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Comparing deliantra/server/common/object.C (file contents):
Revision 1.19 by root, Fri Sep 8 17:14:07 2006 UTC vs.
Revision 1.55 by root, Sun Dec 3 00:41:33 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.19 2006/09/08 17:14:07 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
42int nrofallocobjects = 0; 35int nrofallocobjects = 0;
36static UUID uuid;
37const uint64 UUID_SKIP = 1<<19;
43 38
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 39object *active_objects; /* List of active objects that need to be processed */
46 40
47short freearr_x[SIZEOFFREE]= 41short 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}; 42 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]= 43};
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, 44short 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}; 45 -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]= 46};
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, 47int 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}; 48 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
49};
56int freedir[SIZEOFFREE]= { 50int 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, 51 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}; 52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53};
59 54
55static void
56write_uuid (void)
57{
58 char filename1[MAX_BUF], filename2[MAX_BUF];
59
60 sprintf (filename1, "%s/uuid", settings.localdir);
61 sprintf (filename2, "%s/uuid~", settings.localdir);
62
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 FILE *fp;
84
85 if (!(fp = fopen (filename, "r")))
86 {
87 if (errno == ENOENT)
88 {
89 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0;
91 write_uuid ();
92 return;
93 }
94
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1);
97 }
98
99 int version;
100 unsigned long long uid;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
102 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
104 _exit (1);
105 }
106
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid);
110 fclose (fp);
111}
112
113UUID
114gen_uuid ()
115{
116 UUID uid;
117
118 uid.seq = ++uuid.seq;
119
120 if (!(uuid.seq & (UUID_SKIP - 1)))
121 write_uuid ();
122
123 return uid;
124}
125
126void
127init_uuid ()
128{
129 read_uuid ();
130}
60 131
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 134compare_ob_value_lists_one (const object *wants, const object *has)
135{
63 key_value * wants_field; 136 key_value *wants_field;
64 137
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 138 /* 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 139 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 140 * different structure or at least keep the lists sorted...
68 */ 141 */
69 142
70 /* For each field in wants, */ 143 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
145 {
72 key_value * has_field; 146 key_value *has_field;
73 147
74 /* Look for a field in has with the same key. */ 148 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
76 152 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 153 /* No field with that name. */
79 return FALSE; 154 return FALSE;
80 }
81 155 }
156
82 /* Found the matching field. */ 157 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 158 if (has_field->value != wants_field->value)
159 {
84 /* Values don't match, so this half of the comparison is false. */ 160 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 161 return FALSE;
86 } 162 }
87 163
88 /* If we get here, we found a match. Now for the next field in wants. */ 164 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 165 }
166
91 /* If we get here, every field in wants has a matching field in has. */ 167 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 168 return TRUE;
93} 169}
94 170
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 171/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 173compare_ob_value_lists (const object *ob1, const object *ob2)
174{
97 /* However, there may be fields in has which aren't partnered in wants, 175 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 176 * so we need to run the comparison *twice*. :(
99 */ 177 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 179}
102 180
103/* Function examines the 2 objects given to it, and returns true if 181/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 182 * they can be merged together.
105 * 183 *
111 * 189 *
112 * Improvements made with merge: Better checking on potion, and also 190 * Improvements made with merge: Better checking on potion, and also
113 * check weight 191 * check weight
114 */ 192 */
115 193
116bool
117object::can_merge (object *ob1, object *ob2) 194bool object::can_merge (object *ob1, object *ob2)
118{ 195{
119 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 197 if ((ob1 == ob2) || (ob1->type != ob2->type))
121 return 0; 198 return 0;
122 199
170 (ob1->subtype != ob2->subtype) || 247 (ob1->subtype != ob2->subtype) ||
171 (ob1->move_type != ob2->move_type) || 248 (ob1->move_type != ob2->move_type) ||
172 (ob1->move_block != ob2->move_block) || 249 (ob1->move_block != ob2->move_block) ||
173 (ob1->move_allow != ob2->move_allow) || 250 (ob1->move_allow != ob2->move_allow) ||
174 (ob1->move_on != ob2->move_on) || 251 (ob1->move_on != ob2->move_on) ||
175 (ob1->move_off != ob2->move_off) || 252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
176 (ob1->move_slow != ob2->move_slow) ||
177 (ob1->move_slow_penalty != ob2->move_slow_penalty))
178 return 0; 253 return 0;
179 254
180 /* This is really a spellbook check - really, we should 255 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 256 * check all objects in the inventory.
182 */ 257 */
183 if (ob1->inv || ob2->inv) 258 if (ob1->inv || ob2->inv)
184 { 259 {
185 /* if one object has inventory but the other doesn't, not equiv */ 260 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 262 return 0;
188 263
189 /* Now check to see if the two inventory objects could merge */ 264 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 265 if (!CAN_MERGE (ob1->inv, ob2->inv))
191 return 0; 266 return 0;
192 267
193 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 269 * if it is valid.
195 */ 270 */
196 } 271 }
204 279
205 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
207 * check? 282 * check?
208 */ 283 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 285 return 0;
212 286
213 switch (ob1->type) 287 switch (ob1->type)
214 { 288 {
215 case SCROLL: 289 case SCROLL:
216 if (ob1->level != ob2->level) 290 if (ob1->level != ob2->level)
217 return 0; 291 return 0;
218 break; 292 break;
219 } 293 }
220 294
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 295 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 296 {
223 /* At least one of these has key_values. */ 297 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 299 /* One has fields, but the other one doesn't. */
226 return 0; 300 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 301 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 302 return 0;
229 } 303 }
230 304
231 //TODO: generate an event or call into perl for additional checks 305 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 306 if (ob1->self || ob2->self)
233 { 307 {
234 ob1->optimise (); 308 ob1->optimise ();
235 ob2->optimise (); 309 ob2->optimise ();
236 310
237 if (ob1->self || ob2->self) 311 if (ob1->self || ob2->self)
238 return 0; 312 return 0;
239 } 313 }
240 314
241 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
242 return 1; 316 return 1;
243} 317}
318
244/* 319/*
245 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 321 * an object is carrying. It goes through in figures out how much
247 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
248 */ 323 */
249signed long sum_weight(object *op) { 324long
325sum_weight (object *op)
326{
250 signed long sum; 327 long sum;
251 object *inv; 328 object *inv;
329
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331 {
253 if (inv->inv) 332 if (inv->inv)
254 sum_weight(inv); 333 sum_weight (inv);
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 335 }
336
257 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
259 if(op->carrying != sum) 340 if (op->carrying != sum)
260 op->carrying = sum; 341 op->carrying = sum;
342
261 return sum; 343 return sum;
262} 344}
263 345
264/** 346/**
265 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
266 */ 348 */
267 349
350object *
268object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
269 while (op->env != NULL) 353 while (op->env != NULL)
270 op = op->env; 354 op = op->env;
271 return op; 355 return op;
272} 356}
273 357
274/* 358/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't 360 * a better check. We basically keeping traversing up until we can't
277 * or find a player. 361 * or find a player.
278 */ 362 */
279 363
364object *
280object *is_player_inv (object *op) { 365is_player_inv (object *op)
366{
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 367 for (; op != NULL && op->type != PLAYER; op = op->env)
282 if (op->env==op) 368 if (op->env == op)
283 op->env = NULL; 369 op->env = NULL;
284 return op; 370 return op;
285} 371}
286 372
287/* 373/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 375 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array. 376 * The result of the dump is stored in the static global errmsg array.
291 */ 377 */
292 378
293void dump_object2(object *op) { 379char *
294errmsg[0] = 0;
295return;
296 //TODO//D#d#
297#if 0
298 char *cp;
299/* object *tmp;*/
300
301 if(op->arch!=NULL) {
302 strcat(errmsg,"arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
304 strcat(errmsg,"\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307#if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer.
312 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 } else {
320 strcat(errmsg,"Object ");
321 if (op->name==NULL) strcat(errmsg, "(null)");
322 else strcat(errmsg,op->name);
323 strcat(errmsg,"\n");
324#if 0
325 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326 strcat(errmsg,cp);
327 for (tmp=op->inv; tmp; tmp=tmp->below)
328 dump_object2(tmp);
329#endif
330 strcat(errmsg,"end\n");
331 }
332#endif
333}
334
335/*
336 * Dumps an object. Returns output in the static global errmsg array.
337 */
338
339void dump_object(object *op) { 380dump_object (object *op)
340 if(op==NULL) { 381{
341 strcpy(errmsg,"[NULL pointer]"); 382 if (!op)
342 return; 383 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 384
348void dump_all_objects(void) { 385 object_freezer freezer;
349 object *op; 386 save_object (freezer, op, 3);
350 for(op=objects;op!=NULL;op=op->next) { 387 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 388}
355 389
356/* 390/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 391 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 392 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 393 * If it's not a multi-object, it is returned.
360 */ 394 */
361 395
396object *
362object *get_nearest_part(object *op, const object *pl) { 397get_nearest_part (object *op, const object *pl)
398{
363 object *tmp,*closest; 399 object *tmp, *closest;
364 int last_dist,i; 400 int last_dist, i;
401
365 if(op->more==NULL) 402 if (op->more == NULL)
366 return op; 403 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 405 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 406 closest = tmp, last_dist = i;
370 return closest; 407 return closest;
371} 408}
372 409
373/* 410/*
374 * Returns the object which has the count-variable equal to the argument. 411 * Returns the object which has the count-variable equal to the argument.
375 */ 412 */
376 413
414object *
377object *find_object(tag_t i) { 415find_object (tag_t i)
378 object *op; 416{
379 for(op=objects;op!=NULL;op=op->next) 417 for (object *op = object::first; op; op = op->next)
380 if(op->count==i) 418 if (op->count == i)
381 break; 419 return op;
420
382 return op; 421 return 0;
383} 422}
384 423
385/* 424/*
386 * Returns the first object which has a name equal to the argument. 425 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 426 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 427 * Enables features like "patch <name-of-other-player> food 999"
389 */ 428 */
390 429
430object *
391object *find_object_name(const char *str) { 431find_object_name (const char *str)
392 const char *name = shstr::find (str); 432{
433 shstr_cmp str_ (str);
393 object *op; 434 object *op;
435
394 for(op=objects;op!=NULL;op=op->next) 436 for (op = object::first; op != NULL; op = op->next)
395 if(&op->name == name) 437 if (op->name == str_)
396 break; 438 break;
397 439
398 return op; 440 return op;
399} 441}
400 442
443void
401void free_all_object_data () 444free_all_object_data ()
402{ 445{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404}
405
406/*
407 * Returns the object which this object marks as being the owner.
