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Comparing deliantra/server/common/object.C (file contents):
Revision 1.19 by root, Fri Sep 8 17:14:07 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 1.19 2006/09/08 17:14:07 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
576object *
628object::object () 577object::clone ()
629{ 578{
630 count = ++ob_count; 579 object *neu = create ();
631 580 copy_to (neu);
632 next = objects; 581 return neu;
633
634 if (objects)
635 objects->prev = this;
636
637 objects = this;
638
639 SET_FLAG (this, FLAG_REMOVED);
640
641 expmul = 1.0;
642 face = blank_face;
643 attacked_by_count = -1;
644}
645
646object::~object ()
647{
648} 582}
649 583
650/* 584/*
651 * 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
652 * 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
653 * 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.
654 */ 588 */
655 589
590void
656void update_turn_face(object *op) { 591update_turn_face (object *op)
592{
657 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 593 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
658 return; 594 return;
659 SET_ANIMATION(op, op->direction); 595 SET_ANIMATION (op, op->direction);
660 update_object(op,UP_OBJ_FACE); 596 update_object (op, UP_OBJ_FACE);
661} 597}
662 598
663/* 599/*
664 * 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
665 * 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.
666 * 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.
667 */ 603 */
668 604void
669void update_ob_speed(object *op) { 605update_ob_speed (object *op)
606{
670 extern int arch_init; 607 extern int arch_init;
671 608
672 /* No reason putting the archetypes objects on the speed list, 609 /* No reason putting the archetypes objects on the speed list,
673 * since they never really need to be updated. 610 * since they never really need to be updated.
674 */ 611 */
675 612
676 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 613 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
614 {
677 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);
678#ifdef MANY_CORES 616#ifdef MANY_CORES
679 abort(); 617 abort ();
680#else 618#else
681 op->speed = 0; 619 op->speed = 0;
682#endif 620#endif
683 } 621 }
622
684 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)
685 return; 630 return;
686 }
687 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
688 /* If already on active list, don't do anything */
689 if (op->active_next || op->active_prev || op==active_objects)
690 return;
691 631
692 /* process_events() expects us to insert the object at the beginning 632 /* process_events() expects us to insert the object at the beginning
693 * of the list. */ 633 * of the list. */
694 op->active_next = active_objects; 634 op->active_next = active_objects;
635
695 if (op->active_next!=NULL) 636 if (op->active_next != NULL)
696 op->active_next->active_prev = op; 637 op->active_next->active_prev = op;
638
697 active_objects = op; 639 active_objects = op;
640 }
641 else
698 } 642 {
699 else {
700 /* If not on the active list, nothing needs to be done */ 643 /* If not on the active list, nothing needs to be done */
701 if (!op->active_next && !op->active_prev && op!=active_objects) 644 if (!op->active_next && !op->active_prev && op != active_objects)
702 return; 645 return;
703 646
704 if (op->active_prev==NULL) { 647 if (op->active_prev == NULL)
648 {
705 active_objects = op->active_next; 649 active_objects = op->active_next;
650
706 if (op->active_next!=NULL) 651 if (op->active_next != NULL)
707 op->active_next->active_prev = NULL; 652 op->active_next->active_prev = NULL;
653 }
654 else
708 } 655 {
709 else {
710 op->active_prev->active_next = op->active_next; 656 op->active_prev->active_next = op->active_next;
657
711 if (op->active_next) 658 if (op->active_next)
712 op->active_next->active_prev = op->active_prev; 659 op->active_next->active_prev = op->active_prev;
713 } 660 }
661
714 op->active_next = NULL; 662 op->active_next = NULL;
715 op->active_prev = NULL; 663 op->active_prev = NULL;
716 } 664 }
717} 665}
718 666
719/* This function removes object 'op' from the list of active 667/* This function removes object 'op' from the list of active
720 * objects. 668 * objects.
722 * 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
723 * in play chewing up cpu time getting processed. 671 * in play chewing up cpu time getting processed.
724 * The reverse of this is to call update_ob_speed, which 672 * The reverse of this is to call update_ob_speed, which
725 * 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.
726 */ 674 */
675void
727void remove_from_active_list(object *op) 676remove_from_active_list (object *op)
728{ 677{
729 /* If not on the active list, nothing needs to be done */ 678 /* If not on the active list, nothing needs to be done */
730 if (!op->active_next && !op->active_prev && op!=active_objects) 679 if (!op->active_next && !op->active_prev && op != active_objects)
731 return; 680 return;
732 681
733 if (op->active_prev==NULL) { 682 if (op->active_prev == NULL)
683 {
734 active_objects = op->active_next; 684 active_objects = op->active_next;
735 if (op->active_next!=NULL) 685 if (op->active_next != NULL)
736 op->active_next->active_prev = NULL; 686 op->active_next->active_prev = NULL;
687 }
688 else
737 } 689 {
738 else {
739 op->active_prev->active_next = op->active_next; 690 op->active_prev->active_next = op->active_next;
740 if (op->active_next) 691 if (op->active_next)
741 op->active_next->active_prev = op->active_prev; 692 op->active_next->active_prev = op->active_prev;
742 } 693 }
743 op->active_next = NULL; 694 op->active_next = NULL;
744 op->active_prev = NULL; 695 op->active_prev = NULL;
745} 696}
746 697
747/* 698/*
748 * update_object() updates the array which represents the map. 699 * update_object() updates the array which represents the map.
749 * It takes into account invisible objects (and represent squares covered 700 * It takes into account invisible objects (and represent squares covered
764 * 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
765 * 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.
766 * UP_OBJ_FACE: only the objects face has changed. 717 * UP_OBJ_FACE: only the objects face has changed.
767 */ 718 */
768 719
720void
769void update_object(object *op, int action) { 721update_object (object *op, int action)
722{
770 int update_now=0, flags; 723 int update_now = 0, flags;
771 MoveType move_on, move_off, move_block, move_slow; 724 MoveType move_on, move_off, move_block, move_slow;
772 725
773 if (op == NULL) { 726 if (op == NULL)
727 {
774 /* this should never happen */ 728 /* this should never happen */
775 LOG(llevDebug,"update_object() called for NULL object.\n"); 729 LOG (llevDebug, "update_object() called for NULL object.\n");
776 return; 730 return;
777 }
778 731 }
732
779 if(op->env!=NULL) { 733 if (op->env != NULL)
734 {
780 /* Animation is currently handled by client, so nothing 735 /* Animation is currently handled by client, so nothing
781 * to do in this case. 736 * to do in this case.
782 */ 737 */
783 return; 738 return;
784 } 739 }
785 740
786 /* 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
787 * going to get freed anyways. 742 * going to get freed anyways.
788 */ 743 */
789 if (!op->map || op->map->in_memory == MAP_SAVING) return; 744 if (!op->map || op->map->in_memory == MAP_SAVING)
790 745 return;
746
791 /* make sure the object is within map boundaries */ 747 /* make sure the object is within map boundaries */
792 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))
793 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 749 {
794 LOG(llevError,"update_object() called for object out of map!\n"); 750 LOG (llevError, "update_object() called for object out of map!\n");
795#ifdef MANY_CORES 751#ifdef MANY_CORES
796 abort(); 752 abort ();
797#endif 753#endif
798 return; 754 return;
799 }
800 755 }
756
801 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 757 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
802 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);
803 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);
804 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);
805 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);
806 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);
807 763
808 if (action == UP_OBJ_INSERT) { 764 if (action == UP_OBJ_INSERT)
765 {
809 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 766 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
810 update_now=1; 767 update_now = 1;
811 768
812 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 769 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
813 update_now=1; 770 update_now = 1;
814 771
815 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 772 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
816 update_now=1; 773 update_now = 1;
817 774
818 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 775 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
819 update_now=1; 776 update_now = 1;
820 777
778 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
779 update_now = 1;
780
821 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
822 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
823 /* 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
824 * to have move_allow right now. 788 * to have move_allow right now.
825 */ 789 */
826 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 790 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
827 update_now=1; 791 update_now = 1;
792
828 if ((move_slow | op->move_slow) != move_slow) update_now=1; 793 if ((move_slow | op->move_slow) != move_slow)
794 update_now = 1;
829 } 795 }
796
830 /* if the object is being removed, we can't make intelligent 797 /* if the object is being removed, we can't make intelligent
831 * decisions, because remove_ob can't really pass the object 798 * decisions, because remove_ob can't really pass the object
832 * that is being removed. 799 * that is being removed.
833 */ 800 */
834 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 801 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
835 update_now=1; 802 update_now = 1;
836 } else if (action == UP_OBJ_FACE) { 803 else if (action == UP_OBJ_FACE)
837 /* Nothing to do for that case */ 804 /* Nothing to do for that case */ ;
838 }
839 else { 805 else
840 LOG(llevError,"update_object called with invalid action: %d\n", action); 806 LOG (llevError, "update_object called with invalid action: %d\n", action);
841 }
842 807
843 if (update_now) { 808 if (update_now)
809 {
844 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);
845 update_position(op->map, op->x, op->y); 811 update_position (op->map, op->x, op->y);
846 } 812 }
847 813
848 if(op->more!=NULL) 814 if (op->more != NULL)
849 update_object(op->more, action); 815 update_object (op->more, action);
850} 816}
851 817
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}
852 880
853/* 881/*
854 * free_object() frees everything allocated by an object, removes 882 * free_object() frees everything allocated by an object, removes
855 * 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
856 * free objects. The IS_FREED() flag is set in the object. 884 * free objects. The IS_FREED() flag is set in the object.
857 * The object must have been removed by remove_ob() first for 885 * The object must have been removed by remove_ob() first for
858 * this function to succeed. 886 * this function to succeed.
859 * 887 *
860 * 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
861 * inventory to the ground. 889 * inventory to the ground.
862 */ 890 */
863 891void object::destroy (bool destroy_inventory)
864void
865free_object (object * ob)
866{ 892{
867 free_object2 (ob, 0);
868}
869
870void
871free_object2 (object * ob, int free_inventory)
872{
873 object *tmp, *op;
874
875 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 893 if (QUERY_FLAG (this, FLAG_FREED))
876 { 894 return;
877 LOG (llevDebug, "Free object called with non removed object\n");
878 dump_object (ob);
879#ifdef MANY_CORES
880 abort ();
881#endif
882 }
883 895
884 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 896 if (QUERY_FLAG (this, FLAG_FRIENDLY))
885 {
886 LOG (llevMonster, "Warning: tried to free friendly object.\n");
887 remove_friendly_object (ob); 897 remove_friendly_object (this);
888 }
889 898
890 if (QUERY_FLAG (ob, FLAG_FREED)) 899 if (!QUERY_FLAG (this, FLAG_REMOVED))
891 { 900 remove ();
892 dump_object (ob); 901
893 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 902 SET_FLAG (this, FLAG_FREED);
894 return; 903
904 if (more)
895 } 905 {
896 906 more->destroy (destroy_inventory);
897 if (ob->more != NULL) 907 more = 0;
898 { 908 }
899 free_object2 (ob->more, free_inventory);
900 ob->more = NULL;
901 }
902 909
903 if (ob->inv) 910 if (inv)
904 { 911 {
905 /* Only if the space blocks everything do we not process - 912 /* Only if the space blocks everything do we not process -
906 * if some form of movement is allowed, let objects 913 * if some form of movement is allowed, let objects
907 * drop on that space. 914 * drop on that space.
