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Comparing deliantra/server/common/object.C (file contents):
Revision 1.16 by root, Mon Sep 4 16:46:32 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 1.16 2006/09/04 16:46:32 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
36
42int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
43 40
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
46 42
47short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 45};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 48};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
56int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
59 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
60 133
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
63 key_value * wants_field; 138 key_value *wants_field;
64 139
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
68 */ 143 */
69 144
70 /* For each field in wants, */ 145 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
147 {
72 key_value * has_field; 148 key_value *has_field;
73 149
74 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
76 154 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 155 /* No field with that name. */
79 return FALSE; 156 return FALSE;
80 }
81 157 }
158
82 /* Found the matching field. */ 159 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
84 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 163 return FALSE;
86 } 164 }
87 165
88 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 167 }
168
91 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 170 return TRUE;
93} 171}
94 172
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
97 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
99 */ 179 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 181}
102 182
103/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 184 * they can be merged together.
105 * 185 *
106 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
109 * 189 *
110 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
111 * 191 *
112 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
113 * check weight 193 * check weight
114 */ 194 */
115 195
116bool
117object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
118{ 197{
119 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
121 return 0; 204 return 0;
122 205
123 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
124 return 0;
125
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof). 209 * used to store nrof).
129 */ 210 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 222
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 225
145 226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || 248 || ob1->move_off != ob2->move_off
176 (ob1->move_slow != ob2->move_slow) || 249 || ob1->move_slow != ob2->move_slow
177 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
178 return 0; 251 return 0;
179 252
180 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 254 * check all objects in the inventory.
182 */ 255 */
183 if (ob1->inv || ob2->inv) 256 if (ob1->inv || ob2->inv)
184 { 257 {
185 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 260 return 0;
188 261
189 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
191 return 0; 264 return 0;
192 265
193 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 267 * if it is valid.
195 */ 268 */
196 } 269 }
204 277
205 /* Note sure why the following is the case - either the object has to 278 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 279 * be animated or have a very low speed. Is this an attempted monster
207 * check? 280 * check?
208 */ 281 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 283 return 0;
212 284
213 switch (ob1->type) 285 switch (ob1->type)
214 { 286 {
215 case SCROLL: 287 case SCROLL:
216 if (ob1->level != ob2->level) 288 if (ob1->level != ob2->level)
217 return 0; 289 return 0;
218 break; 290 break;
219 } 291 }
220 292
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 294 {
223 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 297 /* One has fields, but the other one doesn't. */
226 return 0; 298 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 299 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 300 return 0;
229 } 301 }
230 302
231 //TODO: generate an event or call into perl for additional checks 303 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
233 { 305 {
234 ob1->optimise (); 306 ob1->optimise ();
235 ob2->optimise (); 307 ob2->optimise ();
236 308
237 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
238 return 0; 310 return 0;
239 } 311 }
240 312
241 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
242 return 1; 314 return 1;
243} 315}
316
244/* 317/*
245 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
247 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
248 */ 321 */
249signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
250 signed long sum; 325 long sum;
251 object *inv; 326 object *inv;
327
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
253 if (inv->inv) 330 if (inv->inv)
254 sum_weight(inv); 331 sum_weight (inv);
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 333 }
334
257 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
259 if(op->carrying != sum) 338 if (op->carrying != sum)
260 op->carrying = sum; 339 op->carrying = sum;
340
261 return sum; 341 return sum;
262} 342}
263 343
264/** 344/**
265 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
266 */ 346 */
267 347
348object *
268object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
269 while (op->env != NULL) 351 while (op->env != NULL)
270 op = op->env; 352 op = op->env;
271 return op; 353 return op;
272}
273
274/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't
277 * or find a player.
278 */
279
280object *is_player_inv (object *op) {
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
282 if (op->env==op)
283 op->env = NULL;
284 return op;
285} 354}
286 355
287/* 356/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 358 * Some error messages.
290 * 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.
291 */ 360 */
292 361
293void dump_object2(object *op) { 362char *
294errmsg[0] = 0;
295return;
296 //TODO//D#d#
297#if 0
298 char *cp;
299/* object *tmp;*/
300
301 if(op->arch!=NULL) {
302 strcat(errmsg,"arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
304 strcat(errmsg,"\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307#if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer.
312 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 } else {
320 strcat(errmsg,"Object ");
321 if (op->name==NULL) strcat(errmsg, "(null)");
322 else strcat(errmsg,op->name);
323 strcat(errmsg,"\n");
324#if 0
325 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326 strcat(errmsg,cp);
327 for (tmp=op->inv; tmp; tmp=tmp->below)
328 dump_object2(tmp);
329#endif
330 strcat(errmsg,"end\n");
331 }
332#endif
333}
334
335/*
336 * Dumps an object. Returns output in the static global errmsg array.
337 */
338
339void dump_object(object *op) { 363dump_object (object *op)
340 if(op==NULL) { 364{
341 strcpy(errmsg,"[NULL pointer]"); 365 if (!op)
342 return; 366 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 367
348void dump_all_objects(void) { 368 object_freezer freezer;
349 object *op; 369 save_object (freezer, op, 3);
350 for(op=objects;op!=NULL;op=op->next) { 370 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 371}
355 372
356/* 373/*
357 * 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
358 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
360 */ 377 */
361 378
379object *
362object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
363 object *tmp,*closest; 382 object *tmp, *closest;
364 int last_dist,i; 383 int last_dist, i;
384
365 if(op->more==NULL) 385 if (op->more == NULL)
366 return op; 386 return op;
367 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)
368 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
370 return closest; 390 return closest;
371} 391}
372 392
373/* 393/*
374 * 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.
375 */ 395 */
376 396
397object *
377object *find_object(tag_t i) { 398find_object (tag_t i)
378 object *op; 399{
379 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
380 if(op->count==i) 401 if (op->count == i)
381 break; 402 return op;
403
382 return op; 404 return 0;
383} 405}
384 406
385/* 407/*
386 * 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.
387 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
389 */ 411 */
390 412
413object *
391object *find_object_name(const char *str) { 414find_object_name (const char *str)
392 const char *name = shstr::find (str); 415{
416 shstr_cmp str_ (str);
393 object *op; 417 object *op;
418
394 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
395 if(&op->name == name) 420 if (op->name == str_)
396 break; 421 break;
397 422
398 return op; 423 return op;
399} 424}
400 425
426void
401void free_all_object_data () 427free_all_object_data ()
402{ 428{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404}
405
406/*
407 * Returns the object which this object marks as being the owner.
408 * A id-scheme is used to avoid pointing to objects which have been
409 * freed and are now reused. If this is detected, the owner is
410 * set to NULL, and NULL is returned.
411 * Changed 2004-02-12 - if the player is setting at the play again
412 * prompt, he is removed, and we don't want to treat him as an owner of
413 * anything, so check removed flag. I don't expect that this should break
414 * anything - once an object is removed, it is basically dead anyways.
415 */
416
417object *get_owner(object *op) {
418 if(op->owner==NULL)
419 return NULL;
420
421 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 op->owner->count==op->ownercount)
423 return op->owner;
424
425 op->owner=NULL;
426 op->ownercount=0;
427 return NULL;
428}
429
430void clear_owner(object *op)
431{
432 if (!op) return;
433
434 if (op->owner && op->ownercount == op->owner->count)
435 op->owner->refcount--;
436
437 op->owner = NULL;
438 op->ownercount = 0;
439} 430}
440 431
441/* 432/*
442 * 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
443 * skill and experience objects. 434 * skill and experience objects.
444 */ 435 */
445void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
446{ 438{
447 if(owner==NULL||op==NULL) 439 if (!owner)
448 return; 440 return;
449 441
450 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
451 /* 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
452 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
453 * 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
454 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
455 * didn't match, this check is valid and I believe that cause is valid. 447 * didn't match, this check is valid and I believe that cause is valid.
456 */ 448 */
457 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
458 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
459 451
460 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that.
462 */
463 if (owner->owner) return;
464
465 op->owner=owner; 452 this->owner = owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470}
471
472/* Set the owner to clone's current owner and set the skill and experience
473 * objects to clone's objects (typically those objects that where the owner's
474 * current skill and experience objects at the time when clone's owner was
475 * set - not the owner's current skill and experience objects).
476 *
477 * Use this function if player created an object (e.g. fire bullet, swarm
478 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile.
481 */
482void copy_owner (object *op, object *clone)
483{
484 object *owner = get_owner (clone);
485 if (owner == NULL) {
486 /* players don't have owners - they own themselves. Update
487 * as appropriate.
488 */
489 if (clone->type == PLAYER) owner=clone;
490 else return;
491 }
492 set_owner(op, owner);
493
494} 453}
495 454
496/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 456 * refcounts and freeing the links.
498 */ 457 */
458static void
499static void free_key_values(object * op) 459free_key_values (object *op)
500{ 460{
501 for (key_value *i = op->key_values; i != 0; ) 461 for (key_value *i = op->key_values; i != 0;)
502 { 462 {
503 key_value *next = i->next; 463 key_value *next = i->next;
504 delete i; 464 delete i;
465
505 i = next; 466 i = next;
506 } 467 }
507 468
508 op->key_values = 0; 469 op->key_values = 0;
509} 470}
510 471
511void object::clear () 472void object::clear ()
512{ 473{
513 attachable_base::clear (); 474 attachable_base::clear ();
514 475
515 free_key_values (this); 476 free_key_values (this);
516 477
517 name = 0; 478 owner = 0;
479 name = 0;
518 name_pl = 0; 480 name_pl = 0;
519 title = 0; 481 title = 0;
520 race = 0; 482 race = 0;
521 slaying = 0; 483 slaying = 0;
522 skill = 0; 484 skill = 0;
523 msg = 0; 485 msg = 0;
524 lore = 0; 486 lore = 0;
525 custom_name = 0; 487 custom_name = 0;
526 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;
527 500
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 501 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529 502
530 SET_FLAG (this, FLAG_REMOVED); 503 SET_FLAG (this, FLAG_REMOVED);
531}
532 504
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *(object_copy *)this;
536 *(object_pod *)destination = *(object_pod *)this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object (object *op)
548{
549 op->clear ();
550
551 op->contr = NULL;
552 op->below = NULL;
553 op->above = NULL;
554 op->inv = NULL;
555 op->container=NULL;
556 op->env=NULL;
557 op->more=NULL;
558 op->head=NULL;
559 op->map=NULL;
560 op->refcount=0;
561 op->active_next = NULL;
562 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */ 505 /* What is not cleared is next, prev, and count */
564 506
565 op->expmul = 1.0; 507 expmul = 1.0;
566 op->face = blank_face; 508 face = blank_face;
567 op->attacked_by_count = -1;
568 509
569 if (settings.casting_time) 510 if (settings.casting_time)
570 op->casting_time = -1; 511 casting_time = -1;
571} 512}
572 513
573/* 514/*
574 * copy object first frees everything allocated by the second object, 515 * copy_to first frees everything allocated by the dst object,
575 * and then copies the contends of the first object into the second 516 * and then copies the contents of itself into the second
576 * object, allocating what needs to be allocated. Basically, any 517 * object, allocating what needs to be allocated. Basically, any
577 * 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,
578 * 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
579 * will point at garbage. 520 * will point at garbage.
580 */ 521 */
581 522void
582void copy_object (object *op2, object *op) 523object::copy_to (object *dst)
583{ 524{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
586 527
587 op2->clone (op); 528 *(object_copy *)dst = *this;
529 *(object_pod *)dst = *this;
588 530
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 531 if (self || cb)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
591 533
534 if (is_freed)
535 SET_FLAG (dst, FLAG_FREED);
536
537 if (is_removed)
538 SET_FLAG (dst, FLAG_REMOVED);
539
592 if (op2->speed < 0) 540 if (speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 541 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
594 542
595 /* Copy over key_values, if any. */ 543 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 544 if (key_values)
597 { 545 {
598 key_value *tail = NULL; 546 key_value *tail = 0;
599 key_value *i; 547 key_value *i;
600 548
601 op->key_values = NULL; 549 dst->key_values = 0;
602 550
603 for (i = op2->key_values; i != NULL; i = i->next) 551 for (i = key_values; i; i = i->next)
604 { 552 {
605 key_value *new_link = new key_value; 553 key_value *new_link = new key_value;
606 554
607 new_link->next = NULL; 555 new_link->next = 0;
608 new_link->key = i->key; 556 new_link->key = i->key;
609 new_link->value = i->value; 557 new_link->value = i->value;
610 558
611 /* Try and be clever here, too. */ 559 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 560 if (!dst->key_values)
613 { 561 {
614 op->key_values = new_link; 562 dst->key_values = new_link;
615 tail = new_link; 563 tail = new_link;
616 } 564 }
617 else 565 else
618 { 566 {
619 tail->next = new_link; 567 tail->next = new_link;
620 tail = new_link; 568 tail = new_link;
621 } 569 }
622 } 570 }
623 } 571 }
624 572
625 update_ob_speed (op); 573 update_ob_speed (dst);
626} 574}
627 575
628/* 576object *
629 * get_object() grabs an object from the list of unused objects, makes 577object::clone ()
630 * sure it is initialised, and returns it.
