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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 1.74 by root, Wed Dec 20 09:14:21 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}
265
266/*
267 * 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
269 * or find a player.
270 */
271
272object *is_player_inv (object *op) {
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
274 if (op->env==op)
275 op->env = NULL;
276 return op;
277} 354}
278 355
279/* 356/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 358 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
283 */ 360 */
284 361
285void dump_object2(object *op) { 362char *
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) { 363dump_object (object *op)
332 if(op==NULL) { 364{
333 strcpy(errmsg,"[NULL pointer]"); 365 if (!op)
334 return; 366 return strdup ("[NULLOBJ]");
335 }
336 errmsg[0]='\0';
337 dump_object2(op);
338}
339 367
340void dump_all_objects(void) { 368 object_freezer freezer;
341 object *op; 369 save_object (freezer, op, 3);
342 for(op=objects;op!=NULL;op=op->next) { 370 return freezer.as_string ();
343 dump_object(op);
344 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
345 }
346} 371}
347 372
348/* 373/*
349 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
350 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
351 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
352 */ 377 */
353 378
379object *
354object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
355 object *tmp,*closest; 382 object *tmp, *closest;
356 int last_dist,i; 383 int last_dist, i;
384
357 if(op->more==NULL) 385 if (op->more == NULL)
358 return op; 386 return op;
359 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
360 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
361 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
362 return closest; 390 return closest;
363} 391}
364 392
365/* 393/*
366 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
367 */ 395 */
368 396
397object *
369object *find_object(tag_t i) { 398find_object (tag_t i)
370 object *op; 399{
371 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
372 if(op->count==i) 401 if (op->count == i)
373 break; 402 return op;
403
374 return op; 404 return 0;
375} 405}
376 406
377/* 407/*
378 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
379 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
380 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
381 */ 411 */
382 412
413object *
383object *find_object_name(const char *str) { 414find_object_name (const char *str)
384 const char *name = shstr::find (str); 415{
416 shstr_cmp str_ (str);
385 object *op; 417 object *op;
418
386 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
387 if(&op->name == name) 420 if (op->name == str_)
388 break; 421 break;
389 422
390 return op; 423 return op;
391} 424}
392 425
426void
393void free_all_object_data(void) { 427free_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{ 428{
435 if (!op) return; 429 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} 430}
443
444
445 431
446/* 432/*
447 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
448 * skill and experience objects. 434 * skill and experience objects.
449 */ 435 */
450void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
451{ 438{
452 if(owner==NULL||op==NULL) 439 if (!owner)
453 return; 440 return;
454 441
455 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
456 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* 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 444 * with the fireball owning a poison cloud which then owned the
458 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
459 * freed and then another object replacing it. Since the ownercounts 446 * 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. 447 * didn't match, this check is valid and I believe that cause is valid.
461 */ 448 */
462 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
463 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
464 451
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; 452 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} 453}
518 454
519/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links. 456 * refcounts and freeing the links.
521 */ 457 */
458static void
522static void free_key_values(object * op) 459free_key_values (object *op)
523{ 460{
524 for (key_value *i = op->key_values; i != 0; ) 461 for (key_value *i = op->key_values; i != 0;)
525 { 462 {
526 key_value *next = i->next; 463 key_value *next = i->next;
527 delete i; 464 delete i;
465
528 i = next; 466 i = next;
529 } 467 }
530 468
531 op->key_values = 0; 469 op->key_values = 0;
532} 470}
533 471
534/* 472void 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{ 473{
541 op->clear (); 474 attachable_base::clear ();
542 475
543 free_key_values (op); 476 free_key_values (this);
544 477
545 /* the memset will clear all these values for us, but we need 478 owner = 0;
546 * to reduce the refcount on them. 479 name = 0;
547 */
548 op->name = 0;
549 op->name_pl = 0; 480 name_pl = 0;
550 op->title = 0; 481 title = 0;
551 op->race = 0; 482 race = 0;
552 op->slaying = 0; 483 slaying = 0;
553 op->skill = 0; 484 skill = 0;
554 op->msg = 0; 485 msg = 0;
555 op->lore = 0; 486 lore = 0;
487 custom_name = 0;
556 op->materialname = 0; 488 materialname = 0;
489 contr = 0;
490 below = 0;
491 above = 0;
492 inv = 0;
493 container = 0;
494 env = 0;
495 more = 0;
496 head = 0;
497 map = 0;
498 active_next = 0;
499 active_prev = 0;
557 500
558 memset((void*)op, 0, sizeof (object_special)); 501 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
559 /* Below here, we clear things that are not done by the memset, 502
560 * or set default values that are not zero.
561 */
562 /* This is more or less true */
563 SET_FLAG (op, FLAG_REMOVED); 503 SET_FLAG (this, FLAG_REMOVED);
564 504
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 */ 505 /* What is not cleared is next, prev, and count */
578 506
579 op->expmul=1.0; 507 expmul = 1.0;
580 op->face = blank_face; 508 face = blank_face;
581 op->attacked_by_count = (tag_t) -1;
582 509
583 if (settings.casting_time) 510 if (settings.casting_time)
584 op->casting_time = -1; 511 casting_time = -1;
585} 512}
586 513
587/* 514/*
588 * copy object first frees everything allocated by the second object, 515 * copy_to first frees everything allocated by the dst object,
589 * and then copies the contends of the first object into the second 516 * and then copies the contents of itself into the second
590 * object, allocating what needs to be allocated. Basically, any 517 * object, allocating what needs to be allocated. Basically, any
591 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 518 * 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 519 * if the first object is freed, the pointers in the new object
593 * will point at garbage. 520 * will point at garbage.
594 */ 521 */
595 522void
596void copy_object(object *op2, object *op) 523object::copy_to (object *dst)
597{ 524{
598 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
599 527
600 op->clear (); 528 *(object_copy *)dst = *this;
529 *(object_pod *)dst = *this;
601 530
602 free_key_values (op); 531 if (self || cb)
532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
603 533
604 *(object_special *)op = *(object_special *)op2; 534 if (is_freed)
605 op2->clone (op); 535 SET_FLAG (dst, FLAG_FREED);
606 536
607 if (is_freed) SET_FLAG(op,FLAG_FREED); 537 if (is_removed)
608 if (is_removed) SET_FLAG(op,FLAG_REMOVED); 538 SET_FLAG (dst, FLAG_REMOVED);
609 539
610 if (op2->speed < 0) 540 if (speed < 0)
611 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 541 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
612 542
613 /* Copy over key_values, if any. */ 543 /* Copy over key_values, if any. */
614 if (op2->key_values != NULL) { 544 if (key_values)
545 {
615 key_value *tail = NULL; 546 key_value *tail = 0;
616 key_value *i; 547 key_value *i;
617 548
618 op->key_values = NULL; 549 dst->key_values = 0;
619 550
620 for (i = op2->key_values; i != NULL; i = i->next) 551 for (i = key_values; i; i = i->next)
621 { 552 {
622 key_value *new_link = new key_value; 553 key_value *new_link = new key_value;
623 554
624 new_link->next = NULL; 555 new_link->next = 0;
625 new_link->key = i->key; 556 new_link->key = i->key;
626 new_link->value = i->value; 557 new_link->value = i->value;
627 558
628 /* Try and be clever here, too. */ 559 /* Try and be clever here, too. */
629 if (op->key_values == NULL) 560 if (!dst->key_values)
630 { 561 {
631 op->key_values = new_link; 562 dst->key_values = new_link;
632 tail = new_link; 563 tail = new_link;
633 } 564 }
634 else 565 else
635 { 566 {
636 tail->next = new_link; 567 tail->next = new_link;
637 tail = new_link; 568 tail = new_link;
638 } 569 }
639 } 570 }
640 } 571 }
641 572
642 update_ob_speed (op); 573 update_ob_speed (dst);
643} 574}
644 575
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; 576object *
685 577object::clone ()
686 if(free_objects==NULL) 578{
687 expand_objects(); 579 object *neu = create ();
688 580 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; 581 return neu;
720} 582}
721 583
722/* 584/*
723 * If an object with the IS_TURNABLE() flag needs to be turned due 585 * 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 586 * 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. 587 * be called to update the face variable, _and_ how it looks on the map.
726 */ 588 */
727 589
590void
728void update_turn_face(object *op) { 591update_turn_face (object *op)
592{
729 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 593 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
730 return; 594 return;
731 SET_ANIMATION(op, op->direction); 595 SET_ANIMATION (op, op->direction);
732 update_object(op,UP_OBJ_FACE); 596 update_object (op, UP_OBJ_FACE);
733} 597}
734 598
735/* 599/*
736 * Updates the speed of an object. If the speed changes from 0 to another 600 * 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. 601 * 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. 602 * This function needs to be called whenever the speed of an object changes.
739 */ 603 */
740 604void
741void update_ob_speed(object *op) { 605update_ob_speed (object *op)
606{
742 extern int arch_init; 607 extern int arch_init;
743 608
744 /* No reason putting the archetypes objects on the speed list, 609 /* No reason putting the archetypes objects on the speed list,
745 * since they never really need to be updated. 610 * since they never really need to be updated.
746 */ 611 */
747 612
748 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 613 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
614 {
749 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 615 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
750#ifdef MANY_CORES 616#ifdef MANY_CORES
751 abort(); 617 abort ();
752#else 618#else
753 op->speed = 0; 619 op->speed = 0;
754#endif 620#endif
755 } 621 }
622
756 if (arch_init) { 623 if (arch_init)
624 return;
625
626 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
627 {
628 /* If already on active list, don't do anything */
629 if (op->active_next || op->active_prev || op == active_objects)
757 return; 630 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;
763 631
764 /* process_events() expects us to insert the object at the beginning 632 /* process_events() expects us to insert the object at the beginning
765 * of the list. */ 633 * of the list. */
766 op->active_next = active_objects; 634 op->active_next = active_objects;
635
767 if (op->active_next!=NULL) 636 if (op->active_next != NULL)
768 op->active_next->active_prev = op; 637 op->active_next->active_prev = op;
638
769 active_objects = op; 639 active_objects = op;
640 }
641 else
770 } 642 {
771 else {
772 /* If not on the active list, nothing needs to be done */ 643 /* If not on the active list, nothing needs to be done */
773 if (!op->active_next && !op->active_prev && op!=active_objects) 644 if (!op->active_next && !op->active_prev && op != active_objects)
774 return; 645 return;
775 646
776 if (op->active_prev==NULL) { 647 if (op->active_prev == NULL)
648 {
777 active_objects = op->active_next; 649 active_objects = op->active_next;
650
778 if (op->active_next!=NULL) 651 if (op->active_next != NULL)
779 op->active_next->active_prev = NULL; 652 op->active_next->active_prev = NULL;
653 }
654 else
780 } 655 {
781 else {
782 op->active_prev->active_next = op->active_next; 656 op->active_prev->active_next = op->active_next;
657
783 if (op->active_next) 658 if (op->active_next)
784 op->active_next->active_prev = op->active_prev; 659 op->active_next->active_prev = op->active_prev;
785 } 660 }
661
786 op->active_next = NULL; 662 op->active_next = NULL;
787 op->active_prev = NULL; 663 op->active_prev = NULL;
788 } 664 }
789} 665}
790 666
791/* This function removes object 'op' from the list of active 667/* This function removes object 'op' from the list of active
792 * objects. 668 * objects.
794 * reference maps where you don't want an object that isn't 670 * reference maps where you don't want an object that isn't
795 * in play chewing up cpu time getting processed. 671 * in play chewing up cpu time getting processed.
796 * The reverse of this is to call update_ob_speed, which 672 * The reverse of this is to call update_ob_speed, which
797 * will do the right thing based on the speed of the object. 673 * will do the right thing based on the speed of the object.
