move_slow_penalty*FABS(op->speed); 1908 diff = tmp->move_slow_penalty * FABS (op->speed);
1909
1916 if (op->type == PLAYER) { 1910 if (op->type == PLAYER)
1917 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)) ||
1918 (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)))
1919 diff /= 4.0; 1913 diff /= 4.0;
1920 } 1914
1921 }
1922 op->speed_left -= diff; 1915 op->speed_left -= diff;
1923 } 1916 }
1924 } 1917 }
1925 1918
1926 /* Basically same logic as above, except now for actual apply. */ 1919 /* Basically same logic as above, except now for actual apply. */
1927 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1920 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1928 ((op->move_type & tmp->move_on) &&
1929 (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))
1930 1922 {
1931 move_apply(tmp, op, originator); 1923 move_apply (tmp, op, originator, true);
1924
1932 if (was_destroyed (op, tag)) 1925 if (op->destroyed ())
1933 return 1; 1926 return 1;
1934 1927
1935 /* what the person/creature stepped onto has moved the object 1928 /* what the person/creature stepped onto has moved the object
1936 * someplace new. Don't process any further - if we did, 1929 * someplace new. Don't process any further - if we did,
1937 * have a feeling strange problems would result. 1930 * have a feeling strange problems would result.
1938 */ 1931 */
1939 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;
1940 } 1934 }
1941 } 1935 }
1936
1942 return 0; 1937 return 0;
1943} 1938}
1944 1939
1945/* 1940/*
1946 * present_arch(arch, map, x, y) searches for any objects with 1941 * present_arch(arch, map, x, y) searches for any objects with
1947 * a matching archetype at the given map and coordinates. 1942 * a matching archetype at the given map and coordinates.
1948 * The first matching object is returned, or NULL if none. 1943 * The first matching object is returned, or NULL if none.
1949 */ 1944 */
1950 1945
1946object *
1951object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1947present_arch (const archetype *at, maptile *m, int x, int y)
1948{
1952 object *tmp; 1949 object *
1950 tmp;
1951
1953 if(m==NULL || out_of_map(m,x,y)) { 1952 if (m == NULL || out_of_map (m, x, y))
1953 {
1954 LOG(llevError,"Present_arch called outside map.\n"); 1954 LOG (llevError, "Present_arch called outside map.\n");
1955 return NULL; 1955 return NULL;
1956 } 1956 }
1957 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)
1958 if(tmp->arch == at) 1958 if (tmp->arch == at)
1959 return tmp; 1959 return tmp;
1960 return NULL; 1960 return NULL;
1961} 1961}
1962 1962
1963/* 1963/*
1964 * present(type, map, x, y) searches for any objects with 1964 * present(type, map, x, y) searches for any objects with
1965 * a matching type variable at the given map and coordinates. 1965 * a matching type variable at the given map and coordinates.
1966 * The first matching object is returned, or NULL if none. 1966 * The first matching object is returned, or NULL if none.
1967 */ 1967 */
1968 1968
1969object *
1969object *present(unsigned char type,mapstruct *m, int x,int y) { 1970present (unsigned char type, maptile *m, int x, int y)
1971{
1970 object *tmp; 1972 object *
1973 tmp;
1974
1971 if(out_of_map(m,x,y)) { 1975 if (out_of_map (m, x, y))
1976 {
1972 LOG(llevError,"Present called outside map.\n"); 1977 LOG (llevError, "Present called outside map.\n");
1973 return NULL; 1978 return NULL;
1974 } 1979 }
1975 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)
1976 if(tmp->type==type) 1981 if (tmp->type == type)
1977 return tmp; 1982 return tmp;
1978 return NULL; 1983 return NULL;
1979} 1984}
1980 1985
1981/* 1986/*
1982 * present_in_ob(type, object) searches for any objects with 1987 * present_in_ob(type, object) searches for any objects with
1983 * a matching type variable in the inventory of the given object. 1988 * a matching type variable in the inventory of the given object.
1984 * The first matching object is returned, or NULL if none. 1989 * The first matching object is returned, or NULL if none.
1985 */ 1990 */
1986 1991
1992object *
1987object *present_in_ob(unsigned char type, const object *op) { 1993present_in_ob (unsigned char type, const object *op)
1994{
1988 object *tmp; 1995 object *
1996 tmp;
1997
1989 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1998 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1990 if(tmp->type==type) 1999 if (tmp->type == type)
1991 return tmp; 2000 return tmp;
1992 return NULL; 2001 return NULL;
1993} 2002}
1994 2003
1995/* 2004/*
2005 * 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
2006 * 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
2007 * to be unique. 2016 * to be unique.