908 */ 915 */
909 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)
910 || ob->map->in_memory != MAP_IN_MEMORY 917 {
911 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 918 object *op = inv;
912 {
913 op = ob->inv;
914 919
915 while (op != NULL) 920 while (op)
916 { 921 {
917 tmp = op->below; 922 object *tmp = op->below;
918 remove_ob (op); 923 op->destroy (destroy_inventory);
919 free_object2 (op, free_inventory);
920 op = tmp; 924 op = tmp;
921 } 925 }
922 } 926 }
923 else 927 else
924 { /* Put objects in inventory onto this space */ 928 { /* Put objects in inventory onto this space */
925 op = ob->inv; 929 object *op = inv;
926 930
927 while (op != NULL) 931 while (op)
928 { 932 {
929 tmp = op->below; 933 object *tmp = op->below;
930 remove_ob (op);
931 934
935 op->remove ();
936
932 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 937 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
933 || 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))
934 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 939 op->destroy ();
935 free_object (op); 940 else
936 else 941 {
937 { 942 op->x = x;
938 op->x = ob->x; 943 op->y = y;
939 op->y = ob->y;
940 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 */
941 } 945 }
942 946
943 op = tmp; 947 op = tmp;
948 }
949 }
944 } 950 }
945 } 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 ();
946 } 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;
947 979
948 /* Remove object from the active list */ 980 /* Remove object from the active list */
949 ob->speed = 0; 981 speed = 0;
950 update_ob_speed (ob); 982 update_ob_speed (this);
951 983
952 SET_FLAG (ob, FLAG_FREED); 984 unlink ();
953 ob->count = 0;
954 985
955 /* Remove this object from the list of used objects */ 986 mortals.push_back (this);
956 if (ob->prev == NULL)
957 {
958 objects = ob->next;
959
960 if (objects != NULL)
961 objects->prev = NULL;
962 }
963 else
964 {
965 ob->prev->next = ob->next;
966
967 if (ob->next != NULL)
968 ob->next->prev = ob->prev;
969 }
970
971 free_key_values (ob);
972
973 /* Now link it with the free_objects list: */
974 ob->prev = 0;
975 ob->next = 0;
976
977 delete ob;
978} 987}
979 988
980/* 989/*
981 * sub_weight() recursively (outwards) subtracts a number from the 990 * sub_weight() recursively (outwards) subtracts a number from the
982 * 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)).
983 */ 992 */
984 993void
985void sub_weight (object *op, signed long weight) { 994sub_weight (object *op, signed long weight)
995{
986 while (op != NULL) { 996 while (op != NULL)
997 {
987 if (op->type == CONTAINER) { 998 if (op->type == CONTAINER)
988 weight=(signed long)(weight*(100-op->stats.Str)/100); 999 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
989 } 1000
990 op->carrying-=weight; 1001 op->carrying -= weight;
991 op = op->env; 1002 op = op->env;
992 } 1003 }
993} 1004}
994 1005
995/* remove_ob(op): 1006/* op->remove ():
996 * 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
997 * 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
998 * object will have no environment. If the object previously had an 1009 * object will have no environment. If the object previously had an
999 * environment, the x and y coordinates will be updated to 1010 * environment, the x and y coordinates will be updated to
1000 * the previous environment. 1011 * the previous environment.
1001 * Beware: This function is called from the editor as well! 1012 * Beware: This function is called from the editor as well!
1002 */ 1013 */
1003 1014void
1004void remove_ob(object *op) { 1015object::remove ()
1016{
1005 object *tmp,*last=NULL; 1017 object *tmp, *last = 0;
1006 object *otmp; 1018 object *otmp;
1007 tag_t tag; 1019
1008 int check_walk_off; 1020 int check_walk_off;
1009 mapstruct *m;
1010 sint16 x,y;
1011
1012 1021
1013 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1022 if (QUERY_FLAG (this, FLAG_REMOVED))
1014 dump_object(op); 1023 return;
1015 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1016 1024
1017 /* Changed it to always dump core in this case. As has been learned
1018 * in the past, trying to recover from errors almost always
1019 * make things worse, and this is a real error here - something
1020 * that should not happen.
1021 * Yes, if this was a mission critical app, trying to do something
1022 * to recover may make sense, but that is because failure of the app
1023 * may have other disastrous problems. Cf runs out of a script
1024 * so is easily enough restarted without any real problems.
1025 * MSW 2001-07-01
1026 */
1027 abort();
1028 }
1029 if(op->more!=NULL)
1030 remove_ob(op->more);
1031
1032 SET_FLAG(op, FLAG_REMOVED); 1025 SET_FLAG (this, FLAG_REMOVED);
1033 1026
1027 if (more)
1028 more->remove ();
1029
1034 /* 1030 /*
1035 * In this case, the object to be removed is in someones 1031 * In this case, the object to be removed is in someones
1036 * inventory. 1032 * inventory.
1037 */ 1033 */
1038 if(op->env!=NULL) { 1034 if (env)
1035 {
1039 if(op->nrof) 1036 if (nrof)
1040 sub_weight(op->env, op->weight*op->nrof); 1037 sub_weight (env, weight * nrof);
1041 else 1038 else
1042 sub_weight(op->env, op->weight+op->carrying); 1039 sub_weight (env, weight + carrying);
1043 1040
1044 /* 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
1045 * made to players inventory. If set, avoiding the call 1042 * made to players inventory. If set, avoiding the call
1046 * to save cpu time. 1043 * to save cpu time.
1047 */ 1044 */
1048 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1049 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1050 fix_player(otmp); 1046 fix_player (otmp);
1051 1047
1052 if(op->above!=NULL) 1048 if (above != NULL)
1053 op->above->below=op->below; 1049 above->below = below;
1054 else 1050 else
1055 op->env->inv=op->below; 1051 env->inv = below;
1056 1052
1057 if(op->below!=NULL) 1053 if (below != NULL)
1058 op->below->above=op->above; 1054 below->above = above;
1059 1055
1060 /* we set up values so that it could be inserted into 1056 /* we set up values so that it could be inserted into
1061 * 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
1062 * 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
1063 */ 1085 */
1064 op->x=op->env->x,op->y=op->env->y; 1086 if (GET_MAP_OB (map, x, y) != this)
1065 op->map=op->env->map; 1087 {
1066 op->above=NULL,op->below=NULL; 1088 char *dump = dump_object (this);
1067 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)
1068 return; 1104 return;
1069 }
1070 1105
1071 /* If we get here, we are removing it from a map */
1072 if (op->map == NULL) return;
1073
1074 x = op->x;
1075 y = op->y;
1076 m = get_map_from_coord(op->map, &x, &y);
1077
1078 if (!m) {
1079 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1080 op->map->path, op->x, op->y);
1081 /* in old days, we used to set x and y to 0 and continue.
1082 * it seems if we get into this case, something is probablye
1083 * screwed up and should be fixed.
1084 */
1085 abort();
1086 }
1087 if (op->map != m) {
1088 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1089 op->map->path, m->path, op->x, op->y, x, y);
1090 }
1091
1092 /* Re did the following section of code - it looks like it had
1093 * lots of logic for things we no longer care about
1094 */
1095
1096 /* link the object above us */
1097 if (op->above)
1098 op->above->below=op->below;
1099 else
1100 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1101
1102 /* Relink the object below us, if there is one */
1103 if(op->below) {
1104 op->below->above=op->above;
1105 } else {
1106 /* Nothing below, which means we need to relink map object for this space
1107 * use translated coordinates in case some oddness with map tiling is
1108 * evident
1109 */
1110 if(GET_MAP_OB(m,x,y)!=op) {
1111 dump_object(op);
1112 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);
1113 dump_object(GET_MAP_OB(m,x,y));
1114 LOG(llevError,"%s\n",errmsg);
1115 }
1116 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1117 }
1118 op->above=NULL;
1119 op->below=NULL;
1120
1121 if (op->map->in_memory == MAP_SAVING)
1122 return;
1123
1124 tag = op->count;
1125 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1106 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1107
1126 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 {
1127 /* 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
1128 * being removed. 1111 * being removed.
1129 */ 1112 */
1130 1113
1131 if(tmp->type==PLAYER && tmp!=op) { 1114 if (tmp->type == PLAYER && tmp != this)
1115 {
1132 /* If a container that the player is currently using somehow gets 1116 /* If a container that the player is currently using somehow gets
1133 * removed (most likely destroyed), update the player view 1117 * removed (most likely destroyed), update the player view
1134 * appropriately. 1118 * appropriately.
1135 */ 1119 */
1136 if (tmp->container==op) { 1120 if (tmp->container == this)
1121 {
1137 CLEAR_FLAG(op, FLAG_APPLIED); 1122 CLEAR_FLAG (this, FLAG_APPLIED);
1138 tmp->container=NULL; 1123 tmp->container = 0;
1124 }
1125
1126 tmp->contr->socket->floorbox_update ();
1139 } 1127 }
1140 tmp->contr->socket.update_look=1; 1128
1141 }
1142 /* See if player moving off should effect something */ 1129 /* See if player moving off should effect something */
1143 if (check_walk_off && ((op->move_type & tmp->move_off) && 1130 if (check_walk_off
1131 && ((move_type & tmp->move_off)
1144 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1132 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1145 1133 {
1146 move_apply(tmp, op, NULL); 1134 move_apply (tmp, this, 0);
1135
1147 if (was_destroyed (op, tag)) { 1136 if (destroyed ())
1148 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 ());
1149 "leaving object\n", &tmp->name, &tmp->arch->name);
1150 } 1138 }
1151 }
1152 1139
1153 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1140 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1154 1141
1155 if(tmp->above == tmp) 1142 if (tmp->above == tmp)
1156 tmp->above = NULL; 1143 tmp->above = 0;
1144
1157 last=tmp; 1145 last = tmp;
1158 } 1146 }
1147
1159 /* last == NULL of there are no objects on this space */ 1148 /* last == NULL of there are no objects on this space */
1160 if (last==NULL) { 1149 if (!last)
1150 {
1161 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1151 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1162 * 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
1163 * 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
1164 * be correct anyways. 1154 * be correct anyways.