631 * If there are no free objects, expand_objects() is called to get more.
632 */
633
634object *get_object ()
635{ 578{
636 object *op = new object; 579 object *neu = create ();
637 580 copy_to (neu);
638 op->count = ++ob_count;
639
640 op->active_next = 0;
641 op->active_prev = 0;
642
643 op->next = objects;
644 op->prev = 0;
645
646 if (objects)
647 objects->prev = op;
648
649 objects = op;
650
651 SET_FLAG (op, FLAG_REMOVED);
652
653 op->expmul = 1.0;
654 op->face = blank_face;
655 op->attacked_by_count = -1;
656
657 return op; 581 return neu;
658} 582}
659 583
660/* 584/*
661 * 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
662 * 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
663 * 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.
664 */ 588 */
665 589
590void
666void update_turn_face(object *op) { 591update_turn_face (object *op)
592{
667 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 593 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
668 return; 594 return;
669 SET_ANIMATION(op, op->direction); 595 SET_ANIMATION (op, op->direction);
670 update_object(op,UP_OBJ_FACE); 596 update_object (op, UP_OBJ_FACE);
671} 597}
672 598
673/* 599/*
674 * 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
675 * 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.
676 * 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.
677 */ 603 */
678 604void
679void update_ob_speed(object *op) { 605update_ob_speed (object *op)
606{
680 extern int arch_init; 607 extern int arch_init;
681 608
682 /* No reason putting the archetypes objects on the speed list, 609 /* No reason putting the archetypes objects on the speed list,
683 * since they never really need to be updated. 610 * since they never really need to be updated.
684 */ 611 */
685 612
686 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 613 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
614 {
687 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);
688#ifdef MANY_CORES 616#ifdef MANY_CORES
689 abort(); 617 abort ();
690#else 618#else
691 op->speed = 0; 619 op->speed = 0;
692#endif 620#endif
693 } 621 }
622
694 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)
695 return; 630 return;
696 }
697 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
698 /* If already on active list, don't do anything */
699 if (op->active_next || op->active_prev || op==active_objects)
700 return;
701 631
702 /* process_events() expects us to insert the object at the beginning 632 /* process_events() expects us to insert the object at the beginning
703 * of the list. */ 633 * of the list. */
704 op->active_next = active_objects; 634 op->active_next = active_objects;
635
705 if (op->active_next!=NULL) 636 if (op->active_next != NULL)
706 op->active_next->active_prev = op; 637 op->active_next->active_prev = op;
638
707 active_objects = op; 639 active_objects = op;
640 }
641 else
708 } 642 {
709 else {
710 /* If not on the active list, nothing needs to be done */ 643 /* If not on the active list, nothing needs to be done */
711 if (!op->active_next && !op->active_prev && op!=active_objects) 644 if (!op->active_next && !op->active_prev && op != active_objects)
712 return; 645 return;
713 646
714 if (op->active_prev==NULL) { 647 if (op->active_prev == NULL)
648 {
715 active_objects = op->active_next; 649 active_objects = op->active_next;
650
716 if (op->active_next!=NULL) 651 if (op->active_next != NULL)
717 op->active_next->active_prev = NULL; 652 op->active_next->active_prev = NULL;
653 }
654 else
718 } 655 {
719 else {
720 op->active_prev->active_next = op->active_next; 656 op->active_prev->active_next = op->active_next;
657
721 if (op->active_next) 658 if (op->active_next)
722 op->active_next->active_prev = op->active_prev; 659 op->active_next->active_prev = op->active_prev;
723 } 660 }
661
724 op->active_next = NULL; 662 op->active_next = NULL;
725 op->active_prev = NULL; 663 op->active_prev = NULL;
726 } 664 }
727} 665}
728 666
729/* This function removes object 'op' from the list of active 667/* This function removes object 'op' from the list of active
730 * objects. 668 * objects.
732 * 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
733 * in play chewing up cpu time getting processed. 671 * in play chewing up cpu time getting processed.
734 * The reverse of this is to call update_ob_speed, which 672 * The reverse of this is to call update_ob_speed, which
735 * 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.
736 */ 674 */
675void
737void remove_from_active_list(object *op) 676remove_from_active_list (object *op)
738{ 677{
739 /* If not on the active list, nothing needs to be done */ 678 /* If not on the active list, nothing needs to be done */
740 if (!op->active_next && !op->active_prev && op!=active_objects) 679 if (!op->active_next && !op->active_prev && op != active_objects)
741 return; 680 return;
742 681
743 if (op->active_prev==NULL) { 682 if (op->active_prev == NULL)
683 {
744 active_objects = op->active_next; 684 active_objects = op->active_next;
745 if (op->active_next!=NULL) 685 if (op->active_next != NULL)
746 op->active_next->active_prev = NULL; 686 op->active_next->active_prev = NULL;
687 }
688 else
747 } 689 {
748 else {
749 op->active_prev->active_next = op->active_next; 690 op->active_prev->active_next = op->active_next;
750 if (op->active_next) 691 if (op->active_next)
751 op->active_next->active_prev = op->active_prev; 692 op->active_next->active_prev = op->active_prev;
752 } 693 }
753 op->active_next = NULL; 694 op->active_next = NULL;
754 op->active_prev = NULL; 695 op->active_prev = NULL;
755} 696}
756 697
757/* 698/*
758 * update_object() updates the array which represents the map. 699 * update_object() updates the array which represents the map.
759 * It takes into account invisible objects (and represent squares covered 700 * It takes into account invisible objects (and represent squares covered
774 * 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
775 * 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.
776 * UP_OBJ_FACE: only the objects face has changed. 717 * UP_OBJ_FACE: only the objects face has changed.
777 */ 718 */
778 719
720void
779void update_object(object *op, int action) { 721update_object (object *op, int action)
722{
780 int update_now=0, flags; 723 int update_now = 0, flags;
781 MoveType move_on, move_off, move_block, move_slow; 724 MoveType move_on, move_off, move_block, move_slow;
782 725
783 if (op == NULL) { 726 if (op == NULL)
727 {
784 /* this should never happen */ 728 /* this should never happen */
785 LOG(llevDebug,"update_object() called for NULL object.\n"); 729 LOG (llevDebug, "update_object() called for NULL object.\n");
786 return; 730 return;
787 }
788 731 }
732
789 if(op->env!=NULL) { 733 if (op->env != NULL)
734 {
790 /* Animation is currently handled by client, so nothing 735 /* Animation is currently handled by client, so nothing
791 * to do in this case. 736 * to do in this case.
792 */ 737 */
793 return; 738 return;
794 } 739 }
795 740
796 /* 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
797 * going to get freed anyways. 742 * going to get freed anyways.
798 */ 743 */
799 if (!op->map || op->map->in_memory == MAP_SAVING) return; 744 if (!op->map || op->map->in_memory == MAP_SAVING)
800 745 return;
746
801 /* make sure the object is within map boundaries */ 747 /* make sure the object is within map boundaries */
802 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))
803 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 749 {
804 LOG(llevError,"update_object() called for object out of map!\n"); 750 LOG (llevError, "update_object() called for object out of map!\n");
805#ifdef MANY_CORES 751#ifdef MANY_CORES
806 abort(); 752 abort ();
807#endif 753#endif
808 return; 754 return;
809 }
810 755 }
756
811 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 757 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
812 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);
813 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);
814 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);
815 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);
816 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);
817 763
818 if (action == UP_OBJ_INSERT) { 764 if (action == UP_OBJ_INSERT)
765 {
819 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 766 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
820 update_now=1; 767 update_now = 1;
821 768
822 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 769 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
823 update_now=1; 770 update_now = 1;
824 771
825 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 772 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
826 update_now=1; 773 update_now = 1;
827 774
828 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 775 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
829 update_now=1; 776 update_now = 1;
830 777
778 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
779 update_now = 1;
780
831 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
832 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
833 /* 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
834 * to have move_allow right now. 788 * to have move_allow right now.
835 */ 789 */
836 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 790 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
837 update_now=1; 791 update_now = 1;
792
838 if ((move_slow | op->move_slow) != move_slow) update_now=1; 793 if ((move_slow | op->move_slow) != move_slow)
794 update_now = 1;
839 } 795 }
796
840 /* if the object is being removed, we can't make intelligent 797 /* if the object is being removed, we can't make intelligent
841 * decisions, because remove_ob can't really pass the object 798 * decisions, because remove_ob can't really pass the object
842 * that is being removed. 799 * that is being removed.
843 */ 800 */
844 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 801 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
845 update_now=1; 802 update_now = 1;
846 } else if (action == UP_OBJ_FACE) { 803 else if (action == UP_OBJ_FACE)
847 /* Nothing to do for that case */ 804 /* Nothing to do for that case */ ;
848 }
849 else { 805 else
850 LOG(llevError,"update_object called with invalid action: %d\n", action); 806 LOG (llevError, "update_object called with invalid action: %d\n", action);
851 }
852 807
853 if (update_now) { 808 if (update_now)
809 {
854 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);
855 update_position(op->map, op->x, op->y); 811 update_position (op->map, op->x, op->y);
856 } 812 }
857 813
858 if(op->more!=NULL) 814 if (op->more != NULL)
859 update_object(op->more, action); 815 update_object (op->more, action);
860} 816}
861 817
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}
862 880
863/* 881/*
864 * free_object() frees everything allocated by an object, removes 882 * free_object() frees everything allocated by an object, removes
865 * 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
866 * free objects. The IS_FREED() flag is set in the object. 884 * free objects. The IS_FREED() flag is set in the object.
867 * The object must have been removed by remove_ob() first for 885 * The object must have been removed by remove_ob() first for
868 * this function to succeed. 886 * this function to succeed.
869 * 887 *
870 * 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
871 * inventory to the ground. 889 * inventory to the ground.
872 */ 890 */
873 891void object::destroy (bool destroy_inventory)
874void
875free_object (object * ob)
876{ 892{
877 free_object2 (ob, 0);
878}
879
880void
881free_object2 (object * ob, int free_inventory)
882{
883 object *tmp, *op;
884
885 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 893 if (QUERY_FLAG (this, FLAG_FREED))
886 { 894 return;
887 LOG (llevDebug, "Free object called with non removed object\n");
888 dump_object (ob);
889#ifdef MANY_CORES
890 abort ();
891#endif
892 }
893 895
894 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 896 if (QUERY_FLAG (this, FLAG_FRIENDLY))
895 {
896 LOG (llevMonster, "Warning: tried to free friendly object.\n");
897 remove_friendly_object (ob); 897 remove_friendly_object (this);
898 }
899 898
900 if (QUERY_FLAG (ob, FLAG_FREED)) 899 if (!QUERY_FLAG (this, FLAG_REMOVED))
901 { 900 remove ();
902 dump_object (ob); 901
903 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 902 SET_FLAG (this, FLAG_FREED);
904 return; 903
904 if (more)
905 } 905 {
906 906 more->destroy (destroy_inventory);
907 if (ob->more != NULL) 907 more = 0;
908 { 908 }
909 free_object2 (ob->more, free_inventory);
910 ob->more = NULL;
911 }
912 909
913 if (ob->inv) 910 if (inv)
914 { 911 {
915 /* Only if the space blocks everything do we not process - 912 /* Only if the space blocks everything do we not process -
916 * if some form of movemnt is allowed, let objects 913 * if some form of movement is allowed, let objects
917 * drop on that space. 914 * drop on that space.