798 */ 674 */
675void
799void remove_from_active_list(object *op) 676remove_from_active_list (object *op)
800{ 677{
801 /* If not on the active list, nothing needs to be done */ 678 /* If not on the active list, nothing needs to be done */
802 if (!op->active_next && !op->active_prev && op!=active_objects) 679 if (!op->active_next && !op->active_prev && op != active_objects)
803 return; 680 return;
804 681
805 if (op->active_prev==NULL) { 682 if (op->active_prev == NULL)
683 {
806 active_objects = op->active_next; 684 active_objects = op->active_next;
807 if (op->active_next!=NULL) 685 if (op->active_next != NULL)
808 op->active_next->active_prev = NULL; 686 op->active_next->active_prev = NULL;
687 }
688 else
809 } 689 {
810 else {
811 op->active_prev->active_next = op->active_next; 690 op->active_prev->active_next = op->active_next;
812 if (op->active_next) 691 if (op->active_next)
813 op->active_next->active_prev = op->active_prev; 692 op->active_next->active_prev = op->active_prev;
814 } 693 }
815 op->active_next = NULL; 694 op->active_next = NULL;
816 op->active_prev = NULL; 695 op->active_prev = NULL;
817} 696}
818 697
819/* 698/*
820 * update_object() updates the array which represents the map. 699 * update_object() updates the array which represents the map.
821 * It takes into account invisible objects (and represent squares covered 700 * It takes into account invisible objects (and represent squares covered
836 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 715 * 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. 716 * as that is easier than trying to look at what may have changed.
838 * UP_OBJ_FACE: only the objects face has changed. 717 * UP_OBJ_FACE: only the objects face has changed.
839 */ 718 */
840 719
720void
841void update_object(object *op, int action) { 721update_object (object *op, int action)
722{
842 int update_now=0, flags; 723 int update_now = 0, flags;
843 MoveType move_on, move_off, move_block, move_slow; 724 MoveType move_on, move_off, move_block, move_slow;
844 725
845 if (op == NULL) { 726 if (op == NULL)
727 {
846 /* this should never happen */ 728 /* this should never happen */
847 LOG(llevDebug,"update_object() called for NULL object.\n"); 729 LOG (llevDebug, "update_object() called for NULL object.\n");
848 return; 730 return;
849 }
850 731 }
732
851 if(op->env!=NULL) { 733 if (op->env != NULL)
734 {
852 /* Animation is currently handled by client, so nothing 735 /* Animation is currently handled by client, so nothing
853 * to do in this case. 736 * to do in this case.
854 */ 737 */
855 return; 738 return;
856 } 739 }
857 740
858 /* If the map is saving, don't do anything as everything is 741 /* If the map is saving, don't do anything as everything is
859 * going to get freed anyways. 742 * going to get freed anyways.
860 */ 743 */
861 if (!op->map || op->map->in_memory == MAP_SAVING) return; 744 if (!op->map || op->map->in_memory == MAP_SAVING)
862 745 return;
746
863 /* make sure the object is within map boundaries */ 747 /* make sure the object is within map boundaries */
864 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 748 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)) { 749 {
866 LOG(llevError,"update_object() called for object out of map!\n"); 750 LOG (llevError, "update_object() called for object out of map!\n");
867#ifdef MANY_CORES 751#ifdef MANY_CORES
868 abort(); 752 abort ();
869#endif 753#endif
870 return; 754 return;
871 }
872 755 }
756
873 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 757 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
874 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 758 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); 759 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); 760 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); 761 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); 762 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
879 763
880 if (action == UP_OBJ_INSERT) { 764 if (action == UP_OBJ_INSERT)
765 {
881 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 766 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
882 update_now=1; 767 update_now = 1;
883 768
884 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 769 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
885 update_now=1; 770 update_now = 1;
886 771
887 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 772 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
888 update_now=1; 773 update_now = 1;
889 774
890 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 775 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
891 update_now=1; 776 update_now = 1;
892 777
778 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
779 update_now = 1;
780
893 if ((move_on | op->move_on) != move_on) update_now=1; 781 if ((move_on | op->move_on) != move_on)
782 update_now = 1;
783
894 if ((move_off | op->move_off) != move_off) update_now=1; 784 if ((move_off | op->move_off) != move_off)
785 update_now = 1;
786
895 /* This isn't perfect, but I don't expect a lot of objects to 787 /* This isn't perfect, but I don't expect a lot of objects to
896 * to have move_allow right now. 788 * to have move_allow right now.
897 */ 789 */
898 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 790 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
899 update_now=1; 791 update_now = 1;
792
900 if ((move_slow | op->move_slow) != move_slow) update_now=1; 793 if ((move_slow | op->move_slow) != move_slow)
794 update_now = 1;
901 } 795 }
796
902 /* if the object is being removed, we can't make intelligent 797 /* if the object is being removed, we can't make intelligent
903 * decisions, because remove_ob can't really pass the object 798 * decisions, because remove_ob can't really pass the object
904 * that is being removed. 799 * that is being removed.
905 */ 800 */
906 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 801 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
907 update_now=1; 802 update_now = 1;
908 } else if (action == UP_OBJ_FACE) { 803 else if (action == UP_OBJ_FACE)
909 /* Nothing to do for that case */ 804 /* Nothing to do for that case */ ;
910 }
911 else { 805 else
912 LOG(llevError,"update_object called with invalid action: %d\n", action); 806 LOG (llevError, "update_object called with invalid action: %d\n", action);
913 }
914 807
915 if (update_now) { 808 if (update_now)
809 {
916 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 810 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); 811 update_position (op->map, op->x, op->y);
918 } 812 }
919 813
920 if(op->more!=NULL) 814 if (op->more != NULL)
921 update_object(op->more, action); 815 update_object (op->more, action);
922} 816}
923 817
818object::vector object::mortals;
819object::vector object::objects; // not yet used
820object *object::first;
821
822void object::free_mortals ()
823{
824 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
825 if ((*i)->refcnt)
826 ++i; // further delay freeing
827 else
828 {
829 delete *i;
830 mortals.erase (i);
831 }
832}
833
834object::object ()
835{
836 SET_FLAG (this, FLAG_REMOVED);
837
838 expmul = 1.0;
839 face = blank_face;
840}
841
842object::~object ()
843{
844 free_key_values (this);
845}
846
847void object::link ()
848{
849 count = ++ob_count;
850 uuid = gen_uuid ();
851
852 prev = 0;
853 next = object::first;
854
855 if (object::first)
856 object::first->prev = this;
857
858 object::first = this;
859}
860
861void object::unlink ()
862{
863 if (this == object::first)
864 object::first = next;
865
866 /* Remove this object from the list of used objects */
867 if (prev) prev->next = next;
868 if (next) next->prev = prev;
869
870 prev = 0;
871 next = 0;
872}
873
874object *object::create ()
875{
876 object *op = new object;
877 op->link ();
878 return op;
879}
924 880
925/* 881/*
926 * free_object() frees everything allocated by an object, removes 882 * free_object() frees everything allocated by an object, removes
927 * it from the list of used objects, and puts it on the list of 883 * 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. 884 * free objects. The IS_FREED() flag is set in the object.
929 * The object must have been removed by remove_ob() first for 885 * The object must have been removed by remove_ob() first for
930 * this function to succeed. 886 * this function to succeed.
931 * 887 *
932 * If free_inventory is set, free inventory as well. Else drop items in 888 * If destroy_inventory is set, free inventory as well. Else drop items in
933 * inventory to the ground. 889 * inventory to the ground.
934 */ 890 */
935 891void object::destroy (bool destroy_inventory)
936void free_object(object *ob) { 892{
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)) { 893 if (QUERY_FLAG (this, FLAG_FREED))
956 dump_object(ob);
957 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
958 return; 894 return;
895
896 if (QUERY_FLAG (this, FLAG_FRIENDLY))
897 remove_friendly_object (this);
898
899 if (!QUERY_FLAG (this, FLAG_REMOVED))
900 remove ();
901
902 SET_FLAG (this, FLAG_FREED);
903
904 if (more)
959 } 905 {
960 if(ob->more!=NULL) { 906 more->destroy (destroy_inventory);
961 free_object2(ob->more, free_inventory); 907 more = 0;
962 ob->more=NULL; 908 }
909
910 if (inv)
963 } 911 {
964 if (ob->inv) {
965 /* Only if the space blocks everything do we not process - 912 /* Only if the space blocks everything do we not process -
966 * if some form of movemnt is allowed, let objects 913 * if some form of movement is allowed, let objects
967 * drop on that space. 914 * drop on that space.
968 */ 915 */
969 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 916 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)) 917 {
918 object *op = inv;
919
920 while (op)
971 { 921 {
972 op=ob->inv;
973 while(op!=NULL) {
974 tmp=op->below; 922 object *tmp = op->below;
975 remove_ob(op); 923 op->destroy (destroy_inventory);
976 free_object2(op, free_inventory);
977 op=tmp; 924 op = tmp;
978 } 925 }
979 } 926 }
927 else
980 else { /* Put objects in inventory onto this space */ 928 { /* Put objects in inventory onto this space */
981 op=ob->inv; 929 object *op = inv;
930
982 while(op!=NULL) { 931 while (op)
932 {
983 tmp=op->below; 933 object *tmp = op->below;
934
984 remove_ob(op); 935 op->remove ();
985 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 936
986 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 937 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
987 free_object(op); 938 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
939 op->destroy ();
988 else { 940 else
941 {
989 op->x=ob->x; 942 op->x = x;
990 op->y=ob->y; 943 op->y = y;
991 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 944 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
992 } 945 }
946
993 op=tmp; 947 op = tmp;
994 } 948 }
995 } 949 }
996 } 950 }
951
952 // hack to ensure that freed objects still have a valid map
953 {
954 static maptile *freed_map; // freed objects are moved here to avoid crashes
955
956 if (!freed_map)
957 {
958 freed_map = new maptile;
959
960 freed_map->name = "/internal/freed_objects_map";
961 freed_map->width = 3;
962 freed_map->height = 3;
963
964 freed_map->allocate ();
965 }
966
967 map = freed_map;
968 x = 1;
969 y = 1;
970 }
971
972 // clear those pointers that likely might have circular references to us
973 owner = 0;
974 enemy = 0;
975 attacked_by = 0;
976
977 // only relevant for players(?), but make sure of it anyways
978 contr = 0;
979
997 /* Remove object from the active list */ 980 /* Remove object from the active list */
998 ob->speed = 0; 981 speed = 0;
999 update_ob_speed(ob); 982 update_ob_speed (this);
1000 983
1001 SET_FLAG(ob, FLAG_FREED); 984 unlink ();
1002 ob->count = 0;
1003 985
1004 /* Remove this object from the list of used objects */ 986 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} 987}
1077 988
1078/* 989/*
1079 * sub_weight() recursively (outwards) subtracts a number from the 990 * sub_weight() recursively (outwards) subtracts a number from the
1080 * weight of an object (and what is carried by it's environment(s)). 991 * weight of an object (and what is carried by it's environment(s)).
1081 */ 992 */
1082 993void
1083void sub_weight (object *op, signed long weight) { 994sub_weight (object *op, signed long weight)
995{
1084 while (op != NULL) { 996 while (op != NULL)
997 {
1085 if (op->type == CONTAINER) { 998 if (op->type == CONTAINER)
1086 weight=(signed long)(weight*(100-op->stats.Str)/100); 999 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1087 } 1000
1088 op->carrying-=weight; 1001 op->carrying -= weight;
1089 op = op->env; 1002 op = op->env;
1090 } 1003 }
1091} 1004}
1092 1005
1093/* remove_ob(op): 1006/* op->remove ():
1094 * This function removes the object op from the linked list of objects 1007 * 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 1008 * which it is currently tied to. When this function is done, the
1096 * object will have no environment. If the object previously had an 1009 * object will have no environment. If the object previously had an
1097 * environment, the x and y coordinates will be updated to 1010 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 1011 * the previous environment.
1099 * Beware: This function is called from the editor as well! 1012 * Beware: This function is called from the editor as well!
1100 */ 1013 */
1101 1014void
1102void remove_ob(object *op) { 1015object::remove ()
1016{
1103 object *tmp,*last=NULL; 1017 object *tmp, *last = 0;
1104 object *otmp; 1018 object *otmp;
1105 tag_t tag; 1019
1106 int check_walk_off; 1020 int check_walk_off;
1107 mapstruct *m;
1108 sint16 x,y;
1109
1110 1021
1111 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1022 if (QUERY_FLAG (this, FLAG_REMOVED))
1112 dump_object(op); 1023 return;
1113 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1114 1024
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); 1025 SET_FLAG (this, FLAG_REMOVED);
1131 1026
1027 if (more)
1028 more->remove ();
1029
1132 /* 1030 /*
1133 * In this case, the object to be removed is in someones 1031 * In this case, the object to be removed is in someones
1134 * inventory. 1032 * inventory.
