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Comparing deliantra/server/common/object.C (file contents):
Revision 1.18 by root, Fri Sep 8 16:51:42 2006 UTC vs.
Revision 1.74 by root, Wed Dec 20 09:14:21 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.18 2006/09/08 16:51:42 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
36
42int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
43 40
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
46 42
47short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 45};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 48};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
56int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
59 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
60 133
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
63 key_value * wants_field; 138 key_value *wants_field;
64 139
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
68 */ 143 */
69 144
70 /* For each field in wants, */ 145 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
147 {
72 key_value * has_field; 148 key_value *has_field;
73 149
74 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
76 154 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 155 /* No field with that name. */
79 return FALSE; 156 return FALSE;
80 }
81 157 }
158
82 /* Found the matching field. */ 159 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
84 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 163 return FALSE;
86 } 164 }
87 165
88 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 167 }
168
91 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 170 return TRUE;
93} 171}
94 172
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
97 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
99 */ 179 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 181}
102 182
103/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 184 * they can be merged together.
105 * 185 *
106 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
109 * 189 *
110 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
111 * 191 *
112 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
113 * check weight 193 * check weight
114 */ 194 */
115 195
116bool
117object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
118{ 197{
119 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
121 return 0; 204 return 0;
122 205
123 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
124 return 0;
125
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof). 209 * used to store nrof).
129 */ 210 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 222
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 225
145 226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || 248 || ob1->move_off != ob2->move_off
176 (ob1->move_slow != ob2->move_slow) || 249 || ob1->move_slow != ob2->move_slow
177 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
178 return 0; 251 return 0;
179 252
180 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 254 * check all objects in the inventory.
182 */ 255 */
183 if (ob1->inv || ob2->inv) 256 if (ob1->inv || ob2->inv)
184 { 257 {
185 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 260 return 0;
188 261
189 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
191 return 0; 264 return 0;
192 265
193 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 267 * if it is valid.
195 */ 268 */
196 } 269 }
204 277
205 /* Note sure why the following is the case - either the object has to 278 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 279 * be animated or have a very low speed. Is this an attempted monster
207 * check? 280 * check?
208 */ 281 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 283 return 0;
212 284
213 switch (ob1->type) 285 switch (ob1->type)
214 { 286 {
215 case SCROLL: 287 case SCROLL:
216 if (ob1->level != ob2->level) 288 if (ob1->level != ob2->level)
217 return 0; 289 return 0;
218 break; 290 break;
219 } 291 }
220 292
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 294 {
223 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 297 /* One has fields, but the other one doesn't. */
226 return 0; 298 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 299 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 300 return 0;
229 } 301 }
230 302
231 //TODO: generate an event or call into perl for additional checks 303 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
233 { 305 {
234 ob1->optimise (); 306 ob1->optimise ();
235 ob2->optimise (); 307 ob2->optimise ();
236 308
237 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
238 return 0; 310 return 0;
239 } 311 }
240 312
241 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
242 return 1; 314 return 1;
243} 315}
316
244/* 317/*
245 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
247 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
248 */ 321 */
249signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
250 signed long sum; 325 long sum;
251 object *inv; 326 object *inv;
327
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
253 if (inv->inv) 330 if (inv->inv)
254 sum_weight(inv); 331 sum_weight (inv);
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 333 }
334
257 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
259 if(op->carrying != sum) 338 if (op->carrying != sum)
260 op->carrying = sum; 339 op->carrying = sum;
340
261 return sum; 341 return sum;
262} 342}
263 343
264/** 344/**
265 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
266 */ 346 */
267 347
348object *
268object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
269 while (op->env != NULL) 351 while (op->env != NULL)
270 op = op->env; 352 op = op->env;
271 return op; 353 return op;
272}
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->next = objects;
641
642 if (objects)
643 objects->prev = op;
644
645 objects = op;
646
647 SET_FLAG (op, FLAG_REMOVED);
648
649 op->expmul = 1.0;
650 op->face = blank_face;
651 op->attacked_by_count = -1;
652
653 return op; 581 return neu;
654} 582}
655 583
656/* 584/*
657 * 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
658 * 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
659 * 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.
660 */ 588 */
661 589
590void
662void update_turn_face(object *op) { 591update_turn_face (object *op)
592{
663 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 593 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
664 return; 594 return;
665 SET_ANIMATION(op, op->direction); 595 SET_ANIMATION (op, op->direction);
666 update_object(op,UP_OBJ_FACE); 596 update_object (op, UP_OBJ_FACE);
667} 597}
668 598
669/* 599/*
670 * 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
671 * 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.
672 * 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.
673 */ 603 */
674 604void
675void update_ob_speed(object *op) { 605update_ob_speed (object *op)
606{
676 extern int arch_init; 607 extern int arch_init;
677 608
678 /* No reason putting the archetypes objects on the speed list, 609 /* No reason putting the archetypes objects on the speed list,
679 * since they never really need to be updated. 610 * since they never really need to be updated.
680 */ 611 */
681 612
682 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 613 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
614 {
683 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);
684#ifdef MANY_CORES 616#ifdef MANY_CORES
685 abort(); 617 abort ();
686#else 618#else
687 op->speed = 0; 619 op->speed = 0;
688#endif 620#endif
689 } 621 }
622
690 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)
691 return; 630 return;
692 }
693 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
694 /* If already on active list, don't do anything */
695 if (op->active_next || op->active_prev || op==active_objects)
696 return;
697 631
698 /* process_events() expects us to insert the object at the beginning 632 /* process_events() expects us to insert the object at the beginning
699 * of the list. */ 633 * of the list. */
700 op->active_next = active_objects; 634 op->active_next = active_objects;
635
701 if (op->active_next!=NULL) 636 if (op->active_next != NULL)
702 op->active_next->active_prev = op; 637 op->active_next->active_prev = op;
638
703 active_objects = op; 639 active_objects = op;
640 }
641 else
704 } 642 {
705 else {
706 /* If not on the active list, nothing needs to be done */ 643 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects) 644 if (!op->active_next && !op->active_prev && op != active_objects)
708 return; 645 return;
709 646
710 if (op->active_prev==NULL) { 647 if (op->active_prev == NULL)
648 {
711 active_objects = op->active_next; 649 active_objects = op->active_next;
650
712 if (op->active_next!=NULL) 651 if (op->active_next != NULL)
713 op->active_next->active_prev = NULL; 652 op->active_next->active_prev = NULL;
653 }
654 else
714 } 655 {
715 else {
716 op->active_prev->active_next = op->active_next; 656 op->active_prev->active_next = op->active_next;
657
717 if (op->active_next) 658 if (op->active_next)
718 op->active_next->active_prev = op->active_prev; 659 op->active_next->active_prev = op->active_prev;
719 } 660 }
661
720 op->active_next = NULL; 662 op->active_next = NULL;
721 op->active_prev = NULL; 663 op->active_prev = NULL;
722 } 664 }
723} 665}
724 666
725/* This function removes object 'op' from the list of active 667/* This function removes object 'op' from the list of active
726 * objects. 668 * objects.
728 * 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
729 * in play chewing up cpu time getting processed. 671 * in play chewing up cpu time getting processed.
730 * The reverse of this is to call update_ob_speed, which 672 * The reverse of this is to call update_ob_speed, which
731 * 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.
732 */ 674 */
675void
733void remove_from_active_list(object *op) 676remove_from_active_list (object *op)
734{ 677{
735 /* If not on the active list, nothing needs to be done */ 678 /* If not on the active list, nothing needs to be done */
736 if (!op->active_next && !op->active_prev && op!=active_objects) 679 if (!op->active_next && !op->active_prev && op != active_objects)
737 return; 680 return;
738 681
739 if (op->active_prev==NULL) { 682 if (op->active_prev == NULL)
683 {
740 active_objects = op->active_next; 684 active_objects = op->active_next;
741 if (op->active_next!=NULL) 685 if (op->active_next != NULL)
742 op->active_next->active_prev = NULL; 686 op->active_next->active_prev = NULL;
687 }
688 else
743 } 689 {
744 else {
745 op->active_prev->active_next = op->active_next; 690 op->active_prev->active_next = op->active_next;
746 if (op->active_next) 691 if (op->active_next)
747 op->active_next->active_prev = op->active_prev; 692 op->active_next->active_prev = op->active_prev;
748 } 693 }
749 op->active_next = NULL; 694 op->active_next = NULL;
750 op->active_prev = NULL; 695 op->active_prev = NULL;
751} 696}
752 697
753/* 698/*
754 * update_object() updates the array which represents the map. 699 * update_object() updates the array which represents the map.
755 * It takes into account invisible objects (and represent squares covered 700 * It takes into account invisible objects (and represent squares covered
770 * 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
771 * 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.
772 * UP_OBJ_FACE: only the objects face has changed. 717 * UP_OBJ_FACE: only the objects face has changed.
773 */ 718 */
774 719
720void
775void update_object(object *op, int action) { 721update_object (object *op, int action)
722{
776 int update_now=0, flags; 723 int update_now = 0, flags;
777 MoveType move_on, move_off, move_block, move_slow; 724 MoveType move_on, move_off, move_block, move_slow;
778 725
779 if (op == NULL) { 726 if (op == NULL)
727 {
780 /* this should never happen */ 728 /* this should never happen */
781 LOG(llevDebug,"update_object() called for NULL object.\n"); 729 LOG (llevDebug, "update_object() called for NULL object.\n");
782 return; 730 return;
783 }
784 731 }
732
785 if(op->env!=NULL) { 733 if (op->env != NULL)
734 {
786 /* Animation is currently handled by client, so nothing 735 /* Animation is currently handled by client, so nothing
787 * to do in this case. 736 * to do in this case.
788 */ 737 */
789 return; 738 return;
790 } 739 }
791 740
792 /* 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
793 * going to get freed anyways. 742 * going to get freed anyways.
794 */ 743 */
795 if (!op->map || op->map->in_memory == MAP_SAVING) return; 744 if (!op->map || op->map->in_memory == MAP_SAVING)
796 745 return;
746
797 /* make sure the object is within map boundaries */ 747 /* make sure the object is within map boundaries */
798 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))
799 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 749 {
800 LOG(llevError,"update_object() called for object out of map!\n"); 750 LOG (llevError, "update_object() called for object out of map!\n");
801#ifdef MANY_CORES 751#ifdef MANY_CORES
802 abort(); 752 abort ();
803#endif 753#endif
804 return; 754 return;
805 }
806 755 }
756
807 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 757 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
808 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);
809 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);
810 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);
811 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);
812 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);
813 763
814 if (action == UP_OBJ_INSERT) { 764 if (action == UP_OBJ_INSERT)
765 {
815 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 766 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
816 update_now=1; 767 update_now = 1;
817 768
818 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 769 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
819 update_now=1; 770 update_now = 1;
820 771
821 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 772 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
822 update_now=1; 773 update_now = 1;
823 774
824 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 775 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
825 update_now=1; 776 update_now = 1;
826 777
778 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
779 update_now = 1;
780
827 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
828 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
829 /* 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
830 * to have move_allow right now. 788 * to have move_allow right now.