408 * A id-scheme is used to avoid pointing to objects which have been
409 * freed and are now reused. If this is detected, the owner is
410 * set to NULL, and NULL is returned.
411 * Changed 2004-02-12 - if the player is setting at the play again
412 * prompt, he is removed, and we don't want to treat him as an owner of
413 * anything, so check removed flag. I don't expect that this should break
414 * anything - once an object is removed, it is basically dead anyways.
415 */
416
417object *get_owner(object *op) {
418 if(op->owner==NULL)
419 return NULL;
420
421 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 op->owner->count==op->ownercount)
423 return op->owner;
424
425 op->owner=NULL;
426 op->ownercount=0;
427 return NULL;
428}
429
430void clear_owner(object *op)
431{
432 if (!op) return;
433
434 if (op->owner && op->ownercount == op->owner->count)
435 op->owner->refcount--;
436
437 op->owner = NULL;
438 op->ownercount = 0;
439} 447}
440 448
441/* 449/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 450 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 451 * skill and experience objects.
444 */ 452 */
445void set_owner (object *op, object *owner) 453void
454object::set_owner (object *owner)
446{ 455{
447 if(owner==NULL||op==NULL) 456 if (!owner)
448 return; 457 return;
449 458
450 /* next line added to allow objects which own objects */ 459 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop 460 /* Add a check for ownercounts in here, as I got into an endless loop
452 * with the fireball owning a poison cloud which then owned the 461 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting 462 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts 463 * freed and then another object replacing it. Since the ownercounts
455 * didn't match, this check is valid and I believe that cause is valid. 464 * didn't match, this check is valid and I believe that cause is valid.
456 */ 465 */
457 while (owner->owner && owner!=owner->owner && 466 while (owner->owner)
458 owner->ownercount==owner->owner->count) owner=owner->owner; 467 owner = owner->owner;
459 468
460 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that.
462 */
463 if (owner->owner) return;
464
465 op->owner=owner; 469 this->owner = owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470}
471
472/* Set the owner to clone's current owner and set the skill and experience
473 * objects to clone's objects (typically those objects that where the owner's
474 * current skill and experience objects at the time when clone's owner was
475 * set - not the owner's current skill and experience objects).
476 *
477 * Use this function if player created an object (e.g. fire bullet, swarm
478 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile.
481 */
482void copy_owner (object *op, object *clone)
483{
484 object *owner = get_owner (clone);
485 if (owner == NULL) {
486 /* players don't have owners - they own themselves. Update
487 * as appropriate.
488 */
489 if (clone->type == PLAYER) owner=clone;
490 else return;
491 }
492 set_owner(op, owner);
493
494} 470}
495 471
496/* Zero the key_values on op, decrementing the shared-string 472/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 473 * refcounts and freeing the links.
498 */ 474 */
475static void
499static void free_key_values(object * op) 476free_key_values (object *op)
500{ 477{
501 for (key_value *i = op->key_values; i != 0; ) 478 for (key_value *i = op->key_values; i != 0;)
502 { 479 {
503 key_value *next = i->next; 480 key_value *next = i->next;
504 delete i; 481 delete i;
482
505 i = next; 483 i = next;
506 } 484 }
507 485
508 op->key_values = 0; 486 op->key_values = 0;
509} 487}
510 488
511void object::clear () 489void object::clear ()
512{ 490{
513 attachable_base::clear (); 491 attachable_base::clear ();
514 492
515 free_key_values (this); 493 free_key_values (this);
516 494
517 name = 0; 495 owner = 0;
496 name = 0;
518 name_pl = 0; 497 name_pl = 0;
519 title = 0; 498 title = 0;
520 race = 0; 499 race = 0;
521 slaying = 0; 500 slaying = 0;
522 skill = 0; 501 skill = 0;
523 msg = 0; 502 msg = 0;
524 lore = 0; 503 lore = 0;
525 custom_name = 0; 504 custom_name = 0;
526 materialname = 0; 505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
527 517
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529 519
530 SET_FLAG (this, FLAG_REMOVED); 520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
531} 529}
532 530
533void object::clone (object *destination) 531void object::clone (object *destination)
534{ 532{
535 *(object_copy *)destination = *(object_copy *)this; 533 *(object_copy *)destination = *this;
536 *(object_pod *)destination = *(object_pod *)this; 534 *(object_pod *)destination = *this;
537 535
538 if (self || cb) 536 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object (object *op)
548{
549 op->clear ();
550
551 op->contr = NULL;
552 op->below = NULL;
553 op->above = NULL;
554 op->inv = NULL;
555 op->container=NULL;
556 op->env=NULL;
557 op->more=NULL;
558 op->head=NULL;
559 op->map=NULL;
560 op->refcount=0;
561 op->active_next = NULL;
562 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */
564
565 op->expmul = 1.0;
566 op->face = blank_face;
567 op->attacked_by_count = -1;
568
569 if (settings.casting_time)
570 op->casting_time = -1;
571} 538}
572 539
573/* 540/*
574 * copy object first frees everything allocated by the second object, 541 * copy object first frees everything allocated by the second object,
575 * and then copies the contends of the first object into the second 542 * and then copies the contends of the first object into the second
576 * object, allocating what needs to be allocated. Basically, any 543 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 544 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
578 * if the first object is freed, the pointers in the new object 545 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 546 * will point at garbage.
580 */ 547 */
581 548void
582void copy_object (object *op2, object *op) 549copy_object (object *op2, object *op)
583{ 550{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 551 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
586 553
587 op2->clone (op); 554 op2->clone (op);
588 555
556 if (is_freed)
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 557 SET_FLAG (op, FLAG_FREED);
558 if (is_removed)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 559 SET_FLAG (op, FLAG_REMOVED);
591 560
592 if (op2->speed < 0) 561 if (op2->speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
594 563
595 /* Copy over key_values, if any. */ 564 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 565 if (op2->key_values)
597 { 566 {
598 key_value *tail = NULL; 567 key_value *tail = 0;
599 key_value *i; 568 key_value *i;
600 569
601 op->key_values = NULL; 570 op->key_values = 0;
602 571
603 for (i = op2->key_values; i != NULL; i = i->next) 572 for (i = op2->key_values; i; i = i->next)
604 { 573 {
605 key_value *new_link = new key_value; 574 key_value *new_link = new key_value;
606 575
607 new_link->next = NULL; 576 new_link->next = 0;
608 new_link->key = i->key; 577 new_link->key = i->key;
609 new_link->value = i->value; 578 new_link->value = i->value;
610 579
611 /* Try and be clever here, too. */ 580 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 581 if (!op->key_values)
613 { 582 {
614 op->key_values = new_link; 583 op->key_values = new_link;
615 tail = new_link; 584 tail = new_link;
616 } 585 }
617 else 586 else
623 } 592 }
624 593
625 update_ob_speed (op); 594 update_ob_speed (op);
626} 595}
627 596
628object::object ()
629{
630 count = ++ob_count;
631
632 next = objects;
633
634 if (objects)
635 objects->prev = this;
636
637 objects = this;
638
639 SET_FLAG (this, FLAG_REMOVED);
640
641 expmul = 1.0;
642 face = blank_face;
643 attacked_by_count = -1;
644}
645
646object::~object ()
647{
648}
649
650/* 597/*
651 * If an object with the IS_TURNABLE() flag needs to be turned due 598 * If an object with the IS_TURNABLE() flag needs to be turned due
652 * to the closest player being on the other side, this function can 599 * to the closest player being on the other side, this function can
653 * be called to update the face variable, _and_ how it looks on the map. 600 * be called to update the face variable, _and_ how it looks on the map.
654 */ 601 */
655 602
603void
656void update_turn_face(object *op) { 604update_turn_face (object *op)
605{
657 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
658 return; 607 return;
659 SET_ANIMATION(op, op->direction); 608 SET_ANIMATION (op, op->direction);
660 update_object(op,UP_OBJ_FACE); 609 update_object (op, UP_OBJ_FACE);
661} 610}
662 611
663/* 612/*
664 * Updates the speed of an object. If the speed changes from 0 to another 613 * Updates the speed of an object. If the speed changes from 0 to another
665 * value, or vice versa, then add/remove the object from the active list. 614 * value, or vice versa, then add/remove the object from the active list.
666 * This function needs to be called whenever the speed of an object changes. 615 * This function needs to be called whenever the speed of an object changes.
667 */ 616 */
668 617void
669void update_ob_speed(object *op) { 618update_ob_speed (object *op)
619{
670 extern int arch_init; 620 extern int arch_init;
671 621
672 /* No reason putting the archetypes objects on the speed list, 622 /* No reason putting the archetypes objects on the speed list,
673 * since they never really need to be updated. 623 * since they never really need to be updated.
674 */ 624 */
675 625
676 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 {
677 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
678#ifdef MANY_CORES 629#ifdef MANY_CORES
679 abort(); 630 abort ();
680#else 631#else
681 op->speed = 0; 632 op->speed = 0;
682#endif 633#endif
683 } 634 }
635
684 if (arch_init) { 636 if (arch_init)
637 return;
638
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640 {
641 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects)
685 return; 643 return;
686 }
687 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
688 /* If already on active list, don't do anything */
689 if (op->active_next || op->active_prev || op==active_objects)
690 return;
691 644
692 /* process_events() expects us to insert the object at the beginning 645 /* process_events() expects us to insert the object at the beginning
693 * of the list. */ 646 * of the list. */
694 op->active_next = active_objects; 647 op->active_next = active_objects;
648
695 if (op->active_next!=NULL) 649 if (op->active_next != NULL)
696 op->active_next->active_prev = op; 650 op->active_next->active_prev = op;
651
697 active_objects = op; 652 active_objects = op;
653 }
654 else
698 } 655 {
699 else {
700 /* If not on the active list, nothing needs to be done */ 656 /* If not on the active list, nothing needs to be done */
701 if (!op->active_next && !op->active_prev && op!=active_objects) 657 if (!op->active_next && !op->active_prev && op != active_objects)
702 return; 658 return;
703 659
704 if (op->active_prev==NULL) { 660 if (op->active_prev == NULL)
661 {
705 active_objects = op->active_next; 662 active_objects = op->active_next;
663
706 if (op->active_next!=NULL) 664 if (op->active_next != NULL)
707 op->active_next->active_prev = NULL; 665 op->active_next->active_prev = NULL;
666 }
667 else
708 } 668 {
709 else {
710 op->active_prev->active_next = op->active_next; 669 op->active_prev->active_next = op->active_next;
670
711 if (op->active_next) 671 if (op->active_next)
712 op->active_next->active_prev = op->active_prev; 672 op->active_next->active_prev = op->active_prev;
713 } 673 }
674
714 op->active_next = NULL; 675 op->active_next = NULL;
715 op->active_prev = NULL; 676 op->active_prev = NULL;
716 } 677 }
717} 678}
718 679
719/* This function removes object 'op' from the list of active 680/* This function removes object 'op' from the list of active
720 * objects. 681 * objects.