1165 */ 1155 */
1166 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1156 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1167 update_position(op->map, op->x, op->y); 1157 update_position (map, x, y);
1168 } 1158 }
1169 else 1159 else
1170 update_object(last, UP_OBJ_REMOVE); 1160 update_object (last, UP_OBJ_REMOVE);
1171 1161
1172 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1162 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1173 update_all_los(op->map, op->x, op->y); 1163 update_all_los (map, x, y);
1174 1164 }
1175} 1165}
1176 1166
1177/* 1167/*
1178 * merge_ob(op,top): 1168 * merge_ob(op,top):
1179 * 1169 *
1180 * This function goes through all objects below and including top, and 1170 * This function goes through all objects below and including top, and
1181 * merges op to the first matching object. 1171 * merges op to the first matching object.
1182 * If top is NULL, it is calculated. 1172 * If top is NULL, it is calculated.
1183 * 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
1184 */ 1174 */
1185 1175object *
1186object *merge_ob(object *op, object *top) { 1176merge_ob (object *op, object *top)
1177{
1187 if(!op->nrof) 1178 if (!op->nrof)
1188 return 0; 1179 return 0;
1180
1189 if(top==NULL) 1181 if (top == NULL)
1190 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1182 for (top = op; top != NULL && top->above != NULL; top = top->above);
1183
1191 for(;top!=NULL;top=top->below) { 1184 for (; top != NULL; top = top->below)
1185 {
1192 if(top==op) 1186 if (top == op)
1193 continue; 1187 continue;
1194 if (CAN_MERGE(op,top)) 1188
1195 { 1189 if (object::can_merge (op, top))
1190 {
1196 top->nrof+=op->nrof; 1191 top->nrof += op->nrof;
1192
1197/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1193/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1198 op->weight = 0; /* Don't want any adjustements now */ 1194 op->weight = 0; /* Don't want any adjustements now */
1199 remove_ob(op); 1195 op->destroy ();
1200 free_object(op);
1201 return top; 1196 return top;
1202 } 1197 }
1203 } 1198 }
1199
1204 return NULL; 1200 return 0;
1205} 1201}
1206 1202
1207/* 1203/*
1208 * 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
1209 * job preparing multi-part monsters 1205 * job preparing multi-part monsters
1210 */ 1206 */
1207object *
1211object *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{
1212 object* tmp; 1210 object *tmp;
1211
1213 if (op->head) 1212 if (op->head)
1214 op=op->head; 1213 op = op->head;
1214
1215 for (tmp=op;tmp;tmp=tmp->more){ 1215 for (tmp = op; tmp; tmp = tmp->more)
1216 {
1216 tmp->x=x+tmp->arch->clone.x; 1217 tmp->x = x + tmp->arch->clone.x;
1217 tmp->y=y+tmp->arch->clone.y; 1218 tmp->y = y + tmp->arch->clone.y;
1218 } 1219 }
1220
1219 return insert_ob_in_map (op, m, originator, flag); 1221 return insert_ob_in_map (op, m, originator, flag);
1220} 1222}
1221 1223
1222/* 1224/*
1223 * insert_ob_in_map (op, map, originator, flag): 1225 * insert_ob_in_map (op, map, originator, flag):
1224 * This function inserts the object in the two-way linked list 1226 * This function inserts the object in the two-way linked list
1238 * new object if 'op' was merged with other object 1240 * new object if 'op' was merged with other object
1239 * NULL if 'op' was destroyed 1241 * NULL if 'op' was destroyed
1240 * just 'op' otherwise 1242 * just 'op' otherwise
1241 */ 1243 */
1242 1244
1245object *
1243object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1246insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1244{ 1247{
1245 object *tmp, *top, *floor=NULL; 1248 object *tmp, *top, *floor = NULL;
1246 sint16 x,y; 1249 sint16 x, y;
1247 1250
1248 if (QUERY_FLAG (op, FLAG_FREED)) { 1251 if (QUERY_FLAG (op, FLAG_FREED))
1252 {
1249 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))
1250 return NULL; 1503 return NULL;
1251 }
1252 if(m==NULL) {
1253 dump_object(op);
1254 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1255 return op;
1256 }
1257 if(out_of_map(m,op->x,op->y)) {
1258 dump_object(op);
1259 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1260#ifdef MANY_CORES
1261 /* Better to catch this here, as otherwise the next use of this object
1262 * is likely to cause a crash. Better to find out where it is getting
1263 * improperly inserted.
1264 */
1265 abort();
1266#endif
1267 return op;
1268 }
1269 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1270 dump_object(op);
1271 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1272 return op;
1273 }
1274 if(op->more!=NULL) {
1275 /* The part may be on a different map. */
1276 1504
1277 object *more = op->more;
1278
1279 /* We really need the caller to normalize coordinates - if
1280 * we set the map, that doesn't work if the location is within
1281 * a map and this is straddling an edge. So only if coordinate
1282 * is clear wrong do we normalize it.
1283 */
1284 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1285 more->map = get_map_from_coord(m, &more->x, &more->y);
1286 } else if (!more->map) {
1287 /* For backwards compatibility - when not dealing with tiled maps,
1288 * more->map should always point to the parent.
1289 */
1290 more->map = m;
1291 }
1292
1293 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1294 if ( ! op->head)
1295 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1296 return NULL;
1297 }
1298 }
1299 CLEAR_FLAG(op,FLAG_REMOVED);
1300
1301 /* Ideally, the caller figures this out. However, it complicates a lot
1302 * of areas of callers (eg, anything that uses find_free_spot would now
1303 * need extra work
1304 */
1305 op->map=get_map_from_coord(m, &op->x, &op->y);
1306 x = op->x;
1307 y = op->y;
1308
1309 /* this has to be done after we translate the coordinates.
1310 */
1311 if(op->nrof && !(flag & INS_NO_MERGE)) {
1312 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1313 if (CAN_MERGE(op,tmp)) {
1314 op->nrof+=tmp->nrof;
1315 remove_ob(tmp);
1316 free_object(tmp);
1317 }
1318 }
1319
1320 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1321 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1322 if (!QUERY_FLAG(op, FLAG_ALIVE))
1323 CLEAR_FLAG(op, FLAG_NO_STEAL);
1324
1325 if (flag & INS_BELOW_ORIGINATOR) {
1326 if (originator->map != op->map || originator->x != op->x ||
1327 originator->y != op->y) {
1328 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1329 abort();
1330 }
1331 op->above = originator;
1332 op->below = originator->below;
1333 if (op->below) op->below->above = op;
1334 else SET_MAP_OB(op->map, op->x, op->y, op);
1335 /* since *below* originator, no need to update top */
1336 originator->below = op;
1337 } else {
1338 /* If there are other objects, then */
1339 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1340 object *last=NULL;
1341 /*
1342 * If there are multiple objects on this space, we do some trickier handling.
1343 * We've already dealt with merging if appropriate.
1344 * Generally, we want to put the new object on top. But if
1345 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1346 * floor, we want to insert above that and no further.
1347 * Also, if there are spell objects on this space, we stop processing
1348 * once we get to them. This reduces the need to traverse over all of
1349 * them when adding another one - this saves quite a bit of cpu time
1350 * when lots of spells are cast in one area. Currently, it is presumed
1351 * that flying non pickable objects are spell objects.
1352 */
1353
1354 while (top != NULL) {
1355 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1356 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1357 if (QUERY_FLAG(top, FLAG_NO_PICK)
1358 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1359 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1360 {
1361 /* We insert above top, so we want this object below this */
1362 top=top->below;
1363 break;
1364 }
1365 last = top;
1366 top = top->above;
1367 }
1368 /* Don't want top to be NULL, so set it to the last valid object */
1369 top = last;
1370
1371 /* We let update_position deal with figuring out what the space
1372 * looks like instead of lots of conditions here.
1373 * makes things faster, and effectively the same result.
1374 */
1375
1376 /* Have object 'fall below' other objects that block view.
1377 * Unless those objects are exits, type 66
1378 * If INS_ON_TOP is used, don't do this processing
1379 * Need to find the object that in fact blocks view, otherwise
1380 * stacking is a bit odd.
1381 */
1382 if (!(flag & INS_ON_TOP) &&
1383 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1384 (op->face && !op->face->visibility)) {
1385 for (last=top; last != floor; last=last->below)
1386 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1387 /* Check to see if we found the object that blocks view,
1388 * and make sure we have a below pointer for it so that
1389 * we can get inserted below this one, which requires we
1390 * set top to the object below us.
1391 */
1392 if (last && last->below && last != floor) top=last->below;
1393 }
1394 } /* If objects on this space */
1395 if (flag & INS_MAP_LOAD)
1396 top = GET_MAP_TOP(op->map,op->x,op->y);
1397 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1398
1399 /* Top is the object that our object (op) is going to get inserted above.
1400 */
1401
1402 /* First object on this space */
1403 if (!top) {
1404 op->above = GET_MAP_OB(op->map, op->x, op->y);
1405 if (op->above) op->above->below = op;
1406 op->below = NULL;
1407 SET_MAP_OB(op->map, op->x, op->y, op);
1408 } else { /* get inserted into the stack above top */
1409 op->above = top->above;
1410 if (op->above) op->above->below = op;
1411 op->below = top;
1412 top->above = op;
1413 }
1414 if (op->above==NULL)
1415 SET_MAP_TOP(op->map,op->x, op->y, op);
1416 } /* else not INS_BELOW_ORIGINATOR */
1417
1418 if(op->type==PLAYER)
1419 op->contr->do_los=1;
1420
1421 /* If we have a floor, we know the player, if any, will be above
1422 * it, so save a few ticks and start from there.
1423 */
1424 if (!(flag & INS_MAP_LOAD))
1425 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1426 if (tmp->type == PLAYER)
1427 tmp->contr->socket.update_look=1;
1428 }
1429
1430 /* If this object glows, it may affect lighting conditions that are
1431 * visible to others on this map. But update_all_los is really
1432 * an inefficient way to do this, as it means los for all players
1433 * on the map will get recalculated. The players could very well
1434 * be far away from this change and not affected in any way -
1435 * this should get redone to only look for players within range,
1436 * or just updating the P_NEED_UPDATE for spaces within this area
1437 * of effect may be sufficient.
