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Comparing deliantra/server/common/object.C (file contents):
Revision 1.15 by root, Mon Sep 4 13:55:54 2006 UTC vs.
Revision 1.80 by root, Sat Dec 23 06:41:39 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.15 2006/09/04 13:55:54 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
36
42int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
43 40
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
46 42
47short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 45};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 48};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
56int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
59 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
60 133
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
63 key_value * wants_field; 138 key_value *wants_field;
64 139
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
68 */ 143 */
69 144
70 /* For each field in wants, */ 145 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
147 {
72 key_value * has_field; 148 key_value *has_field;
73 149
74 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
76 154 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 155 /* No field with that name. */
79 return FALSE; 156 return FALSE;
80 }
81 157 }
158
82 /* Found the matching field. */ 159 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
84 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 163 return FALSE;
86 } 164 }
87 165
88 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 167 }
168
91 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 170 return TRUE;
93} 171}
94 172
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
97 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
99 */ 179 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 181}
102 182
103/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 184 * they can be merged together.
105 * 185 *
106 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
109 * 189 *
110 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
111 * 191 *
112 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
113 * check weight 193 * check weight
114 */ 194 */
115 195
116int CAN_MERGE(object *ob1, object *ob2) { 196bool object::can_merge_slow (object *ob1, object *ob2)
117 197{
118 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
204 return 0;
120 205
121 if (ob1->speed != ob2->speed) return 0; 206 //TODO: this ain't working well, use nicer and correct overflow check
122 /* Note sure why the following is the case - either the object has to 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
123 * be animated or have a very low speed. Is this an attempted monster 208 * value could not be stored in a sint32 (which unfortunately sometimes is
124 * check? 209 * used to store nrof).
125 */ 210 */
126 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0;
213
214 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning.
219 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name
229 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id
240 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname
242 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
251 return 0;
252
253 /* This is really a spellbook check - really, we should
254 * check all objects in the inventory.
255 */
256 if (ob1->inv || ob2->inv)
257 {
258 /* if one object has inventory but the other doesn't, not equiv */
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
127 return 0; 260 return 0;
128 261
129 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 262 /* Now check to see if the two inventory objects could merge */
130 * value could not be stored in a sint32 (which unfortunately sometimes is 263 if (!object::can_merge (ob1->inv, ob2->inv))
131 * used to store nrof).
132 */
133 if (ob1->nrof+ob2->nrof >= 1UL<<31)
134 return 0; 264 return 0;
135 265
136 /* This is really a spellbook check - really, we should
137 * check all objects in the inventory.
138 */
139 if (ob1->inv || ob2->inv) {
140 /* if one object has inventory but the other doesn't, not equiv */
141 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
142
143 /* Now check to see if the two inventory objects could merge */
144 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
145
146 /* 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
147 * if it is valid. 267 * if it is valid.
148 */ 268 */
149 } 269 }
150 270
151 /* If the objects have been identified, set the BEEN_APPLIED flag.
152 * This is to the comparison of the flags below will be OK. We
153 * just can't ignore the been applied or identified flags, as they
154 * are not equal - just if it has been identified, the been_applied
155 * flags lose any meaning.
156 */
157 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
158 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
159
160 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
161 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
162
163
164 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
165 * being locked in inventory should prevent merging.
166 * 0x4 in flags3 is CLIENT_SENT
167 */
168 if ((ob1->arch != ob2->arch) ||
169 (ob1->flags[0] != ob2->flags[0]) ||
170 (ob1->flags[1] != ob2->flags[1]) ||
171 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
172 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
173 (ob1->name != ob2->name) ||
174 (ob1->title != ob2->title) ||
175 (ob1->msg != ob2->msg) ||
176 (ob1->weight != ob2->weight) ||
177 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
178 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
179 (ob1->attacktype != ob2->attacktype) ||
180 (ob1->magic != ob2->magic) ||
181 (ob1->slaying != ob2->slaying) ||
182 (ob1->skill != ob2->skill) ||
183 (ob1->value != ob2->value) ||
184 (ob1->animation_id != ob2->animation_id) ||
185 (ob1->client_type != ob2->client_type) ||
186 (ob1->materialname != ob2->materialname) ||
187 (ob1->lore != ob2->lore) ||
188 (ob1->subtype != ob2->subtype) ||
189 (ob1->move_type != ob2->move_type) ||
190 (ob1->move_block != ob2->move_block) ||
191 (ob1->move_allow != ob2->move_allow) ||
192 (ob1->move_on != ob2->move_on) ||
193 (ob1->move_off != ob2->move_off) ||
194 (ob1->move_slow != ob2->move_slow) ||
195 (ob1->move_slow_penalty != ob2->move_slow_penalty)
196 )
197 return 0;
198
199 /* Don't merge objects that are applied. With the new 'body' code, 271 /* Don't merge objects that are applied. With the new 'body' code,
200 * it is possible for most any character to have more than one of 272 * it is possible for most any character to have more than one of
201 * some items equipped, and we don't want those to merge. 273 * some items equipped, and we don't want those to merge.
202 */ 274 */
203 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
276 return 0;
277
278 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster
280 * check?
281 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
283 return 0;
284
285 switch (ob1->type)
286 {
287 case SCROLL:
288 if (ob1->level != ob2->level)
289 return 0;
290 break;
291 }
292
293 if (ob1->key_values != NULL || ob2->key_values != NULL)
294 {
295 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
297 /* One has fields, but the other one doesn't. */
204 return 0; 298 return 0;
205
206 switch (ob1->type) {
207 case SCROLL:
208 if (ob1->level != ob2->level) return 0;
209 break;
210
211 }
212 if (ob1->key_values != NULL || ob2->key_values != NULL) {
213 /* At least one of these has key_values. */
214 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
215 /* One has fields, but the other one doesn't. */
216 return 0;
217 } else if (!compare_ob_value_lists(ob1, ob2)) { 299 else if (!compare_ob_value_lists (ob1, ob2))
218 return 0; 300 return 0;
219 } 301 }
302
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self)
220 } 305 {
306 ob1->optimise ();
307 ob2->optimise ();
221 308
309 if (ob1->self || ob2->self)
310 return 0;
311 }
312
222 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
223 return 1; 314 return 1;
224} 315}
225 316
226/* 317/*
227 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
228 * 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
229 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
230 */ 321 */
231signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
232 signed long sum; 325 long sum;
233 object *inv; 326 object *inv;
327
234 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
235 if (inv->inv) 330 if (inv->inv)
236 sum_weight(inv); 331 sum_weight (inv);
237 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
238 } 333 }
334
239 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
240 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
241 if(op->carrying != sum) 338 if (op->carrying != sum)
242 op->carrying = sum; 339 op->carrying = sum;
340
243 return sum; 341 return sum;
244} 342}
245 343
246/** 344/**
247 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
248 */ 346 */
249 347
348object *
250object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
251 while (op->env != NULL) 351 while (op->env != NULL)
252 op = op->env; 352 op = op->env;
253 return op; 353 return op;
254}
255
256/*
257 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
258 * a better check. We basically keeping traversing up until we can't
259 * or find a player.
260 */
261
262object *is_player_inv (object *op) {
263 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
264 if (op->env==op)
265 op->env = NULL;
266 return op;
267} 354}
268 355
269/* 356/*
270 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
271 * Some error messages. 358 * Some error messages.
272 * 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.
273 */ 360 */
274 361
275void dump_object2(object *op) { 362char *
276errmsg[0] = 0;
277return;
278 //TODO//D#d#
279#if 0
280 char *cp;
281/* object *tmp;*/
282
283 if(op->arch!=NULL) {
284 strcat(errmsg,"arch ");
285 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
286 strcat(errmsg,"\n");
287 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
288 strcat(errmsg,cp);
289#if 0
290 /* Don't dump player diffs - they are too long, mostly meaningless, and
291 * will overflow the buffer.
292 * Changed so that we don't dump inventory either. This may
293 * also overflow the buffer.
294 */
295 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297 for (tmp=op->inv; tmp; tmp=tmp->below)
298 dump_object2(tmp);
299#endif
300 strcat(errmsg,"end\n");
301 } else {
302 strcat(errmsg,"Object ");
303 if (op->name==NULL) strcat(errmsg, "(null)");
304 else strcat(errmsg,op->name);
305 strcat(errmsg,"\n");
306#if 0
307 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
308 strcat(errmsg,cp);
309 for (tmp=op->inv; tmp; tmp=tmp->below)
310 dump_object2(tmp);
311#endif
312 strcat(errmsg,"end\n");
313 }
314#endif
315}
316
317/*
318 * Dumps an object. Returns output in the static global errmsg array.
319 */
320
321void dump_object(object *op) { 363dump_object (object *op)
322 if(op==NULL) { 364{
323 strcpy(errmsg,"[NULL pointer]"); 365 if (!op)
324 return; 366 return strdup ("[NULLOBJ]");
325 }
326 errmsg[0]='\0';
327 dump_object2(op);
328}
329 367
330void dump_all_objects(void) { 368 object_freezer freezer;
331 object *op; 369 save_object (freezer, op, 3);
332 for(op=objects;op!=NULL;op=op->next) { 370 return freezer.as_string ();
333 dump_object(op);
334 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
335 }
336} 371}
337 372
338/* 373/*
339 * 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
340 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
341 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
342 */ 377 */
343 378
379object *
344object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
345 object *tmp,*closest; 382 object *tmp, *closest;
346 int last_dist,i; 383 int last_dist, i;
384
347 if(op->more==NULL) 385 if (op->more == NULL)
348 return op; 386 return op;
349 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)
350 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
351 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
352 return closest; 390 return closest;
353} 391}
354 392
355/* 393/*
356 * 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.
357 */ 395 */
358 396
397object *
359object *find_object(tag_t i) { 398find_object (tag_t i)
360 object *op; 399{
361 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
362 if(op->count==i) 401 if (op->count == i)
363 break; 402 return op;
403
364 return op; 404 return 0;
365} 405}
366 406
367/* 407/*
368 * 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.
369 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
370 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
371 */ 411 */
372 412
413object *
373object *find_object_name(const char *str) { 414find_object_name (const char *str)
374 const char *name = shstr::find (str); 415{
416 shstr_cmp str_ (str);
375 object *op; 417 object *op;
418
376 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
377 if(&op->name == name) 420 if (op->name == str_)
378 break; 421 break;
379 422
380 return op; 423 return op;
381} 424}
382 425
426void
383void free_all_object_data () 427free_all_object_data ()
384{ 428{
385 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
386}
387
388/*
389 * Returns the object which this object marks as being the owner.
390 * A id-scheme is used to avoid pointing to objects which have been
391 * freed and are now reused. If this is detected, the owner is
392 * set to NULL, and NULL is returned.
393 * Changed 2004-02-12 - if the player is setting at the play again
394 * prompt, he is removed, and we don't want to treat him as an owner of
395 * anything, so check removed flag. I don't expect that this should break
396 * anything - once an object is removed, it is basically dead anyways.
397 */
398
399object *get_owner(object *op) {
400 if(op->owner==NULL)
401 return NULL;
402
403 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
404 op->owner->count==op->ownercount)
405 return op->owner;
406
407 op->owner=NULL;
408 op->ownercount=0;
409 return NULL;
410}
411
412void clear_owner(object *op)
413{
414 if (!op) return;
415
416 if (op->owner && op->ownercount == op->owner->count)
417 op->owner->refcount--;
418
419 op->owner = NULL;
420 op->ownercount = 0;
421} 430}
422 431
423/* 432/*
424 * 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
425 * skill and experience objects. 434 * skill and experience objects.
426 */ 435 */
427void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
428{ 438{
429 if(owner==NULL||op==NULL) 439 if (!owner)
430 return; 440 return;
431 441
432 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
433 /* 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
434 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
435 * 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
436 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
437 * 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.
438 */ 448 */
439 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
440 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
441 451
442 /* IF the owner still has an owner, we did not resolve to a final owner.
443 * so lets not add to that.
444 */
445 if (owner->owner) return;
446
447 op->owner=owner; 452 this->owner = owner;
448
449 op->ownercount=owner->count;
450 owner->refcount++;
451
452}
453
454/* Set the owner to clone's current owner and set the skill and experience
455 * objects to clone's objects (typically those objects that where the owner's
456 * current skill and experience objects at the time when clone's owner was
457 * set - not the owner's current skill and experience objects).
458 *
459 * Use this function if player created an object (e.g. fire bullet, swarm
460 * spell), and this object creates further objects whose kills should be
461 * accounted for the player's original skill, even if player has changed
462 * skills meanwhile.
463 */
464void copy_owner (object *op, object *clone)
465{
466 object *owner = get_owner (clone);
467 if (owner == NULL) {
468 /* players don't have owners - they own themselves. Update
469 * as appropriate.
470 */
471 if (clone->type == PLAYER) owner=clone;
472 else return;
473 }
474 set_owner(op, owner);
475
476} 453}
477 454
478/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
479 * refcounts and freeing the links. 456 * refcounts and freeing the links.
480 */ 457 */
458static void
481static void free_key_values(object * op) 459free_key_values (object *op)
482{ 460{
483 for (key_value *i = op->key_values; i != 0; ) 461 for (key_value *i = op->key_values; i != 0;)
484 { 462 {
485 key_value *next = i->next; 463 key_value *next = i->next;
486 delete i; 464 delete i;
465
487 i = next; 466 i = next;
488 } 467 }
489 468
490 op->key_values = 0; 469 op->key_values = 0;
491} 470}
492 471
493void object::clear ()
494{
495 attachable_base::clear ();
496
497 free_key_values (this);
498
499 name = 0;
500 name_pl = 0;
501 title = 0;
502 race = 0;
503 slaying = 0;
504 skill = 0;
505 msg = 0;
506 lore = 0;
507 custom_name = 0;
508 materialname = 0;
509
510 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
511
512 SET_FLAG (this, FLAG_REMOVED);
513}
514
515void object::clone (object *destination)
516{
517 *(object_copy *)destination = *(object_copy *)this;
518 *(object_pod *)destination = *(object_pod *)this;
519
520 if (self || cb)
521 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
522}
523
524/* 472/*
525 * clear_object() frees everything allocated by an object, and also
526 * clears all variables and flags to default settings.
527 */
528
529void clear_object (object *op)
530{
531 op->clear ();
532
533 op->contr = NULL;
534 op->below = NULL;
535 op->above = NULL;
536 op->inv = NULL;
537 op->container=NULL;
538 op->env=NULL;
539 op->more=NULL;
540 op->head=NULL;
541 op->map=NULL;
542 op->refcount=0;
543 op->active_next = NULL;
544 op->active_prev = NULL;
545 /* What is not cleared is next, prev, and count */
546
547 op->expmul = 1.0;
548 op->face = blank_face;
549 op->attacked_by_count = -1;
550
551 if (settings.casting_time)
552 op->casting_time = -1;
553}
554
555/*
556 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
557 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
558 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
559 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
560 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
561 * will point at garbage. 478 * will point at garbage.