722 * reference maps where you don't want an object that isn't 683 * reference maps where you don't want an object that isn't
723 * in play chewing up cpu time getting processed. 684 * in play chewing up cpu time getting processed.
724 * The reverse of this is to call update_ob_speed, which 685 * The reverse of this is to call update_ob_speed, which
725 * will do the right thing based on the speed of the object. 686 * will do the right thing based on the speed of the object.
726 */ 687 */
688void
727void remove_from_active_list(object *op) 689remove_from_active_list (object *op)
728{ 690{
729 /* If not on the active list, nothing needs to be done */ 691 /* If not on the active list, nothing needs to be done */
730 if (!op->active_next && !op->active_prev && op!=active_objects) 692 if (!op->active_next && !op->active_prev && op != active_objects)
731 return; 693 return;
732 694
733 if (op->active_prev==NULL) { 695 if (op->active_prev == NULL)
696 {
734 active_objects = op->active_next; 697 active_objects = op->active_next;
735 if (op->active_next!=NULL) 698 if (op->active_next != NULL)
736 op->active_next->active_prev = NULL; 699 op->active_next->active_prev = NULL;
700 }
701 else
737 } 702 {
738 else {
739 op->active_prev->active_next = op->active_next; 703 op->active_prev->active_next = op->active_next;
740 if (op->active_next) 704 if (op->active_next)
741 op->active_next->active_prev = op->active_prev; 705 op->active_next->active_prev = op->active_prev;
742 } 706 }
743 op->active_next = NULL; 707 op->active_next = NULL;
744 op->active_prev = NULL; 708 op->active_prev = NULL;
745} 709}
746 710
747/* 711/*
748 * update_object() updates the array which represents the map. 712 * update_object() updates the array which represents the map.
749 * It takes into account invisible objects (and represent squares covered 713 * It takes into account invisible objects (and represent squares covered
764 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
765 * as that is easier than trying to look at what may have changed. 729 * as that is easier than trying to look at what may have changed.
766 * UP_OBJ_FACE: only the objects face has changed. 730 * UP_OBJ_FACE: only the objects face has changed.
767 */ 731 */
768 732
733void
769void update_object(object *op, int action) { 734update_object (object *op, int action)
735{
770 int update_now=0, flags; 736 int update_now = 0, flags;
771 MoveType move_on, move_off, move_block, move_slow; 737 MoveType move_on, move_off, move_block, move_slow;
772 738
773 if (op == NULL) { 739 if (op == NULL)
740 {
774 /* this should never happen */ 741 /* this should never happen */
775 LOG(llevDebug,"update_object() called for NULL object.\n"); 742 LOG (llevDebug, "update_object() called for NULL object.\n");
776 return; 743 return;
777 }
778 744 }
745
779 if(op->env!=NULL) { 746 if (op->env != NULL)
747 {
780 /* Animation is currently handled by client, so nothing 748 /* Animation is currently handled by client, so nothing
781 * to do in this case. 749 * to do in this case.
782 */ 750 */
783 return; 751 return;
784 } 752 }
785 753
786 /* If the map is saving, don't do anything as everything is 754 /* If the map is saving, don't do anything as everything is
787 * going to get freed anyways. 755 * going to get freed anyways.
788 */ 756 */
789 if (!op->map || op->map->in_memory == MAP_SAVING) return; 757 if (!op->map || op->map->in_memory == MAP_SAVING)
790 758 return;
759
791 /* make sure the object is within map boundaries */ 760 /* make sure the object is within map boundaries */
792 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 761 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
793 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 762 {
794 LOG(llevError,"update_object() called for object out of map!\n"); 763 LOG (llevError, "update_object() called for object out of map!\n");
795#ifdef MANY_CORES 764#ifdef MANY_CORES
796 abort(); 765 abort ();
797#endif 766#endif
798 return; 767 return;
799 }
800 768 }
769
801 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 770 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
802 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
803 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
804 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
805 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
806 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
807 776
808 if (action == UP_OBJ_INSERT) { 777 if (action == UP_OBJ_INSERT)
778 {
809 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
810 update_now=1; 780 update_now = 1;
811 781
812 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
813 update_now=1; 783 update_now = 1;
814 784
815 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
816 update_now=1; 786 update_now = 1;
817 787
818 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
819 update_now=1; 789 update_now = 1;
820 790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
792 update_now = 1;
793
821 if ((move_on | op->move_on) != move_on) update_now=1; 794 if ((move_on | op->move_on) != move_on)
795 update_now = 1;
796
822 if ((move_off | op->move_off) != move_off) update_now=1; 797 if ((move_off | op->move_off) != move_off)
798 update_now = 1;
799
823 /* This isn't perfect, but I don't expect a lot of objects to 800 /* This isn't perfect, but I don't expect a lot of objects to
824 * to have move_allow right now. 801 * to have move_allow right now.
825 */ 802 */
826 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 803 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
827 update_now=1; 804 update_now = 1;
805
828 if ((move_slow | op->move_slow) != move_slow) update_now=1; 806 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1;
829 } 808 }
830 /* if the object is being removed, we can't make intelligent 809 /* if the object is being removed, we can't make intelligent
831 * decisions, because remove_ob can't really pass the object 810 * decisions, because remove_ob can't really pass the object
832 * that is being removed. 811 * that is being removed.
833 */ 812 */
834 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
835 update_now=1; 814 update_now = 1;
836 } else if (action == UP_OBJ_FACE) { 815 else if (action == UP_OBJ_FACE)
837 /* Nothing to do for that case */ 816 /* Nothing to do for that case */ ;
838 }
839 else { 817 else
840 LOG(llevError,"update_object called with invalid action: %d\n", action); 818 LOG (llevError, "update_object called with invalid action: %d\n", action);
841 }
842 819
843 if (update_now) { 820 if (update_now)
821 {
844 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
845 update_position(op->map, op->x, op->y); 823 update_position (op->map, op->x, op->y);
846 } 824 }
847 825
848 if(op->more!=NULL) 826 if (op->more != NULL)
849 update_object(op->more, action); 827 update_object (op->more, action);
850} 828}
851 829
830object::vector object::mortals;
831object::vector object::objects; // not yet used
832object *object::first;
833
834void object::free_mortals ()
835{
836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i;
842 mortals.erase (i);
843 }
844
845 static int lastmortals = 0;//D
846
847 if (mortals.size() != lastmortals && lastmortals > 100)//D
848 {
849 lastmortals = mortals.size ();//D
850 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
851 }
852}
853
854object::object ()
855{
856 SET_FLAG (this, FLAG_REMOVED);
857
858 expmul = 1.0;
859 face = blank_face;
860}
861
862object::~object ()
863{
864 free_key_values (this);
865}
866
867void object::link ()
868{
869 count = ++ob_count;
870 uuid = gen_uuid ();
871
872 prev = 0;
873 next = object::first;
874
875 if (object::first)
876 object::first->prev = this;
877
878 object::first = this;
879}
880
881void object::unlink ()
882{
883 if (this == object::first)
884 object::first = next;
885
886 /* Remove this object from the list of used objects */
887 if (prev) prev->next = next;
888 if (next) next->prev = prev;
889
890 prev = 0;
891 next = 0;
892}
893
894object *object::create ()
895{
896 object *op = new object;
897 op->link ();
898 return op;
899}
852 900
853/* 901/*
854 * free_object() frees everything allocated by an object, removes 902 * free_object() frees everything allocated by an object, removes
855 * it from the list of used objects, and puts it on the list of 903 * it from the list of used objects, and puts it on the list of
856 * free objects. The IS_FREED() flag is set in the object. 904 * free objects. The IS_FREED() flag is set in the object.
857 * The object must have been removed by remove_ob() first for 905 * The object must have been removed by remove_ob() first for
858 * this function to succeed. 906 * this function to succeed.
859 * 907 *
860 * If free_inventory is set, free inventory as well. Else drop items in 908 * If destroy_inventory is set, free inventory as well. Else drop items in
861 * inventory to the ground. 909 * inventory to the ground.
862 */ 910 */
863 911void object::destroy (bool destroy_inventory)
864void
865free_object (object * ob)
866{ 912{
867 free_object2 (ob, 0);
868}
869
870void
871free_object2 (object * ob, int free_inventory)
872{
873 object *tmp, *op;
874
875 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 913 if (QUERY_FLAG (this, FLAG_FREED))
876 { 914 return;
877 LOG (llevDebug, "Free object called with non removed object\n");
878 dump_object (ob);
879#ifdef MANY_CORES
880 abort ();
881#endif
882 }
883 915
884 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 916 if (QUERY_FLAG (this, FLAG_FRIENDLY))
885 {
886 LOG (llevMonster, "Warning: tried to free friendly object.\n");
887 remove_friendly_object (ob); 917 remove_friendly_object (this);
888 }
889 918
890 if (QUERY_FLAG (ob, FLAG_FREED)) 919 if (!QUERY_FLAG (this, FLAG_REMOVED))
920 remove_ob (this);
921
922 SET_FLAG (this, FLAG_FREED);
923
924 // hack to ensure that freed objects still have a valid map
925 {
926 static maptile *freed_map; // freed objects are moved here to avoid crashes
927
928 if (!freed_map)
891 { 929 {
892 dump_object (ob); 930 freed_map = get_empty_map (3, 3);
893 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 931 freed_map->name = "freed objects map";
894 return; 932 allocate_map (freed_map);
895 } 933 }
896 934
897 if (ob->more != NULL) 935 map = freed_map;
898 { 936 x = 1;
899 free_object2 (ob->more, free_inventory); 937 y = 1;
900 ob->more = NULL; 938 }
939
940 if (more)
901 } 941 {
942 more->destroy (destroy_inventory);
943 more = 0;
944 }
902 945
903 if (ob->inv) 946 if (inv)
904 { 947 {
905 /* Only if the space blocks everything do we not process - 948 /* Only if the space blocks everything do we not process -
906 * if some form of movement is allowed, let objects 949 * if some form of movement is allowed, let objects
907 * drop on that space. 950 * drop on that space.