831 */ 789 */
832 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 790 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
833 update_now=1; 791 update_now = 1;
792
834 if ((move_slow | op->move_slow) != move_slow) update_now=1; 793 if ((move_slow | op->move_slow) != move_slow)
794 update_now = 1;
835 } 795 }
796
836 /* if the object is being removed, we can't make intelligent 797 /* if the object is being removed, we can't make intelligent
837 * decisions, because remove_ob can't really pass the object 798 * decisions, because remove_ob can't really pass the object
838 * that is being removed. 799 * that is being removed.
839 */ 800 */
840 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 801 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
841 update_now=1; 802 update_now = 1;
842 } else if (action == UP_OBJ_FACE) { 803 else if (action == UP_OBJ_FACE)
843 /* Nothing to do for that case */ 804 /* Nothing to do for that case */ ;
844 }
845 else { 805 else
846 LOG(llevError,"update_object called with invalid action: %d\n", action); 806 LOG (llevError, "update_object called with invalid action: %d\n", action);
847 }
848 807
849 if (update_now) { 808 if (update_now)
809 {
850 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);
851 update_position(op->map, op->x, op->y); 811 update_position (op->map, op->x, op->y);
852 } 812 }
853 813
854 if(op->more!=NULL) 814 if (op->more != NULL)
855 update_object(op->more, action); 815 update_object (op->more, action);
856} 816}
857 817
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}
858 880
859/* 881/*
860 * free_object() frees everything allocated by an object, removes 882 * free_object() frees everything allocated by an object, removes
861 * 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
862 * free objects. The IS_FREED() flag is set in the object. 884 * free objects. The IS_FREED() flag is set in the object.
863 * The object must have been removed by remove_ob() first for 885 * The object must have been removed by remove_ob() first for
864 * this function to succeed. 886 * this function to succeed.
865 * 887 *
866 * 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
867 * inventory to the ground. 889 * inventory to the ground.
868 */ 890 */
869 891void object::destroy (bool destroy_inventory)
870void
871free_object (object * ob)
872{ 892{
873 free_object2 (ob, 0);
874}
875
876void
877free_object2 (object * ob, int free_inventory)
878{
879 object *tmp, *op;
880
881 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 893 if (QUERY_FLAG (this, FLAG_FREED))
882 { 894 return;
883 LOG (llevDebug, "Free object called with non removed object\n");
884 dump_object (ob);
885#ifdef MANY_CORES
886 abort ();
887#endif
888 }
889 895
890 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 896 if (QUERY_FLAG (this, FLAG_FRIENDLY))
891 {
892 LOG (llevMonster, "Warning: tried to free friendly object.\n");
893 remove_friendly_object (ob); 897 remove_friendly_object (this);
894 }
895 898
896 if (QUERY_FLAG (ob, FLAG_FREED)) 899 if (!QUERY_FLAG (this, FLAG_REMOVED))
897 { 900 remove ();
898 dump_object (ob); 901
899 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 902 SET_FLAG (this, FLAG_FREED);
900 return; 903
904 if (more)
901 } 905 {
902 906 more->destroy (destroy_inventory);
903 if (ob->more != NULL) 907 more = 0;
904 { 908 }
905 free_object2 (ob->more, free_inventory);
906 ob->more = NULL;
907 }
908 909
909 if (ob->inv) 910 if (inv)
910 { 911 {
911 /* Only if the space blocks everything do we not process - 912 /* Only if the space blocks everything do we not process -
912 * if some form of movement is allowed, let objects 913 * if some form of movement is allowed, let objects
913 * drop on that space. 914 * drop on that space.
914 */ 915 */
915 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)
916 || ob->map->in_memory != MAP_IN_MEMORY 917 {
917 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 918 object *op = inv;
918 {
919 op = ob->inv;
920 919
921 while (op != NULL) 920 while (op)
922 { 921 {
923 tmp = op->below; 922 object *tmp = op->below;
924 remove_ob (op); 923 op->destroy (destroy_inventory);
925 free_object2 (op, free_inventory);
926 op = tmp; 924 op = tmp;
927 } 925 }
928 } 926 }
929 else 927 else
930 { /* Put objects in inventory onto this space */ 928 { /* Put objects in inventory onto this space */
931 op = ob->inv; 929 object *op = inv;
932 930
933 while (op != NULL) 931 while (op)
934 { 932 {
935 tmp = op->below; 933 object *tmp = op->below;
936 remove_ob (op);
937 934
935 op->remove ();
936
938 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 937 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
939 || 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))
940 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 939 op->destroy ();
941 free_object (op); 940 else
942 else 941 {
943 { 942 op->x = x;
944 op->x = ob->x; 943 op->y = y;
945 op->y = ob->y;
946 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ 944 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
947 } 945 }
948 946
949 op = tmp; 947 op = tmp;
948 }
949 }
950 } 950 }
951 } 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 ();
952 } 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;
953 979
954 /* Remove object from the active list */ 980 /* Remove object from the active list */
955 ob->speed = 0; 981 speed = 0;
956 update_ob_speed (ob); 982 update_ob_speed (this);
957 983
958 SET_FLAG (ob, FLAG_FREED); 984 unlink ();
959 ob->count = 0;
960 985
961 /* Remove this object from the list of used objects */ 986 mortals.push_back (this);
962 if (ob->prev == NULL)
963 {
964 objects = ob->next;
965
966 if (objects != NULL)
967 objects->prev = NULL;
968 }
969 else
970 {
971 ob->prev->next = ob->next;
972
973 if (ob->next != NULL)
974 ob->next->prev = ob->prev;
975 }
976
977 free_key_values (ob);
978
979 /* Now link it with the free_objects list: */
980 ob->prev = 0;
981 ob->next = 0;
982
983 delete ob;
984} 987}
985 988
986/* 989/*
987 * sub_weight() recursively (outwards) subtracts a number from the 990 * sub_weight() recursively (outwards) subtracts a number from the
988 * 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)).
989 */ 992 */
990 993void
991void sub_weight (object *op, signed long weight) { 994sub_weight (object *op, signed long weight)
995{
992 while (op != NULL) { 996 while (op != NULL)
997 {
993 if (op->type == CONTAINER) { 998 if (op->type == CONTAINER)
994 weight=(signed long)(weight*(100-op->stats.Str)/100); 999 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
995 } 1000
996 op->carrying-=weight; 1001 op->carrying -= weight;
997 op = op->env; 1002 op = op->env;
998 } 1003 }
999} 1004}
1000 1005
1001/* remove_ob(op): 1006/* op->remove ():
1002 * 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
1003 * 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
1004 * object will have no environment. If the object previously had an 1009 * object will have no environment. If the object previously had an
1005 * environment, the x and y coordinates will be updated to 1010 * environment, the x and y coordinates will be updated to
1006 * the previous environment. 1011 * the previous environment.
1007 * Beware: This function is called from the editor as well! 1012 * Beware: This function is called from the editor as well!
1008 */ 1013 */
1009 1014void
1010void remove_ob(object *op) { 1015object::remove ()
1016{
1011 object *tmp,*last=NULL; 1017 object *tmp, *last = 0;
1012 object *otmp; 1018 object *otmp;
1013 tag_t tag; 1019
1014 int check_walk_off; 1020 int check_walk_off;
1015 mapstruct *m;
1016 sint16 x,y;
1017
1018 1021
1019 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1022 if (QUERY_FLAG (this, FLAG_REMOVED))
1020 dump_object(op); 1023 return;
1021 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1022 1024
1023 /* Changed it to always dump core in this case. As has been learned
1024 * in the past, trying to recover from errors almost always
1025 * make things worse, and this is a real error here - something
1026 * that should not happen.
1027 * Yes, if this was a mission critical app, trying to do something
1028 * to recover may make sense, but that is because failure of the app
1029 * may have other disastrous problems. Cf runs out of a script
1030 * so is easily enough restarted without any real problems.
1031 * MSW 2001-07-01
1032 */
1033 abort();
1034 }
1035 if(op->more!=NULL)
1036 remove_ob(op->more);
1037
1038 SET_FLAG(op, FLAG_REMOVED); 1025 SET_FLAG (this, FLAG_REMOVED);
1039 1026
1027 if (more)
1028 more->remove ();
1029
1040 /* 1030 /*
1041 * In this case, the object to be removed is in someones 1031 * In this case, the object to be removed is in someones
1042 * inventory. 1032 * inventory.
1043 */ 1033 */
1044 if(op->env!=NULL) { 1034 if (env)
1035 {
1045 if(op->nrof) 1036 if (nrof)
1046 sub_weight(op->env, op->weight*op->nrof); 1037 sub_weight (env, weight * nrof);
1047 else 1038 else
1048 sub_weight(op->env, op->weight+op->carrying); 1039 sub_weight (env, weight + carrying);
1049 1040
1050 /* 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
1051 * made to players inventory. If set, avoiding the call 1042 * made to players inventory. If set, avoiding the call
1052 * to save cpu time. 1043 * to save cpu time.
1053 */ 1044 */
1054 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1055 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1056 fix_player(otmp); 1046 fix_player (otmp);
1057 1047
1058 if(op->above!=NULL) 1048 if (above != NULL)
1059 op->above->below=op->below; 1049 above->below = below;
1060 else 1050 else
1061 op->env->inv=op->below; 1051 env->inv = below;
1062 1052
1063 if(op->below!=NULL) 1053 if (below != NULL)
1064 op->below->above=op->above; 1054 below->above = above;
1065 1055
1066 /* we set up values so that it could be inserted into 1056 /* we set up values so that it could be inserted into
1067 * 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
1068 * 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
1069 */ 1085 */
1070 op->x=op->env->x,op->y=op->env->y; 1086 if (GET_MAP_OB (map, x, y) != this)
1071 op->map=op->env->map; 1087 {
1072 op->above=NULL,op->below=NULL; 1088 char *dump = dump_object (this);
1073 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)
1074 return; 1104 return;
1075 }
1076 1105
1077 /* If we get here, we are removing it from a map */
1078 if (op->map == NULL) return;
1079
1080 x = op->x;
1081 y = op->y;
1082 m = get_map_from_coord(op->map, &x, &y);
1083
1084 if (!m) {
1085 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1086 op->map->path, op->x, op->y);
1087 /* in old days, we used to set x and y to 0 and continue.
1088 * it seems if we get into this case, something is probablye
1089 * screwed up and should be fixed.
1090 */
1091 abort();
1092 }
1093 if (op->map != m) {
1094 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1095 op->map->path, m->path, op->x, op->y, x, y);
1096 }
1097
1098 /* Re did the following section of code - it looks like it had
1099 * lots of logic for things we no longer care about
1100 */
1101
1102 /* link the object above us */
1103 if (op->above)
1104 op->above->below=op->below;
1105 else
1106 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1107
1108 /* Relink the object below us, if there is one */
1109 if(op->below) {
1110 op->below->above=op->above;
1111 } else {
1112 /* Nothing below, which means we need to relink map object for this space
1113 * use translated coordinates in case some oddness with map tiling is
1114 * evident
1115 */
1116 if(GET_MAP_OB(m,x,y)!=op) {
1117 dump_object(op);
1118 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1119 dump_object(GET_MAP_OB(m,x,y));
1120 LOG(llevError,"%s\n",errmsg);
1121 }
1122 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1123 }
1124 op->above=NULL;
1125 op->below=NULL;
1126
1127 if (op->map->in_memory == MAP_SAVING)
1128 return;
1129
1130 tag = op->count;
1131 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1106 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1107
1132 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 {
1133 /* 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
1134 * being removed. 1111 * being removed.
