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Comparing deliantra/server/common/object.C (file contents):
Revision 1.17 by root, Mon Sep 4 17:27:13 2006 UTC vs.
Revision 1.75 by root, Wed Dec 20 11:36:38 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.17 2006/09/04 17:27:13 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
36
42int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
43 40
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
46 42
47short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 45};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 48};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
56int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
59 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
60 133
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
63 key_value * wants_field; 138 key_value *wants_field;
64 139
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
68 */ 143 */
69 144
70 /* For each field in wants, */ 145 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
147 {
72 key_value * has_field; 148 key_value *has_field;
73 149
74 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
76 154 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 155 /* No field with that name. */
79 return FALSE; 156 return FALSE;
80 } 157 }
81 158
82 /* Found the matching field. */ 159 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
84 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 163 return FALSE;
86 } 164 }
87 165
88 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 167 }
168
91 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 170 return TRUE;
93} 171}
94 172
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
97 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
99 */ 179 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 181}
102 182
103/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 184 * they can be merged together.
105 * 185 *
106 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
109 * 189 *
110 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
111 * 191 *
112 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
113 * check weight 193 * check weight
114 */ 194 */
115 195
116bool
117object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
118{ 197{
119 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
121 return 0; 204 return 0;
122 205
123 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
124 return 0;
125
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof). 209 * used to store nrof).
129 */ 210 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 222
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 225
145 226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || 248 || ob1->move_off != ob2->move_off
176 (ob1->move_slow != ob2->move_slow) || 249 || ob1->move_slow != ob2->move_slow
177 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
178 return 0; 251 return 0;
179 252
180 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 254 * check all objects in the inventory.
182 */ 255 */
183 if (ob1->inv || ob2->inv) 256 if (ob1->inv || ob2->inv)
184 { 257 {
185 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 260 return 0;
188 261
189 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
191 return 0; 264 return 0;
192 265
193 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 267 * if it is valid.
195 */ 268 */
196 } 269 }
204 277
205 /* Note sure why the following is the case - either the object has to 278 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 279 * be animated or have a very low speed. Is this an attempted monster
207 * check? 280 * check?
208 */ 281 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 283 return 0;
212 284
213 switch (ob1->type) 285 switch (ob1->type)
214 { 286 {
215 case SCROLL: 287 case SCROLL:
216 if (ob1->level != ob2->level) 288 if (ob1->level != ob2->level)
217 return 0; 289 return 0;
218 break; 290 break;
219 } 291 }
220 292
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 294 {
223 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 297 /* One has fields, but the other one doesn't. */
226 return 0; 298 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 299 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 300 return 0;
229 } 301 }
230 302
231 //TODO: generate an event or call into perl for additional checks 303 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
233 { 305 {
234 ob1->optimise (); 306 ob1->optimise ();
235 ob2->optimise (); 307 ob2->optimise ();
236 308
237 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
238 return 0; 310 return 0;
239 } 311 }
240 312
241 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
242 return 1; 314 return 1;
243} 315}
316
244/* 317/*
245 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
247 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
248 */ 321 */
249signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
250 signed long sum; 325 long sum;
251 object *inv; 326 object *inv;
327
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
253 if (inv->inv) 330 if (inv->inv)
254 sum_weight(inv); 331 sum_weight (inv);
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 333 }
334
257 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
259 if(op->carrying != sum) 338 if (op->carrying != sum)
260 op->carrying = sum; 339 op->carrying = sum;
340
261 return sum; 341 return sum;
262} 342}
263 343
264/** 344/**
265 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
266 */ 346 */
267 347
348object *
268object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
269 while (op->env != NULL) 351 while (op->env != NULL)
270 op = op->env; 352 op = op->env;
271 return op; 353 return op;
272}
273
274/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't
277 * or find a player.
278 */
279
280object *is_player_inv (object *op) {
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
282 if (op->env==op)
283 op->env = NULL;
284 return op;
285} 354}
286 355
287/* 356/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 358 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
291 */ 360 */
292 361
293void dump_object2(object *op) { 362char *
294errmsg[0] = 0;
295return;
296 //TODO//D#d#
297#if 0
298 char *cp;
299/* object *tmp;*/
300
301 if(op->arch!=NULL) {
302 strcat(errmsg,"arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
304 strcat(errmsg,"\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307#if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer.
312 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 } else {
320 strcat(errmsg,"Object ");
321 if (op->name==NULL) strcat(errmsg, "(null)");
322 else strcat(errmsg,op->name);
323 strcat(errmsg,"\n");
324#if 0
325 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326 strcat(errmsg,cp);
327 for (tmp=op->inv; tmp; tmp=tmp->below)
328 dump_object2(tmp);
329#endif
330 strcat(errmsg,"end\n");
331 }
332#endif
333}
334
335/*
336 * Dumps an object. Returns output in the static global errmsg array.
337 */
338
339void dump_object(object *op) { 363dump_object (object *op)
340 if(op==NULL) { 364{
341 strcpy(errmsg,"[NULL pointer]"); 365 if (!op)
342 return; 366 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 367
348void dump_all_objects(void) { 368 object_freezer freezer;
349 object *op; 369 save_object (freezer, op, 3);
350 for(op=objects;op!=NULL;op=op->next) { 370 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 371}
355 372
356/* 373/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
360 */ 377 */
361 378
379object *
362object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
363 object *tmp,*closest; 382 object *tmp, *closest;
364 int last_dist,i; 383 int last_dist, i;
384
365 if(op->more==NULL) 385 if (op->more == NULL)
366 return op; 386 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
370 return closest; 390 return closest;
371} 391}
372 392
373/* 393/*
374 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
375 */ 395 */
376 396
397object *
377object *find_object(tag_t i) { 398find_object (tag_t i)
378 object *op; 399{
379 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
380 if(op->count==i) 401 if (op->count == i)
381 break; 402 return op;
403
382 return op; 404 return 0;
383} 405}
384 406
385/* 407/*
386 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
389 */ 411 */
390 412
413object *
391object *find_object_name(const char *str) { 414find_object_name (const char *str)
392 const char *name = shstr::find (str); 415{
416 shstr_cmp str_ (str);
393 object *op; 417 object *op;
418
394 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
395 if(&op->name == name) 420 if (op->name == str_)
396 break; 421 break;
397 422
398 return op; 423 return op;
399} 424}
400 425
426void
401void free_all_object_data () 427free_all_object_data ()
402{ 428{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404}
405
406/*
407 * Returns the object which this object marks as being the owner.
408 * A id-scheme is used to avoid pointing to objects which have been
409 * freed and are now reused. If this is detected, the owner is
410 * set to NULL, and NULL is returned.
411 * Changed 2004-02-12 - if the player is setting at the play again
412 * prompt, he is removed, and we don't want to treat him as an owner of
413 * anything, so check removed flag. I don't expect that this should break
414 * anything - once an object is removed, it is basically dead anyways.
415 */
416
417object *get_owner(object *op) {
418 if(op->owner==NULL)
419 return NULL;
420
421 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 op->owner->count==op->ownercount)
423 return op->owner;
424
425 op->owner=NULL;
426 op->ownercount=0;
427 return NULL;
428}
429
430void clear_owner(object *op)
431{
432 if (!op) return;
433
434 if (op->owner && op->ownercount == op->owner->count)
435 op->owner->refcount--;
436
437 op->owner = NULL;
438 op->ownercount = 0;
439} 430}
440 431
441/* 432/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 434 * skill and experience objects.
444 */ 435 */
445void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
446{ 438{
447 if(owner==NULL||op==NULL) 439 if (!owner)
448 return; 440 return;
449 441
450 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* Add a check for ownercounts in here, as I got into an endless loop
452 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
455 * didn't match, this check is valid and I believe that cause is valid. 447 * didn't match, this check is valid and I believe that cause is valid.
456 */ 448 */
457 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
458 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
459 451
460 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that.
462 */
463 if (owner->owner) return;
464
465 op->owner=owner; 452 this->owner = owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470}
471
472/* Set the owner to clone's current owner and set the skill and experience
473 * objects to clone's objects (typically those objects that where the owner's
474 * current skill and experience objects at the time when clone's owner was
475 * set - not the owner's current skill and experience objects).
476 *
477 * Use this function if player created an object (e.g. fire bullet, swarm
478 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile.
481 */
482void copy_owner (object *op, object *clone)
483{
484 object *owner = get_owner (clone);
485 if (owner == NULL) {
486 /* players don't have owners - they own themselves. Update
487 * as appropriate.
488 */
489 if (clone->type == PLAYER) owner=clone;
490 else return;
491 }
492 set_owner(op, owner);
493
494} 453}
495 454
496/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 456 * refcounts and freeing the links.
498 */ 457 */
458static void
499static void free_key_values(object * op) 459free_key_values (object *op)
500{ 460{
501 for (key_value *i = op->key_values; i != 0; ) 461 for (key_value *i = op->key_values; i != 0;)
502 { 462 {
503 key_value *next = i->next; 463 key_value *next = i->next;
504 delete i; 464 delete i;
465
505 i = next; 466 i = next;
506 } 467 }
507 468
508 op->key_values = 0; 469 op->key_values = 0;
509} 470}
510 471
511void object::clear () 472void object::clear ()
512{ 473{
513 attachable_base::clear (); 474 attachable_base::clear ();
514 475
515 free_key_values (this); 476 free_key_values (this);
516 477
517 name = 0; 478 owner = 0;
479 name = 0;
518 name_pl = 0; 480 name_pl = 0;
519 title = 0; 481 title = 0;
520 race = 0; 482 race = 0;
521 slaying = 0; 483 slaying = 0;
522 skill = 0; 484 skill = 0;
523 msg = 0; 485 msg = 0;
524 lore = 0; 486 lore = 0;
525 custom_name = 0; 487 custom_name = 0;
526 materialname = 0; 488 materialname = 0;
489 contr = 0;
490 below = 0;
491 above = 0;
492 inv = 0;
493 container = 0;
494 env = 0;
495 more = 0;
496 head = 0;
497 map = 0;
498 active_next = 0;
499 active_prev = 0;
527 500
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 501 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529 502
530 SET_FLAG (this, FLAG_REMOVED); 503 SET_FLAG (this, FLAG_REMOVED);
531}
532 504
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *(object_copy *)this;
536 *(object_pod *)destination = *(object_pod *)this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object (object *op)
548{
549 op->clear ();
550
551 op->contr = NULL;
552 op->below = NULL;
553 op->above = NULL;
554 op->inv = NULL;
555 op->container=NULL;
556 op->env=NULL;
557 op->more=NULL;
558 op->head=NULL;
559 op->map=NULL;
560 op->refcount=0;
561 op->active_next = NULL;
562 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */ 505 /* What is not cleared is next, prev, and count */
564 506
565 op->expmul = 1.0; 507 expmul = 1.0;
566 op->face = blank_face; 508 face = blank_face;
567 op->attacked_by_count = -1;
568 509
569 if (settings.casting_time) 510 if (settings.casting_time)
570 op->casting_time = -1; 511 casting_time = -1;
571} 512}
572 513
573/* 514/*
574 * copy object first frees everything allocated by the second object, 515 * copy_to first frees everything allocated by the dst object,
575 * and then copies the contends of the first object into the second 516 * and then copies the contents of itself into the second
576 * object, allocating what needs to be allocated. Basically, any 517 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 518 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
578 * if the first object is freed, the pointers in the new object 519 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 520 * will point at garbage.
580 */ 521 */
581 522void
582void copy_object (object *op2, object *op) 523object::copy_to (object *dst)
583{ 524{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
586 527
587 op2->clone (op); 528 *(object_copy *)dst = *this;
529 *(object_pod *)dst = *this;
588 530
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 531 if (self || cb)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
591 533
534 if (is_freed)
535 SET_FLAG (dst, FLAG_FREED);
536
537 if (is_removed)
538 SET_FLAG (dst, FLAG_REMOVED);
539
592 if (op2->speed < 0) 540 if (speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 541 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
594 542
595 /* Copy over key_values, if any. */ 543 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 544 if (key_values)
597 { 545 {
598 key_value *tail = NULL; 546 key_value *tail = 0;
599 key_value *i; 547 key_value *i;
600 548
601 op->key_values = NULL; 549 dst->key_values = 0;
602 550
603 for (i = op2->key_values; i != NULL; i = i->next) 551 for (i = key_values; i; i = i->next)
604 { 552 {
605 key_value *new_link = new key_value; 553 key_value *new_link = new key_value;
606 554
607 new_link->next = NULL; 555 new_link->next = 0;
608 new_link->key = i->key; 556 new_link->key = i->key;
609 new_link->value = i->value; 557 new_link->value = i->value;
610 558
611 /* Try and be clever here, too. */ 559 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 560 if (!dst->key_values)
613 { 561 {
614 op->key_values = new_link; 562 dst->key_values = new_link;
615 tail = new_link; 563 tail = new_link;
616 } 564 }
617 else 565 else
618 { 566 {
619 tail->next = new_link; 567 tail->next = new_link;
620 tail = new_link; 568 tail = new_link;
621 } 569 }
622 } 570 }
623 } 571 }
624 572
625 update_ob_speed (op); 573 update_ob_speed (dst);
626} 574}
627 575
628/* 576object *
629 * get_object() grabs an object from the list of unused objects, makes 577object::clone ()
630 * sure it is initialised, and returns it.
631 * If there are no free objects, expand_objects() is called to get more.
632 */
633
634object *get_object ()
635{ 578{
636 object *op = new object; 579 object *neu = create ();
637 580 copy_to (neu);
638 op->count = ++ob_count;
639
640 op->active_next = 0;
641 op->active_prev = 0;
642
643 op->next = objects;
644 op->prev = 0;
645
646 if (objects)
647 objects->prev = op;
648
649 objects = op;
650
651 SET_FLAG (op, FLAG_REMOVED);
652
653 op->expmul = 1.0;
654 op->face = blank_face;
655 op->attacked_by_count = -1;
656
657 return op; 581 return neu;
658} 582}
659 583
660/* 584/*
661 * If an object with the IS_TURNABLE() flag needs to be turned due 585 * If an object with the IS_TURNABLE() flag needs to be turned due
662 * to the closest player being on the other side, this function can 586 * to the closest player being on the other side, this function can
663 * be called to update the face variable, _and_ how it looks on the map. 587 * be called to update the face variable, _and_ how it looks on the map.
664 */ 588 */
665 589
590void
666void update_turn_face(object *op) { 591update_turn_face (object *op)
592{
667 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 593 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
668 return; 594 return;
669 SET_ANIMATION(op, op->direction); 595 SET_ANIMATION (op, op->direction);
670 update_object(op,UP_OBJ_FACE); 596 update_object (op, UP_OBJ_FACE);
671} 597}
672 598
673/* 599/*
674 * Updates the speed of an object. If the speed changes from 0 to another 600 * Updates the speed of an object. If the speed changes from 0 to another
675 * value, or vice versa, then add/remove the object from the active list. 601 * value, or vice versa, then add/remove the object from the active list.
676 * This function needs to be called whenever the speed of an object changes. 602 * This function needs to be called whenever the speed of an object changes.