908 */ 951 */
909 if (free_inventory || ob->map == NULL 952 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
910 || ob->map->in_memory != MAP_IN_MEMORY 953 {
911 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 954 object *op = inv;
912 {
913 op = ob->inv;
914 955
915 while (op != NULL) 956 while (op)
916 { 957 {
917 tmp = op->below; 958 object *tmp = op->below;
918 remove_ob (op); 959 op->destroy (destroy_inventory);
919 free_object2 (op, free_inventory);
920 op = tmp; 960 op = tmp;
921 } 961 }
922 } 962 }
923 else 963 else
924 { /* Put objects in inventory onto this space */ 964 { /* Put objects in inventory onto this space */
925 op = ob->inv; 965 object *op = inv;
926 966
927 while (op != NULL) 967 while (op)
928 { 968 {
929 tmp = op->below; 969 object *tmp = op->below;
970
930 remove_ob (op); 971 remove_ob (op);
931 972
932 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 973 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
933 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 974 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
934 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 975 free_object (op);
935 free_object (op); 976 else
936 else 977 {
937 { 978 op->x = x;
938 op->x = ob->x; 979 op->y = y;
939 op->y = ob->y;
940 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ 980 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
941 } 981 }
942 982
943 op = tmp; 983 op = tmp;
984 }
985 }
944 } 986 }
945 } 987
946 } 988 // clear those pointers that likely might have circular references to us
989 owner = 0;
990 enemy = 0;
991 attacked_by = 0;
992
993 // only relevant for players(?), but make sure of it anyways
994 contr = 0;
947 995
948 /* Remove object from the active list */ 996 /* Remove object from the active list */
949 ob->speed = 0; 997 speed = 0;
950 update_ob_speed (ob); 998 update_ob_speed (this);
951 999
952 SET_FLAG (ob, FLAG_FREED); 1000 unlink ();
953 ob->count = 0;
954 1001
955 /* Remove this object from the list of used objects */ 1002 mortals.push_back (this);
956 if (ob->prev == NULL)
957 {
958 objects = ob->next;
959
960 if (objects != NULL)
961 objects->prev = NULL;
962 }
963 else
964 {
965 ob->prev->next = ob->next;
966
967 if (ob->next != NULL)
968 ob->next->prev = ob->prev;
969 }
970
971 free_key_values (ob);
972
973 /* Now link it with the free_objects list: */
974 ob->prev = 0;
975 ob->next = 0;
976
977 delete ob;
978} 1003}
979 1004
980/* 1005/*
981 * sub_weight() recursively (outwards) subtracts a number from the 1006 * sub_weight() recursively (outwards) subtracts a number from the
982 * weight of an object (and what is carried by it's environment(s)). 1007 * weight of an object (and what is carried by it's environment(s)).
983 */ 1008 */
984 1009
1010void
985void sub_weight (object *op, signed long weight) { 1011sub_weight (object *op, signed long weight)
1012{
986 while (op != NULL) { 1013 while (op != NULL)
1014 {
987 if (op->type == CONTAINER) { 1015 if (op->type == CONTAINER)
988 weight=(signed long)(weight*(100-op->stats.Str)/100); 1016 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
989 } 1017
990 op->carrying-=weight; 1018 op->carrying -= weight;
991 op = op->env; 1019 op = op->env;
992 } 1020 }
993} 1021}
994 1022
995/* remove_ob(op): 1023/* remove_ob(op):
996 * This function removes the object op from the linked list of objects 1024 * This function removes the object op from the linked list of objects
997 * which it is currently tied to. When this function is done, the 1025 * which it is currently tied to. When this function is done, the
999 * environment, the x and y coordinates will be updated to 1027 * environment, the x and y coordinates will be updated to
1000 * the previous environment. 1028 * the previous environment.
1001 * Beware: This function is called from the editor as well! 1029 * Beware: This function is called from the editor as well!
1002 */ 1030 */
1003 1031
1032void
1004void remove_ob(object *op) { 1033remove_ob (object *op)
1034{
1005 object *tmp,*last=NULL; 1035 object *tmp, *last = 0;
1006 object *otmp; 1036 object *otmp;
1007 tag_t tag; 1037
1008 int check_walk_off; 1038 int check_walk_off;
1009 mapstruct *m; 1039 maptile *m;
1040
1010 sint16 x,y; 1041 sint16 x, y;
1011
1012 1042
1013 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1043 if (QUERY_FLAG (op, FLAG_REMOVED))
1014 dump_object(op); 1044 return;
1015 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1016 1045
1017 /* Changed it to always dump core in this case. As has been learned
1018 * in the past, trying to recover from errors almost always
1019 * make things worse, and this is a real error here - something
1020 * that should not happen.
1021 * Yes, if this was a mission critical app, trying to do something
1022 * to recover may make sense, but that is because failure of the app
1023 * may have other disastrous problems. Cf runs out of a script
1024 * so is easily enough restarted without any real problems.
1025 * MSW 2001-07-01
1026 */
1027 abort();
1028 }
1029 if(op->more!=NULL)
1030 remove_ob(op->more);
1031
1032 SET_FLAG(op, FLAG_REMOVED); 1046 SET_FLAG (op, FLAG_REMOVED);
1033 1047
1048 if (op->more != NULL)
1049 remove_ob (op->more);
1050
1034 /* 1051 /*
1035 * In this case, the object to be removed is in someones 1052 * In this case, the object to be removed is in someones
1036 * inventory. 1053 * inventory.
1037 */ 1054 */
1038 if(op->env!=NULL) { 1055 if (op->env != NULL)
1056 {
1039 if(op->nrof) 1057 if (op->nrof)
1040 sub_weight(op->env, op->weight*op->nrof); 1058 sub_weight (op->env, op->weight * op->nrof);
1041 else 1059 else
1042 sub_weight(op->env, op->weight+op->carrying); 1060 sub_weight (op->env, op->weight + op->carrying);
1043 1061
1044 /* NO_FIX_PLAYER is set when a great many changes are being 1062 /* NO_FIX_PLAYER is set when a great many changes are being
1045 * made to players inventory. If set, avoiding the call 1063 * made to players inventory. If set, avoiding the call
1046 * to save cpu time. 1064 * to save cpu time.
1047 */ 1065 */
1048 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1066 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1049 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1050 fix_player(otmp); 1067 fix_player (otmp);
1051 1068
1052 if(op->above!=NULL) 1069 if (op->above != NULL)
1053 op->above->below=op->below; 1070 op->above->below = op->below;
1054 else 1071 else
1055 op->env->inv=op->below; 1072 op->env->inv = op->below;
1056 1073
1057 if(op->below!=NULL) 1074 if (op->below != NULL)
1058 op->below->above=op->above; 1075 op->below->above = op->above;
1059 1076
1060 /* we set up values so that it could be inserted into 1077 /* we set up values so that it could be inserted into
1061 * the map, but we don't actually do that - it is up 1078 * the map, but we don't actually do that - it is up
1062 * to the caller to decide what we want to do. 1079 * to the caller to decide what we want to do.
1063 */ 1080 */
1064 op->x=op->env->x,op->y=op->env->y; 1081 op->x = op->env->x, op->y = op->env->y;
1065 op->map=op->env->map; 1082 op->map = op->env->map;
1066 op->above=NULL,op->below=NULL; 1083 op->above = NULL, op->below = NULL;
1067 op->env=NULL; 1084 op->env = NULL;
1085 }
1086 else if (op->map)
1087 {
1088 x = op->x;
1089 y = op->y;
1090 m = get_map_from_coord (op->map, &x, &y);
1091
1092 if (!m)
1093 {
1094 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1095 op->map->path, op->x, op->y);
1096 /* in old days, we used to set x and y to 0 and continue.
1097 * it seems if we get into this case, something is probablye
1098 * screwed up and should be fixed.
1099 */
1100 abort ();
1101 }
1102
1103 if (op->map != m)
1104 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1105 op->map->path, m->path, op->x, op->y, x, y);
1106
1107 /* Re did the following section of code - it looks like it had
1108 * lots of logic for things we no longer care about
1109 */
1110
1111 /* link the object above us */
1112 if (op->above)
1113 op->above->below = op->below;
1114 else
1115 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1116
1117 /* Relink the object below us, if there is one */
1118 if (op->below)
1119 op->below->above = op->above;
1120 else
1121 {
1122 /* Nothing below, which means we need to relink map object for this space
1123 * use translated coordinates in case some oddness with map tiling is
1124 * evident
1125 */
1126 if (GET_MAP_OB (m, x, y) != op)
1127 {
1128 char *dump = dump_object (op);
1129 LOG (llevError,
1130 "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);
1131 free (dump);
1132 dump = dump_object (GET_MAP_OB (m, x, y));
1133 LOG (llevError, "%s\n", dump);
1134 free (dump);
1135 }
1136
1137 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1138 }
1139
1140 op->above = 0;
1141 op->below = 0;
1142
1143 if (op->map->in_memory == MAP_SAVING)
1068 return; 1144 return;
1069 }
1070 1145
1071 /* If we get here, we are removing it from a map */
1072 if (op->map == NULL) return;
1073
1074 x = op->x;
1075 y = op->y;
1076 m = get_map_from_coord(op->map, &x, &y);
1077
1078 if (!m) {
1079 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1080 op->map->path, op->x, op->y);
1081 /* in old days, we used to set x and y to 0 and continue.
1082 * it seems if we get into this case, something is probablye
1083 * screwed up and should be fixed.
1084 */
1085 abort();
1086 }
1087 if (op->map != m) {
1088 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1089 op->map->path, m->path, op->x, op->y, x, y);
1090 }
1091
1092 /* Re did the following section of code - it looks like it had
1093 * lots of logic for things we no longer care about
1094 */
1095
1096 /* link the object above us */
1097 if (op->above)
1098 op->above->below=op->below;
1099 else
1100 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1101
1102 /* Relink the object below us, if there is one */
1103 if(op->below) {
1104 op->below->above=op->above;
1105 } else {
1106 /* Nothing below, which means we need to relink map object for this space
1107 * use translated coordinates in case some oddness with map tiling is
1108 * evident
1109 */
1110 if(GET_MAP_OB(m,x,y)!=op) {
1111 dump_object(op);
1112 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1113 dump_object(GET_MAP_OB(m,x,y));
1114 LOG(llevError,"%s\n",errmsg);
1115 }
1116 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1117 }
1118 op->above=NULL;
1119 op->below=NULL;
1120
1121 if (op->map->in_memory == MAP_SAVING)
1122 return;
1123
1124 tag = op->count;
1125 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1146 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1147
1126 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1148 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1149 {
1127 /* No point updating the players look faces if he is the object 1150 /* No point updating the players look faces if he is the object
1128 * being removed. 1151 * being removed.
