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Comparing deliantra/server/common/object.C (file contents):
Revision 1.21 by root, Sat Sep 9 21:48:28 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 1.21 2006/09/09 21:48:28 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};
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}
59 133
60/* 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
61static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
62 key_value * wants_field; 138 key_value *wants_field;
63 139
64 /* 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
65 * 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
66 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
67 */ 143 */
68 144
69 /* For each field in wants, */ 145 /* For each field in wants, */
70 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 {
71 key_value * has_field; 148 key_value *has_field;
72 149
73 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
74 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)
75 154 {
76 if (has_field == NULL) {
77 /* No field with that name. */ 155 /* No field with that name. */
78 return FALSE; 156 return FALSE;
79 }
80 157 }
158
81 /* Found the matching field. */ 159 /* Found the matching field. */
82 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
83 /* 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. */
84 return FALSE; 163 return FALSE;
85 } 164 }
86 165
87 /* 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. */
88 }
89 167 }
168
90 /* 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. */
91 return TRUE; 170 return TRUE;
92} 171}
93 172
94/* 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
95static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
96 /* 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,
97 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
98 */ 179 */
99 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);
100} 181}
101 182
102/* 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
103 * they can be merged together. 184 * they can be merged together.
104 * 185 *
105 * 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
106 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
107 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
108 * 189 *
109 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
110 * 191 *
111 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
112 * check weight 193 * check weight
113 */ 194 */
114 195
115bool
116object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
117{ 197{
118 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
119 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)
120 return 0; 204 return 0;
121 205
122 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
123 return 0;
124
125 /* 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
126 * 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
127 * used to store nrof). 209 * used to store nrof).
128 */ 210 */
129 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
139 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
140 222
141 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
142 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
143 225
144 226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
145 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
146 * being locked in inventory should prevent merging.
147 * 0x4 in flags3 is CLIENT_SENT
148 */
149 if ((ob1->arch != ob2->arch) ||
150 (ob1->flags[0] != ob2->flags[0]) ||
151 (ob1->flags[1] != ob2->flags[1]) ||
152 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
153 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
154 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
155 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
156 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
157 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
158 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
159 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
160 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
161 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
162 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
163 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
164 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
165 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
166 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
167 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
168 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
169 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
170 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
171 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
172 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
173 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
174 (ob1->move_off != ob2->move_off) || 248 || ob1->move_off != ob2->move_off
175 (ob1->move_slow != ob2->move_slow) || 249 || ob1->move_slow != ob2->move_slow
176 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 251 return 0;
178 252
179 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 254 * check all objects in the inventory.
181 */ 255 */
182 if (ob1->inv || ob2->inv) 256 if (ob1->inv || ob2->inv)
183 { 257 {
184 /* 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 */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 260 return 0;
187 261
188 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 264 return 0;
191 265
192 /* 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
193 * if it is valid. 267 * if it is valid.
194 */ 268 */
195 } 269 }
203 277
204 /* 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
205 * 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
206 * check? 280 * check?
207 */ 281 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
209 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 return 0; 283 return 0;
211 284
212 switch (ob1->type) 285 switch (ob1->type)
213 { 286 {
214 case SCROLL: 287 case SCROLL:
215 if (ob1->level != ob2->level) 288 if (ob1->level != ob2->level)
216 return 0; 289 return 0;
217 break; 290 break;
218 } 291 }
219 292
220 if (ob1->key_values != NULL || ob2->key_values != NULL) 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
221 { 294 {
222 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
223 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
224 /* One has fields, but the other one doesn't. */ 297 /* One has fields, but the other one doesn't. */
225 return 0; 298 return 0;
226 else if (!compare_ob_value_lists (ob1, ob2)) 299 else if (!compare_ob_value_lists (ob1, ob2))
227 return 0; 300 return 0;
228 } 301 }
229 302
230 //TODO: generate an event or call into perl for additional checks 303 //TODO: generate an event or call into perl for additional checks
231 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
232 { 305 {
233 ob1->optimise (); 306 ob1->optimise ();
234 ob2->optimise (); 307 ob2->optimise ();
235 308
236 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
237 return 0; 310 return 0;
238 } 311 }
239 312
240 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
241 return 1; 314 return 1;
242} 315}
316
243/* 317/*
244 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
245 * 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
246 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
247 */ 321 */
248signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
249 signed long sum; 325 long sum;
250 object *inv; 326 object *inv;
327
251 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
252 if (inv->inv) 330 if (inv->inv)
253 sum_weight(inv); 331 sum_weight (inv);
254 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
255 } 333 }
334
256 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
257 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
258 if(op->carrying != sum) 338 if (op->carrying != sum)
259 op->carrying = sum; 339 op->carrying = sum;
340
260 return sum; 341 return sum;
261} 342}
262 343
263/** 344/**
264 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
265 */ 346 */
266 347
348object *
267object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
268 while (op->env != NULL) 351 while (op->env != NULL)
269 op = op->env; 352 op = op->env;
270 return op; 353 return op;
271}
272
273/*
274 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
275 * a better check. We basically keeping traversing up until we can't
276 * or find a player.
277 */
278
279object *is_player_inv (object *op) {
280 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
281 if (op->env==op)
282 op->env = NULL;
283 return op;
284} 354}
285 355
286/* 356/*
287 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
288 * Some error messages. 358 * Some error messages.
289 * 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.
290 */ 360 */
291 361
292void dump_object2(object *op) { 362char *
293errmsg[0] = 0;
294return;
295 //TODO//D#d#
296#if 0
297 char *cp;
298/* object *tmp;*/
299
300 if(op->arch!=NULL) {
301 strcat(errmsg,"arch ");
302 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
303 strcat(errmsg,"\n");
304 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
305 strcat(errmsg,cp);
306#if 0
307 /* Don't dump player diffs - they are too long, mostly meaningless, and
308 * will overflow the buffer.
309 * Changed so that we don't dump inventory either. This may
310 * also overflow the buffer.
311 */
312 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
313 strcat(errmsg,cp);
314 for (tmp=op->inv; tmp; tmp=tmp->below)
315 dump_object2(tmp);
316#endif
317 strcat(errmsg,"end\n");
318 } else {
319 strcat(errmsg,"Object ");
320 if (op->name==NULL) strcat(errmsg, "(null)");
321 else strcat(errmsg,op->name);
322 strcat(errmsg,"\n");
323#if 0
324 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
325 strcat(errmsg,cp);
326 for (tmp=op->inv; tmp; tmp=tmp->below)
327 dump_object2(tmp);
328#endif
329 strcat(errmsg,"end\n");
330 }
331#endif
332}
333
334/*
335 * Dumps an object. Returns output in the static global errmsg array.
336 */
337
338void dump_object(object *op) { 363dump_object (object *op)
339 if(op==NULL) { 364{
340 strcpy(errmsg,"[NULL pointer]"); 365 if (!op)
341 return; 366 return strdup ("[NULLOBJ]");
342 }
343 errmsg[0]='\0';
344 dump_object2(op);
345}
346 367
347void dump_all_objects(void) { 368 object_freezer freezer;
348 object *op; 369 save_object (freezer, op, 3);
349 for(op=objects;op!=NULL;op=op->next) { 370 return freezer.as_string ();
350 dump_object(op);
351 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
352 }
353} 371}
354 372
355/* 373/*
356 * 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
357 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
358 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
359 */ 377 */
360 378
379object *
361object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
362 object *tmp,*closest; 382 object *tmp, *closest;
363 int last_dist,i; 383 int last_dist, i;
384
364 if(op->more==NULL) 385 if (op->more == NULL)
365 return op; 386 return op;
366 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)
367 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
368 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
369 return closest; 390 return closest;
370} 391}
371 392
372/* 393/*
373 * 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.
374 */ 395 */
375 396
397object *
376object *find_object(tag_t i) { 398find_object (tag_t i)
377 object *op; 399{
378 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
379 if(op->count==i) 401 if (op->count == i)
380 break; 402 return op;
403
381 return op; 404 return 0;
382} 405}
383 406
384/* 407/*
385 * 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.
386 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
387 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
388 */ 411 */
389 412
413object *
390object *find_object_name(const char *str) { 414find_object_name (const char *str)
391 const char *name = shstr::find (str); 415{
416 shstr_cmp str_ (str);
392 object *op; 417 object *op;
418
393 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
394 if(&op->name == name) 420 if (op->name == str_)
395 break; 421 break;
396 422
397 return op; 423 return op;
398} 424}
399 425
426void
400void free_all_object_data () 427free_all_object_data ()
401{ 428{
402 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
403}
404
405/*
406 * Returns the object which this object marks as being the owner.
407 * A id-scheme is used to avoid pointing to objects which have been
408 * freed and are now reused. If this is detected, the owner is
409 * set to NULL, and NULL is returned.
410 * Changed 2004-02-12 - if the player is setting at the play again
411 * prompt, he is removed, and we don't want to treat him as an owner of
412 * anything, so check removed flag. I don't expect that this should break
413 * anything - once an object is removed, it is basically dead anyways.
414 */
415
416object *get_owner(object *op) {
417 if(op->owner==NULL)
418 return NULL;
419
420 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
421 op->owner->count==op->ownercount)
422 return op->owner;
423
424 op->owner=NULL;
425 op->ownercount=0;
426 return NULL;
427}
428
429void clear_owner(object *op)
430{
431 if (!op) return;
432
433 if (op->owner && op->ownercount == op->owner->count)
434 op->owner->refcount--;
435
436 op->owner = NULL;
437 op->ownercount = 0;
438} 430}
439 431
440/* 432/*
441 * 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
442 * skill and experience objects. 434 * skill and experience objects.
443 */ 435 */
444void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
445{ 438{
446 if(owner==NULL||op==NULL) 439 if (!owner)
447 return; 440 return;
448 441
449 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
450 /* 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
451 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
452 * 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
453 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
454 * 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.
455 */ 448 */
456 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
457 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
458 451
459 /* IF the owner still has an owner, we did not resolve to a final owner.
460 * so lets not add to that.
461 */
462 if (owner->owner) return;
463
464 op->owner=owner; 452 this->owner = owner;
465
466 op->ownercount=owner->count;
467 owner->refcount++;
468
469}
470
471/* Set the owner to clone's current owner and set the skill and experience
472 * objects to clone's objects (typically those objects that where the owner's
473 * current skill and experience objects at the time when clone's owner was
474 * set - not the owner's current skill and experience objects).
475 *
476 * Use this function if player created an object (e.g. fire bullet, swarm
477 * spell), and this object creates further objects whose kills should be
478 * accounted for the player's original skill, even if player has changed
479 * skills meanwhile.
480 */
481void copy_owner (object *op, object *clone)
482{
483 object *owner = get_owner (clone);
484 if (owner == NULL) {
485 /* players don't have owners - they own themselves. Update
486 * as appropriate.
487 */
488 if (clone->type == PLAYER) owner=clone;
489 else return;
490 }
491 set_owner(op, owner);
492
493} 453}
494 454
495/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
496 * refcounts and freeing the links. 456 * refcounts and freeing the links.
497 */ 457 */
458static void
498static void free_key_values(object * op) 459free_key_values (object *op)
499{ 460{
500 for (key_value *i = op->key_values; i != 0; ) 461 for (key_value *i = op->key_values; i != 0;)
501 { 462 {
502 key_value *next = i->next; 463 key_value *next = i->next;
503 delete i; 464 delete i;
465
504 i = next; 466 i = next;
505 } 467 }
506 468
507 op->key_values = 0; 469 op->key_values = 0;
508} 470}
509 471
510void object::clear () 472void object::clear ()
511{ 473{
512 attachable_base::clear (); 474 attachable_base::clear ();
513 475
514 free_key_values (this); 476 free_key_values (this);
515 477
516 name = 0; 478 owner = 0;
479 name = 0;
517 name_pl = 0; 480 name_pl = 0;
518 title = 0; 481 title = 0;
519 race = 0; 482 race = 0;
520 slaying = 0; 483 slaying = 0;
521 skill = 0; 484 skill = 0;
522 msg = 0; 485 msg = 0;
523 lore = 0; 486 lore = 0;
524 custom_name = 0; 487 custom_name = 0;
525 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;
526 500
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 501 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528 502
529 SET_FLAG (this, FLAG_REMOVED); 503 SET_FLAG (this, FLAG_REMOVED);
530}
531 504
532void object::clone (object *destination)
533{
534 *(object_copy *)destination = *(object_copy *)this;
535 *(object_pod *)destination = *(object_pod *)this;
536
537 if (self || cb)
538 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
539}
540
541/*
542 * clear_object() frees everything allocated by an object, and also
543 * clears all variables and flags to default settings.