562 */ 479 */
563 480void
564void copy_object (object *op2, object *op) 481object::copy_to (object *dst)
565{ 482{
566 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
567 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
568 485
569 op2->clone (op); 486 *(object_copy *)dst = *this;
570 487
571 if (is_freed) SET_FLAG (op, FLAG_FREED); 488 if (self || cb)
572 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
573 490
491 if (is_freed)
492 SET_FLAG (dst, FLAG_FREED);
493
494 if (is_removed)
495 SET_FLAG (dst, FLAG_REMOVED);
496
574 if (op2->speed < 0) 497 if (speed < 0)
575 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 498 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
576 499
577 /* Copy over key_values, if any. */ 500 /* Copy over key_values, if any. */
578 if (op2->key_values != NULL) 501 if (key_values)
579 { 502 {
580 key_value *tail = NULL; 503 key_value *tail = 0;
581 key_value *i; 504 key_value *i;
582 505
583 op->key_values = NULL; 506 dst->key_values = 0;
584 507
585 for (i = op2->key_values; i != NULL; i = i->next) 508 for (i = key_values; i; i = i->next)
586 { 509 {
587 key_value *new_link = new key_value; 510 key_value *new_link = new key_value;
588 511
589 new_link->next = NULL; 512 new_link->next = 0;
590 new_link->key = i->key; 513 new_link->key = i->key;
591 new_link->value = i->value; 514 new_link->value = i->value;
592 515
593 /* Try and be clever here, too. */ 516 /* Try and be clever here, too. */
594 if (op->key_values == NULL) 517 if (!dst->key_values)
595 { 518 {
596 op->key_values = new_link; 519 dst->key_values = new_link;
597 tail = new_link; 520 tail = new_link;
598 } 521 }
599 else 522 else
600 { 523 {
601 tail->next = new_link; 524 tail->next = new_link;
602 tail = new_link; 525 tail = new_link;
603 } 526 }
604 } 527 }
605 } 528 }
606 529
607 update_ob_speed (op); 530 update_ob_speed (dst);
608} 531}
609 532
610/* 533object *
611 * get_object() grabs an object from the list of unused objects, makes 534object::clone ()
612 * sure it is initialised, and returns it.
613 * If there are no free objects, expand_objects() is called to get more.
614 */
615
616object *get_object ()
617{ 535{
618 object *op = new object; 536 object *neu = create ();
619 537 copy_to (neu);
620 op->count = ++ob_count;
621
622 op->active_next = 0;
623 op->active_prev = 0;
624
625 op->next = objects;
626 op->prev = 0;
627
628 if (objects)
629 objects->prev = op;
630
631 objects = op;
632
633 SET_FLAG (op, FLAG_REMOVED);
634
635 op->expmul = 1.0;
636 op->face = blank_face;
637 op->attacked_by_count = -1;
638
639 return op; 538 return neu;
640} 539}
641 540
642/* 541/*
643 * If an object with the IS_TURNABLE() flag needs to be turned due 542 * If an object with the IS_TURNABLE() flag needs to be turned due
644 * to the closest player being on the other side, this function can 543 * to the closest player being on the other side, this function can
645 * be called to update the face variable, _and_ how it looks on the map. 544 * be called to update the face variable, _and_ how it looks on the map.
646 */ 545 */
647 546
547void
648void update_turn_face(object *op) { 548update_turn_face (object *op)
549{
649 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 550 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
650 return; 551 return;
651 SET_ANIMATION(op, op->direction); 552 SET_ANIMATION (op, op->direction);
652 update_object(op,UP_OBJ_FACE); 553 update_object (op, UP_OBJ_FACE);
653} 554}
654 555
655/* 556/*
656 * Updates the speed of an object. If the speed changes from 0 to another 557 * Updates the speed of an object. If the speed changes from 0 to another
657 * value, or vice versa, then add/remove the object from the active list. 558 * value, or vice versa, then add/remove the object from the active list.
658 * This function needs to be called whenever the speed of an object changes. 559 * This function needs to be called whenever the speed of an object changes.
659 */ 560 */
660 561void
661void update_ob_speed(object *op) { 562update_ob_speed (object *op)
563{
662 extern int arch_init; 564 extern int arch_init;
663 565
664 /* No reason putting the archetypes objects on the speed list, 566 /* No reason putting the archetypes objects on the speed list,
665 * since they never really need to be updated. 567 * since they never really need to be updated.
666 */ 568 */
667 569
668 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 570 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
571 {
669 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 572 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
670#ifdef MANY_CORES 573#ifdef MANY_CORES
671 abort(); 574 abort ();
672#else 575#else
673 op->speed = 0; 576 op->speed = 0;
674#endif 577#endif
675 } 578 }
579
676 if (arch_init) { 580 if (arch_init)
581 return;
582
583 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
584 {
585 /* If already on active list, don't do anything */
586 if (op->active_next || op->active_prev || op == active_objects)
677 return; 587 return;
678 }
679 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
680 /* If already on active list, don't do anything */
681 if (op->active_next || op->active_prev || op==active_objects)
682 return;
683 588
684 /* process_events() expects us to insert the object at the beginning 589 /* process_events() expects us to insert the object at the beginning
685 * of the list. */ 590 * of the list. */
686 op->active_next = active_objects; 591 op->active_next = active_objects;
592
687 if (op->active_next!=NULL) 593 if (op->active_next != NULL)
688 op->active_next->active_prev = op; 594 op->active_next->active_prev = op;
595
689 active_objects = op; 596 active_objects = op;
597 }
598 else
690 } 599 {
691 else {
692 /* If not on the active list, nothing needs to be done */ 600 /* If not on the active list, nothing needs to be done */
693 if (!op->active_next && !op->active_prev && op!=active_objects) 601 if (!op->active_next && !op->active_prev && op != active_objects)
694 return; 602 return;
695 603
696 if (op->active_prev==NULL) { 604 if (op->active_prev == NULL)
605 {
697 active_objects = op->active_next; 606 active_objects = op->active_next;
607
698 if (op->active_next!=NULL) 608 if (op->active_next != NULL)
699 op->active_next->active_prev = NULL; 609 op->active_next->active_prev = NULL;
610 }
611 else
700 } 612 {
701 else {
702 op->active_prev->active_next = op->active_next; 613 op->active_prev->active_next = op->active_next;
614
703 if (op->active_next) 615 if (op->active_next)
704 op->active_next->active_prev = op->active_prev; 616 op->active_next->active_prev = op->active_prev;
705 } 617 }
618
706 op->active_next = NULL; 619 op->active_next = NULL;
707 op->active_prev = NULL; 620 op->active_prev = NULL;
708 } 621 }
709} 622}
710 623
711/* This function removes object 'op' from the list of active 624/* This function removes object 'op' from the list of active
712 * objects. 625 * objects.
714 * reference maps where you don't want an object that isn't 627 * reference maps where you don't want an object that isn't
715 * in play chewing up cpu time getting processed. 628 * in play chewing up cpu time getting processed.
716 * The reverse of this is to call update_ob_speed, which 629 * The reverse of this is to call update_ob_speed, which
717 * will do the right thing based on the speed of the object. 630 * will do the right thing based on the speed of the object.
718 */ 631 */
632void
719void remove_from_active_list(object *op) 633remove_from_active_list (object *op)
720{ 634{
721 /* If not on the active list, nothing needs to be done */ 635 /* If not on the active list, nothing needs to be done */
722 if (!op->active_next && !op->active_prev && op!=active_objects) 636 if (!op->active_next && !op->active_prev && op != active_objects)
723 return; 637 return;
724 638
725 if (op->active_prev==NULL) { 639 if (op->active_prev == NULL)
640 {
726 active_objects = op->active_next; 641 active_objects = op->active_next;
727 if (op->active_next!=NULL) 642 if (op->active_next != NULL)
728 op->active_next->active_prev = NULL; 643 op->active_next->active_prev = NULL;
644 }
645 else
729 } 646 {
730 else {
731 op->active_prev->active_next = op->active_next; 647 op->active_prev->active_next = op->active_next;
732 if (op->active_next) 648 if (op->active_next)
733 op->active_next->active_prev = op->active_prev; 649 op->active_next->active_prev = op->active_prev;
734 } 650 }
735 op->active_next = NULL; 651 op->active_next = NULL;
736 op->active_prev = NULL; 652 op->active_prev = NULL;
737} 653}
738 654
739/* 655/*
740 * update_object() updates the array which represents the map. 656 * update_object() updates the the map.
741 * It takes into account invisible objects (and represent squares covered 657 * It takes into account invisible objects (and represent squares covered
742 * by invisible objects by whatever is below them (unless it's another 658 * by invisible objects by whatever is below them (unless it's another
743 * invisible object, etc...) 659 * invisible object, etc...)
744 * If the object being updated is beneath a player, the look-window 660 * If the object being updated is beneath a player, the look-window
745 * of that player is updated (this might be a suboptimal way of 661 * of that player is updated (this might be a suboptimal way of
746 * updating that window, though, since update_object() is called _often_) 662 * updating that window, though, since update_object() is called _often_)
747 * 663 *
748 * action is a hint of what the caller believes need to be done. 664 * action is a hint of what the caller believes need to be done.
749 * For example, if the only thing that has changed is the face (due to
750 * an animation), we don't need to call update_position until that actually
751 * comes into view of a player. OTOH, many other things, like addition/removal
752 * of walls or living creatures may need us to update the flags now.
753 * current action are: 665 * current action are:
754 * UP_OBJ_INSERT: op was inserted 666 * UP_OBJ_INSERT: op was inserted
755 * UP_OBJ_REMOVE: op was removed 667 * UP_OBJ_REMOVE: op was removed
756 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 668 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
757 * as that is easier than trying to look at what may have changed. 669 * as that is easier than trying to look at what may have changed.
758 * UP_OBJ_FACE: only the objects face has changed. 670 * UP_OBJ_FACE: only the objects face has changed.
759 */ 671 */
760 672void
761void update_object(object *op, int action) { 673update_object (object *op, int action)
762 int update_now=0, flags; 674{
763 MoveType move_on, move_off, move_block, move_slow; 675 MoveType move_on, move_off, move_block, move_slow;
764 676
765 if (op == NULL) { 677 if (op == NULL)
678 {
766 /* this should never happen */ 679 /* this should never happen */
767 LOG(llevDebug,"update_object() called for NULL object.\n"); 680 LOG (llevDebug, "update_object() called for NULL object.\n");
768 return; 681 return;
769 }
770 682 }
771 if(op->env!=NULL) { 683
684 if (op->env)
685 {
772 /* Animation is currently handled by client, so nothing 686 /* Animation is currently handled by client, so nothing
773 * to do in this case. 687 * to do in this case.
774 */ 688 */
775 return; 689 return;
776 } 690 }
777 691
778 /* If the map is saving, don't do anything as everything is 692 /* If the map is saving, don't do anything as everything is
779 * going to get freed anyways. 693 * going to get freed anyways.
780 */ 694 */
781 if (!op->map || op->map->in_memory == MAP_SAVING) return; 695 if (!op->map || op->map->in_memory == MAP_SAVING)
782 696 return;
697
783 /* make sure the object is within map boundaries */ 698 /* make sure the object is within map boundaries */
784 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 699 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
785 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 700 {
786 LOG(llevError,"update_object() called for object out of map!\n"); 701 LOG (llevError, "update_object() called for object out of map!\n");
787#ifdef MANY_CORES 702#ifdef MANY_CORES
788 abort(); 703 abort ();
789#endif 704#endif
790 return; 705 return;
791 }
792 706 }
793 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
794 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
795 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
796 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
797 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
798 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
799 707
708 mapspace &m = op->ms ();
709
710 if (m.flags_ & P_NEED_UPDATE)
711 /* nop */;
800 if (action == UP_OBJ_INSERT) { 712 else if (action == UP_OBJ_INSERT)
713 {
714 // this is likely overkill, TODO: revisit (schmorp)
801 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 715 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
802 update_now=1;
803
804 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 716 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
805 update_now=1; 717 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
806 718 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
719 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
807 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 720 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
808 update_now=1; 721 || (m.move_on | op->move_on ) != m.move_on
809
810 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
811 update_now=1;
812
813 if ((move_on | op->move_on) != move_on) update_now=1;
814 if ((move_off | op->move_off) != move_off) update_now=1; 722 || (m.move_off | op->move_off ) != m.move_off
723 || (m.move_slow | op->move_slow) != m.move_slow
815 /* This isn't perfect, but I don't expect a lot of objects to 724 /* This isn't perfect, but I don't expect a lot of objects to
816 * to have move_allow right now. 725 * to have move_allow right now.
817 */ 726 */
818 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 727 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
819 update_now=1; 728 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
820 if ((move_slow | op->move_slow) != move_slow) update_now=1; 729 m.flags_ = P_NEED_UPDATE;
821 } 730 }
822 /* if the object is being removed, we can't make intelligent 731 /* if the object is being removed, we can't make intelligent
823 * decisions, because remove_ob can't really pass the object 732 * decisions, because remove_ob can't really pass the object
824 * that is being removed. 733 * that is being removed.
825 */ 734 */
826 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 735 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
827 update_now=1; 736 m.flags_ = P_NEED_UPDATE;
828 } else if (action == UP_OBJ_FACE) { 737 else if (action == UP_OBJ_FACE)
829 /* Nothing to do for that case */ 738 /* Nothing to do for that case */ ;
830 }
831 else { 739 else
832 LOG(llevError,"update_object called with invalid action: %d\n", action); 740 LOG (llevError, "update_object called with invalid action: %d\n", action);
833 }
834 741
835 if (update_now) {
836 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
837 update_position(op->map, op->x, op->y);
838 }
839
840 if(op->more!=NULL) 742 if (op->more)
841 update_object(op->more, action); 743 update_object (op->more, action);
842} 744}
843 745
746object::vector object::mortals;
747object::vector object::objects; // not yet used
748object *object::first;
749
750void object::free_mortals ()
751{
752 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
753 if ((*i)->refcnt)
754 ++i; // further delay freeing
755 else
756 {
757 delete *i;
758 mortals.erase (i);
759 }
760}
761
762object::object ()
763{
764 SET_FLAG (this, FLAG_REMOVED);
765
766 expmul = 1.0;
767 face = blank_face;
768}
769
770object::~object ()
771{
772 free_key_values (this);
773}
774
775void object::link ()
776{
777 count = ++ob_count;
778 uuid = gen_uuid ();
779
780 prev = 0;
781 next = object::first;
782
783 if (object::first)
784 object::first->prev = this;
785
786 object::first = this;
787}
788
789void object::unlink ()
790{
791 if (this == object::first)
792 object::first = next;
793
794 /* Remove this object from the list of used objects */
795 if (prev) prev->next = next;
796 if (next) next->prev = prev;
797
798 prev = 0;
799 next = 0;
800}
801
802object *object::create ()
803{
804 object *op = new object;
805 op->link ();
806 return op;
807}
844 808
845/* 809/*
846 * free_object() frees everything allocated by an object, removes 810 * free_object() frees everything allocated by an object, removes
847 * it from the list of used objects, and puts it on the list of 811 * it from the list of used objects, and puts it on the list of
848 * free objects. The IS_FREED() flag is set in the object. 812 * free objects. The IS_FREED() flag is set in the object.
849 * The object must have been removed by remove_ob() first for 813 * The object must have been removed by remove_ob() first for
850 * this function to succeed. 814 * this function to succeed.
851 * 815 *
852 * If free_inventory is set, free inventory as well. Else drop items in 816 * If destroy_inventory is set, free inventory as well. Else drop items in
853 * inventory to the ground. 817 * inventory to the ground.