1135 */ 1112 */
1136 1113
1137 if(tmp->type==PLAYER && tmp!=op) { 1114 if (tmp->type == PLAYER && tmp != this)
1115 {
1138 /* If a container that the player is currently using somehow gets 1116 /* If a container that the player is currently using somehow gets
1139 * removed (most likely destroyed), update the player view 1117 * removed (most likely destroyed), update the player view
1140 * appropriately. 1118 * appropriately.
1141 */ 1119 */
1142 if (tmp->container==op) { 1120 if (tmp->container == this)
1121 {
1143 CLEAR_FLAG(op, FLAG_APPLIED); 1122 CLEAR_FLAG (this, FLAG_APPLIED);
1144 tmp->container=NULL; 1123 tmp->container = 0;
1124 }
1125
1126 tmp->contr->socket->floorbox_update ();
1145 } 1127 }
1146 tmp->contr->socket.update_look=1; 1128
1147 }
1148 /* See if player moving off should effect something */ 1129 /* See if player moving off should effect something */
1149 if (check_walk_off && ((op->move_type & tmp->move_off) && 1130 if (check_walk_off
1131 && ((move_type & tmp->move_off)
1150 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1132 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1151 1133 {
1152 move_apply(tmp, op, NULL); 1134 move_apply (tmp, this, 0);
1135
1153 if (was_destroyed (op, tag)) { 1136 if (destroyed ())
1154 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 ());
1155 "leaving object\n", &tmp->name, &tmp->arch->name);
1156 } 1138 }
1157 }
1158 1139
1159 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1140 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1160 1141
1161 if(tmp->above == tmp) 1142 if (tmp->above == tmp)
1162 tmp->above = NULL; 1143 tmp->above = 0;
1144
1163 last=tmp; 1145 last = tmp;
1164 } 1146 }
1147
1165 /* last == NULL of there are no objects on this space */ 1148 /* last == NULL of there are no objects on this space */
1166 if (last==NULL) { 1149 if (!last)
1150 {
1167 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1151 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1168 * 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
1169 * 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
1170 * be correct anyways. 1154 * be correct anyways.
1171 */ 1155 */
1172 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1156 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1173 update_position(op->map, op->x, op->y); 1157 update_position (map, x, y);
1174 } 1158 }
1175 else 1159 else
1176 update_object(last, UP_OBJ_REMOVE); 1160 update_object (last, UP_OBJ_REMOVE);
1177 1161
1178 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1162 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1179 update_all_los(op->map, op->x, op->y); 1163 update_all_los (map, x, y);
1180 1164 }
1181} 1165}
1182 1166
1183/* 1167/*
1184 * merge_ob(op,top): 1168 * merge_ob(op,top):
1185 * 1169 *
1186 * This function goes through all objects below and including top, and 1170 * This function goes through all objects below and including top, and
1187 * merges op to the first matching object. 1171 * merges op to the first matching object.
1188 * If top is NULL, it is calculated. 1172 * If top is NULL, it is calculated.
1189 * 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
1190 */ 1174 */
1191 1175object *
1192object *merge_ob(object *op, object *top) { 1176merge_ob (object *op, object *top)
1177{
1193 if(!op->nrof) 1178 if (!op->nrof)
1194 return 0; 1179 return 0;
1180
1195 if(top==NULL) 1181 if (top == NULL)
1196 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1182 for (top = op; top != NULL && top->above != NULL; top = top->above);
1183
1197 for(;top!=NULL;top=top->below) { 1184 for (; top != NULL; top = top->below)
1185 {
1198 if(top==op) 1186 if (top == op)
1199 continue; 1187 continue;
1200 if (CAN_MERGE(op,top)) 1188
1201 { 1189 if (object::can_merge (op, top))
1190 {
1202 top->nrof+=op->nrof; 1191 top->nrof += op->nrof;
1192
1203/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1193/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1204 op->weight = 0; /* Don't want any adjustements now */ 1194 op->weight = 0; /* Don't want any adjustements now */
1205 remove_ob(op); 1195 op->destroy ();
1206 free_object(op);
1207 return top; 1196 return top;
1208 } 1197 }
1209 } 1198 }
1199
1210 return NULL; 1200 return 0;
1211} 1201}
1212 1202
1213/* 1203/*
1214 * 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
1215 * job preparing multi-part monsters 1205 * job preparing multi-part monsters
1216 */ 1206 */
1207object *
1217object *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{
1218 object* tmp; 1210 object *tmp;
1211
1219 if (op->head) 1212 if (op->head)
1220 op=op->head; 1213 op = op->head;
1214
1221 for (tmp=op;tmp;tmp=tmp->more){ 1215 for (tmp = op; tmp; tmp = tmp->more)
1216 {
1222 tmp->x=x+tmp->arch->clone.x; 1217 tmp->x = x + tmp->arch->clone.x;
1223 tmp->y=y+tmp->arch->clone.y; 1218 tmp->y = y + tmp->arch->clone.y;
1224 } 1219 }
1220
1225 return insert_ob_in_map (op, m, originator, flag); 1221 return insert_ob_in_map (op, m, originator, flag);
1226} 1222}
1227 1223
1228/* 1224/*
1229 * insert_ob_in_map (op, map, originator, flag): 1225 * insert_ob_in_map (op, map, originator, flag):
1230 * This function inserts the object in the two-way linked list 1226 * This function inserts the object in the two-way linked list
1244 * new object if 'op' was merged with other object 1240 * new object if 'op' was merged with other object
1245 * NULL if 'op' was destroyed 1241 * NULL if 'op' was destroyed
1246 * just 'op' otherwise 1242 * just 'op' otherwise
1247 */ 1243 */
1248 1244
1245object *
1249object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1246insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1250{ 1247{
1251 object *tmp, *top, *floor=NULL; 1248 object *tmp, *top, *floor = NULL;
1252 sint16 x,y; 1249 sint16 x, y;
1253 1250
1254 if (QUERY_FLAG (op, FLAG_FREED)) { 1251 if (QUERY_FLAG (op, FLAG_FREED))
1252 {
1255 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))
1256 return NULL; 1503 return NULL;
1257 }
1258 if(m==NULL) {
1259 dump_object(op);
1260 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1261 return op;
1262 }
1263 if(out_of_map(m,op->x,op->y)) {
1264 dump_object(op);
1265 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1266#ifdef MANY_CORES
1267 /* Better to catch this here, as otherwise the next use of this object
1268 * is likely to cause a crash. Better to find out where it is getting
1269 * improperly inserted.
1270 */
1271 abort();
1272#endif
1273 return op;
1274 }
1275 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1276 dump_object(op);
1277 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1278 return op;
1279 }
1280 if(op->more!=NULL) {
1281 /* The part may be on a different map. */
1282 1504
1283 object *more = op->more;
1284
1285 /* We really need the caller to normalize coordinates - if
1286 * we set the map, that doesn't work if the location is within
1287 * a map and this is straddling an edge. So only if coordinate
1288 * is clear wrong do we normalize it.
1289 */
1290 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1291 more->map = get_map_from_coord(m, &more->x, &more->y);
1292 } else if (!more->map) {
1293 /* For backwards compatibility - when not dealing with tiled maps,
1294 * more->map should always point to the parent.
1295 */
1296 more->map = m;
1297 }
1298
1299 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1300 if ( ! op->head)
1301 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1302 return NULL;
1303 }
1304 }
1305 CLEAR_FLAG(op,FLAG_REMOVED);
1306
1307 /* Ideally, the caller figures this out. However, it complicates a lot
1308 * of areas of callers (eg, anything that uses find_free_spot would now
1309 * need extra work
1310 */
1311 op->map=get_map_from_coord(m, &op->x, &op->y);
1312 x = op->x;
1313 y = op->y;
1314
1315 /* this has to be done after we translate the coordinates.
1316 */
1317 if(op->nrof && !(flag & INS_NO_MERGE)) {
1318 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1319 if (CAN_MERGE(op,tmp)) {
1320 op->nrof+=tmp->nrof;
1321 remove_ob(tmp);
1322 free_object(tmp);
1323 }
1324 }
1325
1326 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1327 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1328 if (!QUERY_FLAG(op, FLAG_ALIVE))
1329 CLEAR_FLAG(op, FLAG_NO_STEAL);
1330
1331 if (flag & INS_BELOW_ORIGINATOR) {
1332 if (originator->map != op->map || originator->x != op->x ||
1333 originator->y != op->y) {
1334 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1335 abort();
1336 }
1337 op->above = originator;
1338 op->below = originator->below;
1339 if (op->below) op->below->above = op;
1340 else SET_MAP_OB(op->map, op->x, op->y, op);
1341 /* since *below* originator, no need to update top */
1342 originator->below = op;
1343 } else {
1344 /* If there are other objects, then */
1345 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1346 object *last=NULL;
1347 /*
1348 * If there are multiple objects on this space, we do some trickier handling.
1349 * We've already dealt with merging if appropriate.
1350 * Generally, we want to put the new object on top. But if
1351 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1352 * floor, we want to insert above that and no further.
1353 * Also, if there are spell objects on this space, we stop processing
1354 * once we get to them. This reduces the need to traverse over all of
1355 * them when adding another one - this saves quite a bit of cpu time
1356 * when lots of spells are cast in one area. Currently, it is presumed
1357 * that flying non pickable objects are spell objects.
1358 */
1359
1360 while (top != NULL) {
1361 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1362 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1363 if (QUERY_FLAG(top, FLAG_NO_PICK)
1364 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1365 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1366 {
1367 /* We insert above top, so we want this object below this */
1368 top=top->below;
1369 break;
1370 }
1371 last = top;
1372 top = top->above;
1373 }
1374 /* Don't want top to be NULL, so set it to the last valid object */
1375 top = last;
1376
1377 /* We let update_position deal with figuring out what the space
1378 * looks like instead of lots of conditions here.
1379 * makes things faster, and effectively the same result.
1380 */
1381
1382 /* Have object 'fall below' other objects that block view.
1383 * Unless those objects are exits, type 66
1384 * If INS_ON_TOP is used, don't do this processing
1385 * Need to find the object that in fact blocks view, otherwise
1386 * stacking is a bit odd.
1387 */
1388 if (!(flag & INS_ON_TOP) &&
1389 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1390 (op->face && !op->face->visibility)) {
1391 for (last=top; last != floor; last=last->below)
1392 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1393 /* Check to see if we found the object that blocks view,
1394 * and make sure we have a below pointer for it so that
1395 * we can get inserted below this one, which requires we
1396 * set top to the object below us.
1397 */
1398 if (last && last->below && last != floor) top=last->below;
1399 }
1400 } /* If objects on this space */
1401 if (flag & INS_MAP_LOAD)
1402 top = GET_MAP_TOP(op->map,op->x,op->y);
1403 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1404
1405 /* Top is the object that our object (op) is going to get inserted above.