544 */
545
546void clear_object (object *op)
547{
548 op->clear ();
549
550 op->contr = NULL;
551 op->below = NULL;
552 op->above = NULL;
553 op->inv = NULL;
554 op->container=NULL;
555 op->env=NULL;
556 op->more=NULL;
557 op->head=NULL;
558 op->map=NULL;
559 op->refcount=0;
560 op->active_next = NULL;
561 op->active_prev = NULL;
562 /* What is not cleared is next, prev, and count */ 505 /* What is not cleared is next, prev, and count */
563 506
564 op->expmul = 1.0; 507 expmul = 1.0;
565 op->face = blank_face; 508 face = blank_face;
566 op->attacked_by_count = -1;
567 509
568 if (settings.casting_time) 510 if (settings.casting_time)
569 op->casting_time = -1; 511 casting_time = -1;
570} 512}
571 513
572/* 514/*
573 * copy object first frees everything allocated by the second object, 515 * copy_to first frees everything allocated by the dst object,
574 * and then copies the contends of the first object into the second 516 * and then copies the contents of itself into the second
575 * object, allocating what needs to be allocated. Basically, any 517 * object, allocating what needs to be allocated. Basically, any
576 * 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,
577 * 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
578 * will point at garbage. 520 * will point at garbage.
579 */ 521 */
580 522void
581void copy_object (object *op2, object *op) 523object::copy_to (object *dst)
582{ 524{
583 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
584 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
585 527
586 op2->clone (op); 528 *(object_copy *)dst = *this;
529 *(object_pod *)dst = *this;
587 530
588 if (is_freed) SET_FLAG (op, FLAG_FREED); 531 if (self || cb)
589 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
590 533
534 if (is_freed)
535 SET_FLAG (dst, FLAG_FREED);
536
537 if (is_removed)
538 SET_FLAG (dst, FLAG_REMOVED);
539
591 if (op2->speed < 0) 540 if (speed < 0)
592 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 541 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
593 542
594 /* Copy over key_values, if any. */ 543 /* Copy over key_values, if any. */
595 if (op2->key_values != NULL) 544 if (key_values)
596 { 545 {
597 key_value *tail = NULL; 546 key_value *tail = 0;
598 key_value *i; 547 key_value *i;
599 548
600 op->key_values = NULL; 549 dst->key_values = 0;
601 550
602 for (i = op2->key_values; i != NULL; i = i->next) 551 for (i = key_values; i; i = i->next)
603 { 552 {
604 key_value *new_link = new key_value; 553 key_value *new_link = new key_value;
605 554
606 new_link->next = NULL; 555 new_link->next = 0;
607 new_link->key = i->key; 556 new_link->key = i->key;
608 new_link->value = i->value; 557 new_link->value = i->value;
609 558
610 /* Try and be clever here, too. */ 559 /* Try and be clever here, too. */
611 if (op->key_values == NULL) 560 if (!dst->key_values)
612 { 561 {
613 op->key_values = new_link; 562 dst->key_values = new_link;
614 tail = new_link; 563 tail = new_link;
615 } 564 }
616 else 565 else
617 { 566 {
618 tail->next = new_link; 567 tail->next = new_link;
619 tail = new_link; 568 tail = new_link;
620 } 569 }
621 } 570 }
622 } 571 }
623 572
624 update_ob_speed (op); 573 update_ob_speed (dst);
574}
575
576object *
577object::clone ()
578{
579 object *neu = create ();
580 copy_to (neu);
581 return neu;
625} 582}
626 583
627/* 584/*
628 * 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
629 * 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
630 * 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.
631 */ 588 */
632 589
590void
633void update_turn_face(object *op) { 591update_turn_face (object *op)
592{
634 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 593 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
635 return; 594 return;
636 SET_ANIMATION(op, op->direction); 595 SET_ANIMATION (op, op->direction);
637 update_object(op,UP_OBJ_FACE); 596 update_object (op, UP_OBJ_FACE);
638} 597}
639 598
640/* 599/*
641 * 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
642 * 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.
643 * 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.
644 */ 603 */
645 604void
646void update_ob_speed(object *op) { 605update_ob_speed (object *op)
606{
647 extern int arch_init; 607 extern int arch_init;
648 608
649 /* No reason putting the archetypes objects on the speed list, 609 /* No reason putting the archetypes objects on the speed list,
650 * since they never really need to be updated. 610 * since they never really need to be updated.
651 */ 611 */
652 612
653 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 613 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
614 {
654 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);
655#ifdef MANY_CORES 616#ifdef MANY_CORES
656 abort(); 617 abort ();
657#else 618#else
658 op->speed = 0; 619 op->speed = 0;
659#endif 620#endif
660 } 621 }
622
661 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)
662 return; 630 return;
663 }
664 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
665 /* If already on active list, don't do anything */
666 if (op->active_next || op->active_prev || op==active_objects)
667 return;
668 631
669 /* process_events() expects us to insert the object at the beginning 632 /* process_events() expects us to insert the object at the beginning
670 * of the list. */ 633 * of the list. */
671 op->active_next = active_objects; 634 op->active_next = active_objects;
635
672 if (op->active_next!=NULL) 636 if (op->active_next != NULL)
673 op->active_next->active_prev = op; 637 op->active_next->active_prev = op;
638
674 active_objects = op; 639 active_objects = op;
640 }
641 else
675 } 642 {
676 else {
677 /* If not on the active list, nothing needs to be done */ 643 /* If not on the active list, nothing needs to be done */
678 if (!op->active_next && !op->active_prev && op!=active_objects) 644 if (!op->active_next && !op->active_prev && op != active_objects)
679 return; 645 return;
680 646
681 if (op->active_prev==NULL) { 647 if (op->active_prev == NULL)
648 {
682 active_objects = op->active_next; 649 active_objects = op->active_next;
650
683 if (op->active_next!=NULL) 651 if (op->active_next != NULL)
684 op->active_next->active_prev = NULL; 652 op->active_next->active_prev = NULL;
653 }
654 else
685 } 655 {
686 else {
687 op->active_prev->active_next = op->active_next; 656 op->active_prev->active_next = op->active_next;
657
688 if (op->active_next) 658 if (op->active_next)
689 op->active_next->active_prev = op->active_prev; 659 op->active_next->active_prev = op->active_prev;
690 } 660 }
661
691 op->active_next = NULL; 662 op->active_next = NULL;
692 op->active_prev = NULL; 663 op->active_prev = NULL;
693 } 664 }
694} 665}
695 666
696/* This function removes object 'op' from the list of active 667/* This function removes object 'op' from the list of active
697 * objects. 668 * objects.
699 * 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
700 * in play chewing up cpu time getting processed. 671 * in play chewing up cpu time getting processed.
701 * The reverse of this is to call update_ob_speed, which 672 * The reverse of this is to call update_ob_speed, which
702 * 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.
703 */ 674 */
675void
704void remove_from_active_list(object *op) 676remove_from_active_list (object *op)
705{ 677{
706 /* If not on the active list, nothing needs to be done */ 678 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects) 679 if (!op->active_next && !op->active_prev && op != active_objects)
708 return; 680 return;
709 681
710 if (op->active_prev==NULL) { 682 if (op->active_prev == NULL)
683 {
711 active_objects = op->active_next; 684 active_objects = op->active_next;
712 if (op->active_next!=NULL) 685 if (op->active_next != NULL)
713 op->active_next->active_prev = NULL; 686 op->active_next->active_prev = NULL;
687 }
688 else
714 } 689 {
715 else {
716 op->active_prev->active_next = op->active_next; 690 op->active_prev->active_next = op->active_next;
717 if (op->active_next) 691 if (op->active_next)
718 op->active_next->active_prev = op->active_prev; 692 op->active_next->active_prev = op->active_prev;
719 } 693 }
720 op->active_next = NULL; 694 op->active_next = NULL;
721 op->active_prev = NULL; 695 op->active_prev = NULL;
722} 696}
723 697
724/* 698/*
725 * update_object() updates the array which represents the map. 699 * update_object() updates the array which represents the map.
726 * It takes into account invisible objects (and represent squares covered 700 * It takes into account invisible objects (and represent squares covered
741 * 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
742 * 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.
743 * UP_OBJ_FACE: only the objects face has changed. 717 * UP_OBJ_FACE: only the objects face has changed.
744 */ 718 */
745 719
720void
746void update_object(object *op, int action) { 721update_object (object *op, int action)
722{
747 int update_now=0, flags; 723 int update_now = 0, flags;
748 MoveType move_on, move_off, move_block, move_slow; 724 MoveType move_on, move_off, move_block, move_slow;
749 725
750 if (op == NULL) { 726 if (op == NULL)
727 {
751 /* this should never happen */ 728 /* this should never happen */
752 LOG(llevDebug,"update_object() called for NULL object.\n"); 729 LOG (llevDebug, "update_object() called for NULL object.\n");
753 return; 730 return;
754 }
755 731 }
732
756 if(op->env!=NULL) { 733 if (op->env != NULL)
734 {
757 /* Animation is currently handled by client, so nothing 735 /* Animation is currently handled by client, so nothing
758 * to do in this case. 736 * to do in this case.
759 */ 737 */
760 return; 738 return;
761 } 739 }
762 740
763 /* 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
764 * going to get freed anyways. 742 * going to get freed anyways.
765 */ 743 */
766 if (!op->map || op->map->in_memory == MAP_SAVING) return; 744 if (!op->map || op->map->in_memory == MAP_SAVING)
767 745 return;
746
768 /* make sure the object is within map boundaries */ 747 /* make sure the object is within map boundaries */
769 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))
770 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 749 {
771 LOG(llevError,"update_object() called for object out of map!\n"); 750 LOG (llevError, "update_object() called for object out of map!\n");
772#ifdef MANY_CORES 751#ifdef MANY_CORES
773 abort(); 752 abort ();
774#endif 753#endif
775 return; 754 return;
776 }
777 755 }
756
778 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 757 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
779 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);
780 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);
781 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);
782 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);
783 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);
784 763
785 if (action == UP_OBJ_INSERT) { 764 if (action == UP_OBJ_INSERT)
765 {
786 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 766 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
787 update_now=1; 767 update_now = 1;
788 768
789 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 769 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
790 update_now=1; 770 update_now = 1;
791 771
792 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 772 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
793 update_now=1; 773 update_now = 1;
794 774
795 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 775 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now=1; 776 update_now = 1;
797 777
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 778 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now=1; 779 update_now = 1;
800 780
801 if ((move_on | op->move_on) != move_on) update_now=1; 781 if ((move_on | op->move_on) != move_on)
782 update_now = 1;
802 783
803 if ((move_off | op->move_off) != move_off) update_now=1; 784 if ((move_off | op->move_off) != move_off)
785 update_now = 1;
804 786
805 /* 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
806 * to have move_allow right now. 788 * to have move_allow right now.
807 */ 789 */
808 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 790 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
809 update_now=1; 791 update_now = 1;
810 792
811 if ((move_slow | op->move_slow) != move_slow) 793 if ((move_slow | op->move_slow) != move_slow)
812 update_now=1; 794 update_now = 1;
813 } 795 }
796
814 /* if the object is being removed, we can't make intelligent 797 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 798 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 799 * that is being removed.
817 */ 800 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 801 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now=1; 802 update_now = 1;
820 } else if (action == UP_OBJ_FACE) { 803 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ 804 /* Nothing to do for that case */ ;
822 }
823 else { 805 else
824 LOG(llevError,"update_object called with invalid action: %d\n", action); 806 LOG (llevError, "update_object called with invalid action: %d\n", action);
825 }
826 807
827 if (update_now) { 808 if (update_now)
809 {
828 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);
829 update_position(op->map, op->x, op->y); 811 update_position (op->map, op->x, op->y);
830 } 812 }
831 813
832 if(op->more!=NULL) 814 if (op->more != NULL)
833 update_object(op->more, action); 815 update_object (op->more, action);
834} 816}
835 817
836static std::vector<object *> mortals; 818object::vector object::mortals;
819object::vector object::objects; // not yet used
820object *object::first;
837 821
838void object::free_mortals () 822void object::free_mortals ()
839{ 823{
840 for (std::vector<object *>::iterator i = mortals.begin (); i != mortals.end (); ++i) 824 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
825 if ((*i)->refcnt)
826 ++i; // further delay freeing
827 else
828 {
841 delete *i; 829 delete *i;
842 830 mortals.erase (i);
843 mortals.clear (); 831 }
844} 832}
845 833
846object::object () 834object::object ()
847{ 835{
848 count = ++ob_count;
849
850 prev = 0;
851 next = objects;
852
853 if (objects)
854 objects->prev = this;
855
856 objects = this;
857
858 SET_FLAG (this, FLAG_REMOVED); 836 SET_FLAG (this, FLAG_REMOVED);
859 837
860 expmul = 1.0; 838 expmul = 1.0;
861 face = blank_face; 839 face = blank_face;
862 attacked_by_count = -1;
863} 840}
864 841
865object::~object () 842object::~object ()
866{ 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;
867} 872}
868 873
869object *object::create () 874object *object::create ()
870{ 875{
871 return new object; 876 object *op = new object;
877 op->link ();
878 return op;
872} 879}
873 880
874/* 881/*
875 * free_object() frees everything allocated by an object, removes 882 * free_object() frees everything allocated by an object, removes
876 * 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
877 * free objects. The IS_FREED() flag is set in the object. 884 * free objects. The IS_FREED() flag is set in the object.