918 */ 915 */
919 if (free_inventory || ob->map == NULL 916 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
920 || ob->map->in_memory != MAP_IN_MEMORY 917 {
921 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 918 object *op = inv;
922 {
923 op = ob->inv;
924 919
925 while (op != NULL) 920 while (op)
926 { 921 {
927 tmp = op->below; 922 object *tmp = op->below;
928 remove_ob (op); 923 op->destroy (destroy_inventory);
929 free_object2 (op, free_inventory);
930 op = tmp; 924 op = tmp;
931 } 925 }
932 } 926 }
933 else 927 else
934 { /* Put objects in inventory onto this space */ 928 { /* Put objects in inventory onto this space */
935 op = ob->inv; 929 object *op = inv;
936 930
937 while (op != NULL) 931 while (op)
938 { 932 {
939 tmp = op->below; 933 object *tmp = op->below;
940 remove_ob (op);
941 934
935 op->remove ();
936
942 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 937 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
943 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 938 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
944 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 939 op->destroy ();
945 free_object (op); 940 else
946 else 941 {
947 { 942 op->x = x;
948 op->x = ob->x; 943 op->y = y;
949 op->y = ob->y;
950 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 */
951 } 945 }
952 946
953 op = tmp; 947 op = tmp;
948 }
949 }
954 } 950 }
955 } 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 ();
956 } 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;
957 979
958 /* Remove object from the active list */ 980 /* Remove object from the active list */
959 ob->speed = 0; 981 speed = 0;
960 update_ob_speed (ob); 982 update_ob_speed (this);
961 983
962 SET_FLAG (ob, FLAG_FREED); 984 unlink ();
963 ob->count = 0;
964 985
965 /* Remove this object from the list of used objects */ 986 mortals.push_back (this);
966 if (ob->prev == NULL)
967 {
968 objects = ob->next;
969
970 if (objects != NULL)
971 objects->prev = NULL;
972 }
973 else
974 {
975 ob->prev->next = ob->next;
976
977 if (ob->next != NULL)
978 ob->next->prev = ob->prev;
979 }
980
981 free_key_values (ob);
982
983 /* Now link it with the free_objects list: */
984 ob->prev = 0;
985 ob->next = 0;
986
987 delete ob;
988} 987}
989 988
990/* 989/*
991 * sub_weight() recursively (outwards) subtracts a number from the 990 * sub_weight() recursively (outwards) subtracts a number from the
992 * 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)).
993 */ 992 */
994 993void
995void sub_weight (object *op, signed long weight) { 994sub_weight (object *op, signed long weight)
995{
996 while (op != NULL) { 996 while (op != NULL)
997 {
997 if (op->type == CONTAINER) { 998 if (op->type == CONTAINER)
998 weight=(signed long)(weight*(100-op->stats.Str)/100); 999 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
999 } 1000
1000 op->carrying-=weight; 1001 op->carrying -= weight;
1001 op = op->env; 1002 op = op->env;
1002 } 1003 }
1003} 1004}
1004 1005
1005/* remove_ob(op): 1006/* op->remove ():
1006 * 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
1007 * 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
1008 * object will have no environment. If the object previously had an 1009 * object will have no environment. If the object previously had an
1009 * environment, the x and y coordinates will be updated to 1010 * environment, the x and y coordinates will be updated to
1010 * the previous environment. 1011 * the previous environment.
1011 * Beware: This function is called from the editor as well! 1012 * Beware: This function is called from the editor as well!
1012 */ 1013 */
1013 1014void
1014void remove_ob(object *op) { 1015object::remove ()
1016{
1015 object *tmp,*last=NULL; 1017 object *tmp, *last = 0;
1016 object *otmp; 1018 object *otmp;
1017 tag_t tag; 1019
1018 int check_walk_off; 1020 int check_walk_off;
1019 mapstruct *m;
1020 sint16 x,y;
1021
1022 1021
1023 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1022 if (QUERY_FLAG (this, FLAG_REMOVED))
1024 dump_object(op); 1023 return;
1025 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1026 1024
1027 /* Changed it to always dump core in this case. As has been learned
1028 * in the past, trying to recover from errors almost always
1029 * make things worse, and this is a real error here - something
1030 * that should not happen.
1031 * Yes, if this was a mission critical app, trying to do something
1032 * to recover may make sense, but that is because failure of the app
1033 * may have other disastrous problems. Cf runs out of a script
1034 * so is easily enough restarted without any real problems.
1035 * MSW 2001-07-01
1036 */
1037 abort();
1038 }
1039 if(op->more!=NULL)
1040 remove_ob(op->more);
1041
1042 SET_FLAG(op, FLAG_REMOVED); 1025 SET_FLAG (this, FLAG_REMOVED);
1043 1026
1027 if (more)
1028 more->remove ();
1029
1044 /* 1030 /*
1045 * In this case, the object to be removed is in someones 1031 * In this case, the object to be removed is in someones
1046 * inventory. 1032 * inventory.
1047 */ 1033 */
1048 if(op->env!=NULL) { 1034 if (env)
1035 {
1049 if(op->nrof) 1036 if (nrof)
1050 sub_weight(op->env, op->weight*op->nrof); 1037 sub_weight (env, weight * nrof);
1051 else 1038 else
1052 sub_weight(op->env, op->weight+op->carrying); 1039 sub_weight (env, weight + carrying);
1053 1040
1054 /* 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
1055 * made to players inventory. If set, avoiding the call 1042 * made to players inventory. If set, avoiding the call
1056 * to save cpu time. 1043 * to save cpu time.
1057 */ 1044 */
1058 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1059 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1060 fix_player(otmp); 1046 fix_player (otmp);
1061 1047
1062 if(op->above!=NULL) 1048 if (above != NULL)
1063 op->above->below=op->below; 1049 above->below = below;
1064 else 1050 else
1065 op->env->inv=op->below; 1051 env->inv = below;
1066 1052
1067 if(op->below!=NULL) 1053 if (below != NULL)
1068 op->below->above=op->above; 1054 below->above = above;
1069 1055
1070 /* we set up values so that it could be inserted into 1056 /* we set up values so that it could be inserted into
1071 * 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
1072 * 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
1073 */ 1085 */
1074 op->x=op->env->x,op->y=op->env->y; 1086 if (GET_MAP_OB (map, x, y) != this)
1075 op->map=op->env->map; 1087 {
1076 op->above=NULL,op->below=NULL; 1088 char *dump = dump_object (this);
1077 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)
1078 return; 1104 return;
1079 }
1080 1105
1081 /* If we get here, we are removing it from a map */
1082 if (op->map == NULL) return;
1083
1084 x = op->x;
1085 y = op->y;
1086 m = get_map_from_coord(op->map, &x, &y);
1087
1088 if (!m) {
1089 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1090 op->map->path, op->x, op->y);
1091 /* in old days, we used to set x and y to 0 and continue.
1092 * it seems if we get into this case, something is probablye
1093 * screwed up and should be fixed.
1094 */
1095 abort();
1096 }
1097 if (op->map != m) {
1098 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1099 op->map->path, m->path, op->x, op->y, x, y);
1100 }
1101
1102 /* Re did the following section of code - it looks like it had
1103 * lots of logic for things we no longer care about
1104 */
1105
1106 /* link the object above us */
1107 if (op->above)
1108 op->above->below=op->below;
1109 else
1110 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1111
1112 /* Relink the object below us, if there is one */
1113 if(op->below) {
1114 op->below->above=op->above;
1115 } else {
1116 /* Nothing below, which means we need to relink map object for this space
1117 * use translated coordinates in case some oddness with map tiling is
1118 * evident
1119 */
1120 if(GET_MAP_OB(m,x,y)!=op) {
1121 dump_object(op);
1122 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);
1123 dump_object(GET_MAP_OB(m,x,y));
1124 LOG(llevError,"%s\n",errmsg);
1125 }
1126 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1127 }
1128 op->above=NULL;
1129 op->below=NULL;
1130
1131 if (op->map->in_memory == MAP_SAVING)
1132 return;
1133
1134 tag = op->count;
1135 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1106 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1107
1136 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 {
1137 /* 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
1138 * being removed. 1111 * being removed.
1139 */ 1112 */
1140 1113
1141 if(tmp->type==PLAYER && tmp!=op) { 1114 if (tmp->type == PLAYER && tmp != this)
1115 {
1142 /* If a container that the player is currently using somehow gets 1116 /* If a container that the player is currently using somehow gets
1143 * removed (most likely destroyed), update the player view 1117 * removed (most likely destroyed), update the player view
1144 * appropriately. 1118 * appropriately.
1145 */ 1119 */
1146 if (tmp->container==op) { 1120 if (tmp->container == this)
1121 {
1147 CLEAR_FLAG(op, FLAG_APPLIED); 1122 CLEAR_FLAG (this, FLAG_APPLIED);
1148 tmp->container=NULL; 1123 tmp->container = 0;
1124 }
1125
1126 tmp->contr->socket->floorbox_update ();
1149 } 1127 }
1150 tmp->contr->socket.update_look=1; 1128
1151 }
1152 /* See if player moving off should effect something */ 1129 /* See if player moving off should effect something */
1153 if (check_walk_off && ((op->move_type & tmp->move_off) && 1130 if (check_walk_off
1131 && ((move_type & tmp->move_off)
1154 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1132 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1155 1133 {
1156 move_apply(tmp, op, NULL); 1134 move_apply (tmp, this, 0);
1135
1157 if (was_destroyed (op, tag)) { 1136 if (destroyed ())
1158 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 ());
1159 "leaving object\n", &tmp->name, &tmp->arch->name);
1160 } 1138 }
1161 }
1162 1139
1163 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1140 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1164 1141
1165 if(tmp->above == tmp) 1142 if (tmp->above == tmp)
1166 tmp->above = NULL; 1143 tmp->above = 0;
1144
1167 last=tmp; 1145 last = tmp;
1168 } 1146 }
1147
1169 /* last == NULL of there are no objects on this space */ 1148 /* last == NULL of there are no objects on this space */
1170 if (last==NULL) { 1149 if (!last)
1150 {
1171 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1151 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1172 * 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
1173 * 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
1174 * be correct anyways. 1154 * be correct anyways.
1175 */ 1155 */
1176 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1156 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1177 update_position(op->map, op->x, op->y); 1157 update_position (map, x, y);
1178 } 1158 }
1179 else 1159 else
1180 update_object(last, UP_OBJ_REMOVE); 1160 update_object (last, UP_OBJ_REMOVE);
1181 1161
1182 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1162 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1183 update_all_los(op->map, op->x, op->y); 1163 update_all_los (map, x, y);
1184 1164 }
1185} 1165}
1186 1166
1187/* 1167/*
1188 * merge_ob(op,top): 1168 * merge_ob(op,top):
1189 * 1169 *
1190 * This function goes through all objects below and including top, and 1170 * This function goes through all objects below and including top, and
1191 * merges op to the first matching object. 1171 * merges op to the first matching object.
1192 * If top is NULL, it is calculated. 1172 * If top is NULL, it is calculated.