677 */ 603 */
678 604void
679void update_ob_speed(object *op) { 605update_ob_speed (object *op)
606{
680 extern int arch_init; 607 extern int arch_init;
681 608
682 /* No reason putting the archetypes objects on the speed list, 609 /* No reason putting the archetypes objects on the speed list,
683 * since they never really need to be updated. 610 * since they never really need to be updated.
684 */ 611 */
685 612
686 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 613 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
614 {
687 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 615 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
688#ifdef MANY_CORES 616#ifdef MANY_CORES
689 abort(); 617 abort ();
690#else 618#else
691 op->speed = 0; 619 op->speed = 0;
692#endif 620#endif
693 } 621 }
622
694 if (arch_init) { 623 if (arch_init)
624 return;
625
626 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
627 {
628 /* If already on active list, don't do anything */
629 if (op->active_next || op->active_prev || op == active_objects)
695 return; 630 return;
696 }
697 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
698 /* If already on active list, don't do anything */
699 if (op->active_next || op->active_prev || op==active_objects)
700 return;
701 631
702 /* process_events() expects us to insert the object at the beginning 632 /* process_events() expects us to insert the object at the beginning
703 * of the list. */ 633 * of the list. */
704 op->active_next = active_objects; 634 op->active_next = active_objects;
635
705 if (op->active_next!=NULL) 636 if (op->active_next != NULL)
706 op->active_next->active_prev = op; 637 op->active_next->active_prev = op;
638
707 active_objects = op; 639 active_objects = op;
640 }
641 else
708 } 642 {
709 else {
710 /* If not on the active list, nothing needs to be done */ 643 /* If not on the active list, nothing needs to be done */
711 if (!op->active_next && !op->active_prev && op!=active_objects) 644 if (!op->active_next && !op->active_prev && op != active_objects)
712 return; 645 return;
713 646
714 if (op->active_prev==NULL) { 647 if (op->active_prev == NULL)
648 {
715 active_objects = op->active_next; 649 active_objects = op->active_next;
650
716 if (op->active_next!=NULL) 651 if (op->active_next != NULL)
717 op->active_next->active_prev = NULL; 652 op->active_next->active_prev = NULL;
718 } 653 }
719 else { 654 else
655 {
720 op->active_prev->active_next = op->active_next; 656 op->active_prev->active_next = op->active_next;
657
721 if (op->active_next) 658 if (op->active_next)
722 op->active_next->active_prev = op->active_prev; 659 op->active_next->active_prev = op->active_prev;
723 } 660 }
661
724 op->active_next = NULL; 662 op->active_next = NULL;
725 op->active_prev = NULL; 663 op->active_prev = NULL;
726 } 664 }
727} 665}
728 666
729/* This function removes object 'op' from the list of active 667/* This function removes object 'op' from the list of active
730 * objects. 668 * objects.
732 * reference maps where you don't want an object that isn't 670 * reference maps where you don't want an object that isn't
733 * in play chewing up cpu time getting processed. 671 * in play chewing up cpu time getting processed.
734 * The reverse of this is to call update_ob_speed, which 672 * The reverse of this is to call update_ob_speed, which
735 * will do the right thing based on the speed of the object. 673 * will do the right thing based on the speed of the object.
736 */ 674 */
675void
737void remove_from_active_list(object *op) 676remove_from_active_list (object *op)
738{ 677{
739 /* If not on the active list, nothing needs to be done */ 678 /* If not on the active list, nothing needs to be done */
740 if (!op->active_next && !op->active_prev && op!=active_objects) 679 if (!op->active_next && !op->active_prev && op != active_objects)
741 return; 680 return;
742 681
743 if (op->active_prev==NULL) { 682 if (op->active_prev == NULL)
683 {
744 active_objects = op->active_next; 684 active_objects = op->active_next;
745 if (op->active_next!=NULL) 685 if (op->active_next != NULL)
746 op->active_next->active_prev = NULL; 686 op->active_next->active_prev = NULL;
687 }
688 else
747 } 689 {
748 else {
749 op->active_prev->active_next = op->active_next; 690 op->active_prev->active_next = op->active_next;
750 if (op->active_next) 691 if (op->active_next)
751 op->active_next->active_prev = op->active_prev; 692 op->active_next->active_prev = op->active_prev;
752 } 693 }
753 op->active_next = NULL; 694 op->active_next = NULL;
754 op->active_prev = NULL; 695 op->active_prev = NULL;
755} 696}
756 697
757/* 698/*
758 * update_object() updates the array which represents the map. 699 * update_object() updates the the map.
759 * It takes into account invisible objects (and represent squares covered 700 * It takes into account invisible objects (and represent squares covered
760 * by invisible objects by whatever is below them (unless it's another 701 * by invisible objects by whatever is below them (unless it's another
761 * invisible object, etc...) 702 * invisible object, etc...)
762 * If the object being updated is beneath a player, the look-window 703 * If the object being updated is beneath a player, the look-window
763 * of that player is updated (this might be a suboptimal way of 704 * of that player is updated (this might be a suboptimal way of
764 * updating that window, though, since update_object() is called _often_) 705 * updating that window, though, since update_object() is called _often_)
765 * 706 *
766 * action is a hint of what the caller believes need to be done. 707 * action is a hint of what the caller believes need to be done.
767 * For example, if the only thing that has changed is the face (due to
768 * an animation), we don't need to call update_position until that actually
769 * comes into view of a player. OTOH, many other things, like addition/removal
770 * of walls or living creatures may need us to update the flags now.
771 * current action are: 708 * current action are:
772 * UP_OBJ_INSERT: op was inserted 709 * UP_OBJ_INSERT: op was inserted
773 * UP_OBJ_REMOVE: op was removed 710 * UP_OBJ_REMOVE: op was removed
774 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 711 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
775 * as that is easier than trying to look at what may have changed. 712 * as that is easier than trying to look at what may have changed.
776 * UP_OBJ_FACE: only the objects face has changed. 713 * UP_OBJ_FACE: only the objects face has changed.
777 */ 714 */
778 715void
779void update_object(object *op, int action) { 716update_object (object *op, int action)
780 int update_now=0, flags; 717{
781 MoveType move_on, move_off, move_block, move_slow; 718 MoveType move_on, move_off, move_block, move_slow;
782 719
783 if (op == NULL) { 720 if (op == NULL)
721 {
784 /* this should never happen */ 722 /* this should never happen */
785 LOG(llevDebug,"update_object() called for NULL object.\n"); 723 LOG (llevDebug, "update_object() called for NULL object.\n");
786 return; 724 return;
787 }
788 725 }
789 if(op->env!=NULL) { 726
727 if (op->env)
728 {
790 /* Animation is currently handled by client, so nothing 729 /* Animation is currently handled by client, so nothing
791 * to do in this case. 730 * to do in this case.
792 */ 731 */
793 return; 732 return;
794 } 733 }
795 734
796 /* If the map is saving, don't do anything as everything is 735 /* If the map is saving, don't do anything as everything is
797 * going to get freed anyways. 736 * going to get freed anyways.
798 */ 737 */
799 if (!op->map || op->map->in_memory == MAP_SAVING) return; 738 if (!op->map || op->map->in_memory == MAP_SAVING)
800 739 return;
740
801 /* make sure the object is within map boundaries */ 741 /* make sure the object is within map boundaries */
802 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 742 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
803 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 743 {
804 LOG(llevError,"update_object() called for object out of map!\n"); 744 LOG (llevError, "update_object() called for object out of map!\n");
805#ifdef MANY_CORES 745#ifdef MANY_CORES
806 abort(); 746 abort ();
807#endif 747#endif
808 return; 748 return;
809 }
810 749 }
811 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
812 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
813 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
814 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
815 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
816 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
817 750
751 mapspace &m = op->map->at (op->x, op->y);
752
753 if (m.flags_ & P_NEED_UPDATE)
754 /* nop */;
818 if (action == UP_OBJ_INSERT) { 755 else if (action == UP_OBJ_INSERT)
756 {
757 // this is likely overkill, TODO: revisit (schmorp)
819 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 758 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
820 update_now=1;
821
822 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 759 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
823 update_now=1; 760 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
824 761 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
762 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
825 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 763 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
826 update_now=1; 764 || (m.move_on | op->move_on ) != m.move_on
827
828 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
829 update_now=1;
830
831 if ((move_on | op->move_on) != move_on) update_now=1;
832 if ((move_off | op->move_off) != move_off) update_now=1; 765 || (m.move_off | op->move_off ) != m.move_off
766 || (m.move_slow | op->move_slow) != m.move_slow
833 /* This isn't perfect, but I don't expect a lot of objects to 767 /* This isn't perfect, but I don't expect a lot of objects to
834 * to have move_allow right now. 768 * to have move_allow right now.
835 */ 769 */
836 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 770 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
837 update_now=1; 771 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
838 if ((move_slow | op->move_slow) != move_slow) update_now=1; 772 m.flags_ = P_NEED_UPDATE;
839 } 773 }
840 /* if the object is being removed, we can't make intelligent 774 /* if the object is being removed, we can't make intelligent
841 * decisions, because remove_ob can't really pass the object 775 * decisions, because remove_ob can't really pass the object
842 * that is being removed. 776 * that is being removed.
843 */ 777 */
844 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 778 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
845 update_now=1; 779 m.flags_ = P_NEED_UPDATE;
846 } else if (action == UP_OBJ_FACE) { 780 else if (action == UP_OBJ_FACE)
847 /* Nothing to do for that case */ 781 /* Nothing to do for that case */ ;
848 }
849 else { 782 else
850 LOG(llevError,"update_object called with invalid action: %d\n", action); 783 LOG (llevError, "update_object called with invalid action: %d\n", action);
851 }
852 784
853 if (update_now) {
854 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
855 update_position(op->map, op->x, op->y);
856 }
857
858 if(op->more!=NULL) 785 if (op->more)
859 update_object(op->more, action); 786 update_object (op->more, action);
860} 787}
861 788
789object::vector object::mortals;
790object::vector object::objects; // not yet used
791object *object::first;
792
793void object::free_mortals ()
794{
795 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
796 if ((*i)->refcnt)
797 ++i; // further delay freeing
798 else
799 {
800 delete *i;
801 mortals.erase (i);
802 }
803}
804
805object::object ()
806{
807 SET_FLAG (this, FLAG_REMOVED);
808
809 expmul = 1.0;
810 face = blank_face;
811}
812
813object::~object ()
814{
815 free_key_values (this);
816}
817
818void object::link ()
819{
820 count = ++ob_count;
821 uuid = gen_uuid ();
822
823 prev = 0;
824 next = object::first;
825
826 if (object::first)
827 object::first->prev = this;
828
829 object::first = this;
830}
831
832void object::unlink ()
833{
834 if (this == object::first)
835 object::first = next;
836
837 /* Remove this object from the list of used objects */
838 if (prev) prev->next = next;
839 if (next) next->prev = prev;
840
841 prev = 0;
842 next = 0;
843}
844
845object *object::create ()
846{
847 object *op = new object;
848 op->link ();
849 return op;
850}
862 851
863/* 852/*
864 * free_object() frees everything allocated by an object, removes 853 * free_object() frees everything allocated by an object, removes
865 * it from the list of used objects, and puts it on the list of 854 * it from the list of used objects, and puts it on the list of
866 * free objects. The IS_FREED() flag is set in the object. 855 * free objects. The IS_FREED() flag is set in the object.
867 * The object must have been removed by remove_ob() first for 856 * The object must have been removed by remove_ob() first for
868 * this function to succeed. 857 * this function to succeed.
869 * 858 *
870 * If free_inventory is set, free inventory as well. Else drop items in 859 * If destroy_inventory is set, free inventory as well. Else drop items in
871 * inventory to the ground. 860 * inventory to the ground.
872 */ 861 */
873 862void object::destroy (bool destroy_inventory)
874void
875free_object (object * ob)
876{ 863{
877 free_object2 (ob, 0);
878}
879
880void
881free_object2 (object * ob, int free_inventory)
882{
883 object *tmp, *op;
884
885 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 864 if (QUERY_FLAG (this, FLAG_FREED))
886 { 865 return;
887 LOG (llevDebug, "Free object called with non removed object\n");
888 dump_object (ob);
889#ifdef MANY_CORES
890 abort ();
891#endif
892 }
893 866
894 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 867 if (QUERY_FLAG (this, FLAG_FRIENDLY))
895 {
896 LOG (llevMonster, "Warning: tried to free friendly object.\n");
897 remove_friendly_object (ob); 868 remove_friendly_object (this);
898 }
899 869
900 if (QUERY_FLAG (ob, FLAG_FREED)) 870 if (!QUERY_FLAG (this, FLAG_REMOVED))
901 { 871 remove ();
902 dump_object (ob); 872
903 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 873 SET_FLAG (this, FLAG_FREED);
904 return; 874
875 if (more)
905 } 876 {
906 877 more->destroy (destroy_inventory);
907 if (ob->more != NULL) 878 more = 0;
908 { 879 }
909 free_object2 (ob->more, free_inventory);
910 ob->more = NULL;
911 }
912 880
913 if (ob->inv) 881 if (inv)
914 { 882 {
915 /* Only if the space blocks everything do we not process - 883 /* Only if the space blocks everything do we not process -
916 * if some form of movement is allowed, let objects 884 * if some form of movement is allowed, let objects
917 * drop on that space. 885 * drop on that space.
918 */ 886 */
919 if (free_inventory || ob->map == NULL 887 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
920 || ob->map->in_memory != MAP_IN_MEMORY 888 {
921 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 889 object *op = inv;
922 {
923 op = ob->inv;
924 890
925 while (op != NULL) 891 while (op)
926 { 892 {
927 tmp = op->below; 893 object *tmp = op->below;
928 remove_ob (op); 894 op->destroy (destroy_inventory);
929 free_object2 (op, free_inventory);
930 op = tmp; 895 op = tmp;
931 } 896 }
932 } 897 }
933 else 898 else
934 { /* Put objects in inventory onto this space */ 899 { /* Put objects in inventory onto this space */
935 op = ob->inv; 900 object *op = inv;
936 901
937 while (op != NULL) 902 while (op)
938 { 903 {
939 tmp = op->below; 904 object *tmp = op->below;
940 remove_ob (op);
941 905
906 op->remove ();
907
942 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 908 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
943 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 909 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
944 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 910 op->destroy ();
945 free_object (op); 911 else
946 else 912 {
947 { 913 op->x = x;
948 op->x = ob->x; 914 op->y = y;
949 op->y = ob->y;
950 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ 915 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
951 } 916 }
952 917
953 op = tmp; 918 op = tmp;
919 }
920 }
954 } 921 }
955 } 922
923 // hack to ensure that freed objects still have a valid map
924 {
925 static maptile *freed_map; // freed objects are moved here to avoid crashes
926
927 if (!freed_map)
928 {
929 freed_map = new maptile;
930
931 freed_map->name = "/internal/freed_objects_map";
932 freed_map->width = 3;
933 freed_map->height = 3;
934
935 freed_map->allocate ();
956 } 936 }
937
938 map = freed_map;
939 x = 1;
940 y = 1;
941 }
942
943 // clear those pointers that likely might have circular references to us
944 owner = 0;
945 enemy = 0;
946 attacked_by = 0;
947
948 // only relevant for players(?), but make sure of it anyways
949 contr = 0;
957 950
958 /* Remove object from the active list */ 951 /* Remove object from the active list */
959 ob->speed = 0; 952 speed = 0;
960 update_ob_speed (ob); 953 update_ob_speed (this);
961 954
962 SET_FLAG (ob, FLAG_FREED); 955 unlink ();
963 ob->count = 0;
964 956
965 /* Remove this object from the list of used objects */ 957 mortals.push_back (this);
966 if (ob->prev == NULL)
967 {
968 objects = ob->next;
969
970 if (objects != NULL)
971 objects->prev = NULL;
972 }
973 else
974 {
975 ob->prev->next = ob->next;
976
977 if (ob->next != NULL)
978 ob->next->prev = ob->prev;
979 }
980
981 free_key_values (ob);
982
983 /* Now link it with the free_objects list: */
984 ob->prev = 0;
985 ob->next = 0;
986
987 delete ob;
988} 958}
989 959
990/* 960/*
991 * sub_weight() recursively (outwards) subtracts a number from the 961 * sub_weight() recursively (outwards) subtracts a number from the
992 * weight of an object (and what is carried by it's environment(s)). 962 * weight of an object (and what is carried by it's environment(s)).