1135 */ 1033 */
1136 if(op->env!=NULL) { 1034 if (env)
1035 {
1137 if(op->nrof) 1036 if (nrof)
1138 sub_weight(op->env, op->weight*op->nrof); 1037 sub_weight (env, weight * nrof);
1139 else 1038 else
1140 sub_weight(op->env, op->weight+op->carrying); 1039 sub_weight (env, weight + carrying);
1141 1040
1142 /* NO_FIX_PLAYER is set when a great many changes are being 1041 /* NO_FIX_PLAYER is set when a great many changes are being
1143 * made to players inventory. If set, avoiding the call 1042 * made to players inventory. If set, avoiding the call
1144 * to save cpu time. 1043 * to save cpu time.
1145 */ 1044 */
1146 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1147 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1148 fix_player(otmp); 1046 fix_player (otmp);
1149 1047
1150 if(op->above!=NULL) 1048 if (above != NULL)
1151 op->above->below=op->below; 1049 above->below = below;
1152 else 1050 else
1153 op->env->inv=op->below; 1051 env->inv = below;
1154 1052
1155 if(op->below!=NULL) 1053 if (below != NULL)
1156 op->below->above=op->above; 1054 below->above = above;
1157 1055
1158 /* we set up values so that it could be inserted into 1056 /* we set up values so that it could be inserted into
1159 * the map, but we don't actually do that - it is up 1057 * the map, but we don't actually do that - it is up
1160 * to the caller to decide what we want to do. 1058 * to the caller to decide what we want to do.
1059 */
1060 x = env->x, y = env->y;
1061 map = env->map;
1062 above = 0, below = 0;
1063 env = 0;
1064 }
1065 else if (map)
1066 {
1067 /* Re did the following section of code - it looks like it had
1068 * lots of logic for things we no longer care about
1069 */
1070
1071 /* link the object above us */
1072 if (above)
1073 above->below = below;
1074 else
1075 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1076
1077 /* Relink the object below us, if there is one */
1078 if (below)
1079 below->above = above;
1080 else
1081 {
1082 /* Nothing below, which means we need to relink map object for this space
1083 * use translated coordinates in case some oddness with map tiling is
1084 * evident
1161 */ 1085 */
1162 op->x=op->env->x,op->y=op->env->y; 1086 if (GET_MAP_OB (map, x, y) != this)
1163 op->map=op->env->map; 1087 {
1164 op->above=NULL,op->below=NULL; 1088 char *dump = dump_object (this);
1165 op->env=NULL; 1089 LOG (llevError,
1090 "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);
1091 free (dump);
1092 dump = dump_object (GET_MAP_OB (map, x, y));
1093 LOG (llevError, "%s\n", dump);
1094 free (dump);
1095 }
1096
1097 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1098 }
1099
1100 above = 0;
1101 below = 0;
1102
1103 if (map->in_memory == MAP_SAVING)
1166 return; 1104 return;
1167 }
1168 1105
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); 1106 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1107
1224 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1108 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1109 {
1225 /* No point updating the players look faces if he is the object 1110 /* No point updating the players look faces if he is the object
1226 * being removed. 1111 * being removed.
1227 */ 1112 */
1228 1113
1229 if(tmp->type==PLAYER && tmp!=op) { 1114 if (tmp->type == PLAYER && tmp != this)
1115 {
1230 /* If a container that the player is currently using somehow gets 1116 /* If a container that the player is currently using somehow gets
1231 * removed (most likely destroyed), update the player view 1117 * removed (most likely destroyed), update the player view
1232 * appropriately. 1118 * appropriately.
1233 */ 1119 */
1234 if (tmp->container==op) { 1120 if (tmp->container == this)
1121 {
1235 CLEAR_FLAG(op, FLAG_APPLIED); 1122 CLEAR_FLAG (this, FLAG_APPLIED);
1236 tmp->container=NULL; 1123 tmp->container = 0;
1124 }
1125
1126 tmp->contr->socket->floorbox_update ();
1237 } 1127 }
1238 tmp->contr->socket.update_look=1; 1128
1239 }
1240 /* See if player moving off should effect something */ 1129 /* See if player moving off should effect something */
1241 if (check_walk_off && ((op->move_type & tmp->move_off) && 1130 if (check_walk_off
1131 && ((move_type & tmp->move_off)
1242 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1132 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1243 1133 {
1244 move_apply(tmp, op, NULL); 1134 move_apply (tmp, this, 0);
1135
1245 if (was_destroyed (op, tag)) { 1136 if (destroyed ())
1246 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1137 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1247 "leaving object\n", &tmp->name, &tmp->arch->name);
1248 } 1138 }
1249 }
1250 1139
1251 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1140 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1252 1141
1253 if(tmp->above == tmp) 1142 if (tmp->above == tmp)
1254 tmp->above = NULL; 1143 tmp->above = 0;
1144
1255 last=tmp; 1145 last = tmp;
1256 } 1146 }
1147
1257 /* last == NULL of there are no objects on this space */ 1148 /* last == NULL of there are no objects on this space */
1258 if (last==NULL) { 1149 if (!last)
1150 {
1259 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1151 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1260 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1152 * 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 1153 * those out anyways, and if there are any flags set right now, they won't
1262 * be correct anyways. 1154 * be correct anyways.
1263 */ 1155 */
1264 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1156 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1265 update_position(op->map, op->x, op->y); 1157 update_position (map, x, y);
1266 } 1158 }
1267 else 1159 else
1268 update_object(last, UP_OBJ_REMOVE); 1160 update_object (last, UP_OBJ_REMOVE);
1269 1161
1270 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1162 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1271 update_all_los(op->map, op->x, op->y); 1163 update_all_los (map, x, y);
1272 1164 }
1273} 1165}
1274 1166
1275/* 1167/*
1276 * merge_ob(op,top): 1168 * merge_ob(op,top):
1277 * 1169 *
1278 * This function goes through all objects below and including top, and 1170 * This function goes through all objects below and including top, and
1279 * merges op to the first matching object. 1171 * merges op to the first matching object.
1280 * If top is NULL, it is calculated. 1172 * If top is NULL, it is calculated.
1281 * Returns pointer to object if it succeded in the merge, otherwise NULL 1173 * Returns pointer to object if it succeded in the merge, otherwise NULL
1282 */ 1174 */
1283 1175object *
1284object *merge_ob(object *op, object *top) { 1176merge_ob (object *op, object *top)
1177{
1285 if(!op->nrof) 1178 if (!op->nrof)
1286 return 0; 1179 return 0;
1180
1287 if(top==NULL) 1181 if (top == NULL)
1288 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1182 for (top = op; top != NULL && top->above != NULL; top = top->above);
1183
1289 for(;top!=NULL;top=top->below) { 1184 for (; top != NULL; top = top->below)
1185 {
1290 if(top==op) 1186 if (top == op)
1291 continue; 1187 continue;
1292 if (CAN_MERGE(op,top)) 1188
1293 { 1189 if (object::can_merge (op, top))
1190 {
1294 top->nrof+=op->nrof; 1191 top->nrof += op->nrof;
1192
1295/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1193/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1296 op->weight = 0; /* Don't want any adjustements now */ 1194 op->weight = 0; /* Don't want any adjustements now */
1297 remove_ob(op); 1195 op->destroy ();
1298 free_object(op);
1299 return top; 1196 return top;
1300 } 1197 }
1301 } 1198 }
1199
1302 return NULL; 1200 return 0;
1303} 1201}
1304 1202
1305/* 1203/*
1306 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1204 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1307 * job preparing multi-part monsters 1205 * job preparing multi-part monsters
1308 */ 1206 */
1207object *
1309object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1208insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1209{
1310 object* tmp; 1210 object *tmp;
1211
1311 if (op->head) 1212 if (op->head)
1312 op=op->head; 1213 op = op->head;
1214
1313 for (tmp=op;tmp;tmp=tmp->more){ 1215 for (tmp = op; tmp; tmp = tmp->more)
1216 {
1314 tmp->x=x+tmp->arch->clone.x; 1217 tmp->x = x + tmp->arch->clone.x;
1315 tmp->y=y+tmp->arch->clone.y; 1218 tmp->y = y + tmp->arch->clone.y;
1316 } 1219 }
1220
1317 return insert_ob_in_map (op, m, originator, flag); 1221 return insert_ob_in_map (op, m, originator, flag);
1318} 1222}
1319 1223
1320/* 1224/*
1321 * insert_ob_in_map (op, map, originator, flag): 1225 * insert_ob_in_map (op, map, originator, flag):
1322 * This function inserts the object in the two-way linked list 1226 * This function inserts the object in the two-way linked list
1336 * new object if 'op' was merged with other object 1240 * new object if 'op' was merged with other object
1337 * NULL if 'op' was destroyed 1241 * NULL if 'op' was destroyed
1338 * just 'op' otherwise 1242 * just 'op' otherwise
1339 */ 1243 */
1340 1244
1245object *
1341object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1246insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1342{ 1247{
1343 object *tmp, *top, *floor=NULL; 1248 object *tmp, *top, *floor = NULL;
1344 sint16 x,y; 1249 sint16 x, y;
1345 1250
1346 if (QUERY_FLAG (op, FLAG_FREED)) { 1251 if (QUERY_FLAG (op, FLAG_FREED))
1252 {
1347 LOG (llevError, "Trying to insert freed object!\n"); 1253 LOG (llevError, "Trying to insert freed object!\n");
1254 return NULL;
1255 }
1256
1257 if (m == NULL)
1258 {
1259 char *dump = dump_object (op);
1260 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1261 free (dump);
1262 return op;
1263 }
1264
1265 if (out_of_map (m, op->x, op->y))
1266 {
1267 char *dump = dump_object (op);
1268 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1269#ifdef MANY_CORES
1270 /* Better to catch this here, as otherwise the next use of this object
1271 * is likely to cause a crash. Better to find out where it is getting
1272 * improperly inserted.
1273 */
1274 abort ();
1275#endif
1276 free (dump);
1277 return op;
1278 }
1279
1280 if (!QUERY_FLAG (op, FLAG_REMOVED))
1281 {
1282 char *dump = dump_object (op);
1283 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1284 free (dump);
1285 return op;
1286 }
1287
1288 if (op->more != NULL)
1289 {
1290 /* The part may be on a different map. */
1291
1292 object *more = op->more;
1293
1294 /* We really need the caller to normalize coordinates - if
1295 * we set the map, that doesn't work if the location is within
1296 * a map and this is straddling an edge. So only if coordinate
1297 * is clear wrong do we normalize it.
1298 */
1299 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1300 more->map = get_map_from_coord (m, &more->x, &more->y);
1301 else if (!more->map)
1302 {
1303 /* For backwards compatibility - when not dealing with tiled maps,
1304 * more->map should always point to the parent.
1305 */
1306 more->map = m;
1307 }
1308
1309 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1310 {
1311 if (!op->head)
1312 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1313
1314 return NULL;
1315 }
1316 }
1317
1318 CLEAR_FLAG (op, FLAG_REMOVED);
1319
1320 /* Ideally, the caller figures this out. However, it complicates a lot
1321 * of areas of callers (eg, anything that uses find_free_spot would now
1322 * need extra work
1323 */
1324 op->map = get_map_from_coord (m, &op->x, &op->y);
1325 x = op->x;
1326 y = op->y;
1327
1328 /* this has to be done after we translate the coordinates.
1329 */
1330 if (op->nrof && !(flag & INS_NO_MERGE))
1331 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1332 if (object::can_merge (op, tmp))
1333 {
1334 op->nrof += tmp->nrof;
1335 tmp->destroy ();
1336 }
1337
1338 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1339 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1340
1341 if (!QUERY_FLAG (op, FLAG_ALIVE))
1342 CLEAR_FLAG (op, FLAG_NO_STEAL);
1343
1344 if (flag & INS_BELOW_ORIGINATOR)
1345 {
1346 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1347 {
1348 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1349 abort ();
1350 }
1351
1352 op->above = originator;
1353 op->below = originator->below;
1354
1355 if (op->below)
1356 op->below->above = op;
1357 else
1358 SET_MAP_OB (op->map, op->x, op->y, op);
1359
1360 /* since *below* originator, no need to update top */
1361 originator->below = op;
1362 }
1363 else
1364 {
1365 /* If there are other objects, then */
1366 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1367 {
1368 object *last = NULL;
1369
1370 /*
1371 * If there are multiple objects on this space, we do some trickier handling.