1193 * 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
1194 */ 1174 */
1195 1175object *
1196object *merge_ob(object *op, object *top) { 1176merge_ob (object *op, object *top)
1177{
1197 if(!op->nrof) 1178 if (!op->nrof)
1198 return 0; 1179 return 0;
1180
1199 if(top==NULL) 1181 if (top == NULL)
1200 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1182 for (top = op; top != NULL && top->above != NULL; top = top->above);
1183
1201 for(;top!=NULL;top=top->below) { 1184 for (; top != NULL; top = top->below)
1185 {
1202 if(top==op) 1186 if (top == op)
1203 continue; 1187 continue;
1204 if (CAN_MERGE(op,top)) 1188
1205 { 1189 if (object::can_merge (op, top))
1190 {
1206 top->nrof+=op->nrof; 1191 top->nrof += op->nrof;
1192
1207/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1193/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1208 op->weight = 0; /* Don't want any adjustements now */ 1194 op->weight = 0; /* Don't want any adjustements now */
1209 remove_ob(op); 1195 op->destroy ();
1210 free_object(op);
1211 return top; 1196 return top;
1212 } 1197 }
1213 } 1198 }
1199
1214 return NULL; 1200 return 0;
1215} 1201}
1216 1202
1217/* 1203/*
1218 * 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
1219 * job preparing multi-part monsters 1205 * job preparing multi-part monsters
1220 */ 1206 */
1207object *
1221object *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{
1222 object* tmp; 1210 object *tmp;
1211
1223 if (op->head) 1212 if (op->head)
1224 op=op->head; 1213 op = op->head;
1214
1225 for (tmp=op;tmp;tmp=tmp->more){ 1215 for (tmp = op; tmp; tmp = tmp->more)
1216 {
1226 tmp->x=x+tmp->arch->clone.x; 1217 tmp->x = x + tmp->arch->clone.x;
1227 tmp->y=y+tmp->arch->clone.y; 1218 tmp->y = y + tmp->arch->clone.y;
1228 } 1219 }
1220
1229 return insert_ob_in_map (op, m, originator, flag); 1221 return insert_ob_in_map (op, m, originator, flag);
1230} 1222}
1231 1223
1232/* 1224/*
1233 * insert_ob_in_map (op, map, originator, flag): 1225 * insert_ob_in_map (op, map, originator, flag):
1234 * This function inserts the object in the two-way linked list 1226 * This function inserts the object in the two-way linked list
1248 * new object if 'op' was merged with other object 1240 * new object if 'op' was merged with other object
1249 * NULL if 'op' was destroyed 1241 * NULL if 'op' was destroyed
1250 * just 'op' otherwise 1242 * just 'op' otherwise
1251 */ 1243 */
1252 1244
1245object *
1253object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1246insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1254{ 1247{
1255 object *tmp, *top, *floor=NULL; 1248 object *tmp, *top, *floor = NULL;
1256 sint16 x,y; 1249 sint16 x, y;
1257 1250
1258 if (QUERY_FLAG (op, FLAG_FREED)) { 1251 if (QUERY_FLAG (op, FLAG_FREED))
1252 {
1259 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))
1260 return NULL; 1503 return NULL;
1261 }
1262 if(m==NULL) {
1263 dump_object(op);
1264 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1265 return op;
1266 }
1267 if(out_of_map(m,op->x,op->y)) {
1268 dump_object(op);
1269 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1270#ifdef MANY_CORES
1271 /* Better to catch this here, as otherwise the next use of this object
1272 * is likely to cause a crash. Better to find out where it is getting
1273 * improperly inserted.
1274 */
1275 abort();
1276#endif
1277 return op;
1278 }
1279 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1280 dump_object(op);
1281 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1282 return op;
1283 }
1284 if(op->more!=NULL) {
1285 /* The part may be on a different map. */
1286 1504
1287 object *more = op->more;
1288
1289 /* We really need the caller to normalize coordinates - if
1290 * we set the map, that doesn't work if the location is within
1291 * a map and this is straddling an edge. So only if coordinate
1292 * is clear wrong do we normalize it.
1293 */
1294 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1295 more->map = get_map_from_coord(m, &more->x, &more->y);
1296 } else if (!more->map) {
1297 /* For backwards compatibility - when not dealing with tiled maps,
1298 * more->map should always point to the parent.
1299 */
1300 more->map = m;
1301 }
1302
1303 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1304 if ( ! op->head)
1305 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1306 return NULL;
1307 }
1308 }
1309 CLEAR_FLAG(op,FLAG_REMOVED);
1310
1311 /* Ideally, the caller figures this out. However, it complicates a lot
1312 * of areas of callers (eg, anything that uses find_free_spot would now
1313 * need extra work
1314 */
1315 op->map=get_map_from_coord(m, &op->x, &op->y);
1316 x = op->x;
1317 y = op->y;
1318
1319 /* this has to be done after we translate the coordinates.
1320 */
1321 if(op->nrof && !(flag & INS_NO_MERGE)) {
1322 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1323 if (CAN_MERGE(op,tmp)) {
1324 op->nrof+=tmp->nrof;
1325 remove_ob(tmp);
1326 free_object(tmp);
1327 }
1328 }
1329
1330 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1331 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1332 if (!QUERY_FLAG(op, FLAG_ALIVE))
1333 CLEAR_FLAG(op, FLAG_NO_STEAL);
1334
1335 if (flag & INS_BELOW_ORIGINATOR) {
1336 if (originator->map != op->map || originator->x != op->x ||
1337 originator->y != op->y) {
1338 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1339 abort();
1340 }
1341 op->above = originator;
1342 op->below = originator->below;
1343 if (op->below) op->below->above = op;
1344 else SET_MAP_OB(op->map, op->x, op->y, op);
1345 /* since *below* originator, no need to update top */
1346 originator->below = op;
1347 } else {
1348 /* If there are other objects, then */
1349 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1350 object *last=NULL;
1351 /*
1352 * If there are multiple objects on this space, we do some trickier handling.
1353 * We've already dealt with merging if appropriate.
1354 * Generally, we want to put the new object on top. But if
1355 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1356 * floor, we want to insert above that and no further.
1357 * Also, if there are spell objects on this space, we stop processing
1358 * once we get to them. This reduces the need to traverse over all of
1359 * them when adding another one - this saves quite a bit of cpu time
1360 * when lots of spells are cast in one area. Currently, it is presumed
1361 * that flying non pickable objects are spell objects.
1362 */
1363
1364 while (top != NULL) {
1365 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1366 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1367 if (QUERY_FLAG(top, FLAG_NO_PICK)
1368 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1369 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1370 {
1371 /* We insert above top, so we want this object below this */
1372 top=top->below;
1373 break;
1374 }
1375 last = top;
1376 top = top->above;
1377 }
1378 /* Don't want top to be NULL, so set it to the last valid object */
1379 top = last;
1380
1381 /* We let update_position deal with figuring out what the space
1382 * looks like instead of lots of conditions here.
1383 * makes things faster, and effectively the same result.
1384 */
1385
1386 /* Have object 'fall below' other objects that block view.
1387 * Unless those objects are exits, type 66
1388 * If INS_ON_TOP is used, don't do this processing
1389 * Need to find the object that in fact blocks view, otherwise
1390 * stacking is a bit odd.
1391 */
1392 if (!(flag & INS_ON_TOP) &&
1393 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1394 (op->face && !op->face->visibility)) {
1395 for (last=top; last != floor; last=last->below)
1396 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1397 /* Check to see if we found the object that blocks view,
1398 * and make sure we have a below pointer for it so that
1399 * we can get inserted below this one, which requires we
1400 * set top to the object below us.
1401 */
1402 if (last && last->below && last != floor) top=last->below;
1403 }
1404 } /* If objects on this space */
1405 if (flag & INS_MAP_LOAD)
1406 top = GET_MAP_TOP(op->map,op->x,op->y);
1407 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1408
1409 /* Top is the object that our object (op) is going to get inserted above.
1410 */
1411
1412 /* First object on this space */
1413 if (!top) {
1414 op->above = GET_MAP_OB(op->map, op->x, op->y);
1415 if (op->above) op->above->below = op;
1416 op->below = NULL;
1417 SET_MAP_OB(op->map, op->x, op->y, op);
1418 } else { /* get inserted into the stack above top */
1419 op->above = top->above;
1420 if (op->above) op->above->below = op;
1421 op->below = top;
1422 top->above = op;
1423 }
1424 if (op->above==NULL)
1425 SET_MAP_TOP(op->map,op->x, op->y, op);
1426 } /* else not INS_BELOW_ORIGINATOR */
1427
1428 if(op->type==PLAYER)
1429 op->contr->do_los=1;
1430
1431 /* If we have a floor, we know the player, if any, will be above
1432 * it, so save a few ticks and start from there.
1433 */
1434 if (!(flag & INS_MAP_LOAD))
1435 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1436 if (tmp->type == PLAYER)
1437 tmp->contr->socket.update_look=1;
1438 }
1439
1440 /* If this object glows, it may affect lighting conditions that are
1441 * visible to others on this map. But update_all_los is really
1442 * an inefficient way to do this, as it means los for all players
1443 * on the map will get recalculated. The players could very well
1444 * be far away from this change and not affected in any way -
1445 * this should get redone to only look for players within range,
1446 * or just updating the P_NEED_UPDATE for spaces within this area
1447 * of effect may be sufficient.
1448 */
1449 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1450 update_all_los(op->map, op->x, op->y);
1451
1452
1453 /* updates flags (blocked, alive, no magic, etc) for this map space */
1454 update_object(op,UP_OBJ_INSERT);
1455
1456
1457 /* Don't know if moving this to the end will break anything. However,
1458 * we want to have update_look set above before calling this.
1459 *
1460 * check_move_on() must be after this because code called from
1461 * check_move_on() depends on correct map flags (so functions like
1462 * blocked() and wall() work properly), and these flags are updated by
1463 * update_object().
1464 */
1465
1466 /* if this is not the head or flag has been passed, don't check walk on status */
1467
1468 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1469 if (check_move_on(op, originator))
1470 return NULL;
1471
1472 /* 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
1473 * walk on's. 1506 * walk on's.
1474 */ 1507 */
1475 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1508 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1476 if (check_move_on (tmp, originator)) 1509 if (check_move_on (tmp, originator))
1477 return NULL; 1510 return NULL;
1478 } 1511 }
1512
1479 return op; 1513 return op;
1480} 1514}
1481 1515
1482/* this function inserts an object in the map, but if it 1516/* this function inserts an object in the map, but if it
1483 * 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.
1484 * 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.
1485 */ 1519 */
1520void
1486void replace_insert_ob_in_map(const char *arch_string, object *op) { 1521replace_insert_ob_in_map (const char *arch_string, object *op)
1522{
1487 object *tmp; 1523 object *
1488 object *tmp1; 1524 tmp;
1525 object *
1526 tmp1;
1489 1527
1490 /* first search for itself and remove any old instances */ 1528 /* first search for itself and remove any old instances */
1491 1529
1492 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)
1493 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1531 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1494 remove_ob(tmp); 1532 tmp->destroy ();
1495 free_object(tmp);
1496 }
1497 }
1498 1533
1499 tmp1=arch_to_object(find_archetype(arch_string)); 1534 tmp1 = arch_to_object (archetype::find (arch_string));
1500 1535
1501 1536 tmp1->x = op->x;
1502 tmp1->x = op->x; tmp1->y = op->y; 1537 tmp1->y = op->y;
1503 insert_ob_in_map(tmp1,op->map,op,0); 1538 insert_ob_in_map (tmp1, op->map, op, 0);
1504} 1539}
1505 1540
1506/* 1541/*
1507 * 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
1508 * is returned contains nr objects, and the remaining parts contains 1543 * is returned contains nr objects, and the remaining parts contains
1509 * 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).
1510 * On failure, NULL is returned, and the reason put into the 1545 * On failure, NULL is returned, and the reason put into the
1511 * global static errmsg array. 1546 * global static errmsg array.
1512 */ 1547 */
1513 1548
1549object *
1514object *get_split_ob(object *orig_ob, uint32 nr) { 1550get_split_ob (object *orig_ob, uint32 nr)
1551{
1515 object *newob; 1552 object *newob;
1516 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1553 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1517 1554
1518 if(orig_ob->nrof<nr) { 1555 if (orig_ob->nrof < nr)
1519 sprintf(errmsg,"There are only %d %ss.", 1556 {
1520 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);
1521 return NULL; 1558 return NULL;
1522 } 1559 }
1560
1523 newob = object_create_clone(orig_ob); 1561 newob = object_create_clone (orig_ob);
1562
1524 if((orig_ob->nrof-=nr)<1) { 1563 if ((orig_ob->nrof -= nr) < 1)
1525 if ( ! is_removed) 1564 orig_ob->destroy (1);
1526 remove_ob(orig_ob);
1527 free_object2(orig_ob, 1);
1528 }
1529 else if ( ! is_removed) { 1565 else if (!is_removed)
1566 {
1530 if(orig_ob->env!=NULL) 1567 if (orig_ob->env != NULL)
1531 sub_weight (orig_ob->env,orig_ob->weight*nr); 1568 sub_weight (orig_ob->env, orig_ob->weight * nr);
1532 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 {
1533 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.");
1534 LOG(llevDebug,
1535 "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");
1536 return NULL; 1573 return NULL;
1537 } 1574 }
1538 } 1575 }
1576
1539 newob->nrof=nr; 1577 newob->nrof = nr;
1540 1578
1541 return newob; 1579 return newob;
1542} 1580}
1543 1581
1544/* 1582/*
1545 * decrease_ob_nr(object, number) decreases a specified number from 1583 * decrease_ob_nr(object, number) decreases a specified number from
1546 * 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
1547 * is subsequently removed and freed. 1585 * is subsequently removed and freed.