1438 */
1439 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1440 update_all_los(op->map, op->x, op->y);
1441
1442
1443 /* updates flags (blocked, alive, no magic, etc) for this map space */
1444 update_object(op,UP_OBJ_INSERT);
1445
1446
1447 /* Don't know if moving this to the end will break anything. However,
1448 * we want to have update_look set above before calling this.
1449 *
1450 * check_move_on() must be after this because code called from
1451 * check_move_on() depends on correct map flags (so functions like
1452 * blocked() and wall() work properly), and these flags are updated by
1453 * update_object().
1454 */
1455
1456 /* if this is not the head or flag has been passed, don't check walk on status */
1457
1458 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1459 if (check_move_on(op, originator))
1460 return NULL;
1461
1462 /* 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
1463 * walk on's. 1506 * walk on's.
1464 */ 1507 */
1465 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1508 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1466 if (check_move_on (tmp, originator)) 1509 if (check_move_on (tmp, originator))
1467 return NULL; 1510 return NULL;
1468 } 1511 }
1512
1469 return op; 1513 return op;
1470} 1514}
1471 1515
1472/* this function inserts an object in the map, but if it 1516/* this function inserts an object in the map, but if it
1473 * 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.
1474 * 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.
1475 */ 1519 */
1520void
1476void replace_insert_ob_in_map(const char *arch_string, object *op) { 1521replace_insert_ob_in_map (const char *arch_string, object *op)
1522{
1477 object *tmp; 1523 object *
1478 object *tmp1; 1524 tmp;
1525 object *
1526 tmp1;
1479 1527
1480 /* first search for itself and remove any old instances */ 1528 /* first search for itself and remove any old instances */
1481 1529
1482 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)
1483 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1531 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1484 remove_ob(tmp); 1532 tmp->destroy ();
1485 free_object(tmp);
1486 }
1487 }
1488 1533
1489 tmp1=arch_to_object(find_archetype(arch_string)); 1534 tmp1 = arch_to_object (archetype::find (arch_string));
1490 1535
1491 1536 tmp1->x = op->x;
1492 tmp1->x = op->x; tmp1->y = op->y; 1537 tmp1->y = op->y;
1493 insert_ob_in_map(tmp1,op->map,op,0); 1538 insert_ob_in_map (tmp1, op->map, op, 0);
1494} 1539}
1495 1540
1496/* 1541/*
1497 * 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
1498 * is returned contains nr objects, and the remaining parts contains 1543 * is returned contains nr objects, and the remaining parts contains
1499 * 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).
1500 * On failure, NULL is returned, and the reason put into the 1545 * On failure, NULL is returned, and the reason put into the
1501 * global static errmsg array. 1546 * global static errmsg array.
1502 */ 1547 */
1503 1548
1549object *
1504object *get_split_ob(object *orig_ob, uint32 nr) { 1550get_split_ob (object *orig_ob, uint32 nr)
1551{
1505 object *newob; 1552 object *newob;
1506 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1553 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1507 1554
1508 if(orig_ob->nrof<nr) { 1555 if (orig_ob->nrof < nr)
1509 sprintf(errmsg,"There are only %d %ss.", 1556 {
1510 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);
1511 return NULL; 1558 return NULL;
1512 } 1559 }
1560
1513 newob = object_create_clone(orig_ob); 1561 newob = object_create_clone (orig_ob);
1562
1514 if((orig_ob->nrof-=nr)<1) { 1563 if ((orig_ob->nrof -= nr) < 1)
1515 if ( ! is_removed) 1564 orig_ob->destroy (1);
1516 remove_ob(orig_ob);
1517 free_object2(orig_ob, 1);
1518 }
1519 else if ( ! is_removed) { 1565 else if (!is_removed)
1566 {
1520 if(orig_ob->env!=NULL) 1567 if (orig_ob->env != NULL)
1521 sub_weight (orig_ob->env,orig_ob->weight*nr); 1568 sub_weight (orig_ob->env, orig_ob->weight * nr);
1522 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 {
1523 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.");
1524 LOG(llevDebug,
1525 "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");
1526 return NULL; 1573 return NULL;
1527 } 1574 }
1528 } 1575 }
1576
1529 newob->nrof=nr; 1577 newob->nrof = nr;
1530 1578
1531 return newob; 1579 return newob;
1532} 1580}
1533 1581
1534/* 1582/*
1535 * decrease_ob_nr(object, number) decreases a specified number from 1583 * decrease_ob_nr(object, number) decreases a specified number from
1536 * 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
1537 * is subsequently removed and freed. 1585 * is subsequently removed and freed.
1538 * 1586 *
1539 * 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
1540 */ 1588 */
1541 1589
1590object *
1542object *decrease_ob_nr (object *op, uint32 i) 1591decrease_ob_nr (object *op, uint32 i)
1543{ 1592{
1544 object *tmp; 1593 object *tmp;
1545 player *pl; 1594 player *pl;
1546 1595
1547 if (i == 0) /* objects with op->nrof require this check */ 1596 if (i == 0) /* objects with op->nrof require this check */
1548 return op; 1597 return op;
1549 1598
1550 if (i > op->nrof) 1599 if (i > op->nrof)
1551 i = op->nrof; 1600 i = op->nrof;
1552 1601
1553 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 }
1554 { 1640 }
1641 else
1642 {
1643 object *above = op->above;
1644
1645 if (i < op->nrof)
1555 op->nrof -= i; 1646 op->nrof -= i;
1556 } 1647 else
1557 else if (op->env != NULL)
1558 {
1559 /* is this object in the players inventory, or sub container
1560 * therein?
1561 */
1562 tmp = is_player_inv (op->env);
1563 /* nope. Is this a container the player has opened?
1564 * If so, set tmp to that player.
1565 * IMO, searching through all the players will mostly
1566 * likely be quicker than following op->env to the map,
1567 * and then searching the map for a player.
1568 */
1569 if (!tmp) {
1570 for (pl=first_player; pl; pl=pl->next)
1571 if (pl->ob->container == op->env) break;
1572 if (pl) tmp=pl->ob;
1573 else tmp=NULL;
1574 } 1648 {
1575
1576 if (i < op->nrof) {
1577 sub_weight (op->env, op->weight * i);
1578 op->nrof -= i;
1579 if (tmp) {
1580 esrv_send_item(tmp, op);
1581 }
1582 } else {
1583 remove_ob (op); 1649 op->remove ();
1584 op->nrof = 0; 1650 op->nrof = 0;
1585 if (tmp) {
1586 esrv_del_item(tmp->contr, op->count);
1587 } 1651 }
1588 }
1589 }
1590 else
1591 {
1592 object *above = op->above;
1593 1652
1594 if (i < op->nrof) {
1595 op->nrof -= i;
1596 } else {
1597 remove_ob (op);
1598 op->nrof = 0;
1599 }
1600 /* Since we just removed op, op->above is null */ 1653 /* Since we just removed op, op->above is null */
1601 for (tmp = above; tmp != NULL; tmp = tmp->above) 1654 for (tmp = above; tmp; tmp = tmp->above)
1602 if (tmp->type == PLAYER) { 1655 if (tmp->type == PLAYER)
1656 {
1603 if (op->nrof) 1657 if (op->nrof)
1604 esrv_send_item(tmp, op); 1658 esrv_send_item (tmp, op);
1605 else 1659 else
1606 esrv_del_item(tmp->contr, op->count); 1660 esrv_del_item (tmp->contr, op->count);
1607 } 1661 }
1608 } 1662 }
1609 1663
1610 if (op->nrof) { 1664 if (op->nrof)
1611 return op; 1665 return op;
1612 } else { 1666 else
1613 free_object (op); 1667 {
1668 op->destroy ();
1614 return NULL; 1669 return 0;
1615 } 1670 }
1616} 1671}
1617 1672
1618/* 1673/*
1619 * add_weight(object, weight) adds the specified weight to an object, 1674 * add_weight(object, weight) adds the specified weight to an object,
1620 * and also updates how much the environment(s) is/are carrying. 1675 * and also updates how much the environment(s) is/are carrying.
1621 */ 1676 */
1622 1677
1678void
1623void add_weight (object *op, signed long weight) { 1679add_weight (object *op, signed long weight)
1680{
1624 while (op!=NULL) { 1681 while (op != NULL)
1682 {
1625 if (op->type == CONTAINER) { 1683 if (op->type == CONTAINER)
1626 weight=(signed long)(weight*(100-op->stats.Str)/100); 1684 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1627 } 1685
1628 op->carrying+=weight; 1686 op->carrying += weight;
1629 op=op->env; 1687 op = op->env;
1630 } 1688 }
1631} 1689}
1632 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
1633/* 1711/*
1634 * insert_ob_in_ob(op,environment): 1712 * env->insert (op)
1635 * This function inserts the object op in the linked list 1713 * This function inserts the object op in the linked list
1636 * inside the object environment. 1714 * inside the object environment.
1637 * 1715 *
1638 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1639 * the inventory at the last position or next to other objects of the same
1640 * type.
1641 * Frank: Now sorted by type, archetype and magic!
1642 *
1643 * 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
1644 * be != op, if items are merged. -Tero 1717 * be != op, if items are merged. -Tero
1645 */ 1718 */
1646 1719
1647object *insert_ob_in_ob(object *op,object *where) { 1720object *
1721object::insert (object *op)
1722{
1648 object *tmp, *otmp; 1723 object *tmp, *otmp;
1649 1724
1650 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1725 if (!QUERY_FLAG (op, FLAG_REMOVED))
1651 dump_object(op); 1726 op->remove ();
1652 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1727
1653 return op;
1654 }
1655 if(where==NULL) {
1656 dump_object(op);
1657 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1658 return op;
1659 }
1660 if (where->head) {
1661 LOG(llevDebug,
1662 "Warning: Tried to insert object wrong part of multipart object.\n");
1663 where = where->head;
1664 }
1665 if (op->more) { 1728 if (op->more)
1729 {
1666 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);
1667 &op->name, op->count);
1668 return op; 1731 return op;
1669 } 1732 }
1733
1670 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1734 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1671 CLEAR_FLAG(op, FLAG_REMOVED); 1735 CLEAR_FLAG (op, FLAG_REMOVED);
1672 if(op->nrof) { 1736 if (op->nrof)
1737 {
1673 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1738 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1674 if ( CAN_MERGE(tmp,op) ) { 1739 if (object::can_merge (tmp, op))
1740 {
1675 /* return the original object and remove inserted object 1741 /* return the original object and remove inserted object
1676 (client needs the original object) */ 1742 (client needs the original object) */
1677 tmp->nrof += op->nrof; 1743 tmp->nrof += op->nrof;
1678 /* Weight handling gets pretty funky. Since we are adding to 1744 /* Weight handling gets pretty funky. Since we are adding to
1679 * tmp->nrof, we need to increase the weight. 1745 * tmp->nrof, we need to increase the weight.