1372 * We've already dealt with merging if appropriate.
1373 * Generally, we want to put the new object on top. But if
1374 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1375 * floor, we want to insert above that and no further.
1376 * Also, if there are spell objects on this space, we stop processing
1377 * once we get to them. This reduces the need to traverse over all of
1378 * them when adding another one - this saves quite a bit of cpu time
1379 * when lots of spells are cast in one area. Currently, it is presumed
1380 * that flying non pickable objects are spell objects.
1381 */
1382
1383 while (top != NULL)
1384 {
1385 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1386 floor = top;
1387
1388 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1389 {
1390 /* We insert above top, so we want this object below this */
1391 top = top->below;
1392 break;
1393 }
1394
1395 last = top;
1396 top = top->above;
1397 }
1398
1399 /* Don't want top to be NULL, so set it to the last valid object */
1400 top = last;
1401
1402 /* We let update_position deal with figuring out what the space
1403 * looks like instead of lots of conditions here.
1404 * makes things faster, and effectively the same result.
1405 */
1406
1407 /* Have object 'fall below' other objects that block view.
1408 * Unless those objects are exits, type 66
1409 * If INS_ON_TOP is used, don't do this processing
1410 * Need to find the object that in fact blocks view, otherwise
1411 * stacking is a bit odd.
1412 */
1413 if (!(flag & INS_ON_TOP) &&
1414 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1415 {
1416 for (last = top; last != floor; last = last->below)
1417 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1418 break;
1419 /* Check to see if we found the object that blocks view,
1420 * and make sure we have a below pointer for it so that
1421 * we can get inserted below this one, which requires we
1422 * set top to the object below us.
1423 */
1424 if (last && last->below && last != floor)
1425 top = last->below;
1426 }
1427 } /* If objects on this space */
1428
1429 if (flag & INS_MAP_LOAD)
1430 top = GET_MAP_TOP (op->map, op->x, op->y);
1431
1432 if (flag & INS_ABOVE_FLOOR_ONLY)
1433 top = floor;
1434
1435 /* Top is the object that our object (op) is going to get inserted above.
1436 */
1437
1438 /* First object on this space */
1439 if (!top)
1440 {
1441 op->above = GET_MAP_OB (op->map, op->x, op->y);
1442
1443 if (op->above)
1444 op->above->below = op;
1445
1446 op->below = NULL;
1447 SET_MAP_OB (op->map, op->x, op->y, op);
1448 }
1449 else
1450 { /* get inserted into the stack above top */
1451 op->above = top->above;
1452
1453 if (op->above)
1454 op->above->below = op;
1455
1456 op->below = top;
1457 top->above = op;
1458 }
1459
1460 if (op->above == NULL)
1461 SET_MAP_TOP (op->map, op->x, op->y, op);
1462 } /* else not INS_BELOW_ORIGINATOR */
1463
1464 if (op->type == PLAYER)
1465 op->contr->do_los = 1;
1466
1467 /* If we have a floor, we know the player, if any, will be above
1468 * it, so save a few ticks and start from there.
1469 */
1470 if (!(flag & INS_MAP_LOAD))
1471 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1472 if (tmp->type == PLAYER)
1473 tmp->contr->socket->floorbox_update ();
1474
1475 /* If this object glows, it may affect lighting conditions that are
1476 * visible to others on this map. But update_all_los is really
1477 * an inefficient way to do this, as it means los for all players
1478 * on the map will get recalculated. The players could very well
1479 * be far away from this change and not affected in any way -
1480 * this should get redone to only look for players within range,
1481 * or just updating the P_NEED_UPDATE for spaces within this area
1482 * of effect may be sufficient.
1483 */
1484 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1485 update_all_los (op->map, op->x, op->y);
1486
1487 /* updates flags (blocked, alive, no magic, etc) for this map space */
1488 update_object (op, UP_OBJ_INSERT);
1489
1490 /* Don't know if moving this to the end will break anything. However,
1491 * we want to have floorbox_update called before calling this.
1492 *
1493 * check_move_on() must be after this because code called from
1494 * check_move_on() depends on correct map flags (so functions like
1495 * blocked() and wall() work properly), and these flags are updated by
1496 * update_object().
1497 */
1498
1499 /* if this is not the head or flag has been passed, don't check walk on status */
1500 if (!(flag & INS_NO_WALK_ON) && !op->head)
1501 {
1502 if (check_move_on (op, originator))
1348 return NULL; 1503 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 1504
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 1505 /* If we are a multi part object, lets work our way through the check
1561 * walk on's. 1506 * walk on's.
1562 */ 1507 */
1563 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1508 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1564 if (check_move_on (tmp, originator)) 1509 if (check_move_on (tmp, originator))
1565 return NULL; 1510 return NULL;
1566 } 1511 }
1512
1567 return op; 1513 return op;
1568} 1514}
1569 1515
1570/* this function inserts an object in the map, but if it 1516/* 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. 1517 * 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. 1518 * op is the object to insert it under: supplies x and the map.
1573 */ 1519 */
1520void
1574void replace_insert_ob_in_map(const char *arch_string, object *op) { 1521replace_insert_ob_in_map (const char *arch_string, object *op)
1522{
1575 object *tmp; 1523 object *
1576 object *tmp1; 1524 tmp;
1525 object *
1526 tmp1;
1577 1527
1578 /* first search for itself and remove any old instances */ 1528 /* first search for itself and remove any old instances */
1579 1529
1580 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1530 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 */ { 1531 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1582 remove_ob(tmp); 1532 tmp->destroy ();
1583 free_object(tmp);
1584 }
1585 }
1586 1533
1587 tmp1=arch_to_object(find_archetype(arch_string)); 1534 tmp1 = arch_to_object (archetype::find (arch_string));
1588 1535
1589 1536 tmp1->x = op->x;
1590 tmp1->x = op->x; tmp1->y = op->y; 1537 tmp1->y = op->y;
1591 insert_ob_in_map(tmp1,op->map,op,0); 1538 insert_ob_in_map (tmp1, op->map, op, 0);
1592} 1539}
1593 1540
1594/* 1541/*
1595 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1542 * 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 1543 * is returned contains nr objects, and the remaining parts contains
1597 * the rest (or is removed and freed if that number is 0). 1544 * the rest (or is removed and freed if that number is 0).
1598 * On failure, NULL is returned, and the reason put into the 1545 * On failure, NULL is returned, and the reason put into the
1599 * global static errmsg array. 1546 * global static errmsg array.
1600 */ 1547 */
1601 1548
1549object *
1602object *get_split_ob(object *orig_ob, uint32 nr) { 1550get_split_ob (object *orig_ob, uint32 nr)
1551{
1603 object *newob; 1552 object *newob;
1604 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1553 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1605 1554
1606 if(orig_ob->nrof<nr) { 1555 if (orig_ob->nrof < nr)
1607 sprintf(errmsg,"There are only %d %ss.", 1556 {
1608 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1557 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1609 return NULL; 1558 return NULL;
1610 } 1559 }
1560
1611 newob = object_create_clone(orig_ob); 1561 newob = object_create_clone (orig_ob);
1562
1612 if((orig_ob->nrof-=nr)<1) { 1563 if ((orig_ob->nrof -= nr) < 1)
1613 if ( ! is_removed) 1564 orig_ob->destroy (1);
1614 remove_ob(orig_ob);
1615 free_object2(orig_ob, 1);
1616 }
1617 else if ( ! is_removed) { 1565 else if (!is_removed)
1566 {
1618 if(orig_ob->env!=NULL) 1567 if (orig_ob->env != NULL)
1619 sub_weight (orig_ob->env,orig_ob->weight*nr); 1568 sub_weight (orig_ob->env, orig_ob->weight * nr);
1620 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1569 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1570 {
1621 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1571 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"); 1572 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1624 return NULL; 1573 return NULL;
1625 } 1574 }
1626 } 1575 }
1576
1627 newob->nrof=nr; 1577 newob->nrof = nr;
1628 1578
1629 return newob; 1579 return newob;
1630} 1580}
1631 1581
1632/* 1582/*
1633 * decrease_ob_nr(object, number) decreases a specified number from 1583 * decrease_ob_nr(object, number) decreases a specified number from
1634 * the amount of an object. If the amount reaches 0, the object 1584 * the amount of an object. If the amount reaches 0, the object
1635 * is subsequently removed and freed. 1585 * is subsequently removed and freed.
1636 * 1586 *
1637 * Return value: 'op' if something is left, NULL if the amount reached 0 1587 * Return value: 'op' if something is left, NULL if the amount reached 0
1638 */ 1588 */
1639 1589
1590object *
1640object *decrease_ob_nr (object *op, uint32 i) 1591decrease_ob_nr (object *op, uint32 i)
1641{ 1592{
1642 object *tmp; 1593 object *tmp;
1643 player *pl; 1594 player *pl;
1644 1595
1645 if (i == 0) /* objects with op->nrof require this check */ 1596 if (i == 0) /* objects with op->nrof require this check */
1646 return op; 1597 return op;
1647 1598
1648 if (i > op->nrof) 1599 if (i > op->nrof)
1649 i = op->nrof; 1600 i = op->nrof;
1650 1601
1651 if (QUERY_FLAG (op, FLAG_REMOVED)) 1602 if (QUERY_FLAG (op, FLAG_REMOVED))
1603 op->nrof -= i;
1604 else if (op->env)
1605 {
1606 /* is this object in the players inventory, or sub container
1607 * therein?
1608 */
1609 tmp = op->in_player ();
1610 /* nope. Is this a container the player has opened?
1611 * If so, set tmp to that player.
1612 * IMO, searching through all the players will mostly
1613 * likely be quicker than following op->env to the map,
1614 * and then searching the map for a player.
1615 */
1616 if (!tmp)
1617 {
1618 for (pl = first_player; pl; pl = pl->next)
1619 if (pl->ob->container == op->env)
1620 {
1621 tmp = pl->ob;
1622 break;
1623 }
1624 }
1625
1626 if (i < op->nrof)
1627 {
1628 sub_weight (op->env, op->weight * i);
1629 op->nrof -= i;
1630 if (tmp)
1631 esrv_send_item (tmp, op);
1632 }
1633 else
1634 {
1635 op->remove ();
1636 op->nrof = 0;
1637 if (tmp)
1638 esrv_del_item (tmp->contr, op->count);
1639 }
1652 { 1640 }
1641 else
1642 {
1643 object *above = op->above;
1644
1645 if (i < op->nrof)
1653 op->nrof -= i; 1646 op->nrof -= i;
1654 } 1647 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 } 1648 {
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); 1649 op->remove ();
1682 op->nrof = 0; 1650 op->nrof = 0;
1683 if (tmp) {
1684 esrv_del_item(tmp->contr, op->count);
1685 } 1651 }
1686 }
1687 }
1688 else
1689 {
1690 object *above = op->above;
1691 1652
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 */ 1653 /* Since we just removed op, op->above is null */
1699 for (tmp = above; tmp != NULL; tmp = tmp->above) 1654 for (tmp = above; tmp; tmp = tmp->above)
1700 if (tmp->type == PLAYER) { 1655 if (tmp->type == PLAYER)
1656 {
1701 if (op->nrof) 1657 if (op->nrof)
1702 esrv_send_item(tmp, op); 1658 esrv_send_item (tmp, op);
1703 else 1659 else
1704 esrv_del_item(tmp->contr, op->count); 1660 esrv_del_item (tmp->contr, op->count);
1705 } 1661 }
1706 } 1662 }
1707 1663
1708 if (op->nrof) { 1664 if (op->nrof)
1709 return op; 1665 return op;
1710 } else { 1666 else
1711 free_object (op); 1667 {
1668 op->destroy ();
1712 return NULL; 1669 return 0;
1713 } 1670 }
1714} 1671}
1715 1672
1716/* 1673/*
1717 * add_weight(object, weight) adds the specified weight to an object, 1674 * add_weight(object, weight) adds the specified weight to an object,
1718 * and also updates how much the environment(s) is/are carrying. 1675 * and also updates how much the environment(s) is/are carrying.