1548 * 1586 *
1549 * 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
1550 */ 1588 */
1551 1589
1590object *
1552object *decrease_ob_nr (object *op, uint32 i) 1591decrease_ob_nr (object *op, uint32 i)
1553{ 1592{
1554 object *tmp; 1593 object *tmp;
1555 player *pl; 1594 player *pl;
1556 1595
1557 if (i == 0) /* objects with op->nrof require this check */ 1596 if (i == 0) /* objects with op->nrof require this check */
1558 return op; 1597 return op;
1559 1598
1560 if (i > op->nrof) 1599 if (i > op->nrof)
1561 i = op->nrof; 1600 i = op->nrof;
1562 1601
1563 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 }
1564 { 1640 }
1641 else
1642 {
1643 object *above = op->above;
1644
1645 if (i < op->nrof)
1565 op->nrof -= i; 1646 op->nrof -= i;
1566 } 1647 else
1567 else if (op->env != NULL)
1568 {
1569 /* is this object in the players inventory, or sub container
1570 * therein?
1571 */
1572 tmp = is_player_inv (op->env);
1573 /* nope. Is this a container the player has opened?
1574 * If so, set tmp to that player.
1575 * IMO, searching through all the players will mostly
1576 * likely be quicker than following op->env to the map,
1577 * and then searching the map for a player.
1578 */
1579 if (!tmp) {
1580 for (pl=first_player; pl; pl=pl->next)
1581 if (pl->ob->container == op->env) break;
1582 if (pl) tmp=pl->ob;
1583 else tmp=NULL;
1584 } 1648 {
1585
1586 if (i < op->nrof) {
1587 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i;
1589 if (tmp) {
1590 esrv_send_item(tmp, op);
1591 }
1592 } else {
1593 remove_ob (op); 1649 op->remove ();
1594 op->nrof = 0; 1650 op->nrof = 0;
1595 if (tmp) {
1596 esrv_del_item(tmp->contr, op->count);
1597 } 1651 }
1598 }
1599 }
1600 else
1601 {
1602 object *above = op->above;
1603 1652
1604 if (i < op->nrof) {
1605 op->nrof -= i;
1606 } else {
1607 remove_ob (op);
1608 op->nrof = 0;
1609 }
1610 /* Since we just removed op, op->above is null */ 1653 /* Since we just removed op, op->above is null */
1611 for (tmp = above; tmp != NULL; tmp = tmp->above) 1654 for (tmp = above; tmp; tmp = tmp->above)
1612 if (tmp->type == PLAYER) { 1655 if (tmp->type == PLAYER)
1656 {
1613 if (op->nrof) 1657 if (op->nrof)
1614 esrv_send_item(tmp, op); 1658 esrv_send_item (tmp, op);
1615 else 1659 else
1616 esrv_del_item(tmp->contr, op->count); 1660 esrv_del_item (tmp->contr, op->count);
1617 } 1661 }
1618 } 1662 }
1619 1663
1620 if (op->nrof) { 1664 if (op->nrof)
1621 return op; 1665 return op;
1622 } else { 1666 else
1623 free_object (op); 1667 {
1668 op->destroy ();
1624 return NULL; 1669 return 0;
1625 } 1670 }
1626} 1671}
1627 1672
1628/* 1673/*
1629 * add_weight(object, weight) adds the specified weight to an object, 1674 * add_weight(object, weight) adds the specified weight to an object,
1630 * and also updates how much the environment(s) is/are carrying. 1675 * and also updates how much the environment(s) is/are carrying.
1631 */ 1676 */
1632 1677
1678void
1633void add_weight (object *op, signed long weight) { 1679add_weight (object *op, signed long weight)
1680{
1634 while (op!=NULL) { 1681 while (op != NULL)
1682 {
1635 if (op->type == CONTAINER) { 1683 if (op->type == CONTAINER)
1636 weight=(signed long)(weight*(100-op->stats.Str)/100); 1684 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1637 } 1685
1638 op->carrying+=weight; 1686 op->carrying += weight;
1639 op=op->env; 1687 op = op->env;
1640 } 1688 }
1641} 1689}
1642 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
1643/* 1711/*
1644 * insert_ob_in_ob(op,environment): 1712 * env->insert (op)
1645 * This function inserts the object op in the linked list 1713 * This function inserts the object op in the linked list
1646 * inside the object environment. 1714 * inside the object environment.
1647 * 1715 *
1648 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1649 * the inventory at the last position or next to other objects of the same
1650 * type.
1651 * Frank: Now sorted by type, archetype and magic!
1652 *
1653 * 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
1654 * be != op, if items are merged. -Tero 1717 * be != op, if items are merged. -Tero
1655 */ 1718 */
1656 1719
1657object *insert_ob_in_ob(object *op,object *where) { 1720object *
1721object::insert (object *op)
1722{
1658 object *tmp, *otmp; 1723 object *tmp, *otmp;
1659 1724
1660 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1725 if (!QUERY_FLAG (op, FLAG_REMOVED))
1661 dump_object(op); 1726 op->remove ();
1662 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1727
1663 return op;
1664 }
1665 if(where==NULL) {
1666 dump_object(op);
1667 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1668 return op;
1669 }
1670 if (where->head) {
1671 LOG(llevDebug,
1672 "Warning: Tried to insert object wrong part of multipart object.\n");
1673 where = where->head;
1674 }
1675 if (op->more) { 1728 if (op->more)
1729 {
1676 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);
1677 &op->name, op->count);
1678 return op; 1731 return op;
1679 } 1732 }
1733
1680 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1734 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1681 CLEAR_FLAG(op, FLAG_REMOVED); 1735 CLEAR_FLAG (op, FLAG_REMOVED);
1682 if(op->nrof) { 1736 if (op->nrof)
1737 {
1683 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1738 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1684 if ( CAN_MERGE(tmp,op) ) { 1739 if (object::can_merge (tmp, op))
1740 {
1685 /* return the original object and remove inserted object 1741 /* return the original object and remove inserted object
1686 (client needs the original object) */ 1742 (client needs the original object) */
1687 tmp->nrof += op->nrof; 1743 tmp->nrof += op->nrof;
1688 /* Weight handling gets pretty funky. Since we are adding to 1744 /* Weight handling gets pretty funky. Since we are adding to
1689 * tmp->nrof, we need to increase the weight. 1745 * tmp->nrof, we need to increase the weight.
1690 */ 1746 */
1691 add_weight (where, op->weight*op->nrof); 1747 add_weight (this, op->weight * op->nrof);
1692 SET_FLAG(op, FLAG_REMOVED); 1748 SET_FLAG (op, FLAG_REMOVED);
1693 free_object(op); /* free the inserted object */ 1749 op->destroy (); /* free the inserted object */
1694 op = tmp; 1750 op = tmp;
1695 remove_ob (op); /* and fix old object's links */ 1751 op->remove (); /* and fix old object's links */
1696 CLEAR_FLAG(op, FLAG_REMOVED); 1752 CLEAR_FLAG (op, FLAG_REMOVED);
1697 break; 1753 break;
1698 } 1754 }
1699 1755
1700 /* I assume combined objects have no inventory 1756 /* I assume combined objects have no inventory
1701 * We add the weight - this object could have just been removed 1757 * We add the weight - this object could have just been removed
1702 * (if it was possible to merge). calling remove_ob will subtract 1758 * (if it was possible to merge). calling remove_ob will subtract
1703 * 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
1704 * the linking below 1760 * the linking below
1705 */ 1761 */
1706 add_weight (where, op->weight*op->nrof); 1762 add_weight (this, op->weight * op->nrof);
1763 }
1707 } else 1764 else
1708 add_weight (where, (op->weight+op->carrying)); 1765 add_weight (this, (op->weight + op->carrying));
1709 1766
1710 otmp=is_player_inv(where); 1767 otmp = this->in_player ();
1711 if (otmp&&otmp->contr!=NULL) { 1768 if (otmp && otmp->contr)
1712 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1769 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1713 fix_player(otmp); 1770 fix_player (otmp);
1714 }
1715 1771
1716 op->map=NULL; 1772 op->map = 0;
1717 op->env=where; 1773 op->env = this;
1718 op->above=NULL; 1774 op->above = 0;
1719 op->below=NULL; 1775 op->below = 0;
1720 op->x=0,op->y=0; 1776 op->x = 0, op->y = 0;
1721 1777
1722 /* 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 */
1723 if((op->glow_radius!=0)&&where->map) 1779 if ((op->glow_radius != 0) && map)
1724 { 1780 {
1725#ifdef DEBUG_LIGHTS 1781#ifdef DEBUG_LIGHTS
1726 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);
1727 op->name);
1728#endif /* DEBUG_LIGHTS */ 1783#endif /* DEBUG_LIGHTS */
1729 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);
1730 } 1786 }
1731 1787
1732 /* 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.
1733 * It sure simplifies this function... 1789 * It sure simplifies this function...
1734 */ 1790 */
1735 if (where->inv==NULL) 1791 if (!inv)
1736 where->inv=op; 1792 inv = op;
1737 else { 1793 else
1794 {
1738 op->below = where->inv; 1795 op->below = inv;
1739 op->below->above = op; 1796 op->below->above = op;
1740 where->inv = op; 1797 inv = op;
1741 } 1798 }
1799
1742 return op; 1800 return op;
1743} 1801}
1744 1802
1745/* 1803/*
1746 * Checks if any objects has a move_type that matches objects 1804 * Checks if any objects has a move_type that matches objects
1761 * 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
1762 * 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
1763 * on top. 1821 * on top.
1764 */ 1822 */
1765 1823
1824int
1766int check_move_on (object *op, object *originator) 1825check_move_on (object *op, object *originator)
1767{ 1826{
1768 object *tmp; 1827 object *tmp;
1769 tag_t tag;
1770 mapstruct *m=op->map; 1828 maptile *m = op->map;
1771 int x=op->x, y=op->y; 1829 int x = op->x, y = op->y;
1830
1772 MoveType move_on, move_slow, move_block; 1831 MoveType move_on, move_slow, move_block;
1773 1832
1774 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1833 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1775 return 0; 1834 return 0;
1776 1835
1777 tag = op->count;
1778
1779 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);
1780 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);
1781 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);
1782 1839
1783 /* 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,
1784 * 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
1785 * 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
1786 * as walking. 1843 * as walking.
1787 */ 1844 */
1788 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))
1789 return 0; 1846 return 0;
1790 1847
1791 /* This is basically inverse logic of that below - basically, 1848 /* This is basically inverse logic of that below - basically,
1792 * 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,
1793 * 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
1794 * blocked. Logic on this seems confusing, but does seem correct. 1851 * blocked. Logic on this seems confusing, but does seem correct.
1795 */ 1852 */
1796 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)
1797 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1854 return 0;
1798 1855
1799 /* The objects have to be checked from top to bottom. 1856 /* The objects have to be checked from top to bottom.
1800 * Hence, we first go to the top: 1857 * Hence, we first go to the top:
1801 */ 1858 */
1802 1859
1803 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)
1804 tmp->above!=NULL; tmp=tmp->above) { 1861 {
1805 /* Trim the search when we find the first other spell effect 1862 /* Trim the search when we find the first other spell effect
1806 * 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,
1807 * we don't need to check all of them. 1864 * we don't need to check all of them.
1808 */ 1865 */
1809 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)
1810 } 1871 {
1811 for(;tmp!=NULL; tmp=tmp->below) { 1872 if (tmp == op)
1812 if (tmp == op) continue; /* Can't apply yourself */ 1873 continue; /* Can't apply yourself */
1813 1874
1814 /* 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.
1815 * Second check makes sure that the movement types not being slowed 1876 * Second check makes sure that the movement types not being slowed
1816 * (~slow_move) is not blocked on this space - just because the 1877 * (~slow_move) is not blocked on this space - just because the
1817 * 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
1818 * 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.