993 */ 963 */
994 964void
995void sub_weight (object *op, signed long weight) { 965sub_weight (object *op, signed long weight)
966{
996 while (op != NULL) { 967 while (op != NULL)
968 {
997 if (op->type == CONTAINER) { 969 if (op->type == CONTAINER)
998 weight=(signed long)(weight*(100-op->stats.Str)/100); 970 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
999 } 971
1000 op->carrying-=weight; 972 op->carrying -= weight;
1001 op = op->env; 973 op = op->env;
1002 } 974 }
1003} 975}
1004 976
1005/* remove_ob(op): 977/* op->remove ():
1006 * This function removes the object op from the linked list of objects 978 * This function removes the object op from the linked list of objects
1007 * which it is currently tied to. When this function is done, the 979 * which it is currently tied to. When this function is done, the
1008 * object will have no environment. If the object previously had an 980 * object will have no environment. If the object previously had an
1009 * environment, the x and y coordinates will be updated to 981 * environment, the x and y coordinates will be updated to
1010 * the previous environment. 982 * the previous environment.
1011 * Beware: This function is called from the editor as well! 983 * Beware: This function is called from the editor as well!
1012 */ 984 */
1013 985void
1014void remove_ob(object *op) { 986object::remove ()
987{
1015 object *tmp,*last=NULL; 988 object *tmp, *last = 0;
1016 object *otmp; 989 object *otmp;
1017 tag_t tag; 990
1018 int check_walk_off; 991 int check_walk_off;
1019 mapstruct *m;
1020 sint16 x,y;
1021
1022 992
1023 if(QUERY_FLAG(op,FLAG_REMOVED)) { 993 if (QUERY_FLAG (this, FLAG_REMOVED))
1024 dump_object(op); 994 return;
1025 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1026 995
1027 /* Changed it to always dump core in this case. As has been learned
1028 * in the past, trying to recover from errors almost always
1029 * make things worse, and this is a real error here - something
1030 * that should not happen.
1031 * Yes, if this was a mission critical app, trying to do something
1032 * to recover may make sense, but that is because failure of the app
1033 * may have other disastrous problems. Cf runs out of a script
1034 * so is easily enough restarted without any real problems.
1035 * MSW 2001-07-01
1036 */
1037 abort();
1038 }
1039 if(op->more!=NULL)
1040 remove_ob(op->more);
1041
1042 SET_FLAG(op, FLAG_REMOVED); 996 SET_FLAG (this, FLAG_REMOVED);
1043 997
998 if (more)
999 more->remove ();
1000
1044 /* 1001 /*
1045 * In this case, the object to be removed is in someones 1002 * In this case, the object to be removed is in someones
1046 * inventory. 1003 * inventory.
1047 */ 1004 */
1048 if(op->env!=NULL) { 1005 if (env)
1006 {
1049 if(op->nrof) 1007 if (nrof)
1050 sub_weight(op->env, op->weight*op->nrof); 1008 sub_weight (env, weight * nrof);
1051 else 1009 else
1052 sub_weight(op->env, op->weight+op->carrying); 1010 sub_weight (env, weight + carrying);
1053 1011
1054 /* NO_FIX_PLAYER is set when a great many changes are being 1012 /* NO_FIX_PLAYER is set when a great many changes are being
1055 * made to players inventory. If set, avoiding the call 1013 * made to players inventory. If set, avoiding the call
1056 * to save cpu time. 1014 * to save cpu time.
1057 */ 1015 */
1058 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1016 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1059 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1060 fix_player(otmp); 1017 fix_player (otmp);
1061 1018
1062 if(op->above!=NULL) 1019 if (above != NULL)
1063 op->above->below=op->below; 1020 above->below = below;
1064 else 1021 else
1065 op->env->inv=op->below; 1022 env->inv = below;
1066 1023
1067 if(op->below!=NULL) 1024 if (below != NULL)
1068 op->below->above=op->above; 1025 below->above = above;
1069 1026
1070 /* we set up values so that it could be inserted into 1027 /* we set up values so that it could be inserted into
1071 * the map, but we don't actually do that - it is up 1028 * the map, but we don't actually do that - it is up
1072 * to the caller to decide what we want to do. 1029 * to the caller to decide what we want to do.
1030 */
1031 x = env->x, y = env->y;
1032 map = env->map;
1033 above = 0, below = 0;
1034 env = 0;
1035 }
1036 else if (map)
1037 {
1038 /* Re did the following section of code - it looks like it had
1039 * lots of logic for things we no longer care about
1040 */
1041
1042 /* link the object above us */
1043 if (above)
1044 above->below = below;
1045 else
1046 map->at (x, y).top = below; /* we were top, set new top */
1047
1048 /* Relink the object below us, if there is one */
1049 if (below)
1050 below->above = above;
1051 else
1052 {
1053 /* Nothing below, which means we need to relink map object for this space
1054 * use translated coordinates in case some oddness with map tiling is
1055 * evident
1073 */ 1056 */
1074 op->x=op->env->x,op->y=op->env->y; 1057 if (GET_MAP_OB (map, x, y) != this)
1075 op->map=op->env->map; 1058 {
1076 op->above=NULL,op->below=NULL; 1059 char *dump = dump_object (this);
1077 op->env=NULL; 1060 LOG (llevError,
1061 "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);
1062 free (dump);
1063 dump = dump_object (GET_MAP_OB (map, x, y));
1064 LOG (llevError, "%s\n", dump);
1065 free (dump);
1066 }
1067
1068 map->at (x, y).bottom = above; /* goes on above it. */
1069 }
1070
1071 above = 0;
1072 below = 0;
1073
1074 if (map->in_memory == MAP_SAVING)
1078 return; 1075 return;
1079 }
1080 1076
1081 /* If we get here, we are removing it from a map */ 1077 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1082 if (op->map == NULL) return;
1083 1078
1084 x = op->x; 1079 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1085 y = op->y; 1080 {
1086 m = get_map_from_coord(op->map, &x, &y); 1081 /* No point updating the players look faces if he is the object
1087 1082 * being removed.
1088 if (!m) {
1089 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1090 op->map->path, op->x, op->y);
1091 /* in old days, we used to set x and y to 0 and continue.
1092 * it seems if we get into this case, something is probablye
1093 * screwed up and should be fixed.
1094 */ 1083 */
1095 abort();
1096 }
1097 if (op->map != m) {
1098 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1099 op->map->path, m->path, op->x, op->y, x, y);
1100 }
1101 1084
1102 /* Re did the following section of code - it looks like it had 1085 if (tmp->type == PLAYER && tmp != this)
1103 * lots of logic for things we no longer care about 1086 {
1104 */ 1087 /* If a container that the player is currently using somehow gets
1105 1088 * removed (most likely destroyed), update the player view
1106 /* link the object above us */ 1089 * appropriately.
1107 if (op->above)
1108 op->above->below=op->below;
1109 else
1110 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1111
1112 /* Relink the object below us, if there is one */
1113 if(op->below) {
1114 op->below->above=op->above;
1115 } else {
1116 /* Nothing below, which means we need to relink map object for this space
1117 * use translated coordinates in case some oddness with map tiling is
1118 * evident
1119 */ 1090 */
1120 if(GET_MAP_OB(m,x,y)!=op) { 1091 if (tmp->container == this)
1121 dump_object(op); 1092 {
1122 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1093 CLEAR_FLAG (this, FLAG_APPLIED);
1123 dump_object(GET_MAP_OB(m,x,y)); 1094 tmp->container = 0;
1124 LOG(llevError,"%s\n",errmsg); 1095 }
1096
1097 tmp->contr->socket->floorbox_update ();
1098 }
1099
1100 /* See if player moving off should effect something */
1101 if (check_walk_off
1102 && ((move_type & tmp->move_off)
1103 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1104 {
1105 move_apply (tmp, this, 0);
1106
1107 if (destroyed ())
1108 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1109 }
1110
1111 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1112
1113 if (tmp->above == tmp)
1114 tmp->above = 0;
1115
1116 last = tmp;
1125 } 1117 }
1126 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1127 }
1128 op->above=NULL;
1129 op->below=NULL;
1130 1118
1131 if (op->map->in_memory == MAP_SAVING)
1132 return;
1133
1134 tag = op->count;
1135 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1136 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1137 /* No point updating the players look faces if he is the object
1138 * being removed.
1139 */
1140
1141 if(tmp->type==PLAYER && tmp!=op) {
1142 /* If a container that the player is currently using somehow gets
1143 * removed (most likely destroyed), update the player view
1144 * appropriately.
1145 */
1146 if (tmp->container==op) {
1147 CLEAR_FLAG(op, FLAG_APPLIED);
1148 tmp->container=NULL;
1149 }
1150 tmp->contr->socket.update_look=1;
1151 }
1152 /* See if player moving off should effect something */
1153 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1154 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1155
1156 move_apply(tmp, op, NULL);
1157 if (was_destroyed (op, tag)) {
1158 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1159 "leaving object\n", &tmp->name, &tmp->arch->name);
1160 }
1161 }
1162
1163 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1164
1165 if(tmp->above == tmp)
1166 tmp->above = NULL;
1167 last=tmp;
1168 }
1169 /* last == NULL of there are no objects on this space */ 1119 /* last == NULL of there are no objects on this space */
1170 if (last==NULL) { 1120 if (!last)
1171 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1121 map->at (x, y).flags_ = P_NEED_UPDATE;
1172 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1173 * those out anyways, and if there are any flags set right now, they won't
1174 * be correct anyways.
1175 */
1176 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1177 update_position(op->map, op->x, op->y);
1178 }
1179 else 1122 else
1180 update_object(last, UP_OBJ_REMOVE); 1123 update_object (last, UP_OBJ_REMOVE);
1181 1124
1182 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1125 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1183 update_all_los(op->map, op->x, op->y); 1126 update_all_los (map, x, y);
1184 1127 }
1185} 1128}
1186 1129
1187/* 1130/*
1188 * merge_ob(op,top): 1131 * merge_ob(op,top):
1189 * 1132 *
1190 * This function goes through all objects below and including top, and 1133 * This function goes through all objects below and including top, and
1191 * merges op to the first matching object. 1134 * merges op to the first matching object.
1192 * If top is NULL, it is calculated. 1135 * If top is NULL, it is calculated.
1193 * Returns pointer to object if it succeded in the merge, otherwise NULL 1136 * Returns pointer to object if it succeded in the merge, otherwise NULL
1194 */ 1137 */
1195 1138object *
1196object *merge_ob(object *op, object *top) { 1139merge_ob (object *op, object *top)
1140{
1197 if(!op->nrof) 1141 if (!op->nrof)
1198 return 0; 1142 return 0;
1143
1199 if(top==NULL) 1144 if (top == NULL)
1200 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1145 for (top = op; top != NULL && top->above != NULL; top = top->above);
1146
1201 for(;top!=NULL;top=top->below) { 1147 for (; top != NULL; top = top->below)
1148 {
1202 if(top==op) 1149 if (top == op)
1203 continue; 1150 continue;
1204 if (CAN_MERGE(op,top)) 1151
1205 { 1152 if (object::can_merge (op, top))
1153 {
1206 top->nrof+=op->nrof; 1154 top->nrof += op->nrof;
1155
1207/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1156/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1208 op->weight = 0; /* Don't want any adjustements now */ 1157 op->weight = 0; /* Don't want any adjustements now */
1209 remove_ob(op); 1158 op->destroy ();
1210 free_object(op);
1211 return top; 1159 return top;
1212 } 1160 }
1213 } 1161 }
1162
1214 return NULL; 1163 return 0;
1215} 1164}
1216 1165
1217/* 1166/*
1218 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1167 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1219 * job preparing multi-part monsters 1168 * job preparing multi-part monsters
1220 */ 1169 */
1170object *
1221object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1171insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1172{
1222 object* tmp; 1173 object *tmp;
1174
1223 if (op->head) 1175 if (op->head)
1224 op=op->head; 1176 op = op->head;
1177
1225 for (tmp=op;tmp;tmp=tmp->more){ 1178 for (tmp = op; tmp; tmp = tmp->more)
1179 {
1226 tmp->x=x+tmp->arch->clone.x; 1180 tmp->x = x + tmp->arch->clone.x;
1227 tmp->y=y+tmp->arch->clone.y; 1181 tmp->y = y + tmp->arch->clone.y;
1228 } 1182 }
1183
1229 return insert_ob_in_map (op, m, originator, flag); 1184 return insert_ob_in_map (op, m, originator, flag);
1230} 1185}
1231 1186
1232/* 1187/*
1233 * insert_ob_in_map (op, map, originator, flag): 1188 * insert_ob_in_map (op, map, originator, flag):
1234 * This function inserts the object in the two-way linked list 1189 * This function inserts the object in the two-way linked list
1248 * new object if 'op' was merged with other object 1203 * new object if 'op' was merged with other object
1249 * NULL if 'op' was destroyed 1204 * NULL if 'op' was destroyed
1250 * just 'op' otherwise 1205 * just 'op' otherwise
1251 */ 1206 */
1252 1207
1208object *
1253object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1209insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1254{ 1210{
1255 object *tmp, *top, *floor=NULL; 1211 object *tmp, *top, *floor = NULL;
1256 sint16 x,y; 1212 sint16 x, y;
1257 1213
1258 if (QUERY_FLAG (op, FLAG_FREED)) { 1214 if (QUERY_FLAG (op, FLAG_FREED))
1215 {
1259 LOG (llevError, "Trying to insert freed object!\n"); 1216 LOG (llevError, "Trying to insert freed object!\n");
1217 return NULL;
1218 }
1219
1220 if (m == NULL)
1221 {
1222 char *dump = dump_object (op);
1223 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1224 free (dump);
1225 return op;
1226 }
1227
1228 if (out_of_map (m, op->x, op->y))
1229 {
1230 char *dump = dump_object (op);
1231 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1232#ifdef MANY_CORES
1233 /* Better to catch this here, as otherwise the next use of this object
1234 * is likely to cause a crash. Better to find out where it is getting
1235 * improperly inserted.