1719 */ 1676 */
1720 1677
1678void
1721void add_weight (object *op, signed long weight) { 1679add_weight (object *op, signed long weight)
1680{
1722 while (op!=NULL) { 1681 while (op != NULL)
1682 {
1723 if (op->type == CONTAINER) { 1683 if (op->type == CONTAINER)
1724 weight=(signed long)(weight*(100-op->stats.Str)/100); 1684 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1725 } 1685
1726 op->carrying+=weight; 1686 op->carrying += weight;
1727 op=op->env; 1687 op = op->env;
1728 } 1688 }
1729} 1689}
1730 1690
1691object *
1692insert_ob_in_ob (object *op, object *where)
1693{
1694 if (!where)
1695 {
1696 char *dump = dump_object (op);
1697 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1698 free (dump);
1699 return op;
1700 }
1701
1702 if (where->head)
1703 {
1704 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1705 where = where->head;
1706 }
1707
1708 return where->insert (op);
1709}
1710
1731/* 1711/*
1732 * insert_ob_in_ob(op,environment): 1712 * env->insert (op)
1733 * This function inserts the object op in the linked list 1713 * This function inserts the object op in the linked list
1734 * inside the object environment. 1714 * inside the object environment.
1735 * 1715 *
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 1716 * The function returns now pointer to inserted item, and return value can
1742 * be != op, if items are merged. -Tero 1717 * be != op, if items are merged. -Tero
1743 */ 1718 */
1744 1719
1745object *insert_ob_in_ob(object *op,object *where) { 1720object *
1721object::insert (object *op)
1722{
1746 object *tmp, *otmp; 1723 object *tmp, *otmp;
1747 1724
1748 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1725 if (!QUERY_FLAG (op, FLAG_REMOVED))
1749 dump_object(op); 1726 op->remove ();
1750 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1727
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) { 1728 if (op->more)
1729 {
1764 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1730 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1765 &op->name, op->count);
1766 return op; 1731 return op;
1767 } 1732 }
1733
1768 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1734 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1769 CLEAR_FLAG(op, FLAG_REMOVED); 1735 CLEAR_FLAG (op, FLAG_REMOVED);
1770 if(op->nrof) { 1736 if (op->nrof)
1737 {
1771 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1738 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1772 if ( CAN_MERGE(tmp,op) ) { 1739 if (object::can_merge (tmp, op))
1740 {
1773 /* return the original object and remove inserted object 1741 /* return the original object and remove inserted object
1774 (client needs the original object) */ 1742 (client needs the original object) */
1775 tmp->nrof += op->nrof; 1743 tmp->nrof += op->nrof;
1776 /* Weight handling gets pretty funky. Since we are adding to 1744 /* Weight handling gets pretty funky. Since we are adding to
1777 * tmp->nrof, we need to increase the weight. 1745 * tmp->nrof, we need to increase the weight.
1778 */ 1746 */
1779 add_weight (where, op->weight*op->nrof); 1747 add_weight (this, op->weight * op->nrof);
1780 SET_FLAG(op, FLAG_REMOVED); 1748 SET_FLAG (op, FLAG_REMOVED);
1781 free_object(op); /* free the inserted object */ 1749 op->destroy (); /* free the inserted object */
1782 op = tmp; 1750 op = tmp;
1783 remove_ob (op); /* and fix old object's links */ 1751 op->remove (); /* and fix old object's links */
1784 CLEAR_FLAG(op, FLAG_REMOVED); 1752 CLEAR_FLAG (op, FLAG_REMOVED);
1785 break; 1753 break;
1786 } 1754 }
1787 1755
1788 /* I assume combined objects have no inventory 1756 /* I assume combined objects have no inventory
1789 * We add the weight - this object could have just been removed 1757 * We add the weight - this object could have just been removed
1790 * (if it was possible to merge). calling remove_ob will subtract 1758 * (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 1759 * the weight, so we need to add it in again, since we actually do
1792 * the linking below 1760 * the linking below
1793 */ 1761 */
1794 add_weight (where, op->weight*op->nrof); 1762 add_weight (this, op->weight * op->nrof);
1763 }
1795 } else 1764 else
1796 add_weight (where, (op->weight+op->carrying)); 1765 add_weight (this, (op->weight + op->carrying));
1797 1766
1798 otmp=is_player_inv(where); 1767 otmp = this->in_player ();
1799 if (otmp&&otmp->contr!=NULL) { 1768 if (otmp && otmp->contr)
1800 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1769 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1801 fix_player(otmp); 1770 fix_player (otmp);
1802 }
1803 1771
1804 op->map=NULL; 1772 op->map = 0;
1805 op->env=where; 1773 op->env = this;
1806 op->above=NULL; 1774 op->above = 0;
1807 op->below=NULL; 1775 op->below = 0;
1808 op->x=0,op->y=0; 1776 op->x = 0, op->y = 0;
1809 1777
1810 /* reset the light list and los of the players on the map */ 1778 /* reset the light list and los of the players on the map */
1811 if((op->glow_radius!=0)&&where->map) 1779 if ((op->glow_radius != 0) && map)
1812 { 1780 {
1813#ifdef DEBUG_LIGHTS 1781#ifdef DEBUG_LIGHTS
1814 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1782 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1815 op->name);
1816#endif /* DEBUG_LIGHTS */ 1783#endif /* DEBUG_LIGHTS */
1817 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1784 if (MAP_DARKNESS (map))
1785 update_all_los (map, x, y);
1818 } 1786 }
1819 1787
1820 /* Client has no idea of ordering so lets not bother ordering it here. 1788 /* Client has no idea of ordering so lets not bother ordering it here.
1821 * It sure simplifies this function... 1789 * It sure simplifies this function...
1822 */ 1790 */
1823 if (where->inv==NULL) 1791 if (!inv)
1824 where->inv=op; 1792 inv = op;
1825 else { 1793 else
1794 {
1826 op->below = where->inv; 1795 op->below = inv;
1827 op->below->above = op; 1796 op->below->above = op;
1828 where->inv = op; 1797 inv = op;
1829 } 1798 }
1799
1830 return op; 1800 return op;
1831} 1801}
1832 1802
1833/* 1803/*
1834 * Checks if any objects has a move_type that matches objects 1804 * 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 1819 * 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 1820 * object being inserted. insert_ob_in_map may not put new objects
1851 * on top. 1821 * on top.
1852 */ 1822 */
1853 1823
1824int
1854int check_move_on (object *op, object *originator) 1825check_move_on (object *op, object *originator)
1855{ 1826{
1856 object *tmp; 1827 object *tmp;
1857 tag_t tag;
1858 mapstruct *m=op->map; 1828 maptile *m = op->map;
1859 int x=op->x, y=op->y; 1829 int x = op->x, y = op->y;
1830
1860 MoveType move_on, move_slow, move_block; 1831 MoveType move_on, move_slow, move_block;
1861 1832
1862 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1833 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1863 return 0; 1834 return 0;
1864 1835
1865 tag = op->count;
1866
1867 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1836 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); 1837 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); 1838 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1870 1839
1871 /* if nothing on this space will slow op down or be applied, 1840 /* 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 1841 * 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 1842 * is set, as lots of objects don't have it set - we treat that
1874 * as walking. 1843 * as walking.
1875 */ 1844 */
1876 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1845 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1877 return 0; 1846 return 0;
1878 1847
1879 /* This is basically inverse logic of that below - basically, 1848 /* This is basically inverse logic of that below - basically,
1880 * if the object can avoid the move on or slow move, they do so, 1849 * 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 1850 * but can't do it if the alternate movement they are using is
1882 * blocked. Logic on this seems confusing, but does seem correct. 1851 * blocked. Logic on this seems confusing, but does seem correct.
1883 */ 1852 */
1884 if ((op->move_type & ~move_on & ~move_block) != 0 && 1853 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; 1854 return 0;
1886 1855
1887 /* The objects have to be checked from top to bottom. 1856 /* The objects have to be checked from top to bottom.
1888 * Hence, we first go to the top: 1857 * Hence, we first go to the top:
1889 */ 1858 */
1890 1859
1891 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1860 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) { 1861 {
1893 /* Trim the search when we find the first other spell effect 1862 /* Trim the search when we find the first other spell effect
1894 * this helps performance so that if a space has 50 spell objects, 1863 * this helps performance so that if a space has 50 spell objects,
1895 * we don't need to check all of them. 1864 * we don't need to check all of them.
1896 */ 1865 */
1897 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1866 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1867 break;
1868 }
1869
1870 for (; tmp; tmp = tmp->below)
1898 } 1871 {
1899 for(;tmp!=NULL; tmp=tmp->below) { 1872 if (tmp == op)
1900 if (tmp == op) continue; /* Can't apply yourself */ 1873 continue; /* Can't apply yourself */
1901 1874
1902 /* Check to see if one of the movement types should be slowed down. 1875 /* 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 1876 * Second check makes sure that the movement types not being slowed
1904 * (~slow_move) is not blocked on this space - just because the 1877 * (~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 1878 * 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. 1879 * swim on that space, can't use it to avoid the penalty.
1907 */ 1880 */
1908 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1881 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1882 {
1909 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1883 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)) { 1884 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1885 {
1912 1886
1913 float diff; 1887 float
1914
1915 diff = tmp->move_slow_penalty*FABS(op->speed); 1888 diff = tmp->move_slow_penalty * FABS (op->speed);
1889
1916 if (op->type == PLAYER) { 1890 if (op->type == PLAYER)
1917 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1891 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))) { 1892 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1919 diff /= 4.0; 1893 diff /= 4.0;
1920 } 1894
1921 }
1922 op->speed_left -= diff; 1895 op->speed_left -= diff;
1923 } 1896 }
1924 } 1897 }
1925 1898
1926 /* Basically same logic as above, except now for actual apply. */ 1899 /* Basically same logic as above, except now for actual apply. */
1927 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1900 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)) { 1901 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1930 1902 {
1931 move_apply(tmp, op, originator); 1903 move_apply (tmp, op, originator);
1904
1932 if (was_destroyed (op, tag)) 1905 if (op->destroyed ())
1933 return 1; 1906 return 1;
1934 1907
1935 /* what the person/creature stepped onto has moved the object 1908 /* what the person/creature stepped onto has moved the object
1936 * someplace new. Don't process any further - if we did, 1909 * someplace new. Don't process any further - if we did,
1937 * have a feeling strange problems would result. 1910 * have a feeling strange problems would result.
1938 */ 1911 */
1939 if (op->map != m || op->x != x || op->y != y) return 0; 1912 if (op->map != m || op->x != x || op->y != y)
1913 return 0;
1940 } 1914 }
1941 } 1915 }
1916
1942 return 0; 1917 return 0;
1943} 1918}
1944 1919
1945/* 1920/*
1946 * present_arch(arch, map, x, y) searches for any objects with 1921 * present_arch(arch, map, x, y) searches for any objects with
1947 * a matching archetype at the given map and coordinates. 1922 * a matching archetype at the given map and coordinates.
1948 * The first matching object is returned, or NULL if none. 1923 * The first matching object is returned, or NULL if none.
1949 */ 1924 */
1950 1925
1926object *
1951object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1927present_arch (const archetype *at, maptile *m, int x, int y)
1928{
1952 object *tmp; 1929 object *
1930 tmp;
1931
1953 if(m==NULL || out_of_map(m,x,y)) { 1932 if (m == NULL || out_of_map (m, x, y))
1933 {
1954 LOG(llevError,"Present_arch called outside map.\n"); 1934 LOG (llevError, "Present_arch called outside map.\n");
1955 return NULL; 1935 return NULL;
1956 } 1936 }
1957 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1937 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1958 if(tmp->arch == at) 1938 if (tmp->arch == at)
1959 return tmp; 1939 return tmp;
1960 return NULL; 1940 return NULL;
1961} 1941}
1962 1942
1963/* 1943/*
1964 * present(type, map, x, y) searches for any objects with 1944 * present(type, map, x, y) searches for any objects with
1965 * a matching type variable at the given map and coordinates. 1945 * a matching type variable at the given map and coordinates.