854 */ 818 */
855 819void object::destroy (bool destroy_inventory)
856void
857free_object (object * ob)
858{ 820{
859 free_object2 (ob, 0);
860}
861
862void
863free_object2 (object * ob, int free_inventory)
864{
865 object *tmp, *op;
866
867 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 821 if (QUERY_FLAG (this, FLAG_FREED))
868 { 822 return;
869 LOG (llevDebug, "Free object called with non removed object\n");
870 dump_object (ob);
871#ifdef MANY_CORES
872 abort ();
873#endif
874 }
875 823
876 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 824 if (QUERY_FLAG (this, FLAG_FRIENDLY))
877 {
878 LOG (llevMonster, "Warning: tried to free friendly object.\n");
879 remove_friendly_object (ob); 825 remove_friendly_object (this);
880 }
881 826
882 if (QUERY_FLAG (ob, FLAG_FREED)) 827 if (!QUERY_FLAG (this, FLAG_REMOVED))
883 { 828 remove ();
884 dump_object (ob); 829
885 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 830 SET_FLAG (this, FLAG_FREED);
886 return; 831
832 if (more)
887 } 833 {
888 834 more->destroy (destroy_inventory);
889 if (ob->more != NULL) 835 more = 0;
890 { 836 }
891 free_object2 (ob->more, free_inventory);
892 ob->more = NULL;
893 }
894 837
895 if (ob->inv) 838 if (inv)
896 { 839 {
897 /* Only if the space blocks everything do we not process - 840 /* Only if the space blocks everything do we not process -
898 * if some form of movemnt is allowed, let objects 841 * if some form of movement is allowed, let objects
899 * drop on that space. 842 * drop on that space.
900 */ 843 */
901 if (free_inventory || ob->map == NULL 844 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
902 || ob->map->in_memory != MAP_IN_MEMORY 845 {
903 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 846 object *op = inv;
904 {
905 op = ob->inv;
906 847
907 while (op != NULL) 848 while (op)
908 { 849 {
909 tmp = op->below; 850 object *tmp = op->below;
910 remove_ob (op); 851 op->destroy (destroy_inventory);
911 free_object2 (op, free_inventory);
912 op = tmp; 852 op = tmp;
913 } 853 }
914 } 854 }
915 else 855 else
916 { /* Put objects in inventory onto this space */ 856 { /* Put objects in inventory onto this space */
917 op = ob->inv; 857 object *op = inv;
918 858
919 while (op != NULL) 859 while (op)
920 { 860 {
921 tmp = op->below; 861 object *tmp = op->below;
922 remove_ob (op);
923 862
863 op->remove ();
864
924 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 865 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
925 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 866 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
926 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 867 op->destroy ();
927 free_object (op); 868 else
928 else 869 {
929 { 870 op->x = x;
930 op->x = ob->x; 871 op->y = y;
931 op->y = ob->y;
932 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ 872 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
933 } 873 }
934 874
935 op = tmp; 875 op = tmp;
876 }
877 }
936 } 878 }
937 } 879
880 // hack to ensure that freed objects still have a valid map
881 {
882 static maptile *freed_map; // freed objects are moved here to avoid crashes
883
884 if (!freed_map)
885 {
886 freed_map = new maptile;
887
888 freed_map->name = "/internal/freed_objects_map";
889 freed_map->width = 3;
890 freed_map->height = 3;
891
892 freed_map->allocate ();
938 } 893 }
894
895 map = freed_map;
896 x = 1;
897 y = 1;
898 }
899
900 // clear those pointers that likely might have circular references to us
901 owner = 0;
902 enemy = 0;
903 attacked_by = 0;
904
905 // only relevant for players(?), but make sure of it anyways
906 contr = 0;
939 907
940 /* Remove object from the active list */ 908 /* Remove object from the active list */
941 ob->speed = 0; 909 speed = 0;
942 update_ob_speed (ob); 910 update_ob_speed (this);
943 911
944 SET_FLAG (ob, FLAG_FREED); 912 unlink ();
945 ob->count = 0;
946 913
947 /* Remove this object from the list of used objects */ 914 mortals.push_back (this);
948 if (ob->prev == NULL)
949 {
950 objects = ob->next;
951
952 if (objects != NULL)
953 objects->prev = NULL;
954 }
955 else
956 {
957 ob->prev->next = ob->next;
958
959 if (ob->next != NULL)
960 ob->next->prev = ob->prev;
961 }
962
963 free_key_values (ob);
964
965 /* Now link it with the free_objects list: */
966 ob->prev = 0;
967 ob->next = 0;
968
969 delete ob;
970} 915}
971 916
972/* 917/*
973 * sub_weight() recursively (outwards) subtracts a number from the 918 * sub_weight() recursively (outwards) subtracts a number from the
974 * weight of an object (and what is carried by it's environment(s)). 919 * weight of an object (and what is carried by it's environment(s)).
975 */ 920 */
976 921void
977void sub_weight (object *op, signed long weight) { 922sub_weight (object *op, signed long weight)
923{
978 while (op != NULL) { 924 while (op != NULL)
925 {
979 if (op->type == CONTAINER) { 926 if (op->type == CONTAINER)
980 weight=(signed long)(weight*(100-op->stats.Str)/100); 927 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
981 } 928
982 op->carrying-=weight; 929 op->carrying -= weight;
983 op = op->env; 930 op = op->env;
984 } 931 }
985} 932}
986 933
987/* remove_ob(op): 934/* op->remove ():
988 * This function removes the object op from the linked list of objects 935 * This function removes the object op from the linked list of objects
989 * which it is currently tied to. When this function is done, the 936 * which it is currently tied to. When this function is done, the
990 * object will have no environment. If the object previously had an 937 * object will have no environment. If the object previously had an
991 * environment, the x and y coordinates will be updated to 938 * environment, the x and y coordinates will be updated to
992 * the previous environment. 939 * the previous environment.
993 * Beware: This function is called from the editor as well! 940 * Beware: This function is called from the editor as well!
994 */ 941 */
995 942void
996void remove_ob(object *op) { 943object::remove ()
944{
997 object *tmp,*last=NULL; 945 object *tmp, *last = 0;
998 object *otmp; 946 object *otmp;
999 tag_t tag; 947
1000 int check_walk_off; 948 int check_walk_off;
1001 mapstruct *m;
1002 sint16 x,y;
1003
1004 949
1005 if(QUERY_FLAG(op,FLAG_REMOVED)) { 950 if (QUERY_FLAG (this, FLAG_REMOVED))
1006 dump_object(op); 951 return;
1007 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1008 952
1009 /* Changed it to always dump core in this case. As has been learned
1010 * in the past, trying to recover from errors almost always
1011 * make things worse, and this is a real error here - something
1012 * that should not happen.
1013 * Yes, if this was a mission critical app, trying to do something
1014 * to recover may make sense, but that is because failure of the app
1015 * may have other disastrous problems. Cf runs out of a script
1016 * so is easily enough restarted without any real problems.
1017 * MSW 2001-07-01
1018 */
1019 abort();
1020 }
1021 if(op->more!=NULL)
1022 remove_ob(op->more);
1023
1024 SET_FLAG(op, FLAG_REMOVED); 953 SET_FLAG (this, FLAG_REMOVED);
1025 954
955 if (more)
956 more->remove ();
957
1026 /* 958 /*
1027 * In this case, the object to be removed is in someones 959 * In this case, the object to be removed is in someones
1028 * inventory. 960 * inventory.
1029 */ 961 */
1030 if(op->env!=NULL) { 962 if (env)
963 {
1031 if(op->nrof) 964 if (nrof)
1032 sub_weight(op->env, op->weight*op->nrof); 965 sub_weight (env, weight * nrof);
1033 else 966 else
1034 sub_weight(op->env, op->weight+op->carrying); 967 sub_weight (env, weight + carrying);
1035 968
1036 /* NO_FIX_PLAYER is set when a great many changes are being 969 /* NO_FIX_PLAYER is set when a great many changes are being
1037 * made to players inventory. If set, avoiding the call 970 * made to players inventory. If set, avoiding the call
1038 * to save cpu time. 971 * to save cpu time.
1039 */ 972 */
1040 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1041 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 974 otmp->update_stats ();
1042 fix_player(otmp);
1043 975
1044 if(op->above!=NULL) 976 if (above != NULL)
1045 op->above->below=op->below; 977 above->below = below;
1046 else 978 else
1047 op->env->inv=op->below; 979 env->inv = below;
1048 980
1049 if(op->below!=NULL) 981 if (below != NULL)
1050 op->below->above=op->above; 982 below->above = above;
1051 983
1052 /* we set up values so that it could be inserted into 984 /* we set up values so that it could be inserted into
1053 * the map, but we don't actually do that - it is up 985 * the map, but we don't actually do that - it is up
1054 * to the caller to decide what we want to do. 986 * to the caller to decide what we want to do.
987 */
988 x = env->x, y = env->y;
989 map = env->map;
990 above = 0, below = 0;
991 env = 0;
992 }
993 else if (map)
994 {
995 /* Re did the following section of code - it looks like it had
996 * lots of logic for things we no longer care about
997 */
998
999 /* link the object above us */
1000 if (above)
1001 above->below = below;
1002 else
1003 map->at (x, y).top = below; /* we were top, set new top */
1004
1005 /* Relink the object below us, if there is one */
1006 if (below)
1007 below->above = above;
1008 else
1009 {
1010 /* Nothing below, which means we need to relink map object for this space
1011 * use translated coordinates in case some oddness with map tiling is
1012 * evident
1055 */ 1013 */
1056 op->x=op->env->x,op->y=op->env->y; 1014 if (GET_MAP_OB (map, x, y) != this)
1057 op->map=op->env->map; 1015 {
1058 op->above=NULL,op->below=NULL; 1016 char *dump = dump_object (this);
1059 op->env=NULL; 1017 LOG (llevError,
1018 "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);
1019 free (dump);
1020 dump = dump_object (GET_MAP_OB (map, x, y));
1021 LOG (llevError, "%s\n", dump);
1022 free (dump);
1023 }
1024
1025 map->at (x, y).bottom = above; /* goes on above it. */
1026 }
1027
1028 above = 0;
1029 below = 0;
1030
1031 if (map->in_memory == MAP_SAVING)
1060 return; 1032 return;
1061 }
1062 1033
1063 /* If we get here, we are removing it from a map */
1064 if (op->map == NULL) return;
1065
1066 x = op->x;
1067 y = op->y;
1068 m = get_map_from_coord(op->map, &x, &y);
1069
1070 if (!m) {
1071 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1072 op->map->path, op->x, op->y);
1073 /* in old days, we used to set x and y to 0 and continue.
1074 * it seems if we get into this case, something is probablye
1075 * screwed up and should be fixed.
1076 */
1077 abort();
1078 }
1079 if (op->map != m) {
1080 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1081 op->map->path, m->path, op->x, op->y, x, y);
1082 }
1083
1084 /* Re did the following section of code - it looks like it had
1085 * lots of logic for things we no longer care about
1086 */
1087
1088 /* link the object above us */
1089 if (op->above)
1090 op->above->below=op->below;
1091 else
1092 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1093
1094 /* Relink the object below us, if there is one */
1095 if(op->below) {
1096 op->below->above=op->above;
1097 } else {
1098 /* Nothing below, which means we need to relink map object for this space
1099 * use translated coordinates in case some oddness with map tiling is
1100 * evident
1101 */
1102 if(GET_MAP_OB(m,x,y)!=op) {
1103 dump_object(op);
1104 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);
1105 dump_object(GET_MAP_OB(m,x,y));
1106 LOG(llevError,"%s\n",errmsg);
1107 }
1108 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1109 }
1110 op->above=NULL;
1111 op->below=NULL;
1112
1113 if (op->map->in_memory == MAP_SAVING)
1114 return;
1115
1116 tag = op->count;
1117 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1034 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1035
1118 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1036 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1037 {
1119 /* No point updating the players look faces if he is the object 1038 /* No point updating the players look faces if he is the object
1120 * being removed. 1039 * being removed.
1121 */ 1040 */
1122 1041
1123 if(tmp->type==PLAYER && tmp!=op) { 1042 if (tmp->type == PLAYER && tmp != this)
1043 {
1124 /* If a container that the player is currently using somehow gets 1044 /* If a container that the player is currently using somehow gets
1125 * removed (most likely destroyed), update the player view 1045 * removed (most likely destroyed), update the player view
1126 * appropriately. 1046 * appropriately.
1127 */ 1047 */
1128 if (tmp->container==op) { 1048 if (tmp->container == this)
1049 {
1129 CLEAR_FLAG(op, FLAG_APPLIED); 1050 CLEAR_FLAG (this, FLAG_APPLIED);
1130 tmp->container=NULL; 1051 tmp->container = 0;
1052 }
1053
1054 tmp->contr->ns->floorbox_update ();
1131 } 1055 }
1132 tmp->contr->socket.update_look=1; 1056
1133 }
1134 /* See if player moving off should effect something */ 1057 /* See if player moving off should effect something */
1135 if (check_walk_off && ((op->move_type & tmp->move_off) && 1058 if (check_walk_off
1059 && ((move_type & tmp->move_off)
1136 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1060 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1137 1061 {
1138 move_apply(tmp, op, NULL); 1062 move_apply (tmp, this, 0);
1063
1139 if (was_destroyed (op, tag)) { 1064 if (destroyed ())
1140 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1065 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1141 "leaving object\n", &tmp->name, &tmp->arch->name);
1142 } 1066 }
1143 }
1144 1067
1145 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1068 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1146 1069
1147 if(tmp->above == tmp) 1070 if (tmp->above == tmp)
1148 tmp->above = NULL; 1071 tmp->above = 0;
1072
1149 last=tmp; 1073 last = tmp;
1150 } 1074 }
1075
1151 /* last == NULL of there are no objects on this space */ 1076 /* last == NULL of there are no objects on this space */
1152 if (last==NULL) { 1077 if (!last)
1153 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1078 map->at (x, y).flags_ = P_NEED_UPDATE;
1154 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1155 * those out anyways, and if there are any flags set right now, they won't
1156 * be correct anyways.
1157 */
1158 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1159 update_position(op->map, op->x, op->y);
1160 }
1161 else 1079 else
1162 update_object(last, UP_OBJ_REMOVE); 1080 update_object (last, UP_OBJ_REMOVE);
1163 1081
1164 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1165 update_all_los(op->map, op->x, op->y); 1083 update_all_los (map, x, y);
1166 1084 }
1167} 1085}
1168 1086
1169/* 1087/*
1170 * merge_ob(op,top): 1088 * merge_ob(op,top):
1171 * 1089 *
1172 * This function goes through all objects below and including top, and 1090 * This function goes through all objects below and including top, and
1173 * merges op to the first matching object. 1091 * merges op to the first matching object.
1174 * If top is NULL, it is calculated. 1092 * If top is NULL, it is calculated.