1680 */ 1746 */
1681 add_weight (where, op->weight*op->nrof); 1747 add_weight (this, op->weight * op->nrof);
1682 SET_FLAG(op, FLAG_REMOVED); 1748 SET_FLAG (op, FLAG_REMOVED);
1683 free_object(op); /* free the inserted object */ 1749 op->destroy (); /* free the inserted object */
1684 op = tmp; 1750 op = tmp;
1685 remove_ob (op); /* and fix old object's links */ 1751 op->remove (); /* and fix old object's links */
1686 CLEAR_FLAG(op, FLAG_REMOVED); 1752 CLEAR_FLAG (op, FLAG_REMOVED);
1687 break; 1753 break;
1688 } 1754 }
1689 1755
1690 /* I assume combined objects have no inventory 1756 /* I assume combined objects have no inventory
1691 * We add the weight - this object could have just been removed 1757 * We add the weight - this object could have just been removed
1692 * (if it was possible to merge). calling remove_ob will subtract 1758 * (if it was possible to merge). calling remove_ob will subtract
1693 * 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
1694 * the linking below 1760 * the linking below
1695 */ 1761 */
1696 add_weight (where, op->weight*op->nrof); 1762 add_weight (this, op->weight * op->nrof);
1763 }
1697 } else 1764 else
1698 add_weight (where, (op->weight+op->carrying)); 1765 add_weight (this, (op->weight + op->carrying));
1699 1766
1700 otmp=is_player_inv(where); 1767 otmp = this->in_player ();
1701 if (otmp&&otmp->contr!=NULL) { 1768 if (otmp && otmp->contr)
1702 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1769 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1703 fix_player(otmp); 1770 fix_player (otmp);
1704 }
1705 1771
1706 op->map=NULL; 1772 op->map = 0;
1707 op->env=where; 1773 op->env = this;
1708 op->above=NULL; 1774 op->above = 0;
1709 op->below=NULL; 1775 op->below = 0;
1710 op->x=0,op->y=0; 1776 op->x = 0, op->y = 0;
1711 1777
1712 /* 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 */
1713 if((op->glow_radius!=0)&&where->map) 1779 if ((op->glow_radius != 0) && map)
1714 { 1780 {
1715#ifdef DEBUG_LIGHTS 1781#ifdef DEBUG_LIGHTS
1716 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);
1717 op->name);
1718#endif /* DEBUG_LIGHTS */ 1783#endif /* DEBUG_LIGHTS */
1719 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);
1720 } 1786 }
1721 1787
1722 /* 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.
1723 * It sure simplifies this function... 1789 * It sure simplifies this function...
1724 */ 1790 */
1725 if (where->inv==NULL) 1791 if (!inv)
1726 where->inv=op; 1792 inv = op;
1727 else { 1793 else
1794 {
1728 op->below = where->inv; 1795 op->below = inv;
1729 op->below->above = op; 1796 op->below->above = op;
1730 where->inv = op; 1797 inv = op;
1731 } 1798 }
1799
1732 return op; 1800 return op;
1733} 1801}
1734 1802
1735/* 1803/*
1736 * Checks if any objects has a move_type that matches objects 1804 * Checks if any objects has a move_type that matches objects
1751 * 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
1752 * 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
1753 * on top. 1821 * on top.
1754 */ 1822 */
1755 1823
1824int
1756int check_move_on (object *op, object *originator) 1825check_move_on (object *op, object *originator)
1757{ 1826{
1758 object *tmp; 1827 object *tmp;
1759 tag_t tag;
1760 mapstruct *m=op->map; 1828 maptile *m = op->map;
1761 int x=op->x, y=op->y; 1829 int x = op->x, y = op->y;
1830
1762 MoveType move_on, move_slow, move_block; 1831 MoveType move_on, move_slow, move_block;
1763 1832
1764 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1833 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1765 return 0; 1834 return 0;
1766 1835
1767 tag = op->count;
1768
1769 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);
1770 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);
1771 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);
1772 1839
1773 /* 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,
1774 * 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
1775 * 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
1776 * as walking. 1843 * as walking.
1777 */ 1844 */
1778 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))
1779 return 0; 1846 return 0;
1780 1847
1781 /* This is basically inverse logic of that below - basically, 1848 /* This is basically inverse logic of that below - basically,
1782 * 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,
1783 * 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
1784 * blocked. Logic on this seems confusing, but does seem correct. 1851 * blocked. Logic on this seems confusing, but does seem correct.
1785 */ 1852 */
1786 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)
1787 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1854 return 0;
1788 1855
1789 /* The objects have to be checked from top to bottom. 1856 /* The objects have to be checked from top to bottom.
1790 * Hence, we first go to the top: 1857 * Hence, we first go to the top:
1791 */ 1858 */
1792 1859
1793 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)
1794 tmp->above!=NULL; tmp=tmp->above) { 1861 {
1795 /* Trim the search when we find the first other spell effect 1862 /* Trim the search when we find the first other spell effect
1796 * 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,
1797 * we don't need to check all of them. 1864 * we don't need to check all of them.
1798 */ 1865 */
1799 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)
1800 } 1871 {
1801 for(;tmp!=NULL; tmp=tmp->below) { 1872 if (tmp == op)
1802 if (tmp == op) continue; /* Can't apply yourself */ 1873 continue; /* Can't apply yourself */
1803 1874
1804 /* 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.
1805 * Second check makes sure that the movement types not being slowed 1876 * Second check makes sure that the movement types not being slowed
1806 * (~slow_move) is not blocked on this space - just because the 1877 * (~slow_move) is not blocked on this space - just because the
1807 * 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
1808 * 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.
1809 */ 1880 */
1810 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1881 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1882 {
1811 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1883 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1812 ((op->move_type & tmp->move_slow) &&
1813 (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 {
1814 1886
1815 float diff; 1887 float
1816
1817 diff = tmp->move_slow_penalty*FABS(op->speed); 1888 diff = tmp->move_slow_penalty * FABS (op->speed);
1889
1818 if (op->type == PLAYER) { 1890 if (op->type == PLAYER)
1819 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)) ||
1820 (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)))
1821 diff /= 4.0; 1893 diff /= 4.0;
1822 } 1894
1823 }
1824 op->speed_left -= diff; 1895 op->speed_left -= diff;
1825 } 1896 }
1826 } 1897 }
1827 1898
1828 /* Basically same logic as above, except now for actual apply. */ 1899 /* Basically same logic as above, except now for actual apply. */
1829 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1900 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1830 ((op->move_type & tmp->move_on) &&
1831 (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))
1832 1902 {
1833 move_apply(tmp, op, originator); 1903 move_apply (tmp, op, originator);
1904
1834 if (was_destroyed (op, tag)) 1905 if (op->destroyed ())
1835 return 1; 1906 return 1;
1836 1907
1837 /* what the person/creature stepped onto has moved the object 1908 /* what the person/creature stepped onto has moved the object
1838 * someplace new. Don't process any further - if we did, 1909 * someplace new. Don't process any further - if we did,
1839 * have a feeling strange problems would result. 1910 * have a feeling strange problems would result.
1840 */ 1911 */
1841 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;
1842 } 1914 }
1843 } 1915 }
1916
1844 return 0; 1917 return 0;
1845} 1918}
1846 1919
1847/* 1920/*
1848 * present_arch(arch, map, x, y) searches for any objects with 1921 * present_arch(arch, map, x, y) searches for any objects with
1849 * a matching archetype at the given map and coordinates. 1922 * a matching archetype at the given map and coordinates.
1850 * The first matching object is returned, or NULL if none. 1923 * The first matching object is returned, or NULL if none.
1851 */ 1924 */
1852 1925
1926object *
1853object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1927present_arch (const archetype *at, maptile *m, int x, int y)
1928{
1854 object *tmp; 1929 object *
1930 tmp;
1931
1855 if(m==NULL || out_of_map(m,x,y)) { 1932 if (m == NULL || out_of_map (m, x, y))
1933 {
1856 LOG(llevError,"Present_arch called outside map.\n"); 1934 LOG (llevError, "Present_arch called outside map.\n");
1857 return NULL; 1935 return NULL;
1858 } 1936 }
1859 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)
1860 if(tmp->arch == at) 1938 if (tmp->arch == at)
1861 return tmp; 1939 return tmp;
1862 return NULL; 1940 return NULL;
1863} 1941}
1864 1942
1865/* 1943/*
1866 * present(type, map, x, y) searches for any objects with 1944 * present(type, map, x, y) searches for any objects with
1867 * a matching type variable at the given map and coordinates. 1945 * a matching type variable at the given map and coordinates.
1868 * The first matching object is returned, or NULL if none. 1946 * The first matching object is returned, or NULL if none.
1869 */ 1947 */
1870 1948
1949object *
1871object *present(unsigned char type,mapstruct *m, int x,int y) { 1950present (unsigned char type, maptile *m, int x, int y)
1951{
1872 object *tmp; 1952 object *
1953 tmp;
1954
1873 if(out_of_map(m,x,y)) { 1955 if (out_of_map (m, x, y))
1956 {
1874 LOG(llevError,"Present called outside map.\n"); 1957 LOG (llevError, "Present called outside map.\n");
1875 return NULL; 1958 return NULL;
1876 } 1959 }
1877 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)
1878 if(tmp->type==type) 1961 if (tmp->type == type)
1879 return tmp; 1962 return tmp;
1880 return NULL; 1963 return NULL;
1881} 1964}
1882 1965
1883/* 1966/*
1884 * present_in_ob(type, object) searches for any objects with 1967 * present_in_ob(type, object) searches for any objects with
1885 * a matching type variable in the inventory of the given object. 1968 * a matching type variable in the inventory of the given object.
1886 * The first matching object is returned, or NULL if none. 1969 * The first matching object is returned, or NULL if none.
1887 */ 1970 */
1888 1971
1972object *
1889object *present_in_ob(unsigned char type, const object *op) { 1973present_in_ob (unsigned char type, const object *op)
1974{
1890 object *tmp; 1975 object *
1976 tmp;
1977
1891 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1978 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1892 if(tmp->type==type) 1979 if (tmp->type == type)
1893 return tmp; 1980 return tmp;
1894 return NULL; 1981 return NULL;
1895} 1982}
1896 1983
1897/* 1984/*
1907 * 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
1908 * 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
1909 * to be unique. 1996 * to be unique.