2008 */ 2017 */
2009 2018
2019object *
2010object *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{
2011 object *tmp; 2022 object *
2023 tmp;
2012 2024
2013 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2025 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2026 {
2014 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2027 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2015 return tmp; 2028 return tmp;
2016 } 2029 }
2017 return NULL; 2030 return NULL;
2018} 2031}
2019 2032
2020/* 2033/*
2021 * present_arch_in_ob(archetype, object) searches for any objects with 2034 * present_arch_in_ob(archetype, object) searches for any objects with
2022 * a matching archetype in the inventory of the given object. 2035 * a matching archetype in the inventory of the given object.
2023 * The first matching object is returned, or NULL if none. 2036 * The first matching object is returned, or NULL if none.
2024 */ 2037 */
2025 2038
2039object *
2026object *present_arch_in_ob(const archetype *at, const object *op) { 2040present_arch_in_ob (const archetype *at, const object *op)
2041{
2027 object *tmp; 2042 object *
2043 tmp;
2044
2028 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2045 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2029 if( tmp->arch == at) 2046 if (tmp->arch == at)
2030 return tmp; 2047 return tmp;
2031 return NULL; 2048 return NULL;
2032} 2049}
2033 2050
2034/* 2051/*
2035 * activate recursively a flag on an object inventory 2052 * activate recursively a flag on an object inventory
2036 */ 2053 */
2054void
2037void flag_inv(object*op, int flag){ 2055flag_inv (object *op, int flag)
2056{
2038 object *tmp; 2057 object *
2058 tmp;
2059
2039 if(op->inv) 2060 if (op->inv)
2040 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2061 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2062 {
2041 SET_FLAG(tmp, flag); 2063 SET_FLAG (tmp, flag);
2042 flag_inv(tmp,flag); 2064 flag_inv (tmp, flag);
2043 } 2065 }
2044}/* 2066} /*
2045 * desactivate recursively a flag on an object inventory 2067 * desactivate recursively a flag on an object inventory
2046 */ 2068 */
2069void
2047void unflag_inv(object*op, int flag){ 2070unflag_inv (object *op, int flag)
2071{
2048 object *tmp; 2072 object *
2073 tmp;
2074
2049 if(op->inv) 2075 if (op->inv)
2050 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2076 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2077 {
2051 CLEAR_FLAG(tmp, flag); 2078 CLEAR_FLAG (tmp, flag);
2052 unflag_inv(tmp,flag); 2079 unflag_inv (tmp, flag);
2053 } 2080 }
2054} 2081}
2055 2082
2056/* 2083/*
2057 * 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
2058 * all it's inventory (recursively). 2085 * all it's inventory (recursively).
2059 * 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
2060 * 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.
2061 */ 2088 */
2062 2089
2090void
2063void set_cheat(object *op) { 2091set_cheat (object *op)
2092{
2064 SET_FLAG(op, FLAG_WAS_WIZ); 2093 SET_FLAG (op, FLAG_WAS_WIZ);
2065 flag_inv(op, FLAG_WAS_WIZ); 2094 flag_inv (op, FLAG_WAS_WIZ);
2066} 2095}
2067 2096
2068/* 2097/*
2069 * 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
2070 * 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
2085 * 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
2086 * 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
2087 * customized, changed states, etc. 2116 * customized, changed states, etc.
2088 */ 2117 */
2089 2118
2119int
2090int 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,
2091 int i,index=0, flag; 2124 index = 0, flag;
2125 static int
2092 static int altern[SIZEOFFREE]; 2126 altern[SIZEOFFREE];
2093 2127
2094 for(i=start;i<stop;i++) { 2128 for (i = start; i < stop; i++)
2129 {
2095 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]);
2096 if(!flag) 2131 if (!flag)
2097 altern[index++]=i; 2132 altern[index++] = i;
2098 2133
2099 /* 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.
2100 * 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.
2101 * 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 -
2102 * 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
2103 * 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
2104 * to only the spaces immediately surrounding the target area, and 2139 * to only the spaces immediately surrounding the target area, and
2105 * won't look 2 spaces south of the target space. 2140 * won't look 2 spaces south of the target space.
2106 */ 2141 */
2107 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2142 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2108 stop=maxfree[i]; 2143 stop = maxfree[i];
2109 } 2144 }
2110 if(!index) return -1; 2145 if (!index)
2146 return -1;
2111 return altern[RANDOM()%index]; 2147 return altern[RANDOM () % index];
2112} 2148}
2113 2149
2114/* 2150/*
2115 * find_first_free_spot(archetype, mapstruct, x, y) works like 2151 * find_first_free_spot(archetype, maptile, x, y) works like
2116 * find_free_spot(), but it will search max number of squares. 2152 * find_free_spot(), but it will search max number of squares.