878 * The object must have been removed by remove_ob() first for 885 * The object must have been removed by remove_ob() first for
879 * this function to succeed. 886 * this function to succeed.
880 * 887 *
881 * 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
882 * inventory to the ground. 889 * inventory to the ground.
883 */ 890 */
884void 891void object::destroy (bool destroy_inventory)
885object::free (bool free_inventory)
886{ 892{
893 if (QUERY_FLAG (this, FLAG_FREED))
894 return;
895
896 if (QUERY_FLAG (this, FLAG_FRIENDLY))
897 remove_friendly_object (this);
898
887 if (!QUERY_FLAG (this, FLAG_REMOVED)) 899 if (!QUERY_FLAG (this, FLAG_REMOVED))
888 { 900 remove ();
889 LOG (llevDebug, "Free object called with non removed object\n");
890 dump_object (this);
891#ifdef MANY_CORES
892 abort ();
893#endif
894 }
895 901
896 if (QUERY_FLAG (this, FLAG_FRIENDLY))
897 {
898 LOG (llevMonster, "Warning: tried to free friendly object.\n");
899 remove_friendly_object (this);
900 }
901
902 if (QUERY_FLAG (this, FLAG_FREED)) 902 SET_FLAG (this, FLAG_FREED);
903 {
904 dump_object (this);
905 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
906 return;
907 }
908 903
909 if (more) 904 if (more)
910 { 905 {
911 more->free (free_inventory); 906 more->destroy (destroy_inventory);
912 more = 0; 907 more = 0;
913 } 908 }
914 909
915 if (inv) 910 if (inv)
916 { 911 {
917 /* Only if the space blocks everything do we not process - 912 /* Only if the space blocks everything do we not process -
918 * if some form of movement is allowed, let objects 913 * if some form of movement is allowed, let objects
919 * drop on that space. 914 * drop on that space.
920 */ 915 */
921 if (free_inventory || !map 916 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
922 || map->in_memory != MAP_IN_MEMORY 917 {
923 || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
924 {
925 object *op = inv; 918 object *op = inv;
926 919
927 while (op) 920 while (op)
928 { 921 {
929 object *tmp = op->below; 922 object *tmp = op->below;
930 remove_ob (op);
931 op->free (free_inventory); 923 op->destroy (destroy_inventory);
932 op = tmp; 924 op = tmp;
933 } 925 }
934 } 926 }
935 else 927 else
936 { /* Put objects in inventory onto this space */ 928 { /* Put objects in inventory onto this space */
937 object *op = inv; 929 object *op = inv;
938 930
939 while (op) 931 while (op)
940 { 932 {
941 object *tmp = op->below; 933 object *tmp = op->below;
942 remove_ob (op);
943 934
935 op->remove ();
936
944 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 937 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
945 || 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))
946 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 939 op->destroy ();
947 free_object (op); 940 else
948 else 941 {
949 { 942 op->x = x;
950 op->x = x; 943 op->y = y;
951 op->y = y;
952 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */ 944 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
953 } 945 }
954 946
955 op = tmp; 947 op = tmp;
948 }
949 }
956 } 950 }
957 } 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 ();
958 } 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;
959 979
960 /* Remove object from the active list */ 980 /* Remove object from the active list */
961 speed = 0; 981 speed = 0;
962 update_ob_speed (this); 982 update_ob_speed (this);
963 983
964 SET_FLAG (this, FLAG_FREED); 984 unlink ();
965
966 mortalise ();
967}
968
969void
970object::mortalise ()
971{
972 count = 0;
973
974 /* Remove this object from the list of used objects */
975 if (prev) prev->next = next;
976 if (next) next->prev = prev;
977 if (this == objects) objects = next;
978
979 free_key_values (this);
980 985
981 mortals.push_back (this); 986 mortals.push_back (this);
982} 987}
983 988
984/* 989/*
985 * sub_weight() recursively (outwards) subtracts a number from the 990 * sub_weight() recursively (outwards) subtracts a number from the
986 * 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)).
987 */ 992 */
988 993void
989void sub_weight (object *op, signed long weight) { 994sub_weight (object *op, signed long weight)
995{
990 while (op != NULL) { 996 while (op != NULL)
997 {
991 if (op->type == CONTAINER) { 998 if (op->type == CONTAINER)
992 weight=(signed long)(weight*(100-op->stats.Str)/100); 999 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
993 } 1000
994 op->carrying-=weight; 1001 op->carrying -= weight;
995 op = op->env; 1002 op = op->env;
996 } 1003 }
997} 1004}
998 1005
999/* remove_ob(op): 1006/* op->remove ():
1000 * 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
1001 * 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
1002 * object will have no environment. If the object previously had an 1009 * object will have no environment. If the object previously had an
1003 * environment, the x and y coordinates will be updated to 1010 * environment, the x and y coordinates will be updated to
1004 * the previous environment. 1011 * the previous environment.
1005 * Beware: This function is called from the editor as well! 1012 * Beware: This function is called from the editor as well!
1006 */ 1013 */
1007 1014void
1008void remove_ob(object *op) { 1015object::remove ()
1016{
1009 object *tmp,*last=NULL; 1017 object *tmp, *last = 0;
1010 object *otmp; 1018 object *otmp;
1011 tag_t tag; 1019
1012 int check_walk_off; 1020 int check_walk_off;
1013 mapstruct *m;
1014 sint16 x,y;
1015
1016 1021
1017 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1022 if (QUERY_FLAG (this, FLAG_REMOVED))
1018 dump_object(op); 1023 return;
1019 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1020 1024
1021 /* Changed it to always dump core in this case. As has been learned
1022 * in the past, trying to recover from errors almost always
1023 * make things worse, and this is a real error here - something
1024 * that should not happen.
1025 * Yes, if this was a mission critical app, trying to do something
1026 * to recover may make sense, but that is because failure of the app
1027 * may have other disastrous problems. Cf runs out of a script
1028 * so is easily enough restarted without any real problems.
1029 * MSW 2001-07-01
1030 */
1031 abort();
1032 }
1033 if(op->more!=NULL)
1034 remove_ob(op->more);
1035
1036 SET_FLAG(op, FLAG_REMOVED); 1025 SET_FLAG (this, FLAG_REMOVED);
1037 1026
1027 if (more)
1028 more->remove ();
1029
1038 /* 1030 /*
1039 * In this case, the object to be removed is in someones 1031 * In this case, the object to be removed is in someones
1040 * inventory. 1032 * inventory.
1041 */ 1033 */
1042 if(op->env!=NULL) { 1034 if (env)
1035 {
1043 if(op->nrof) 1036 if (nrof)
1044 sub_weight(op->env, op->weight*op->nrof); 1037 sub_weight (env, weight * nrof);
1045 else 1038 else
1046 sub_weight(op->env, op->weight+op->carrying); 1039 sub_weight (env, weight + carrying);
1047 1040
1048 /* 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
1049 * made to players inventory. If set, avoiding the call 1042 * made to players inventory. If set, avoiding the call
1050 * to save cpu time. 1043 * to save cpu time.
1051 */ 1044 */
1052 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1053 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1054 fix_player(otmp); 1046 fix_player (otmp);
1055 1047
1056 if(op->above!=NULL) 1048 if (above != NULL)
1057 op->above->below=op->below; 1049 above->below = below;
1058 else 1050 else
1059 op->env->inv=op->below; 1051 env->inv = below;
1060 1052
1061 if(op->below!=NULL) 1053 if (below != NULL)
1062 op->below->above=op->above; 1054 below->above = above;
1063 1055
1064 /* we set up values so that it could be inserted into 1056 /* we set up values so that it could be inserted into
1065 * 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
1066 * 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
1067 */ 1085 */
1068 op->x=op->env->x,op->y=op->env->y; 1086 if (GET_MAP_OB (map, x, y) != this)
1069 op->map=op->env->map; 1087 {
1070 op->above=NULL,op->below=NULL; 1088 char *dump = dump_object (this);
1071 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)
1072 return; 1104 return;
1073 }
1074 1105
1075 /* If we get here, we are removing it from a map */
1076 if (op->map == NULL) return;
1077
1078 x = op->x;
1079 y = op->y;
1080 m = get_map_from_coord(op->map, &x, &y);
1081
1082 if (!m) {
1083 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1084 op->map->path, op->x, op->y);
1085 /* in old days, we used to set x and y to 0 and continue.
1086 * it seems if we get into this case, something is probablye
1087 * screwed up and should be fixed.
1088 */
1089 abort();
1090 }
1091 if (op->map != m) {
1092 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1093 op->map->path, m->path, op->x, op->y, x, y);
1094 }
1095
1096 /* Re did the following section of code - it looks like it had
1097 * lots of logic for things we no longer care about
1098 */
1099
1100 /* link the object above us */
1101 if (op->above)
1102 op->above->below=op->below;
1103 else
1104 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1105
1106 /* Relink the object below us, if there is one */
1107 if(op->below) {
1108 op->below->above=op->above;
1109 } else {
1110 /* Nothing below, which means we need to relink map object for this space
1111 * use translated coordinates in case some oddness with map tiling is
1112 * evident
1113 */
1114 if(GET_MAP_OB(m,x,y)!=op) {
1115 dump_object(op);
1116 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);
1117 dump_object(GET_MAP_OB(m,x,y));
1118 LOG(llevError,"%s\n",errmsg);
1119 }
1120 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1121 }
1122 op->above=NULL;
1123 op->below=NULL;
1124
1125 if (op->map->in_memory == MAP_SAVING)
1126 return;
1127
1128 tag = op->count;
1129 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1106 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1107
1130 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 {
1131 /* 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
1132 * being removed. 1111 * being removed.
1133 */ 1112 */
1134 1113
1135 if(tmp->type==PLAYER && tmp!=op) { 1114 if (tmp->type == PLAYER && tmp != this)
1115 {
1136 /* If a container that the player is currently using somehow gets 1116 /* If a container that the player is currently using somehow gets
1137 * removed (most likely destroyed), update the player view 1117 * removed (most likely destroyed), update the player view
1138 * appropriately. 1118 * appropriately.
1139 */ 1119 */
1140 if (tmp->container==op) { 1120 if (tmp->container == this)
1121 {
1141 CLEAR_FLAG(op, FLAG_APPLIED); 1122 CLEAR_FLAG (this, FLAG_APPLIED);
1142 tmp->container=NULL; 1123 tmp->container = 0;
1124 }
1125
1126 tmp->contr->socket->floorbox_update ();
1143 } 1127 }
1144 tmp->contr->socket.update_look=1; 1128
1145 }
1146 /* See if player moving off should effect something */ 1129 /* See if player moving off should effect something */
1147 if (check_walk_off && ((op->move_type & tmp->move_off) && 1130 if (check_walk_off
1131 && ((move_type & tmp->move_off)
1148 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1132 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1149 1133 {
1150 move_apply(tmp, op, NULL); 1134 move_apply (tmp, this, 0);
1135
1151 if (was_destroyed (op, tag)) { 1136 if (destroyed ())
1152 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 ());
1153 "leaving object\n", &tmp->name, &tmp->arch->name);
1154 } 1138 }
1155 }
1156 1139
1157 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1140 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1158 1141
1159 if(tmp->above == tmp) 1142 if (tmp->above == tmp)
1160 tmp->above = NULL; 1143 tmp->above = 0;
1144
1161 last=tmp; 1145 last = tmp;
1162 } 1146 }
1147
1163 /* last == NULL of there are no objects on this space */ 1148 /* last == NULL of there are no objects on this space */
1164 if (last==NULL) { 1149 if (!last)
1150 {
1165 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1151 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1166 * 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
1167 * 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
1168 * be correct anyways. 1154 * be correct anyways.