1406 */
1407
1408 /* First object on this space */
1409 if (!top) {
1410 op->above = GET_MAP_OB(op->map, op->x, op->y);
1411 if (op->above) op->above->below = op;
1412 op->below = NULL;
1413 SET_MAP_OB(op->map, op->x, op->y, op);
1414 } else { /* get inserted into the stack above top */
1415 op->above = top->above;
1416 if (op->above) op->above->below = op;
1417 op->below = top;
1418 top->above = op;
1419 }
1420 if (op->above==NULL)
1421 SET_MAP_TOP(op->map,op->x, op->y, op);
1422 } /* else not INS_BELOW_ORIGINATOR */
1423
1424 if(op->type==PLAYER)
1425 op->contr->do_los=1;
1426
1427 /* If we have a floor, we know the player, if any, will be above
1428 * it, so save a few ticks and start from there.
1429 */
1430 if (!(flag & INS_MAP_LOAD))
1431 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1432 if (tmp->type == PLAYER)
1433 tmp->contr->socket.update_look=1;
1434 }
1435
1436 /* If this object glows, it may affect lighting conditions that are
1437 * visible to others on this map. But update_all_los is really
1438 * an inefficient way to do this, as it means los for all players
1439 * on the map will get recalculated. The players could very well
1440 * be far away from this change and not affected in any way -
1441 * this should get redone to only look for players within range,
1442 * or just updating the P_NEED_UPDATE for spaces within this area
1443 * of effect may be sufficient.
1444 */
1445 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1446 update_all_los(op->map, op->x, op->y);
1447
1448
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object(op,UP_OBJ_INSERT);
1451
1452
1453 /* Don't know if moving this to the end will break anything. However,
1454 * we want to have update_look set above before calling this.
1455 *
1456 * check_move_on() must be after this because code called from
1457 * check_move_on() depends on correct map flags (so functions like
1458 * blocked() and wall() work properly), and these flags are updated by
1459 * update_object().
1460 */
1461
1462 /* if this is not the head or flag has been passed, don't check walk on status */
1463
1464 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1465 if (check_move_on(op, originator))
1466 return NULL;
1467
1468 /* If we are a multi part object, lets work our way through the check 1505 /* If we are a multi part object, lets work our way through the check
1469 * walk on's. 1506 * walk on's.
1470 */ 1507 */
1471 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1508 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1472 if (check_move_on (tmp, originator)) 1509 if (check_move_on (tmp, originator))
1473 return NULL; 1510 return NULL;
1474 } 1511 }
1512
1475 return op; 1513 return op;
1476} 1514}
1477 1515
1478/* this function inserts an object in the map, but if it 1516/* this function inserts an object in the map, but if it
1479 * finds an object of its own type, it'll remove that one first. 1517 * finds an object of its own type, it'll remove that one first.
1480 * op is the object to insert it under: supplies x and the map. 1518 * op is the object to insert it under: supplies x and the map.
1481 */ 1519 */
1520void
1482void replace_insert_ob_in_map(const char *arch_string, object *op) { 1521replace_insert_ob_in_map (const char *arch_string, object *op)
1522{
1483 object *tmp; 1523 object *
1484 object *tmp1; 1524 tmp;
1525 object *
1526 tmp1;
1485 1527
1486 /* first search for itself and remove any old instances */ 1528 /* first search for itself and remove any old instances */
1487 1529
1488 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)
1489 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1531 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1490 remove_ob(tmp); 1532 tmp->destroy ();
1491 free_object(tmp);
1492 }
1493 }
1494 1533
1495 tmp1=arch_to_object(find_archetype(arch_string)); 1534 tmp1 = arch_to_object (archetype::find (arch_string));
1496 1535
1497 1536 tmp1->x = op->x;
1498 tmp1->x = op->x; tmp1->y = op->y; 1537 tmp1->y = op->y;
1499 insert_ob_in_map(tmp1,op->map,op,0); 1538 insert_ob_in_map (tmp1, op->map, op, 0);
1500} 1539}
1501 1540
1502/* 1541/*
1503 * 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
1504 * is returned contains nr objects, and the remaining parts contains 1543 * is returned contains nr objects, and the remaining parts contains
1505 * 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).
1506 * On failure, NULL is returned, and the reason put into the 1545 * On failure, NULL is returned, and the reason put into the
1507 * global static errmsg array. 1546 * global static errmsg array.
1508 */ 1547 */
1509 1548
1549object *
1510object *get_split_ob(object *orig_ob, uint32 nr) { 1550get_split_ob (object *orig_ob, uint32 nr)
1551{
1511 object *newob; 1552 object *newob;
1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1553 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1513 1554
1514 if(orig_ob->nrof<nr) { 1555 if (orig_ob->nrof < nr)
1515 sprintf(errmsg,"There are only %d %ss.", 1556 {
1516 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);
1517 return NULL; 1558 return NULL;
1518 } 1559 }
1560
1519 newob = object_create_clone(orig_ob); 1561 newob = object_create_clone (orig_ob);
1562
1520 if((orig_ob->nrof-=nr)<1) { 1563 if ((orig_ob->nrof -= nr) < 1)
1521 if ( ! is_removed) 1564 orig_ob->destroy (1);
1522 remove_ob(orig_ob);
1523 free_object2(orig_ob, 1);
1524 }
1525 else if ( ! is_removed) { 1565 else if (!is_removed)
1566 {
1526 if(orig_ob->env!=NULL) 1567 if (orig_ob->env != NULL)
1527 sub_weight (orig_ob->env,orig_ob->weight*nr); 1568 sub_weight (orig_ob->env, orig_ob->weight * nr);
1528 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 {
1529 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.");
1530 LOG(llevDebug,
1531 "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");
1532 return NULL; 1573 return NULL;
1533 } 1574 }
1534 } 1575 }
1576
1535 newob->nrof=nr; 1577 newob->nrof = nr;
1536 1578
1537 return newob; 1579 return newob;
1538} 1580}
1539 1581
1540/* 1582/*
1541 * decrease_ob_nr(object, number) decreases a specified number from 1583 * decrease_ob_nr(object, number) decreases a specified number from
1542 * 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
1543 * is subsequently removed and freed. 1585 * is subsequently removed and freed.
1544 * 1586 *
1545 * 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
1546 */ 1588 */
1547 1589
1590object *
1548object *decrease_ob_nr (object *op, uint32 i) 1591decrease_ob_nr (object *op, uint32 i)
1549{ 1592{
1550 object *tmp; 1593 object *tmp;
1551 player *pl; 1594 player *pl;
1552 1595
1553 if (i == 0) /* objects with op->nrof require this check */ 1596 if (i == 0) /* objects with op->nrof require this check */
1554 return op; 1597 return op;
1555 1598
1556 if (i > op->nrof) 1599 if (i > op->nrof)
1557 i = op->nrof; 1600 i = op->nrof;
1558 1601
1559 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 }
1560 { 1640 }
1641 else
1642 {
1643 object *above = op->above;
1644
1645 if (i < op->nrof)
1561 op->nrof -= i; 1646 op->nrof -= i;
1562 } 1647 else
1563 else if (op->env != NULL)
1564 {
1565 /* is this object in the players inventory, or sub container
1566 * therein?
1567 */
1568 tmp = is_player_inv (op->env);
1569 /* nope. Is this a container the player has opened?
1570 * If so, set tmp to that player.
1571 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player.
1574 */
1575 if (!tmp) {
1576 for (pl=first_player; pl; pl=pl->next)
1577 if (pl->ob->container == op->env) break;
1578 if (pl) tmp=pl->ob;
1579 else tmp=NULL;
1580 } 1648 {
1581
1582 if (i < op->nrof) {
1583 sub_weight (op->env, op->weight * i);
1584 op->nrof -= i;
1585 if (tmp) {
1586 esrv_send_item(tmp, op);
1587 }
1588 } else {
1589 remove_ob (op); 1649 op->remove ();
1590 op->nrof = 0; 1650 op->nrof = 0;
1591 if (tmp) {
1592 esrv_del_item(tmp->contr, op->count);
1593 } 1651 }
1594 }
1595 }
1596 else
1597 {
1598 object *above = op->above;
1599 1652
1600 if (i < op->nrof) {
1601 op->nrof -= i;
1602 } else {
1603 remove_ob (op);
1604 op->nrof = 0;
1605 }
1606 /* Since we just removed op, op->above is null */ 1653 /* Since we just removed op, op->above is null */
1607 for (tmp = above; tmp != NULL; tmp = tmp->above) 1654 for (tmp = above; tmp; tmp = tmp->above)
1608 if (tmp->type == PLAYER) { 1655 if (tmp->type == PLAYER)
1656 {
1609 if (op->nrof) 1657 if (op->nrof)
1610 esrv_send_item(tmp, op); 1658 esrv_send_item (tmp, op);
1611 else 1659 else
1612 esrv_del_item(tmp->contr, op->count); 1660 esrv_del_item (tmp->contr, op->count);
1613 } 1661 }
1614 } 1662 }
1615 1663
1616 if (op->nrof) { 1664 if (op->nrof)
1617 return op; 1665 return op;
1618 } else { 1666 else
1619 free_object (op); 1667 {
1668 op->destroy ();
1620 return NULL; 1669 return 0;
1621 } 1670 }
1622} 1671}
1623 1672
1624/* 1673/*
1625 * add_weight(object, weight) adds the specified weight to an object, 1674 * add_weight(object, weight) adds the specified weight to an object,
1626 * and also updates how much the environment(s) is/are carrying. 1675 * and also updates how much the environment(s) is/are carrying.
1627 */ 1676 */
1628 1677
1678void
1629void add_weight (object *op, signed long weight) { 1679add_weight (object *op, signed long weight)
1680{
1630 while (op!=NULL) { 1681 while (op != NULL)
1682 {
1631 if (op->type == CONTAINER) { 1683 if (op->type == CONTAINER)
1632 weight=(signed long)(weight*(100-op->stats.Str)/100); 1684 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1633 } 1685
1634 op->carrying+=weight; 1686 op->carrying += weight;
1635 op=op->env; 1687 op = op->env;
1636 } 1688 }
1637} 1689}
1638 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
1639/* 1711/*
1640 * insert_ob_in_ob(op,environment): 1712 * env->insert (op)
1641 * This function inserts the object op in the linked list 1713 * This function inserts the object op in the linked list
1642 * inside the object environment. 1714 * inside the object environment.
1643 * 1715 *
1644 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1645 * the inventory at the last position or next to other objects of the same
1646 * type.
1647 * Frank: Now sorted by type, archetype and magic!