1966 * The first matching object is returned, or NULL if none. 1946 * The first matching object is returned, or NULL if none.
1967 */ 1947 */
1968 1948
1949object *
1969object *present(unsigned char type,mapstruct *m, int x,int y) { 1950present (unsigned char type, maptile *m, int x, int y)
1951{
1970 object *tmp; 1952 object *
1953 tmp;
1954
1971 if(out_of_map(m,x,y)) { 1955 if (out_of_map (m, x, y))
1956 {
1972 LOG(llevError,"Present called outside map.\n"); 1957 LOG (llevError, "Present called outside map.\n");
1973 return NULL; 1958 return NULL;
1974 } 1959 }
1975 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1960 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1976 if(tmp->type==type) 1961 if (tmp->type == type)
1977 return tmp; 1962 return tmp;
1978 return NULL; 1963 return NULL;
1979} 1964}
1980 1965
1981/* 1966/*
1982 * present_in_ob(type, object) searches for any objects with 1967 * present_in_ob(type, object) searches for any objects with
1983 * a matching type variable in the inventory of the given object. 1968 * a matching type variable in the inventory of the given object.
1984 * The first matching object is returned, or NULL if none. 1969 * The first matching object is returned, or NULL if none.
1985 */ 1970 */
1986 1971
1972object *
1987object *present_in_ob(unsigned char type, const object *op) { 1973present_in_ob (unsigned char type, const object *op)
1974{
1988 object *tmp; 1975 object *
1976 tmp;
1977
1989 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1978 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1990 if(tmp->type==type) 1979 if (tmp->type == type)
1991 return tmp; 1980 return tmp;
1992 return NULL; 1981 return NULL;
1993} 1982}
1994 1983
1995/* 1984/*
2005 * the object name, not the archetype name. this is so that the 1994 * 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 1995 * spell code can use one object type (force), but change it's name
2007 * to be unique. 1996 * to be unique.
2008 */ 1997 */
2009 1998
1999object *
2010object *present_in_ob_by_name(int type, const char *str, const object *op) { 2000present_in_ob_by_name (int type, const char *str, const object *op)
2001{
2011 object *tmp; 2002 object *
2003 tmp;
2012 2004
2013 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2005 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2006 {
2014 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2007 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2015 return tmp; 2008 return tmp;
2016 } 2009 }
2017 return NULL; 2010 return NULL;
2018} 2011}
2019 2012
2020/* 2013/*
2021 * present_arch_in_ob(archetype, object) searches for any objects with 2014 * present_arch_in_ob(archetype, object) searches for any objects with
2022 * a matching archetype in the inventory of the given object. 2015 * a matching archetype in the inventory of the given object.
2023 * The first matching object is returned, or NULL if none. 2016 * The first matching object is returned, or NULL if none.
2024 */ 2017 */
2025 2018
2019object *
2026object *present_arch_in_ob(const archetype *at, const object *op) { 2020present_arch_in_ob (const archetype *at, const object *op)
2021{
2027 object *tmp; 2022 object *
2023 tmp;
2024
2028 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2025 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2029 if( tmp->arch == at) 2026 if (tmp->arch == at)
2030 return tmp; 2027 return tmp;
2031 return NULL; 2028 return NULL;
2032} 2029}
2033 2030
2034/* 2031/*
2035 * activate recursively a flag on an object inventory 2032 * activate recursively a flag on an object inventory
2036 */ 2033 */
2034void
2037void flag_inv(object*op, int flag){ 2035flag_inv (object *op, int flag)
2036{
2038 object *tmp; 2037 object *
2038 tmp;
2039
2039 if(op->inv) 2040 if (op->inv)
2040 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2041 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2042 {
2041 SET_FLAG(tmp, flag); 2043 SET_FLAG (tmp, flag);
2042 flag_inv(tmp,flag); 2044 flag_inv (tmp, flag);
2043 } 2045 }
2044}/* 2046} /*
2045 * desactivate recursively a flag on an object inventory 2047 * desactivate recursively a flag on an object inventory
2046 */ 2048 */
2049void
2047void unflag_inv(object*op, int flag){ 2050unflag_inv (object *op, int flag)
2051{
2048 object *tmp; 2052 object *
2053 tmp;
2054
2049 if(op->inv) 2055 if (op->inv)
2050 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2057 {
2051 CLEAR_FLAG(tmp, flag); 2058 CLEAR_FLAG (tmp, flag);
2052 unflag_inv(tmp,flag); 2059 unflag_inv (tmp, flag);
2053 } 2060 }
2054} 2061}
2055 2062
2056/* 2063/*
2057 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2064 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2058 * all it's inventory (recursively). 2065 * all it's inventory (recursively).
2059 * If checksums are used, a player will get set_cheat called for 2066 * 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. 2067 * him/her-self and all object carried by a call to this function.
2061 */ 2068 */
2062 2069
2070void
2063void set_cheat(object *op) { 2071set_cheat (object *op)
2072{
2064 SET_FLAG(op, FLAG_WAS_WIZ); 2073 SET_FLAG (op, FLAG_WAS_WIZ);
2065 flag_inv(op, FLAG_WAS_WIZ); 2074 flag_inv (op, FLAG_WAS_WIZ);
2066} 2075}
2067 2076
2068/* 2077/*
2069 * find_free_spot(object, map, x, y, start, stop) will search for 2078 * 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 2079 * 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 2094 * 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 2095 * the archetype because that isn't correct if the monster has been
2087 * customized, changed states, etc. 2096 * customized, changed states, etc.
2088 */ 2097 */
2089 2098
2099int
2090int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2100find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2101{
2102 int
2103 i,
2091 int i,index=0, flag; 2104 index = 0, flag;
2105 static int
2092 static int altern[SIZEOFFREE]; 2106 altern[SIZEOFFREE];
2093 2107
2094 for(i=start;i<stop;i++) { 2108 for (i = start; i < stop; i++)
2109 {
2095 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2110 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2096 if(!flag) 2111 if (!flag)
2097 altern[index++]=i; 2112 altern[index++] = i;
2098 2113
2099 /* Basically, if we find a wall on a space, we cut down the search size. 2114 /* 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. 2115 * 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 - 2116 * 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 2117 * 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 2118 * spaces in all the other directions, this will reduce the search space
2104 * to only the spaces immediately surrounding the target area, and 2119 * to only the spaces immediately surrounding the target area, and
2105 * won't look 2 spaces south of the target space. 2120 * won't look 2 spaces south of the target space.
2106 */ 2121 */
2107 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2122 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2108 stop=maxfree[i]; 2123 stop = maxfree[i];
2109 } 2124 }
2110 if(!index) return -1; 2125
2126 if (!index)
2127 return -1;
2128
2111 return altern[RANDOM()%index]; 2129 return altern[RANDOM () % index];
2112} 2130}
2113 2131
2114/* 2132/*
2115 * find_first_free_spot(archetype, mapstruct, x, y) works like 2133 * find_first_free_spot(archetype, maptile, x, y) works like
2116 * find_free_spot(), but it will search max number of squares. 2134 * find_free_spot(), but it will search max number of squares.
2117 * But it will return the first available spot, not a random choice. 2135 * 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. 2136 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2119 */ 2137 */
2120 2138
2139int
2121int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2140find_first_free_spot (const object *ob, maptile *m, int x, int y)
2141{
2142 int
2122 int i; 2143 i;
2144
2123 for(i=0;i<SIZEOFFREE;i++) { 2145 for (i = 0; i < SIZEOFFREE; i++)
2146 {
2124 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2147 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2125 return i; 2148 return i;
2126 } 2149 }
2127 return -1; 2150 return -1;
2128} 2151}
2129 2152
2130/* 2153/*
2131 * The function permute(arr, begin, end) randomly reorders the array 2154 * The function permute(arr, begin, end) randomly reorders the array
2132 * arr[begin..end-1]. 2155 * arr[begin..end-1].
2133 */ 2156 */
2157static void
2134static void permute(int *arr, int begin, int end) 2158permute (int *arr, int begin, int end)
2135{ 2159{
2136 int i, j, tmp, len; 2160 int
2161 i,
2162 j,
2163 tmp,
2164 len;
2137 2165
2138 len = end-begin; 2166 len = end - begin;
2139 for(i = begin; i < end; i++) 2167 for (i = begin; i < end; i++)
2140 { 2168 {
2141 j = begin+RANDOM()%len; 2169 j = begin + RANDOM () % len;
2142 2170
2143 tmp = arr[i]; 2171 tmp = arr[i];
2144 arr[i] = arr[j]; 2172 arr[i] = arr[j];
2145 arr[j] = tmp; 2173 arr[j] = tmp;
2146 } 2174 }
2147} 2175}
2148 2176
2149/* new function to make monster searching more efficient, and effective! 2177/* new function to make monster searching more efficient, and effective!
2150 * This basically returns a randomized array (in the passed pointer) of 2178 * 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 2179 * 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 2180 * 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 2181 * 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. 2182 * the 3x3 area will be searched, just not in a predictable order.
2155 */ 2183 */
2184void
2156void get_search_arr(int *search_arr) 2185get_search_arr (int *search_arr)
2157{ 2186{
2187 int
2158 int i; 2188 i;
2159 2189
2160 for(i = 0; i < SIZEOFFREE; i++) 2190 for (i = 0; i < SIZEOFFREE; i++)
2161 { 2191 {
2162 search_arr[i] = i; 2192 search_arr[i] = i;
2163 } 2193 }
2164 2194
2165 permute(search_arr, 1, SIZEOFFREE1+1); 2195 permute (search_arr, 1, SIZEOFFREE1 + 1);
2166 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2196 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2167 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2197 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2168} 2198}
2169 2199
2170/* 2200/*
2171 * find_dir(map, x, y, exclude) will search some close squares in the 2201 * find_dir(map, x, y, exclude) will search some close squares in the
2172 * given map at the given coordinates for live objects. 2202 * given map at the given coordinates for live objects.
2178 * is actually want is going to try and move there. We need this info 2208 * 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 2209 * because we have to know what movement the thing looking to move
2180 * there is capable of. 2210 * there is capable of.
2181 */ 2211 */
2182 2212
2213int
2183int find_dir(mapstruct *m, int x, int y, object *exclude) { 2214find_dir (maptile *m, int x, int y, object *exclude)
2215{
2216 int
2217 i,
2184 int i,max=SIZEOFFREE, mflags; 2218 max = SIZEOFFREE, mflags;
2219
2185 sint16 nx, ny; 2220 sint16 nx, ny;
2186 object *tmp; 2221 object *
2187 mapstruct *mp; 2222 tmp;
2223 maptile *
2224 mp;
2225
2188 MoveType blocked, move_type; 2226 MoveType blocked, move_type;
2189 2227
2190 if (exclude && exclude->head) { 2228 if (exclude && exclude->head)
2229 {
2191 exclude = exclude->head; 2230 exclude = exclude->head;
2192 move_type = exclude->move_type; 2231 move_type = exclude->move_type;
2193 } else { 2232 }
2233 else
2234 {
2194 /* If we don't have anything, presume it can use all movement types. */ 2235 /* If we don't have anything, presume it can use all movement types. */
2195 move_type=MOVE_ALL; 2236 move_type = MOVE_ALL;
2237 }
2238
2239 for (i = 1; i < max; i++)
2196 } 2240 {
2197
2198 for(i=1;i<max;i++) {
2199 mp = m; 2241 mp = m;
2200 nx = x + freearr_x[i]; 2242 nx = x + freearr_x[i];
2201 ny = y + freearr_y[i]; 2243 ny = y + freearr_y[i];
2202 2244
2203 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2245 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2204 if (mflags & P_OUT_OF_MAP) { 2246 if (mflags & P_OUT_OF_MAP)
2247 {
2205 max = maxfree[i]; 2248 max = maxfree[i];
2249 }
2206 } else { 2250 else
2251 {
2207 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2252 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2208 2253
2209 if ((move_type & blocked) == move_type) { 2254 if ((move_type & blocked) == move_type)
2255 {
2210 max=maxfree[i]; 2256 max = maxfree[i];
2257 }
2211 } else if (mflags & P_IS_ALIVE) { 2258 else if (mflags & P_IS_ALIVE)
2259 {
2212 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2260 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2213 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2261 {
2214 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2262 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2263 {
2215 break; 2264 break;
2216 } 2265 }
2217 } 2266 }
2218 if(tmp) { 2267 if (tmp)
2268 {
2219 return freedir[i]; 2269 return freedir[i];
2220 } 2270 }
2221 } 2271 }
2222 } 2272 }
2223 } 2273 }
2224 return 0; 2274 return 0;
2225} 2275}
2226 2276
2227/* 2277/*
2228 * distance(object 1, object 2) will return the square of the 2278 * distance(object 1, object 2) will return the square of the
2229 * distance between the two given objects. 2279 * distance between the two given objects.