1175 * Returns pointer to object if it succeded in the merge, otherwise NULL 1093 * Returns pointer to object if it succeded in the merge, otherwise NULL
1176 */ 1094 */
1177 1095object *
1178object *merge_ob(object *op, object *top) { 1096merge_ob (object *op, object *top)
1097{
1179 if(!op->nrof) 1098 if (!op->nrof)
1180 return 0; 1099 return 0;
1100
1181 if(top==NULL) 1101 if (top == NULL)
1182 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1102 for (top = op; top != NULL && top->above != NULL; top = top->above);
1103
1183 for(;top!=NULL;top=top->below) { 1104 for (; top != NULL; top = top->below)
1105 {
1184 if(top==op) 1106 if (top == op)
1185 continue; 1107 continue;
1186 if (CAN_MERGE(op,top)) 1108
1187 { 1109 if (object::can_merge (op, top))
1110 {
1188 top->nrof+=op->nrof; 1111 top->nrof += op->nrof;
1112
1189/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1113/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1190 op->weight = 0; /* Don't want any adjustements now */ 1114 op->weight = 0; /* Don't want any adjustements now */
1191 remove_ob(op); 1115 op->destroy ();
1192 free_object(op);
1193 return top; 1116 return top;
1194 } 1117 }
1195 } 1118 }
1119
1196 return NULL; 1120 return 0;
1197} 1121}
1198 1122
1199/* 1123/*
1200 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1201 * job preparing multi-part monsters 1125 * job preparing multi-part monsters
1202 */ 1126 */
1127object *
1203object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129{
1204 object* tmp; 1130 object *tmp;
1131
1205 if (op->head) 1132 if (op->head)
1206 op=op->head; 1133 op = op->head;
1134
1207 for (tmp=op;tmp;tmp=tmp->more){ 1135 for (tmp = op; tmp; tmp = tmp->more)
1136 {
1208 tmp->x=x+tmp->arch->clone.x; 1137 tmp->x = x + tmp->arch->clone.x;
1209 tmp->y=y+tmp->arch->clone.y; 1138 tmp->y = y + tmp->arch->clone.y;
1210 } 1139 }
1140
1211 return insert_ob_in_map (op, m, originator, flag); 1141 return insert_ob_in_map (op, m, originator, flag);
1212} 1142}
1213 1143
1214/* 1144/*
1215 * insert_ob_in_map (op, map, originator, flag): 1145 * insert_ob_in_map (op, map, originator, flag):
1216 * This function inserts the object in the two-way linked list 1146 * This function inserts the object in the two-way linked list
1230 * new object if 'op' was merged with other object 1160 * new object if 'op' was merged with other object
1231 * NULL if 'op' was destroyed 1161 * NULL if 'op' was destroyed
1232 * just 'op' otherwise 1162 * just 'op' otherwise
1233 */ 1163 */
1234 1164
1165object *
1235object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1167{
1237 object *tmp, *top, *floor=NULL; 1168 object *tmp, *top, *floor = NULL;
1238 sint16 x,y; 1169 sint16 x, y;
1239 1170
1240 if (QUERY_FLAG (op, FLAG_FREED)) { 1171 if (QUERY_FLAG (op, FLAG_FREED))
1172 {
1241 LOG (llevError, "Trying to insert freed object!\n"); 1173 LOG (llevError, "Trying to insert freed object!\n");
1174 return NULL;
1175 }
1176
1177 if (m == NULL)
1178 {
1179 char *dump = dump_object (op);
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1181 free (dump);
1182 return op;
1183 }
1184
1185 if (out_of_map (m, op->x, op->y))
1186 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1189#ifdef MANY_CORES
1190 /* Better to catch this here, as otherwise the next use of this object
1191 * is likely to cause a crash. Better to find out where it is getting
1192 * improperly inserted.
1193 */
1194 abort ();
1195#endif
1196 free (dump);
1197 return op;
1198 }
1199
1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1201 {
1202 char *dump = dump_object (op);
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (op->more != NULL)
1209 {
1210 /* The part may be on a different map. */
1211
1212 object *more = op->more;
1213
1214 /* We really need the caller to normalize coordinates - if
1215 * we set the map, that doesn't work if the location is within
1216 * a map and this is straddling an edge. So only if coordinate
1217 * is clear wrong do we normalize it.
1218 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map)
1222 {
1223 /* For backwards compatibility - when not dealing with tiled maps,
1224 * more->map should always point to the parent.
1225 */
1226 more->map = m;
1227 }
1228
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 {
1231 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233
1234 return NULL;
1235 }
1236 }
1237
1238 CLEAR_FLAG (op, FLAG_REMOVED);
1239
1240 /* Ideally, the caller figures this out. However, it complicates a lot
1241 * of areas of callers (eg, anything that uses find_free_spot would now
1242 * need extra work
1243 */
1244 op->map = get_map_from_coord (m, &op->x, &op->y);
1245 x = op->x;
1246 y = op->y;
1247
1248 /* this has to be done after we translate the coordinates.
1249 */
1250 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1252 if (object::can_merge (op, tmp))
1253 {
1254 op->nrof += tmp->nrof;
1255 tmp->destroy ();
1256 }
1257
1258 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1259 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1260
1261 if (!QUERY_FLAG (op, FLAG_ALIVE))
1262 CLEAR_FLAG (op, FLAG_NO_STEAL);
1263
1264 if (flag & INS_BELOW_ORIGINATOR)
1265 {
1266 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1267 {
1268 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1269 abort ();
1270 }
1271
1272 op->above = originator;
1273 op->below = originator->below;
1274
1275 if (op->below)
1276 op->below->above = op;
1277 else
1278 op->ms ().bottom = op;
1279
1280 /* since *below* originator, no need to update top */
1281 originator->below = op;
1282 }
1283 else
1284 {
1285 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1287 {
1288 object *last = NULL;
1289
1290 /*
1291 * If there are multiple objects on this space, we do some trickier handling.
1292 * We've already dealt with merging if appropriate.
1293 * Generally, we want to put the new object on top. But if
1294 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1295 * floor, we want to insert above that and no further.
1296 * Also, if there are spell objects on this space, we stop processing
1297 * once we get to them. This reduces the need to traverse over all of
1298 * them when adding another one - this saves quite a bit of cpu time
1299 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects.
1301 */
1302
1303 while (top != NULL)
1304 {
1305 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1306 floor = top;
1307
1308 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1309 {
1310 /* We insert above top, so we want this object below this */
1311 top = top->below;
1312 break;
1313 }
1314
1315 last = top;
1316 top = top->above;
1317 }
1318
1319 /* Don't want top to be NULL, so set it to the last valid object */
1320 top = last;
1321
1322 /* We let update_position deal with figuring out what the space
1323 * looks like instead of lots of conditions here.
1324 * makes things faster, and effectively the same result.
1325 */
1326
1327 /* Have object 'fall below' other objects that block view.
1328 * Unless those objects are exits, type 66
1329 * If INS_ON_TOP is used, don't do this processing
1330 * Need to find the object that in fact blocks view, otherwise
1331 * stacking is a bit odd.
1332 */
1333 if (!(flag & INS_ON_TOP) &&
1334 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1335 {
1336 for (last = top; last != floor; last = last->below)
1337 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1338 break;
1339 /* Check to see if we found the object that blocks view,
1340 * and make sure we have a below pointer for it so that
1341 * we can get inserted below this one, which requires we
1342 * set top to the object below us.
1343 */
1344 if (last && last->below && last != floor)
1345 top = last->below;
1346 }
1347 } /* If objects on this space */
1348
1349 if (flag & INS_MAP_LOAD)
1350 top = GET_MAP_TOP (op->map, op->x, op->y);
1351
1352 if (flag & INS_ABOVE_FLOOR_ONLY)
1353 top = floor;
1354
1355 /* Top is the object that our object (op) is going to get inserted above.
1356 */
1357
1358 /* First object on this space */
1359 if (!top)
1360 {
1361 op->above = GET_MAP_OB (op->map, op->x, op->y);
1362
1363 if (op->above)
1364 op->above->below = op;
1365
1366 op->below = NULL;
1367 op->ms ().bottom = op;
1368 }
1369 else
1370 { /* get inserted into the stack above top */
1371 op->above = top->above;
1372
1373 if (op->above)
1374 op->above->below = op;
1375
1376 op->below = top;
1377 top->above = op;
1378 }
1379
1380 if (op->above == NULL)
1381 op->ms ().top = op;
1382 } /* else not INS_BELOW_ORIGINATOR */
1383
1384 if (op->type == PLAYER)
1385 op->contr->do_los = 1;
1386
1387 /* If we have a floor, we know the player, if any, will be above
1388 * it, so save a few ticks and start from there.
1389 */
1390 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ())
1392 pl->contr->ns->floorbox_update ();
1393
1394 /* If this object glows, it may affect lighting conditions that are
1395 * visible to others on this map. But update_all_los is really
1396 * an inefficient way to do this, as it means los for all players
1397 * on the map will get recalculated. The players could very well
1398 * be far away from this change and not affected in any way -
1399 * this should get redone to only look for players within range,
1400 * or just updating the P_NEED_UPDATE for spaces within this area
1401 * of effect may be sufficient.
1402 */
1403 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1404 update_all_los (op->map, op->x, op->y);
1405
1406 /* updates flags (blocked, alive, no magic, etc) for this map space */
1407 update_object (op, UP_OBJ_INSERT);
1408
1409 /* Don't know if moving this to the end will break anything. However,
1410 * we want to have floorbox_update called before calling this.
1411 *
1412 * check_move_on() must be after this because code called from
1413 * check_move_on() depends on correct map flags (so functions like
1414 * blocked() and wall() work properly), and these flags are updated by
1415 * update_object().
1416 */
1417
1418 /* if this is not the head or flag has been passed, don't check walk on status */
1419 if (!(flag & INS_NO_WALK_ON) && !op->head)
1420 {
1421 if (check_move_on (op, originator))
1242 return NULL; 1422 return NULL;
1243 }
1244 if(m==NULL) {
1245 dump_object(op);
1246 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1247 return op;
1248 }
1249 if(out_of_map(m,op->x,op->y)) {
1250 dump_object(op);
1251 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1252#ifdef MANY_CORES
1253 /* Better to catch this here, as otherwise the next use of this object
1254 * is likely to cause a crash. Better to find out where it is getting
1255 * improperly inserted.
1256 */
1257 abort();
1258#endif
1259 return op;
1260 }
1261 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1262 dump_object(op);
1263 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1264 return op;
1265 }
1266 if(op->more!=NULL) {
1267 /* The part may be on a different map. */
1268 1423
1269 object *more = op->more;
1270
1271 /* We really need the caller to normalize coordinates - if
1272 * we set the map, that doesn't work if the location is within
1273 * a map and this is straddling an edge. So only if coordinate
1274 * is clear wrong do we normalize it.
1275 */
1276 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1277 more->map = get_map_from_coord(m, &more->x, &more->y);
1278 } else if (!more->map) {
1279 /* For backwards compatibility - when not dealing with tiled maps,
1280 * more->map should always point to the parent.
1281 */
1282 more->map = m;
1283 }
1284
1285 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1286 if ( ! op->head)
1287 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1288 return NULL;
1289 }
1290 }
1291 CLEAR_FLAG(op,FLAG_REMOVED);
1292
1293 /* Ideally, the caller figures this out. However, it complicates a lot
1294 * of areas of callers (eg, anything that uses find_free_spot would now
1295 * need extra work
1296 */
1297 op->map=get_map_from_coord(m, &op->x, &op->y);
1298 x = op->x;
1299 y = op->y;
1300
1301 /* this has to be done after we translate the coordinates.
1302 */
1303 if(op->nrof && !(flag & INS_NO_MERGE)) {
1304 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1305 if (CAN_MERGE(op,tmp)) {
1306 op->nrof+=tmp->nrof;
1307 remove_ob(tmp);
1308 free_object(tmp);
1309 }
1310 }
1311
1312 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1313 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1314 if (!QUERY_FLAG(op, FLAG_ALIVE))
1315 CLEAR_FLAG(op, FLAG_NO_STEAL);
1316
1317 if (flag & INS_BELOW_ORIGINATOR) {
1318 if (originator->map != op->map || originator->x != op->x ||
1319 originator->y != op->y) {
1320 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1321 abort();
1322 }
1323 op->above = originator;
1324 op->below = originator->below;
1325 if (op->below) op->below->above = op;
1326 else SET_MAP_OB(op->map, op->x, op->y, op);
1327 /* since *below* originator, no need to update top */
1328 originator->below = op;
1329 } else {
1330 /* If there are other objects, then */
1331 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1332 object *last=NULL;
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 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1348 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1349 if (QUERY_FLAG(top, FLAG_NO_PICK)
1350 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1351 && !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 last = top;
1358 top = top->above;
1359 }
1360 /* Don't want top to be NULL, so set it to the last valid object */
1361 top = last;
1362
1363 /* We let update_position deal with figuring out what the space
1364 * looks like instead of lots of conditions here.
1365 * makes things faster, and effectively the same result.
1366 */
1367
1368 /* Have object 'fall below' other objects that block view.
1369 * Unless those objects are exits, type 66
1370 * If INS_ON_TOP is used, don't do this processing
1371 * Need to find the object that in fact blocks view, otherwise
1372 * stacking is a bit odd.
1373 */
1374 if (!(flag & INS_ON_TOP) &&
1375 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1376 (op->face && !op->face->visibility)) {
1377 for (last=top; last != floor; last=last->below)
1378 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1379 /* Check to see if we found the object that blocks view,
1380 * and make sure we have a below pointer for it so that
1381 * we can get inserted below this one, which requires we
1382 * set top to the object below us.
1383 */
1384 if (last && last->below && last != floor) top=last->below;
1385 }
1386 } /* If objects on this space */
1387 if (flag & INS_MAP_LOAD)
1388 top = GET_MAP_TOP(op->map,op->x,op->y);
1389 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1390
1391 /* Top is the object that our object (op) is going to get inserted above.
1392 */
1393
1394 /* First object on this space */
1395 if (!top) {
1396 op->above = GET_MAP_OB(op->map, op->x, op->y);
1397 if (op->above) op->above->below = op;
1398 op->below = NULL;
1399 SET_MAP_OB(op->map, op->x, op->y, op);
1400 } else { /* get inserted into the stack above top */
1401 op->above = top->above;
1402 if (op->above) op->above->below = op;
1403 op->below = top;
1404 top->above = op;
1405 }
1406 if (op->above==NULL)
1407 SET_MAP_TOP(op->map,op->x, op->y, op);
1408 } /* else not INS_BELOW_ORIGINATOR */
1409
1410 if(op->type==PLAYER)
1411 op->contr->do_los=1;
1412
1413 /* If we have a floor, we know the player, if any, will be above
1414 * it, so save a few ticks and start from there.
1415 */
1416 if (!(flag & INS_MAP_LOAD))
1417 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1418 if (tmp->type == PLAYER)
1419 tmp->contr->socket.update_look=1;
1420 }
1421
1422 /* If this object glows, it may affect lighting conditions that are
1423 * visible to others on this map. But update_all_los is really
1424 * an inefficient way to do this, as it means los for all players
1425 * on the map will get recalculated. The players could very well
1426 * be far away from this change and not affected in any way -
1427 * this should get redone to only look for players within range,
1428 * or just updating the P_NEED_UPDATE for spaces within this area
1429 * of effect may be sufficient.
1430 */
1431 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1432 update_all_los(op->map, op->x, op->y);
1433
1434
1435 /* updates flags (blocked, alive, no magic, etc) for this map space */
1436 update_object(op,UP_OBJ_INSERT);
1437
1438
1439 /* Don't know if moving this to the end will break anything. However,
1440 * we want to have update_look set above before calling this.
1441 *
1442 * check_move_on() must be after this because code called from
1443 * check_move_on() depends on correct map flags (so functions like
1444 * blocked() and wall() work properly), and these flags are updated by
1445 * update_object().