1169 */ 1155 */
1170 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1156 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1171 update_position(op->map, op->x, op->y); 1157 update_position (map, x, y);
1172 } 1158 }
1173 else 1159 else
1174 update_object(last, UP_OBJ_REMOVE); 1160 update_object (last, UP_OBJ_REMOVE);
1175 1161
1176 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1162 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1177 update_all_los(op->map, op->x, op->y); 1163 update_all_los (map, x, y);
1178 1164 }
1179} 1165}
1180 1166
1181/* 1167/*
1182 * merge_ob(op,top): 1168 * merge_ob(op,top):
1183 * 1169 *
1184 * This function goes through all objects below and including top, and 1170 * This function goes through all objects below and including top, and
1185 * merges op to the first matching object. 1171 * merges op to the first matching object.
1186 * If top is NULL, it is calculated. 1172 * If top is NULL, it is calculated.
1187 * 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
1188 */ 1174 */
1189 1175object *
1190object *merge_ob(object *op, object *top) { 1176merge_ob (object *op, object *top)
1177{
1191 if(!op->nrof) 1178 if (!op->nrof)
1192 return 0; 1179 return 0;
1180
1193 if(top==NULL) 1181 if (top == NULL)
1194 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1182 for (top = op; top != NULL && top->above != NULL; top = top->above);
1183
1195 for(;top!=NULL;top=top->below) { 1184 for (; top != NULL; top = top->below)
1185 {
1196 if(top==op) 1186 if (top == op)
1197 continue; 1187 continue;
1198 if (CAN_MERGE(op,top)) 1188
1199 { 1189 if (object::can_merge (op, top))
1190 {
1200 top->nrof+=op->nrof; 1191 top->nrof += op->nrof;
1192
1201/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1193/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1202 op->weight = 0; /* Don't want any adjustements now */ 1194 op->weight = 0; /* Don't want any adjustements now */
1203 remove_ob(op); 1195 op->destroy ();
1204 free_object(op);
1205 return top; 1196 return top;
1206 } 1197 }
1207 } 1198 }
1199
1208 return NULL; 1200 return 0;
1209} 1201}
1210 1202
1211/* 1203/*
1212 * 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
1213 * job preparing multi-part monsters 1205 * job preparing multi-part monsters
1214 */ 1206 */
1207object *
1215object *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{
1216 object* tmp; 1210 object *tmp;
1211
1217 if (op->head) 1212 if (op->head)
1218 op=op->head; 1213 op = op->head;
1214
1219 for (tmp=op;tmp;tmp=tmp->more){ 1215 for (tmp = op; tmp; tmp = tmp->more)
1216 {
1220 tmp->x=x+tmp->arch->clone.x; 1217 tmp->x = x + tmp->arch->clone.x;
1221 tmp->y=y+tmp->arch->clone.y; 1218 tmp->y = y + tmp->arch->clone.y;
1222 } 1219 }
1220
1223 return insert_ob_in_map (op, m, originator, flag); 1221 return insert_ob_in_map (op, m, originator, flag);
1224} 1222}
1225 1223
1226/* 1224/*
1227 * insert_ob_in_map (op, map, originator, flag): 1225 * insert_ob_in_map (op, map, originator, flag):
1228 * This function inserts the object in the two-way linked list 1226 * This function inserts the object in the two-way linked list
1242 * new object if 'op' was merged with other object 1240 * new object if 'op' was merged with other object
1243 * NULL if 'op' was destroyed 1241 * NULL if 'op' was destroyed
1244 * just 'op' otherwise 1242 * just 'op' otherwise
1245 */ 1243 */
1246 1244
1245object *
1247object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1246insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1248{ 1247{
1249 object *tmp, *top, *floor=NULL; 1248 object *tmp, *top, *floor = NULL;
1250 sint16 x,y; 1249 sint16 x, y;
1251 1250
1252 if (QUERY_FLAG (op, FLAG_FREED)) { 1251 if (QUERY_FLAG (op, FLAG_FREED))
1252 {
1253 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))
1254 return NULL; 1503 return NULL;
1255 }
1256 if(m==NULL) {
1257 dump_object(op);
1258 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1259 return op;
1260 }
1261 if(out_of_map(m,op->x,op->y)) {
1262 dump_object(op);
1263 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1264#ifdef MANY_CORES
1265 /* Better to catch this here, as otherwise the next use of this object
1266 * is likely to cause a crash. Better to find out where it is getting
1267 * improperly inserted.
1268 */
1269 abort();
1270#endif
1271 return op;
1272 }
1273 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1274 dump_object(op);
1275 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1276 return op;
1277 }
1278 if(op->more!=NULL) {
1279 /* The part may be on a different map. */
1280 1504
1281 object *more = op->more;
1282
1283 /* We really need the caller to normalize coordinates - if
1284 * we set the map, that doesn't work if the location is within
1285 * a map and this is straddling an edge. So only if coordinate
1286 * is clear wrong do we normalize it.
1287 */
1288 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1289 more->map = get_map_from_coord(m, &more->x, &more->y);
1290 } else if (!more->map) {
1291 /* For backwards compatibility - when not dealing with tiled maps,
1292 * more->map should always point to the parent.
1293 */
1294 more->map = m;
1295 }
1296
1297 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1298 if ( ! op->head)
1299 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1300 return NULL;
1301 }
1302 }
1303 CLEAR_FLAG(op,FLAG_REMOVED);
1304
1305 /* Ideally, the caller figures this out. However, it complicates a lot
1306 * of areas of callers (eg, anything that uses find_free_spot would now
1307 * need extra work
1308 */
1309 op->map=get_map_from_coord(m, &op->x, &op->y);
1310 x = op->x;
1311 y = op->y;
1312
1313 /* this has to be done after we translate the coordinates.
1314 */
1315 if(op->nrof && !(flag & INS_NO_MERGE)) {
1316 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1317 if (CAN_MERGE(op,tmp)) {
1318 op->nrof+=tmp->nrof;
1319 remove_ob(tmp);
1320 free_object(tmp);
1321 }
1322 }
1323
1324 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1325 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1326 if (!QUERY_FLAG(op, FLAG_ALIVE))
1327 CLEAR_FLAG(op, FLAG_NO_STEAL);
1328
1329 if (flag & INS_BELOW_ORIGINATOR) {
1330 if (originator->map != op->map || originator->x != op->x ||
1331 originator->y != op->y) {
1332 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1333 abort();
1334 }
1335 op->above = originator;
1336 op->below = originator->below;
1337 if (op->below) op->below->above = op;
1338 else SET_MAP_OB(op->map, op->x, op->y, op);
1339 /* since *below* originator, no need to update top */
1340 originator->below = op;
1341 } else {
1342 /* If there are other objects, then */
1343 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1344 object *last=NULL;
1345 /*
1346 * If there are multiple objects on this space, we do some trickier handling.
1347 * We've already dealt with merging if appropriate.
1348 * Generally, we want to put the new object on top. But if
1349 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1350 * floor, we want to insert above that and no further.
1351 * Also, if there are spell objects on this space, we stop processing
1352 * once we get to them. This reduces the need to traverse over all of
1353 * them when adding another one - this saves quite a bit of cpu time
1354 * when lots of spells are cast in one area. Currently, it is presumed
1355 * that flying non pickable objects are spell objects.
1356 */
1357
1358 while (top != NULL) {
1359 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1360 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1361 if (QUERY_FLAG(top, FLAG_NO_PICK)
1362 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1363 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1364 {
1365 /* We insert above top, so we want this object below this */
1366 top=top->below;
1367 break;
1368 }
1369 last = top;
1370 top = top->above;
1371 }
1372 /* Don't want top to be NULL, so set it to the last valid object */
1373 top = last;
1374
1375 /* We let update_position deal with figuring out what the space
1376 * looks like instead of lots of conditions here.
1377 * makes things faster, and effectively the same result.
1378 */
1379
1380 /* Have object 'fall below' other objects that block view.
1381 * Unless those objects are exits, type 66
1382 * If INS_ON_TOP is used, don't do this processing
1383 * Need to find the object that in fact blocks view, otherwise
1384 * stacking is a bit odd.
1385 */
1386 if (!(flag & INS_ON_TOP) &&
1387 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1388 (op->face && !op->face->visibility)) {
1389 for (last=top; last != floor; last=last->below)
1390 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1391 /* Check to see if we found the object that blocks view,
1392 * and make sure we have a below pointer for it so that
1393 * we can get inserted below this one, which requires we
1394 * set top to the object below us.
1395 */
1396 if (last && last->below && last != floor) top=last->below;
1397 }
1398 } /* If objects on this space */
1399 if (flag & INS_MAP_LOAD)
1400 top = GET_MAP_TOP(op->map,op->x,op->y);
1401 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1402
1403 /* Top is the object that our object (op) is going to get inserted above.
1404 */
1405
1406 /* First object on this space */
1407 if (!top) {
1408 op->above = GET_MAP_OB(op->map, op->x, op->y);
1409 if (op->above) op->above->below = op;
1410 op->below = NULL;
1411 SET_MAP_OB(op->map, op->x, op->y, op);
1412 } else { /* get inserted into the stack above top */
1413 op->above = top->above;
1414 if (op->above) op->above->below = op;
1415 op->below = top;
1416 top->above = op;
1417 }
1418 if (op->above==NULL)
1419 SET_MAP_TOP(op->map,op->x, op->y, op);
1420 } /* else not INS_BELOW_ORIGINATOR */
1421
1422 if(op->type==PLAYER)
1423 op->contr->do_los=1;
1424
1425 /* If we have a floor, we know the player, if any, will be above
1426 * it, so save a few ticks and start from there.
1427 */
1428 if (!(flag & INS_MAP_LOAD))
1429 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1430 if (tmp->type == PLAYER)
1431 tmp->contr->socket.update_look=1;
1432 }
1433
1434 /* If this object glows, it may affect lighting conditions that are
1435 * visible to others on this map. But update_all_los is really
1436 * an inefficient way to do this, as it means los for all players
1437 * on the map will get recalculated. The players could very well
1438 * be far away from this change and not affected in any way -
1439 * this should get redone to only look for players within range,
1440 * or just updating the P_NEED_UPDATE for spaces within this area
1441 * of effect may be sufficient.
1442 */
1443 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1444 update_all_los(op->map, op->x, op->y);
1445
1446
1447 /* updates flags (blocked, alive, no magic, etc) for this map space */
1448 update_object(op,UP_OBJ_INSERT);
1449
1450
1451 /* Don't know if moving this to the end will break anything. However,
1452 * we want to have update_look set above before calling this.
1453 *
1454 * check_move_on() must be after this because code called from
1455 * check_move_on() depends on correct map flags (so functions like
1456 * blocked() and wall() work properly), and these flags are updated by
1457 * update_object().
1458 */
1459
1460 /* if this is not the head or flag has been passed, don't check walk on status */
1461
1462 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1463 if (check_move_on(op, originator))
1464 return NULL;
1465
1466 /* 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
1467 * walk on's. 1506 * walk on's.
1468 */ 1507 */
1469 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1508 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1470 if (check_move_on (tmp, originator)) 1509 if (check_move_on (tmp, originator))
1471 return NULL; 1510 return NULL;
1472 } 1511 }
1512
1473 return op; 1513 return op;
1474} 1514}
1475 1515
1476/* this function inserts an object in the map, but if it 1516/* this function inserts an object in the map, but if it
1477 * 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.
1478 * 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.
1479 */ 1519 */
1520void
1480void replace_insert_ob_in_map(const char *arch_string, object *op) { 1521replace_insert_ob_in_map (const char *arch_string, object *op)
1522{
1481 object *tmp; 1523 object *
1482 object *tmp1; 1524 tmp;
1525 object *
1526 tmp1;
1483 1527
1484 /* first search for itself and remove any old instances */ 1528 /* first search for itself and remove any old instances */
1485 1529
1486 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)
1487 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1531 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1488 remove_ob(tmp); 1532 tmp->destroy ();
1489 free_object(tmp);
1490 }
1491 }
1492 1533
1493 tmp1=arch_to_object(find_archetype(arch_string)); 1534 tmp1 = arch_to_object (archetype::find (arch_string));
1494 1535
1495 1536 tmp1->x = op->x;
1496 tmp1->x = op->x; tmp1->y = op->y; 1537 tmp1->y = op->y;
1497 insert_ob_in_map(tmp1,op->map,op,0); 1538 insert_ob_in_map (tmp1, op->map, op, 0);
1498} 1539}
1499 1540
1500/* 1541/*
1501 * 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
1502 * is returned contains nr objects, and the remaining parts contains 1543 * is returned contains nr objects, and the remaining parts contains
1503 * 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).