2230 */ 2280 */
2231 2281
2282int
2232int distance(const object *ob1, const object *ob2) { 2283distance (const object *ob1, const object *ob2)
2284{
2233 int i; 2285 int
2234 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2286 i;
2235 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2287
2288 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2236 return i; 2289 return i;
2237} 2290}
2238 2291
2239/* 2292/*
2240 * find_dir_2(delta-x,delta-y) will return a direction in which 2293 * 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 2294 * an object which has subtracted the x and y coordinates of another
2242 * object, needs to travel toward it. 2295 * object, needs to travel toward it.
2243 */ 2296 */
2244 2297
2298int
2245int find_dir_2(int x, int y) { 2299find_dir_2 (int x, int y)
2300{
2246 int q; 2301 int
2302 q;
2247 2303
2248 if(y) 2304 if (y)
2249 q=x*100/y; 2305 q = x * 100 / y;
2250 else if (x) 2306 else if (x)
2251 q= -300*x; 2307 q = -300 * x;
2252 else 2308 else
2253 return 0; 2309 return 0;
2254 2310
2255 if(y>0) { 2311 if (y > 0)
2312 {
2256 if(q < -242) 2313 if (q < -242)
2257 return 3 ; 2314 return 3;
2258 if (q < -41) 2315 if (q < -41)
2259 return 2 ; 2316 return 2;
2260 if (q < 41) 2317 if (q < 41)
2261 return 1 ; 2318 return 1;
2262 if (q < 242) 2319 if (q < 242)
2263 return 8 ; 2320 return 8;
2264 return 7 ; 2321 return 7;
2265 } 2322 }
2266 2323
2267 if (q < -242) 2324 if (q < -242)
2268 return 7 ; 2325 return 7;
2269 if (q < -41) 2326 if (q < -41)
2270 return 6 ; 2327 return 6;
2271 if (q < 41) 2328 if (q < 41)
2272 return 5 ; 2329 return 5;
2273 if (q < 242) 2330 if (q < 242)
2274 return 4 ; 2331 return 4;
2275 2332
2276 return 3 ; 2333 return 3;
2277} 2334}
2278 2335
2279/* 2336/*
2280 * absdir(int): Returns a number between 1 and 8, which represent 2337 * absdir(int): Returns a number between 1 and 8, which represent
2281 * the "absolute" direction of a number (it actually takes care of 2338 * the "absolute" direction of a number (it actually takes care of
2282 * "overflow" in previous calculations of a direction). 2339 * "overflow" in previous calculations of a direction).
2283 */ 2340 */
2284 2341
2342int
2285int absdir(int d) { 2343absdir (int d)
2286 while(d<1) d+=8; 2344{
2287 while(d>8) d-=8; 2345 while (d < 1)
2346 d += 8;
2347 while (d > 8)
2348 d -= 8;
2288 return d; 2349 return d;
2289} 2350}
2290 2351
2291/* 2352/*
2292 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2353 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2293 * between two directions (which are expected to be absolute (see absdir()) 2354 * between two directions (which are expected to be absolute (see absdir())
2294 */ 2355 */
2295 2356
2357int
2296int dirdiff(int dir1, int dir2) { 2358dirdiff (int dir1, int dir2)
2359{
2297 int d; 2360 int
2361 d;
2362
2298 d = abs(dir1 - dir2); 2363 d = abs (dir1 - dir2);
2299 if(d>4) 2364 if (d > 4)
2300 d = 8 - d; 2365 d = 8 - d;
2301 return d; 2366 return d;
2302} 2367}
2303 2368
2304/* peterm: 2369/* peterm:
2309 * direction 4, 14, or 16 to get back to where we are. 2374 * 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 2375 * Moved from spell_util.c to object.c with the other related direction
2311 * functions. 2376 * functions.
2312 */ 2377 */
2313 2378
2379int
2314int reduction_dir[SIZEOFFREE][3] = { 2380 reduction_dir[SIZEOFFREE][3] = {
2315 {0,0,0}, /* 0 */ 2381 {0, 0, 0}, /* 0 */
2316 {0,0,0}, /* 1 */ 2382 {0, 0, 0}, /* 1 */
2317 {0,0,0}, /* 2 */ 2383 {0, 0, 0}, /* 2 */
2318 {0,0,0}, /* 3 */ 2384 {0, 0, 0}, /* 3 */
2319 {0,0,0}, /* 4 */ 2385 {0, 0, 0}, /* 4 */
2320 {0,0,0}, /* 5 */ 2386 {0, 0, 0}, /* 5 */
2321 {0,0,0}, /* 6 */ 2387 {0, 0, 0}, /* 6 */
2322 {0,0,0}, /* 7 */ 2388 {0, 0, 0}, /* 7 */
2323 {0,0,0}, /* 8 */ 2389 {0, 0, 0}, /* 8 */
2324 {8,1,2}, /* 9 */ 2390 {8, 1, 2}, /* 9 */
2325 {1,2,-1}, /* 10 */ 2391 {1, 2, -1}, /* 10 */
2326 {2,10,12}, /* 11 */ 2392 {2, 10, 12}, /* 11 */
2327 {2,3,-1}, /* 12 */ 2393 {2, 3, -1}, /* 12 */
2328 {2,3,4}, /* 13 */ 2394 {2, 3, 4}, /* 13 */
2329 {3,4,-1}, /* 14 */ 2395 {3, 4, -1}, /* 14 */
2330 {4,14,16}, /* 15 */ 2396 {4, 14, 16}, /* 15 */
2331 {5,4,-1}, /* 16 */ 2397 {5, 4, -1}, /* 16 */
2332 {4,5,6}, /* 17 */ 2398 {4, 5, 6}, /* 17 */
2333 {6,5,-1}, /* 18 */ 2399 {6, 5, -1}, /* 18 */
2334 {6,20,18}, /* 19 */ 2400 {6, 20, 18}, /* 19 */
2335 {7,6,-1}, /* 20 */ 2401 {7, 6, -1}, /* 20 */
2336 {6,7,8}, /* 21 */ 2402 {6, 7, 8}, /* 21 */
2337 {7,8,-1}, /* 22 */ 2403 {7, 8, -1}, /* 22 */
2338 {8,22,24}, /* 23 */ 2404 {8, 22, 24}, /* 23 */
2339 {8,1,-1}, /* 24 */ 2405 {8, 1, -1}, /* 24 */
2340 {24,9,10}, /* 25 */ 2406 {24, 9, 10}, /* 25 */
2341 {9,10,-1}, /* 26 */ 2407 {9, 10, -1}, /* 26 */
2342 {10,11,-1}, /* 27 */ 2408 {10, 11, -1}, /* 27 */
2343 {27,11,29}, /* 28 */ 2409 {27, 11, 29}, /* 28 */
2344 {11,12,-1}, /* 29 */ 2410 {11, 12, -1}, /* 29 */
2345 {12,13,-1}, /* 30 */ 2411 {12, 13, -1}, /* 30 */
2346 {12,13,14}, /* 31 */ 2412 {12, 13, 14}, /* 31 */
2347 {13,14,-1}, /* 32 */ 2413 {13, 14, -1}, /* 32 */
2348 {14,15,-1}, /* 33 */ 2414 {14, 15, -1}, /* 33 */
2349 {33,15,35}, /* 34 */ 2415 {33, 15, 35}, /* 34 */
2350 {16,15,-1}, /* 35 */ 2416 {16, 15, -1}, /* 35 */
2351 {17,16,-1}, /* 36 */ 2417 {17, 16, -1}, /* 36 */
2352 {18,17,16}, /* 37 */ 2418 {18, 17, 16}, /* 37 */
2353 {18,17,-1}, /* 38 */ 2419 {18, 17, -1}, /* 38 */
2354 {18,19,-1}, /* 39 */ 2420 {18, 19, -1}, /* 39 */
2355 {41,19,39}, /* 40 */ 2421 {41, 19, 39}, /* 40 */
2356 {19,20,-1}, /* 41 */ 2422 {19, 20, -1}, /* 41 */
2357 {20,21,-1}, /* 42 */ 2423 {20, 21, -1}, /* 42 */
2358 {20,21,22}, /* 43 */ 2424 {20, 21, 22}, /* 43 */
2359 {21,22,-1}, /* 44 */ 2425 {21, 22, -1}, /* 44 */
2360 {23,22,-1}, /* 45 */ 2426 {23, 22, -1}, /* 45 */
2361 {45,47,23}, /* 46 */ 2427 {45, 47, 23}, /* 46 */
2362 {23,24,-1}, /* 47 */ 2428 {23, 24, -1}, /* 47 */
2363 {24,9,-1}}; /* 48 */ 2429 {24, 9, -1}
2430}; /* 48 */
2364 2431
2365/* Recursive routine to step back and see if we can 2432/* Recursive routine to step back and see if we can
2366 * find a path to that monster that we found. If not, 2433 * find a path to that monster that we found. If not,
2367 * we don't bother going toward it. Returns 1 if we 2434 * we don't bother going toward it. Returns 1 if we
2368 * can see a direct way to get it 2435 * can see a direct way to get it
2369 * Modified to be map tile aware -.MSW 2436 * Modified to be map tile aware -.MSW
2370 */ 2437 */
2371
2372 2438
2439
2440int
2373int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2441can_see_monsterP (maptile *m, int x, int y, int dir)
2442{
2374 sint16 dx, dy; 2443 sint16 dx, dy;
2444 int
2375 int mflags; 2445 mflags;
2376 2446
2447 if (dir < 0)
2377 if(dir<0) return 0; /* exit condition: invalid direction */ 2448 return 0; /* exit condition: invalid direction */
2378 2449
2379 dx = x + freearr_x[dir]; 2450 dx = x + freearr_x[dir];
2380 dy = y + freearr_y[dir]; 2451 dy = y + freearr_y[dir];
2381 2452
2382 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2453 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2383 2454
2384 /* This functional arguably was incorrect before - it was 2455 /* This functional arguably was incorrect before - it was
2385 * checking for P_WALL - that was basically seeing if 2456 * checking for P_WALL - that was basically seeing if
2386 * we could move to the monster - this is being more 2457 * we could move to the monster - this is being more
2387 * literal on if we can see it. To know if we can actually 2458 * 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 2459 * move to the monster, we'd need the monster passed in or
2389 * at least its move type. 2460 * at least its move type.
2390 */ 2461 */
2391 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2462 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2463 return 0;
2392 2464
2393 /* yes, can see. */ 2465 /* yes, can see. */
2394 if(dir < 9) return 1; 2466 if (dir < 9)
2467 return 1;
2395 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2468 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2396 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2469 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} 2470}
2399 2471
2400 2472
2401 2473
2402/* 2474/*
2403 * can_pick(picker, item): finds out if an object is possible to be 2475 * 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 2476 * picked up by the picker. Returnes 1 if it can be
2405 * picked up, otherwise 0. 2477 * picked up, otherwise 0.
2406 * 2478 *
2408 * core dumps if they do. 2480 * core dumps if they do.