1819 */ 1880 */
1820 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1881 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1882 {
1821 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1883 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1822 ((op->move_type & tmp->move_slow) &&
1823 (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 {
1824 1886
1825 float diff; 1887 float
1826
1827 diff = tmp->move_slow_penalty*FABS(op->speed); 1888 diff = tmp->move_slow_penalty * FABS (op->speed);
1889
1828 if (op->type == PLAYER) { 1890 if (op->type == PLAYER)
1829 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)) ||
1830 (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)))
1831 diff /= 4.0; 1893 diff /= 4.0;
1832 } 1894
1833 }
1834 op->speed_left -= diff; 1895 op->speed_left -= diff;
1835 } 1896 }
1836 } 1897 }
1837 1898
1838 /* Basically same logic as above, except now for actual apply. */ 1899 /* Basically same logic as above, except now for actual apply. */
1839 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1900 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1840 ((op->move_type & tmp->move_on) &&
1841 (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))
1842 1902 {
1843 move_apply(tmp, op, originator); 1903 move_apply (tmp, op, originator);
1904
1844 if (was_destroyed (op, tag)) 1905 if (op->destroyed ())
1845 return 1; 1906 return 1;
1846 1907
1847 /* what the person/creature stepped onto has moved the object 1908 /* what the person/creature stepped onto has moved the object
1848 * someplace new. Don't process any further - if we did, 1909 * someplace new. Don't process any further - if we did,
1849 * have a feeling strange problems would result. 1910 * have a feeling strange problems would result.
1850 */ 1911 */
1851 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;
1852 } 1914 }
1853 } 1915 }
1916
1854 return 0; 1917 return 0;
1855} 1918}
1856 1919
1857/* 1920/*
1858 * present_arch(arch, map, x, y) searches for any objects with 1921 * present_arch(arch, map, x, y) searches for any objects with
1859 * a matching archetype at the given map and coordinates. 1922 * a matching archetype at the given map and coordinates.
1860 * The first matching object is returned, or NULL if none. 1923 * The first matching object is returned, or NULL if none.
1861 */ 1924 */
1862 1925
1926object *
1863object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1927present_arch (const archetype *at, maptile *m, int x, int y)
1928{
1864 object *tmp; 1929 object *
1930 tmp;
1931
1865 if(m==NULL || out_of_map(m,x,y)) { 1932 if (m == NULL || out_of_map (m, x, y))
1933 {
1866 LOG(llevError,"Present_arch called outside map.\n"); 1934 LOG (llevError, "Present_arch called outside map.\n");
1867 return NULL; 1935 return NULL;
1868 } 1936 }
1869 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)
1870 if(tmp->arch == at) 1938 if (tmp->arch == at)
1871 return tmp; 1939 return tmp;
1872 return NULL; 1940 return NULL;
1873} 1941}
1874 1942
1875/* 1943/*
1876 * present(type, map, x, y) searches for any objects with 1944 * present(type, map, x, y) searches for any objects with
1877 * a matching type variable at the given map and coordinates. 1945 * a matching type variable at the given map and coordinates.
1878 * The first matching object is returned, or NULL if none. 1946 * The first matching object is returned, or NULL if none.
1879 */ 1947 */
1880 1948
1949object *
1881object *present(unsigned char type,mapstruct *m, int x,int y) { 1950present (unsigned char type, maptile *m, int x, int y)
1951{
1882 object *tmp; 1952 object *
1953 tmp;
1954
1883 if(out_of_map(m,x,y)) { 1955 if (out_of_map (m, x, y))
1956 {
1884 LOG(llevError,"Present called outside map.\n"); 1957 LOG (llevError, "Present called outside map.\n");
1885 return NULL; 1958 return NULL;
1886 } 1959 }
1887 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)
1888 if(tmp->type==type) 1961 if (tmp->type == type)
1889 return tmp; 1962 return tmp;
1890 return NULL; 1963 return NULL;
1891} 1964}
1892 1965
1893/* 1966/*
1894 * present_in_ob(type, object) searches for any objects with 1967 * present_in_ob(type, object) searches for any objects with
1895 * a matching type variable in the inventory of the given object. 1968 * a matching type variable in the inventory of the given object.
1896 * The first matching object is returned, or NULL if none. 1969 * The first matching object is returned, or NULL if none.
1897 */ 1970 */
1898 1971
1972object *
1899object *present_in_ob(unsigned char type, const object *op) { 1973present_in_ob (unsigned char type, const object *op)
1974{
1900 object *tmp; 1975 object *
1976 tmp;
1977
1901 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1978 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1902 if(tmp->type==type) 1979 if (tmp->type == type)
1903 return tmp; 1980 return tmp;
1904 return NULL; 1981 return NULL;
1905} 1982}
1906 1983
1907/* 1984/*
1917 * 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
1918 * 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
1919 * to be unique. 1996 * to be unique.
1920 */ 1997 */
1921 1998
1999object *
1922object *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{
1923 object *tmp; 2002 object *
2003 tmp;
1924 2004
1925 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2005 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2006 {
1926 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2007 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1927 return tmp; 2008 return tmp;
1928 } 2009 }
1929 return NULL; 2010 return NULL;
1930} 2011}
1931 2012
1932/* 2013/*
1933 * present_arch_in_ob(archetype, object) searches for any objects with 2014 * present_arch_in_ob(archetype, object) searches for any objects with
1934 * a matching archetype in the inventory of the given object. 2015 * a matching archetype in the inventory of the given object.
1935 * The first matching object is returned, or NULL if none. 2016 * The first matching object is returned, or NULL if none.
1936 */ 2017 */
1937 2018
2019object *
1938object *present_arch_in_ob(const archetype *at, const object *op) { 2020present_arch_in_ob (const archetype *at, const object *op)
2021{
1939 object *tmp; 2022 object *
2023 tmp;
2024
1940 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2025 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1941 if( tmp->arch == at) 2026 if (tmp->arch == at)
1942 return tmp; 2027 return tmp;
1943 return NULL; 2028 return NULL;
1944} 2029}
1945 2030
1946/* 2031/*
1947 * activate recursively a flag on an object inventory 2032 * activate recursively a flag on an object inventory
1948 */ 2033 */
2034void
1949void flag_inv(object*op, int flag){ 2035flag_inv (object *op, int flag)
2036{
1950 object *tmp; 2037 object *
2038 tmp;
2039
1951 if(op->inv) 2040 if (op->inv)
1952 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2041 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2042 {
1953 SET_FLAG(tmp, flag); 2043 SET_FLAG (tmp, flag);
1954 flag_inv(tmp,flag); 2044 flag_inv (tmp, flag);
1955 } 2045 }
1956}/* 2046} /*
1957 * desactivate recursively a flag on an object inventory 2047 * desactivate recursively a flag on an object inventory
1958 */ 2048 */
2049void
1959void unflag_inv(object*op, int flag){ 2050unflag_inv (object *op, int flag)
2051{
1960 object *tmp; 2052 object *
2053 tmp;
2054
1961 if(op->inv) 2055 if (op->inv)
1962 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2057 {
1963 CLEAR_FLAG(tmp, flag); 2058 CLEAR_FLAG (tmp, flag);
1964 unflag_inv(tmp,flag); 2059 unflag_inv (tmp, flag);
1965 } 2060 }
1966} 2061}
1967 2062
1968/* 2063/*
1969 * 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
1970 * all it's inventory (recursively). 2065 * all it's inventory (recursively).
1971 * 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
1972 * 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.
1973 */ 2068 */
1974 2069
2070void
1975void set_cheat(object *op) { 2071set_cheat (object *op)
2072{
1976 SET_FLAG(op, FLAG_WAS_WIZ); 2073 SET_FLAG (op, FLAG_WAS_WIZ);
1977 flag_inv(op, FLAG_WAS_WIZ); 2074 flag_inv (op, FLAG_WAS_WIZ);
1978} 2075}
1979 2076
1980/* 2077/*
1981 * 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
1982 * 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
1997 * 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
1998 * 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
1999 * customized, changed states, etc. 2096 * customized, changed states, etc.
2000 */ 2097 */
2001 2098
2099int
2002int 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,
2003 int i,index=0, flag; 2104 index = 0, flag;
2105 static int
2004 static int altern[SIZEOFFREE]; 2106 altern[SIZEOFFREE];
2005 2107
2006 for(i=start;i<stop;i++) { 2108 for (i = start; i < stop; i++)
2109 {
2007 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]);
2008 if(!flag) 2111 if (!flag)
2009 altern[index++]=i; 2112 altern[index++] = i;
2010 2113
2011 /* 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.
2012 * 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.
2013 * 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 -
2014 * 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
2015 * 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
2016 * to only the spaces immediately surrounding the target area, and 2119 * to only the spaces immediately surrounding the target area, and
2017 * won't look 2 spaces south of the target space. 2120 * won't look 2 spaces south of the target space.
2018 */ 2121 */
2019 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2122 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2020 stop=maxfree[i]; 2123 stop = maxfree[i];
2021 } 2124 }
2022 if(!index) return -1; 2125
2126 if (!index)
2127 return -1;
2128
2023 return altern[RANDOM()%index]; 2129 return altern[RANDOM () % index];
2024} 2130}
2025 2131
2026/* 2132/*
2027 * find_first_free_spot(archetype, mapstruct, x, y) works like 2133 * find_first_free_spot(archetype, maptile, x, y) works like
2028 * find_free_spot(), but it will search max number of squares. 2134 * find_free_spot(), but it will search max number of squares.
2029 * 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.
2030 * 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.
2031 */ 2137 */
2032 2138
2139int
2033int 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
2034 int i; 2143 i;
2144
2035 for(i=0;i<SIZEOFFREE;i++) { 2145 for (i = 0; i < SIZEOFFREE; i++)
2146 {
2036 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]))
2037 return i; 2148 return i;
2038 } 2149 }
2039 return -1; 2150 return -1;
2040} 2151}
2041 2152
2042/* 2153/*
2043 * The function permute(arr, begin, end) randomly reorders the array 2154 * The function permute(arr, begin, end) randomly reorders the array
2044 * arr[begin..end-1]. 2155 * arr[begin..end-1].
2045 */ 2156 */
2157static void
2046static void permute(int *arr, int begin, int end) 2158permute (int *arr, int begin, int end)
2047{ 2159{
2048 int i, j, tmp, len; 2160 int
2161 i,
2162 j,
2163 tmp,
2164 len;
2049 2165
2050 len = end-begin; 2166 len = end - begin;
2051 for(i = begin; i < end; i++) 2167 for (i = begin; i < end; i++)
2052 { 2168 {
2053 j = begin+RANDOM()%len; 2169 j = begin + RANDOM () % len;
2054 2170
2055 tmp = arr[i]; 2171 tmp = arr[i];
2056 arr[i] = arr[j]; 2172 arr[i] = arr[j];
2057 arr[j] = tmp; 2173 arr[j] = tmp;
2058 } 2174 }
2059} 2175}
2060 2176
2061/* new function to make monster searching more efficient, and effective! 2177/* new function to make monster searching more efficient, and effective!
2062 * This basically returns a randomized array (in the passed pointer) of 2178 * This basically returns a randomized array (in the passed pointer) of
2063 * 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
2064 * 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
2065 * 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
2066 * 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.
2067 */ 2183 */
2184void
2068void get_search_arr(int *search_arr) 2185get_search_arr (int *search_arr)
2069{ 2186{
2187 int
2070 int i; 2188 i;
2071 2189
2072 for(i = 0; i < SIZEOFFREE; i++) 2190 for (i = 0; i < SIZEOFFREE; i++)
2073 { 2191 {
2074 search_arr[i] = i; 2192 search_arr[i] = i;
2075 } 2193 }
2076 2194
2077 permute(search_arr, 1, SIZEOFFREE1+1); 2195 permute (search_arr, 1, SIZEOFFREE1 + 1);
2078 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2196 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2079 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2197 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2080} 2198}
2081 2199
2082/* 2200/*
2083 * 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
2084 * given map at the given coordinates for live objects. 2202 * given map at the given coordinates for live objects.
2090 * 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
2091 * 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
2092 * there is capable of. 2210 * there is capable of.