1504 * On failure, NULL is returned, and the reason put into the 1545 * On failure, NULL is returned, and the reason put into the
1505 * global static errmsg array. 1546 * global static errmsg array.
1506 */ 1547 */
1507 1548
1549object *
1508object *get_split_ob(object *orig_ob, uint32 nr) { 1550get_split_ob (object *orig_ob, uint32 nr)
1551{
1509 object *newob; 1552 object *newob;
1510 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1553 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1511 1554
1512 if(orig_ob->nrof<nr) { 1555 if (orig_ob->nrof < nr)
1513 sprintf(errmsg,"There are only %d %ss.", 1556 {
1514 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);
1515 return NULL; 1558 return NULL;
1516 } 1559 }
1560
1517 newob = object_create_clone(orig_ob); 1561 newob = object_create_clone (orig_ob);
1562
1518 if((orig_ob->nrof-=nr)<1) { 1563 if ((orig_ob->nrof -= nr) < 1)
1519 if ( ! is_removed) 1564 orig_ob->destroy (1);
1520 remove_ob(orig_ob);
1521 free_object2(orig_ob, 1);
1522 }
1523 else if ( ! is_removed) { 1565 else if (!is_removed)
1566 {
1524 if(orig_ob->env!=NULL) 1567 if (orig_ob->env != NULL)
1525 sub_weight (orig_ob->env,orig_ob->weight*nr); 1568 sub_weight (orig_ob->env, orig_ob->weight * nr);
1526 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 {
1527 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.");
1528 LOG(llevDebug,
1529 "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");
1530 return NULL; 1573 return NULL;
1531 } 1574 }
1532 } 1575 }
1576
1533 newob->nrof=nr; 1577 newob->nrof = nr;
1534 1578
1535 return newob; 1579 return newob;
1536} 1580}
1537 1581
1538/* 1582/*
1539 * decrease_ob_nr(object, number) decreases a specified number from 1583 * decrease_ob_nr(object, number) decreases a specified number from
1540 * 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
1541 * is subsequently removed and freed. 1585 * is subsequently removed and freed.
1542 * 1586 *
1543 * 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
1544 */ 1588 */
1545 1589
1590object *
1546object *decrease_ob_nr (object *op, uint32 i) 1591decrease_ob_nr (object *op, uint32 i)
1547{ 1592{
1548 object *tmp; 1593 object *tmp;
1549 player *pl; 1594 player *pl;
1550 1595
1551 if (i == 0) /* objects with op->nrof require this check */ 1596 if (i == 0) /* objects with op->nrof require this check */
1552 return op; 1597 return op;
1553 1598
1554 if (i > op->nrof) 1599 if (i > op->nrof)
1555 i = op->nrof; 1600 i = op->nrof;
1556 1601
1557 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 }
1558 { 1640 }
1641 else
1642 {
1643 object *above = op->above;
1644
1645 if (i < op->nrof)
1559 op->nrof -= i; 1646 op->nrof -= i;
1560 } 1647 else
1561 else if (op->env != NULL)
1562 {
1563 /* is this object in the players inventory, or sub container
1564 * therein?
1565 */
1566 tmp = is_player_inv (op->env);
1567 /* nope. Is this a container the player has opened?
1568 * If so, set tmp to that player.
1569 * IMO, searching through all the players will mostly
1570 * likely be quicker than following op->env to the map,
1571 * and then searching the map for a player.
1572 */
1573 if (!tmp) {
1574 for (pl=first_player; pl; pl=pl->next)
1575 if (pl->ob->container == op->env) break;
1576 if (pl) tmp=pl->ob;
1577 else tmp=NULL;
1578 } 1648 {
1579
1580 if (i < op->nrof) {
1581 sub_weight (op->env, op->weight * i);
1582 op->nrof -= i;
1583 if (tmp) {
1584 esrv_send_item(tmp, op);
1585 }
1586 } else {
1587 remove_ob (op); 1649 op->remove ();
1588 op->nrof = 0; 1650 op->nrof = 0;
1589 if (tmp) {
1590 esrv_del_item(tmp->contr, op->count);
1591 } 1651 }
1592 }
1593 }
1594 else
1595 {
1596 object *above = op->above;
1597 1652
1598 if (i < op->nrof) {
1599 op->nrof -= i;
1600 } else {
1601 remove_ob (op);
1602 op->nrof = 0;
1603 }
1604 /* Since we just removed op, op->above is null */ 1653 /* Since we just removed op, op->above is null */
1605 for (tmp = above; tmp != NULL; tmp = tmp->above) 1654 for (tmp = above; tmp; tmp = tmp->above)
1606 if (tmp->type == PLAYER) { 1655 if (tmp->type == PLAYER)
1656 {
1607 if (op->nrof) 1657 if (op->nrof)
1608 esrv_send_item(tmp, op); 1658 esrv_send_item (tmp, op);
1609 else 1659 else
1610 esrv_del_item(tmp->contr, op->count); 1660 esrv_del_item (tmp->contr, op->count);
1611 } 1661 }
1612 } 1662 }
1613 1663
1614 if (op->nrof) { 1664 if (op->nrof)
1615 return op; 1665 return op;
1616 } else { 1666 else
1617 free_object (op); 1667 {
1668 op->destroy ();
1618 return NULL; 1669 return 0;
1619 } 1670 }
1620} 1671}
1621 1672
1622/* 1673/*
1623 * add_weight(object, weight) adds the specified weight to an object, 1674 * add_weight(object, weight) adds the specified weight to an object,
1624 * and also updates how much the environment(s) is/are carrying. 1675 * and also updates how much the environment(s) is/are carrying.
1625 */ 1676 */
1626 1677
1678void
1627void add_weight (object *op, signed long weight) { 1679add_weight (object *op, signed long weight)
1680{
1628 while (op!=NULL) { 1681 while (op != NULL)
1682 {
1629 if (op->type == CONTAINER) { 1683 if (op->type == CONTAINER)
1630 weight=(signed long)(weight*(100-op->stats.Str)/100); 1684 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1631 } 1685
1632 op->carrying+=weight; 1686 op->carrying += weight;
1633 op=op->env; 1687 op = op->env;
1634 } 1688 }
1635} 1689}
1636 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
1637/* 1711/*
1638 * insert_ob_in_ob(op,environment): 1712 * env->insert (op)
1639 * This function inserts the object op in the linked list 1713 * This function inserts the object op in the linked list
1640 * inside the object environment. 1714 * inside the object environment.
1641 * 1715 *
1642 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1643 * the inventory at the last position or next to other objects of the same
1644 * type.
1645 * Frank: Now sorted by type, archetype and magic!
1646 *
1647 * 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
1648 * be != op, if items are merged. -Tero 1717 * be != op, if items are merged. -Tero
1649 */ 1718 */
1650 1719
1651object *insert_ob_in_ob(object *op,object *where) { 1720object *
1721object::insert (object *op)
1722{
1652 object *tmp, *otmp; 1723 object *tmp, *otmp;
1653 1724
1654 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1725 if (!QUERY_FLAG (op, FLAG_REMOVED))
1655 dump_object(op); 1726 op->remove ();
1656 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1727
1657 return op;
1658 }
1659 if(where==NULL) {
1660 dump_object(op);
1661 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1662 return op;
1663 }
1664 if (where->head) {
1665 LOG(llevDebug,
1666 "Warning: Tried to insert object wrong part of multipart object.\n");
1667 where = where->head;
1668 }
1669 if (op->more) { 1728 if (op->more)
1729 {
1670 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);
1671 &op->name, op->count);
1672 return op; 1731 return op;
1673 } 1732 }
1733
1674 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1734 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1675 CLEAR_FLAG(op, FLAG_REMOVED); 1735 CLEAR_FLAG (op, FLAG_REMOVED);
1676 if(op->nrof) { 1736 if (op->nrof)
1737 {
1677 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1738 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1678 if ( CAN_MERGE(tmp,op) ) { 1739 if (object::can_merge (tmp, op))
1740 {
1679 /* return the original object and remove inserted object 1741 /* return the original object and remove inserted object
1680 (client needs the original object) */ 1742 (client needs the original object) */
1681 tmp->nrof += op->nrof; 1743 tmp->nrof += op->nrof;
1682 /* Weight handling gets pretty funky. Since we are adding to 1744 /* Weight handling gets pretty funky. Since we are adding to
1683 * tmp->nrof, we need to increase the weight. 1745 * tmp->nrof, we need to increase the weight.
1684 */ 1746 */
1685 add_weight (where, op->weight*op->nrof); 1747 add_weight (this, op->weight * op->nrof);
1686 SET_FLAG(op, FLAG_REMOVED); 1748 SET_FLAG (op, FLAG_REMOVED);
1687 free_object(op); /* free the inserted object */ 1749 op->destroy (); /* free the inserted object */
1688 op = tmp; 1750 op = tmp;
1689 remove_ob (op); /* and fix old object's links */ 1751 op->remove (); /* and fix old object's links */
1690 CLEAR_FLAG(op, FLAG_REMOVED); 1752 CLEAR_FLAG (op, FLAG_REMOVED);
1691 break; 1753 break;
1692 } 1754 }
1693 1755
1694 /* I assume combined objects have no inventory 1756 /* I assume combined objects have no inventory
1695 * We add the weight - this object could have just been removed 1757 * We add the weight - this object could have just been removed
1696 * (if it was possible to merge). calling remove_ob will subtract 1758 * (if it was possible to merge). calling remove_ob will subtract
1697 * 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
1698 * the linking below 1760 * the linking below
1699 */ 1761 */
1700 add_weight (where, op->weight*op->nrof); 1762 add_weight (this, op->weight * op->nrof);
1763 }
1701 } else 1764 else
1702 add_weight (where, (op->weight+op->carrying)); 1765 add_weight (this, (op->weight + op->carrying));
1703 1766
1704 otmp=is_player_inv(where); 1767 otmp = this->in_player ();
1705 if (otmp&&otmp->contr!=NULL) { 1768 if (otmp && otmp->contr)
1706 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1769 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1707 fix_player(otmp); 1770 fix_player (otmp);
1708 }
1709 1771
1710 op->map=NULL; 1772 op->map = 0;
1711 op->env=where; 1773 op->env = this;
1712 op->above=NULL; 1774 op->above = 0;
1713 op->below=NULL; 1775 op->below = 0;
1714 op->x=0,op->y=0; 1776 op->x = 0, op->y = 0;
1715 1777
1716 /* 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 */
1717 if((op->glow_radius!=0)&&where->map) 1779 if ((op->glow_radius != 0) && map)
1718 { 1780 {
1719#ifdef DEBUG_LIGHTS 1781#ifdef DEBUG_LIGHTS
1720 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);
1721 op->name);
1722#endif /* DEBUG_LIGHTS */ 1783#endif /* DEBUG_LIGHTS */
1723 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);
1724 } 1786 }
1725 1787
1726 /* 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.
1727 * It sure simplifies this function... 1789 * It sure simplifies this function...
1728 */ 1790 */
1729 if (where->inv==NULL) 1791 if (!inv)
1730 where->inv=op; 1792 inv = op;
1731 else { 1793 else
1794 {
1732 op->below = where->inv; 1795 op->below = inv;
1733 op->below->above = op; 1796 op->below->above = op;
1734 where->inv = op; 1797 inv = op;
1735 } 1798 }
1799
1736 return op; 1800 return op;
1737} 1801}
1738 1802
1739/* 1803/*
1740 * Checks if any objects has a move_type that matches objects 1804 * Checks if any objects has a move_type that matches objects
1755 * 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
1756 * 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
1757 * on top. 1821 * on top.
1758 */ 1822 */
1759 1823
1824int
1760int check_move_on (object *op, object *originator) 1825check_move_on (object *op, object *originator)
1761{ 1826{
1762 object *tmp; 1827 object *tmp;
1763 tag_t tag;
1764 mapstruct *m=op->map; 1828 maptile *m = op->map;
1765 int x=op->x, y=op->y; 1829 int x = op->x, y = op->y;
1830
1766 MoveType move_on, move_slow, move_block; 1831 MoveType move_on, move_slow, move_block;
1767 1832
1768 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1833 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1769 return 0; 1834 return 0;
1770 1835
1771 tag = op->count;
1772
1773 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);
1774 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);
1775 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);
1776 1839
1777 /* 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,
1778 * 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
1779 * 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
1780 * as walking. 1843 * as walking.
1781 */ 1844 */
1782 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))
1783 return 0; 1846 return 0;
1784 1847
1785 /* This is basically inverse logic of that below - basically, 1848 /* This is basically inverse logic of that below - basically,
1786 * 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,
1787 * 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
1788 * blocked. Logic on this seems confusing, but does seem correct. 1851 * blocked. Logic on this seems confusing, but does seem correct.