1236 */
1237 abort ();
1238#endif
1239 free (dump);
1240 return op;
1241 }
1242
1243 if (!QUERY_FLAG (op, FLAG_REMOVED))
1244 {
1245 char *dump = dump_object (op);
1246 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1247 free (dump);
1248 return op;
1249 }
1250
1251 if (op->more != NULL)
1252 {
1253 /* The part may be on a different map. */
1254
1255 object *more = op->more;
1256
1257 /* We really need the caller to normalize coordinates - if
1258 * we set the map, that doesn't work if the location is within
1259 * a map and this is straddling an edge. So only if coordinate
1260 * is clear wrong do we normalize it.
1261 */
1262 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1263 more->map = get_map_from_coord (m, &more->x, &more->y);
1264 else if (!more->map)
1265 {
1266 /* For backwards compatibility - when not dealing with tiled maps,
1267 * more->map should always point to the parent.
1268 */
1269 more->map = m;
1270 }
1271
1272 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1273 {
1274 if (!op->head)
1275 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1276
1277 return NULL;
1278 }
1279 }
1280
1281 CLEAR_FLAG (op, FLAG_REMOVED);
1282
1283 /* Ideally, the caller figures this out. However, it complicates a lot
1284 * of areas of callers (eg, anything that uses find_free_spot would now
1285 * need extra work
1286 */
1287 op->map = get_map_from_coord (m, &op->x, &op->y);
1288 x = op->x;
1289 y = op->y;
1290
1291 /* this has to be done after we translate the coordinates.
1292 */
1293 if (op->nrof && !(flag & INS_NO_MERGE))
1294 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1295 if (object::can_merge (op, tmp))
1296 {
1297 op->nrof += tmp->nrof;
1298 tmp->destroy ();
1299 }
1300
1301 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1302 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1303
1304 if (!QUERY_FLAG (op, FLAG_ALIVE))
1305 CLEAR_FLAG (op, FLAG_NO_STEAL);
1306
1307 if (flag & INS_BELOW_ORIGINATOR)
1308 {
1309 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1310 {
1311 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1312 abort ();
1313 }
1314
1315 op->above = originator;
1316 op->below = originator->below;
1317
1318 if (op->below)
1319 op->below->above = op;
1320 else
1321 op->map->at (op->x, op->y).bottom = op;
1322
1323 /* since *below* originator, no need to update top */
1324 originator->below = op;
1325 }
1326 else
1327 {
1328 /* If there are other objects, then */
1329 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1330 {
1331 object *last = NULL;
1332
1333 /*
1334 * If there are multiple objects on this space, we do some trickier handling.
1335 * We've already dealt with merging if appropriate.
1336 * Generally, we want to put the new object on top. But if
1337 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1338 * floor, we want to insert above that and no further.
1339 * Also, if there are spell objects on this space, we stop processing
1340 * once we get to them. This reduces the need to traverse over all of
1341 * them when adding another one - this saves quite a bit of cpu time
1342 * when lots of spells are cast in one area. Currently, it is presumed
1343 * that flying non pickable objects are spell objects.
1344 */
1345
1346 while (top != NULL)
1347 {
1348 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1349 floor = top;
1350
1351 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1352 {
1353 /* We insert above top, so we want this object below this */
1354 top = top->below;
1355 break;
1356 }
1357
1358 last = top;
1359 top = top->above;
1360 }
1361
1362 /* Don't want top to be NULL, so set it to the last valid object */
1363 top = last;
1364
1365 /* We let update_position deal with figuring out what the space
1366 * looks like instead of lots of conditions here.
1367 * makes things faster, and effectively the same result.
1368 */
1369
1370 /* Have object 'fall below' other objects that block view.
1371 * Unless those objects are exits, type 66
1372 * If INS_ON_TOP is used, don't do this processing
1373 * Need to find the object that in fact blocks view, otherwise
1374 * stacking is a bit odd.
1375 */
1376 if (!(flag & INS_ON_TOP) &&
1377 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1378 {
1379 for (last = top; last != floor; last = last->below)
1380 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1381 break;
1382 /* Check to see if we found the object that blocks view,
1383 * and make sure we have a below pointer for it so that
1384 * we can get inserted below this one, which requires we
1385 * set top to the object below us.
1386 */
1387 if (last && last->below && last != floor)
1388 top = last->below;
1389 }
1390 } /* If objects on this space */
1391
1392 if (flag & INS_MAP_LOAD)
1393 top = GET_MAP_TOP (op->map, op->x, op->y);
1394
1395 if (flag & INS_ABOVE_FLOOR_ONLY)
1396 top = floor;
1397
1398 /* Top is the object that our object (op) is going to get inserted above.
1399 */
1400
1401 /* First object on this space */
1402 if (!top)
1403 {
1404 op->above = GET_MAP_OB (op->map, op->x, op->y);
1405
1406 if (op->above)
1407 op->above->below = op;
1408
1409 op->below = NULL;
1410 op->map->at (op->x, op->y).bottom = op;
1411 }
1412 else
1413 { /* get inserted into the stack above top */
1414 op->above = top->above;
1415
1416 if (op->above)
1417 op->above->below = op;
1418
1419 op->below = top;
1420 top->above = op;
1421 }
1422
1423 if (op->above == NULL)
1424 op->map->at (op->x, op->y).top = op;
1425 } /* else not INS_BELOW_ORIGINATOR */
1426
1427 if (op->type == PLAYER)
1428 op->contr->do_los = 1;
1429
1430 /* If we have a floor, we know the player, if any, will be above
1431 * it, so save a few ticks and start from there.
1432 */
1433 if (!(flag & INS_MAP_LOAD))
1434 if (object *pl = op->map->at (op->x, op->y).player ())
1435 pl->contr->socket->floorbox_update ();
1436
1437 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really
1439 * an inefficient way to do this, as it means los for all players
1440 * on the map will get recalculated. The players could very well
1441 * be far away from this change and not affected in any way -
1442 * this should get redone to only look for players within range,
1443 * or just updating the P_NEED_UPDATE for spaces within this area
1444 * of effect may be sufficient.
1445 */
1446 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1447 update_all_los (op->map, op->x, op->y);
1448
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object (op, UP_OBJ_INSERT);
1451
1452 /* Don't know if moving this to the end will break anything. However,
1453 * we want to have floorbox_update called before calling this.
1454 *
1455 * check_move_on() must be after this because code called from
1456 * check_move_on() depends on correct map flags (so functions like
1457 * blocked() and wall() work properly), and these flags are updated by
1458 * update_object().
1459 */
1460
1461 /* if this is not the head or flag has been passed, don't check walk on status */
1462 if (!(flag & INS_NO_WALK_ON) && !op->head)
1463 {
1464 if (check_move_on (op, originator))
1260 return NULL; 1465 return NULL;
1261 }
1262 if(m==NULL) {
1263 dump_object(op);
1264 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1265 return op;
1266 }
1267 if(out_of_map(m,op->x,op->y)) {
1268 dump_object(op);
1269 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1270#ifdef MANY_CORES
1271 /* Better to catch this here, as otherwise the next use of this object
1272 * is likely to cause a crash. Better to find out where it is getting
1273 * improperly inserted.
1274 */
1275 abort();
1276#endif
1277 return op;
1278 }
1279 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1280 dump_object(op);
1281 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1282 return op;
1283 }
1284 if(op->more!=NULL) {
1285 /* The part may be on a different map. */
1286 1466
1287 object *more = op->more;
1288
1289 /* We really need the caller to normalize coordinates - if
1290 * we set the map, that doesn't work if the location is within
1291 * a map and this is straddling an edge. So only if coordinate
1292 * is clear wrong do we normalize it.
1293 */
1294 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1295 more->map = get_map_from_coord(m, &more->x, &more->y);
1296 } else if (!more->map) {
1297 /* For backwards compatibility - when not dealing with tiled maps,
1298 * more->map should always point to the parent.
1299 */
1300 more->map = m;
1301 }
1302
1303 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1304 if ( ! op->head)
1305 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1306 return NULL;
1307 }
1308 }
1309 CLEAR_FLAG(op,FLAG_REMOVED);
1310
1311 /* Ideally, the caller figures this out. However, it complicates a lot
1312 * of areas of callers (eg, anything that uses find_free_spot would now
1313 * need extra work
1314 */
1315 op->map=get_map_from_coord(m, &op->x, &op->y);
1316 x = op->x;
1317 y = op->y;
1318
1319 /* this has to be done after we translate the coordinates.
1320 */
1321 if(op->nrof && !(flag & INS_NO_MERGE)) {
1322 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1323 if (CAN_MERGE(op,tmp)) {
1324 op->nrof+=tmp->nrof;
1325 remove_ob(tmp);
1326 free_object(tmp);
1327 }
1328 }
1329
1330 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1331 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1332 if (!QUERY_FLAG(op, FLAG_ALIVE))
1333 CLEAR_FLAG(op, FLAG_NO_STEAL);
1334
1335 if (flag & INS_BELOW_ORIGINATOR) {
1336 if (originator->map != op->map || originator->x != op->x ||
1337 originator->y != op->y) {
1338 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1339 abort();
1340 }
1341 op->above = originator;
1342 op->below = originator->below;
1343 if (op->below) op->below->above = op;
1344 else SET_MAP_OB(op->map, op->x, op->y, op);
1345 /* since *below* originator, no need to update top */
1346 originator->below = op;
1347 } else {
1348 /* If there are other objects, then */
1349 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1350 object *last=NULL;
1351 /*
1352 * If there are multiple objects on this space, we do some trickier handling.
1353 * We've already dealt with merging if appropriate.
1354 * Generally, we want to put the new object on top. But if
1355 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1356 * floor, we want to insert above that and no further.
1357 * Also, if there are spell objects on this space, we stop processing
1358 * once we get to them. This reduces the need to traverse over all of
1359 * them when adding another one - this saves quite a bit of cpu time
1360 * when lots of spells are cast in one area. Currently, it is presumed
1361 * that flying non pickable objects are spell objects.
1362 */
1363
1364 while (top != NULL) {
1365 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1366 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1367 if (QUERY_FLAG(top, FLAG_NO_PICK)
1368 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1369 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1370 {
1371 /* We insert above top, so we want this object below this */
1372 top=top->below;
1373 break;
1374 }
1375 last = top;
1376 top = top->above;
1377 }
1378 /* Don't want top to be NULL, so set it to the last valid object */
1379 top = last;
1380
1381 /* We let update_position deal with figuring out what the space
1382 * looks like instead of lots of conditions here.
1383 * makes things faster, and effectively the same result.
1384 */
1385
1386 /* Have object 'fall below' other objects that block view.
1387 * Unless those objects are exits, type 66
1388 * If INS_ON_TOP is used, don't do this processing
1389 * Need to find the object that in fact blocks view, otherwise
1390 * stacking is a bit odd.
1391 */
1392 if (!(flag & INS_ON_TOP) &&
1393 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1394 (op->face && !op->face->visibility)) {
1395 for (last=top; last != floor; last=last->below)
1396 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1397 /* Check to see if we found the object that blocks view,
1398 * and make sure we have a below pointer for it so that
1399 * we can get inserted below this one, which requires we
1400 * set top to the object below us.
1401 */
1402 if (last && last->below && last != floor) top=last->below;
1403 }
1404 } /* If objects on this space */
1405 if (flag & INS_MAP_LOAD)
1406 top = GET_MAP_TOP(op->map,op->x,op->y);
1407 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1408
1409 /* Top is the object that our object (op) is going to get inserted above.
1410 */
1411
1412 /* First object on this space */
1413 if (!top) {
1414 op->above = GET_MAP_OB(op->map, op->x, op->y);
1415 if (op->above) op->above->below = op;
1416 op->below = NULL;
1417 SET_MAP_OB(op->map, op->x, op->y, op);
1418 } else { /* get inserted into the stack above top */
1419 op->above = top->above;
1420 if (op->above) op->above->below = op;
1421 op->below = top;
1422 top->above = op;
1423 }
1424 if (op->above==NULL)
1425 SET_MAP_TOP(op->map,op->x, op->y, op);
1426 } /* else not INS_BELOW_ORIGINATOR */
1427
1428 if(op->type==PLAYER)
1429 op->contr->do_los=1;
1430
1431 /* If we have a floor, we know the player, if any, will be above
1432 * it, so save a few ticks and start from there.
1433 */
1434 if (!(flag & INS_MAP_LOAD))
1435 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1436 if (tmp->type == PLAYER)
1437 tmp->contr->socket.update_look=1;
1438 }
1439
1440 /* If this object glows, it may affect lighting conditions that are
1441 * visible to others on this map. But update_all_los is really
1442 * an inefficient way to do this, as it means los for all players
1443 * on the map will get recalculated. The players could very well
1444 * be far away from this change and not affected in any way -
1445 * this should get redone to only look for players within range,
1446 * or just updating the P_NEED_UPDATE for spaces within this area
1447 * of effect may be sufficient.
1448 */
1449 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1450 update_all_los(op->map, op->x, op->y);
1451
1452
1453 /* updates flags (blocked, alive, no magic, etc) for this map space */
1454 update_object(op,UP_OBJ_INSERT);
1455
1456
1457 /* Don't know if moving this to the end will break anything. However,
1458 * we want to have update_look set above before calling this.
1459 *
1460 * check_move_on() must be after this because code called from
1461 * check_move_on() depends on correct map flags (so functions like
1462 * blocked() and wall() work properly), and these flags are updated by
1463 * update_object().
1464 */
1465
1466 /* if this is not the head or flag has been passed, don't check walk on status */
1467
1468 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1469 if (check_move_on(op, originator))
1470 return NULL;
1471
1472 /* If we are a multi part object, lets work our way through the check 1467 /* If we are a multi part object, lets work our way through the check
1473 * walk on's. 1468 * walk on's.
1474 */ 1469 */
1475 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1470 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1476 if (check_move_on (tmp, originator)) 1471 if (check_move_on (tmp, originator))
1477 return NULL; 1472 return NULL;
1478 } 1473 }
1474
1479 return op; 1475 return op;
1480} 1476}
1481 1477
1482/* this function inserts an object in the map, but if it 1478/* this function inserts an object in the map, but if it
1483 * finds an object of its own type, it'll remove that one first. 1479 * finds an object of its own type, it'll remove that one first.
1484 * op is the object to insert it under: supplies x and the map. 1480 * op is the object to insert it under: supplies x and the map.