2117 * 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.
2118 * 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.
2119 */ 2155 */
2120 2156
2157int
2121int 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
2122 int i; 2161 i;
2162
2123 for(i=0;i<SIZEOFFREE;i++) { 2163 for (i = 0; i < SIZEOFFREE; i++)
2164 {
2124 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]))
2125 return i; 2166 return i;
2126 } 2167 }
2127 return -1; 2168 return -1;
2128} 2169}
2129 2170
2130/* 2171/*
2131 * The function permute(arr, begin, end) randomly reorders the array 2172 * The function permute(arr, begin, end) randomly reorders the array
2132 * arr[begin..end-1]. 2173 * arr[begin..end-1].
2133 */ 2174 */
2175static void
2134static void permute(int *arr, int begin, int end) 2176permute (int *arr, int begin, int end)
2135{ 2177{
2136 int i, j, tmp, len; 2178 int
2179 i,
2180 j,
2181 tmp,
2182 len;
2137 2183
2138 len = end-begin; 2184 len = end - begin;
2139 for(i = begin; i < end; i++) 2185 for (i = begin; i < end; i++)
2140 { 2186 {
2141 j = begin+RANDOM()%len; 2187 j = begin + RANDOM () % len;
2142 2188
2143 tmp = arr[i]; 2189 tmp = arr[i];
2144 arr[i] = arr[j]; 2190 arr[i] = arr[j];
2145 arr[j] = tmp; 2191 arr[j] = tmp;
2146 } 2192 }
2147} 2193}
2148 2194
2149/* new function to make monster searching more efficient, and effective! 2195/* new function to make monster searching more efficient, and effective!
2150 * This basically returns a randomized array (in the passed pointer) of 2196 * This basically returns a randomized array (in the passed pointer) of
2151 * 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
2152 * 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
2153 * 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
2154 * 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.
2155 */ 2201 */
2202void
2156void get_search_arr(int *search_arr) 2203get_search_arr (int *search_arr)
2157{ 2204{
2205 int
2158 int i; 2206 i;
2159 2207
2160 for(i = 0; i < SIZEOFFREE; i++) 2208 for (i = 0; i < SIZEOFFREE; i++)
2161 { 2209 {
2162 search_arr[i] = i; 2210 search_arr[i] = i;
2163 } 2211 }
2164 2212
2165 permute(search_arr, 1, SIZEOFFREE1+1); 2213 permute (search_arr, 1, SIZEOFFREE1 + 1);
2166 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2214 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2167 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2215 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2168} 2216}
2169 2217
2170/* 2218/*
2171 * 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
2172 * given map at the given coordinates for live objects. 2220 * given map at the given coordinates for live objects.
2178 * 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
2179 * 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
2180 * there is capable of. 2228 * there is capable of.
2181 */ 2229 */
2182 2230
2231int
2183int 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,
2184 int i,max=SIZEOFFREE, mflags; 2236 max = SIZEOFFREE, mflags;
2237
2185 sint16 nx, ny; 2238 sint16 nx, ny;
2186 object *tmp; 2239 object *
2187 mapstruct *mp; 2240 tmp;
2241 maptile *
2242 mp;
2243
2188 MoveType blocked, move_type; 2244 MoveType blocked, move_type;
2189 2245
2190 if (exclude && exclude->head) { 2246 if (exclude && exclude->head)
2247 {
2191 exclude = exclude->head; 2248 exclude = exclude->head;
2192 move_type = exclude->move_type; 2249 move_type = exclude->move_type;
2193 } else { 2250 }
2251 else
2252 {
2194 /* 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. */
2195 move_type=MOVE_ALL; 2254 move_type = MOVE_ALL;
2255 }
2256
2257 for (i = 1; i < max; i++)
2196 } 2258 {
2197
2198 for(i=1;i<max;i++) {
2199 mp = m; 2259 mp = m;
2200 nx = x + freearr_x[i]; 2260 nx = x + freearr_x[i];
2201 ny = y + freearr_y[i]; 2261 ny = y + freearr_y[i];
2202 2262
2203 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2263 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2204 if (mflags & P_OUT_OF_MAP) { 2264 if (mflags & P_OUT_OF_MAP)
2265 {
2205 max = maxfree[i]; 2266 max = maxfree[i];
2267 }
2206 } else { 2268 else
2269 {
2207 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2270 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2208 2271
2209 if ((move_type & blocked) == move_type) { 2272 if ((move_type & blocked) == move_type)
2273 {
2210 max=maxfree[i]; 2274 max = maxfree[i];
2275 }
2211 } else if (mflags & P_IS_ALIVE) { 2276 else if (mflags & P_IS_ALIVE)
2277 {
2212 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)
2213 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2279 {
2214 (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 {
2215 break; 2282 break;
2216 } 2283 }
2217 } 2284 }
2218 if(tmp) { 2285 if (tmp)
2286 {
2219 return freedir[i]; 2287 return freedir[i];
2220 } 2288 }
2221 } 2289 }
2222 } 2290 }
2223 } 2291 }
2224 return 0; 2292 return 0;
2225} 2293}
2226 2294
2227/* 2295/*
2228 * distance(object 1, object 2) will return the square of the 2296 * distance(object 1, object 2) will return the square of the
2229 * distance between the two given objects. 2297 * distance between the two given objects.