1129 */ 1152 */
1130 1153
1131 if(tmp->type==PLAYER && tmp!=op) { 1154 if (tmp->type == PLAYER && tmp != op)
1155 {
1132 /* If a container that the player is currently using somehow gets 1156 /* If a container that the player is currently using somehow gets
1133 * removed (most likely destroyed), update the player view 1157 * removed (most likely destroyed), update the player view
1134 * appropriately. 1158 * appropriately.
1135 */ 1159 */
1136 if (tmp->container==op) { 1160 if (tmp->container == op)
1161 {
1137 CLEAR_FLAG(op, FLAG_APPLIED); 1162 CLEAR_FLAG (op, FLAG_APPLIED);
1138 tmp->container=NULL; 1163 tmp->container = NULL;
1164 }
1165
1166 tmp->contr->socket.update_look = 1;
1139 } 1167 }
1140 tmp->contr->socket.update_look=1; 1168
1141 }
1142 /* See if player moving off should effect something */ 1169 /* See if player moving off should effect something */
1170 if (check_walk_off
1143 if (check_walk_off && ((op->move_type & tmp->move_off) && 1171 && ((op->move_type & tmp->move_off)
1144 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1172 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1145 1173 {
1146 move_apply(tmp, op, NULL); 1174 move_apply (tmp, op, NULL);
1175
1147 if (was_destroyed (op, tag)) { 1176 if (op->destroyed ())
1148 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1177 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1149 "leaving object\n", &tmp->name, &tmp->arch->name);
1150 } 1178 }
1151 }
1152 1179
1153 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1180 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1154 1181
1155 if(tmp->above == tmp) 1182 if (tmp->above == tmp)
1156 tmp->above = NULL; 1183 tmp->above = NULL;
1184
1157 last=tmp; 1185 last = tmp;
1158 } 1186 }
1187
1159 /* last == NULL of there are no objects on this space */ 1188 /* last == NULL of there are no objects on this space */
1160 if (last==NULL) { 1189 if (last == NULL)
1190 {
1161 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1191 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1162 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1192 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1163 * those out anyways, and if there are any flags set right now, they won't 1193 * those out anyways, and if there are any flags set right now, they won't
1164 * be correct anyways. 1194 * be correct anyways.
1165 */ 1195 */
1166 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1196 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1167 update_position(op->map, op->x, op->y); 1197 update_position (op->map, op->x, op->y);
1168 } 1198 }
1169 else 1199 else
1170 update_object(last, UP_OBJ_REMOVE); 1200 update_object (last, UP_OBJ_REMOVE);
1171 1201
1172 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1202 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1173 update_all_los(op->map, op->x, op->y); 1203 update_all_los (op->map, op->x, op->y);
1174 1204 }
1175} 1205}
1176 1206
1177/* 1207/*
1178 * merge_ob(op,top): 1208 * merge_ob(op,top):
1179 * 1209 *
1180 * This function goes through all objects below and including top, and 1210 * This function goes through all objects below and including top, and
1181 * merges op to the first matching object. 1211 * merges op to the first matching object.
1182 * If top is NULL, it is calculated. 1212 * If top is NULL, it is calculated.
1183 * Returns pointer to object if it succeded in the merge, otherwise NULL 1213 * Returns pointer to object if it succeded in the merge, otherwise NULL
1184 */ 1214 */
1185 1215object *
1186object *merge_ob(object *op, object *top) { 1216merge_ob (object *op, object *top)
1217{
1187 if(!op->nrof) 1218 if (!op->nrof)
1188 return 0; 1219 return 0;
1220
1189 if(top==NULL) 1221 if (top == NULL)
1190 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1222 for (top = op; top != NULL && top->above != NULL; top = top->above);
1223
1191 for(;top!=NULL;top=top->below) { 1224 for (; top != NULL; top = top->below)
1225 {
1192 if(top==op) 1226 if (top == op)
1193 continue; 1227 continue;
1194 if (CAN_MERGE(op,top)) 1228 if (CAN_MERGE (op, top))
1195 { 1229 {
1196 top->nrof+=op->nrof; 1230 top->nrof += op->nrof;
1231
1197/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1232/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1198 op->weight = 0; /* Don't want any adjustements now */ 1233 op->weight = 0; /* Don't want any adjustements now */
1199 remove_ob(op); 1234 remove_ob (op);
1200 free_object(op); 1235 free_object (op);
1201 return top; 1236 return top;
1202 } 1237 }
1203 } 1238 }
1239
1204 return NULL; 1240 return 0;
1205} 1241}
1206 1242
1207/* 1243/*
1208 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1244 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1209 * job preparing multi-part monsters 1245 * job preparing multi-part monsters
1210 */ 1246 */
1247object *
1211object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1248insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1249{
1212 object* tmp; 1250 object *tmp;
1251
1213 if (op->head) 1252 if (op->head)
1214 op=op->head; 1253 op = op->head;
1254
1215 for (tmp=op;tmp;tmp=tmp->more){ 1255 for (tmp = op; tmp; tmp = tmp->more)
1256 {
1216 tmp->x=x+tmp->arch->clone.x; 1257 tmp->x = x + tmp->arch->clone.x;
1217 tmp->y=y+tmp->arch->clone.y; 1258 tmp->y = y + tmp->arch->clone.y;
1218 } 1259 }
1260
1219 return insert_ob_in_map (op, m, originator, flag); 1261 return insert_ob_in_map (op, m, originator, flag);
1220} 1262}
1221 1263
1222/* 1264/*
1223 * insert_ob_in_map (op, map, originator, flag): 1265 * insert_ob_in_map (op, map, originator, flag):
1224 * This function inserts the object in the two-way linked list 1266 * This function inserts the object in the two-way linked list
1238 * new object if 'op' was merged with other object 1280 * new object if 'op' was merged with other object
1239 * NULL if 'op' was destroyed 1281 * NULL if 'op' was destroyed
1240 * just 'op' otherwise 1282 * just 'op' otherwise
1241 */ 1283 */
1242 1284
1285object *
1243object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1286insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1244{ 1287{
1245 object *tmp, *top, *floor=NULL; 1288 object *tmp, *top, *floor = NULL;
1246 sint16 x,y; 1289 sint16 x, y;
1247 1290
1248 if (QUERY_FLAG (op, FLAG_FREED)) { 1291 if (QUERY_FLAG (op, FLAG_FREED))
1292 {
1249 LOG (llevError, "Trying to insert freed object!\n"); 1293 LOG (llevError, "Trying to insert freed object!\n");
1294 return NULL;
1295 }
1296
1297 if (m == NULL)
1298 {
1299 char *dump = dump_object (op);
1300 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1301 free (dump);
1302 return op;
1303 }
1304
1305 if (out_of_map (m, op->x, op->y))
1306 {
1307 char *dump = dump_object (op);
1308 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1309#ifdef MANY_CORES
1310 /* Better to catch this here, as otherwise the next use of this object
1311 * is likely to cause a crash. Better to find out where it is getting
1312 * improperly inserted.
1313 */
1314 abort ();
1315#endif
1316 free (dump);
1317 return op;
1318 }
1319
1320 if (!QUERY_FLAG (op, FLAG_REMOVED))
1321 {
1322 char *dump = dump_object (op);
1323 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1324 free (dump);
1325 return op;
1326 }
1327
1328 if (op->more != NULL)
1329 {
1330 /* The part may be on a different map. */
1331
1332 object *more = op->more;
1333
1334 /* We really need the caller to normalize coordinates - if
1335 * we set the map, that doesn't work if the location is within
1336 * a map and this is straddling an edge. So only if coordinate
1337 * is clear wrong do we normalize it.
1338 */
1339 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1340 more->map = get_map_from_coord (m, &more->x, &more->y);
1341 else if (!more->map)
1342 {
1343 /* For backwards compatibility - when not dealing with tiled maps,
1344 * more->map should always point to the parent.
1345 */
1346 more->map = m;
1347 }
1348
1349 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1350 {
1351 if (!op->head)
1352 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1353
1354 return NULL;
1355 }
1356 }
1357
1358 CLEAR_FLAG (op, FLAG_REMOVED);
1359
1360 /* Ideally, the caller figures this out. However, it complicates a lot
1361 * of areas of callers (eg, anything that uses find_free_spot would now
1362 * need extra work
1363 */
1364 op->map = get_map_from_coord (m, &op->x, &op->y);
1365 x = op->x;
1366 y = op->y;
1367
1368 /* this has to be done after we translate the coordinates.
1369 */
1370 if (op->nrof && !(flag & INS_NO_MERGE))
1371 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1372 if (CAN_MERGE (op, tmp))
1373 {
1374 op->nrof += tmp->nrof;
1375 remove_ob (tmp);
1376 free_object (tmp);
1377 }
1378
1379 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1380 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1381
1382 if (!QUERY_FLAG (op, FLAG_ALIVE))
1383 CLEAR_FLAG (op, FLAG_NO_STEAL);
1384
1385 if (flag & INS_BELOW_ORIGINATOR)
1386 {
1387 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1388 {
1389 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1390 abort ();
1391 }
1392
1393 op->above = originator;
1394 op->below = originator->below;
1395
1396 if (op->below)
1397 op->below->above = op;
1398 else
1399 SET_MAP_OB (op->map, op->x, op->y, op);
1400
1401 /* since *below* originator, no need to update top */
1402 originator->below = op;
1403 }
1404 else
1405 {
1406 /* If there are other objects, then */
1407 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1408 {
1409 object *last = NULL;
1410
1411 /*
1412 * If there are multiple objects on this space, we do some trickier handling.
1413 * We've already dealt with merging if appropriate.
1414 * Generally, we want to put the new object on top. But if
1415 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1416 * floor, we want to insert above that and no further.
1417 * Also, if there are spell objects on this space, we stop processing
1418 * once we get to them. This reduces the need to traverse over all of
1419 * them when adding another one - this saves quite a bit of cpu time
1420 * when lots of spells are cast in one area. Currently, it is presumed
1421 * that flying non pickable objects are spell objects.
1422 */
1423
1424 while (top != NULL)
1425 {
1426 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1427 floor = top;
1428
1429 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1430 {
1431 /* We insert above top, so we want this object below this */
1432 top = top->below;
1433 break;
1434 }
1435
1436 last = top;
1437 top = top->above;
1438 }
1439
1440 /* Don't want top to be NULL, so set it to the last valid object */
1441 top = last;
1442
1443 /* We let update_position deal with figuring out what the space
1444 * looks like instead of lots of conditions here.