1648 *
1649 * The function returns now pointer to inserted item, and return value can 1716 * The function returns now pointer to inserted item, and return value can
1650 * be != op, if items are merged. -Tero 1717 * be != op, if items are merged. -Tero
1651 */ 1718 */
1652 1719
1653object *insert_ob_in_ob(object *op,object *where) { 1720object *
1721object::insert (object *op)
1722{
1654 object *tmp, *otmp; 1723 object *tmp, *otmp;
1655 1724
1656 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1725 if (!QUERY_FLAG (op, FLAG_REMOVED))
1657 dump_object(op); 1726 op->remove ();
1658 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1727
1659 return op;
1660 }
1661 if(where==NULL) {
1662 dump_object(op);
1663 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1664 return op;
1665 }
1666 if (where->head) {
1667 LOG(llevDebug,
1668 "Warning: Tried to insert object wrong part of multipart object.\n");
1669 where = where->head;
1670 }
1671 if (op->more) { 1728 if (op->more)
1729 {
1672 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);
1673 &op->name, op->count);
1674 return op; 1731 return op;
1675 } 1732 }
1733
1676 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1734 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1677 CLEAR_FLAG(op, FLAG_REMOVED); 1735 CLEAR_FLAG (op, FLAG_REMOVED);
1678 if(op->nrof) { 1736 if (op->nrof)
1737 {
1679 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1738 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1680 if ( CAN_MERGE(tmp,op) ) { 1739 if (object::can_merge (tmp, op))
1740 {
1681 /* return the original object and remove inserted object 1741 /* return the original object and remove inserted object
1682 (client needs the original object) */ 1742 (client needs the original object) */
1683 tmp->nrof += op->nrof; 1743 tmp->nrof += op->nrof;
1684 /* Weight handling gets pretty funky. Since we are adding to 1744 /* Weight handling gets pretty funky. Since we are adding to
1685 * tmp->nrof, we need to increase the weight. 1745 * tmp->nrof, we need to increase the weight.
1686 */ 1746 */
1687 add_weight (where, op->weight*op->nrof); 1747 add_weight (this, op->weight * op->nrof);
1688 SET_FLAG(op, FLAG_REMOVED); 1748 SET_FLAG (op, FLAG_REMOVED);
1689 free_object(op); /* free the inserted object */ 1749 op->destroy (); /* free the inserted object */
1690 op = tmp; 1750 op = tmp;
1691 remove_ob (op); /* and fix old object's links */ 1751 op->remove (); /* and fix old object's links */
1692 CLEAR_FLAG(op, FLAG_REMOVED); 1752 CLEAR_FLAG (op, FLAG_REMOVED);
1693 break; 1753 break;
1694 } 1754 }
1695 1755
1696 /* I assume combined objects have no inventory 1756 /* I assume combined objects have no inventory
1697 * We add the weight - this object could have just been removed 1757 * We add the weight - this object could have just been removed
1698 * (if it was possible to merge). calling remove_ob will subtract 1758 * (if it was possible to merge). calling remove_ob will subtract
1699 * the weight, so we need to add it in again, since we actually do 1759 * the weight, so we need to add it in again, since we actually do
1700 * the linking below 1760 * the linking below
1701 */ 1761 */
1702 add_weight (where, op->weight*op->nrof); 1762 add_weight (this, op->weight * op->nrof);
1763 }
1703 } else 1764 else
1704 add_weight (where, (op->weight+op->carrying)); 1765 add_weight (this, (op->weight + op->carrying));
1705 1766
1706 otmp=is_player_inv(where); 1767 otmp = this->in_player ();
1707 if (otmp&&otmp->contr!=NULL) { 1768 if (otmp && otmp->contr)
1708 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1769 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1709 fix_player(otmp); 1770 fix_player (otmp);
1710 }
1711 1771
1712 op->map=NULL; 1772 op->map = 0;
1713 op->env=where; 1773 op->env = this;
1714 op->above=NULL; 1774 op->above = 0;
1715 op->below=NULL; 1775 op->below = 0;
1716 op->x=0,op->y=0; 1776 op->x = 0, op->y = 0;
1717 1777
1718 /* 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 */
1719 if((op->glow_radius!=0)&&where->map) 1779 if ((op->glow_radius != 0) && map)
1720 { 1780 {
1721#ifdef DEBUG_LIGHTS 1781#ifdef DEBUG_LIGHTS
1722 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);
1723 op->name);
1724#endif /* DEBUG_LIGHTS */ 1783#endif /* DEBUG_LIGHTS */
1725 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);
1726 } 1786 }
1727 1787
1728 /* 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.
1729 * It sure simplifies this function... 1789 * It sure simplifies this function...
1730 */ 1790 */
1731 if (where->inv==NULL) 1791 if (!inv)
1732 where->inv=op; 1792 inv = op;
1733 else { 1793 else
1794 {
1734 op->below = where->inv; 1795 op->below = inv;
1735 op->below->above = op; 1796 op->below->above = op;
1736 where->inv = op; 1797 inv = op;
1737 } 1798 }
1799
1738 return op; 1800 return op;
1739} 1801}
1740 1802
1741/* 1803/*
1742 * Checks if any objects has a move_type that matches objects 1804 * Checks if any objects has a move_type that matches objects
1757 * MSW 2001-07-08: Check all objects on space, not just those below 1819 * MSW 2001-07-08: Check all objects on space, not just those below
1758 * object being inserted. insert_ob_in_map may not put new objects 1820 * object being inserted. insert_ob_in_map may not put new objects
1759 * on top. 1821 * on top.
1760 */ 1822 */
1761 1823
1824int
1762int check_move_on (object *op, object *originator) 1825check_move_on (object *op, object *originator)
1763{ 1826{
1764 object *tmp; 1827 object *tmp;
1765 tag_t tag;
1766 mapstruct *m=op->map; 1828 maptile *m = op->map;
1767 int x=op->x, y=op->y; 1829 int x = op->x, y = op->y;
1830
1768 MoveType move_on, move_slow, move_block; 1831 MoveType move_on, move_slow, move_block;
1769 1832
1770 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1833 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1771 return 0; 1834 return 0;
1772 1835
1773 tag = op->count;
1774
1775 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);
1776 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);
1777 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);
1778 1839
1779 /* 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,
1780 * 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
1781 * 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
1782 * as walking. 1843 * as walking.
1783 */ 1844 */
1784 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))
1785 return 0; 1846 return 0;
1786 1847
1787 /* This is basically inverse logic of that below - basically, 1848 /* This is basically inverse logic of that below - basically,
1788 * 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,
1789 * 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
1790 * blocked. Logic on this seems confusing, but does seem correct. 1851 * blocked. Logic on this seems confusing, but does seem correct.
1791 */ 1852 */
1792 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)
1793 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1854 return 0;
1794 1855
1795 /* The objects have to be checked from top to bottom. 1856 /* The objects have to be checked from top to bottom.
1796 * Hence, we first go to the top: 1857 * Hence, we first go to the top:
1797 */ 1858 */
1798 1859
1799 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)
1800 tmp->above!=NULL; tmp=tmp->above) { 1861 {
1801 /* Trim the search when we find the first other spell effect 1862 /* Trim the search when we find the first other spell effect
1802 * 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,
1803 * we don't need to check all of them. 1864 * we don't need to check all of them.
1804 */ 1865 */
1805 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)
1806 } 1871 {
1807 for(;tmp!=NULL; tmp=tmp->below) { 1872 if (tmp == op)
1808 if (tmp == op) continue; /* Can't apply yourself */ 1873 continue; /* Can't apply yourself */
1809 1874
1810 /* 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.
1811 * Second check makes sure that the movement types not being slowed 1876 * Second check makes sure that the movement types not being slowed
1812 * (~slow_move) is not blocked on this space - just because the 1877 * (~slow_move) is not blocked on this space - just because the
1813 * space doesn't slow down swimming (for example), if you can't actually 1878 * space doesn't slow down swimming (for example), if you can't actually
1814 * swim on that space, can't use it to avoid the penalty. 1879 * swim on that space, can't use it to avoid the penalty.
1815 */ 1880 */
1816 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1881 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1882 {
1817 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1883 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1818 ((op->move_type & tmp->move_slow) &&
1819 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1884 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1885 {
1820 1886
1821 float diff; 1887 float
1822
1823 diff = tmp->move_slow_penalty*FABS(op->speed); 1888 diff = tmp->move_slow_penalty * FABS (op->speed);
1889
1824 if (op->type == PLAYER) { 1890 if (op->type == PLAYER)
1825 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)) ||
1826 (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)))
1827 diff /= 4.0; 1893 diff /= 4.0;
1828 } 1894
1829 }
1830 op->speed_left -= diff; 1895 op->speed_left -= diff;
1831 } 1896 }
1832 } 1897 }
1833 1898
1834 /* Basically same logic as above, except now for actual apply. */ 1899 /* Basically same logic as above, except now for actual apply. */
1835 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1900 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1836 ((op->move_type & tmp->move_on) &&
1837 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1901 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1838 1902 {
1839 move_apply(tmp, op, originator); 1903 move_apply (tmp, op, originator);
1904
1840 if (was_destroyed (op, tag)) 1905 if (op->destroyed ())
1841 return 1; 1906 return 1;
1842 1907
1843 /* what the person/creature stepped onto has moved the object 1908 /* what the person/creature stepped onto has moved the object
1844 * someplace new. Don't process any further - if we did, 1909 * someplace new. Don't process any further - if we did,
1845 * have a feeling strange problems would result. 1910 * have a feeling strange problems would result.
1846 */ 1911 */
1847 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;
1848 } 1914 }
1849 } 1915 }
1916
1850 return 0; 1917 return 0;
1851} 1918}
1852 1919
1853/* 1920/*
1854 * present_arch(arch, map, x, y) searches for any objects with 1921 * present_arch(arch, map, x, y) searches for any objects with
1855 * a matching archetype at the given map and coordinates. 1922 * a matching archetype at the given map and coordinates.
1856 * The first matching object is returned, or NULL if none. 1923 * The first matching object is returned, or NULL if none.
1857 */ 1924 */
1858 1925
1926object *
1859object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1927present_arch (const archetype *at, maptile *m, int x, int y)
1928{
1860 object *tmp; 1929 object *
1930 tmp;
1931
1861 if(m==NULL || out_of_map(m,x,y)) { 1932 if (m == NULL || out_of_map (m, x, y))
1933 {
1862 LOG(llevError,"Present_arch called outside map.\n"); 1934 LOG (llevError, "Present_arch called outside map.\n");
1863 return NULL; 1935 return NULL;
1864 } 1936 }
1865 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)
1866 if(tmp->arch == at) 1938 if (tmp->arch == at)
1867 return tmp; 1939 return tmp;
1868 return NULL; 1940 return NULL;
1869} 1941}
1870 1942
1871/* 1943/*
1872 * present(type, map, x, y) searches for any objects with 1944 * present(type, map, x, y) searches for any objects with
1873 * a matching type variable at the given map and coordinates. 1945 * a matching type variable at the given map and coordinates.
1874 * The first matching object is returned, or NULL if none. 1946 * The first matching object is returned, or NULL if none.
1875 */ 1947 */
1876 1948
1949object *
1877object *present(unsigned char type,mapstruct *m, int x,int y) { 1950present (unsigned char type, maptile *m, int x, int y)
1951{
1878 object *tmp; 1952 object *
1953 tmp;
1954
1879 if(out_of_map(m,x,y)) { 1955 if (out_of_map (m, x, y))
1956 {
1880 LOG(llevError,"Present called outside map.\n"); 1957 LOG (llevError, "Present called outside map.\n");
1881 return NULL; 1958 return NULL;
1882 } 1959 }
1883 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)
1884 if(tmp->type==type) 1961 if (tmp->type == type)
1885 return tmp; 1962 return tmp;
1886 return NULL; 1963 return NULL;
1887} 1964}
1888 1965
1889/* 1966/*
1890 * present_in_ob(type, object) searches for any objects with 1967 * present_in_ob(type, object) searches for any objects with
1891 * a matching type variable in the inventory of the given object. 1968 * a matching type variable in the inventory of the given object.