1789 */ 1852 */
1790 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)
1791 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1854 return 0;
1792 1855
1793 /* The objects have to be checked from top to bottom. 1856 /* The objects have to be checked from top to bottom.
1794 * Hence, we first go to the top: 1857 * Hence, we first go to the top:
1795 */ 1858 */
1796 1859
1797 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)
1798 tmp->above!=NULL; tmp=tmp->above) { 1861 {
1799 /* Trim the search when we find the first other spell effect 1862 /* Trim the search when we find the first other spell effect
1800 * 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,
1801 * we don't need to check all of them. 1864 * we don't need to check all of them.
1802 */ 1865 */
1803 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)
1804 } 1871 {
1805 for(;tmp!=NULL; tmp=tmp->below) { 1872 if (tmp == op)
1806 if (tmp == op) continue; /* Can't apply yourself */ 1873 continue; /* Can't apply yourself */
1807 1874
1808 /* 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.
1809 * Second check makes sure that the movement types not being slowed 1876 * Second check makes sure that the movement types not being slowed
1810 * (~slow_move) is not blocked on this space - just because the 1877 * (~slow_move) is not blocked on this space - just because the
1811 * 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
1812 * 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.
1813 */ 1880 */
1814 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1881 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1882 {
1815 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1883 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1816 ((op->move_type & tmp->move_slow) &&
1817 (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 {
1818 1886
1819 float diff; 1887 float
1820
1821 diff = tmp->move_slow_penalty*FABS(op->speed); 1888 diff = tmp->move_slow_penalty * FABS (op->speed);
1889
1822 if (op->type == PLAYER) { 1890 if (op->type == PLAYER)
1823 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)) ||
1824 (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)))
1825 diff /= 4.0; 1893 diff /= 4.0;
1826 } 1894
1827 }
1828 op->speed_left -= diff; 1895 op->speed_left -= diff;
1829 } 1896 }
1830 } 1897 }
1831 1898
1832 /* Basically same logic as above, except now for actual apply. */ 1899 /* Basically same logic as above, except now for actual apply. */
1833 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1900 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1834 ((op->move_type & tmp->move_on) &&
1835 (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))
1836 1902 {
1837 move_apply(tmp, op, originator); 1903 move_apply (tmp, op, originator);
1904
1838 if (was_destroyed (op, tag)) 1905 if (op->destroyed ())
1839 return 1; 1906 return 1;
1840 1907
1841 /* what the person/creature stepped onto has moved the object 1908 /* what the person/creature stepped onto has moved the object
1842 * someplace new. Don't process any further - if we did, 1909 * someplace new. Don't process any further - if we did,
1843 * have a feeling strange problems would result. 1910 * have a feeling strange problems would result.
1844 */ 1911 */
1845 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;
1846 } 1914 }
1847 } 1915 }
1916
1848 return 0; 1917 return 0;
1849} 1918}
1850 1919
1851/* 1920/*
1852 * present_arch(arch, map, x, y) searches for any objects with 1921 * present_arch(arch, map, x, y) searches for any objects with
1853 * a matching archetype at the given map and coordinates. 1922 * a matching archetype at the given map and coordinates.
1854 * The first matching object is returned, or NULL if none. 1923 * The first matching object is returned, or NULL if none.
1855 */ 1924 */
1856 1925
1926object *
1857object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1927present_arch (const archetype *at, maptile *m, int x, int y)
1928{
1858 object *tmp; 1929 object *
1930 tmp;
1931
1859 if(m==NULL || out_of_map(m,x,y)) { 1932 if (m == NULL || out_of_map (m, x, y))
1933 {
1860 LOG(llevError,"Present_arch called outside map.\n"); 1934 LOG (llevError, "Present_arch called outside map.\n");
1861 return NULL; 1935 return NULL;
1862 } 1936 }
1863 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)
1864 if(tmp->arch == at) 1938 if (tmp->arch == at)
1865 return tmp; 1939 return tmp;
1866 return NULL; 1940 return NULL;
1867} 1941}
1868 1942
1869/* 1943/*
1870 * present(type, map, x, y) searches for any objects with 1944 * present(type, map, x, y) searches for any objects with
1871 * a matching type variable at the given map and coordinates. 1945 * a matching type variable at the given map and coordinates.
1872 * The first matching object is returned, or NULL if none. 1946 * The first matching object is returned, or NULL if none.
1873 */ 1947 */
1874 1948
1949object *
1875object *present(unsigned char type,mapstruct *m, int x,int y) { 1950present (unsigned char type, maptile *m, int x, int y)
1951{
1876 object *tmp; 1952 object *
1953 tmp;
1954
1877 if(out_of_map(m,x,y)) { 1955 if (out_of_map (m, x, y))
1956 {
1878 LOG(llevError,"Present called outside map.\n"); 1957 LOG (llevError, "Present called outside map.\n");
1879 return NULL; 1958 return NULL;
1880 } 1959 }
1881 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)
1882 if(tmp->type==type) 1961 if (tmp->type == type)
1883 return tmp; 1962 return tmp;
1884 return NULL; 1963 return NULL;
1885} 1964}
1886 1965
1887/* 1966/*
1888 * present_in_ob(type, object) searches for any objects with 1967 * present_in_ob(type, object) searches for any objects with
1889 * a matching type variable in the inventory of the given object. 1968 * a matching type variable in the inventory of the given object.
1890 * The first matching object is returned, or NULL if none. 1969 * The first matching object is returned, or NULL if none.
1891 */ 1970 */
1892 1971
1972object *
1893object *present_in_ob(unsigned char type, const object *op) { 1973present_in_ob (unsigned char type, const object *op)
1974{
1894 object *tmp; 1975 object *
1976 tmp;
1977
1895 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1978 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1896 if(tmp->type==type) 1979 if (tmp->type == type)
1897 return tmp; 1980 return tmp;
1898 return NULL; 1981 return NULL;
1899} 1982}
1900 1983
1901/* 1984/*
1911 * 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
1912 * 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
1913 * to be unique. 1996 * to be unique.
1914 */ 1997 */
1915 1998
1999object *
1916object *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{
1917 object *tmp; 2002 object *
2003 tmp;
1918 2004
1919 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2005 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2006 {
1920 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2007 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1921 return tmp; 2008 return tmp;
1922 } 2009 }
1923 return NULL; 2010 return NULL;
1924} 2011}
1925 2012
1926/* 2013/*
1927 * present_arch_in_ob(archetype, object) searches for any objects with 2014 * present_arch_in_ob(archetype, object) searches for any objects with
1928 * a matching archetype in the inventory of the given object. 2015 * a matching archetype in the inventory of the given object.
1929 * The first matching object is returned, or NULL if none. 2016 * The first matching object is returned, or NULL if none.
1930 */ 2017 */
1931 2018
2019object *
1932object *present_arch_in_ob(const archetype *at, const object *op) { 2020present_arch_in_ob (const archetype *at, const object *op)
2021{
1933 object *tmp; 2022 object *
2023 tmp;
2024
1934 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2025 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1935 if( tmp->arch == at) 2026 if (tmp->arch == at)
1936 return tmp; 2027 return tmp;
1937 return NULL; 2028 return NULL;
1938} 2029}
1939 2030
1940/* 2031/*
1941 * activate recursively a flag on an object inventory 2032 * activate recursively a flag on an object inventory
1942 */ 2033 */
2034void
1943void flag_inv(object*op, int flag){ 2035flag_inv (object *op, int flag)
2036{
1944 object *tmp; 2037 object *
2038 tmp;
2039
1945 if(op->inv) 2040 if (op->inv)
1946 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2041 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2042 {
1947 SET_FLAG(tmp, flag); 2043 SET_FLAG (tmp, flag);
1948 flag_inv(tmp,flag); 2044 flag_inv (tmp, flag);
1949 } 2045 }
1950}/* 2046} /*
1951 * desactivate recursively a flag on an object inventory 2047 * desactivate recursively a flag on an object inventory
1952 */ 2048 */
2049void
1953void unflag_inv(object*op, int flag){ 2050unflag_inv (object *op, int flag)
2051{
1954 object *tmp; 2052 object *
2053 tmp;
2054
1955 if(op->inv) 2055 if (op->inv)
1956 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2057 {
1957 CLEAR_FLAG(tmp, flag); 2058 CLEAR_FLAG (tmp, flag);
1958 unflag_inv(tmp,flag); 2059 unflag_inv (tmp, flag);
1959 } 2060 }
1960} 2061}
1961 2062
1962/* 2063/*
1963 * 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
1964 * all it's inventory (recursively). 2065 * all it's inventory (recursively).
1965 * 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
1966 * 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.
1967 */ 2068 */
1968 2069
2070void
1969void set_cheat(object *op) { 2071set_cheat (object *op)
2072{
1970 SET_FLAG(op, FLAG_WAS_WIZ); 2073 SET_FLAG (op, FLAG_WAS_WIZ);
1971 flag_inv(op, FLAG_WAS_WIZ); 2074 flag_inv (op, FLAG_WAS_WIZ);
1972} 2075}
1973 2076
1974/* 2077/*
1975 * 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
1976 * 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
1991 * 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
1992 * 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
1993 * customized, changed states, etc. 2096 * customized, changed states, etc.
1994 */ 2097 */
1995 2098
2099int
1996int 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,
1997 int i,index=0, flag; 2104 index = 0, flag;
2105 static int
1998 static int altern[SIZEOFFREE]; 2106 altern[SIZEOFFREE];
1999 2107
2000 for(i=start;i<stop;i++) { 2108 for (i = start; i < stop; i++)
2109 {
2001 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]);
2002 if(!flag) 2111 if (!flag)
2003 altern[index++]=i; 2112 altern[index++] = i;
2004 2113
2005 /* 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.
2006 * 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.
2007 * 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 -
2008 * 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
2009 * 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
2010 * to only the spaces immediately surrounding the target area, and 2119 * to only the spaces immediately surrounding the target area, and
2011 * won't look 2 spaces south of the target space. 2120 * won't look 2 spaces south of the target space.
2012 */ 2121 */
2013 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2122 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2014 stop=maxfree[i]; 2123 stop = maxfree[i];
2015 } 2124 }
2016 if(!index) return -1; 2125
2126 if (!index)
2127 return -1;
2128
2017 return altern[RANDOM()%index]; 2129 return altern[RANDOM () % index];
2018} 2130}
2019 2131
2020/* 2132/*
2021 * find_first_free_spot(archetype, mapstruct, x, y) works like 2133 * find_first_free_spot(archetype, maptile, x, y) works like
2022 * find_free_spot(), but it will search max number of squares. 2134 * find_free_spot(), but it will search max number of squares.
2023 * 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.
2024 * 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.
2025 */ 2137 */
2026 2138
2139int
2027int 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
2028 int i; 2143 i;
2144
2029 for(i=0;i<SIZEOFFREE;i++) { 2145 for (i = 0; i < SIZEOFFREE; i++)
2146 {
2030 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]))
2031 return i; 2148 return i;
2032 } 2149 }
2033 return -1; 2150 return -1;
2034} 2151}
2035 2152
2036/* 2153/*
2037 * The function permute(arr, begin, end) randomly reorders the array 2154 * The function permute(arr, begin, end) randomly reorders the array
2038 * arr[begin..end-1]. 2155 * arr[begin..end-1].
2039 */ 2156 */
2157static void
2040static void permute(int *arr, int begin, int end) 2158permute (int *arr, int begin, int end)
2041{ 2159{
2042 int i, j, tmp, len; 2160 int
2161 i,
2162 j,
2163 tmp,
2164 len;
2043 2165
2044 len = end-begin; 2166 len = end - begin;
2045 for(i = begin; i < end; i++) 2167 for (i = begin; i < end; i++)
2046 { 2168 {
2047 j = begin+RANDOM()%len; 2169 j = begin + RANDOM () % len;
2048 2170
2049 tmp = arr[i]; 2171 tmp = arr[i];
2050 arr[i] = arr[j]; 2172 arr[i] = arr[j];
2051 arr[j] = tmp; 2173 arr[j] = tmp;
2052 } 2174 }
2053} 2175}
2054 2176
2055/* new function to make monster searching more efficient, and effective! 2177/* new function to make monster searching more efficient, and effective!
2056 * This basically returns a randomized array (in the passed pointer) of 2178 * This basically returns a randomized array (in the passed pointer) of
2057 * 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
2058 * 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
2059 * 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
2060 * 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.