1485 */ 1481 */
1482void
1486void replace_insert_ob_in_map(const char *arch_string, object *op) { 1483replace_insert_ob_in_map (const char *arch_string, object *op)
1487 object *tmp; 1484{
1488 object *tmp1; 1485 object *tmp, *tmp1;
1489 1486
1490 /* first search for itself and remove any old instances */ 1487 /* first search for itself and remove any old instances */
1491 1488
1492 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1489 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1493 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1490 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1494 remove_ob(tmp); 1491 tmp->destroy ();
1495 free_object(tmp);
1496 }
1497 }
1498 1492
1499 tmp1=arch_to_object(find_archetype(arch_string)); 1493 tmp1 = arch_to_object (archetype::find (arch_string));
1500 1494
1501 1495 tmp1->x = op->x;
1502 tmp1->x = op->x; tmp1->y = op->y; 1496 tmp1->y = op->y;
1503 insert_ob_in_map(tmp1,op->map,op,0); 1497 insert_ob_in_map (tmp1, op->map, op, 0);
1504} 1498}
1505 1499
1506/* 1500/*
1507 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1501 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1508 * is returned contains nr objects, and the remaining parts contains 1502 * is returned contains nr objects, and the remaining parts contains
1509 * the rest (or is removed and freed if that number is 0). 1503 * the rest (or is removed and freed if that number is 0).
1510 * On failure, NULL is returned, and the reason put into the 1504 * On failure, NULL is returned, and the reason put into the
1511 * global static errmsg array. 1505 * global static errmsg array.
1512 */ 1506 */
1513 1507
1508object *
1514object *get_split_ob(object *orig_ob, uint32 nr) { 1509get_split_ob (object *orig_ob, uint32 nr)
1510{
1515 object *newob; 1511 object *newob;
1516 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1517 1513
1518 if(orig_ob->nrof<nr) { 1514 if (orig_ob->nrof < nr)
1519 sprintf(errmsg,"There are only %d %ss.", 1515 {
1520 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1516 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1521 return NULL; 1517 return NULL;
1522 } 1518 }
1519
1523 newob = object_create_clone(orig_ob); 1520 newob = object_create_clone (orig_ob);
1521
1524 if((orig_ob->nrof-=nr)<1) { 1522 if ((orig_ob->nrof -= nr) < 1)
1525 if ( ! is_removed) 1523 orig_ob->destroy (1);
1526 remove_ob(orig_ob);
1527 free_object2(orig_ob, 1);
1528 }
1529 else if ( ! is_removed) { 1524 else if (!is_removed)
1525 {
1530 if(orig_ob->env!=NULL) 1526 if (orig_ob->env != NULL)
1531 sub_weight (orig_ob->env,orig_ob->weight*nr); 1527 sub_weight (orig_ob->env, orig_ob->weight * nr);
1532 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1528 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1529 {
1533 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1530 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1534 LOG(llevDebug,
1535 "Error, Tried to split object whose map is not in memory.\n"); 1531 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1536 return NULL; 1532 return NULL;
1537 } 1533 }
1538 } 1534 }
1535
1539 newob->nrof=nr; 1536 newob->nrof = nr;
1540 1537
1541 return newob; 1538 return newob;
1542} 1539}
1543 1540
1544/* 1541/*
1545 * decrease_ob_nr(object, number) decreases a specified number from 1542 * decrease_ob_nr(object, number) decreases a specified number from
1546 * the amount of an object. If the amount reaches 0, the object 1543 * the amount of an object. If the amount reaches 0, the object
1547 * is subsequently removed and freed. 1544 * is subsequently removed and freed.
1548 * 1545 *
1549 * Return value: 'op' if something is left, NULL if the amount reached 0 1546 * Return value: 'op' if something is left, NULL if the amount reached 0
1550 */ 1547 */
1551 1548
1549object *
1552object *decrease_ob_nr (object *op, uint32 i) 1550decrease_ob_nr (object *op, uint32 i)
1553{ 1551{
1554 object *tmp; 1552 object *tmp;
1555 player *pl; 1553 player *pl;
1556 1554
1557 if (i == 0) /* objects with op->nrof require this check */ 1555 if (i == 0) /* objects with op->nrof require this check */
1558 return op; 1556 return op;
1559 1557
1560 if (i > op->nrof) 1558 if (i > op->nrof)
1561 i = op->nrof; 1559 i = op->nrof;
1562 1560
1563 if (QUERY_FLAG (op, FLAG_REMOVED)) 1561 if (QUERY_FLAG (op, FLAG_REMOVED))
1562 op->nrof -= i;
1563 else if (op->env)
1564 {
1565 /* is this object in the players inventory, or sub container
1566 * therein?
1567 */
1568 tmp = op->in_player ();
1569 /* nope. Is this a container the player has opened?
1570 * If so, set tmp to that player.
1571 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player.
1574 */
1575 if (!tmp)
1576 {
1577 for (pl = first_player; pl; pl = pl->next)
1578 if (pl->ob->container == op->env)
1579 {
1580 tmp = pl->ob;
1581 break;
1582 }
1583 }
1584
1585 if (i < op->nrof)
1586 {
1587 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i;
1589 if (tmp)
1590 esrv_send_item (tmp, op);
1591 }
1592 else
1593 {
1594 op->remove ();
1595 op->nrof = 0;
1596 if (tmp)
1597 esrv_del_item (tmp->contr, op->count);
1598 }
1564 { 1599 }
1600 else
1601 {
1602 object *above = op->above;
1603
1604 if (i < op->nrof)
1565 op->nrof -= i; 1605 op->nrof -= i;
1566 } 1606 else
1567 else if (op->env != NULL)
1568 {
1569 /* is this object in the players inventory, or sub container
1570 * therein?
1571 */ 1607 {
1572 tmp = is_player_inv (op->env); 1608 op->remove ();
1573 /* nope. Is this a container the player has opened? 1609 op->nrof = 0;
1574 * If so, set tmp to that player.
1575 * IMO, searching through all the players will mostly
1576 * likely be quicker than following op->env to the map,
1577 * and then searching the map for a player.
1578 */
1579 if (!tmp) {
1580 for (pl=first_player; pl; pl=pl->next)
1581 if (pl->ob->container == op->env) break;
1582 if (pl) tmp=pl->ob;
1583 else tmp=NULL;
1584 } 1610 }
1585 1611
1586 if (i < op->nrof) {
1587 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i;
1589 if (tmp) {
1590 esrv_send_item(tmp, op);
1591 }
1592 } else {
1593 remove_ob (op);
1594 op->nrof = 0;
1595 if (tmp) {
1596 esrv_del_item(tmp->contr, op->count);
1597 }
1598 }
1599 }
1600 else
1601 {
1602 object *above = op->above;
1603
1604 if (i < op->nrof) {
1605 op->nrof -= i;
1606 } else {
1607 remove_ob (op);
1608 op->nrof = 0;
1609 }
1610 /* Since we just removed op, op->above is null */ 1612 /* Since we just removed op, op->above is null */
1611 for (tmp = above; tmp != NULL; tmp = tmp->above) 1613 for (tmp = above; tmp; tmp = tmp->above)
1612 if (tmp->type == PLAYER) { 1614 if (tmp->type == PLAYER)
1615 {
1613 if (op->nrof) 1616 if (op->nrof)
1614 esrv_send_item(tmp, op); 1617 esrv_send_item (tmp, op);
1615 else 1618 else
1616 esrv_del_item(tmp->contr, op->count); 1619 esrv_del_item (tmp->contr, op->count);
1617 } 1620 }
1618 } 1621 }
1619 1622
1620 if (op->nrof) { 1623 if (op->nrof)
1621 return op; 1624 return op;
1622 } else { 1625 else
1623 free_object (op); 1626 {
1627 op->destroy ();
1624 return NULL; 1628 return 0;
1625 } 1629 }
1626} 1630}
1627 1631
1628/* 1632/*
1629 * add_weight(object, weight) adds the specified weight to an object, 1633 * add_weight(object, weight) adds the specified weight to an object,
1630 * and also updates how much the environment(s) is/are carrying. 1634 * and also updates how much the environment(s) is/are carrying.
1631 */ 1635 */
1632 1636
1637void
1633void add_weight (object *op, signed long weight) { 1638add_weight (object *op, signed long weight)
1639{
1634 while (op!=NULL) { 1640 while (op != NULL)
1641 {
1635 if (op->type == CONTAINER) { 1642 if (op->type == CONTAINER)
1636 weight=(signed long)(weight*(100-op->stats.Str)/100); 1643 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1637 } 1644
1638 op->carrying+=weight; 1645 op->carrying += weight;
1639 op=op->env; 1646 op = op->env;
1640 } 1647 }
1641} 1648}
1642 1649
1650object *
1651insert_ob_in_ob (object *op, object *where)
1652{
1653 if (!where)
1654 {
1655 char *dump = dump_object (op);
1656 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1657 free (dump);
1658 return op;
1659 }
1660
1661 if (where->head)
1662 {
1663 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1664 where = where->head;
1665 }
1666
1667 return where->insert (op);
1668}
1669
1643/* 1670/*
1644 * insert_ob_in_ob(op,environment): 1671 * env->insert (op)
1645 * This function inserts the object op in the linked list 1672 * This function inserts the object op in the linked list
1646 * inside the object environment. 1673 * inside the object environment.
1647 * 1674 *
1648 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1649 * the inventory at the last position or next to other objects of the same
1650 * type.
1651 * Frank: Now sorted by type, archetype and magic!
1652 *
1653 * The function returns now pointer to inserted item, and return value can 1675 * The function returns now pointer to inserted item, and return value can
1654 * be != op, if items are merged. -Tero 1676 * be != op, if items are merged. -Tero
1655 */ 1677 */
1656 1678
1657object *insert_ob_in_ob(object *op,object *where) { 1679object *
1680object::insert (object *op)
1681{
1658 object *tmp, *otmp; 1682 object *tmp, *otmp;
1659 1683
1660 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1684 if (!QUERY_FLAG (op, FLAG_REMOVED))
1661 dump_object(op); 1685 op->remove ();
1662 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1686
1663 return op;
1664 }
1665 if(where==NULL) {
1666 dump_object(op);
1667 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1668 return op;
1669 }
1670 if (where->head) {
1671 LOG(llevDebug,
1672 "Warning: Tried to insert object wrong part of multipart object.\n");
1673 where = where->head;
1674 }
1675 if (op->more) { 1687 if (op->more)
1688 {
1676 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1689 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1677 &op->name, op->count);
1678 return op; 1690 return op;
1679 } 1691 }
1692
1680 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1693 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1681 CLEAR_FLAG(op, FLAG_REMOVED); 1694 CLEAR_FLAG (op, FLAG_REMOVED);
1682 if(op->nrof) { 1695 if (op->nrof)
1696 {
1683 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1697 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1684 if ( CAN_MERGE(tmp,op) ) { 1698 if (object::can_merge (tmp, op))
1699 {
1685 /* return the original object and remove inserted object 1700 /* return the original object and remove inserted object
1686 (client needs the original object) */ 1701 (client needs the original object) */
1687 tmp->nrof += op->nrof; 1702 tmp->nrof += op->nrof;
1688 /* Weight handling gets pretty funky. Since we are adding to 1703 /* Weight handling gets pretty funky. Since we are adding to
1689 * tmp->nrof, we need to increase the weight. 1704 * tmp->nrof, we need to increase the weight.
1690 */ 1705 */
1691 add_weight (where, op->weight*op->nrof); 1706 add_weight (this, op->weight * op->nrof);
1692 SET_FLAG(op, FLAG_REMOVED); 1707 SET_FLAG (op, FLAG_REMOVED);
1693 free_object(op); /* free the inserted object */ 1708 op->destroy (); /* free the inserted object */
1694 op = tmp; 1709 op = tmp;
1695 remove_ob (op); /* and fix old object's links */ 1710 op->remove (); /* and fix old object's links */
1696 CLEAR_FLAG(op, FLAG_REMOVED); 1711 CLEAR_FLAG (op, FLAG_REMOVED);
1697 break; 1712 break;
1698 } 1713 }
1699 1714
1700 /* I assume combined objects have no inventory 1715 /* I assume combined objects have no inventory
1701 * We add the weight - this object could have just been removed 1716 * We add the weight - this object could have just been removed
1702 * (if it was possible to merge). calling remove_ob will subtract 1717 * (if it was possible to merge). calling remove_ob will subtract
1703 * the weight, so we need to add it in again, since we actually do 1718 * the weight, so we need to add it in again, since we actually do
1704 * the linking below 1719 * the linking below
1705 */ 1720 */
1706 add_weight (where, op->weight*op->nrof); 1721 add_weight (this, op->weight * op->nrof);
1722 }
1707 } else 1723 else
1708 add_weight (where, (op->weight+op->carrying)); 1724 add_weight (this, (op->weight + op->carrying));
1709 1725
1710 otmp=is_player_inv(where); 1726 otmp = this->in_player ();
1711 if (otmp&&otmp->contr!=NULL) { 1727 if (otmp && otmp->contr)
1712 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1728 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1713 fix_player(otmp); 1729 fix_player (otmp);
1714 }
1715 1730
1716 op->map=NULL; 1731 op->map = 0;
1717 op->env=where; 1732 op->env = this;
1718 op->above=NULL; 1733 op->above = 0;
1719 op->below=NULL; 1734 op->below = 0;
1720 op->x=0,op->y=0; 1735 op->x = 0, op->y = 0;
1721 1736
1722 /* reset the light list and los of the players on the map */ 1737 /* reset the light list and los of the players on the map */
1723 if((op->glow_radius!=0)&&where->map) 1738 if ((op->glow_radius != 0) && map)
1724 { 1739 {
1725#ifdef DEBUG_LIGHTS 1740#ifdef DEBUG_LIGHTS
1726 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1741 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1727 op->name);
1728#endif /* DEBUG_LIGHTS */ 1742#endif /* DEBUG_LIGHTS */
1729 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1743 if (MAP_DARKNESS (map))
1744 update_all_los (map, x, y);
1730 } 1745 }
1731 1746
1732 /* Client has no idea of ordering so lets not bother ordering it here. 1747 /* Client has no idea of ordering so lets not bother ordering it here.
1733 * It sure simplifies this function... 1748 * It sure simplifies this function...
1734 */ 1749 */
1735 if (where->inv==NULL) 1750 if (!inv)
1736 where->inv=op; 1751 inv = op;
1737 else { 1752 else
1753 {
1738 op->below = where->inv; 1754 op->below = inv;
1739 op->below->above = op; 1755 op->below->above = op;
1740 where->inv = op; 1756 inv = op;
1741 } 1757 }
1758
1742 return op; 1759 return op;
1743} 1760}
1744 1761
1745/* 1762/*
1746 * Checks if any objects has a move_type that matches objects 1763 * Checks if any objects has a move_type that matches objects
1761 * MSW 2001-07-08: Check all objects on space, not just those below 1778 * MSW 2001-07-08: Check all objects on space, not just those below
1762 * object being inserted. insert_ob_in_map may not put new objects 1779 * object being inserted. insert_ob_in_map may not put new objects
1763 * on top. 1780 * on top.