2230 */ 2298 */
2231 2299
2300int
2232int distance(const object *ob1, const object *ob2) { 2301distance (const object *ob1, const object *ob2)
2302{
2233 int i; 2303 int
2234 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2304 i;
2235 (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);
2236 return i; 2307 return i;
2237} 2308}
2238 2309
2239/* 2310/*
2240 * 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
2241 * 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
2242 * object, needs to travel toward it. 2313 * object, needs to travel toward it.
2243 */ 2314 */
2244 2315
2316int
2245int find_dir_2(int x, int y) { 2317find_dir_2 (int x, int y)
2318{
2246 int q; 2319 int
2320 q;
2247 2321
2248 if(y) 2322 if (y)
2249 q=x*100/y; 2323 q = x * 100 / y;
2250 else if (x) 2324 else if (x)
2251 q= -300*x; 2325 q = -300 * x;
2252 else 2326 else
2253 return 0; 2327 return 0;
2254 2328
2255 if(y>0) { 2329 if (y > 0)
2330 {
2256 if(q < -242) 2331 if (q < -242)
2257 return 3 ; 2332 return 3;
2258 if (q < -41) 2333 if (q < -41)
2259 return 2 ; 2334 return 2;
2260 if (q < 41) 2335 if (q < 41)
2261 return 1 ; 2336 return 1;
2262 if (q < 242) 2337 if (q < 242)
2263 return 8 ; 2338 return 8;
2264 return 7 ; 2339 return 7;
2265 } 2340 }
2266 2341
2267 if (q < -242) 2342 if (q < -242)
2268 return 7 ; 2343 return 7;
2269 if (q < -41) 2344 if (q < -41)
2270 return 6 ; 2345 return 6;
2271 if (q < 41) 2346 if (q < 41)
2272 return 5 ; 2347 return 5;
2273 if (q < 242) 2348 if (q < 242)
2274 return 4 ; 2349 return 4;
2275 2350
2276 return 3 ; 2351 return 3;
2277} 2352}
2278 2353
2279/* 2354/*
2280 * absdir(int): Returns a number between 1 and 8, which represent 2355 * absdir(int): Returns a number between 1 and 8, which represent
2281 * the "absolute" direction of a number (it actually takes care of 2356 * the "absolute" direction of a number (it actually takes care of
2282 * "overflow" in previous calculations of a direction). 2357 * "overflow" in previous calculations of a direction).
2283 */ 2358 */
2284 2359
2360int
2285int absdir(int d) { 2361absdir (int d)
2286 while(d<1) d+=8; 2362{
2287 while(d>8) d-=8; 2363 while (d < 1)
2364 d += 8;
2365 while (d > 8)
2366 d -= 8;
2288 return d; 2367 return d;
2289} 2368}
2290 2369
2291/* 2370/*
2292 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2371 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2293 * between two directions (which are expected to be absolute (see absdir()) 2372 * between two directions (which are expected to be absolute (see absdir())
2294 */ 2373 */
2295 2374
2375int
2296int dirdiff(int dir1, int dir2) { 2376dirdiff (int dir1, int dir2)
2377{
2297 int d; 2378 int
2379 d;
2380
2298 d = abs(dir1 - dir2); 2381 d = abs (dir1 - dir2);
2299 if(d>4) 2382 if (d > 4)
2300 d = 8 - d; 2383 d = 8 - d;
2301 return d; 2384 return d;
2302} 2385}
2303 2386
2304/* peterm: 2387/* peterm:
2309 * 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.
2310 * 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
2311 * functions. 2394 * functions.