1910 */ 1997 */
1911 1998
1999object *
1912object *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{
1913 object *tmp; 2002 object *
2003 tmp;
1914 2004
1915 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2005 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2006 {
1916 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2007 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1917 return tmp; 2008 return tmp;
1918 } 2009 }
1919 return NULL; 2010 return NULL;
1920} 2011}
1921 2012
1922/* 2013/*
1923 * present_arch_in_ob(archetype, object) searches for any objects with 2014 * present_arch_in_ob(archetype, object) searches for any objects with
1924 * a matching archetype in the inventory of the given object. 2015 * a matching archetype in the inventory of the given object.
1925 * The first matching object is returned, or NULL if none. 2016 * The first matching object is returned, or NULL if none.
1926 */ 2017 */
1927 2018
2019object *
1928object *present_arch_in_ob(const archetype *at, const object *op) { 2020present_arch_in_ob (const archetype *at, const object *op)
2021{
1929 object *tmp; 2022 object *
2023 tmp;
2024
1930 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2025 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1931 if( tmp->arch == at) 2026 if (tmp->arch == at)
1932 return tmp; 2027 return tmp;
1933 return NULL; 2028 return NULL;
1934} 2029}
1935 2030
1936/* 2031/*
1937 * activate recursively a flag on an object inventory 2032 * activate recursively a flag on an object inventory
1938 */ 2033 */
2034void
1939void flag_inv(object*op, int flag){ 2035flag_inv (object *op, int flag)
2036{
1940 object *tmp; 2037 object *
2038 tmp;
2039
1941 if(op->inv) 2040 if (op->inv)
1942 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2041 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2042 {
1943 SET_FLAG(tmp, flag); 2043 SET_FLAG (tmp, flag);
1944 flag_inv(tmp,flag); 2044 flag_inv (tmp, flag);
1945 } 2045 }
1946}/* 2046} /*
1947 * desactivate recursively a flag on an object inventory 2047 * desactivate recursively a flag on an object inventory
1948 */ 2048 */
2049void
1949void unflag_inv(object*op, int flag){ 2050unflag_inv (object *op, int flag)
2051{
1950 object *tmp; 2052 object *
2053 tmp;
2054
1951 if(op->inv) 2055 if (op->inv)
1952 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2057 {
1953 CLEAR_FLAG(tmp, flag); 2058 CLEAR_FLAG (tmp, flag);
1954 unflag_inv(tmp,flag); 2059 unflag_inv (tmp, flag);
1955 } 2060 }
1956} 2061}
1957 2062
1958/* 2063/*
1959 * 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
1960 * all it's inventory (recursively). 2065 * all it's inventory (recursively).
1961 * 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
1962 * 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.
1963 */ 2068 */
1964 2069
2070void
1965void set_cheat(object *op) { 2071set_cheat (object *op)
2072{
1966 SET_FLAG(op, FLAG_WAS_WIZ); 2073 SET_FLAG (op, FLAG_WAS_WIZ);
1967 flag_inv(op, FLAG_WAS_WIZ); 2074 flag_inv (op, FLAG_WAS_WIZ);
1968} 2075}
1969 2076
1970/* 2077/*
1971 * 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
1972 * 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
1987 * 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
1988 * 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
1989 * customized, changed states, etc. 2096 * customized, changed states, etc.
1990 */ 2097 */
1991 2098
2099int
1992int 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,
1993 int i,index=0, flag; 2104 index = 0, flag;
2105 static int
1994 static int altern[SIZEOFFREE]; 2106 altern[SIZEOFFREE];
1995 2107
1996 for(i=start;i<stop;i++) { 2108 for (i = start; i < stop; i++)
2109 {
1997 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]);
1998 if(!flag) 2111 if (!flag)
1999 altern[index++]=i; 2112 altern[index++] = i;
2000 2113
2001 /* 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.
2002 * 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.
2003 * 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 -
2004 * 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
2005 * 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
2006 * to only the spaces immediately surrounding the target area, and 2119 * to only the spaces immediately surrounding the target area, and
2007 * won't look 2 spaces south of the target space. 2120 * won't look 2 spaces south of the target space.
2008 */ 2121 */
2009 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2122 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2010 stop=maxfree[i]; 2123 stop = maxfree[i];
2011 } 2124 }
2012 if(!index) return -1; 2125
2126 if (!index)
2127 return -1;
2128
2013 return altern[RANDOM()%index]; 2129 return altern[RANDOM () % index];
2014} 2130}
2015 2131
2016/* 2132/*
2017 * find_first_free_spot(archetype, mapstruct, x, y) works like 2133 * find_first_free_spot(archetype, maptile, x, y) works like
2018 * find_free_spot(), but it will search max number of squares. 2134 * find_free_spot(), but it will search max number of squares.
2019 * 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.
2020 * 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.
2021 */ 2137 */
2022 2138
2139int
2023int 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
2024 int i; 2143 i;
2144
2025 for(i=0;i<SIZEOFFREE;i++) { 2145 for (i = 0; i < SIZEOFFREE; i++)
2146 {
2026 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]))
2027 return i; 2148 return i;
2028 } 2149 }
2029 return -1; 2150 return -1;
2030} 2151}
2031 2152
2032/* 2153/*
2033 * The function permute(arr, begin, end) randomly reorders the array 2154 * The function permute(arr, begin, end) randomly reorders the array
2034 * arr[begin..end-1]. 2155 * arr[begin..end-1].
2035 */ 2156 */
2157static void
2036static void permute(int *arr, int begin, int end) 2158permute (int *arr, int begin, int end)
2037{ 2159{
2038 int i, j, tmp, len; 2160 int
2161 i,
2162 j,
2163 tmp,
2164 len;
2039 2165
2040 len = end-begin; 2166 len = end - begin;
2041 for(i = begin; i < end; i++) 2167 for (i = begin; i < end; i++)
2042 { 2168 {
2043 j = begin+RANDOM()%len; 2169 j = begin + RANDOM () % len;
2044 2170
2045 tmp = arr[i]; 2171 tmp = arr[i];
2046 arr[i] = arr[j]; 2172 arr[i] = arr[j];
2047 arr[j] = tmp; 2173 arr[j] = tmp;
2048 } 2174 }
2049} 2175}
2050 2176
2051/* new function to make monster searching more efficient, and effective! 2177/* new function to make monster searching more efficient, and effective!
2052 * This basically returns a randomized array (in the passed pointer) of 2178 * This basically returns a randomized array (in the passed pointer) of
2053 * 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
2054 * 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
2055 * 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
2056 * 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.
2057 */ 2183 */
2184void
2058void get_search_arr(int *search_arr) 2185get_search_arr (int *search_arr)
2059{ 2186{
2187 int
2060 int i; 2188 i;
2061 2189
2062 for(i = 0; i < SIZEOFFREE; i++) 2190 for (i = 0; i < SIZEOFFREE; i++)
2063 { 2191 {
2064 search_arr[i] = i; 2192 search_arr[i] = i;
2065 } 2193 }
2066 2194
2067 permute(search_arr, 1, SIZEOFFREE1+1); 2195 permute (search_arr, 1, SIZEOFFREE1 + 1);
2068 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2196 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2069 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2197 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2070} 2198}
2071 2199
2072/* 2200/*
2073 * 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
2074 * given map at the given coordinates for live objects. 2202 * given map at the given coordinates for live objects.
2080 * 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
2081 * 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
2082 * there is capable of. 2210 * there is capable of.
2083 */ 2211 */
2084 2212
2213int
2085int 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,
2086 int i,max=SIZEOFFREE, mflags; 2218 max = SIZEOFFREE, mflags;
2219
2087 sint16 nx, ny; 2220 sint16 nx, ny;
2088 object *tmp; 2221 object *
2089 mapstruct *mp; 2222 tmp;
2223 maptile *
2224 mp;
2225
2090 MoveType blocked, move_type; 2226 MoveType blocked, move_type;
2091 2227
2092 if (exclude && exclude->head) { 2228 if (exclude && exclude->head)
2229 {
2093 exclude = exclude->head; 2230 exclude = exclude->head;
2094 move_type = exclude->move_type; 2231 move_type = exclude->move_type;
2095 } else { 2232 }
2233 else
2234 {
2096 /* 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. */
2097 move_type=MOVE_ALL; 2236 move_type = MOVE_ALL;
2237 }
2238
2239 for (i = 1; i < max; i++)
2098 } 2240 {
2099
2100 for(i=1;i<max;i++) {
2101 mp = m; 2241 mp = m;
2102 nx = x + freearr_x[i]; 2242 nx = x + freearr_x[i];
2103 ny = y + freearr_y[i]; 2243 ny = y + freearr_y[i];
2104 2244
2105 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2245 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2106 if (mflags & P_OUT_OF_MAP) { 2246 if (mflags & P_OUT_OF_MAP)
2247 {
2107 max = maxfree[i]; 2248 max = maxfree[i];
2249 }
2108 } else { 2250 else
2251 {
2109 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2252 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2110 2253
2111 if ((move_type & blocked) == move_type) { 2254 if ((move_type & blocked) == move_type)
2255 {
2112 max=maxfree[i]; 2256 max = maxfree[i];
2257 }
2113 } else if (mflags & P_IS_ALIVE) { 2258 else if (mflags & P_IS_ALIVE)
2259 {
2114 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)
2115 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2261 {
2116 (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 {
2117 break; 2264 break;
2118 } 2265 }
2119 } 2266 }
2120 if(tmp) { 2267 if (tmp)
2268 {
2121 return freedir[i]; 2269 return freedir[i];
2122 } 2270 }
2123 } 2271 }
2124 } 2272 }
2125 } 2273 }
2126 return 0; 2274 return 0;
2127} 2275}
2128 2276
2129/* 2277/*
2130 * distance(object 1, object 2) will return the square of the 2278 * distance(object 1, object 2) will return the square of the
2131 * distance between the two given objects. 2279 * distance between the two given objects.
2132 */ 2280 */
2133 2281
2282int
2134int distance(const object *ob1, const object *ob2) { 2283distance (const object *ob1, const object *ob2)
2284{
2135 int i; 2285 int
2136 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2286 i;
2137 (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);
2138 return i; 2289 return i;
2139} 2290}
2140 2291
2141/* 2292/*
2142 * 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
2143 * 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
2144 * object, needs to travel toward it. 2295 * object, needs to travel toward it.