2409 * 2481 *
2410 * Add a check so we can't pick up invisible objects (0.93.8) 2482 * Add a check so we can't pick up invisible objects (0.93.8)
2411 */ 2483 */
2412 2484
2485int
2413int can_pick(const object *who, const object *item) { 2486can_pick (const object *who, const object *item)
2487{
2414 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2488 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2415 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2489 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2416 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2490 !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} 2491}
2419 2492
2420 2493
2421/* 2494/*
2422 * create clone from object to another 2495 * create clone from object to another
2423 */ 2496 */
2497object *
2424object *object_create_clone (object *asrc) { 2498object_create_clone (object *asrc)
2499{
2425 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2500 object *dst = 0, *tmp, *src, *part, *prev, *item;
2426 2501
2427 if(!asrc) return NULL; 2502 if (!asrc)
2503 return 0;
2504
2428 src = asrc; 2505 src = asrc;
2429 if(src->head) 2506 if (src->head)
2430 src = src->head; 2507 src = src->head;
2431 2508
2432 prev = NULL; 2509 prev = 0;
2433 for(part = src; part; part = part->more) { 2510 for (part = src; part; part = part->more)
2434 tmp = get_object(); 2511 {
2435 copy_object(part,tmp); 2512 tmp = part->clone ();
2436 tmp->x -= src->x; 2513 tmp->x -= src->x;
2437 tmp->y -= src->y; 2514 tmp->y -= src->y;
2515
2438 if(!part->head) { 2516 if (!part->head)
2517 {
2439 dst = tmp; 2518 dst = tmp;
2440 tmp->head = NULL; 2519 tmp->head = 0;
2520 }
2441 } else { 2521 else
2522 {
2442 tmp->head = dst; 2523 tmp->head = dst;
2443 } 2524 }
2525
2444 tmp->more = NULL; 2526 tmp->more = 0;
2527
2445 if(prev) 2528 if (prev)
2446 prev->more = tmp; 2529 prev->more = tmp;
2530
2447 prev = tmp; 2531 prev = tmp;
2448 } 2532 }
2449 /*** copy inventory ***/ 2533
2450 for(item = src->inv; item; item = item->below) { 2534 for (item = src->inv; item; item = item->below)
2451 (void) insert_ob_in_ob(object_create_clone(item),dst); 2535 insert_ob_in_ob (object_create_clone (item), dst);
2452 }
2453 2536
2454 return dst; 2537 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} 2538}
2464 2539
2465/* GROS - Creates an object using a string representing its content. */ 2540/* 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 */ 2541/* 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, */ 2542/* 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. */ 2543/* 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. */ 2544/* Remember not to use load_object_str in a time-critical situation. */
2470/* Also remember that multiparts objects are not supported for now. */ 2545/* Also remember that multiparts objects are not supported for now. */
2471 2546
2547object *
2472object* load_object_str(const char *obstr) 2548load_object_str (const char *obstr)
2473{ 2549{
2474 object *op; 2550 object *op;
2475 char filename[MAX_BUF]; 2551 char filename[MAX_BUF];
2552
2476 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2553 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2477 2554
2478 FILE *tempfile=fopen(filename,"w"); 2555 FILE *tempfile = fopen (filename, "w");
2556
2479 if (tempfile == NULL) 2557 if (tempfile == NULL)
2480 { 2558 {
2481 LOG(llevError,"Error - Unable to access load object temp file\n"); 2559 LOG (llevError, "Error - Unable to access load object temp file\n");
2482 return NULL; 2560 return NULL;
2483 }; 2561 }
2562
2484 fprintf(tempfile,obstr); 2563 fprintf (tempfile, obstr);
2485 fclose(tempfile); 2564 fclose (tempfile);
2486 2565
2487 op=get_object(); 2566 op = object::create ();
2488 2567
2489 object_thawer thawer (filename); 2568 object_thawer thawer (filename);
2490 2569
2491 if (thawer) 2570 if (thawer)
2492 load_object(thawer,op,0); 2571 load_object (thawer, op, 0);
2493 2572
2494 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2573 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2495 CLEAR_FLAG(op,FLAG_REMOVED); 2574 CLEAR_FLAG (op, FLAG_REMOVED);
2496 2575
2497 return op; 2576 return op;
2498} 2577}
2499 2578
2500/* This returns the first object in who's inventory that 2579/* This returns the first object in who's inventory that
2501 * has the same type and subtype match. 2580 * has the same type and subtype match.
2502 * returns NULL if no match. 2581 * returns NULL if no match.
2503 */ 2582 */
2583object *
2504object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2584find_obj_by_type_subtype (const object *who, int type, int subtype)
2505{ 2585{
2506 object *tmp; 2586 object *tmp;
2507 2587
2508 for (tmp=who->inv; tmp; tmp=tmp->below) 2588 for (tmp = who->inv; tmp; tmp = tmp->below)
2509 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2589 if (tmp->type == type && tmp->subtype == subtype)
2590 return tmp;
2510 2591
2511 return NULL; 2592 return NULL;
2512} 2593}
2513 2594
2514/* If ob has a field named key, return the link from the list, 2595/* If ob has a field named key, return the link from the list,
2515 * otherwise return NULL. 2596 * otherwise return NULL.
2516 * 2597 *
2517 * key must be a passed in shared string - otherwise, this won't 2598 * key must be a passed in shared string - otherwise, this won't
2518 * do the desired thing. 2599 * do the desired thing.
2519 */ 2600 */
2601key_value *
2520key_value * get_ob_key_link(const object * ob, const char * key) { 2602get_ob_key_link (const object *ob, const char *key)
2603{
2521 key_value * link; 2604 key_value *link;
2522 2605
2523 for (link = ob->key_values; link != NULL; link = link->next) { 2606 for (link = ob->key_values; link != NULL; link = link->next)
2524 if (link->key == key) { 2607 if (link->key == key)
2525 return link; 2608 return link;
2526 } 2609
2527 }
2528
2529 return NULL; 2610 return NULL;
2530} 2611}
2531 2612
2532/* 2613/*
2533 * Returns the value of op has an extra_field for key, or NULL. 2614 * Returns the value of op has an extra_field for key, or NULL.
2534 * 2615 *
2535 * The argument doesn't need to be a shared string. 2616 * The argument doesn't need to be a shared string.
2536 * 2617 *
2537 * The returned string is shared. 2618 * The returned string is shared.
2538 */ 2619 */
2620const char *
2539const char * get_ob_key_value(const object * op, const char * const key) { 2621get_ob_key_value (const object *op, const char *const key)
2622{
2540 key_value * link; 2623 key_value *link;
2541 const char * canonical_key; 2624 shstr_cmp canonical_key (key);
2625
2626 if (!canonical_key)
2542 2627 {
2543 canonical_key = shstr::find (key);
2544
2545 if (canonical_key == NULL) {
2546 /* 1. There being a field named key on any object 2628 /* 1. There being a field named key on any object
2547 * implies there'd be a shared string to find. 2629 * implies there'd be a shared string to find.
2548 * 2. Since there isn't, no object has this field. 2630 * 2. Since there isn't, no object has this field.
2549 * 3. Therefore, *this* object doesn't have this field. 2631 * 3. Therefore, *this* object doesn't have this field.
2550 */ 2632 */
2551 return NULL; 2633 return 0;
2552 } 2634 }
2553 2635
2554 /* This is copied from get_ob_key_link() above - 2636 /* This is copied from get_ob_key_link() above -
2555 * only 4 lines, and saves the function call overhead. 2637 * only 4 lines, and saves the function call overhead.
2556 */ 2638 */
2557 for (link = op->key_values; link != NULL; link = link->next) { 2639 for (link = op->key_values; link; link = link->next)
2558 if (link->key == canonical_key) { 2640 if (link->key == canonical_key)
2559 return link->value; 2641 return link->value;
2560 } 2642
2561 } 2643 return 0;
2562 return NULL;
2563} 2644}
2564 2645
2565 2646
2566/* 2647/*
2567 * Updates the canonical_key in op to value. 2648 * 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 2652 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2572 * keys. 2653 * keys.
2573 * 2654 *
2574 * Returns TRUE on success. 2655 * Returns TRUE on success.
2575 */ 2656 */
2657int
2576int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2658set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2659{
2660 key_value *
2577 key_value * field = NULL, *last=NULL; 2661 field = NULL, *last = NULL;
2578 2662
2579 for (field=op->key_values; field != NULL; field=field->next) { 2663 for (field = op->key_values; field != NULL; field = field->next)
2664 {
2580 if (field->key != canonical_key) { 2665 if (field->key != canonical_key)
2666 {
2581 last = field; 2667 last = field;
2582 continue; 2668 continue;
2583 } 2669 }
2584 2670
2585 if (value) 2671 if (value)
2586 field->value = value; 2672 field->value = value;
2587 else { 2673 else
2674 {
2588 /* Basically, if the archetype has this key set, 2675 /* Basically, if the archetype has this key set,
2589 * we need to store the null value so when we save 2676 * we need to store the null value so when we save
2590 * it, we save the empty value so that when we load, 2677 * it, we save the empty value so that when we load,
2591 * we get this value back again. 2678 * we get this value back again.
2592 */ 2679 */
2593 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2680 if (get_ob_key_link (&op->arch->clone, canonical_key))
2594 field->value = 0; 2681 field->value = 0;
2682 else
2683 {
2684 if (last)
2685 last->next = field->next;
2595 else 2686 else
2596 {
2597 if (last) last->next = field->next;
2598 else op->key_values = field->next; 2687 op->key_values = field->next;
2599 2688
2600 delete field; 2689 delete field;
2601 } 2690 }
2602 } 2691 }
2603 return TRUE; 2692 return TRUE;
2604 } 2693 }
2605 /* IF we get here, key doesn't exist */ 2694 /* IF we get here, key doesn't exist */
2606 2695
2607 /* No field, we'll have to add it. */ 2696 /* No field, we'll have to add it. */
2697
2698 if (!add_key)
2608 2699 {
2609 if (!add_key) {
2610 return FALSE; 2700 return FALSE;
2611 } 2701 }
2612 /* There isn't any good reason to store a null 2702 /* There isn't any good reason to store a null
2613 * value in the key/value list. If the archetype has 2703 * value in the key/value list. If the archetype has
2614 * this key, then we should also have it, so shouldn't 2704 * this key, then we should also have it, so shouldn't
2615 * be here. If user wants to store empty strings, 2705 * be here. If user wants to store empty strings,
2616 * should pass in "" 2706 * should pass in ""
2617 */ 2707 */
2618 if (value == NULL) return TRUE; 2708 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; 2709 return TRUE;
2710
2711 field = new key_value;
2712
2713 field->key = canonical_key;
2714 field->value = value;
2715 /* Usual prepend-addition. */
2716 field->next = op->key_values;
2717 op->key_values = field;
2718
2719 return TRUE;
2629} 2720}
2630 2721
2631/* 2722/*
2632 * Updates the key in op to value. 2723 * Updates the key in op to value.
2633 * 2724 *
2635 * and not add new ones. 2726 * and not add new ones.
2636 * In general, should be little reason FALSE is ever passed in for add_key 2727 * In general, should be little reason FALSE is ever passed in for add_key
2637 * 2728 *
2638 * Returns TRUE on success. 2729 * Returns TRUE on success.
2639 */ 2730 */
2731int
2640int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2732set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2641{ 2733{
2642 shstr key_ (key); 2734 shstr key_ (key);
2735
2643 return set_ob_key_value_s (op, key_, value, add_key); 2736 return set_ob_key_value_s (op, key_, value, add_key);
2644} 2737}
2738
2739object::depth_iterator::depth_iterator (object *container)
2740: iterator_base (container)
2741{
2742 while (item->inv)
2743 item = item->inv;
2744}
2745
2746void
2747object::depth_iterator::next ()
2748{
2749 if (item->below)
2750 {
2751 item = item->below;
2752
2753 while (item->inv)
2754 item = item->inv;
2755 }
2756 else
2757 item = item->env;
2758}
2759
2760// return a suitable string describing an objetc in enough detail to find it
2761const char *
2762object::debug_desc (char *info) const
2763{
2764 char info2[256 * 3];
2765 char *p = info;
2766
2767 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2768 count,
2769 &name,
2770 title ? " " : "",
2771 title ? (const char *)title : "");
2772
2773 if (env)
2774 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2775
2776 if (map)
2777 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2778
2779 return info;
2780}
2781
2782const char *
2783object::debug_desc () const
2784{
2785 static char info[256 * 3];
2786 return debug_desc (info);
2787}
2788

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