1446 */
1447
1448 /* if this is not the head or flag has been passed, don't check walk on status */
1449
1450 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1451 if (check_move_on(op, originator))
1452 return NULL;
1453
1454 /* If we are a multi part object, lets work our way through the check 1424 /* If we are a multi part object, lets work our way through the check
1455 * walk on's. 1425 * walk on's.
1456 */ 1426 */
1457 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1427 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1458 if (check_move_on (tmp, originator)) 1428 if (check_move_on (tmp, originator))
1459 return NULL; 1429 return NULL;
1460 } 1430 }
1431
1461 return op; 1432 return op;
1462} 1433}
1463 1434
1464/* this function inserts an object in the map, but if it 1435/* this function inserts an object in the map, but if it
1465 * finds an object of its own type, it'll remove that one first. 1436 * finds an object of its own type, it'll remove that one first.
1466 * op is the object to insert it under: supplies x and the map. 1437 * op is the object to insert it under: supplies x and the map.
1467 */ 1438 */
1439void
1468void replace_insert_ob_in_map(const char *arch_string, object *op) { 1440replace_insert_ob_in_map (const char *arch_string, object *op)
1469 object *tmp; 1441{
1470 object *tmp1; 1442 object *tmp, *tmp1;
1471 1443
1472 /* first search for itself and remove any old instances */ 1444 /* first search for itself and remove any old instances */
1473 1445
1474 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1446 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1475 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1447 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1476 remove_ob(tmp); 1448 tmp->destroy ();
1477 free_object(tmp);
1478 }
1479 }
1480 1449
1481 tmp1=arch_to_object(find_archetype(arch_string)); 1450 tmp1 = arch_to_object (archetype::find (arch_string));
1482 1451
1483 1452 tmp1->x = op->x;
1484 tmp1->x = op->x; tmp1->y = op->y; 1453 tmp1->y = op->y;
1485 insert_ob_in_map(tmp1,op->map,op,0); 1454 insert_ob_in_map (tmp1, op->map, op, 0);
1486} 1455}
1487 1456
1488/* 1457/*
1489 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1458 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1490 * is returned contains nr objects, and the remaining parts contains 1459 * is returned contains nr objects, and the remaining parts contains
1491 * the rest (or is removed and freed if that number is 0). 1460 * the rest (or is removed and freed if that number is 0).
1492 * On failure, NULL is returned, and the reason put into the 1461 * On failure, NULL is returned, and the reason put into the
1493 * global static errmsg array. 1462 * global static errmsg array.
1494 */ 1463 */
1495 1464
1465object *
1496object *get_split_ob(object *orig_ob, uint32 nr) { 1466get_split_ob (object *orig_ob, uint32 nr)
1467{
1497 object *newob; 1468 object *newob;
1498 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1469 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1499 1470
1500 if(orig_ob->nrof<nr) { 1471 if (orig_ob->nrof < nr)
1501 sprintf(errmsg,"There are only %d %ss.", 1472 {
1502 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1473 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1503 return NULL; 1474 return NULL;
1504 } 1475 }
1476
1505 newob = object_create_clone(orig_ob); 1477 newob = object_create_clone (orig_ob);
1478
1506 if((orig_ob->nrof-=nr)<1) { 1479 if ((orig_ob->nrof -= nr) < 1)
1507 if ( ! is_removed) 1480 orig_ob->destroy (1);
1508 remove_ob(orig_ob);
1509 free_object2(orig_ob, 1);
1510 }
1511 else if ( ! is_removed) { 1481 else if (!is_removed)
1482 {
1512 if(orig_ob->env!=NULL) 1483 if (orig_ob->env != NULL)
1513 sub_weight (orig_ob->env,orig_ob->weight*nr); 1484 sub_weight (orig_ob->env, orig_ob->weight * nr);
1514 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1485 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1486 {
1515 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1487 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1516 LOG(llevDebug,
1517 "Error, Tried to split object whose map is not in memory.\n"); 1488 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1518 return NULL; 1489 return NULL;
1519 } 1490 }
1520 } 1491 }
1492
1521 newob->nrof=nr; 1493 newob->nrof = nr;
1522 1494
1523 return newob; 1495 return newob;
1524} 1496}
1525 1497
1526/* 1498/*
1527 * decrease_ob_nr(object, number) decreases a specified number from 1499 * decrease_ob_nr(object, number) decreases a specified number from
1528 * the amount of an object. If the amount reaches 0, the object 1500 * the amount of an object. If the amount reaches 0, the object
1529 * is subsequently removed and freed. 1501 * is subsequently removed and freed.
1530 * 1502 *
1531 * Return value: 'op' if something is left, NULL if the amount reached 0 1503 * Return value: 'op' if something is left, NULL if the amount reached 0
1532 */ 1504 */
1533 1505
1506object *
1534object *decrease_ob_nr (object *op, uint32 i) 1507decrease_ob_nr (object *op, uint32 i)
1535{ 1508{
1536 object *tmp; 1509 object *tmp;
1537 player *pl; 1510 player *pl;
1538 1511
1539 if (i == 0) /* objects with op->nrof require this check */ 1512 if (i == 0) /* objects with op->nrof require this check */
1540 return op; 1513 return op;
1541 1514
1542 if (i > op->nrof) 1515 if (i > op->nrof)
1543 i = op->nrof; 1516 i = op->nrof;
1544 1517
1545 if (QUERY_FLAG (op, FLAG_REMOVED)) 1518 if (QUERY_FLAG (op, FLAG_REMOVED))
1519 op->nrof -= i;
1520 else if (op->env)
1521 {
1522 /* is this object in the players inventory, or sub container
1523 * therein?
1524 */
1525 tmp = op->in_player ();
1526 /* nope. Is this a container the player has opened?
1527 * If so, set tmp to that player.
1528 * IMO, searching through all the players will mostly
1529 * likely be quicker than following op->env to the map,
1530 * and then searching the map for a player.
1531 */
1532 if (!tmp)
1533 {
1534 for (pl = first_player; pl; pl = pl->next)
1535 if (pl->ob->container == op->env)
1536 {
1537 tmp = pl->ob;
1538 break;
1539 }
1540 }
1541
1542 if (i < op->nrof)
1543 {
1544 sub_weight (op->env, op->weight * i);
1545 op->nrof -= i;
1546 if (tmp)
1547 esrv_send_item (tmp, op);
1548 }
1549 else
1550 {
1551 op->remove ();
1552 op->nrof = 0;
1553 if (tmp)
1554 esrv_del_item (tmp->contr, op->count);
1555 }
1546 { 1556 }
1557 else
1558 {
1559 object *above = op->above;
1560
1561 if (i < op->nrof)
1547 op->nrof -= i; 1562 op->nrof -= i;
1548 } 1563 else
1549 else if (op->env != NULL)
1550 {
1551 /* is this object in the players inventory, or sub container
1552 * therein?
1553 */
1554 tmp = is_player_inv (op->env);
1555 /* nope. Is this a container the player has opened?
1556 * If so, set tmp to that player.
1557 * IMO, searching through all the players will mostly
1558 * likely be quicker than following op->env to the map,
1559 * and then searching the map for a player.
1560 */
1561 if (!tmp) {
1562 for (pl=first_player; pl; pl=pl->next)
1563 if (pl->ob->container == op->env) break;
1564 if (pl) tmp=pl->ob;
1565 else tmp=NULL;
1566 } 1564 {
1567
1568 if (i < op->nrof) {
1569 sub_weight (op->env, op->weight * i);
1570 op->nrof -= i;
1571 if (tmp) {
1572 esrv_send_item(tmp, op);
1573 }
1574 } else {
1575 remove_ob (op); 1565 op->remove ();
1576 op->nrof = 0; 1566 op->nrof = 0;
1577 if (tmp) {
1578 esrv_del_item(tmp->contr, op->count);
1579 } 1567 }
1580 }
1581 }
1582 else
1583 {
1584 object *above = op->above;
1585 1568
1586 if (i < op->nrof) {
1587 op->nrof -= i;
1588 } else {
1589 remove_ob (op);
1590 op->nrof = 0;
1591 }
1592 /* Since we just removed op, op->above is null */ 1569 /* Since we just removed op, op->above is null */
1593 for (tmp = above; tmp != NULL; tmp = tmp->above) 1570 for (tmp = above; tmp; tmp = tmp->above)
1594 if (tmp->type == PLAYER) { 1571 if (tmp->type == PLAYER)
1572 {
1595 if (op->nrof) 1573 if (op->nrof)
1596 esrv_send_item(tmp, op); 1574 esrv_send_item (tmp, op);
1597 else 1575 else
1598 esrv_del_item(tmp->contr, op->count); 1576 esrv_del_item (tmp->contr, op->count);
1599 } 1577 }
1600 } 1578 }
1601 1579
1602 if (op->nrof) { 1580 if (op->nrof)
1603 return op; 1581 return op;
1604 } else { 1582 else
1605 free_object (op); 1583 {
1584 op->destroy ();
1606 return NULL; 1585 return 0;
1607 } 1586 }
1608} 1587}
1609 1588
1610/* 1589/*
1611 * add_weight(object, weight) adds the specified weight to an object, 1590 * add_weight(object, weight) adds the specified weight to an object,
1612 * and also updates how much the environment(s) is/are carrying. 1591 * and also updates how much the environment(s) is/are carrying.
1613 */ 1592 */
1614 1593
1594void
1615void add_weight (object *op, signed long weight) { 1595add_weight (object *op, signed long weight)
1596{
1616 while (op!=NULL) { 1597 while (op != NULL)
1598 {
1617 if (op->type == CONTAINER) { 1599 if (op->type == CONTAINER)
1618 weight=(signed long)(weight*(100-op->stats.Str)/100); 1600 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1619 } 1601
1620 op->carrying+=weight; 1602 op->carrying += weight;
1621 op=op->env; 1603 op = op->env;
1622 } 1604 }
1623} 1605}
1624 1606
1607object *
1608insert_ob_in_ob (object *op, object *where)
1609{
1610 if (!where)
1611 {
1612 char *dump = dump_object (op);
1613 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1614 free (dump);
1615 return op;
1616 }
1617
1618 if (where->head)
1619 {
1620 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1621 where = where->head;
1622 }
1623
1624 return where->insert (op);
1625}
1626
1625/* 1627/*
1626 * insert_ob_in_ob(op,environment): 1628 * env->insert (op)
1627 * This function inserts the object op in the linked list 1629 * This function inserts the object op in the linked list
1628 * inside the object environment. 1630 * inside the object environment.
1629 * 1631 *
1630 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1631 * the inventory at the last position or next to other objects of the same
1632 * type.
1633 * Frank: Now sorted by type, archetype and magic!
1634 *
1635 * The function returns now pointer to inserted item, and return value can 1632 * The function returns now pointer to inserted item, and return value can
1636 * be != op, if items are merged. -Tero 1633 * be != op, if items are merged. -Tero
1637 */ 1634 */
1638 1635
1639object *insert_ob_in_ob(object *op,object *where) { 1636object *
1637object::insert (object *op)
1638{
1640 object *tmp, *otmp; 1639 object *tmp, *otmp;
1641 1640
1642 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1641 if (!QUERY_FLAG (op, FLAG_REMOVED))
1643 dump_object(op); 1642 op->remove ();
1644 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1643
1645 return op;
1646 }
1647 if(where==NULL) {
1648 dump_object(op);
1649 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1650 return op;
1651 }
1652 if (where->head) {
1653 LOG(llevDebug,
1654 "Warning: Tried to insert object wrong part of multipart object.\n");
1655 where = where->head;
1656 }
1657 if (op->more) { 1644 if (op->more)
1645 {
1658 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1646 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1659 &op->name, op->count);
1660 return op; 1647 return op;
1661 } 1648 }
1649
1662 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1650 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1663 CLEAR_FLAG(op, FLAG_REMOVED); 1651 CLEAR_FLAG (op, FLAG_REMOVED);
1664 if(op->nrof) { 1652 if (op->nrof)
1653 {
1665 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1654 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1666 if ( CAN_MERGE(tmp,op) ) { 1655 if (object::can_merge (tmp, op))
1656 {
1667 /* return the original object and remove inserted object 1657 /* return the original object and remove inserted object
1668 (client needs the original object) */ 1658 (client needs the original object) */
1669 tmp->nrof += op->nrof; 1659 tmp->nrof += op->nrof;
1670 /* Weight handling gets pretty funky. Since we are adding to 1660 /* Weight handling gets pretty funky. Since we are adding to
1671 * tmp->nrof, we need to increase the weight. 1661 * tmp->nrof, we need to increase the weight.
1672 */ 1662 */
1673 add_weight (where, op->weight*op->nrof); 1663 add_weight (this, op->weight * op->nrof);
1674 SET_FLAG(op, FLAG_REMOVED); 1664 SET_FLAG (op, FLAG_REMOVED);
1675 free_object(op); /* free the inserted object */ 1665 op->destroy (); /* free the inserted object */
1676 op = tmp; 1666 op = tmp;
1677 remove_ob (op); /* and fix old object's links */ 1667 op->remove (); /* and fix old object's links */
1678 CLEAR_FLAG(op, FLAG_REMOVED); 1668 CLEAR_FLAG (op, FLAG_REMOVED);
1679 break; 1669 break;
1680 } 1670 }
1681 1671
1682 /* I assume combined objects have no inventory 1672 /* I assume combined objects have no inventory
1683 * We add the weight - this object could have just been removed 1673 * We add the weight - this object could have just been removed
1684 * (if it was possible to merge). calling remove_ob will subtract 1674 * (if it was possible to merge). calling remove_ob will subtract
1685 * the weight, so we need to add it in again, since we actually do 1675 * the weight, so we need to add it in again, since we actually do
1686 * the linking below 1676 * the linking below
1687 */ 1677 */
1688 add_weight (where, op->weight*op->nrof); 1678 add_weight (this, op->weight * op->nrof);
1679 }
1689 } else 1680 else
1690 add_weight (where, (op->weight+op->carrying)); 1681 add_weight (this, (op->weight + op->carrying));
1691 1682
1692 otmp=is_player_inv(where); 1683 otmp = this->in_player ();
1693 if (otmp&&otmp->contr!=NULL) { 1684 if (otmp && otmp->contr)
1694 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1685 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1695 fix_player(otmp); 1686 otmp->update_stats ();
1696 }
1697 1687
1698 op->map=NULL; 1688 op->map = 0;
1699 op->env=where; 1689 op->env = this;
1700 op->above=NULL; 1690 op->above = 0;
1701 op->below=NULL; 1691 op->below = 0;
1702 op->x=0,op->y=0; 1692 op->x = 0, op->y = 0;
1703 1693
1704 /* reset the light list and los of the players on the map */ 1694 /* reset the light list and los of the players on the map */
1705 if((op->glow_radius!=0)&&where->map) 1695 if ((op->glow_radius != 0) && map)
1706 { 1696 {
1707#ifdef DEBUG_LIGHTS 1697#ifdef DEBUG_LIGHTS
1708 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1698 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1709 op->name);
1710#endif /* DEBUG_LIGHTS */ 1699#endif /* DEBUG_LIGHTS */
1711 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1700 if (MAP_DARKNESS (map))
1701 update_all_los (map, x, y);
1712 } 1702 }
1713 1703
1714 /* Client has no idea of ordering so lets not bother ordering it here. 1704 /* Client has no idea of ordering so lets not bother ordering it here.
1715 * It sure simplifies this function... 1705 * It sure simplifies this function...