1445 * makes things faster, and effectively the same result.
1446 */
1447
1448 /* Have object 'fall below' other objects that block view.
1449 * Unless those objects are exits, type 66
1450 * If INS_ON_TOP is used, don't do this processing
1451 * Need to find the object that in fact blocks view, otherwise
1452 * stacking is a bit odd.
1453 */
1454 if (!(flag & INS_ON_TOP) &&
1455 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1456 {
1457 for (last = top; last != floor; last = last->below)
1458 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1459 break;
1460 /* Check to see if we found the object that blocks view,
1461 * and make sure we have a below pointer for it so that
1462 * we can get inserted below this one, which requires we
1463 * set top to the object below us.
1464 */
1465 if (last && last->below && last != floor)
1466 top = last->below;
1467 }
1468 } /* If objects on this space */
1469
1470 if (flag & INS_MAP_LOAD)
1471 top = GET_MAP_TOP (op->map, op->x, op->y);
1472
1473 if (flag & INS_ABOVE_FLOOR_ONLY)
1474 top = floor;
1475
1476 /* Top is the object that our object (op) is going to get inserted above.
1477 */
1478
1479 /* First object on this space */
1480 if (!top)
1481 {
1482 op->above = GET_MAP_OB (op->map, op->x, op->y);
1483
1484 if (op->above)
1485 op->above->below = op;
1486
1487 op->below = NULL;
1488 SET_MAP_OB (op->map, op->x, op->y, op);
1489 }
1490 else
1491 { /* get inserted into the stack above top */
1492 op->above = top->above;
1493
1494 if (op->above)
1495 op->above->below = op;
1496
1497 op->below = top;
1498 top->above = op;
1499 }
1500
1501 if (op->above == NULL)
1502 SET_MAP_TOP (op->map, op->x, op->y, op);
1503 } /* else not INS_BELOW_ORIGINATOR */
1504
1505 if (op->type == PLAYER)
1506 op->contr->do_los = 1;
1507
1508 /* If we have a floor, we know the player, if any, will be above
1509 * it, so save a few ticks and start from there.
1510 */
1511 if (!(flag & INS_MAP_LOAD))
1512 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1513 if (tmp->type == PLAYER)
1514 tmp->contr->socket.update_look = 1;
1515
1516 /* If this object glows, it may affect lighting conditions that are
1517 * visible to others on this map. But update_all_los is really
1518 * an inefficient way to do this, as it means los for all players
1519 * on the map will get recalculated. The players could very well
1520 * be far away from this change and not affected in any way -
1521 * this should get redone to only look for players within range,
1522 * or just updating the P_NEED_UPDATE for spaces within this area
1523 * of effect may be sufficient.
1524 */
1525 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1526 update_all_los (op->map, op->x, op->y);
1527
1528 /* updates flags (blocked, alive, no magic, etc) for this map space */
1529 update_object (op, UP_OBJ_INSERT);
1530
1531 /* Don't know if moving this to the end will break anything. However,
1532 * we want to have update_look set above before calling this.
1533 *
1534 * check_move_on() must be after this because code called from
1535 * check_move_on() depends on correct map flags (so functions like
1536 * blocked() and wall() work properly), and these flags are updated by
1537 * update_object().
1538 */
1539
1540 /* if this is not the head or flag has been passed, don't check walk on status */
1541 if (!(flag & INS_NO_WALK_ON) && !op->head)
1542 {
1543 if (check_move_on (op, originator))
1250 return NULL; 1544 return NULL;
1251 }
1252 if(m==NULL) {
1253 dump_object(op);
1254 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1255 return op;
1256 }
1257 if(out_of_map(m,op->x,op->y)) {
1258 dump_object(op);
1259 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1260#ifdef MANY_CORES
1261 /* Better to catch this here, as otherwise the next use of this object
1262 * is likely to cause a crash. Better to find out where it is getting
1263 * improperly inserted.
1264 */
1265 abort();
1266#endif
1267 return op;
1268 }
1269 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1270 dump_object(op);
1271 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1272 return op;
1273 }
1274 if(op->more!=NULL) {
1275 /* The part may be on a different map. */
1276 1545
1277 object *more = op->more;
1278
1279 /* We really need the caller to normalize coordinates - if
1280 * we set the map, that doesn't work if the location is within
1281 * a map and this is straddling an edge. So only if coordinate
1282 * is clear wrong do we normalize it.
1283 */
1284 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1285 more->map = get_map_from_coord(m, &more->x, &more->y);
1286 } else if (!more->map) {
1287 /* For backwards compatibility - when not dealing with tiled maps,
1288 * more->map should always point to the parent.
1289 */
1290 more->map = m;
1291 }
1292
1293 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1294 if ( ! op->head)
1295 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1296 return NULL;
1297 }
1298 }
1299 CLEAR_FLAG(op,FLAG_REMOVED);
1300
1301 /* Ideally, the caller figures this out. However, it complicates a lot
1302 * of areas of callers (eg, anything that uses find_free_spot would now
1303 * need extra work
1304 */
1305 op->map=get_map_from_coord(m, &op->x, &op->y);
1306 x = op->x;
1307 y = op->y;
1308
1309 /* this has to be done after we translate the coordinates.
1310 */
1311 if(op->nrof && !(flag & INS_NO_MERGE)) {
1312 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1313 if (CAN_MERGE(op,tmp)) {
1314 op->nrof+=tmp->nrof;
1315 remove_ob(tmp);
1316 free_object(tmp);
1317 }
1318 }
1319
1320 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1321 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1322 if (!QUERY_FLAG(op, FLAG_ALIVE))
1323 CLEAR_FLAG(op, FLAG_NO_STEAL);
1324
1325 if (flag & INS_BELOW_ORIGINATOR) {
1326 if (originator->map != op->map || originator->x != op->x ||
1327 originator->y != op->y) {
1328 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1329 abort();
1330 }
1331 op->above = originator;
1332 op->below = originator->below;
1333 if (op->below) op->below->above = op;
1334 else SET_MAP_OB(op->map, op->x, op->y, op);
1335 /* since *below* originator, no need to update top */
1336 originator->below = op;
1337 } else {
1338 /* If there are other objects, then */
1339 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1340 object *last=NULL;
1341 /*
1342 * If there are multiple objects on this space, we do some trickier handling.
1343 * We've already dealt with merging if appropriate.
1344 * Generally, we want to put the new object on top. But if
1345 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1346 * floor, we want to insert above that and no further.
1347 * Also, if there are spell objects on this space, we stop processing
1348 * once we get to them. This reduces the need to traverse over all of
1349 * them when adding another one - this saves quite a bit of cpu time
1350 * when lots of spells are cast in one area. Currently, it is presumed
1351 * that flying non pickable objects are spell objects.
1352 */
1353
1354 while (top != NULL) {
1355 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1356 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1357 if (QUERY_FLAG(top, FLAG_NO_PICK)
1358 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1359 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1360 {
1361 /* We insert above top, so we want this object below this */
1362 top=top->below;
1363 break;
1364 }
1365 last = top;
1366 top = top->above;
1367 }
1368 /* Don't want top to be NULL, so set it to the last valid object */
1369 top = last;
1370
1371 /* We let update_position deal with figuring out what the space
1372 * looks like instead of lots of conditions here.
1373 * makes things faster, and effectively the same result.
1374 */
1375
1376 /* Have object 'fall below' other objects that block view.
1377 * Unless those objects are exits, type 66
1378 * If INS_ON_TOP is used, don't do this processing
1379 * Need to find the object that in fact blocks view, otherwise
1380 * stacking is a bit odd.
1381 */
1382 if (!(flag & INS_ON_TOP) &&
1383 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1384 (op->face && !op->face->visibility)) {
1385 for (last=top; last != floor; last=last->below)
1386 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1387 /* Check to see if we found the object that blocks view,
1388 * and make sure we have a below pointer for it so that
1389 * we can get inserted below this one, which requires we
1390 * set top to the object below us.
1391 */
1392 if (last && last->below && last != floor) top=last->below;
1393 }
1394 } /* If objects on this space */
1395 if (flag & INS_MAP_LOAD)
1396 top = GET_MAP_TOP(op->map,op->x,op->y);
1397 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1398
1399 /* Top is the object that our object (op) is going to get inserted above.
1400 */
1401
1402 /* First object on this space */
1403 if (!top) {
1404 op->above = GET_MAP_OB(op->map, op->x, op->y);
1405 if (op->above) op->above->below = op;
1406 op->below = NULL;
1407 SET_MAP_OB(op->map, op->x, op->y, op);
1408 } else { /* get inserted into the stack above top */
1409 op->above = top->above;
1410 if (op->above) op->above->below = op;
1411 op->below = top;
1412 top->above = op;
1413 }
1414 if (op->above==NULL)
1415 SET_MAP_TOP(op->map,op->x, op->y, op);
1416 } /* else not INS_BELOW_ORIGINATOR */
1417
1418 if(op->type==PLAYER)
1419 op->contr->do_los=1;
1420
1421 /* If we have a floor, we know the player, if any, will be above
1422 * it, so save a few ticks and start from there.
1423 */
1424 if (!(flag & INS_MAP_LOAD))
1425 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1426 if (tmp->type == PLAYER)
1427 tmp->contr->socket.update_look=1;
1428 }
1429
1430 /* If this object glows, it may affect lighting conditions that are
1431 * visible to others on this map. But update_all_los is really
1432 * an inefficient way to do this, as it means los for all players
1433 * on the map will get recalculated. The players could very well
1434 * be far away from this change and not affected in any way -
1435 * this should get redone to only look for players within range,
1436 * or just updating the P_NEED_UPDATE for spaces within this area
1437 * of effect may be sufficient.
1438 */
1439 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1440 update_all_los(op->map, op->x, op->y);
1441
1442
1443 /* updates flags (blocked, alive, no magic, etc) for this map space */
1444 update_object(op,UP_OBJ_INSERT);
1445
1446
1447 /* Don't know if moving this to the end will break anything. However,
1448 * we want to have update_look set above before calling this.
1449 *
1450 * check_move_on() must be after this because code called from
1451 * check_move_on() depends on correct map flags (so functions like
1452 * blocked() and wall() work properly), and these flags are updated by
1453 * update_object().