2093 */ 2211 */
2094 2212
2213int
2095int 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,
2096 int i,max=SIZEOFFREE, mflags; 2218 max = SIZEOFFREE, mflags;
2219
2097 sint16 nx, ny; 2220 sint16 nx, ny;
2098 object *tmp; 2221 object *
2099 mapstruct *mp; 2222 tmp;
2223 maptile *
2224 mp;
2225
2100 MoveType blocked, move_type; 2226 MoveType blocked, move_type;
2101 2227
2102 if (exclude && exclude->head) { 2228 if (exclude && exclude->head)
2229 {
2103 exclude = exclude->head; 2230 exclude = exclude->head;
2104 move_type = exclude->move_type; 2231 move_type = exclude->move_type;
2105 } else { 2232 }
2233 else
2234 {
2106 /* 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. */
2107 move_type=MOVE_ALL; 2236 move_type = MOVE_ALL;
2237 }
2238
2239 for (i = 1; i < max; i++)
2108 } 2240 {
2109
2110 for(i=1;i<max;i++) {
2111 mp = m; 2241 mp = m;
2112 nx = x + freearr_x[i]; 2242 nx = x + freearr_x[i];
2113 ny = y + freearr_y[i]; 2243 ny = y + freearr_y[i];
2114 2244
2115 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2245 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2116 if (mflags & P_OUT_OF_MAP) { 2246 if (mflags & P_OUT_OF_MAP)
2247 {
2117 max = maxfree[i]; 2248 max = maxfree[i];
2249 }
2118 } else { 2250 else
2251 {
2119 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2252 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2120 2253
2121 if ((move_type & blocked) == move_type) { 2254 if ((move_type & blocked) == move_type)
2255 {
2122 max=maxfree[i]; 2256 max = maxfree[i];
2257 }
2123 } else if (mflags & P_IS_ALIVE) { 2258 else if (mflags & P_IS_ALIVE)
2259 {
2124 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)
2125 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2261 {
2126 (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 {
2127 break; 2264 break;
2128 } 2265 }
2129 } 2266 }
2130 if(tmp) { 2267 if (tmp)
2268 {
2131 return freedir[i]; 2269 return freedir[i];
2132 } 2270 }
2133 } 2271 }
2134 } 2272 }
2135 } 2273 }
2136 return 0; 2274 return 0;
2137} 2275}
2138 2276
2139/* 2277/*
2140 * distance(object 1, object 2) will return the square of the 2278 * distance(object 1, object 2) will return the square of the
2141 * distance between the two given objects. 2279 * distance between the two given objects.
2142 */ 2280 */
2143 2281
2282int
2144int distance(const object *ob1, const object *ob2) { 2283distance (const object *ob1, const object *ob2)
2284{
2145 int i; 2285 int
2146 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2286 i;
2147 (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);
2148 return i; 2289 return i;
2149} 2290}
2150 2291
2151/* 2292/*
2152 * 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
2153 * 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
2154 * object, needs to travel toward it. 2295 * object, needs to travel toward it.
2155 */ 2296 */
2156 2297
2298int
2157int find_dir_2(int x, int y) { 2299find_dir_2 (int x, int y)
2300{
2158 int q; 2301 int
2302 q;
2159 2303
2160 if(y) 2304 if (y)
2161 q=x*100/y; 2305 q = x * 100 / y;
2162 else if (x) 2306 else if (x)
2163 q= -300*x; 2307 q = -300 * x;
2164 else 2308 else
2165 return 0; 2309 return 0;
2166 2310
2167 if(y>0) { 2311 if (y > 0)
2312 {
2168 if(q < -242) 2313 if (q < -242)
2169 return 3 ; 2314 return 3;
2170 if (q < -41) 2315 if (q < -41)
2171 return 2 ; 2316 return 2;
2172 if (q < 41) 2317 if (q < 41)
2173 return 1 ; 2318 return 1;
2174 if (q < 242) 2319 if (q < 242)
2175 return 8 ; 2320 return 8;
2176 return 7 ; 2321 return 7;
2177 } 2322 }
2178 2323
2179 if (q < -242) 2324 if (q < -242)
2180 return 7 ; 2325 return 7;
2181 if (q < -41) 2326 if (q < -41)
2182 return 6 ; 2327 return 6;
2183 if (q < 41) 2328 if (q < 41)
2184 return 5 ; 2329 return 5;
2185 if (q < 242) 2330 if (q < 242)
2186 return 4 ; 2331 return 4;
2187 2332
2188 return 3 ; 2333 return 3;
2189} 2334}
2190 2335
2191/* 2336/*
2192 * absdir(int): Returns a number between 1 and 8, which represent 2337 * absdir(int): Returns a number between 1 and 8, which represent
2193 * the "absolute" direction of a number (it actually takes care of 2338 * the "absolute" direction of a number (it actually takes care of
2194 * "overflow" in previous calculations of a direction). 2339 * "overflow" in previous calculations of a direction).
2195 */ 2340 */
2196 2341
2342int
2197int absdir(int d) { 2343absdir (int d)
2198 while(d<1) d+=8; 2344{
2199 while(d>8) d-=8; 2345 while (d < 1)
2346 d += 8;
2347 while (d > 8)
2348 d -= 8;
2200 return d; 2349 return d;
2201} 2350}
2202 2351
2203/* 2352/*
2204 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2353 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2205 * between two directions (which are expected to be absolute (see absdir()) 2354 * between two directions (which are expected to be absolute (see absdir())
2206 */ 2355 */
2207 2356
2357int
2208int dirdiff(int dir1, int dir2) { 2358dirdiff (int dir1, int dir2)
2359{
2209 int d; 2360 int
2361 d;
2362
2210 d = abs(dir1 - dir2); 2363 d = abs (dir1 - dir2);
2211 if(d>4) 2364 if (d > 4)
2212 d = 8 - d; 2365 d = 8 - d;
2213 return d; 2366 return d;
2214} 2367}
2215 2368
2216/* peterm: 2369/* peterm:
2221 * 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.
2222 * 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
2223 * functions. 2376 * functions.
2224 */ 2377 */
2225 2378
2379int
2226int reduction_dir[SIZEOFFREE][3] = { 2380 reduction_dir[SIZEOFFREE][3] = {
2227 {0,0,0}, /* 0 */ 2381 {0, 0, 0}, /* 0 */
2228 {0,0,0}, /* 1 */ 2382 {0, 0, 0}, /* 1 */
2229 {0,0,0}, /* 2 */ 2383 {0, 0, 0}, /* 2 */
2230 {0,0,0}, /* 3 */ 2384 {0, 0, 0}, /* 3 */
2231 {0,0,0}, /* 4 */ 2385 {0, 0, 0}, /* 4 */
2232 {0,0,0}, /* 5 */ 2386 {0, 0, 0}, /* 5 */
2233 {0,0,0}, /* 6 */ 2387 {0, 0, 0}, /* 6 */
2234 {0,0,0}, /* 7 */ 2388 {0, 0, 0}, /* 7 */
2235 {0,0,0}, /* 8 */ 2389 {0, 0, 0}, /* 8 */
2236 {8,1,2}, /* 9 */ 2390 {8, 1, 2}, /* 9 */
2237 {1,2,-1}, /* 10 */ 2391 {1, 2, -1}, /* 10 */
2238 {2,10,12}, /* 11 */ 2392 {2, 10, 12}, /* 11 */
2239 {2,3,-1}, /* 12 */ 2393 {2, 3, -1}, /* 12 */
2240 {2,3,4}, /* 13 */ 2394 {2, 3, 4}, /* 13 */
2241 {3,4,-1}, /* 14 */ 2395 {3, 4, -1}, /* 14 */
2242 {4,14,16}, /* 15 */ 2396 {4, 14, 16}, /* 15 */
2243 {5,4,-1}, /* 16 */ 2397 {5, 4, -1}, /* 16 */
2244 {4,5,6}, /* 17 */ 2398 {4, 5, 6}, /* 17 */
2245 {6,5,-1}, /* 18 */ 2399 {6, 5, -1}, /* 18 */
2246 {6,20,18}, /* 19 */ 2400 {6, 20, 18}, /* 19 */
2247 {7,6,-1}, /* 20 */ 2401 {7, 6, -1}, /* 20 */
2248 {6,7,8}, /* 21 */ 2402 {6, 7, 8}, /* 21 */
2249 {7,8,-1}, /* 22 */ 2403 {7, 8, -1}, /* 22 */
2250 {8,22,24}, /* 23 */ 2404 {8, 22, 24}, /* 23 */
2251 {8,1,-1}, /* 24 */ 2405 {8, 1, -1}, /* 24 */
2252 {24,9,10}, /* 25 */ 2406 {24, 9, 10}, /* 25 */
2253 {9,10,-1}, /* 26 */ 2407 {9, 10, -1}, /* 26 */
2254 {10,11,-1}, /* 27 */ 2408 {10, 11, -1}, /* 27 */
2255 {27,11,29}, /* 28 */ 2409 {27, 11, 29}, /* 28 */
2256 {11,12,-1}, /* 29 */ 2410 {11, 12, -1}, /* 29 */
2257 {12,13,-1}, /* 30 */ 2411 {12, 13, -1}, /* 30 */
2258 {12,13,14}, /* 31 */ 2412 {12, 13, 14}, /* 31 */
2259 {13,14,-1}, /* 32 */ 2413 {13, 14, -1}, /* 32 */
2260 {14,15,-1}, /* 33 */ 2414 {14, 15, -1}, /* 33 */
2261 {33,15,35}, /* 34 */ 2415 {33, 15, 35}, /* 34 */
2262 {16,15,-1}, /* 35 */ 2416 {16, 15, -1}, /* 35 */
2263 {17,16,-1}, /* 36 */ 2417 {17, 16, -1}, /* 36 */
2264 {18,17,16}, /* 37 */ 2418 {18, 17, 16}, /* 37 */
2265 {18,17,-1}, /* 38 */ 2419 {18, 17, -1}, /* 38 */
2266 {18,19,-1}, /* 39 */ 2420 {18, 19, -1}, /* 39 */
2267 {41,19,39}, /* 40 */ 2421 {41, 19, 39}, /* 40 */
2268 {19,20,-1}, /* 41 */ 2422 {19, 20, -1}, /* 41 */
2269 {20,21,-1}, /* 42 */ 2423 {20, 21, -1}, /* 42 */
2270 {20,21,22}, /* 43 */ 2424 {20, 21, 22}, /* 43 */
2271 {21,22,-1}, /* 44 */ 2425 {21, 22, -1}, /* 44 */
2272 {23,22,-1}, /* 45 */ 2426 {23, 22, -1}, /* 45 */
2273 {45,47,23}, /* 46 */ 2427 {45, 47, 23}, /* 46 */
2274 {23,24,-1}, /* 47 */ 2428 {23, 24, -1}, /* 47 */
2275 {24,9,-1}}; /* 48 */ 2429 {24, 9, -1}
2430}; /* 48 */
2276 2431
2277/* Recursive routine to step back and see if we can 2432/* Recursive routine to step back and see if we can
2278 * find a path to that monster that we found. If not, 2433 * find a path to that monster that we found. If not,
2279 * we don't bother going toward it. Returns 1 if we 2434 * we don't bother going toward it. Returns 1 if we
2280 * can see a direct way to get it 2435 * can see a direct way to get it
2281 * Modified to be map tile aware -.MSW 2436 * Modified to be map tile aware -.MSW
2282 */ 2437 */
2283
2284 2438
2439
2440int
2285int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2441can_see_monsterP (maptile *m, int x, int y, int dir)
2442{
2286 sint16 dx, dy; 2443 sint16 dx, dy;
2444 int
2287 int mflags; 2445 mflags;
2288 2446
2447 if (dir < 0)
2289 if(dir<0) return 0; /* exit condition: invalid direction */ 2448 return 0; /* exit condition: invalid direction */
2290 2449
2291 dx = x + freearr_x[dir]; 2450 dx = x + freearr_x[dir];
2292 dy = y + freearr_y[dir]; 2451 dy = y + freearr_y[dir];
2293 2452
2294 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2453 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2295 2454
2296 /* This functional arguably was incorrect before - it was 2455 /* This functional arguably was incorrect before - it was
2297 * checking for P_WALL - that was basically seeing if 2456 * checking for P_WALL - that was basically seeing if
2298 * we could move to the monster - this is being more 2457 * we could move to the monster - this is being more
2299 * 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
2300 * 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
2301 * at least its move type. 2460 * at least its move type.