1892 * The first matching object is returned, or NULL if none. 1969 * The first matching object is returned, or NULL if none.
1893 */ 1970 */
1894 1971
1972object *
1895object *present_in_ob(unsigned char type, const object *op) { 1973present_in_ob (unsigned char type, const object *op)
1974{
1896 object *tmp; 1975 object *
1976 tmp;
1977
1897 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1978 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1898 if(tmp->type==type) 1979 if (tmp->type == type)
1899 return tmp; 1980 return tmp;
1900 return NULL; 1981 return NULL;
1901} 1982}
1902 1983
1903/* 1984/*
1913 * 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
1914 * 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
1915 * to be unique. 1996 * to be unique.
1916 */ 1997 */
1917 1998
1999object *
1918object *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{
1919 object *tmp; 2002 object *
2003 tmp;
1920 2004
1921 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2005 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2006 {
1922 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2007 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1923 return tmp; 2008 return tmp;
1924 } 2009 }
1925 return NULL; 2010 return NULL;
1926} 2011}
1927 2012
1928/* 2013/*
1929 * present_arch_in_ob(archetype, object) searches for any objects with 2014 * present_arch_in_ob(archetype, object) searches for any objects with
1930 * a matching archetype in the inventory of the given object. 2015 * a matching archetype in the inventory of the given object.
1931 * The first matching object is returned, or NULL if none. 2016 * The first matching object is returned, or NULL if none.
1932 */ 2017 */
1933 2018
2019object *
1934object *present_arch_in_ob(const archetype *at, const object *op) { 2020present_arch_in_ob (const archetype *at, const object *op)
2021{
1935 object *tmp; 2022 object *
2023 tmp;
2024
1936 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2025 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1937 if( tmp->arch == at) 2026 if (tmp->arch == at)
1938 return tmp; 2027 return tmp;
1939 return NULL; 2028 return NULL;
1940} 2029}
1941 2030
1942/* 2031/*
1943 * activate recursively a flag on an object inventory 2032 * activate recursively a flag on an object inventory
1944 */ 2033 */
2034void
1945void flag_inv(object*op, int flag){ 2035flag_inv (object *op, int flag)
2036{
1946 object *tmp; 2037 object *
2038 tmp;
2039
1947 if(op->inv) 2040 if (op->inv)
1948 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2041 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2042 {
1949 SET_FLAG(tmp, flag); 2043 SET_FLAG (tmp, flag);
1950 flag_inv(tmp,flag); 2044 flag_inv (tmp, flag);
1951 } 2045 }
1952}/* 2046} /*
1953 * desactivate recursively a flag on an object inventory 2047 * desactivate recursively a flag on an object inventory
1954 */ 2048 */
2049void
1955void unflag_inv(object*op, int flag){ 2050unflag_inv (object *op, int flag)
2051{
1956 object *tmp; 2052 object *
2053 tmp;
2054
1957 if(op->inv) 2055 if (op->inv)
1958 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2057 {
1959 CLEAR_FLAG(tmp, flag); 2058 CLEAR_FLAG (tmp, flag);
1960 unflag_inv(tmp,flag); 2059 unflag_inv (tmp, flag);
1961 } 2060 }
1962} 2061}
1963 2062
1964/* 2063/*
1965 * 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
1966 * all it's inventory (recursively). 2065 * all it's inventory (recursively).
1967 * 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
1968 * 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.
1969 */ 2068 */
1970 2069
2070void
1971void set_cheat(object *op) { 2071set_cheat (object *op)
2072{
1972 SET_FLAG(op, FLAG_WAS_WIZ); 2073 SET_FLAG (op, FLAG_WAS_WIZ);
1973 flag_inv(op, FLAG_WAS_WIZ); 2074 flag_inv (op, FLAG_WAS_WIZ);
1974} 2075}
1975 2076
1976/* 2077/*
1977 * 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
1978 * 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
1993 * 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
1994 * 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
1995 * customized, changed states, etc. 2096 * customized, changed states, etc.
1996 */ 2097 */
1997 2098
2099int
1998int 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,
1999 int i,index=0, flag; 2104 index = 0, flag;
2105 static int
2000 static int altern[SIZEOFFREE]; 2106 altern[SIZEOFFREE];
2001 2107
2002 for(i=start;i<stop;i++) { 2108 for (i = start; i < stop; i++)
2109 {
2003 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]);
2004 if(!flag) 2111 if (!flag)
2005 altern[index++]=i; 2112 altern[index++] = i;
2006 2113
2007 /* 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.
2008 * 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.
2009 * 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 -
2010 * 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
2011 * 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
2012 * to only the spaces immediately surrounding the target area, and 2119 * to only the spaces immediately surrounding the target area, and
2013 * won't look 2 spaces south of the target space. 2120 * won't look 2 spaces south of the target space.
2014 */ 2121 */
2015 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2122 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2016 stop=maxfree[i]; 2123 stop = maxfree[i];
2017 } 2124 }
2018 if(!index) return -1; 2125
2126 if (!index)
2127 return -1;
2128
2019 return altern[RANDOM()%index]; 2129 return altern[RANDOM () % index];
2020} 2130}
2021 2131
2022/* 2132/*
2023 * find_first_free_spot(archetype, mapstruct, x, y) works like 2133 * find_first_free_spot(archetype, maptile, x, y) works like
2024 * find_free_spot(), but it will search max number of squares. 2134 * find_free_spot(), but it will search max number of squares.
2025 * 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.
2026 * 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.
2027 */ 2137 */
2028 2138
2139int
2029int 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
2030 int i; 2143 i;
2144
2031 for(i=0;i<SIZEOFFREE;i++) { 2145 for (i = 0; i < SIZEOFFREE; i++)
2146 {
2032 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]))
2033 return i; 2148 return i;
2034 } 2149 }
2035 return -1; 2150 return -1;
2036} 2151}
2037 2152
2038/* 2153/*
2039 * The function permute(arr, begin, end) randomly reorders the array 2154 * The function permute(arr, begin, end) randomly reorders the array
2040 * arr[begin..end-1]. 2155 * arr[begin..end-1].
2041 */ 2156 */
2157static void
2042static void permute(int *arr, int begin, int end) 2158permute (int *arr, int begin, int end)
2043{ 2159{
2044 int i, j, tmp, len; 2160 int
2161 i,
2162 j,
2163 tmp,
2164 len;
2045 2165
2046 len = end-begin; 2166 len = end - begin;
2047 for(i = begin; i < end; i++) 2167 for (i = begin; i < end; i++)
2048 { 2168 {
2049 j = begin+RANDOM()%len; 2169 j = begin + RANDOM () % len;
2050 2170
2051 tmp = arr[i]; 2171 tmp = arr[i];
2052 arr[i] = arr[j]; 2172 arr[i] = arr[j];
2053 arr[j] = tmp; 2173 arr[j] = tmp;
2054 } 2174 }
2055} 2175}
2056 2176
2057/* new function to make monster searching more efficient, and effective! 2177/* new function to make monster searching more efficient, and effective!
2058 * This basically returns a randomized array (in the passed pointer) of 2178 * This basically returns a randomized array (in the passed pointer) of
2059 * the spaces to find monsters. In this way, it won't always look for 2179 * the spaces to find monsters. In this way, it won't always look for
2060 * monsters to the north first. However, the size of the array passed 2180 * monsters to the north first. However, the size of the array passed
2061 * covers all the spaces, so within that size, all the spaces within 2181 * covers all the spaces, so within that size, all the spaces within
2062 * the 3x3 area will be searched, just not in a predictable order. 2182 * the 3x3 area will be searched, just not in a predictable order.
2063 */ 2183 */
2184void
2064void get_search_arr(int *search_arr) 2185get_search_arr (int *search_arr)
2065{ 2186{
2187 int
2066 int i; 2188 i;
2067 2189
2068 for(i = 0; i < SIZEOFFREE; i++) 2190 for (i = 0; i < SIZEOFFREE; i++)
2069 { 2191 {
2070 search_arr[i] = i; 2192 search_arr[i] = i;
2071 } 2193 }
2072 2194
2073 permute(search_arr, 1, SIZEOFFREE1+1); 2195 permute (search_arr, 1, SIZEOFFREE1 + 1);
2074 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2196 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2075 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2197 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2076} 2198}
2077 2199
2078/* 2200/*
2079 * 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
2080 * given map at the given coordinates for live objects. 2202 * given map at the given coordinates for live objects.
2086 * 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
2087 * 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
2088 * there is capable of. 2210 * there is capable of.
2089 */ 2211 */
2090 2212
2213int
2091int 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,
2092 int i,max=SIZEOFFREE, mflags; 2218 max = SIZEOFFREE, mflags;
2219
2093 sint16 nx, ny; 2220 sint16 nx, ny;
2094 object *tmp; 2221 object *
2095 mapstruct *mp; 2222 tmp;
2223 maptile *
2224 mp;
2225
2096 MoveType blocked, move_type; 2226 MoveType blocked, move_type;
2097 2227
2098 if (exclude && exclude->head) { 2228 if (exclude && exclude->head)
2229 {
2099 exclude = exclude->head; 2230 exclude = exclude->head;
2100 move_type = exclude->move_type; 2231 move_type = exclude->move_type;
2101 } else { 2232 }
2233 else
2234 {
2102 /* 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. */
2103 move_type=MOVE_ALL; 2236 move_type = MOVE_ALL;
2237 }
2238
2239 for (i = 1; i < max; i++)
2104 } 2240 {
2105
2106 for(i=1;i<max;i++) {
2107 mp = m; 2241 mp = m;
2108 nx = x + freearr_x[i]; 2242 nx = x + freearr_x[i];
2109 ny = y + freearr_y[i]; 2243 ny = y + freearr_y[i];
2110 2244
2111 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2245 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2112 if (mflags & P_OUT_OF_MAP) { 2246 if (mflags & P_OUT_OF_MAP)
2247 {
2113 max = maxfree[i]; 2248 max = maxfree[i];
2249 }
2114 } else { 2250 else
2251 {
2115 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2252 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2116 2253
2117 if ((move_type & blocked) == move_type) { 2254 if ((move_type & blocked) == move_type)
2255 {
2118 max=maxfree[i]; 2256 max = maxfree[i];
2257 }
2119 } else if (mflags & P_IS_ALIVE) { 2258 else if (mflags & P_IS_ALIVE)
2259 {
2120 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)
2121 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2261 {
2122 (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 {
2123 break; 2264 break;
2124 } 2265 }
2125 } 2266 }
2126 if(tmp) { 2267 if (tmp)
2268 {
2127 return freedir[i]; 2269 return freedir[i];
2128 } 2270 }
2129 } 2271 }
2130 } 2272 }
2131 } 2273 }
2132 return 0; 2274 return 0;
2133} 2275}
2134 2276
2135/* 2277/*
2136 * distance(object 1, object 2) will return the square of the 2278 * distance(object 1, object 2) will return the square of the
2137 * distance between the two given objects. 2279 * distance between the two given objects.