1716 */ 1706 */
1717 if (where->inv==NULL) 1707 if (!inv)
1718 where->inv=op; 1708 inv = op;
1719 else { 1709 else
1710 {
1720 op->below = where->inv; 1711 op->below = inv;
1721 op->below->above = op; 1712 op->below->above = op;
1722 where->inv = op; 1713 inv = op;
1723 } 1714 }
1715
1724 return op; 1716 return op;
1725} 1717}
1726 1718
1727/* 1719/*
1728 * Checks if any objects has a move_type that matches objects 1720 * Checks if any objects has a move_type that matches objects
1743 * MSW 2001-07-08: Check all objects on space, not just those below 1735 * MSW 2001-07-08: Check all objects on space, not just those below
1744 * object being inserted. insert_ob_in_map may not put new objects 1736 * object being inserted. insert_ob_in_map may not put new objects
1745 * on top. 1737 * on top.
1746 */ 1738 */
1747 1739
1740int
1748int check_move_on (object *op, object *originator) 1741check_move_on (object *op, object *originator)
1749{ 1742{
1750 object *tmp; 1743 object *tmp;
1751 tag_t tag;
1752 mapstruct *m=op->map; 1744 maptile *m = op->map;
1753 int x=op->x, y=op->y; 1745 int x = op->x, y = op->y;
1746
1754 MoveType move_on, move_slow, move_block; 1747 MoveType move_on, move_slow, move_block;
1755 1748
1756 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1749 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1757 return 0; 1750 return 0;
1758 1751
1759 tag = op->count;
1760
1761 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1752 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1762 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1753 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1763 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1754 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1764 1755
1765 /* if nothing on this space will slow op down or be applied, 1756 /* if nothing on this space will slow op down or be applied,
1766 * no need to do checking below. have to make sure move_type 1757 * no need to do checking below. have to make sure move_type
1767 * is set, as lots of objects don't have it set - we treat that 1758 * is set, as lots of objects don't have it set - we treat that
1768 * as walking. 1759 * as walking.
1769 */ 1760 */
1770 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1761 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1771 return 0; 1762 return 0;
1772 1763
1773 /* This is basically inverse logic of that below - basically, 1764 /* This is basically inverse logic of that below - basically,
1774 * if the object can avoid the move on or slow move, they do so, 1765 * if the object can avoid the move on or slow move, they do so,
1775 * but can't do it if the alternate movement they are using is 1766 * but can't do it if the alternate movement they are using is
1776 * blocked. Logic on this seems confusing, but does seem correct. 1767 * blocked. Logic on this seems confusing, but does seem correct.
1777 */ 1768 */
1778 if ((op->move_type & ~move_on & ~move_block) != 0 && 1769 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1779 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1770 return 0;
1780 1771
1781 /* The objects have to be checked from top to bottom. 1772 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1773 * Hence, we first go to the top:
1783 */ 1774 */
1784 1775
1785 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1776 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1786 tmp->above!=NULL; tmp=tmp->above) { 1777 {
1787 /* Trim the search when we find the first other spell effect 1778 /* Trim the search when we find the first other spell effect
1788 * this helps performance so that if a space has 50 spell objects, 1779 * this helps performance so that if a space has 50 spell objects,
1789 * we don't need to check all of them. 1780 * we don't need to check all of them.
1790 */ 1781 */
1791 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1782 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1783 break;
1784 }
1785
1786 for (; tmp; tmp = tmp->below)
1792 } 1787 {
1793 for(;tmp!=NULL; tmp=tmp->below) { 1788 if (tmp == op)
1794 if (tmp == op) continue; /* Can't apply yourself */ 1789 continue; /* Can't apply yourself */
1795 1790
1796 /* Check to see if one of the movement types should be slowed down. 1791 /* Check to see if one of the movement types should be slowed down.
1797 * Second check makes sure that the movement types not being slowed 1792 * Second check makes sure that the movement types not being slowed
1798 * (~slow_move) is not blocked on this space - just because the 1793 * (~slow_move) is not blocked on this space - just because the
1799 * space doesn't slow down swimming (for example), if you can't actually 1794 * space doesn't slow down swimming (for example), if you can't actually
1800 * swim on that space, can't use it to avoid the penalty. 1795 * swim on that space, can't use it to avoid the penalty.
1801 */ 1796 */
1802 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1797 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1798 {
1803 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1799 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1804 ((op->move_type & tmp->move_slow) &&
1805 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1800 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1801 {
1806 1802
1807 float diff; 1803 float
1808
1809 diff = tmp->move_slow_penalty*FABS(op->speed); 1804 diff = tmp->move_slow_penalty * FABS (op->speed);
1805
1810 if (op->type == PLAYER) { 1806 if (op->type == PLAYER)
1811 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1807 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1812 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1808 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1813 diff /= 4.0; 1809 diff /= 4.0;
1814 } 1810
1815 }
1816 op->speed_left -= diff; 1811 op->speed_left -= diff;
1817 } 1812 }
1818 } 1813 }
1819 1814
1820 /* Basically same logic as above, except now for actual apply. */ 1815 /* Basically same logic as above, except now for actual apply. */
1821 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1816 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1822 ((op->move_type & tmp->move_on) &&
1823 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1817 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1824 1818 {
1825 move_apply(tmp, op, originator); 1819 move_apply (tmp, op, originator);
1820
1826 if (was_destroyed (op, tag)) 1821 if (op->destroyed ())
1827 return 1; 1822 return 1;
1828 1823
1829 /* what the person/creature stepped onto has moved the object 1824 /* what the person/creature stepped onto has moved the object
1830 * someplace new. Don't process any further - if we did, 1825 * someplace new. Don't process any further - if we did,
1831 * have a feeling strange problems would result. 1826 * have a feeling strange problems would result.
1832 */ 1827 */
1833 if (op->map != m || op->x != x || op->y != y) return 0; 1828 if (op->map != m || op->x != x || op->y != y)
1829 return 0;
1834 } 1830 }
1835 } 1831 }
1832
1836 return 0; 1833 return 0;
1837} 1834}
1838 1835
1839/* 1836/*
1840 * present_arch(arch, map, x, y) searches for any objects with 1837 * present_arch(arch, map, x, y) searches for any objects with
1841 * a matching archetype at the given map and coordinates. 1838 * a matching archetype at the given map and coordinates.
1842 * The first matching object is returned, or NULL if none. 1839 * The first matching object is returned, or NULL if none.
1843 */ 1840 */
1844 1841
1842object *
1845object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1843present_arch (const archetype *at, maptile *m, int x, int y)
1844{
1846 object *tmp; 1845 object *
1846 tmp;
1847
1847 if(m==NULL || out_of_map(m,x,y)) { 1848 if (m == NULL || out_of_map (m, x, y))
1849 {
1848 LOG(llevError,"Present_arch called outside map.\n"); 1850 LOG (llevError, "Present_arch called outside map.\n");
1849 return NULL; 1851 return NULL;
1850 } 1852 }
1851 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1853 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1852 if(tmp->arch == at) 1854 if (tmp->arch == at)
1853 return tmp; 1855 return tmp;
1854 return NULL; 1856 return NULL;
1855} 1857}
1856 1858
1857/* 1859/*
1858 * present(type, map, x, y) searches for any objects with 1860 * present(type, map, x, y) searches for any objects with
1859 * a matching type variable at the given map and coordinates. 1861 * a matching type variable at the given map and coordinates.
1860 * The first matching object is returned, or NULL if none. 1862 * The first matching object is returned, or NULL if none.
1861 */ 1863 */
1862 1864
1865object *
1863object *present(unsigned char type,mapstruct *m, int x,int y) { 1866present (unsigned char type, maptile *m, int x, int y)
1867{
1864 object *tmp; 1868 object *
1869 tmp;
1870
1865 if(out_of_map(m,x,y)) { 1871 if (out_of_map (m, x, y))
1872 {
1866 LOG(llevError,"Present called outside map.\n"); 1873 LOG (llevError, "Present called outside map.\n");
1867 return NULL; 1874 return NULL;
1868 } 1875 }
1869 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1876 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1870 if(tmp->type==type) 1877 if (tmp->type == type)
1871 return tmp; 1878 return tmp;
1872 return NULL; 1879 return NULL;
1873} 1880}
1874 1881
1875/* 1882/*
1876 * present_in_ob(type, object) searches for any objects with 1883 * present_in_ob(type, object) searches for any objects with
1877 * a matching type variable in the inventory of the given object. 1884 * a matching type variable in the inventory of the given object.
1878 * The first matching object is returned, or NULL if none. 1885 * The first matching object is returned, or NULL if none.
1879 */ 1886 */
1880 1887
1888object *
1881object *present_in_ob(unsigned char type, const object *op) { 1889present_in_ob (unsigned char type, const object *op)
1890{
1882 object *tmp; 1891 object *
1892 tmp;
1893
1883 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1894 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1884 if(tmp->type==type) 1895 if (tmp->type == type)
1885 return tmp; 1896 return tmp;
1886 return NULL; 1897 return NULL;
1887} 1898}
1888 1899
1889/* 1900/*
1899 * the object name, not the archetype name. this is so that the 1910 * the object name, not the archetype name. this is so that the
1900 * spell code can use one object type (force), but change it's name 1911 * spell code can use one object type (force), but change it's name
1901 * to be unique. 1912 * to be unique.
1902 */ 1913 */
1903 1914
1915object *
1904object *present_in_ob_by_name(int type, const char *str, const object *op) { 1916present_in_ob_by_name (int type, const char *str, const object *op)
1917{
1905 object *tmp; 1918 object *
1919 tmp;
1906 1920
1907 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1921 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1922 {
1908 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1923 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1909 return tmp; 1924 return tmp;
1910 } 1925 }
1911 return NULL; 1926 return NULL;
1912} 1927}
1913 1928
1914/* 1929/*
1915 * present_arch_in_ob(archetype, object) searches for any objects with 1930 * present_arch_in_ob(archetype, object) searches for any objects with
1916 * a matching archetype in the inventory of the given object. 1931 * a matching archetype in the inventory of the given object.
1917 * The first matching object is returned, or NULL if none. 1932 * The first matching object is returned, or NULL if none.
1918 */ 1933 */
1919 1934
1935object *
1920object *present_arch_in_ob(const archetype *at, const object *op) { 1936present_arch_in_ob (const archetype *at, const object *op)
1937{
1921 object *tmp; 1938 object *
1939 tmp;
1940
1922 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1941 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1923 if( tmp->arch == at) 1942 if (tmp->arch == at)
1924 return tmp; 1943 return tmp;
1925 return NULL; 1944 return NULL;
1926} 1945}
1927 1946
1928/* 1947/*
1929 * activate recursively a flag on an object inventory 1948 * activate recursively a flag on an object inventory
1930 */ 1949 */
1950void
1931void flag_inv(object*op, int flag){ 1951flag_inv (object *op, int flag)
1952{
1932 object *tmp; 1953 object *
1954 tmp;
1955
1933 if(op->inv) 1956 if (op->inv)
1934 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1957 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1958 {
1935 SET_FLAG(tmp, flag); 1959 SET_FLAG (tmp, flag);
1936 flag_inv(tmp,flag); 1960 flag_inv (tmp, flag);
1937 } 1961 }
1938}/* 1962} /*
1939 * desactivate recursively a flag on an object inventory 1963 * desactivate recursively a flag on an object inventory
1940 */ 1964 */
1965void
1941void unflag_inv(object*op, int flag){ 1966unflag_inv (object *op, int flag)
1967{
1942 object *tmp; 1968 object *
1969 tmp;
1970
1943 if(op->inv) 1971 if (op->inv)
1944 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1972 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1973 {
1945 CLEAR_FLAG(tmp, flag); 1974 CLEAR_FLAG (tmp, flag);
1946 unflag_inv(tmp,flag); 1975 unflag_inv (tmp, flag);
1947 } 1976 }
1948} 1977}
1949 1978
1950/* 1979/*
1951 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1980 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1952 * all it's inventory (recursively). 1981 * all it's inventory (recursively).
1953 * If checksums are used, a player will get set_cheat called for 1982 * If checksums are used, a player will get set_cheat called for
1954 * him/her-self and all object carried by a call to this function. 1983 * him/her-self and all object carried by a call to this function.
1955 */ 1984 */
1956 1985
1986void
1957void set_cheat(object *op) { 1987set_cheat (object *op)
1988{
1958 SET_FLAG(op, FLAG_WAS_WIZ); 1989 SET_FLAG (op, FLAG_WAS_WIZ);
1959 flag_inv(op, FLAG_WAS_WIZ); 1990 flag_inv (op, FLAG_WAS_WIZ);
1960} 1991}
1961 1992
1962/* 1993/*
1963 * find_free_spot(object, map, x, y, start, stop) will search for 1994 * find_free_spot(object, map, x, y, start, stop) will search for
1964 * a spot at the given map and coordinates which will be able to contain 1995 * a spot at the given map and coordinates which will be able to contain
1979 * to know if the space in question will block the object. We can't use 2010 * to know if the space in question will block the object. We can't use
1980 * the archetype because that isn't correct if the monster has been 2011 * the archetype because that isn't correct if the monster has been
1981 * customized, changed states, etc. 2012 * customized, changed states, etc.
1982 */ 2013 */
1983 2014
2015int
1984int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2016find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2017{
2018 int
2019 i,
1985 int i,index=0, flag; 2020 index = 0, flag;
2021 static int
1986 static int altern[SIZEOFFREE]; 2022 altern[SIZEOFFREE];
1987 2023
1988 for(i=start;i<stop;i++) { 2024 for (i = start; i < stop; i++)
2025 {
1989 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2026 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1990 if(!flag) 2027 if (!flag)
1991 altern[index++]=i; 2028 altern[index++] = i;
1992 2029
1993 /* Basically, if we find a wall on a space, we cut down the search size. 2030 /* Basically, if we find a wall on a space, we cut down the search size.
1994 * In this way, we won't return spaces that are on another side of a wall. 2031 * In this way, we won't return spaces that are on another side of a wall.
1995 * This mostly work, but it cuts down the search size in all directions - 2032 * This mostly work, but it cuts down the search size in all directions -
1996 * if the space being examined only has a wall to the north and empty 2033 * if the space being examined only has a wall to the north and empty
1997 * spaces in all the other directions, this will reduce the search space 2034 * spaces in all the other directions, this will reduce the search space
1998 * to only the spaces immediately surrounding the target area, and 2035 * to only the spaces immediately surrounding the target area, and
1999 * won't look 2 spaces south of the target space. 2036 * won't look 2 spaces south of the target space.
2000 */ 2037 */
2001 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2038 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2002 stop=maxfree[i]; 2039 stop = maxfree[i];
2003 } 2040 }
2004 if(!index) return -1; 2041
2042 if (!index)
2043 return -1;
2044
2005 return altern[RANDOM()%index]; 2045 return altern[RANDOM () % index];
2006} 2046}
2007 2047
2008/* 2048/*
2009 * find_first_free_spot(archetype, mapstruct, x, y) works like 2049 * find_first_free_spot(archetype, maptile, x, y) works like
2010 * find_free_spot(), but it will search max number of squares. 2050 * find_free_spot(), but it will search max number of squares.
2011 * But it will return the first available spot, not a random choice. 2051 * But it will return the first available spot, not a random choice.