2302 */ 2461 */
2303 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2462 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2463 return 0;
2304 2464
2305 /* yes, can see. */ 2465 /* yes, can see. */
2306 if(dir < 9) return 1; 2466 if (dir < 9)
2467 return 1;
2307 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2468 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2308 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]);
2309 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2310} 2470}
2311 2471
2312 2472
2313 2473
2314/* 2474/*
2315 * 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
2316 * picked up by the picker. Returnes 1 if it can be 2476 * picked up by the picker. Returnes 1 if it can be
2317 * picked up, otherwise 0. 2477 * picked up, otherwise 0.
2318 * 2478 *
2320 * core dumps if they do. 2480 * core dumps if they do.
2321 * 2481 *
2322 * 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)
2323 */ 2483 */
2324 2484
2485int
2325int can_pick(const object *who, const object *item) { 2486can_pick (const object *who, const object *item)
2487{
2326 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2488 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2327 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2489 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2328 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2490 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2329 (who->type==PLAYER||item->weight<who->weight/3));
2330} 2491}
2331 2492
2332 2493
2333/* 2494/*
2334 * create clone from object to another 2495 * create clone from object to another
2335 */ 2496 */
2497object *
2336object *object_create_clone (object *asrc) { 2498object_create_clone (object *asrc)
2499{
2337 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2500 object *dst = 0, *tmp, *src, *part, *prev, *item;
2338 2501
2339 if(!asrc) return NULL; 2502 if (!asrc)
2503 return 0;
2504
2340 src = asrc; 2505 src = asrc;
2341 if(src->head) 2506 if (src->head)
2342 src = src->head; 2507 src = src->head;
2343 2508
2344 prev = NULL; 2509 prev = 0;
2345 for(part = src; part; part = part->more) { 2510 for (part = src; part; part = part->more)
2346 tmp = get_object(); 2511 {
2347 copy_object(part,tmp); 2512 tmp = part->clone ();
2348 tmp->x -= src->x; 2513 tmp->x -= src->x;
2349 tmp->y -= src->y; 2514 tmp->y -= src->y;
2515
2350 if(!part->head) { 2516 if (!part->head)
2517 {
2351 dst = tmp; 2518 dst = tmp;
2352 tmp->head = NULL; 2519 tmp->head = 0;
2520 }
2353 } else { 2521 else
2522 {
2354 tmp->head = dst; 2523 tmp->head = dst;
2355 } 2524 }
2525
2356 tmp->more = NULL; 2526 tmp->more = 0;
2527
2357 if(prev) 2528 if (prev)
2358 prev->more = tmp; 2529 prev->more = tmp;
2530
2359 prev = tmp; 2531 prev = tmp;
2360 } 2532 }
2361 /*** copy inventory ***/ 2533
2362 for(item = src->inv; item; item = item->below) { 2534 for (item = src->inv; item; item = item->below)
2363 (void) insert_ob_in_ob(object_create_clone(item),dst); 2535 insert_ob_in_ob (object_create_clone (item), dst);
2364 }
2365 2536
2366 return dst; 2537 return dst;
2367}
2368
2369/* return true if the object was destroyed, 0 otherwise */
2370int was_destroyed (const object *op, tag_t old_tag)
2371{
2372 /* checking for FLAG_FREED isn't necessary, but makes this function more
2373 * robust */
2374 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2375} 2538}
2376 2539
2377/* GROS - Creates an object using a string representing its content. */ 2540/* GROS - Creates an object using a string representing its content. */
2378/* 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 */
2379/* 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, */
2380/* 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. */
2381/* 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. */
2382/* Also remember that multiparts objects are not supported for now. */ 2545/* Also remember that multiparts objects are not supported for now. */
2383 2546
2547object *
2384object* load_object_str(const char *obstr) 2548load_object_str (const char *obstr)
2385{ 2549{
2386 object *op; 2550 object *op;
2387 char filename[MAX_BUF]; 2551 char filename[MAX_BUF];
2552
2388 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2553 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2389 2554
2390 FILE *tempfile=fopen(filename,"w"); 2555 FILE *tempfile = fopen (filename, "w");
2556
2391 if (tempfile == NULL) 2557 if (tempfile == NULL)
2392 { 2558 {
2393 LOG(llevError,"Error - Unable to access load object temp file\n"); 2559 LOG (llevError, "Error - Unable to access load object temp file\n");
2394 return NULL; 2560 return NULL;
2395 }; 2561 }
2562
2396 fprintf(tempfile,obstr); 2563 fprintf (tempfile, obstr);
2397 fclose(tempfile); 2564 fclose (tempfile);
2398 2565
2399 op=get_object(); 2566 op = object::create ();
2400 2567
2401 object_thawer thawer (filename); 2568 object_thawer thawer (filename);
2402 2569
2403 if (thawer) 2570 if (thawer)
2404 load_object(thawer,op,0); 2571 load_object (thawer, op, 0);
2405 2572
2406 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2573 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2407 CLEAR_FLAG(op,FLAG_REMOVED); 2574 CLEAR_FLAG (op, FLAG_REMOVED);
2408 2575
2409 return op; 2576 return op;
2410} 2577}
2411 2578
2412/* This returns the first object in who's inventory that 2579/* This returns the first object in who's inventory that
2413 * has the same type and subtype match. 2580 * has the same type and subtype match.
2414 * returns NULL if no match. 2581 * returns NULL if no match.
2415 */ 2582 */
2583object *
2416object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2584find_obj_by_type_subtype (const object *who, int type, int subtype)
2417{ 2585{
2418 object *tmp; 2586 object *tmp;
2419 2587
2420 for (tmp=who->inv; tmp; tmp=tmp->below) 2588 for (tmp = who->inv; tmp; tmp = tmp->below)
2421 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2589 if (tmp->type == type && tmp->subtype == subtype)
2590 return tmp;
2422 2591
2423 return NULL; 2592 return NULL;
2424} 2593}
2425 2594
2426/* 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,
2427 * otherwise return NULL. 2596 * otherwise return NULL.
2428 * 2597 *
2429 * 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
2430 * do the desired thing. 2599 * do the desired thing.
2431 */ 2600 */
2601key_value *
2432key_value * get_ob_key_link(const object * ob, const char * key) { 2602get_ob_key_link (const object *ob, const char *key)
2603{
2433 key_value * link; 2604 key_value *link;
2434 2605
2435 for (link = ob->key_values; link != NULL; link = link->next) { 2606 for (link = ob->key_values; link != NULL; link = link->next)
2436 if (link->key == key) { 2607 if (link->key == key)
2437 return link; 2608 return link;
2438 } 2609
2439 }
2440
2441 return NULL; 2610 return NULL;
2442} 2611}
2443 2612
2444/* 2613/*
2445 * 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.
2446 * 2615 *
2447 * The argument doesn't need to be a shared string. 2616 * The argument doesn't need to be a shared string.
2448 * 2617 *
2449 * The returned string is shared. 2618 * The returned string is shared.
2450 */ 2619 */
2620const char *
2451const char * get_ob_key_value(const object * op, const char * const key) { 2621get_ob_key_value (const object *op, const char *const key)
2622{
2452 key_value * link; 2623 key_value *link;
2453 const char * canonical_key; 2624 shstr_cmp canonical_key (key);
2625
2626 if (!canonical_key)
2454 2627 {
2455 canonical_key = shstr::find (key);
2456
2457 if (canonical_key == NULL) {
2458 /* 1. There being a field named key on any object 2628 /* 1. There being a field named key on any object
2459 * implies there'd be a shared string to find. 2629 * implies there'd be a shared string to find.
2460 * 2. Since there isn't, no object has this field. 2630 * 2. Since there isn't, no object has this field.
2461 * 3. Therefore, *this* object doesn't have this field. 2631 * 3. Therefore, *this* object doesn't have this field.
2462 */ 2632 */
2463 return NULL; 2633 return 0;
2464 } 2634 }
2465 2635
2466 /* This is copied from get_ob_key_link() above - 2636 /* This is copied from get_ob_key_link() above -
2467 * only 4 lines, and saves the function call overhead. 2637 * only 4 lines, and saves the function call overhead.
2468 */ 2638 */
2469 for (link = op->key_values; link != NULL; link = link->next) { 2639 for (link = op->key_values; link; link = link->next)
2470 if (link->key == canonical_key) { 2640 if (link->key == canonical_key)
2471 return link->value; 2641 return link->value;
2472 } 2642
2473 } 2643 return 0;
2474 return NULL;
2475} 2644}
2476 2645
2477 2646
2478/* 2647/*
2479 * Updates the canonical_key in op to value. 2648 * Updates the canonical_key in op to value.
2483 * 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
2484 * keys. 2653 * keys.
2485 * 2654 *
2486 * Returns TRUE on success. 2655 * Returns TRUE on success.
2487 */ 2656 */
2657int
2488int 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 *
2489 key_value * field = NULL, *last=NULL; 2661 field = NULL, *last = NULL;
2490 2662
2491 for (field=op->key_values; field != NULL; field=field->next) { 2663 for (field = op->key_values; field != NULL; field = field->next)
2664 {
2492 if (field->key != canonical_key) { 2665 if (field->key != canonical_key)
2666 {
2493 last = field; 2667 last = field;
2494 continue; 2668 continue;
2495 } 2669 }
2496 2670
2497 if (value) 2671 if (value)
2498 field->value = value; 2672 field->value = value;
2499 else { 2673 else
2674 {
2500 /* Basically, if the archetype has this key set, 2675 /* Basically, if the archetype has this key set,
2501 * we need to store the null value so when we save 2676 * we need to store the null value so when we save
2502 * it, we save the empty value so that when we load, 2677 * it, we save the empty value so that when we load,
2503 * we get this value back again. 2678 * we get this value back again.
2504 */ 2679 */
2505 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2680 if (get_ob_key_link (&op->arch->clone, canonical_key))
2506 field->value = 0; 2681 field->value = 0;
2682 else
2683 {
2684 if (last)
2685 last->next = field->next;
2507 else 2686 else
2508 {
2509 if (last) last->next = field->next;
2510 else op->key_values = field->next; 2687 op->key_values = field->next;
2511 2688
2512 delete field; 2689 delete field;
2513 } 2690 }
2514 } 2691 }
2515 return TRUE; 2692 return TRUE;
2516 } 2693 }
2517 /* IF we get here, key doesn't exist */ 2694 /* IF we get here, key doesn't exist */
2518 2695
2519 /* No field, we'll have to add it. */ 2696 /* No field, we'll have to add it. */
2697
2698 if (!add_key)
2520 2699 {
2521 if (!add_key) {
2522 return FALSE; 2700 return FALSE;
2523 } 2701 }
2524 /* There isn't any good reason to store a null 2702 /* There isn't any good reason to store a null
2525 * value in the key/value list. If the archetype has 2703 * value in the key/value list. If the archetype has
2526 * this key, then we should also have it, so shouldn't 2704 * this key, then we should also have it, so shouldn't
2527 * be here. If user wants to store empty strings, 2705 * be here. If user wants to store empty strings,
2528 * should pass in "" 2706 * should pass in ""
2529 */ 2707 */
2530 if (value == NULL) return TRUE; 2708 if (value == NULL)
2531
2532 field = new key_value;
2533
2534 field->key = canonical_key;
2535 field->value = value;
2536 /* Usual prepend-addition. */
2537 field->next = op->key_values;
2538 op->key_values = field;
2539
2540 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;
2541} 2720}
2542 2721
2543/* 2722/*
2544 * Updates the key in op to value. 2723 * Updates the key in op to value.
2545 * 2724 *
2547 * and not add new ones. 2726 * and not add new ones.
2548 * 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
2549 * 2728 *
2550 * Returns TRUE on success. 2729 * Returns TRUE on success.
2551 */ 2730 */
2731int
2552int 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)
2553{ 2733{
2554 shstr key_ (key); 2734 shstr key_ (key);
2735
2555 return set_ob_key_value_s (op, key_, value, add_key); 2736 return set_ob_key_value_s (op, key_, value, add_key);
2556} 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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