2312 */ 2395 */
2313 2396
2397int
2314int reduction_dir[SIZEOFFREE][3] = { 2398 reduction_dir[SIZEOFFREE][3] = {
2315 {0,0,0}, /* 0 */ 2399 {0, 0, 0}, /* 0 */
2316 {0,0,0}, /* 1 */ 2400 {0, 0, 0}, /* 1 */
2317 {0,0,0}, /* 2 */ 2401 {0, 0, 0}, /* 2 */
2318 {0,0,0}, /* 3 */ 2402 {0, 0, 0}, /* 3 */
2319 {0,0,0}, /* 4 */ 2403 {0, 0, 0}, /* 4 */
2320 {0,0,0}, /* 5 */ 2404 {0, 0, 0}, /* 5 */
2321 {0,0,0}, /* 6 */ 2405 {0, 0, 0}, /* 6 */
2322 {0,0,0}, /* 7 */ 2406 {0, 0, 0}, /* 7 */
2323 {0,0,0}, /* 8 */ 2407 {0, 0, 0}, /* 8 */
2324 {8,1,2}, /* 9 */ 2408 {8, 1, 2}, /* 9 */
2325 {1,2,-1}, /* 10 */ 2409 {1, 2, -1}, /* 10 */
2326 {2,10,12}, /* 11 */ 2410 {2, 10, 12}, /* 11 */
2327 {2,3,-1}, /* 12 */ 2411 {2, 3, -1}, /* 12 */
2328 {2,3,4}, /* 13 */ 2412 {2, 3, 4}, /* 13 */
2329 {3,4,-1}, /* 14 */ 2413 {3, 4, -1}, /* 14 */
2330 {4,14,16}, /* 15 */ 2414 {4, 14, 16}, /* 15 */
2331 {5,4,-1}, /* 16 */ 2415 {5, 4, -1}, /* 16 */
2332 {4,5,6}, /* 17 */ 2416 {4, 5, 6}, /* 17 */
2333 {6,5,-1}, /* 18 */ 2417 {6, 5, -1}, /* 18 */
2334 {6,20,18}, /* 19 */ 2418 {6, 20, 18}, /* 19 */
2335 {7,6,-1}, /* 20 */ 2419 {7, 6, -1}, /* 20 */
2336 {6,7,8}, /* 21 */ 2420 {6, 7, 8}, /* 21 */
2337 {7,8,-1}, /* 22 */ 2421 {7, 8, -1}, /* 22 */
2338 {8,22,24}, /* 23 */ 2422 {8, 22, 24}, /* 23 */
2339 {8,1,-1}, /* 24 */ 2423 {8, 1, -1}, /* 24 */
2340 {24,9,10}, /* 25 */ 2424 {24, 9, 10}, /* 25 */
2341 {9,10,-1}, /* 26 */ 2425 {9, 10, -1}, /* 26 */
2342 {10,11,-1}, /* 27 */ 2426 {10, 11, -1}, /* 27 */
2343 {27,11,29}, /* 28 */ 2427 {27, 11, 29}, /* 28 */
2344 {11,12,-1}, /* 29 */ 2428 {11, 12, -1}, /* 29 */
2345 {12,13,-1}, /* 30 */ 2429 {12, 13, -1}, /* 30 */
2346 {12,13,14}, /* 31 */ 2430 {12, 13, 14}, /* 31 */
2347 {13,14,-1}, /* 32 */ 2431 {13, 14, -1}, /* 32 */
2348 {14,15,-1}, /* 33 */ 2432 {14, 15, -1}, /* 33 */
2349 {33,15,35}, /* 34 */ 2433 {33, 15, 35}, /* 34 */
2350 {16,15,-1}, /* 35 */ 2434 {16, 15, -1}, /* 35 */
2351 {17,16,-1}, /* 36 */ 2435 {17, 16, -1}, /* 36 */
2352 {18,17,16}, /* 37 */ 2436 {18, 17, 16}, /* 37 */
2353 {18,17,-1}, /* 38 */ 2437 {18, 17, -1}, /* 38 */
2354 {18,19,-1}, /* 39 */ 2438 {18, 19, -1}, /* 39 */
2355 {41,19,39}, /* 40 */ 2439 {41, 19, 39}, /* 40 */
2356 {19,20,-1}, /* 41 */ 2440 {19, 20, -1}, /* 41 */
2357 {20,21,-1}, /* 42 */ 2441 {20, 21, -1}, /* 42 */
2358 {20,21,22}, /* 43 */ 2442 {20, 21, 22}, /* 43 */
2359 {21,22,-1}, /* 44 */ 2443 {21, 22, -1}, /* 44 */
2360 {23,22,-1}, /* 45 */ 2444 {23, 22, -1}, /* 45 */
2361 {45,47,23}, /* 46 */ 2445 {45, 47, 23}, /* 46 */
2362 {23,24,-1}, /* 47 */ 2446 {23, 24, -1}, /* 47 */
2363 {24,9,-1}}; /* 48 */ 2447 {24, 9, -1}
2448}; /* 48 */
2364 2449
2365/* Recursive routine to step back and see if we can 2450/* Recursive routine to step back and see if we can
2366 * find a path to that monster that we found. If not, 2451 * find a path to that monster that we found. If not,
2367 * we don't bother going toward it. Returns 1 if we 2452 * we don't bother going toward it. Returns 1 if we
2368 * can see a direct way to get it 2453 * can see a direct way to get it
2369 * Modified to be map tile aware -.MSW 2454 * Modified to be map tile aware -.MSW
2370 */ 2455 */
2371
2372 2456
2457
2458int
2373int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2459can_see_monsterP (maptile *m, int x, int y, int dir)
2460{
2374 sint16 dx, dy; 2461 sint16 dx, dy;
2462 int
2375 int mflags; 2463 mflags;
2376 2464
2465 if (dir < 0)
2377 if(dir<0) return 0; /* exit condition: invalid direction */ 2466 return 0; /* exit condition: invalid direction */
2378 2467
2379 dx = x + freearr_x[dir]; 2468 dx = x + freearr_x[dir];
2380 dy = y + freearr_y[dir]; 2469 dy = y + freearr_y[dir];
2381 2470
2382 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2471 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2383 2472
2384 /* This functional arguably was incorrect before - it was 2473 /* This functional arguably was incorrect before - it was
2385 * checking for P_WALL - that was basically seeing if 2474 * checking for P_WALL - that was basically seeing if