2138 */ 2280 */
2139 2281
2282int
2140int distance(const object *ob1, const object *ob2) { 2283distance (const object *ob1, const object *ob2)
2284{
2141 int i; 2285 int
2142 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2286 i;
2143 (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);
2144 return i; 2289 return i;
2145} 2290}
2146 2291
2147/* 2292/*
2148 * 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
2149 * 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
2150 * object, needs to travel toward it. 2295 * object, needs to travel toward it.
2151 */ 2296 */
2152 2297
2298int
2153int find_dir_2(int x, int y) { 2299find_dir_2 (int x, int y)
2300{
2154 int q; 2301 int
2302 q;
2155 2303
2156 if(y) 2304 if (y)
2157 q=x*100/y; 2305 q = x * 100 / y;
2158 else if (x) 2306 else if (x)
2159 q= -300*x; 2307 q = -300 * x;
2160 else 2308 else
2161 return 0; 2309 return 0;
2162 2310
2163 if(y>0) { 2311 if (y > 0)
2312 {
2164 if(q < -242) 2313 if (q < -242)
2165 return 3 ; 2314 return 3;
2166 if (q < -41) 2315 if (q < -41)
2167 return 2 ; 2316 return 2;
2168 if (q < 41) 2317 if (q < 41)
2169 return 1 ; 2318 return 1;
2170 if (q < 242) 2319 if (q < 242)
2171 return 8 ; 2320 return 8;
2172 return 7 ; 2321 return 7;
2173 } 2322 }
2174 2323
2175 if (q < -242) 2324 if (q < -242)
2176 return 7 ; 2325 return 7;
2177 if (q < -41) 2326 if (q < -41)
2178 return 6 ; 2327 return 6;
2179 if (q < 41) 2328 if (q < 41)
2180 return 5 ; 2329 return 5;
2181 if (q < 242) 2330 if (q < 242)
2182 return 4 ; 2331 return 4;
2183 2332
2184 return 3 ; 2333 return 3;
2185} 2334}
2186 2335
2187/* 2336/*
2188 * absdir(int): Returns a number between 1 and 8, which represent 2337 * absdir(int): Returns a number between 1 and 8, which represent
2189 * the "absolute" direction of a number (it actually takes care of 2338 * the "absolute" direction of a number (it actually takes care of
2190 * "overflow" in previous calculations of a direction). 2339 * "overflow" in previous calculations of a direction).
2191 */ 2340 */
2192 2341
2342int
2193int absdir(int d) { 2343absdir (int d)
2194 while(d<1) d+=8; 2344{
2195 while(d>8) d-=8; 2345 while (d < 1)
2346 d += 8;
2347 while (d > 8)
2348 d -= 8;
2196 return d; 2349 return d;
2197} 2350}
2198 2351
2199/* 2352/*
2200 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2353 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2201 * between two directions (which are expected to be absolute (see absdir()) 2354 * between two directions (which are expected to be absolute (see absdir())
2202 */ 2355 */
2203 2356
2357int
2204int dirdiff(int dir1, int dir2) { 2358dirdiff (int dir1, int dir2)
2359{
2205 int d; 2360 int
2361 d;
2362
2206 d = abs(dir1 - dir2); 2363 d = abs (dir1 - dir2);
2207 if(d>4) 2364 if (d > 4)
2208 d = 8 - d; 2365 d = 8 - d;
2209 return d; 2366 return d;
2210} 2367}
2211 2368
2212/* peterm: 2369/* peterm:
2217 * 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.
2218 * 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
2219 * functions. 2376 * functions.
2220 */ 2377 */
2221 2378
2379int
2222int reduction_dir[SIZEOFFREE][3] = { 2380 reduction_dir[SIZEOFFREE][3] = {
2223 {0,0,0}, /* 0 */ 2381 {0, 0, 0}, /* 0 */
2224 {0,0,0}, /* 1 */ 2382 {0, 0, 0}, /* 1 */
2225 {0,0,0}, /* 2 */ 2383 {0, 0, 0}, /* 2 */
2226 {0,0,0}, /* 3 */ 2384 {0, 0, 0}, /* 3 */
2227 {0,0,0}, /* 4 */ 2385 {0, 0, 0}, /* 4 */
2228 {0,0,0}, /* 5 */ 2386 {0, 0, 0}, /* 5 */
2229 {0,0,0}, /* 6 */ 2387 {0, 0, 0}, /* 6 */
2230 {0,0,0}, /* 7 */ 2388 {0, 0, 0}, /* 7 */
2231 {0,0,0}, /* 8 */ 2389 {0, 0, 0}, /* 8 */
2232 {8,1,2}, /* 9 */ 2390 {8, 1, 2}, /* 9 */
2233 {1,2,-1}, /* 10 */ 2391 {1, 2, -1}, /* 10 */
2234 {2,10,12}, /* 11 */ 2392 {2, 10, 12}, /* 11 */
2235 {2,3,-1}, /* 12 */ 2393 {2, 3, -1}, /* 12 */
2236 {2,3,4}, /* 13 */ 2394 {2, 3, 4}, /* 13 */
2237 {3,4,-1}, /* 14 */ 2395 {3, 4, -1}, /* 14 */
2238 {4,14,16}, /* 15 */ 2396 {4, 14, 16}, /* 15 */
2239 {5,4,-1}, /* 16 */ 2397 {5, 4, -1}, /* 16 */
2240 {4,5,6}, /* 17 */ 2398 {4, 5, 6}, /* 17 */
2241 {6,5,-1}, /* 18 */ 2399 {6, 5, -1}, /* 18 */
2242 {6,20,18}, /* 19 */ 2400 {6, 20, 18}, /* 19 */
2243 {7,6,-1}, /* 20 */ 2401 {7, 6, -1}, /* 20 */
2244 {6,7,8}, /* 21 */ 2402 {6, 7, 8}, /* 21 */
2245 {7,8,-1}, /* 22 */ 2403 {7, 8, -1}, /* 22 */
2246 {8,22,24}, /* 23 */ 2404 {8, 22, 24}, /* 23 */
2247 {8,1,-1}, /* 24 */ 2405 {8, 1, -1}, /* 24 */
2248 {24,9,10}, /* 25 */ 2406 {24, 9, 10}, /* 25 */
2249 {9,10,-1}, /* 26 */ 2407 {9, 10, -1}, /* 26 */
2250 {10,11,-1}, /* 27 */ 2408 {10, 11, -1}, /* 27 */
2251 {27,11,29}, /* 28 */ 2409 {27, 11, 29}, /* 28 */
2252 {11,12,-1}, /* 29 */ 2410 {11, 12, -1}, /* 29 */
2253 {12,13,-1}, /* 30 */ 2411 {12, 13, -1}, /* 30 */
2254 {12,13,14}, /* 31 */ 2412 {12, 13, 14}, /* 31 */
2255 {13,14,-1}, /* 32 */ 2413 {13, 14, -1}, /* 32 */
2256 {14,15,-1}, /* 33 */ 2414 {14, 15, -1}, /* 33 */
2257 {33,15,35}, /* 34 */ 2415 {33, 15, 35}, /* 34 */
2258 {16,15,-1}, /* 35 */ 2416 {16, 15, -1}, /* 35 */
2259 {17,16,-1}, /* 36 */ 2417 {17, 16, -1}, /* 36 */
2260 {18,17,16}, /* 37 */ 2418 {18, 17, 16}, /* 37 */
2261 {18,17,-1}, /* 38 */ 2419 {18, 17, -1}, /* 38 */
2262 {18,19,-1}, /* 39 */ 2420 {18, 19, -1}, /* 39 */
2263 {41,19,39}, /* 40 */ 2421 {41, 19, 39}, /* 40 */
2264 {19,20,-1}, /* 41 */ 2422 {19, 20, -1}, /* 41 */
2265 {20,21,-1}, /* 42 */ 2423 {20, 21, -1}, /* 42 */
2266 {20,21,22}, /* 43 */ 2424 {20, 21, 22}, /* 43 */
2267 {21,22,-1}, /* 44 */ 2425 {21, 22, -1}, /* 44 */
2268 {23,22,-1}, /* 45 */ 2426 {23, 22, -1}, /* 45 */
2269 {45,47,23}, /* 46 */ 2427 {45, 47, 23}, /* 46 */
2270 {23,24,-1}, /* 47 */ 2428 {23, 24, -1}, /* 47 */
2271 {24,9,-1}}; /* 48 */ 2429 {24, 9, -1}
2430}; /* 48 */
2272 2431
2273/* Recursive routine to step back and see if we can 2432/* Recursive routine to step back and see if we can
2274 * find a path to that monster that we found. If not, 2433 * find a path to that monster that we found. If not,
2275 * we don't bother going toward it. Returns 1 if we 2434 * we don't bother going toward it. Returns 1 if we
2276 * can see a direct way to get it 2435 * can see a direct way to get it
2277 * Modified to be map tile aware -.MSW 2436 * Modified to be map tile aware -.MSW
2278 */ 2437 */
2279
2280 2438
2439
2440int
2281int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2441can_see_monsterP (maptile *m, int x, int y, int dir)
2442{
2282 sint16 dx, dy; 2443 sint16 dx, dy;
2444 int
2283 int mflags; 2445 mflags;
2284 2446
2447 if (dir < 0)
2285 if(dir<0) return 0; /* exit condition: invalid direction */ 2448 return 0; /* exit condition: invalid direction */
2286 2449
2287 dx = x + freearr_x[dir]; 2450 dx = x + freearr_x[dir];
2288 dy = y + freearr_y[dir]; 2451 dy = y + freearr_y[dir];
2289 2452
2290 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2453 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2291 2454
2292 /* This functional arguably was incorrect before - it was 2455 /* This functional arguably was incorrect before - it was
2293 * checking for P_WALL - that was basically seeing if 2456 * checking for P_WALL - that was basically seeing if
2294 * we could move to the monster - this is being more 2457 * we could move to the monster - this is being more
2295 * 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
2296 * 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
2297 * at least its move type. 2460 * at least its move type.
2298 */ 2461 */
2299 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2462 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2463 return 0;
2300 2464
2301 /* yes, can see. */ 2465 /* yes, can see. */
2302 if(dir < 9) return 1; 2466 if (dir < 9)
2467 return 1;
2303 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2468 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2304 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]);
2305 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2306} 2470}
2307 2471
2308 2472
2309 2473
2310/* 2474/*
2311 * 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
2312 * picked up by the picker. Returnes 1 if it can be 2476 * picked up by the picker. Returnes 1 if it can be
2313 * picked up, otherwise 0. 2477 * picked up, otherwise 0.
2314 * 2478 *
2316 * core dumps if they do. 2480 * core dumps if they do.