2145 */ 2296 */
2146 2297
2298int
2147int find_dir_2(int x, int y) { 2299find_dir_2 (int x, int y)
2300{
2148 int q; 2301 int
2302 q;
2149 2303
2150 if(y) 2304 if (y)
2151 q=x*100/y; 2305 q = x * 100 / y;
2152 else if (x) 2306 else if (x)
2153 q= -300*x; 2307 q = -300 * x;
2154 else 2308 else
2155 return 0; 2309 return 0;
2156 2310
2157 if(y>0) { 2311 if (y > 0)
2312 {
2158 if(q < -242) 2313 if (q < -242)
2159 return 3 ; 2314 return 3;
2160 if (q < -41) 2315 if (q < -41)
2161 return 2 ; 2316 return 2;
2162 if (q < 41) 2317 if (q < 41)
2163 return 1 ; 2318 return 1;
2164 if (q < 242) 2319 if (q < 242)
2165 return 8 ; 2320 return 8;
2166 return 7 ; 2321 return 7;
2167 } 2322 }
2168 2323
2169 if (q < -242) 2324 if (q < -242)
2170 return 7 ; 2325 return 7;
2171 if (q < -41) 2326 if (q < -41)
2172 return 6 ; 2327 return 6;
2173 if (q < 41) 2328 if (q < 41)
2174 return 5 ; 2329 return 5;
2175 if (q < 242) 2330 if (q < 242)
2176 return 4 ; 2331 return 4;
2177 2332
2178 return 3 ; 2333 return 3;
2179} 2334}
2180 2335
2181/* 2336/*
2182 * absdir(int): Returns a number between 1 and 8, which represent 2337 * absdir(int): Returns a number between 1 and 8, which represent
2183 * the "absolute" direction of a number (it actually takes care of 2338 * the "absolute" direction of a number (it actually takes care of
2184 * "overflow" in previous calculations of a direction). 2339 * "overflow" in previous calculations of a direction).
2185 */ 2340 */
2186 2341
2342int
2187int absdir(int d) { 2343absdir (int d)
2188 while(d<1) d+=8; 2344{
2189 while(d>8) d-=8; 2345 while (d < 1)
2346 d += 8;
2347 while (d > 8)
2348 d -= 8;
2190 return d; 2349 return d;
2191} 2350}
2192 2351
2193/* 2352/*
2194 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2353 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2195 * between two directions (which are expected to be absolute (see absdir()) 2354 * between two directions (which are expected to be absolute (see absdir())
2196 */ 2355 */
2197 2356
2357int
2198int dirdiff(int dir1, int dir2) { 2358dirdiff (int dir1, int dir2)
2359{
2199 int d; 2360 int
2361 d;
2362
2200 d = abs(dir1 - dir2); 2363 d = abs (dir1 - dir2);
2201 if(d>4) 2364 if (d > 4)
2202 d = 8 - d; 2365 d = 8 - d;
2203 return d; 2366 return d;
2204} 2367}
2205 2368
2206/* peterm: 2369/* peterm:
2211 * 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.
2212 * 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
2213 * functions. 2376 * functions.
2214 */ 2377 */
2215 2378
2379int
2216int reduction_dir[SIZEOFFREE][3] = { 2380 reduction_dir[SIZEOFFREE][3] = {
2217 {0,0,0}, /* 0 */ 2381 {0, 0, 0}, /* 0 */
2218 {0,0,0}, /* 1 */ 2382 {0, 0, 0}, /* 1 */
2219 {0,0,0}, /* 2 */ 2383 {0, 0, 0}, /* 2 */
2220 {0,0,0}, /* 3 */ 2384 {0, 0, 0}, /* 3 */
2221 {0,0,0}, /* 4 */ 2385 {0, 0, 0}, /* 4 */
2222 {0,0,0}, /* 5 */ 2386 {0, 0, 0}, /* 5 */
2223 {0,0,0}, /* 6 */ 2387 {0, 0, 0}, /* 6 */
2224 {0,0,0}, /* 7 */ 2388 {0, 0, 0}, /* 7 */
2225 {0,0,0}, /* 8 */ 2389 {0, 0, 0}, /* 8 */
2226 {8,1,2}, /* 9 */ 2390 {8, 1, 2}, /* 9 */
2227 {1,2,-1}, /* 10 */ 2391 {1, 2, -1}, /* 10 */
2228 {2,10,12}, /* 11 */ 2392 {2, 10, 12}, /* 11 */
2229 {2,3,-1}, /* 12 */ 2393 {2, 3, -1}, /* 12 */
2230 {2,3,4}, /* 13 */ 2394 {2, 3, 4}, /* 13 */
2231 {3,4,-1}, /* 14 */ 2395 {3, 4, -1}, /* 14 */
2232 {4,14,16}, /* 15 */ 2396 {4, 14, 16}, /* 15 */
2233 {5,4,-1}, /* 16 */ 2397 {5, 4, -1}, /* 16 */
2234 {4,5,6}, /* 17 */ 2398 {4, 5, 6}, /* 17 */
2235 {6,5,-1}, /* 18 */ 2399 {6, 5, -1}, /* 18 */
2236 {6,20,18}, /* 19 */ 2400 {6, 20, 18}, /* 19 */
2237 {7,6,-1}, /* 20 */ 2401 {7, 6, -1}, /* 20 */
2238 {6,7,8}, /* 21 */ 2402 {6, 7, 8}, /* 21 */
2239 {7,8,-1}, /* 22 */ 2403 {7, 8, -1}, /* 22 */
2240 {8,22,24}, /* 23 */ 2404 {8, 22, 24}, /* 23 */
2241 {8,1,-1}, /* 24 */ 2405 {8, 1, -1}, /* 24 */
2242 {24,9,10}, /* 25 */ 2406 {24, 9, 10}, /* 25 */
2243 {9,10,-1}, /* 26 */ 2407 {9, 10, -1}, /* 26 */
2244 {10,11,-1}, /* 27 */ 2408 {10, 11, -1}, /* 27 */
2245 {27,11,29}, /* 28 */ 2409 {27, 11, 29}, /* 28 */
2246 {11,12,-1}, /* 29 */ 2410 {11, 12, -1}, /* 29 */
2247 {12,13,-1}, /* 30 */ 2411 {12, 13, -1}, /* 30 */
2248 {12,13,14}, /* 31 */ 2412 {12, 13, 14}, /* 31 */
2249 {13,14,-1}, /* 32 */ 2413 {13, 14, -1}, /* 32 */
2250 {14,15,-1}, /* 33 */ 2414 {14, 15, -1}, /* 33 */
2251 {33,15,35}, /* 34 */ 2415 {33, 15, 35}, /* 34 */
2252 {16,15,-1}, /* 35 */ 2416 {16, 15, -1}, /* 35 */
2253 {17,16,-1}, /* 36 */ 2417 {17, 16, -1}, /* 36 */
2254 {18,17,16}, /* 37 */ 2418 {18, 17, 16}, /* 37 */
2255 {18,17,-1}, /* 38 */ 2419 {18, 17, -1}, /* 38 */
2256 {18,19,-1}, /* 39 */ 2420 {18, 19, -1}, /* 39 */
2257 {41,19,39}, /* 40 */ 2421 {41, 19, 39}, /* 40 */
2258 {19,20,-1}, /* 41 */ 2422 {19, 20, -1}, /* 41 */
2259 {20,21,-1}, /* 42 */ 2423 {20, 21, -1}, /* 42 */
2260 {20,21,22}, /* 43 */ 2424 {20, 21, 22}, /* 43 */
2261 {21,22,-1}, /* 44 */ 2425 {21, 22, -1}, /* 44 */
2262 {23,22,-1}, /* 45 */ 2426 {23, 22, -1}, /* 45 */
2263 {45,47,23}, /* 46 */ 2427 {45, 47, 23}, /* 46 */
2264 {23,24,-1}, /* 47 */ 2428 {23, 24, -1}, /* 47 */
2265 {24,9,-1}}; /* 48 */ 2429 {24, 9, -1}
2430}; /* 48 */
2266 2431
2267/* Recursive routine to step back and see if we can 2432/* Recursive routine to step back and see if we can
2268 * find a path to that monster that we found. If not, 2433 * find a path to that monster that we found. If not,
2269 * we don't bother going toward it. Returns 1 if we 2434 * we don't bother going toward it. Returns 1 if we
2270 * can see a direct way to get it 2435 * can see a direct way to get it
2271 * Modified to be map tile aware -.MSW 2436 * Modified to be map tile aware -.MSW
2272 */ 2437 */
2273
2274 2438
2439
2440int
2275int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2441can_see_monsterP (maptile *m, int x, int y, int dir)
2442{
2276 sint16 dx, dy; 2443 sint16 dx, dy;
2444 int
2277 int mflags; 2445 mflags;
2278 2446
2447 if (dir < 0)
2279 if(dir<0) return 0; /* exit condition: invalid direction */ 2448 return 0; /* exit condition: invalid direction */
2280 2449
2281 dx = x + freearr_x[dir]; 2450 dx = x + freearr_x[dir];
2282 dy = y + freearr_y[dir]; 2451 dy = y + freearr_y[dir];
2283 2452
2284 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2453 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2285 2454
2286 /* This functional arguably was incorrect before - it was 2455 /* This functional arguably was incorrect before - it was
2287 * checking for P_WALL - that was basically seeing if 2456 * checking for P_WALL - that was basically seeing if
2288 * we could move to the monster - this is being more 2457 * we could move to the monster - this is being more
2289 * 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
2290 * 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
2291 * at least its move type. 2460 * at least its move type.
2292 */ 2461 */
2293 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2462 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2463 return 0;
2294 2464
2295 /* yes, can see. */ 2465 /* yes, can see. */
2296 if(dir < 9) return 1; 2466 if (dir < 9)
2467 return 1;
2297 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2468 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2298 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]);
2299 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2300} 2470}
2301 2471
2302 2472
2303 2473
2304/* 2474/*
2305 * 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
2306 * picked up by the picker. Returnes 1 if it can be 2476 * picked up by the picker. Returnes 1 if it can be
2307 * picked up, otherwise 0. 2477 * picked up, otherwise 0.
2308 * 2478 *
2310 * core dumps if they do. 2480 * core dumps if they do.