2061 */ 2183 */
2184void
2062void get_search_arr(int *search_arr) 2185get_search_arr (int *search_arr)
2063{ 2186{
2187 int
2064 int i; 2188 i;
2065 2189
2066 for(i = 0; i < SIZEOFFREE; i++) 2190 for (i = 0; i < SIZEOFFREE; i++)
2067 { 2191 {
2068 search_arr[i] = i; 2192 search_arr[i] = i;
2069 } 2193 }
2070 2194
2071 permute(search_arr, 1, SIZEOFFREE1+1); 2195 permute (search_arr, 1, SIZEOFFREE1 + 1);
2072 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2196 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2073 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2197 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2074} 2198}
2075 2199
2076/* 2200/*
2077 * 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
2078 * given map at the given coordinates for live objects. 2202 * given map at the given coordinates for live objects.
2084 * 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
2085 * 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
2086 * there is capable of. 2210 * there is capable of.
2087 */ 2211 */
2088 2212
2213int
2089int 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,
2090 int i,max=SIZEOFFREE, mflags; 2218 max = SIZEOFFREE, mflags;
2219
2091 sint16 nx, ny; 2220 sint16 nx, ny;
2092 object *tmp; 2221 object *
2093 mapstruct *mp; 2222 tmp;
2223 maptile *
2224 mp;
2225
2094 MoveType blocked, move_type; 2226 MoveType blocked, move_type;
2095 2227
2096 if (exclude && exclude->head) { 2228 if (exclude && exclude->head)
2229 {
2097 exclude = exclude->head; 2230 exclude = exclude->head;
2098 move_type = exclude->move_type; 2231 move_type = exclude->move_type;
2099 } else { 2232 }
2233 else
2234 {
2100 /* 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. */
2101 move_type=MOVE_ALL; 2236 move_type = MOVE_ALL;
2237 }
2238
2239 for (i = 1; i < max; i++)
2102 } 2240 {
2103
2104 for(i=1;i<max;i++) {
2105 mp = m; 2241 mp = m;
2106 nx = x + freearr_x[i]; 2242 nx = x + freearr_x[i];
2107 ny = y + freearr_y[i]; 2243 ny = y + freearr_y[i];
2108 2244
2109 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2245 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2110 if (mflags & P_OUT_OF_MAP) { 2246 if (mflags & P_OUT_OF_MAP)
2247 {
2111 max = maxfree[i]; 2248 max = maxfree[i];
2249 }
2112 } else { 2250 else
2251 {
2113 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2252 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2114 2253
2115 if ((move_type & blocked) == move_type) { 2254 if ((move_type & blocked) == move_type)
2255 {
2116 max=maxfree[i]; 2256 max = maxfree[i];
2257 }
2117 } else if (mflags & P_IS_ALIVE) { 2258 else if (mflags & P_IS_ALIVE)
2259 {
2118 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)
2119 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2261 {
2120 (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 {
2121 break; 2264 break;
2122 } 2265 }
2123 } 2266 }
2124 if(tmp) { 2267 if (tmp)
2268 {
2125 return freedir[i]; 2269 return freedir[i];
2126 } 2270 }
2127 } 2271 }
2128 } 2272 }
2129 } 2273 }
2130 return 0; 2274 return 0;
2131} 2275}
2132 2276
2133/* 2277/*
2134 * distance(object 1, object 2) will return the square of the 2278 * distance(object 1, object 2) will return the square of the
2135 * distance between the two given objects. 2279 * distance between the two given objects.
2136 */ 2280 */
2137 2281
2282int
2138int distance(const object *ob1, const object *ob2) { 2283distance (const object *ob1, const object *ob2)
2284{
2139 int i; 2285 int
2140 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2286 i;
2141 (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);
2142 return i; 2289 return i;
2143} 2290}
2144 2291
2145/* 2292/*
2146 * 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
2147 * 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
2148 * object, needs to travel toward it. 2295 * object, needs to travel toward it.
2149 */ 2296 */
2150 2297
2298int
2151int find_dir_2(int x, int y) { 2299find_dir_2 (int x, int y)
2300{
2152 int q; 2301 int
2302 q;
2153 2303
2154 if(y) 2304 if (y)
2155 q=x*100/y; 2305 q = x * 100 / y;
2156 else if (x) 2306 else if (x)
2157 q= -300*x; 2307 q = -300 * x;
2158 else 2308 else
2159 return 0; 2309 return 0;
2160 2310
2161 if(y>0) { 2311 if (y > 0)
2312 {
2162 if(q < -242) 2313 if (q < -242)
2163 return 3 ; 2314 return 3;
2164 if (q < -41) 2315 if (q < -41)
2165 return 2 ; 2316 return 2;
2166 if (q < 41) 2317 if (q < 41)
2167 return 1 ; 2318 return 1;
2168 if (q < 242) 2319 if (q < 242)
2169 return 8 ; 2320 return 8;
2170 return 7 ; 2321 return 7;
2171 } 2322 }
2172 2323
2173 if (q < -242) 2324 if (q < -242)
2174 return 7 ; 2325 return 7;
2175 if (q < -41) 2326 if (q < -41)
2176 return 6 ; 2327 return 6;
2177 if (q < 41) 2328 if (q < 41)
2178 return 5 ; 2329 return 5;
2179 if (q < 242) 2330 if (q < 242)
2180 return 4 ; 2331 return 4;
2181 2332
2182 return 3 ; 2333 return 3;
2183} 2334}
2184 2335
2185/* 2336/*
2186 * absdir(int): Returns a number between 1 and 8, which represent 2337 * absdir(int): Returns a number between 1 and 8, which represent
2187 * the "absolute" direction of a number (it actually takes care of 2338 * the "absolute" direction of a number (it actually takes care of
2188 * "overflow" in previous calculations of a direction). 2339 * "overflow" in previous calculations of a direction).
2189 */ 2340 */
2190 2341
2342int
2191int absdir(int d) { 2343absdir (int d)
2192 while(d<1) d+=8; 2344{
2193 while(d>8) d-=8; 2345 while (d < 1)
2346 d += 8;
2347 while (d > 8)
2348 d -= 8;
2194 return d; 2349 return d;
2195} 2350}
2196 2351
2197/* 2352/*
2198 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2353 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2199 * between two directions (which are expected to be absolute (see absdir()) 2354 * between two directions (which are expected to be absolute (see absdir())
2200 */ 2355 */
2201 2356
2357int
2202int dirdiff(int dir1, int dir2) { 2358dirdiff (int dir1, int dir2)
2359{
2203 int d; 2360 int
2361 d;
2362
2204 d = abs(dir1 - dir2); 2363 d = abs (dir1 - dir2);
2205 if(d>4) 2364 if (d > 4)
2206 d = 8 - d; 2365 d = 8 - d;
2207 return d; 2366 return d;
2208} 2367}
2209 2368
2210/* peterm: 2369/* peterm:
2215 * 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.
2216 * 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
2217 * functions. 2376 * functions.
2218 */ 2377 */
2219 2378
2379int
2220int reduction_dir[SIZEOFFREE][3] = { 2380 reduction_dir[SIZEOFFREE][3] = {
2221 {0,0,0}, /* 0 */ 2381 {0, 0, 0}, /* 0 */
2222 {0,0,0}, /* 1 */ 2382 {0, 0, 0}, /* 1 */
2223 {0,0,0}, /* 2 */ 2383 {0, 0, 0}, /* 2 */
2224 {0,0,0}, /* 3 */ 2384 {0, 0, 0}, /* 3 */
2225 {0,0,0}, /* 4 */ 2385 {0, 0, 0}, /* 4 */
2226 {0,0,0}, /* 5 */ 2386 {0, 0, 0}, /* 5 */
2227 {0,0,0}, /* 6 */ 2387 {0, 0, 0}, /* 6 */
2228 {0,0,0}, /* 7 */ 2388 {0, 0, 0}, /* 7 */
2229 {0,0,0}, /* 8 */ 2389 {0, 0, 0}, /* 8 */
2230 {8,1,2}, /* 9 */ 2390 {8, 1, 2}, /* 9 */
2231 {1,2,-1}, /* 10 */ 2391 {1, 2, -1}, /* 10 */
2232 {2,10,12}, /* 11 */ 2392 {2, 10, 12}, /* 11 */
2233 {2,3,-1}, /* 12 */ 2393 {2, 3, -1}, /* 12 */
2234 {2,3,4}, /* 13 */ 2394 {2, 3, 4}, /* 13 */
2235 {3,4,-1}, /* 14 */ 2395 {3, 4, -1}, /* 14 */
2236 {4,14,16}, /* 15 */ 2396 {4, 14, 16}, /* 15 */
2237 {5,4,-1}, /* 16 */ 2397 {5, 4, -1}, /* 16 */
2238 {4,5,6}, /* 17 */ 2398 {4, 5, 6}, /* 17 */
2239 {6,5,-1}, /* 18 */ 2399 {6, 5, -1}, /* 18 */
2240 {6,20,18}, /* 19 */ 2400 {6, 20, 18}, /* 19 */
2241 {7,6,-1}, /* 20 */ 2401 {7, 6, -1}, /* 20 */
2242 {6,7,8}, /* 21 */ 2402 {6, 7, 8}, /* 21 */
2243 {7,8,-1}, /* 22 */ 2403 {7, 8, -1}, /* 22 */
2244 {8,22,24}, /* 23 */ 2404 {8, 22, 24}, /* 23 */
2245 {8,1,-1}, /* 24 */ 2405 {8, 1, -1}, /* 24 */
2246 {24,9,10}, /* 25 */ 2406 {24, 9, 10}, /* 25 */
2247 {9,10,-1}, /* 26 */ 2407 {9, 10, -1}, /* 26 */
2248 {10,11,-1}, /* 27 */ 2408 {10, 11, -1}, /* 27 */
2249 {27,11,29}, /* 28 */ 2409 {27, 11, 29}, /* 28 */
2250 {11,12,-1}, /* 29 */ 2410 {11, 12, -1}, /* 29 */
2251 {12,13,-1}, /* 30 */ 2411 {12, 13, -1}, /* 30 */
2252 {12,13,14}, /* 31 */ 2412 {12, 13, 14}, /* 31 */
2253 {13,14,-1}, /* 32 */ 2413 {13, 14, -1}, /* 32 */
2254 {14,15,-1}, /* 33 */ 2414 {14, 15, -1}, /* 33 */
2255 {33,15,35}, /* 34 */ 2415 {33, 15, 35}, /* 34 */
2256 {16,15,-1}, /* 35 */ 2416 {16, 15, -1}, /* 35 */
2257 {17,16,-1}, /* 36 */ 2417 {17, 16, -1}, /* 36 */
2258 {18,17,16}, /* 37 */ 2418 {18, 17, 16}, /* 37 */
2259 {18,17,-1}, /* 38 */ 2419 {18, 17, -1}, /* 38 */
2260 {18,19,-1}, /* 39 */ 2420 {18, 19, -1}, /* 39 */
2261 {41,19,39}, /* 40 */ 2421 {41, 19, 39}, /* 40 */
2262 {19,20,-1}, /* 41 */ 2422 {19, 20, -1}, /* 41 */
2263 {20,21,-1}, /* 42 */ 2423 {20, 21, -1}, /* 42 */
2264 {20,21,22}, /* 43 */ 2424 {20, 21, 22}, /* 43 */
2265 {21,22,-1}, /* 44 */ 2425 {21, 22, -1}, /* 44 */
2266 {23,22,-1}, /* 45 */ 2426 {23, 22, -1}, /* 45 */
2267 {45,47,23}, /* 46 */ 2427 {45, 47, 23}, /* 46 */
2268 {23,24,-1}, /* 47 */ 2428 {23, 24, -1}, /* 47 */
2269 {24,9,-1}}; /* 48 */ 2429 {24, 9, -1}
2430}; /* 48 */
2270 2431
2271/* Recursive routine to step back and see if we can 2432/* Recursive routine to step back and see if we can
2272 * find a path to that monster that we found. If not, 2433 * find a path to that monster that we found. If not,
2273 * we don't bother going toward it. Returns 1 if we 2434 * we don't bother going toward it. Returns 1 if we
2274 * can see a direct way to get it 2435 * can see a direct way to get it
2275 * Modified to be map tile aware -.MSW 2436 * Modified to be map tile aware -.MSW
2276 */ 2437 */
2277
2278 2438
2439
2440int
2279int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2441can_see_monsterP (maptile *m, int x, int y, int dir)
2442{
2280 sint16 dx, dy; 2443 sint16 dx, dy;
2444 int
2281 int mflags; 2445 mflags;
2282 2446
2447 if (dir < 0)
2283 if(dir<0) return 0; /* exit condition: invalid direction */ 2448 return 0; /* exit condition: invalid direction */
2284 2449
2285 dx = x + freearr_x[dir]; 2450 dx = x + freearr_x[dir];
2286 dy = y + freearr_y[dir]; 2451 dy = y + freearr_y[dir];
2287 2452
2288 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2453 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2289 2454
2290 /* This functional arguably was incorrect before - it was 2455 /* This functional arguably was incorrect before - it was
2291 * checking for P_WALL - that was basically seeing if 2456 * checking for P_WALL - that was basically seeing if
2292 * we could move to the monster - this is being more 2457 * we could move to the monster - this is being more
2293 * 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
2294 * 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
2295 * at least its move type. 2460 * at least its move type.