1764 */ 1781 */
1765 1782
1783int
1766int check_move_on (object *op, object *originator) 1784check_move_on (object *op, object *originator)
1767{ 1785{
1768 object *tmp; 1786 object *tmp;
1769 tag_t tag;
1770 mapstruct *m=op->map; 1787 maptile *m = op->map;
1771 int x=op->x, y=op->y; 1788 int x = op->x, y = op->y;
1789
1772 MoveType move_on, move_slow, move_block; 1790 MoveType move_on, move_slow, move_block;
1773 1791
1774 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1792 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1775 return 0; 1793 return 0;
1776 1794
1777 tag = op->count;
1778
1779 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1795 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1780 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1796 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1781 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1797 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1782 1798
1783 /* if nothing on this space will slow op down or be applied, 1799 /* if nothing on this space will slow op down or be applied,
1784 * no need to do checking below. have to make sure move_type 1800 * no need to do checking below. have to make sure move_type
1785 * is set, as lots of objects don't have it set - we treat that 1801 * is set, as lots of objects don't have it set - we treat that
1786 * as walking. 1802 * as walking.
1787 */ 1803 */
1788 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1804 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1789 return 0; 1805 return 0;
1790 1806
1791 /* This is basically inverse logic of that below - basically, 1807 /* This is basically inverse logic of that below - basically,
1792 * if the object can avoid the move on or slow move, they do so, 1808 * if the object can avoid the move on or slow move, they do so,
1793 * but can't do it if the alternate movement they are using is 1809 * but can't do it if the alternate movement they are using is
1794 * blocked. Logic on this seems confusing, but does seem correct. 1810 * blocked. Logic on this seems confusing, but does seem correct.
1795 */ 1811 */
1796 if ((op->move_type & ~move_on & ~move_block) != 0 && 1812 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1797 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1813 return 0;
1798 1814
1799 /* The objects have to be checked from top to bottom. 1815 /* The objects have to be checked from top to bottom.
1800 * Hence, we first go to the top: 1816 * Hence, we first go to the top:
1801 */ 1817 */
1802 1818
1803 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1819 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1804 tmp->above!=NULL; tmp=tmp->above) { 1820 {
1805 /* Trim the search when we find the first other spell effect 1821 /* Trim the search when we find the first other spell effect
1806 * this helps performance so that if a space has 50 spell objects, 1822 * this helps performance so that if a space has 50 spell objects,
1807 * we don't need to check all of them. 1823 * we don't need to check all of them.
1808 */ 1824 */
1809 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1825 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1826 break;
1827 }
1828
1829 for (; tmp; tmp = tmp->below)
1810 } 1830 {
1811 for(;tmp!=NULL; tmp=tmp->below) { 1831 if (tmp == op)
1812 if (tmp == op) continue; /* Can't apply yourself */ 1832 continue; /* Can't apply yourself */
1813 1833
1814 /* Check to see if one of the movement types should be slowed down. 1834 /* Check to see if one of the movement types should be slowed down.
1815 * Second check makes sure that the movement types not being slowed 1835 * Second check makes sure that the movement types not being slowed
1816 * (~slow_move) is not blocked on this space - just because the 1836 * (~slow_move) is not blocked on this space - just because the
1817 * space doesn't slow down swimming (for example), if you can't actually 1837 * space doesn't slow down swimming (for example), if you can't actually
1818 * swim on that space, can't use it to avoid the penalty. 1838 * swim on that space, can't use it to avoid the penalty.
1819 */ 1839 */
1820 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1840 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1841 {
1821 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1842 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1822 ((op->move_type & tmp->move_slow) &&
1823 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1843 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1844 {
1824 1845
1825 float diff; 1846 float
1826
1827 diff = tmp->move_slow_penalty*FABS(op->speed); 1847 diff = tmp->move_slow_penalty * FABS (op->speed);
1848
1828 if (op->type == PLAYER) { 1849 if (op->type == PLAYER)
1829 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1850 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1830 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1851 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1831 diff /= 4.0; 1852 diff /= 4.0;
1832 } 1853
1833 }
1834 op->speed_left -= diff; 1854 op->speed_left -= diff;
1835 } 1855 }
1836 } 1856 }
1837 1857
1838 /* Basically same logic as above, except now for actual apply. */ 1858 /* Basically same logic as above, except now for actual apply. */
1839 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1859 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1840 ((op->move_type & tmp->move_on) &&
1841 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1860 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1842 1861 {
1843 move_apply(tmp, op, originator); 1862 move_apply (tmp, op, originator);
1863
1844 if (was_destroyed (op, tag)) 1864 if (op->destroyed ())
1845 return 1; 1865 return 1;
1846 1866
1847 /* what the person/creature stepped onto has moved the object 1867 /* what the person/creature stepped onto has moved the object
1848 * someplace new. Don't process any further - if we did, 1868 * someplace new. Don't process any further - if we did,
1849 * have a feeling strange problems would result. 1869 * have a feeling strange problems would result.
1850 */ 1870 */
1851 if (op->map != m || op->x != x || op->y != y) return 0; 1871 if (op->map != m || op->x != x || op->y != y)
1872 return 0;
1852 } 1873 }
1853 } 1874 }
1875
1854 return 0; 1876 return 0;
1855} 1877}
1856 1878
1857/* 1879/*
1858 * present_arch(arch, map, x, y) searches for any objects with 1880 * present_arch(arch, map, x, y) searches for any objects with
1859 * a matching archetype at the given map and coordinates. 1881 * a matching archetype at the given map and coordinates.
1860 * The first matching object is returned, or NULL if none. 1882 * The first matching object is returned, or NULL if none.
1861 */ 1883 */
1862 1884
1885object *
1863object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1886present_arch (const archetype *at, maptile *m, int x, int y)
1887{
1864 object *tmp; 1888 object *
1889 tmp;
1890
1865 if(m==NULL || out_of_map(m,x,y)) { 1891 if (m == NULL || out_of_map (m, x, y))
1892 {
1866 LOG(llevError,"Present_arch called outside map.\n"); 1893 LOG (llevError, "Present_arch called outside map.\n");
1867 return NULL; 1894 return NULL;
1868 } 1895 }
1869 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1896 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1870 if(tmp->arch == at) 1897 if (tmp->arch == at)
1871 return tmp; 1898 return tmp;
1872 return NULL; 1899 return NULL;
1873} 1900}
1874 1901
1875/* 1902/*
1876 * present(type, map, x, y) searches for any objects with 1903 * present(type, map, x, y) searches for any objects with
1877 * a matching type variable at the given map and coordinates. 1904 * a matching type variable at the given map and coordinates.
1878 * The first matching object is returned, or NULL if none. 1905 * The first matching object is returned, or NULL if none.
1879 */ 1906 */
1880 1907
1908object *
1881object *present(unsigned char type,mapstruct *m, int x,int y) { 1909present (unsigned char type, maptile *m, int x, int y)
1910{
1882 object *tmp; 1911 object *
1912 tmp;
1913
1883 if(out_of_map(m,x,y)) { 1914 if (out_of_map (m, x, y))
1915 {
1884 LOG(llevError,"Present called outside map.\n"); 1916 LOG (llevError, "Present called outside map.\n");
1885 return NULL; 1917 return NULL;
1886 } 1918 }
1887 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1919 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1888 if(tmp->type==type) 1920 if (tmp->type == type)
1889 return tmp; 1921 return tmp;
1890 return NULL; 1922 return NULL;
1891} 1923}
1892 1924
1893/* 1925/*
1894 * present_in_ob(type, object) searches for any objects with 1926 * present_in_ob(type, object) searches for any objects with
1895 * a matching type variable in the inventory of the given object. 1927 * a matching type variable in the inventory of the given object.
1896 * The first matching object is returned, or NULL if none. 1928 * The first matching object is returned, or NULL if none.
1897 */ 1929 */
1898 1930
1931object *
1899object *present_in_ob(unsigned char type, const object *op) { 1932present_in_ob (unsigned char type, const object *op)
1933{
1900 object *tmp; 1934 object *
1935 tmp;
1936
1901 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1937 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1902 if(tmp->type==type) 1938 if (tmp->type == type)
1903 return tmp; 1939 return tmp;
1904 return NULL; 1940 return NULL;
1905} 1941}
1906 1942
1907/* 1943/*
1917 * the object name, not the archetype name. this is so that the 1953 * the object name, not the archetype name. this is so that the
1918 * spell code can use one object type (force), but change it's name 1954 * spell code can use one object type (force), but change it's name
1919 * to be unique. 1955 * to be unique.
1920 */ 1956 */
1921 1957
1958object *
1922object *present_in_ob_by_name(int type, const char *str, const object *op) { 1959present_in_ob_by_name (int type, const char *str, const object *op)
1960{
1923 object *tmp; 1961 object *
1962 tmp;
1924 1963
1925 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1964 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1965 {
1926 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1966 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1927 return tmp; 1967 return tmp;
1928 } 1968 }
1929 return NULL; 1969 return NULL;
1930} 1970}
1931 1971
1932/* 1972/*
1933 * present_arch_in_ob(archetype, object) searches for any objects with 1973 * present_arch_in_ob(archetype, object) searches for any objects with
1934 * a matching archetype in the inventory of the given object. 1974 * a matching archetype in the inventory of the given object.
1935 * The first matching object is returned, or NULL if none. 1975 * The first matching object is returned, or NULL if none.
1936 */ 1976 */
1937 1977
1978object *
1938object *present_arch_in_ob(const archetype *at, const object *op) { 1979present_arch_in_ob (const archetype *at, const object *op)
1980{
1939 object *tmp; 1981 object *
1982 tmp;
1983
1940 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1984 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1941 if( tmp->arch == at) 1985 if (tmp->arch == at)
1942 return tmp; 1986 return tmp;
1943 return NULL; 1987 return NULL;
1944} 1988}
1945 1989
1946/* 1990/*
1947 * activate recursively a flag on an object inventory 1991 * activate recursively a flag on an object inventory
1948 */ 1992 */
1993void
1949void flag_inv(object*op, int flag){ 1994flag_inv (object *op, int flag)
1995{
1950 object *tmp; 1996 object *
1997 tmp;
1998
1951 if(op->inv) 1999 if (op->inv)
1952 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2000 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2001 {
1953 SET_FLAG(tmp, flag); 2002 SET_FLAG (tmp, flag);
1954 flag_inv(tmp,flag); 2003 flag_inv (tmp, flag);
1955 } 2004 }
1956}/* 2005} /*
1957 * desactivate recursively a flag on an object inventory 2006 * desactivate recursively a flag on an object inventory
1958 */ 2007 */
2008void
1959void unflag_inv(object*op, int flag){ 2009unflag_inv (object *op, int flag)
2010{
1960 object *tmp; 2011 object *
2012 tmp;
2013
1961 if(op->inv) 2014 if (op->inv)
1962 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2015 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2016 {
1963 CLEAR_FLAG(tmp, flag); 2017 CLEAR_FLAG (tmp, flag);
1964 unflag_inv(tmp,flag); 2018 unflag_inv (tmp, flag);
1965 } 2019 }
1966} 2020}
1967 2021
1968/* 2022/*
1969 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2023 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1970 * all it's inventory (recursively). 2024 * all it's inventory (recursively).
1971 * If checksums are used, a player will get set_cheat called for 2025 * If checksums are used, a player will get set_cheat called for
1972 * him/her-self and all object carried by a call to this function. 2026 * him/her-self and all object carried by a call to this function.
1973 */ 2027 */
1974 2028
2029void
1975void set_cheat(object *op) { 2030set_cheat (object *op)
2031{
1976 SET_FLAG(op, FLAG_WAS_WIZ); 2032 SET_FLAG (op, FLAG_WAS_WIZ);
1977 flag_inv(op, FLAG_WAS_WIZ); 2033 flag_inv (op, FLAG_WAS_WIZ);
1978} 2034}
1979 2035
1980/* 2036/*
1981 * find_free_spot(object, map, x, y, start, stop) will search for 2037 * find_free_spot(object, map, x, y, start, stop) will search for
1982 * a spot at the given map and coordinates which will be able to contain 2038 * a spot at the given map and coordinates which will be able to contain
1997 * to know if the space in question will block the object. We can't use 2053 * to know if the space in question will block the object. We can't use
1998 * the archetype because that isn't correct if the monster has been 2054 * the archetype because that isn't correct if the monster has been
1999 * customized, changed states, etc. 2055 * customized, changed states, etc.
2000 */ 2056 */
2001 2057
2058int
2002int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2059find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2060{
2061 int
2062 i,
2003 int i,index=0, flag; 2063 index = 0, flag;
2064 static int
2004 static int altern[SIZEOFFREE]; 2065 altern[SIZEOFFREE];
2005 2066
2006 for(i=start;i<stop;i++) { 2067 for (i = start; i < stop; i++)
2068 {
2007 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2069 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2008 if(!flag) 2070 if (!flag)
2009 altern[index++]=i; 2071 altern[index++] = i;
2010 2072
2011 /* Basically, if we find a wall on a space, we cut down the search size. 2073 /* Basically, if we find a wall on a space, we cut down the search size.
2012 * In this way, we won't return spaces that are on another side of a wall. 2074 * In this way, we won't return spaces that are on another side of a wall.
2013 * This mostly work, but it cuts down the search size in all directions - 2075 * This mostly work, but it cuts down the search size in all directions -
2014 * if the space being examined only has a wall to the north and empty 2076 * if the space being examined only has a wall to the north and empty
2015 * spaces in all the other directions, this will reduce the search space 2077 * spaces in all the other directions, this will reduce the search space
2016 * to only the spaces immediately surrounding the target area, and 2078 * to only the spaces immediately surrounding the target area, and
2017 * won't look 2 spaces south of the target space. 2079 * won't look 2 spaces south of the target space.
2018 */ 2080 */
2019 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2081 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2020 stop=maxfree[i]; 2082 stop = maxfree[i];
2021 } 2083 }
2022 if(!index) return -1; 2084
2085 if (!index)
2086 return -1;
2087
2023 return altern[RANDOM()%index]; 2088 return altern[RANDOM () % index];
2024} 2089}
2025 2090
2026/* 2091/*
2027 * find_first_free_spot(archetype, mapstruct, x, y) works like 2092 * find_first_free_spot(archetype, maptile, x, y) works like
2028 * find_free_spot(), but it will search max number of squares. 2093 * find_free_spot(), but it will search max number of squares.
2029 * But it will return the first available spot, not a random choice. 2094 * But it will return the first available spot, not a random choice.
2030 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2095 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2031 */ 2096 */
2032 2097
2098int
2033int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2099find_first_free_spot (const object *ob, maptile *m, int x, int y)
2100{
2101 int
2034 int i; 2102 i;
2103
2035 for(i=0;i<SIZEOFFREE;i++) { 2104 for (i = 0; i < SIZEOFFREE; i++)
2105 {
2036 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2106 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2037 return i; 2107 return i;
2038 } 2108 }
2039 return -1; 2109 return -1;
2040} 2110}
2041 2111
2042/* 2112/*
2043 * The function permute(arr, begin, end) randomly reorders the array 2113 * The function permute(arr, begin, end) randomly reorders the array
2044 * arr[begin..end-1]. 2114 * arr[begin..end-1].