1454 */
1455
1456 /* if this is not the head or flag has been passed, don't check walk on status */
1457
1458 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1459 if (check_move_on(op, originator))
1460 return NULL;
1461
1462 /* If we are a multi part object, lets work our way through the check 1546 /* If we are a multi part object, lets work our way through the check
1463 * walk on's. 1547 * walk on's.
1464 */ 1548 */
1465 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1549 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1466 if (check_move_on (tmp, originator)) 1550 if (check_move_on (tmp, originator))
1467 return NULL; 1551 return NULL;
1468 } 1552 }
1553
1469 return op; 1554 return op;
1470} 1555}
1471 1556
1472/* this function inserts an object in the map, but if it 1557/* this function inserts an object in the map, but if it
1473 * finds an object of its own type, it'll remove that one first. 1558 * finds an object of its own type, it'll remove that one first.
1474 * op is the object to insert it under: supplies x and the map. 1559 * op is the object to insert it under: supplies x and the map.
1475 */ 1560 */
1561void
1476void replace_insert_ob_in_map(const char *arch_string, object *op) { 1562replace_insert_ob_in_map (const char *arch_string, object *op)
1563{
1477 object *tmp; 1564 object *
1478 object *tmp1; 1565 tmp;
1566 object *
1567 tmp1;
1479 1568
1480 /* first search for itself and remove any old instances */ 1569 /* first search for itself and remove any old instances */
1481 1570
1482 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1571 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1572 {
1483 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1573 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1574 {
1484 remove_ob(tmp); 1575 remove_ob (tmp);
1485 free_object(tmp); 1576 free_object (tmp);
1486 } 1577 }
1487 } 1578 }
1488 1579
1489 tmp1=arch_to_object(find_archetype(arch_string)); 1580 tmp1 = arch_to_object (archetype::find (arch_string));
1490 1581
1491 1582 tmp1->x = op->x;
1492 tmp1->x = op->x; tmp1->y = op->y; 1583 tmp1->y = op->y;
1493 insert_ob_in_map(tmp1,op->map,op,0); 1584 insert_ob_in_map (tmp1, op->map, op, 0);
1494} 1585}
1495 1586
1496/* 1587/*
1497 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1588 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1498 * is returned contains nr objects, and the remaining parts contains 1589 * is returned contains nr objects, and the remaining parts contains
1499 * the rest (or is removed and freed if that number is 0). 1590 * the rest (or is removed and freed if that number is 0).
1500 * On failure, NULL is returned, and the reason put into the 1591 * On failure, NULL is returned, and the reason put into the
1501 * global static errmsg array. 1592 * global static errmsg array.
1502 */ 1593 */
1503 1594
1595object *
1504object *get_split_ob(object *orig_ob, uint32 nr) { 1596get_split_ob (object *orig_ob, uint32 nr)
1505 object *newob; 1597{
1598 object *
1599 newob;
1600 int
1506 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1601 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1507 1602
1508 if(orig_ob->nrof<nr) { 1603 if (orig_ob->nrof < nr)
1509 sprintf(errmsg,"There are only %d %ss.", 1604 {
1510 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1605 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1511 return NULL; 1606 return NULL;
1512 } 1607 }
1608
1513 newob = object_create_clone(orig_ob); 1609 newob = object_create_clone (orig_ob);
1610
1514 if((orig_ob->nrof-=nr)<1) { 1611 if ((orig_ob->nrof -= nr) < 1)
1612 {
1515 if ( ! is_removed) 1613 if (!is_removed)
1516 remove_ob(orig_ob); 1614 remove_ob (orig_ob);
1517 free_object2(orig_ob, 1); 1615 free_object2 (orig_ob, 1);
1518 } 1616 }
1519 else if ( ! is_removed) { 1617 else if (!is_removed)
1618 {
1520 if(orig_ob->env!=NULL) 1619 if (orig_ob->env != NULL)
1521 sub_weight (orig_ob->env,orig_ob->weight*nr); 1620 sub_weight (orig_ob->env, orig_ob->weight * nr);
1522 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1621 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1622 {
1523 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1623 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1524 LOG(llevDebug,
1525 "Error, Tried to split object whose map is not in memory.\n"); 1624 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1526 return NULL; 1625 return NULL;
1527 } 1626 }
1528 } 1627 }
1628
1529 newob->nrof=nr; 1629 newob->nrof = nr;
1530 1630
1531 return newob; 1631 return newob;
1532} 1632}
1533 1633
1534/* 1634/*
1535 * decrease_ob_nr(object, number) decreases a specified number from 1635 * decrease_ob_nr(object, number) decreases a specified number from
1536 * the amount of an object. If the amount reaches 0, the object 1636 * the amount of an object. If the amount reaches 0, the object
1537 * is subsequently removed and freed. 1637 * is subsequently removed and freed.
1538 * 1638 *
1539 * Return value: 'op' if something is left, NULL if the amount reached 0 1639 * Return value: 'op' if something is left, NULL if the amount reached 0
1540 */ 1640 */
1541 1641
1642object *
1542object *decrease_ob_nr (object *op, uint32 i) 1643decrease_ob_nr (object *op, uint32 i)
1543{ 1644{
1544 object *tmp; 1645 object *tmp;
1545 player *pl; 1646 player *pl;
1546 1647
1547 if (i == 0) /* objects with op->nrof require this check */ 1648 if (i == 0) /* objects with op->nrof require this check */
1548 return op; 1649 return op;
1549 1650
1550 if (i > op->nrof) 1651 if (i > op->nrof)
1551 i = op->nrof; 1652 i = op->nrof;
1552 1653
1553 if (QUERY_FLAG (op, FLAG_REMOVED)) 1654 if (QUERY_FLAG (op, FLAG_REMOVED))
1655 op->nrof -= i;
1656 else if (op->env != NULL)
1657 {
1658 /* is this object in the players inventory, or sub container
1659 * therein?
1660 */
1661 tmp = is_player_inv (op->env);
1662 /* nope. Is this a container the player has opened?
1663 * If so, set tmp to that player.
1664 * IMO, searching through all the players will mostly
1665 * likely be quicker than following op->env to the map,
1666 * and then searching the map for a player.
1667 */
1668 if (!tmp)
1669 {
1670 for (pl = first_player; pl; pl = pl->next)
1671 if (pl->ob->container == op->env)
1672 break;
1673 if (pl)
1674 tmp = pl->ob;
1675 else
1676 tmp = NULL;
1677 }
1678
1679 if (i < op->nrof)
1680 {
1681 sub_weight (op->env, op->weight * i);
1682 op->nrof -= i;
1683 if (tmp)
1684 {
1685 esrv_send_item (tmp, op);
1686 }
1687 }
1688 else
1689 {
1690 remove_ob (op);
1691 op->nrof = 0;
1692 if (tmp)
1693 {
1694 esrv_del_item (tmp->contr, op->count);
1695 }
1696 }
1554 { 1697 }
1698 else
1699 {
1700 object *above = op->above;
1701
1702 if (i < op->nrof)
1555 op->nrof -= i; 1703 op->nrof -= i;
1556 } 1704 else
1557 else if (op->env != NULL)
1558 {
1559 /* is this object in the players inventory, or sub container
1560 * therein?
1561 */
1562 tmp = is_player_inv (op->env);
1563 /* nope. Is this a container the player has opened?
1564 * If so, set tmp to that player.
1565 * IMO, searching through all the players will mostly
1566 * likely be quicker than following op->env to the map,
1567 * and then searching the map for a player.
1568 */
1569 if (!tmp) {
1570 for (pl=first_player; pl; pl=pl->next)
1571 if (pl->ob->container == op->env) break;
1572 if (pl) tmp=pl->ob;
1573 else tmp=NULL;
1574 } 1705 {
1575
1576 if (i < op->nrof) {
1577 sub_weight (op->env, op->weight * i);
1578 op->nrof -= i;
1579 if (tmp) {
1580 esrv_send_item(tmp, op);
1581 }
1582 } else {
1583 remove_ob (op); 1706 remove_ob (op);
1584 op->nrof = 0; 1707 op->nrof = 0;
1585 if (tmp) {
1586 esrv_del_item(tmp->contr, op->count);
1587 } 1708 }
1588 }
1589 }
1590 else
1591 {
1592 object *above = op->above;
1593 1709
1594 if (i < op->nrof) {
1595 op->nrof -= i;
1596 } else {
1597 remove_ob (op);
1598 op->nrof = 0;
1599 }
1600 /* Since we just removed op, op->above is null */ 1710 /* Since we just removed op, op->above is null */
1601 for (tmp = above; tmp != NULL; tmp = tmp->above) 1711 for (tmp = above; tmp != NULL; tmp = tmp->above)
1602 if (tmp->type == PLAYER) { 1712 if (tmp->type == PLAYER)
1713 {
1603 if (op->nrof) 1714 if (op->nrof)
1604 esrv_send_item(tmp, op); 1715 esrv_send_item (tmp, op);
1605 else 1716 else
1606 esrv_del_item(tmp->contr, op->count); 1717 esrv_del_item (tmp->contr, op->count);
1607 } 1718 }
1608 } 1719 }
1609 1720
1610 if (op->nrof) { 1721 if (op->nrof)
1611 return op; 1722 return op;
1612 } else { 1723 else
1724 {
1613 free_object (op); 1725 free_object (op);
1614 return NULL; 1726 return NULL;
1615 } 1727 }
1616} 1728}
1617 1729
1618/* 1730/*
1619 * add_weight(object, weight) adds the specified weight to an object, 1731 * add_weight(object, weight) adds the specified weight to an object,
1620 * and also updates how much the environment(s) is/are carrying. 1732 * and also updates how much the environment(s) is/are carrying.