2296 */ 2461 */
2297 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2462 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2463 return 0;
2298 2464
2299 /* yes, can see. */ 2465 /* yes, can see. */
2300 if(dir < 9) return 1; 2466 if (dir < 9)
2467 return 1;
2301 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2468 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2302 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]);
2303 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2304} 2470}
2305 2471
2306 2472
2307 2473
2308/* 2474/*
2309 * 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
2310 * picked up by the picker. Returnes 1 if it can be 2476 * picked up by the picker. Returnes 1 if it can be
2311 * picked up, otherwise 0. 2477 * picked up, otherwise 0.
2312 * 2478 *
2314 * core dumps if they do. 2480 * core dumps if they do.
2315 * 2481 *
2316 * 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)
2317 */ 2483 */
2318 2484
2485int
2319int can_pick(const object *who, const object *item) { 2486can_pick (const object *who, const object *item)
2487{
2320 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2488 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2321 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2489 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2322 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2490 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2323 (who->type==PLAYER||item->weight<who->weight/3));
2324} 2491}
2325 2492
2326 2493
2327/* 2494/*
2328 * create clone from object to another 2495 * create clone from object to another
2329 */ 2496 */
2497object *
2330object *object_create_clone (object *asrc) { 2498object_create_clone (object *asrc)
2499{
2331 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2500 object *dst = 0, *tmp, *src, *part, *prev, *item;
2332 2501
2333 if(!asrc) return NULL; 2502 if (!asrc)
2503 return 0;
2504
2334 src = asrc; 2505 src = asrc;
2335 if(src->head) 2506 if (src->head)
2336 src = src->head; 2507 src = src->head;
2337 2508
2338 prev = NULL; 2509 prev = 0;
2339 for(part = src; part; part = part->more) { 2510 for (part = src; part; part = part->more)
2340 tmp = get_object(); 2511 {
2341 copy_object(part,tmp); 2512 tmp = part->clone ();
2342 tmp->x -= src->x; 2513 tmp->x -= src->x;
2343 tmp->y -= src->y; 2514 tmp->y -= src->y;
2515
2344 if(!part->head) { 2516 if (!part->head)
2517 {
2345 dst = tmp; 2518 dst = tmp;
2346 tmp->head = NULL; 2519 tmp->head = 0;
2520 }
2347 } else { 2521 else
2522 {
2348 tmp->head = dst; 2523 tmp->head = dst;
2349 } 2524 }
2525
2350 tmp->more = NULL; 2526 tmp->more = 0;
2527
2351 if(prev) 2528 if (prev)
2352 prev->more = tmp; 2529 prev->more = tmp;
2530
2353 prev = tmp; 2531 prev = tmp;
2354 } 2532 }
2355 /*** copy inventory ***/ 2533
2356 for(item = src->inv; item; item = item->below) { 2534 for (item = src->inv; item; item = item->below)
2357 (void) insert_ob_in_ob(object_create_clone(item),dst); 2535 insert_ob_in_ob (object_create_clone (item), dst);
2358 }
2359 2536
2360 return dst; 2537 return dst;
2361}
2362
2363/* return true if the object was destroyed, 0 otherwise */
2364int was_destroyed (const object *op, tag_t old_tag)
2365{
2366 /* checking for FLAG_FREED isn't necessary, but makes this function more
2367 * robust */
2368 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2369} 2538}
2370 2539
2371/* GROS - Creates an object using a string representing its content. */ 2540/* GROS - Creates an object using a string representing its content. */
2372/* 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 */
2373/* 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, */
2374/* 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. */
2375/* 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. */
2376/* Also remember that multiparts objects are not supported for now. */ 2545/* Also remember that multiparts objects are not supported for now. */
2377 2546
2547object *
2378object* load_object_str(const char *obstr) 2548load_object_str (const char *obstr)
2379{ 2549{
2380 object *op; 2550 object *op;
2381 char filename[MAX_BUF]; 2551 char filename[MAX_BUF];
2552
2382 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2553 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2383 2554
2384 FILE *tempfile=fopen(filename,"w"); 2555 FILE *tempfile = fopen (filename, "w");
2556
2385 if (tempfile == NULL) 2557 if (tempfile == NULL)
2386 { 2558 {
2387 LOG(llevError,"Error - Unable to access load object temp file\n"); 2559 LOG (llevError, "Error - Unable to access load object temp file\n");
2388 return NULL; 2560 return NULL;
2389 }; 2561 }
2562
2390 fprintf(tempfile,obstr); 2563 fprintf (tempfile, obstr);
2391 fclose(tempfile); 2564 fclose (tempfile);
2392 2565
2393 op=get_object(); 2566 op = object::create ();
2394 2567
2395 object_thawer thawer (filename); 2568 object_thawer thawer (filename);
2396 2569
2397 if (thawer) 2570 if (thawer)
2398 load_object(thawer,op,0); 2571 load_object (thawer, op, 0);
2399 2572
2400 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2573 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2401 CLEAR_FLAG(op,FLAG_REMOVED); 2574 CLEAR_FLAG (op, FLAG_REMOVED);
2402 2575
2403 return op; 2576 return op;
2404} 2577}
2405 2578
2406/* This returns the first object in who's inventory that 2579/* This returns the first object in who's inventory that
2407 * has the same type and subtype match. 2580 * has the same type and subtype match.
2408 * returns NULL if no match. 2581 * returns NULL if no match.
2409 */ 2582 */
2583object *
2410object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2584find_obj_by_type_subtype (const object *who, int type, int subtype)
2411{ 2585{
2412 object *tmp; 2586 object *tmp;
2413 2587
2414 for (tmp=who->inv; tmp; tmp=tmp->below) 2588 for (tmp = who->inv; tmp; tmp = tmp->below)
2415 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2589 if (tmp->type == type && tmp->subtype == subtype)
2590 return tmp;
2416 2591
2417 return NULL; 2592 return NULL;
2418} 2593}
2419 2594
2420/* 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,
2421 * otherwise return NULL. 2596 * otherwise return NULL.
2422 * 2597 *
2423 * 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
2424 * do the desired thing. 2599 * do the desired thing.
2425 */ 2600 */
2601key_value *
2426key_value * get_ob_key_link(const object * ob, const char * key) { 2602get_ob_key_link (const object *ob, const char *key)
2603{
2427 key_value * link; 2604 key_value *link;
2428 2605
2429 for (link = ob->key_values; link != NULL; link = link->next) { 2606 for (link = ob->key_values; link != NULL; link = link->next)
2430 if (link->key == key) { 2607 if (link->key == key)
2431 return link; 2608 return link;
2432 } 2609
2433 }
2434
2435 return NULL; 2610 return NULL;
2436} 2611}
2437 2612
2438/* 2613/*
2439 * 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.
2440 * 2615 *
2441 * The argument doesn't need to be a shared string. 2616 * The argument doesn't need to be a shared string.
2442 * 2617 *
2443 * The returned string is shared. 2618 * The returned string is shared.
2444 */ 2619 */
2620const char *
2445const char * get_ob_key_value(const object * op, const char * const key) { 2621get_ob_key_value (const object *op, const char *const key)
2622{
2446 key_value * link; 2623 key_value *link;
2447 const char * canonical_key; 2624 shstr_cmp canonical_key (key);
2625
2626 if (!canonical_key)
2448 2627 {
2449 canonical_key = shstr::find (key);
2450
2451 if (canonical_key == NULL) {
2452 /* 1. There being a field named key on any object 2628 /* 1. There being a field named key on any object
2453 * implies there'd be a shared string to find. 2629 * implies there'd be a shared string to find.
2454 * 2. Since there isn't, no object has this field. 2630 * 2. Since there isn't, no object has this field.
2455 * 3. Therefore, *this* object doesn't have this field. 2631 * 3. Therefore, *this* object doesn't have this field.
2456 */ 2632 */
2457 return NULL; 2633 return 0;
2458 } 2634 }
2459 2635
2460 /* This is copied from get_ob_key_link() above - 2636 /* This is copied from get_ob_key_link() above -
2461 * only 4 lines, and saves the function call overhead. 2637 * only 4 lines, and saves the function call overhead.
2462 */ 2638 */
2463 for (link = op->key_values; link != NULL; link = link->next) { 2639 for (link = op->key_values; link; link = link->next)
2464 if (link->key == canonical_key) { 2640 if (link->key == canonical_key)
2465 return link->value; 2641 return link->value;
2466 } 2642
2467 } 2643 return 0;
2468 return NULL;
2469} 2644}
2470 2645
2471 2646
2472/* 2647/*
2473 * Updates the canonical_key in op to value. 2648 * Updates the canonical_key in op to value.
2477 * 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
2478 * keys. 2653 * keys.
2479 * 2654 *
2480 * Returns TRUE on success. 2655 * Returns TRUE on success.
2481 */ 2656 */
2657int
2482int 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 *
2483 key_value * field = NULL, *last=NULL; 2661 field = NULL, *last = NULL;
2484 2662
2485 for (field=op->key_values; field != NULL; field=field->next) { 2663 for (field = op->key_values; field != NULL; field = field->next)
2664 {
2486 if (field->key != canonical_key) { 2665 if (field->key != canonical_key)
2666 {
2487 last = field; 2667 last = field;
2488 continue; 2668 continue;
2489 } 2669 }
2490 2670
2491 if (value) 2671 if (value)
2492 field->value = value; 2672 field->value = value;
2493 else { 2673 else
2674 {
2494 /* Basically, if the archetype has this key set, 2675 /* Basically, if the archetype has this key set,
2495 * we need to store the null value so when we save 2676 * we need to store the null value so when we save
2496 * it, we save the empty value so that when we load, 2677 * it, we save the empty value so that when we load,
2497 * we get this value back again. 2678 * we get this value back again.
2498 */ 2679 */
2499 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2680 if (get_ob_key_link (&op->arch->clone, canonical_key))
2500 field->value = 0; 2681 field->value = 0;
2682 else
2683 {
2684 if (last)
2685 last->next = field->next;
2501 else 2686 else
2502 {
2503 if (last) last->next = field->next;
2504 else op->key_values = field->next; 2687 op->key_values = field->next;
2505 2688
2506 delete field; 2689 delete field;
2507 } 2690 }
2508 } 2691 }
2509 return TRUE; 2692 return TRUE;
2510 } 2693 }
2511 /* IF we get here, key doesn't exist */ 2694 /* IF we get here, key doesn't exist */
2512 2695
2513 /* No field, we'll have to add it. */ 2696 /* No field, we'll have to add it. */
2697
2698 if (!add_key)
2514 2699 {
2515 if (!add_key) {
2516 return FALSE; 2700 return FALSE;
2517 } 2701 }
2518 /* There isn't any good reason to store a null 2702 /* There isn't any good reason to store a null
2519 * value in the key/value list. If the archetype has 2703 * value in the key/value list. If the archetype has
2520 * this key, then we should also have it, so shouldn't 2704 * this key, then we should also have it, so shouldn't
2521 * be here. If user wants to store empty strings, 2705 * be here. If user wants to store empty strings,
2522 * should pass in "" 2706 * should pass in ""
2523 */ 2707 */
2524 if (value == NULL) return TRUE; 2708 if (value == NULL)
2525
2526 field = new key_value;
2527
2528 field->key = canonical_key;
2529 field->value = value;
2530 /* Usual prepend-addition. */
2531 field->next = op->key_values;
2532 op->key_values = field;
2533
2534 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;
2535} 2720}
2536 2721
2537/* 2722/*
2538 * Updates the key in op to value. 2723 * Updates the key in op to value.
2539 * 2724 *
2541 * and not add new ones. 2726 * and not add new ones.
2542 * 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
2543 * 2728 *
2544 * Returns TRUE on success. 2729 * Returns TRUE on success.
2545 */ 2730 */
2731int
2546int 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)
2547{ 2733{
2548 shstr key_ (key); 2734 shstr key_ (key);
2735
2549 return set_ob_key_value_s (op, key_, value, add_key); 2736 return set_ob_key_value_s (op, key_, value, add_key);
2550} 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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