2045 */ 2115 */
2116static void
2046static void permute(int *arr, int begin, int end) 2117permute (int *arr, int begin, int end)
2047{ 2118{
2048 int i, j, tmp, len; 2119 int
2120 i,
2121 j,
2122 tmp,
2123 len;
2049 2124
2050 len = end-begin; 2125 len = end - begin;
2051 for(i = begin; i < end; i++) 2126 for (i = begin; i < end; i++)
2052 { 2127 {
2053 j = begin+RANDOM()%len; 2128 j = begin + RANDOM () % len;
2054 2129
2055 tmp = arr[i]; 2130 tmp = arr[i];
2056 arr[i] = arr[j]; 2131 arr[i] = arr[j];
2057 arr[j] = tmp; 2132 arr[j] = tmp;
2058 } 2133 }
2059} 2134}
2060 2135
2061/* new function to make monster searching more efficient, and effective! 2136/* new function to make monster searching more efficient, and effective!
2062 * This basically returns a randomized array (in the passed pointer) of 2137 * This basically returns a randomized array (in the passed pointer) of
2063 * the spaces to find monsters. In this way, it won't always look for 2138 * the spaces to find monsters. In this way, it won't always look for
2064 * monsters to the north first. However, the size of the array passed 2139 * monsters to the north first. However, the size of the array passed
2065 * covers all the spaces, so within that size, all the spaces within 2140 * covers all the spaces, so within that size, all the spaces within
2066 * the 3x3 area will be searched, just not in a predictable order. 2141 * the 3x3 area will be searched, just not in a predictable order.
2067 */ 2142 */
2143void
2068void get_search_arr(int *search_arr) 2144get_search_arr (int *search_arr)
2069{ 2145{
2146 int
2070 int i; 2147 i;
2071 2148
2072 for(i = 0; i < SIZEOFFREE; i++) 2149 for (i = 0; i < SIZEOFFREE; i++)
2073 { 2150 {
2074 search_arr[i] = i; 2151 search_arr[i] = i;
2075 } 2152 }
2076 2153
2077 permute(search_arr, 1, SIZEOFFREE1+1); 2154 permute (search_arr, 1, SIZEOFFREE1 + 1);
2078 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2155 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2079 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2156 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2080} 2157}
2081 2158
2082/* 2159/*
2083 * find_dir(map, x, y, exclude) will search some close squares in the 2160 * find_dir(map, x, y, exclude) will search some close squares in the
2084 * given map at the given coordinates for live objects. 2161 * given map at the given coordinates for live objects.
2090 * is actually want is going to try and move there. We need this info 2167 * is actually want is going to try and move there. We need this info
2091 * because we have to know what movement the thing looking to move 2168 * because we have to know what movement the thing looking to move
2092 * there is capable of. 2169 * there is capable of.
2093 */ 2170 */
2094 2171
2172int
2095int find_dir(mapstruct *m, int x, int y, object *exclude) { 2173find_dir (maptile *m, int x, int y, object *exclude)
2174{
2175 int
2176 i,
2096 int i,max=SIZEOFFREE, mflags; 2177 max = SIZEOFFREE, mflags;
2178
2097 sint16 nx, ny; 2179 sint16 nx, ny;
2098 object *tmp; 2180 object *
2099 mapstruct *mp; 2181 tmp;
2182 maptile *
2183 mp;
2184
2100 MoveType blocked, move_type; 2185 MoveType blocked, move_type;
2101 2186
2102 if (exclude && exclude->head) { 2187 if (exclude && exclude->head)
2188 {
2103 exclude = exclude->head; 2189 exclude = exclude->head;
2104 move_type = exclude->move_type; 2190 move_type = exclude->move_type;
2105 } else { 2191 }
2192 else
2193 {
2106 /* If we don't have anything, presume it can use all movement types. */ 2194 /* If we don't have anything, presume it can use all movement types. */
2107 move_type=MOVE_ALL; 2195 move_type = MOVE_ALL;
2196 }
2197
2198 for (i = 1; i < max; i++)
2108 } 2199 {
2109
2110 for(i=1;i<max;i++) {
2111 mp = m; 2200 mp = m;
2112 nx = x + freearr_x[i]; 2201 nx = x + freearr_x[i];
2113 ny = y + freearr_y[i]; 2202 ny = y + freearr_y[i];
2114 2203
2115 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2204 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2205
2116 if (mflags & P_OUT_OF_MAP) { 2206 if (mflags & P_OUT_OF_MAP)
2207 max = maxfree[i];
2208 else
2209 {
2210 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2211
2212 if ((move_type & blocked) == move_type)
2117 max = maxfree[i]; 2213 max = maxfree[i];
2118 } else {
2119 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2120
2121 if ((move_type & blocked) == move_type) {
2122 max=maxfree[i];
2123 } else if (mflags & P_IS_ALIVE) { 2214 else if (mflags & P_IS_ALIVE)
2215 {
2124 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2216 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above)
2125 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2217 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2126 (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2127 break; 2218 break;
2128 } 2219
2129 }
2130 if(tmp) { 2220 if (tmp)
2131 return freedir[i]; 2221 return freedir[i];
2132 }
2133 } 2222 }
2134 } 2223 }
2135 } 2224 }
2225
2136 return 0; 2226 return 0;
2137} 2227}
2138 2228
2139/* 2229/*
2140 * distance(object 1, object 2) will return the square of the 2230 * distance(object 1, object 2) will return the square of the
2141 * distance between the two given objects. 2231 * distance between the two given objects.
2142 */ 2232 */
2143 2233
2234int
2144int distance(const object *ob1, const object *ob2) { 2235distance (const object *ob1, const object *ob2)
2236{
2145 int i; 2237 int i;
2146 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2238
2147 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2239 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2148 return i; 2240 return i;
2149} 2241}
2150 2242
2151/* 2243/*
2152 * find_dir_2(delta-x,delta-y) will return a direction in which 2244 * find_dir_2(delta-x,delta-y) will return a direction in which
2153 * an object which has subtracted the x and y coordinates of another 2245 * an object which has subtracted the x and y coordinates of another
2154 * object, needs to travel toward it. 2246 * object, needs to travel toward it.
2155 */ 2247 */
2156 2248
2249int
2157int find_dir_2(int x, int y) { 2250find_dir_2 (int x, int y)
2251{
2158 int q; 2252 int q;
2159 2253
2160 if(y) 2254 if (y)
2161 q=x*100/y; 2255 q = x * 100 / y;
2162 else if (x) 2256 else if (x)
2163 q= -300*x; 2257 q = -300 * x;
2164 else 2258 else
2165 return 0; 2259 return 0;
2166 2260
2167 if(y>0) { 2261 if (y > 0)
2262 {
2168 if(q < -242) 2263 if (q < -242)
2169 return 3 ; 2264 return 3;
2170 if (q < -41) 2265 if (q < -41)
2171 return 2 ; 2266 return 2;
2172 if (q < 41) 2267 if (q < 41)
2173 return 1 ; 2268 return 1;
2174 if (q < 242) 2269 if (q < 242)
2175 return 8 ; 2270 return 8;
2176 return 7 ; 2271 return 7;
2177 } 2272 }
2178 2273
2179 if (q < -242) 2274 if (q < -242)
2180 return 7 ; 2275 return 7;
2181 if (q < -41) 2276 if (q < -41)
2182 return 6 ; 2277 return 6;
2183 if (q < 41) 2278 if (q < 41)
2184 return 5 ; 2279 return 5;
2185 if (q < 242) 2280 if (q < 242)
2186 return 4 ; 2281 return 4;
2187 2282
2188 return 3 ; 2283 return 3;
2189} 2284}
2190 2285
2191/* 2286/*
2192 * absdir(int): Returns a number between 1 and 8, which represent 2287 * absdir(int): Returns a number between 1 and 8, which represent
2193 * the "absolute" direction of a number (it actually takes care of 2288 * the "absolute" direction of a number (it actually takes care of
2194 * "overflow" in previous calculations of a direction). 2289 * "overflow" in previous calculations of a direction).
2195 */ 2290 */
2196 2291
2292int
2197int absdir(int d) { 2293absdir (int d)
2198 while(d<1) d+=8; 2294{
2199 while(d>8) d-=8; 2295 while (d < 1)
2296 d += 8;
2297 while (d > 8)
2298 d -= 8;
2200 return d; 2299 return d;
2201} 2300}
2202 2301
2203/* 2302/*
2204 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2303 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2205 * between two directions (which are expected to be absolute (see absdir()) 2304 * between two directions (which are expected to be absolute (see absdir())
2206 */ 2305 */
2207 2306
2307int
2208int dirdiff(int dir1, int dir2) { 2308dirdiff (int dir1, int dir2)
2309{
2209 int d; 2310 int
2311 d;
2312
2210 d = abs(dir1 - dir2); 2313 d = abs (dir1 - dir2);
2211 if(d>4) 2314 if (d > 4)
2212 d = 8 - d; 2315 d = 8 - d;
2213 return d; 2316 return d;
2214} 2317}
2215 2318
2216/* peterm: 2319/* peterm:
2221 * direction 4, 14, or 16 to get back to where we are. 2324 * direction 4, 14, or 16 to get back to where we are.
2222 * Moved from spell_util.c to object.c with the other related direction 2325 * Moved from spell_util.c to object.c with the other related direction
2223 * functions. 2326 * functions.
2224 */ 2327 */
2225 2328
2329int
2226int reduction_dir[SIZEOFFREE][3] = { 2330 reduction_dir[SIZEOFFREE][3] = {
2227 {0,0,0}, /* 0 */ 2331 {0, 0, 0}, /* 0 */
2228 {0,0,0}, /* 1 */ 2332 {0, 0, 0}, /* 1 */
2229 {0,0,0}, /* 2 */ 2333 {0, 0, 0}, /* 2 */
2230 {0,0,0}, /* 3 */ 2334 {0, 0, 0}, /* 3 */
2231 {0,0,0}, /* 4 */ 2335 {0, 0, 0}, /* 4 */
2232 {0,0,0}, /* 5 */ 2336 {0, 0, 0}, /* 5 */
2233 {0,0,0}, /* 6 */ 2337 {0, 0, 0}, /* 6 */
2234 {0,0,0}, /* 7 */ 2338 {0, 0, 0}, /* 7 */
2235 {0,0,0}, /* 8 */ 2339 {0, 0, 0}, /* 8 */
2236 {8,1,2}, /* 9 */ 2340 {8, 1, 2}, /* 9 */
2237 {1,2,-1}, /* 10 */ 2341 {1, 2, -1}, /* 10 */
2238 {2,10,12}, /* 11 */ 2342 {2, 10, 12}, /* 11 */
2239 {2,3,-1}, /* 12 */ 2343 {2, 3, -1}, /* 12 */
2240 {2,3,4}, /* 13 */ 2344 {2, 3, 4}, /* 13 */
2241 {3,4,-1}, /* 14 */ 2345 {3, 4, -1}, /* 14 */
2242 {4,14,16}, /* 15 */ 2346 {4, 14, 16}, /* 15 */
2243 {5,4,-1}, /* 16 */ 2347 {5, 4, -1}, /* 16 */
2244 {4,5,6}, /* 17 */ 2348 {4, 5, 6}, /* 17 */
2245 {6,5,-1}, /* 18 */ 2349 {6, 5, -1}, /* 18 */
2246 {6,20,18}, /* 19 */ 2350 {6, 20, 18}, /* 19 */
2247 {7,6,-1}, /* 20 */ 2351 {7, 6, -1}, /* 20 */
2248 {6,7,8}, /* 21 */ 2352 {6, 7, 8}, /* 21 */
2249 {7,8,-1}, /* 22 */ 2353 {7, 8, -1}, /* 22 */
2250 {8,22,24}, /* 23 */ 2354 {8, 22, 24}, /* 23 */
2251 {8,1,-1}, /* 24 */ 2355 {8, 1, -1}, /* 24 */
2252 {24,9,10}, /* 25 */ 2356 {24, 9, 10}, /* 25 */
2253 {9,10,-1}, /* 26 */ 2357 {9, 10, -1}, /* 26 */
2254 {10,11,-1}, /* 27 */ 2358 {10, 11, -1}, /* 27 */
2255 {27,11,29}, /* 28 */ 2359 {27, 11, 29}, /* 28 */
2256 {11,12,-1}, /* 29 */ 2360 {11, 12, -1}, /* 29 */
2257 {12,13,-1}, /* 30 */ 2361 {12, 13, -1}, /* 30 */
2258 {12,13,14}, /* 31 */ 2362 {12, 13, 14}, /* 31 */
2259 {13,14,-1}, /* 32 */ 2363 {13, 14, -1}, /* 32 */
2260 {14,15,-1}, /* 33 */ 2364 {14, 15, -1}, /* 33 */
2261 {33,15,35}, /* 34 */ 2365 {33, 15, 35}, /* 34 */
2262 {16,15,-1}, /* 35 */ 2366 {16, 15, -1}, /* 35 */
2263 {17,16,-1}, /* 36 */ 2367 {17, 16, -1}, /* 36 */
2264 {18,17,16}, /* 37 */ 2368 {18, 17, 16}, /* 37 */
2265 {18,17,-1}, /* 38 */ 2369 {18, 17, -1}, /* 38 */
2266 {18,19,-1}, /* 39 */ 2370 {18, 19, -1}, /* 39 */
2267 {41,19,39}, /* 40 */ 2371 {41, 19, 39}, /* 40 */
2268 {19,20,-1}, /* 41 */ 2372 {19, 20, -1}, /* 41 */
2269 {20,21,-1}, /* 42 */ 2373 {20, 21, -1}, /* 42 */
2270 {20,21,22}, /* 43 */ 2374 {20, 21, 22}, /* 43 */
2271 {21,22,-1}, /* 44 */ 2375 {21, 22, -1}, /* 44 */
2272 {23,22,-1}, /* 45 */ 2376 {23, 22, -1}, /* 45 */
2273 {45,47,23}, /* 46 */ 2377 {45, 47, 23}, /* 46 */
2274 {23,24,-1}, /* 47 */ 2378 {23, 24, -1}, /* 47 */
2275 {24,9,-1}}; /* 48 */ 2379 {24, 9, -1}
2380}; /* 48 */
2276 2381
2277/* Recursive routine to step back and see if we can 2382/* Recursive routine to step back and see if we can
2278 * find a path to that monster that we found. If not, 2383 * find a path to that monster that we found. If not,
2279 * we don't bother going toward it. Returns 1 if we 2384 * we don't bother going toward it. Returns 1 if we
2280 * can see a direct way to get it 2385 * can see a direct way to get it
2281 * Modified to be map tile aware -.MSW 2386 * Modified to be map tile aware -.MSW
2282 */ 2387 */
2283 2388int
2284
2285int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2389can_see_monsterP (maptile *m, int x, int y, int dir)
2390{
2286 sint16 dx, dy; 2391 sint16 dx, dy;
2287 int mflags; 2392 int mflags;
2288 2393
2394 if (dir < 0)
2289 if(dir<0) return 0; /* exit condition: invalid direction */ 2395 return 0; /* exit condition: invalid direction */
2290 2396
2291 dx = x + freearr_x[dir]; 2397 dx = x + freearr_x[dir];
2292 dy = y + freearr_y[dir]; 2398 dy = y + freearr_y[dir];
2293 2399
2294 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2400 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2295 2401
2296 /* This functional arguably was incorrect before - it was 2402 /* This functional arguably was incorrect before - it was
2297 * checking for P_WALL - that was basically seeing if 2403 * checking for P_WALL - that was basically seeing if
2298 * we could move to the monster - this is being more 2404 * we could move to the monster - this is being more
2299 * literal on if we can see it. To know if we can actually 2405 * literal on if we can see it. To know if we can actually
2300 * move to the monster, we'd need the monster passed in or 2406 * move to the monster, we'd need the monster passed in or
2301 * at least its move type. 2407 * at least its move type.