2311 * 2481 *
2312 * 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)
2313 */ 2483 */
2314 2484
2485int
2315int can_pick(const object *who, const object *item) { 2486can_pick (const object *who, const object *item)
2487{
2316 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2488 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2317 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2489 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2318 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2490 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2319 (who->type==PLAYER||item->weight<who->weight/3));
2320} 2491}
2321 2492
2322 2493
2323/* 2494/*
2324 * create clone from object to another 2495 * create clone from object to another
2325 */ 2496 */
2497object *
2326object *object_create_clone (object *asrc) { 2498object_create_clone (object *asrc)
2499{
2327 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2500 object *dst = 0, *tmp, *src, *part, *prev, *item;
2328 2501
2329 if(!asrc) return NULL; 2502 if (!asrc)
2503 return 0;
2504
2330 src = asrc; 2505 src = asrc;
2331 if(src->head) 2506 if (src->head)
2332 src = src->head; 2507 src = src->head;
2333 2508
2334 prev = NULL; 2509 prev = 0;
2335 for(part = src; part; part = part->more) { 2510 for (part = src; part; part = part->more)
2336 tmp = get_object(); 2511 {
2337 copy_object(part,tmp); 2512 tmp = part->clone ();
2338 tmp->x -= src->x; 2513 tmp->x -= src->x;
2339 tmp->y -= src->y; 2514 tmp->y -= src->y;
2515
2340 if(!part->head) { 2516 if (!part->head)
2517 {
2341 dst = tmp; 2518 dst = tmp;
2342 tmp->head = NULL; 2519 tmp->head = 0;
2520 }
2343 } else { 2521 else
2522 {
2344 tmp->head = dst; 2523 tmp->head = dst;
2345 } 2524 }
2525
2346 tmp->more = NULL; 2526 tmp->more = 0;
2527
2347 if(prev) 2528 if (prev)
2348 prev->more = tmp; 2529 prev->more = tmp;
2530
2349 prev = tmp; 2531 prev = tmp;
2350 } 2532 }
2351 /*** copy inventory ***/ 2533
2352 for(item = src->inv; item; item = item->below) { 2534 for (item = src->inv; item; item = item->below)
2353 (void) insert_ob_in_ob(object_create_clone(item),dst); 2535 insert_ob_in_ob (object_create_clone (item), dst);
2354 }
2355 2536
2356 return dst; 2537 return dst;
2357}
2358
2359/* return true if the object was destroyed, 0 otherwise */
2360int was_destroyed (const object *op, tag_t old_tag)
2361{
2362 /* checking for FLAG_FREED isn't necessary, but makes this function more
2363 * robust */
2364 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2365} 2538}
2366 2539
2367/* GROS - Creates an object using a string representing its content. */ 2540/* GROS - Creates an object using a string representing its content. */
2368/* 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 */
2369/* 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, */
2370/* 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. */
2371/* 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. */
2372/* Also remember that multiparts objects are not supported for now. */ 2545/* Also remember that multiparts objects are not supported for now. */
2373 2546
2547object *
2374object* load_object_str(const char *obstr) 2548load_object_str (const char *obstr)
2375{ 2549{
2376 object *op; 2550 object *op;
2377 char filename[MAX_BUF]; 2551 char filename[MAX_BUF];
2552
2378 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2553 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2379 2554
2380 FILE *tempfile=fopen(filename,"w"); 2555 FILE *tempfile = fopen (filename, "w");
2556
2381 if (tempfile == NULL) 2557 if (tempfile == NULL)
2382 { 2558 {
2383 LOG(llevError,"Error - Unable to access load object temp file\n"); 2559 LOG (llevError, "Error - Unable to access load object temp file\n");
2384 return NULL; 2560 return NULL;
2385 }; 2561 }
2562
2386 fprintf(tempfile,obstr); 2563 fprintf (tempfile, obstr);
2387 fclose(tempfile); 2564 fclose (tempfile);
2388 2565
2389 op=get_object(); 2566 op = object::create ();
2390 2567
2391 object_thawer thawer (filename); 2568 object_thawer thawer (filename);
2392 2569
2393 if (thawer) 2570 if (thawer)
2394 load_object(thawer,op,0); 2571 load_object (thawer, op, 0);
2395 2572
2396 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2573 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2397 CLEAR_FLAG(op,FLAG_REMOVED); 2574 CLEAR_FLAG (op, FLAG_REMOVED);
2398 2575
2399 return op; 2576 return op;
2400} 2577}
2401 2578
2402/* This returns the first object in who's inventory that 2579/* This returns the first object in who's inventory that
2403 * has the same type and subtype match. 2580 * has the same type and subtype match.
2404 * returns NULL if no match. 2581 * returns NULL if no match.
2405 */ 2582 */
2583object *
2406object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2584find_obj_by_type_subtype (const object *who, int type, int subtype)
2407{ 2585{
2408 object *tmp; 2586 object *tmp;
2409 2587
2410 for (tmp=who->inv; tmp; tmp=tmp->below) 2588 for (tmp = who->inv; tmp; tmp = tmp->below)
2411 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2589 if (tmp->type == type && tmp->subtype == subtype)
2590 return tmp;
2412 2591
2413 return NULL; 2592 return NULL;
2414} 2593}
2415 2594
2416/* 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,
2417 * otherwise return NULL. 2596 * otherwise return NULL.
2418 * 2597 *
2419 * 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
2420 * do the desired thing. 2599 * do the desired thing.
2421 */ 2600 */
2601key_value *
2422key_value * get_ob_key_link(const object * ob, const char * key) { 2602get_ob_key_link (const object *ob, const char *key)
2603{
2423 key_value * link; 2604 key_value *link;
2424 2605
2425 for (link = ob->key_values; link != NULL; link = link->next) { 2606 for (link = ob->key_values; link != NULL; link = link->next)
2426 if (link->key == key) { 2607 if (link->key == key)
2427 return link; 2608 return link;
2428 } 2609
2429 }
2430
2431 return NULL; 2610 return NULL;
2432} 2611}
2433 2612
2434/* 2613/*
2435 * 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.
2436 * 2615 *
2437 * The argument doesn't need to be a shared string. 2616 * The argument doesn't need to be a shared string.
2438 * 2617 *
2439 * The returned string is shared. 2618 * The returned string is shared.
2440 */ 2619 */
2620const char *
2441const char * get_ob_key_value(const object * op, const char * const key) { 2621get_ob_key_value (const object *op, const char *const key)
2622{
2442 key_value * link; 2623 key_value *link;
2443 const char * canonical_key; 2624 shstr_cmp canonical_key (key);
2625
2626 if (!canonical_key)
2444 2627 {
2445 canonical_key = shstr::find (key);
2446
2447 if (canonical_key == NULL) {
2448 /* 1. There being a field named key on any object 2628 /* 1. There being a field named key on any object
2449 * implies there'd be a shared string to find. 2629 * implies there'd be a shared string to find.
2450 * 2. Since there isn't, no object has this field. 2630 * 2. Since there isn't, no object has this field.
2451 * 3. Therefore, *this* object doesn't have this field. 2631 * 3. Therefore, *this* object doesn't have this field.
2452 */ 2632 */
2453 return NULL; 2633 return 0;
2454 } 2634 }
2455 2635
2456 /* This is copied from get_ob_key_link() above - 2636 /* This is copied from get_ob_key_link() above -
2457 * only 4 lines, and saves the function call overhead. 2637 * only 4 lines, and saves the function call overhead.
2458 */ 2638 */
2459 for (link = op->key_values; link != NULL; link = link->next) { 2639 for (link = op->key_values; link; link = link->next)
2460 if (link->key == canonical_key) { 2640 if (link->key == canonical_key)
2461 return link->value; 2641 return link->value;
2462 } 2642
2463 } 2643 return 0;
2464 return NULL;
2465} 2644}
2466 2645
2467 2646
2468/* 2647/*
2469 * Updates the canonical_key in op to value. 2648 * Updates the canonical_key in op to value.
2473 * 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
2474 * keys. 2653 * keys.
2475 * 2654 *
2476 * Returns TRUE on success. 2655 * Returns TRUE on success.
2477 */ 2656 */
2657int
2478int 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 *
2479 key_value * field = NULL, *last=NULL; 2661 field = NULL, *last = NULL;
2480 2662
2481 for (field=op->key_values; field != NULL; field=field->next) { 2663 for (field = op->key_values; field != NULL; field = field->next)
2664 {
2482 if (field->key != canonical_key) { 2665 if (field->key != canonical_key)
2666 {
2483 last = field; 2667 last = field;
2484 continue; 2668 continue;
2485 } 2669 }
2486 2670
2487 if (value) 2671 if (value)
2488 field->value = value; 2672 field->value = value;
2489 else { 2673 else
2674 {
2490 /* Basically, if the archetype has this key set, 2675 /* Basically, if the archetype has this key set,
2491 * we need to store the null value so when we save 2676 * we need to store the null value so when we save
2492 * it, we save the empty value so that when we load, 2677 * it, we save the empty value so that when we load,
2493 * we get this value back again. 2678 * we get this value back again.
2494 */ 2679 */
2495 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2680 if (get_ob_key_link (&op->arch->clone, canonical_key))
2496 field->value = 0; 2681 field->value = 0;
2682 else
2683 {
2684 if (last)
2685 last->next = field->next;
2497 else 2686 else
2498 {
2499 if (last) last->next = field->next;
2500 else op->key_values = field->next; 2687 op->key_values = field->next;
2501 2688
2502 delete field; 2689 delete field;
2503 } 2690 }
2504 } 2691 }
2505 return TRUE; 2692 return TRUE;
2506 } 2693 }
2507 /* IF we get here, key doesn't exist */ 2694 /* IF we get here, key doesn't exist */
2508 2695
2509 /* No field, we'll have to add it. */ 2696 /* No field, we'll have to add it. */
2697
2698 if (!add_key)
2510 2699 {
2511 if (!add_key) {
2512 return FALSE; 2700 return FALSE;
2513 } 2701 }
2514 /* There isn't any good reason to store a null 2702 /* There isn't any good reason to store a null
2515 * value in the key/value list. If the archetype has 2703 * value in the key/value list. If the archetype has
2516 * this key, then we should also have it, so shouldn't 2704 * this key, then we should also have it, so shouldn't
2517 * be here. If user wants to store empty strings, 2705 * be here. If user wants to store empty strings,
2518 * should pass in "" 2706 * should pass in ""
2519 */ 2707 */
2520 if (value == NULL) return TRUE; 2708 if (value == NULL)
2521
2522 field = new key_value;
2523
2524 field->key = canonical_key;
2525 field->value = value;
2526 /* Usual prepend-addition. */
2527 field->next = op->key_values;
2528 op->key_values = field;
2529
2530 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;
2531} 2720}
2532 2721
2533/* 2722/*
2534 * Updates the key in op to value. 2723 * Updates the key in op to value.
2535 * 2724 *
2537 * and not add new ones. 2726 * and not add new ones.
2538 * 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
2539 * 2728 *
2540 * Returns TRUE on success. 2729 * Returns TRUE on success.
2541 */ 2730 */
2731int
2542int 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)
2543{ 2733{
2544 shstr key_ (key); 2734 shstr key_ (key);
2735
2545 return set_ob_key_value_s (op, key_, value, add_key); 2736 return set_ob_key_value_s (op, key_, value, add_key);
2546} 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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