2386 * we could move to the monster - this is being more 2475 * we could move to the monster - this is being more
2387 * 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
2388 * 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
2389 * at least its move type. 2478 * at least its move type.
2390 */ 2479 */
2391 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2480 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2481 return 0;
2392 2482
2393 /* yes, can see. */ 2483 /* yes, can see. */
2394 if(dir < 9) return 1; 2484 if (dir < 9)
2485 return 1;
2395 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2486 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2396 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]);
2397 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2398} 2488}
2399 2489
2400 2490
2401 2491
2402/* 2492/*
2403 * 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
2404 * picked up by the picker. Returnes 1 if it can be 2494 * picked up by the picker. Returnes 1 if it can be
2405 * picked up, otherwise 0. 2495 * picked up, otherwise 0.
2406 * 2496 *
2408 * core dumps if they do. 2498 * core dumps if they do.
2409 * 2499 *
2410 * 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)
2411 */ 2501 */
2412 2502
2503int
2413int can_pick(const object *who, const object *item) { 2504can_pick (const object *who, const object *item)
2505{
2414 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2506 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2415 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2507 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2416 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2508 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2417 (who->type==PLAYER||item->weight<who->weight/3));
2418} 2509}
2419 2510
2420 2511
2421/* 2512/*
2422 * create clone from object to another 2513 * create clone from object to another
2423 */ 2514 */
2515object *
2424object *object_create_clone (object *asrc) { 2516object_create_clone (object *asrc)
2517{
2425 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2518 object *dst = 0, *tmp, *src, *part, *prev, *item;
2426 2519
2427 if(!asrc) return NULL; 2520 if (!asrc)
2521 return 0;
2522
2428 src = asrc; 2523 src = asrc;
2429 if(src->head) 2524 if (src->head)
2430 src = src->head; 2525 src = src->head;
2431 2526
2432 prev = NULL; 2527 prev = 0;
2433 for(part = src; part; part = part->more) { 2528 for (part = src; part; part = part->more)
2434 tmp = get_object(); 2529 {
2435 copy_object(part,tmp); 2530 tmp = part->clone ();
2436 tmp->x -= src->x; 2531 tmp->x -= src->x;
2437 tmp->y -= src->y; 2532 tmp->y -= src->y;
2533
2438 if(!part->head) { 2534 if (!part->head)
2535 {
2439 dst = tmp; 2536 dst = tmp;
2440 tmp->head = NULL; 2537 tmp->head = 0;
2538 }
2441 } else { 2539 else
2540 {
2442 tmp->head = dst; 2541 tmp->head = dst;
2443 } 2542 }
2543
2444 tmp->more = NULL; 2544 tmp->more = 0;
2545
2445 if(prev) 2546 if (prev)
2446 prev->more = tmp; 2547 prev->more = tmp;
2548
2447 prev = tmp; 2549 prev = tmp;
2448 } 2550 }
2449 /*** copy inventory ***/ 2551
2450 for(item = src->inv; item; item = item->below) { 2552 for (item = src->inv; item; item = item->below)
2451 (void) insert_ob_in_ob(object_create_clone(item),dst); 2553 insert_ob_in_ob (object_create_clone (item), dst);
2452 }
2453 2554
2454 return dst; 2555 return dst;
2455}
2456
2457/* return true if the object was destroyed, 0 otherwise */
2458int was_destroyed (const object *op, tag_t old_tag)
2459{
2460 /* checking for FLAG_FREED isn't necessary, but makes this function more
2461 * robust */
2462 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2463} 2556}
2464 2557
2465/* GROS - Creates an object using a string representing its content. */ 2558/* GROS - Creates an object using a string representing its content. */
2466/* 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 */
2467/* 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, */
2468/* 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. */