2302 */ 2408 */
2303 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2409 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2410 return 0;
2304 2411
2305 /* yes, can see. */ 2412 /* yes, can see. */
2306 if(dir < 9) return 1; 2413 if (dir < 9)
2414 return 1;
2415
2307 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2416 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2308 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2417 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2309 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2418 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2310} 2419}
2311 2420
2312
2313
2314/* 2421/*
2315 * can_pick(picker, item): finds out if an object is possible to be 2422 * can_pick(picker, item): finds out if an object is possible to be
2316 * picked up by the picker. Returnes 1 if it can be 2423 * picked up by the picker. Returnes 1 if it can be
2317 * picked up, otherwise 0. 2424 * picked up, otherwise 0.
2318 * 2425 *
2320 * core dumps if they do. 2427 * core dumps if they do.
2321 * 2428 *
2322 * Add a check so we can't pick up invisible objects (0.93.8) 2429 * Add a check so we can't pick up invisible objects (0.93.8)
2323 */ 2430 */
2324 2431
2432int
2325int can_pick(const object *who, const object *item) { 2433can_pick (const object *who, const object *item)
2434{
2326 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2435 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2327 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2436 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2328 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2437 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2329 (who->type==PLAYER||item->weight<who->weight/3));
2330} 2438}
2331
2332 2439
2333/* 2440/*
2334 * create clone from object to another 2441 * create clone from object to another
2335 */ 2442 */
2443object *
2336object *object_create_clone (object *asrc) { 2444object_create_clone (object *asrc)
2445{
2337 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2446 object *dst = 0, *tmp, *src, *part, *prev, *item;
2338 2447
2339 if(!asrc) return NULL; 2448 if (!asrc)
2449 return 0;
2450
2340 src = asrc; 2451 src = asrc;
2341 if(src->head) 2452 if (src->head)
2342 src = src->head; 2453 src = src->head;
2343 2454
2344 prev = NULL; 2455 prev = 0;
2345 for(part = src; part; part = part->more) { 2456 for (part = src; part; part = part->more)
2346 tmp = get_object(); 2457 {
2347 copy_object(part,tmp); 2458 tmp = part->clone ();
2348 tmp->x -= src->x; 2459 tmp->x -= src->x;
2349 tmp->y -= src->y; 2460 tmp->y -= src->y;
2461
2350 if(!part->head) { 2462 if (!part->head)
2463 {
2351 dst = tmp; 2464 dst = tmp;
2352 tmp->head = NULL;
2353 } else {
2354 tmp->head = dst; 2465 tmp->head = 0;
2355 } 2466 }
2467 else
2468 tmp->head = dst;
2469
2356 tmp->more = NULL; 2470 tmp->more = 0;
2471
2357 if(prev) 2472 if (prev)
2358 prev->more = tmp; 2473 prev->more = tmp;
2474
2359 prev = tmp; 2475 prev = tmp;
2360 } 2476 }
2361 /*** copy inventory ***/ 2477
2362 for(item = src->inv; item; item = item->below) { 2478 for (item = src->inv; item; item = item->below)
2363 (void) insert_ob_in_ob(object_create_clone(item),dst); 2479 insert_ob_in_ob (object_create_clone (item), dst);
2364 }
2365 2480
2366 return dst; 2481 return dst;
2367}
2368
2369/* return true if the object was destroyed, 0 otherwise */
2370int was_destroyed (const object *op, tag_t old_tag)
2371{
2372 /* checking for FLAG_FREED isn't necessary, but makes this function more
2373 * robust */
2374 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2375} 2482}
2376 2483
2377/* GROS - Creates an object using a string representing its content. */ 2484/* GROS - Creates an object using a string representing its content. */
2378/* Basically, we save the content of the string to a temp file, then call */ 2485/* Basically, we save the content of the string to a temp file, then call */
2379/* load_object on it. I admit it is a highly inefficient way to make things, */ 2486/* load_object on it. I admit it is a highly inefficient way to make things, */
2380/* but it was simple to make and allows reusing the load_object function. */ 2487/* but it was simple to make and allows reusing the load_object function. */
2381/* Remember not to use load_object_str in a time-critical situation. */ 2488/* Remember not to use load_object_str in a time-critical situation. */
2382/* Also remember that multiparts objects are not supported for now. */ 2489/* Also remember that multiparts objects are not supported for now. */
2383 2490
2491object *
2384object* load_object_str(const char *obstr) 2492load_object_str (const char *obstr)
2385{ 2493{
2386 object *op; 2494 object *op;
2387 char filename[MAX_BUF]; 2495 char filename[MAX_BUF];
2496
2388 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2497 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2389 2498
2390 FILE *tempfile=fopen(filename,"w"); 2499 FILE *tempfile = fopen (filename, "w");
2500
2391 if (tempfile == NULL) 2501 if (tempfile == NULL)
2392 { 2502 {
2393 LOG(llevError,"Error - Unable to access load object temp file\n"); 2503 LOG (llevError, "Error - Unable to access load object temp file\n");
2394 return NULL; 2504 return NULL;
2395 }; 2505 }
2506
2396 fprintf(tempfile,obstr); 2507 fprintf (tempfile, obstr);
2397 fclose(tempfile); 2508 fclose (tempfile);
2398 2509
2399 op=get_object(); 2510 op = object::create ();
2400 2511
2401 object_thawer thawer (filename); 2512 object_thawer thawer (filename);
2402 2513
2403 if (thawer) 2514 if (thawer)
2404 load_object(thawer,op,0); 2515 load_object (thawer, op, 0);
2405 2516
2406 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2517 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2407 CLEAR_FLAG(op,FLAG_REMOVED); 2518 CLEAR_FLAG (op, FLAG_REMOVED);
2408 2519
2409 return op; 2520 return op;
2410} 2521}
2411 2522
2412/* This returns the first object in who's inventory that 2523/* This returns the first object in who's inventory that
2413 * has the same type and subtype match. 2524 * has the same type and subtype match.
2414 * returns NULL if no match. 2525 * returns NULL if no match.
2415 */ 2526 */
2527object *
2416object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2528find_obj_by_type_subtype (const object *who, int type, int subtype)
2417{ 2529{
2418 object *tmp; 2530 object *tmp;
2419 2531
2420 for (tmp=who->inv; tmp; tmp=tmp->below) 2532 for (tmp = who->inv; tmp; tmp = tmp->below)
2421 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2533 if (tmp->type == type && tmp->subtype == subtype)
2534 return tmp;
2422 2535
2423 return NULL; 2536 return NULL;
2424} 2537}
2425 2538
2426/* If ob has a field named key, return the link from the list, 2539/* If ob has a field named key, return the link from the list,
2427 * otherwise return NULL. 2540 * otherwise return NULL.
2428 * 2541 *
2429 * key must be a passed in shared string - otherwise, this won't 2542 * key must be a passed in shared string - otherwise, this won't
2430 * do the desired thing. 2543 * do the desired thing.
2431 */ 2544 */
2545key_value *
2432key_value * get_ob_key_link(const object * ob, const char * key) { 2546get_ob_key_link (const object *ob, const char *key)
2547{
2433 key_value * link; 2548 key_value *link;
2434 2549
2435 for (link = ob->key_values; link != NULL; link = link->next) { 2550 for (link = ob->key_values; link != NULL; link = link->next)
2436 if (link->key == key) { 2551 if (link->key == key)
2437 return link; 2552 return link;
2438 } 2553
2439 }
2440
2441 return NULL; 2554 return NULL;
2442} 2555}
2443 2556
2444/* 2557/*
2445 * Returns the value of op has an extra_field for key, or NULL. 2558 * Returns the value of op has an extra_field for key, or NULL.
2446 * 2559 *
2447 * The argument doesn't need to be a shared string. 2560 * The argument doesn't need to be a shared string.
2448 * 2561 *
2449 * The returned string is shared. 2562 * The returned string is shared.
2450 */ 2563 */
2564const char *
2451const char * get_ob_key_value(const object * op, const char * const key) { 2565get_ob_key_value (const object *op, const char *const key)
2566{
2452 key_value * link; 2567 key_value *link;
2453 const char * canonical_key; 2568 shstr_cmp canonical_key (key);
2569
2570 if (!canonical_key)
2454 2571 {
2455 canonical_key = shstr::find (key);
2456
2457 if (canonical_key == NULL) {
2458 /* 1. There being a field named key on any object 2572 /* 1. There being a field named key on any object
2459 * implies there'd be a shared string to find. 2573 * implies there'd be a shared string to find.
2460 * 2. Since there isn't, no object has this field. 2574 * 2. Since there isn't, no object has this field.
2461 * 3. Therefore, *this* object doesn't have this field. 2575 * 3. Therefore, *this* object doesn't have this field.
2462 */ 2576 */
2463 return NULL; 2577 return 0;
2464 } 2578 }
2465 2579
2466 /* This is copied from get_ob_key_link() above - 2580 /* This is copied from get_ob_key_link() above -
2467 * only 4 lines, and saves the function call overhead. 2581 * only 4 lines, and saves the function call overhead.
2468 */ 2582 */
2469 for (link = op->key_values; link != NULL; link = link->next) { 2583 for (link = op->key_values; link; link = link->next)
2470 if (link->key == canonical_key) { 2584 if (link->key == canonical_key)
2471 return link->value; 2585 return link->value;
2472 } 2586
2473 } 2587 return 0;
2474 return NULL;
2475} 2588}
2476 2589
2477 2590
2478/* 2591/*
2479 * Updates the canonical_key in op to value. 2592 * Updates the canonical_key in op to value.
2483 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2596 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2484 * keys. 2597 * keys.
2485 * 2598 *
2486 * Returns TRUE on success. 2599 * Returns TRUE on success.
2487 */ 2600 */
2601int
2488int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2602set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2603{
2604 key_value *
2489 key_value * field = NULL, *last=NULL; 2605 field = NULL, *last = NULL;
2490 2606
2491 for (field=op->key_values; field != NULL; field=field->next) { 2607 for (field = op->key_values; field != NULL; field = field->next)
2608 {
2492 if (field->key != canonical_key) { 2609 if (field->key != canonical_key)
2610 {
2493 last = field; 2611 last = field;
2494 continue; 2612 continue;
2495 } 2613 }
2496 2614
2497 if (value) 2615 if (value)
2498 field->value = value; 2616 field->value = value;
2499 else { 2617 else
2618 {
2500 /* Basically, if the archetype has this key set, 2619 /* Basically, if the archetype has this key set,
2501 * we need to store the null value so when we save 2620 * we need to store the null value so when we save
2502 * it, we save the empty value so that when we load, 2621 * it, we save the empty value so that when we load,
2503 * we get this value back again. 2622 * we get this value back again.
2504 */ 2623 */
2505 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2624 if (get_ob_key_link (&op->arch->clone, canonical_key))
2506 field->value = 0; 2625 field->value = 0;
2626 else
2627 {
2628 if (last)
2629 last->next = field->next;
2507 else 2630 else
2508 {
2509 if (last) last->next = field->next;
2510 else op->key_values = field->next; 2631 op->key_values = field->next;
2511 2632
2512 delete field; 2633 delete field;
2513 } 2634 }
2514 } 2635 }
2515 return TRUE; 2636 return TRUE;
2516 } 2637 }
2517 /* IF we get here, key doesn't exist */ 2638 /* IF we get here, key doesn't exist */
2518 2639
2519 /* No field, we'll have to add it. */ 2640 /* No field, we'll have to add it. */
2641
2642 if (!add_key)
2520 2643 {
2521 if (!add_key) {
2522 return FALSE; 2644 return FALSE;
2523 } 2645 }
2524 /* There isn't any good reason to store a null 2646 /* There isn't any good reason to store a null
2525 * value in the key/value list. If the archetype has 2647 * value in the key/value list. If the archetype has
2526 * this key, then we should also have it, so shouldn't 2648 * this key, then we should also have it, so shouldn't
2527 * be here. If user wants to store empty strings, 2649 * be here. If user wants to store empty strings,
2528 * should pass in "" 2650 * should pass in ""
2529 */ 2651 */
2530 if (value == NULL) return TRUE; 2652 if (value == NULL)
2531
2532 field = new key_value;
2533
2534 field->key = canonical_key;
2535 field->value = value;
2536 /* Usual prepend-addition. */
2537 field->next = op->key_values;
2538 op->key_values = field;
2539
2540 return TRUE; 2653 return TRUE;
2654
2655 field = new key_value;
2656
2657 field->key = canonical_key;
2658 field->value = value;
2659 /* Usual prepend-addition. */
2660 field->next = op->key_values;
2661 op->key_values = field;
2662
2663 return TRUE;
2541} 2664}
2542 2665
2543/* 2666/*
2544 * Updates the key in op to value. 2667 * Updates the key in op to value.
2545 * 2668 *
2547 * and not add new ones. 2670 * and not add new ones.
2548 * In general, should be little reason FALSE is ever passed in for add_key 2671 * In general, should be little reason FALSE is ever passed in for add_key
2549 * 2672 *
2550 * Returns TRUE on success. 2673 * Returns TRUE on success.
2551 */ 2674 */
2675int
2552int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2676set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2553{ 2677{
2554 shstr key_ (key); 2678 shstr key_ (key);
2679
2555 return set_ob_key_value_s (op, key_, value, add_key); 2680 return set_ob_key_value_s (op, key_, value, add_key);
2556} 2681}
2682
2683object::depth_iterator::depth_iterator (object *container)
2684: iterator_base (container)
2685{
2686 while (item->inv)
2687 item = item->inv;
2688}
2689
2690void
2691object::depth_iterator::next ()
2692{
2693 if (item->below)
2694 {
2695 item = item->below;
2696
2697 while (item->inv)
2698 item = item->inv;
2699 }
2700 else
2701 item = item->env;
2702}
2703
2704// return a suitable string describing an objetc in enough detail to find it
2705const char *
2706object::debug_desc (char *info) const
2707{
2708 char info2[256 * 3];
2709 char *p = info;
2710
2711 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2712 count,
2713 &name,
2714 title ? " " : "",
2715 title ? (const char *)title : "");
2716
2717 if (env)
2718 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2719
2720 if (map)
2721 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2722
2723 return info;
2724}
2725
2726const char *
2727object::debug_desc () const
2728{
2729 static char info[256 * 3];
2730 return debug_desc (info);
2731}
2732

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