2012 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2052 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2013 */ 2053 */
2014 2054
2055int
2015int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2056find_first_free_spot (const object *ob, maptile *m, int x, int y)
2057{
2058 int
2016 int i; 2059 i;
2060
2017 for(i=0;i<SIZEOFFREE;i++) { 2061 for (i = 0; i < SIZEOFFREE; i++)
2062 {
2018 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2063 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2019 return i; 2064 return i;
2020 } 2065 }
2021 return -1; 2066 return -1;
2022} 2067}
2023 2068
2024/* 2069/*
2025 * The function permute(arr, begin, end) randomly reorders the array 2070 * The function permute(arr, begin, end) randomly reorders the array
2026 * arr[begin..end-1]. 2071 * arr[begin..end-1].
2027 */ 2072 */
2073static void
2028static void permute(int *arr, int begin, int end) 2074permute (int *arr, int begin, int end)
2029{ 2075{
2030 int i, j, tmp, len; 2076 int
2077 i,
2078 j,
2079 tmp,
2080 len;
2031 2081
2032 len = end-begin; 2082 len = end - begin;
2033 for(i = begin; i < end; i++) 2083 for (i = begin; i < end; i++)
2034 { 2084 {
2035 j = begin+RANDOM()%len; 2085 j = begin + RANDOM () % len;
2036 2086
2037 tmp = arr[i]; 2087 tmp = arr[i];
2038 arr[i] = arr[j]; 2088 arr[i] = arr[j];
2039 arr[j] = tmp; 2089 arr[j] = tmp;
2040 } 2090 }
2041} 2091}
2042 2092
2043/* new function to make monster searching more efficient, and effective! 2093/* new function to make monster searching more efficient, and effective!
2044 * This basically returns a randomized array (in the passed pointer) of 2094 * This basically returns a randomized array (in the passed pointer) of
2045 * the spaces to find monsters. In this way, it won't always look for 2095 * the spaces to find monsters. In this way, it won't always look for
2046 * monsters to the north first. However, the size of the array passed 2096 * monsters to the north first. However, the size of the array passed
2047 * covers all the spaces, so within that size, all the spaces within 2097 * covers all the spaces, so within that size, all the spaces within
2048 * the 3x3 area will be searched, just not in a predictable order. 2098 * the 3x3 area will be searched, just not in a predictable order.
2049 */ 2099 */
2100void
2050void get_search_arr(int *search_arr) 2101get_search_arr (int *search_arr)
2051{ 2102{
2103 int
2052 int i; 2104 i;
2053 2105
2054 for(i = 0; i < SIZEOFFREE; i++) 2106 for (i = 0; i < SIZEOFFREE; i++)
2055 { 2107 {
2056 search_arr[i] = i; 2108 search_arr[i] = i;
2057 } 2109 }
2058 2110
2059 permute(search_arr, 1, SIZEOFFREE1+1); 2111 permute (search_arr, 1, SIZEOFFREE1 + 1);
2060 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2112 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2061 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2113 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2062} 2114}
2063 2115
2064/* 2116/*
2065 * find_dir(map, x, y, exclude) will search some close squares in the 2117 * find_dir(map, x, y, exclude) will search some close squares in the
2066 * given map at the given coordinates for live objects. 2118 * given map at the given coordinates for live objects.
2072 * is actually want is going to try and move there. We need this info 2124 * is actually want is going to try and move there. We need this info
2073 * because we have to know what movement the thing looking to move 2125 * because we have to know what movement the thing looking to move
2074 * there is capable of. 2126 * there is capable of.
2075 */ 2127 */
2076 2128
2129int
2077int find_dir(mapstruct *m, int x, int y, object *exclude) { 2130find_dir (maptile *m, int x, int y, object *exclude)
2131{
2132 int
2133 i,
2078 int i,max=SIZEOFFREE, mflags; 2134 max = SIZEOFFREE, mflags;
2135
2079 sint16 nx, ny; 2136 sint16 nx, ny;
2080 object *tmp; 2137 object *
2081 mapstruct *mp; 2138 tmp;
2139 maptile *
2140 mp;
2141
2082 MoveType blocked, move_type; 2142 MoveType blocked, move_type;
2083 2143
2084 if (exclude && exclude->head) { 2144 if (exclude && exclude->head)
2145 {
2085 exclude = exclude->head; 2146 exclude = exclude->head;
2086 move_type = exclude->move_type; 2147 move_type = exclude->move_type;
2087 } else { 2148 }
2149 else
2150 {
2088 /* If we don't have anything, presume it can use all movement types. */ 2151 /* If we don't have anything, presume it can use all movement types. */
2089 move_type=MOVE_ALL; 2152 move_type = MOVE_ALL;
2153 }
2154
2155 for (i = 1; i < max; i++)
2090 } 2156 {
2091
2092 for(i=1;i<max;i++) {
2093 mp = m; 2157 mp = m;
2094 nx = x + freearr_x[i]; 2158 nx = x + freearr_x[i];
2095 ny = y + freearr_y[i]; 2159 ny = y + freearr_y[i];
2096 2160
2097 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2161 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2162
2098 if (mflags & P_OUT_OF_MAP) { 2163 if (mflags & P_OUT_OF_MAP)
2164 max = maxfree[i];
2165 else
2166 {
2167 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2168
2169 if ((move_type & blocked) == move_type)
2099 max = maxfree[i]; 2170 max = maxfree[i];
2100 } else {
2101 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2102
2103 if ((move_type & blocked) == move_type) {
2104 max=maxfree[i];
2105 } else if (mflags & P_IS_ALIVE) { 2171 else if (mflags & P_IS_ALIVE)
2172 {
2106 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2173 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above)
2107 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2174 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2108 (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2109 break; 2175 break;
2110 } 2176
2111 }
2112 if(tmp) { 2177 if (tmp)
2113 return freedir[i]; 2178 return freedir[i];
2114 }
2115 } 2179 }
2116 } 2180 }
2117 } 2181 }
2182
2118 return 0; 2183 return 0;
2119} 2184}
2120 2185
2121/* 2186/*
2122 * distance(object 1, object 2) will return the square of the 2187 * distance(object 1, object 2) will return the square of the
2123 * distance between the two given objects. 2188 * distance between the two given objects.
2124 */ 2189 */
2125 2190
2191int
2126int distance(const object *ob1, const object *ob2) { 2192distance (const object *ob1, const object *ob2)
2193{
2127 int i; 2194 int i;
2128 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2195
2129 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2196 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2130 return i; 2197 return i;
2131} 2198}
2132 2199
2133/* 2200/*
2134 * find_dir_2(delta-x,delta-y) will return a direction in which 2201 * find_dir_2(delta-x,delta-y) will return a direction in which
2135 * an object which has subtracted the x and y coordinates of another 2202 * an object which has subtracted the x and y coordinates of another
2136 * object, needs to travel toward it. 2203 * object, needs to travel toward it.
2137 */ 2204 */
2138 2205
2206int
2139int find_dir_2(int x, int y) { 2207find_dir_2 (int x, int y)
2208{
2140 int q; 2209 int q;
2141 2210
2142 if(y) 2211 if (y)
2143 q=x*100/y; 2212 q = x * 100 / y;
2144 else if (x) 2213 else if (x)
2145 q= -300*x; 2214 q = -300 * x;
2146 else 2215 else
2147 return 0; 2216 return 0;
2148 2217
2149 if(y>0) { 2218 if (y > 0)
2219 {
2150 if(q < -242) 2220 if (q < -242)
2151 return 3 ; 2221 return 3;
2152 if (q < -41) 2222 if (q < -41)
2153 return 2 ; 2223 return 2;
2154 if (q < 41) 2224 if (q < 41)
2155 return 1 ; 2225 return 1;
2156 if (q < 242) 2226 if (q < 242)
2157 return 8 ; 2227 return 8;
2158 return 7 ; 2228 return 7;
2159 } 2229 }
2160 2230
2161 if (q < -242) 2231 if (q < -242)
2162 return 7 ; 2232 return 7;
2163 if (q < -41) 2233 if (q < -41)
2164 return 6 ; 2234 return 6;
2165 if (q < 41) 2235 if (q < 41)
2166 return 5 ; 2236 return 5;
2167 if (q < 242) 2237 if (q < 242)
2168 return 4 ; 2238 return 4;
2169 2239
2170 return 3 ; 2240 return 3;
2171} 2241}
2172 2242
2173/* 2243/*
2174 * absdir(int): Returns a number between 1 and 8, which represent 2244 * absdir(int): Returns a number between 1 and 8, which represent
2175 * the "absolute" direction of a number (it actually takes care of 2245 * the "absolute" direction of a number (it actually takes care of
2176 * "overflow" in previous calculations of a direction). 2246 * "overflow" in previous calculations of a direction).
2177 */ 2247 */
2178 2248
2249int
2179int absdir(int d) { 2250absdir (int d)
2180 while(d<1) d+=8; 2251{
2181 while(d>8) d-=8; 2252 while (d < 1)
2253 d += 8;
2254 while (d > 8)
2255 d -= 8;
2182 return d; 2256 return d;
2183} 2257}
2184 2258
2185/* 2259/*
2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2260 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2187 * between two directions (which are expected to be absolute (see absdir()) 2261 * between two directions (which are expected to be absolute (see absdir())
2188 */ 2262 */
2189 2263
2264int
2190int dirdiff(int dir1, int dir2) { 2265dirdiff (int dir1, int dir2)
2266{
2191 int d; 2267 int
2268 d;
2269
2192 d = abs(dir1 - dir2); 2270 d = abs (dir1 - dir2);
2193 if(d>4) 2271 if (d > 4)
2194 d = 8 - d; 2272 d = 8 - d;
2195 return d; 2273 return d;
2196} 2274}
2197 2275
2198/* peterm: 2276/* peterm:
2203 * direction 4, 14, or 16 to get back to where we are. 2281 * direction 4, 14, or 16 to get back to where we are.
2204 * Moved from spell_util.c to object.c with the other related direction 2282 * Moved from spell_util.c to object.c with the other related direction
2205 * functions. 2283 * functions.
2206 */ 2284 */
2207 2285
2286int
2208int reduction_dir[SIZEOFFREE][3] = { 2287 reduction_dir[SIZEOFFREE][3] = {
2209 {0,0,0}, /* 0 */ 2288 {0, 0, 0}, /* 0 */
2210 {0,0,0}, /* 1 */ 2289 {0, 0, 0}, /* 1 */
2211 {0,0,0}, /* 2 */ 2290 {0, 0, 0}, /* 2 */
2212 {0,0,0}, /* 3 */ 2291 {0, 0, 0}, /* 3 */
2213 {0,0,0}, /* 4 */ 2292 {0, 0, 0}, /* 4 */
2214 {0,0,0}, /* 5 */ 2293 {0, 0, 0}, /* 5 */
2215 {0,0,0}, /* 6 */ 2294 {0, 0, 0}, /* 6 */
2216 {0,0,0}, /* 7 */ 2295 {0, 0, 0}, /* 7 */
2217 {0,0,0}, /* 8 */ 2296 {0, 0, 0}, /* 8 */
2218 {8,1,2}, /* 9 */ 2297 {8, 1, 2}, /* 9 */
2219 {1,2,-1}, /* 10 */ 2298 {1, 2, -1}, /* 10 */
2220 {2,10,12}, /* 11 */ 2299 {2, 10, 12}, /* 11 */
2221 {2,3,-1}, /* 12 */ 2300 {2, 3, -1}, /* 12 */
2222 {2,3,4}, /* 13 */ 2301 {2, 3, 4}, /* 13 */
2223 {3,4,-1}, /* 14 */ 2302 {3, 4, -1}, /* 14 */
2224 {4,14,16}, /* 15 */ 2303 {4, 14, 16}, /* 15 */
2225 {5,4,-1}, /* 16 */ 2304 {5, 4, -1}, /* 16 */
2226 {4,5,6}, /* 17 */ 2305 {4, 5, 6}, /* 17 */
2227 {6,5,-1}, /* 18 */ 2306 {6, 5, -1}, /* 18 */
2228 {6,20,18}, /* 19 */ 2307 {6, 20, 18}, /* 19 */
2229 {7,6,-1}, /* 20 */ 2308 {7, 6, -1}, /* 20 */
2230 {6,7,8}, /* 21 */ 2309 {6, 7, 8}, /* 21 */
2231 {7,8,-1}, /* 22 */ 2310 {7, 8, -1}, /* 22 */
2232 {8,22,24}, /* 23 */ 2311 {8, 22, 24}, /* 23 */
2233 {8,1,-1}, /* 24 */ 2312 {8, 1, -1}, /* 24 */
2234 {24,9,10}, /* 25 */ 2313 {24, 9, 10}, /* 25 */
2235 {9,10,-1}, /* 26 */ 2314 {9, 10, -1}, /* 26 */
2236 {10,11,-1}, /* 27 */ 2315 {10, 11, -1}, /* 27 */
2237 {27,11,29}, /* 28 */ 2316 {27, 11, 29}, /* 28 */
2238 {11,12,-1}, /* 29 */ 2317 {11, 12, -1}, /* 29 */
2239 {12,13,-1}, /* 30 */ 2318 {12, 13, -1}, /* 30 */
2240 {12,13,14}, /* 31 */ 2319 {12, 13, 14}, /* 31 */
2241 {13,14,-1}, /* 32 */ 2320 {13, 14, -1}, /* 32 */
2242 {14,15,-1}, /* 33 */ 2321 {14, 15, -1}, /* 33 */
2243 {33,15,35}, /* 34 */ 2322 {33, 15, 35}, /* 34 */
2244 {16,15,-1}, /* 35 */ 2323 {16, 15, -1}, /* 35 */
2245 {17,16,-1}, /* 36 */ 2324 {17, 16, -1}, /* 36 */
2246 {18,17,16}, /* 37 */ 2325 {18, 17, 16}, /* 37 */
2247 {18,17,-1}, /* 38 */ 2326 {18, 17, -1}, /* 38 */
2248 {18,19,-1}, /* 39 */ 2327 {18, 19, -1}, /* 39 */
2249 {41,19,39}, /* 40 */ 2328 {41, 19, 39}, /* 40 */
2250 {19,20,-1}, /* 41 */ 2329 {19, 20, -1}, /* 41 */
2251 {20,21,-1}, /* 42 */ 2330 {20, 21, -1}, /* 42 */
2252 {20,21,22}, /* 43 */ 2331 {20, 21, 22}, /* 43 */
2253 {21,22,-1}, /* 44 */ 2332 {21, 22, -1}, /* 44 */
2254 {23,22,-1}, /* 45 */ 2333 {23, 22, -1}, /* 45 */
2255 {45,47,23}, /* 46 */ 2334 {45, 47, 23}, /* 46 */
2256 {23,24,-1}, /* 47 */ 2335 {23, 24, -1}, /* 47 */
2257 {24,9,-1}}; /* 48 */ 2336 {24, 9, -1}
2337}; /* 48 */
2258 2338
2259/* Recursive routine to step back and see if we can 2339/* Recursive routine to step back and see if we can
2260 * find a path to that monster that we found. If not, 2340 * find a path to that monster that we found. If not,
2261 * we don't bother going toward it. Returns 1 if we 2341 * we don't bother going toward it. Returns 1 if we
2262 * can see a direct way to get it 2342 * can see a direct way to get it
2263 * Modified to be map tile aware -.MSW 2343 * Modified to be map tile aware -.MSW
2264 */ 2344 */
2265 2345int
2266
2267int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2346can_see_monsterP (maptile *m, int x, int y, int dir)
2347{
2268 sint16 dx, dy; 2348 sint16 dx, dy;
2269 int mflags; 2349 int mflags;
2270 2350
2351 if (dir < 0)
2271 if(dir<0) return 0; /* exit condition: invalid direction */ 2352 return 0; /* exit condition: invalid direction */
2272 2353
2273 dx = x + freearr_x[dir]; 2354 dx = x + freearr_x[dir];
2274 dy = y + freearr_y[dir]; 2355 dy = y + freearr_y[dir];
2275 2356
2276 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2357 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2277 2358
2278 /* This functional arguably was incorrect before - it was 2359 /* This functional arguably was incorrect before - it was
2279 * checking for P_WALL - that was basically seeing if 2360 * checking for P_WALL - that was basically seeing if
2280 * we could move to the monster - this is being more 2361 * we could move to the monster - this is being more
2281 * literal on if we can see it. To know if we can actually 2362 * literal on if we can see it. To know if we can actually
2282 * move to the monster, we'd need the monster passed in or 2363 * move to the monster, we'd need the monster passed in or
2283 * at least its move type. 2364 * at least its move type.