2469/* 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. */
2470/* Also remember that multiparts objects are not supported for now. */ 2563/* Also remember that multiparts objects are not supported for now. */
2471 2564
2565object *
2472object* load_object_str(const char *obstr) 2566load_object_str (const char *obstr)
2473{ 2567{
2474 object *op; 2568 object *op;
2475 char filename[MAX_BUF]; 2569 char filename[MAX_BUF];
2570
2476 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2571 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2477 2572
2478 FILE *tempfile=fopen(filename,"w"); 2573 FILE *tempfile = fopen (filename, "w");
2574
2479 if (tempfile == NULL) 2575 if (tempfile == NULL)
2480 { 2576 {
2481 LOG(llevError,"Error - Unable to access load object temp file\n"); 2577 LOG (llevError, "Error - Unable to access load object temp file\n");
2482 return NULL; 2578 return NULL;
2483 }; 2579 }
2580
2484 fprintf(tempfile,obstr); 2581 fprintf (tempfile, obstr);
2485 fclose(tempfile); 2582 fclose (tempfile);
2486 2583
2487 op=get_object(); 2584 op = object::create ();
2488 2585
2489 object_thawer thawer (filename); 2586 object_thawer thawer (filename);
2490 2587
2491 if (thawer) 2588 if (thawer)
2492 load_object(thawer,op,0); 2589 load_object (thawer, op, 0);
2493 2590
2494 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2591 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2495 CLEAR_FLAG(op,FLAG_REMOVED); 2592 CLEAR_FLAG (op, FLAG_REMOVED);
2496 2593
2497 return op; 2594 return op;
2498} 2595}
2499 2596
2500/* This returns the first object in who's inventory that 2597/* This returns the first object in who's inventory that
2501 * has the same type and subtype match. 2598 * has the same type and subtype match.
2502 * returns NULL if no match. 2599 * returns NULL if no match.
2503 */ 2600 */
2601object *
2504object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2602find_obj_by_type_subtype (const object *who, int type, int subtype)
2505{ 2603{
2506 object *tmp; 2604 object *tmp;
2507 2605
2508 for (tmp=who->inv; tmp; tmp=tmp->below) 2606 for (tmp = who->inv; tmp; tmp = tmp->below)
2509 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2607 if (tmp->type == type && tmp->subtype == subtype)
2608 return tmp;
2510 2609
2511 return NULL; 2610 return NULL;
2512} 2611}
2513 2612
2514/* 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,
2515 * otherwise return NULL. 2614 * otherwise return NULL.
2516 * 2615 *
2517 * 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
2518 * do the desired thing. 2617 * do the desired thing.
2519 */ 2618 */
2619key_value *
2520key_value * get_ob_key_link(const object * ob, const char * key) { 2620get_ob_key_link (const object *ob, const char *key)
2621{
2521 key_value * link; 2622 key_value *link;
2522 2623
2523 for (link = ob->key_values; link != NULL; link = link->next) { 2624 for (link = ob->key_values; link != NULL; link = link->next)
2524 if (link->key == key) { 2625 if (link->key == key)
2525 return link; 2626 return link;
2526 } 2627
2527 }
2528
2529 return NULL; 2628 return NULL;
2530} 2629}
2531 2630
2532/* 2631/*
2533 * 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.
2534 * 2633 *
2535 * The argument doesn't need to be a shared string. 2634 * The argument doesn't need to be a shared string.
2536 * 2635 *
2537 * The returned string is shared. 2636 * The returned string is shared.
2538 */ 2637 */
2638const char *
2539const char * get_ob_key_value(const object * op, const char * const key) { 2639get_ob_key_value (const object *op, const char *const key)
2640{
2540 key_value * link; 2641 key_value *link;
2541 const char * canonical_key; 2642 shstr_cmp canonical_key (key);
2643
2644 if (!canonical_key)
2542 2645 {
2543 canonical_key = shstr::find (key);
2544
2545 if (canonical_key == NULL) {
2546 /* 1. There being a field named key on any object 2646 /* 1. There being a field named key on any object
2547 * implies there'd be a shared string to find. 2647 * implies there'd be a shared string to find.