2317 * 2481 *
2318 * 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)
2319 */ 2483 */
2320 2484
2485int
2321int can_pick(const object *who, const object *item) { 2486can_pick (const object *who, const object *item)
2487{
2322 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2488 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2323 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2489 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2324 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2490 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2325 (who->type==PLAYER||item->weight<who->weight/3));
2326} 2491}
2327 2492
2328 2493
2329/* 2494/*
2330 * create clone from object to another 2495 * create clone from object to another
2331 */ 2496 */
2497object *
2332object *object_create_clone (object *asrc) { 2498object_create_clone (object *asrc)
2499{
2333 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2500 object *dst = 0, *tmp, *src, *part, *prev, *item;
2334 2501
2335 if(!asrc) return NULL; 2502 if (!asrc)
2503 return 0;
2504
2336 src = asrc; 2505 src = asrc;
2337 if(src->head) 2506 if (src->head)
2338 src = src->head; 2507 src = src->head;
2339 2508
2340 prev = NULL; 2509 prev = 0;
2341 for(part = src; part; part = part->more) { 2510 for (part = src; part; part = part->more)
2342 tmp = get_object(); 2511 {
2343 copy_object(part,tmp); 2512 tmp = part->clone ();
2344 tmp->x -= src->x; 2513 tmp->x -= src->x;
2345 tmp->y -= src->y; 2514 tmp->y -= src->y;
2515
2346 if(!part->head) { 2516 if (!part->head)
2517 {
2347 dst = tmp; 2518 dst = tmp;
2348 tmp->head = NULL; 2519 tmp->head = 0;
2520 }
2349 } else { 2521 else
2522 {
2350 tmp->head = dst; 2523 tmp->head = dst;
2351 } 2524 }
2525
2352 tmp->more = NULL; 2526 tmp->more = 0;
2527
2353 if(prev) 2528 if (prev)
2354 prev->more = tmp; 2529 prev->more = tmp;
2530
2355 prev = tmp; 2531 prev = tmp;
2356 } 2532 }
2357 /*** copy inventory ***/ 2533
2358 for(item = src->inv; item; item = item->below) { 2534 for (item = src->inv; item; item = item->below)
2359 (void) insert_ob_in_ob(object_create_clone(item),dst); 2535 insert_ob_in_ob (object_create_clone (item), dst);
2360 }
2361 2536
2362 return dst; 2537 return dst;
2363}
2364
2365/* return true if the object was destroyed, 0 otherwise */
2366int was_destroyed (const object *op, tag_t old_tag)
2367{
2368 /* checking for FLAG_FREED isn't necessary, but makes this function more
2369 * robust */
2370 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2371} 2538}
2372 2539
2373/* GROS - Creates an object using a string representing its content. */ 2540/* GROS - Creates an object using a string representing its content. */
2374/* Basically, we save the content of the string to a temp file, then call */ 2541/* Basically, we save the content of the string to a temp file, then call */
2375/* load_object on it. I admit it is a highly inefficient way to make things, */ 2542/* load_object on it. I admit it is a highly inefficient way to make things, */
2376/* but it was simple to make and allows reusing the load_object function. */ 2543/* but it was simple to make and allows reusing the load_object function. */
2377/* Remember not to use load_object_str in a time-critical situation. */ 2544/* Remember not to use load_object_str in a time-critical situation. */
2378/* Also remember that multiparts objects are not supported for now. */ 2545/* Also remember that multiparts objects are not supported for now. */
2379 2546
2547object *
2380object* load_object_str(const char *obstr) 2548load_object_str (const char *obstr)
2381{ 2549{
2382 object *op; 2550 object *op;
2383 char filename[MAX_BUF]; 2551 char filename[MAX_BUF];
2552
2384 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2553 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2385 2554
2386 FILE *tempfile=fopen(filename,"w"); 2555 FILE *tempfile = fopen (filename, "w");
2556
2387 if (tempfile == NULL) 2557 if (tempfile == NULL)
2388 { 2558 {
2389 LOG(llevError,"Error - Unable to access load object temp file\n"); 2559 LOG (llevError, "Error - Unable to access load object temp file\n");
2390 return NULL; 2560 return NULL;
2391 }; 2561 }
2562
2392 fprintf(tempfile,obstr); 2563 fprintf (tempfile, obstr);
2393 fclose(tempfile); 2564 fclose (tempfile);
2394 2565
2395 op=get_object(); 2566 op = object::create ();
2396 2567
2397 object_thawer thawer (filename); 2568 object_thawer thawer (filename);
2398 2569
2399 if (thawer) 2570 if (thawer)
2400 load_object(thawer,op,0); 2571 load_object (thawer, op, 0);
2401 2572
2402 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2573 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2403 CLEAR_FLAG(op,FLAG_REMOVED); 2574 CLEAR_FLAG (op, FLAG_REMOVED);
2404 2575
2405 return op; 2576 return op;
2406} 2577}
2407 2578
2408/* This returns the first object in who's inventory that 2579/* This returns the first object in who's inventory that
2409 * has the same type and subtype match. 2580 * has the same type and subtype match.
2410 * returns NULL if no match. 2581 * returns NULL if no match.
2411 */ 2582 */
2583object *
2412object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2584find_obj_by_type_subtype (const object *who, int type, int subtype)
2413{ 2585{
2414 object *tmp; 2586 object *tmp;
2415 2587
2416 for (tmp=who->inv; tmp; tmp=tmp->below) 2588 for (tmp = who->inv; tmp; tmp = tmp->below)
2417 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2589 if (tmp->type == type && tmp->subtype == subtype)
2590 return tmp;
2418 2591
2419 return NULL; 2592 return NULL;
2420} 2593}
2421 2594
2422/* 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,
2423 * otherwise return NULL. 2596 * otherwise return NULL.
2424 * 2597 *
2425 * 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
2426 * do the desired thing. 2599 * do the desired thing.
2427 */ 2600 */
2601key_value *
2428key_value * get_ob_key_link(const object * ob, const char * key) { 2602get_ob_key_link (const object *ob, const char *key)
2603{
2429 key_value * link; 2604 key_value *link;
2430 2605
2431 for (link = ob->key_values; link != NULL; link = link->next) { 2606 for (link = ob->key_values; link != NULL; link = link->next)
2432 if (link->key == key) { 2607 if (link->key == key)
2433 return link; 2608 return link;
2434 } 2609
2435 }
2436
2437 return NULL; 2610 return NULL;
2438} 2611}
2439 2612
2440/* 2613/*
2441 * 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.
2442 * 2615 *
2443 * The argument doesn't need to be a shared string. 2616 * The argument doesn't need to be a shared string.
2444 * 2617 *
2445 * The returned string is shared. 2618 * The returned string is shared.
2446 */ 2619 */
2620const char *
2447const char * get_ob_key_value(const object * op, const char * const key) { 2621get_ob_key_value (const object *op, const char *const key)
2622{
2448 key_value * link; 2623 key_value *link;
2449 const char * canonical_key; 2624 shstr_cmp canonical_key (key);
2625
2626 if (!canonical_key)
2450 2627 {
2451 canonical_key = shstr::find (key);
2452
2453 if (canonical_key == NULL) {
2454 /* 1. There being a field named key on any object 2628 /* 1. There being a field named key on any object
2455 * implies there'd be a shared string to find. 2629 * implies there'd be a shared string to find.
2456 * 2. Since there isn't, no object has this field. 2630 * 2. Since there isn't, no object has this field.
2457 * 3. Therefore, *this* object doesn't have this field. 2631 * 3. Therefore, *this* object doesn't have this field.
2458 */ 2632 */
2459 return NULL; 2633 return 0;
2460 } 2634 }
2461 2635
2462 /* This is copied from get_ob_key_link() above - 2636 /* This is copied from get_ob_key_link() above -
2463 * only 4 lines, and saves the function call overhead. 2637 * only 4 lines, and saves the function call overhead.
2464 */ 2638 */
2465 for (link = op->key_values; link != NULL; link = link->next) { 2639 for (link = op->key_values; link; link = link->next)
2466 if (link->key == canonical_key) { 2640 if (link->key == canonical_key)
2467 return link->value; 2641 return link->value;
2468 } 2642
2469 } 2643 return 0;
2470 return NULL;
2471} 2644}
2472 2645
2473 2646
2474/* 2647/*
2475 * Updates the canonical_key in op to value. 2648 * Updates the canonical_key in op to value.
2479 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2652 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2480 * keys. 2653 * keys.
2481 * 2654 *
2482 * Returns TRUE on success. 2655 * Returns TRUE on success.
2483 */ 2656 */
2657int
2484int 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 *
2485 key_value * field = NULL, *last=NULL; 2661 field = NULL, *last = NULL;
2486 2662
2487 for (field=op->key_values; field != NULL; field=field->next) { 2663 for (field = op->key_values; field != NULL; field = field->next)
2664 {
2488 if (field->key != canonical_key) { 2665 if (field->key != canonical_key)
2666 {
2489 last = field; 2667 last = field;
2490 continue; 2668 continue;
2491 } 2669 }
2492 2670
2493 if (value) 2671 if (value)
2494 field->value = value; 2672 field->value = value;
2495 else { 2673 else
2674 {
2496 /* Basically, if the archetype has this key set, 2675 /* Basically, if the archetype has this key set,
2497 * we need to store the null value so when we save 2676 * we need to store the null value so when we save
2498 * it, we save the empty value so that when we load, 2677 * it, we save the empty value so that when we load,
2499 * we get this value back again. 2678 * we get this value back again.
2500 */ 2679 */
2501 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2680 if (get_ob_key_link (&op->arch->clone, canonical_key))
2502 field->value = 0; 2681 field->value = 0;
2682 else
2683 {
2684 if (last)
2685 last->next = field->next;
2503 else 2686 else
2504 {
2505 if (last) last->next = field->next;
2506 else op->key_values = field->next; 2687 op->key_values = field->next;
2507 2688
2508 delete field; 2689 delete field;
2509 } 2690 }
2510 } 2691 }
2511 return TRUE; 2692 return TRUE;
2512 } 2693 }
2513 /* IF we get here, key doesn't exist */ 2694 /* IF we get here, key doesn't exist */
2514 2695
2515 /* No field, we'll have to add it. */ 2696 /* No field, we'll have to add it. */
2697
2698 if (!add_key)
2516 2699 {
2517 if (!add_key) {
2518 return FALSE; 2700 return FALSE;
2519 } 2701 }
2520 /* There isn't any good reason to store a null 2702 /* There isn't any good reason to store a null
2521 * value in the key/value list. If the archetype has 2703 * value in the key/value list. If the archetype has
2522 * this key, then we should also have it, so shouldn't 2704 * this key, then we should also have it, so shouldn't
2523 * be here. If user wants to store empty strings, 2705 * be here. If user wants to store empty strings,
2524 * should pass in "" 2706 * should pass in ""
2525 */ 2707 */
2526 if (value == NULL) return TRUE; 2708 if (value == NULL)
2527
2528 field = new key_value;
2529
2530 field->key = canonical_key;
2531 field->value = value;
2532 /* Usual prepend-addition. */
2533 field->next = op->key_values;
2534 op->key_values = field;
2535
2536 return TRUE; 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;
2537} 2720}
2538 2721
2539/* 2722/*
2540 * Updates the key in op to value. 2723 * Updates the key in op to value.
2541 * 2724 *
2543 * and not add new ones. 2726 * and not add new ones.
2544 * 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
2545 * 2728 *
2546 * Returns TRUE on success. 2729 * Returns TRUE on success.
2547 */ 2730 */
2731int
2548int 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)
2549{ 2733{
2550 shstr key_ (key); 2734 shstr key_ (key);
2735
2551 return set_ob_key_value_s (op, key_, value, add_key); 2736 return set_ob_key_value_s (op, key_, value, add_key);
2552} 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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