2284 */ 2365 */
2285 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2366 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2367 return 0;
2286 2368
2287 /* yes, can see. */ 2369 /* yes, can see. */
2288 if(dir < 9) return 1; 2370 if (dir < 9)
2371 return 1;
2372
2289 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2373 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2290 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2374 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2291 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2375 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2292} 2376}
2293 2377
2294
2295
2296/* 2378/*
2297 * can_pick(picker, item): finds out if an object is possible to be 2379 * can_pick(picker, item): finds out if an object is possible to be
2298 * picked up by the picker. Returnes 1 if it can be 2380 * picked up by the picker. Returnes 1 if it can be
2299 * picked up, otherwise 0. 2381 * picked up, otherwise 0.
2300 * 2382 *
2302 * core dumps if they do. 2384 * core dumps if they do.
2303 * 2385 *
2304 * Add a check so we can't pick up invisible objects (0.93.8) 2386 * Add a check so we can't pick up invisible objects (0.93.8)
2305 */ 2387 */
2306 2388
2389int
2307int can_pick(const object *who, const object *item) { 2390can_pick (const object *who, const object *item)
2391{
2308 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2392 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2309 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2393 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2310 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2394 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2311 (who->type==PLAYER||item->weight<who->weight/3));
2312} 2395}
2313
2314 2396
2315/* 2397/*
2316 * create clone from object to another 2398 * create clone from object to another
2317 */ 2399 */
2400object *
2318object *object_create_clone (object *asrc) { 2401object_create_clone (object *asrc)
2402{
2319 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2403 object *dst = 0, *tmp, *src, *part, *prev, *item;
2320 2404
2321 if(!asrc) return NULL; 2405 if (!asrc)
2406 return 0;
2407
2322 src = asrc; 2408 src = asrc;
2323 if(src->head) 2409 if (src->head)
2324 src = src->head; 2410 src = src->head;
2325 2411
2326 prev = NULL; 2412 prev = 0;
2327 for(part = src; part; part = part->more) { 2413 for (part = src; part; part = part->more)
2328 tmp = get_object(); 2414 {
2329 copy_object(part,tmp); 2415 tmp = part->clone ();
2330 tmp->x -= src->x; 2416 tmp->x -= src->x;
2331 tmp->y -= src->y; 2417 tmp->y -= src->y;
2418
2332 if(!part->head) { 2419 if (!part->head)
2420 {
2333 dst = tmp; 2421 dst = tmp;
2334 tmp->head = NULL; 2422 tmp->head = 0;
2423 }
2335 } else { 2424 else
2336 tmp->head = dst; 2425 tmp->head = dst;
2337 } 2426
2338 tmp->more = NULL; 2427 tmp->more = 0;
2428
2339 if(prev) 2429 if (prev)
2340 prev->more = tmp; 2430 prev->more = tmp;
2431
2341 prev = tmp; 2432 prev = tmp;
2342 } 2433 }
2343 /*** copy inventory ***/ 2434
2344 for(item = src->inv; item; item = item->below) { 2435 for (item = src->inv; item; item = item->below)
2345 (void) insert_ob_in_ob(object_create_clone(item),dst); 2436 insert_ob_in_ob (object_create_clone (item), dst);
2346 }
2347 2437
2348 return dst; 2438 return dst;
2349}
2350
2351/* return true if the object was destroyed, 0 otherwise */
2352int was_destroyed (const object *op, tag_t old_tag)
2353{
2354 /* checking for FLAG_FREED isn't necessary, but makes this function more
2355 * robust */
2356 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2357} 2439}
2358 2440
2359/* GROS - Creates an object using a string representing its content. */ 2441/* GROS - Creates an object using a string representing its content. */
2360/* Basically, we save the content of the string to a temp file, then call */ 2442/* Basically, we save the content of the string to a temp file, then call */
2361/* load_object on it. I admit it is a highly inefficient way to make things, */ 2443/* load_object on it. I admit it is a highly inefficient way to make things, */
2362/* but it was simple to make and allows reusing the load_object function. */ 2444/* but it was simple to make and allows reusing the load_object function. */
2363/* Remember not to use load_object_str in a time-critical situation. */ 2445/* Remember not to use load_object_str in a time-critical situation. */
2364/* Also remember that multiparts objects are not supported for now. */ 2446/* Also remember that multiparts objects are not supported for now. */
2365 2447
2448object *
2366object* load_object_str(const char *obstr) 2449load_object_str (const char *obstr)
2367{ 2450{
2368 object *op; 2451 object *op;
2369 char filename[MAX_BUF]; 2452 char filename[MAX_BUF];
2453
2370 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2454 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2371 2455
2372 FILE *tempfile=fopen(filename,"w"); 2456 FILE *tempfile = fopen (filename, "w");
2457
2373 if (tempfile == NULL) 2458 if (tempfile == NULL)
2374 { 2459 {
2375 LOG(llevError,"Error - Unable to access load object temp file\n"); 2460 LOG (llevError, "Error - Unable to access load object temp file\n");
2376 return NULL; 2461 return NULL;
2377 }; 2462 }
2463
2378 fprintf(tempfile,obstr); 2464 fprintf (tempfile, obstr);
2379 fclose(tempfile); 2465 fclose (tempfile);
2380 2466
2381 op=get_object(); 2467 op = object::create ();
2382 2468
2383 object_thawer thawer (filename); 2469 object_thawer thawer (filename);
2384 2470
2385 if (thawer) 2471 if (thawer)
2386 load_object(thawer,op,0); 2472 load_object (thawer, op, 0);
2387 2473
2388 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2474 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2389 CLEAR_FLAG(op,FLAG_REMOVED); 2475 CLEAR_FLAG (op, FLAG_REMOVED);
2390 2476
2391 return op; 2477 return op;
2392} 2478}
2393 2479
2394/* This returns the first object in who's inventory that 2480/* This returns the first object in who's inventory that
2395 * has the same type and subtype match. 2481 * has the same type and subtype match.
2396 * returns NULL if no match. 2482 * returns NULL if no match.
2397 */ 2483 */
2484object *
2398object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2485find_obj_by_type_subtype (const object *who, int type, int subtype)
2399{ 2486{
2400 object *tmp; 2487 object *tmp;
2401 2488
2402 for (tmp=who->inv; tmp; tmp=tmp->below) 2489 for (tmp = who->inv; tmp; tmp = tmp->below)
2403 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2490 if (tmp->type == type && tmp->subtype == subtype)
2491 return tmp;
2404 2492
2405 return NULL; 2493 return NULL;
2406} 2494}
2407 2495
2408/* If ob has a field named key, return the link from the list, 2496/* If ob has a field named key, return the link from the list,
2409 * otherwise return NULL. 2497 * otherwise return NULL.
2410 * 2498 *
2411 * key must be a passed in shared string - otherwise, this won't 2499 * key must be a passed in shared string - otherwise, this won't
2412 * do the desired thing. 2500 * do the desired thing.
2413 */ 2501 */
2502key_value *
2414key_value * get_ob_key_link(const object * ob, const char * key) { 2503get_ob_key_link (const object *ob, const char *key)
2504{
2415 key_value * link; 2505 key_value *link;
2416 2506
2417 for (link = ob->key_values; link != NULL; link = link->next) { 2507 for (link = ob->key_values; link != NULL; link = link->next)
2418 if (link->key == key) { 2508 if (link->key == key)
2419 return link; 2509 return link;
2420 } 2510
2421 }
2422
2423 return NULL; 2511 return NULL;
2424} 2512}
2425 2513
2426/* 2514/*
2427 * Returns the value of op has an extra_field for key, or NULL. 2515 * Returns the value of op has an extra_field for key, or NULL.
2428 * 2516 *
2429 * The argument doesn't need to be a shared string. 2517 * The argument doesn't need to be a shared string.
2430 * 2518 *
2431 * The returned string is shared. 2519 * The returned string is shared.
2432 */ 2520 */
2521const char *
2433const char * get_ob_key_value(const object * op, const char * const key) { 2522get_ob_key_value (const object *op, const char *const key)
2523{
2434 key_value * link; 2524 key_value *link;
2435 const char * canonical_key; 2525 shstr_cmp canonical_key (key);
2526
2527 if (!canonical_key)
2436 2528 {
2437 canonical_key = shstr::find (key);
2438
2439 if (canonical_key == NULL) {
2440 /* 1. There being a field named key on any object 2529 /* 1. There being a field named key on any object
2441 * implies there'd be a shared string to find. 2530 * implies there'd be a shared string to find.
2442 * 2. Since there isn't, no object has this field. 2531 * 2. Since there isn't, no object has this field.
2443 * 3. Therefore, *this* object doesn't have this field. 2532 * 3. Therefore, *this* object doesn't have this field.
2444 */ 2533 */
2445 return NULL; 2534 return 0;
2446 } 2535 }
2447 2536
2448 /* This is copied from get_ob_key_link() above - 2537 /* This is copied from get_ob_key_link() above -
2449 * only 4 lines, and saves the function call overhead. 2538 * only 4 lines, and saves the function call overhead.
2450 */ 2539 */
2451 for (link = op->key_values; link != NULL; link = link->next) { 2540 for (link = op->key_values; link; link = link->next)
2452 if (link->key == canonical_key) { 2541 if (link->key == canonical_key)
2453 return link->value; 2542 return link->value;
2454 } 2543
2455 } 2544 return 0;
2456 return NULL;
2457} 2545}
2458 2546
2459 2547
2460/* 2548/*
2461 * Updates the canonical_key in op to value. 2549 * Updates the canonical_key in op to value.
2465 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2553 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2466 * keys. 2554 * keys.
2467 * 2555 *
2468 * Returns TRUE on success. 2556 * Returns TRUE on success.
2469 */ 2557 */
2558int
2470int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2559set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2560{
2561 key_value *
2471 key_value * field = NULL, *last=NULL; 2562 field = NULL, *last = NULL;
2472 2563
2473 for (field=op->key_values; field != NULL; field=field->next) { 2564 for (field = op->key_values; field != NULL; field = field->next)
2565 {
2474 if (field->key != canonical_key) { 2566 if (field->key != canonical_key)
2567 {
2475 last = field; 2568 last = field;
2476 continue; 2569 continue;
2477 } 2570 }
2478 2571
2479 if (value) 2572 if (value)
2480 field->value = value; 2573 field->value = value;
2481 else { 2574 else
2575 {
2482 /* Basically, if the archetype has this key set, 2576 /* Basically, if the archetype has this key set,
2483 * we need to store the null value so when we save 2577 * we need to store the null value so when we save
2484 * it, we save the empty value so that when we load, 2578 * it, we save the empty value so that when we load,
2485 * we get this value back again. 2579 * we get this value back again.
2486 */ 2580 */
2487 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2581 if (get_ob_key_link (&op->arch->clone, canonical_key))
2488 field->value = 0; 2582 field->value = 0;
2583 else
2584 {
2585 if (last)
2586 last->next = field->next;
2489 else 2587 else
2490 {
2491 if (last) last->next = field->next;
2492 else op->key_values = field->next; 2588 op->key_values = field->next;
2493 2589
2494 delete field; 2590 delete field;
2495 } 2591 }
2496 } 2592 }
2497 return TRUE; 2593 return TRUE;
2498 } 2594 }
2499 /* IF we get here, key doesn't exist */ 2595 /* IF we get here, key doesn't exist */
2500 2596
2501 /* No field, we'll have to add it. */ 2597 /* No field, we'll have to add it. */
2598
2599 if (!add_key)
2502 2600 {
2503 if (!add_key) {
2504 return FALSE; 2601 return FALSE;
2505 } 2602 }
2506 /* There isn't any good reason to store a null 2603 /* There isn't any good reason to store a null
2507 * value in the key/value list. If the archetype has 2604 * value in the key/value list. If the archetype has
2508 * this key, then we should also have it, so shouldn't 2605 * this key, then we should also have it, so shouldn't
2509 * be here. If user wants to store empty strings, 2606 * be here. If user wants to store empty strings,
2510 * should pass in "" 2607 * should pass in ""
2511 */ 2608 */
2512 if (value == NULL) return TRUE; 2609 if (value == NULL)
2513
2514 field = new key_value;
2515
2516 field->key = canonical_key;
2517 field->value = value;
2518 /* Usual prepend-addition. */
2519 field->next = op->key_values;
2520 op->key_values = field;
2521
2522 return TRUE; 2610 return TRUE;
2611
2612 field = new key_value;
2613
2614 field->key = canonical_key;
2615 field->value = value;
2616 /* Usual prepend-addition. */
2617 field->next = op->key_values;
2618 op->key_values = field;
2619
2620 return TRUE;
2523} 2621}
2524 2622
2525/* 2623/*
2526 * Updates the key in op to value. 2624 * Updates the key in op to value.
2527 * 2625 *
2529 * and not add new ones. 2627 * and not add new ones.
2530 * In general, should be little reason FALSE is ever passed in for add_key 2628 * In general, should be little reason FALSE is ever passed in for add_key
2531 * 2629 *
2532 * Returns TRUE on success. 2630 * Returns TRUE on success.
2533 */ 2631 */
2632int
2534int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2633set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2535{ 2634{
2536 shstr key_ (key); 2635 shstr key_ (key);
2636
2537 return set_ob_key_value_s (op, key_, value, add_key); 2637 return set_ob_key_value_s (op, key_, value, add_key);
2538} 2638}
2639
2640object::depth_iterator::depth_iterator (object *container)
2641: iterator_base (container)
2642{
2643 while (item->inv)
2644 item = item->inv;
2645}
2646
2647void
2648object::depth_iterator::next ()
2649{
2650 if (item->below)
2651 {
2652 item = item->below;
2653
2654 while (item->inv)
2655 item = item->inv;
2656 }
2657 else
2658 item = item->env;
2659}
2660
2661// return a suitable string describing an objetc in enough detail to find it
2662const char *
2663object::debug_desc (char *info) const
2664{
2665 char info2[256 * 3];
2666 char *p = info;
2667
2668 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2669 count,
2670 &name,
2671 title ? " " : "",
2672 title ? (const char *)title : "");
2673
2674 if (env)
2675 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2676
2677 if (map)
2678 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2679
2680 return info;
2681}
2682
2683const char *
2684object::debug_desc () const
2685{
2686 static char info[256 * 3];
2687 return debug_desc (info);
2688}
2689

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