2548 * 2. Since there isn't, no object has this field. 2648 * 2. Since there isn't, no object has this field.
2549 * 3. Therefore, *this* object doesn't have this field. 2649 * 3. Therefore, *this* object doesn't have this field.
2550 */ 2650 */
2551 return NULL; 2651 return 0;
2552 } 2652 }
2553 2653
2554 /* This is copied from get_ob_key_link() above - 2654 /* This is copied from get_ob_key_link() above -
2555 * only 4 lines, and saves the function call overhead. 2655 * only 4 lines, and saves the function call overhead.
2556 */ 2656 */
2557 for (link = op->key_values; link != NULL; link = link->next) { 2657 for (link = op->key_values; link; link = link->next)
2558 if (link->key == canonical_key) { 2658 if (link->key == canonical_key)
2559 return link->value; 2659 return link->value;
2560 } 2660
2561 } 2661 return 0;
2562 return NULL;
2563} 2662}
2564 2663
2565 2664
2566/* 2665/*
2567 * Updates the canonical_key in op to value. 2666 * Updates the canonical_key in op to value.
2571 * 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
2572 * keys. 2671 * keys.
2573 * 2672 *
2574 * Returns TRUE on success. 2673 * Returns TRUE on success.
2575 */ 2674 */
2675int
2576int 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 *
2577 key_value * field = NULL, *last=NULL; 2679 field = NULL, *last = NULL;
2578 2680
2579 for (field=op->key_values; field != NULL; field=field->next) { 2681 for (field = op->key_values; field != NULL; field = field->next)
2682 {
2580 if (field->key != canonical_key) { 2683 if (field->key != canonical_key)
2684 {
2581 last = field; 2685 last = field;
2582 continue; 2686 continue;
2583 } 2687 }
2584 2688
2585 if (value) 2689 if (value)
2586 field->value = value; 2690 field->value = value;
2587 else { 2691 else
2692 {
2588 /* Basically, if the archetype has this key set, 2693 /* Basically, if the archetype has this key set,
2589 * we need to store the null value so when we save 2694 * we need to store the null value so when we save
2590 * it, we save the empty value so that when we load, 2695 * it, we save the empty value so that when we load,
2591 * we get this value back again. 2696 * we get this value back again.
2592 */ 2697 */
2593 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2698 if (get_ob_key_link (&op->arch->clone, canonical_key))
2594 field->value = 0; 2699 field->value = 0;
2700 else
2701 {
2702 if (last)
2703 last->next = field->next;
2595 else 2704 else
2596 {
2597 if (last) last->next = field->next;
2598 else op->key_values = field->next; 2705 op->key_values = field->next;
2599 2706
2600 delete field; 2707 delete field;
2601 } 2708 }
2602 } 2709 }
2603 return TRUE; 2710 return TRUE;
2604 } 2711 }
2605 /* IF we get here, key doesn't exist */ 2712 /* IF we get here, key doesn't exist */
2606 2713
2607 /* No field, we'll have to add it. */ 2714 /* No field, we'll have to add it. */
2715
2716 if (!add_key)
2608 2717 {
2609 if (!add_key) {
2610 return FALSE; 2718 return FALSE;
2611 } 2719 }
2612 /* There isn't any good reason to store a null 2720 /* There isn't any good reason to store a null
2613 * value in the key/value list. If the archetype has 2721 * value in the key/value list. If the archetype has
2614 * this key, then we should also have it, so shouldn't 2722 * this key, then we should also have it, so shouldn't
2615 * be here. If user wants to store empty strings, 2723 * be here. If user wants to store empty strings,
2616 * should pass in "" 2724 * should pass in ""
2617 */ 2725 */
2618 if (value == NULL) return TRUE; 2726 if (value == NULL)
2619
2620 field = new key_value;
2621
2622 field->key = canonical_key;
2623 field->value = value;
2624 /* Usual prepend-addition. */
2625 field->next = op->key_values;
2626 op->key_values = field;
2627
2628 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;
2629} 2738}
2630 2739
2631/* 2740/*
2632 * Updates the key in op to value. 2741 * Updates the key in op to value.
2633 * 2742 *
2635 * and not add new ones. 2744 * and not add new ones.
2636 * 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
2637 * 2746 *
2638 * Returns TRUE on success. 2747 * Returns TRUE on success.
2639 */ 2748 */
2749int
2640int 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)
2641{ 2751{
2642 shstr key_ (key); 2752 shstr key_ (key);
2753
2643 return set_ob_key_value_s (op, key_, value, add_key); 2754 return set_ob_key_value_s (op, key_, value, add_key);
2644} 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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