1621 */ 1733 */
1622 1734
1735void
1623void add_weight (object *op, signed long weight) { 1736add_weight (object *op, signed long weight)
1737{
1624 while (op!=NULL) { 1738 while (op != NULL)
1739 {
1625 if (op->type == CONTAINER) { 1740 if (op->type == CONTAINER)
1626 weight=(signed long)(weight*(100-op->stats.Str)/100); 1741 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1627 } 1742
1628 op->carrying+=weight; 1743 op->carrying += weight;
1629 op=op->env; 1744 op = op->env;
1630 } 1745 }
1631} 1746}
1632 1747
1633/* 1748/*
1634 * insert_ob_in_ob(op,environment): 1749 * insert_ob_in_ob(op,environment):
1635 * This function inserts the object op in the linked list 1750 * This function inserts the object op in the linked list
1642 * 1757 *
1643 * The function returns now pointer to inserted item, and return value can 1758 * The function returns now pointer to inserted item, and return value can
1644 * be != op, if items are merged. -Tero 1759 * be != op, if items are merged. -Tero
1645 */ 1760 */
1646 1761
1762object *
1647object *insert_ob_in_ob(object *op,object *where) { 1763insert_ob_in_ob (object *op, object *where)
1648 object *tmp, *otmp; 1764{
1765 object *
1766 tmp, *
1767 otmp;
1649 1768
1650 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1769 if (!QUERY_FLAG (op, FLAG_REMOVED))
1651 dump_object(op); 1770 {
1771 char *dump = dump_object (op);
1652 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1772 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1773 free (dump);
1653 return op; 1774 return op;
1654 } 1775 }
1776
1655 if(where==NULL) { 1777 if (where == NULL)
1656 dump_object(op); 1778 {
1779 char *dump = dump_object (op);
1657 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1780 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1781 free (dump);
1658 return op; 1782 return op;
1659 } 1783 }
1784
1660 if (where->head) { 1785 if (where->head)
1661 LOG(llevDebug, 1786 {
1662 "Warning: Tried to insert object wrong part of multipart object.\n"); 1787 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1663 where = where->head; 1788 where = where->head;
1664 } 1789 }
1790
1665 if (op->more) { 1791 if (op->more)
1792 {
1666 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1793 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1667 &op->name, op->count);
1668 return op; 1794 return op;
1669 } 1795 }
1796
1670 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1797 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1671 CLEAR_FLAG(op, FLAG_REMOVED); 1798 CLEAR_FLAG (op, FLAG_REMOVED);
1672 if(op->nrof) { 1799 if (op->nrof)
1800 {
1673 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1801 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1674 if ( CAN_MERGE(tmp,op) ) { 1802 if (CAN_MERGE (tmp, op))
1803 {
1675 /* return the original object and remove inserted object 1804 /* return the original object and remove inserted object
1676 (client needs the original object) */ 1805 (client needs the original object) */
1677 tmp->nrof += op->nrof; 1806 tmp->nrof += op->nrof;
1678 /* Weight handling gets pretty funky. Since we are adding to 1807 /* Weight handling gets pretty funky. Since we are adding to
1679 * tmp->nrof, we need to increase the weight. 1808 * tmp->nrof, we need to increase the weight.
1680 */ 1809 */
1681 add_weight (where, op->weight*op->nrof); 1810 add_weight (where, op->weight * op->nrof);
1682 SET_FLAG(op, FLAG_REMOVED); 1811 SET_FLAG (op, FLAG_REMOVED);
1683 free_object(op); /* free the inserted object */ 1812 free_object (op); /* free the inserted object */
1684 op = tmp; 1813 op = tmp;
1685 remove_ob (op); /* and fix old object's links */ 1814 remove_ob (op); /* and fix old object's links */
1686 CLEAR_FLAG(op, FLAG_REMOVED); 1815 CLEAR_FLAG (op, FLAG_REMOVED);
1687 break; 1816 break;
1688 } 1817 }
1689 1818
1690 /* I assume combined objects have no inventory 1819 /* I assume combined objects have no inventory
1691 * We add the weight - this object could have just been removed 1820 * We add the weight - this object could have just been removed
1692 * (if it was possible to merge). calling remove_ob will subtract 1821 * (if it was possible to merge). calling remove_ob will subtract
1693 * the weight, so we need to add it in again, since we actually do 1822 * the weight, so we need to add it in again, since we actually do
1694 * the linking below 1823 * the linking below
1695 */ 1824 */
1696 add_weight (where, op->weight*op->nrof); 1825 add_weight (where, op->weight * op->nrof);
1826 }
1697 } else 1827 else
1698 add_weight (where, (op->weight+op->carrying)); 1828 add_weight (where, (op->weight + op->carrying));
1699 1829
1700 otmp=is_player_inv(where); 1830 otmp = is_player_inv (where);
1701 if (otmp&&otmp->contr!=NULL) { 1831 if (otmp && otmp->contr != NULL)
1832 {
1702 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1833 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1703 fix_player(otmp); 1834 fix_player (otmp);
1704 } 1835 }
1705 1836
1706 op->map=NULL; 1837 op->map = NULL;
1707 op->env=where; 1838 op->env = where;
1708 op->above=NULL; 1839 op->above = NULL;
1709 op->below=NULL; 1840 op->below = NULL;
1710 op->x=0,op->y=0; 1841 op->x = 0, op->y = 0;
1711 1842
1712 /* reset the light list and los of the players on the map */ 1843 /* reset the light list and los of the players on the map */
1713 if((op->glow_radius!=0)&&where->map) 1844 if ((op->glow_radius != 0) && where->map)
1714 { 1845 {
1715#ifdef DEBUG_LIGHTS 1846#ifdef DEBUG_LIGHTS
1716 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1847 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1717 op->name);
1718#endif /* DEBUG_LIGHTS */ 1848#endif /* DEBUG_LIGHTS */
1849 if (MAP_DARKNESS (where->map))
1719 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1850 update_all_los (where->map, where->x, where->y);
1720 } 1851 }
1721 1852
1722 /* Client has no idea of ordering so lets not bother ordering it here. 1853 /* Client has no idea of ordering so lets not bother ordering it here.
1723 * It sure simplifies this function... 1854 * It sure simplifies this function...
1724 */ 1855 */
1725 if (where->inv==NULL) 1856 if (where->inv == NULL)
1726 where->inv=op; 1857 where->inv = op;
1727 else { 1858 else
1859 {
1728 op->below = where->inv; 1860 op->below = where->inv;
1729 op->below->above = op; 1861 op->below->above = op;
1730 where->inv = op; 1862 where->inv = op;
1731 } 1863 }
1732 return op; 1864 return op;
1733} 1865}
1734 1866
1735/* 1867/*
1736 * Checks if any objects has a move_type that matches objects 1868 * Checks if any objects has a move_type that matches objects
1751 * MSW 2001-07-08: Check all objects on space, not just those below 1883 * MSW 2001-07-08: Check all objects on space, not just those below
1752 * object being inserted. insert_ob_in_map may not put new objects 1884 * object being inserted. insert_ob_in_map may not put new objects
1753 * on top. 1885 * on top.
1754 */ 1886 */
1755 1887
1888int
1756int check_move_on (object *op, object *originator) 1889check_move_on (object *op, object *originator)
1757{ 1890{
1758 object *tmp; 1891 object *tmp;
1759 tag_t tag;
1760 mapstruct *m=op->map; 1892 maptile *m = op->map;
1761 int x=op->x, y=op->y; 1893 int x = op->x, y = op->y;
1894
1762 MoveType move_on, move_slow, move_block; 1895 MoveType move_on, move_slow, move_block;
1763 1896
1764 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1897 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1765 return 0; 1898 return 0;
1766 1899
1767 tag = op->count;
1768
1769 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1900 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1770 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1901 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1771 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1902 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1772 1903
1773 /* if nothing on this space will slow op down or be applied, 1904 /* if nothing on this space will slow op down or be applied,
1774 * no need to do checking below. have to make sure move_type 1905 * no need to do checking below. have to make sure move_type
1775 * is set, as lots of objects don't have it set - we treat that 1906 * is set, as lots of objects don't have it set - we treat that
1776 * as walking. 1907 * as walking.
1777 */ 1908 */
1778 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1909 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1779 return 0; 1910 return 0;
1780 1911
1781 /* This is basically inverse logic of that below - basically, 1912 /* This is basically inverse logic of that below - basically,
1782 * if the object can avoid the move on or slow move, they do so, 1913 * if the object can avoid the move on or slow move, they do so,
1783 * but can't do it if the alternate movement they are using is 1914 * but can't do it if the alternate movement they are using is
1784 * blocked. Logic on this seems confusing, but does seem correct. 1915 * blocked. Logic on this seems confusing, but does seem correct.
1785 */ 1916 */
1786 if ((op->move_type & ~move_on & ~move_block) != 0 && 1917 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1787 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1918 return 0;
1788 1919
1789 /* The objects have to be checked from top to bottom. 1920 /* The objects have to be checked from top to bottom.
1790 * Hence, we first go to the top: 1921 * Hence, we first go to the top:
1791 */ 1922 */
1792 1923
1793 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1924 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1794 tmp->above!=NULL; tmp=tmp->above) { 1925 {
1795 /* Trim the search when we find the first other spell effect 1926 /* Trim the search when we find the first other spell effect
1796 * this helps performance so that if a space has 50 spell objects, 1927 * this helps performance so that if a space has 50 spell objects,
1797 * we don't need to check all of them. 1928 * we don't need to check all of them.
1798 */ 1929 */
1799 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1930 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1931 break;
1932 }
1933
1934 for (; tmp; tmp = tmp->below)
1800 } 1935 {
1801 for(;tmp!=NULL; tmp=tmp->below) { 1936 if (tmp == op)
1802 if (tmp == op) continue; /* Can't apply yourself */ 1937 continue; /* Can't apply yourself */
1803 1938
1804 /* Check to see if one of the movement types should be slowed down. 1939 /* Check to see if one of the movement types should be slowed down.
1805 * Second check makes sure that the movement types not being slowed 1940 * Second check makes sure that the movement types not being slowed
1806 * (~slow_move) is not blocked on this space - just because the 1941 * (~slow_move) is not blocked on this space - just because the
1807 * space doesn't slow down swimming (for example), if you can't actually 1942 * space doesn't slow down swimming (for example), if you can't actually
1808 * swim on that space, can't use it to avoid the penalty. 1943 * swim on that space, can't use it to avoid the penalty.
1809 */ 1944 */
1810 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1945 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1946 {
1811 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1947 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1812 ((op->move_type & tmp->move_slow) &&
1813 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1948 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1949 {
1814 1950
1815 float diff; 1951 float
1816
1817 diff = tmp->move_slow_penalty*FABS(op->speed); 1952 diff = tmp->move_slow_penalty * FABS (op->speed);
1953
1818 if (op->type == PLAYER) { 1954 if (op->type == PLAYER)
1819 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1955 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1820 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1956 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1821 diff /= 4.0; 1957 diff /= 4.0;
1822 } 1958
1823 }
1824 op->speed_left -= diff; 1959 op->speed_left -= diff;
1825 } 1960 }
1826 } 1961 }
1827 1962
1828 /* Basically same logic as above, except now for actual apply. */ 1963 /* Basically same logic as above, except now for actual apply. */
1829 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1964 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1830 ((op->move_type & tmp->move_on) &&
1831 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1965 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1832 1966 {
1833 move_apply(tmp, op, originator); 1967 move_apply (tmp, op, originator);
1968
1834 if (was_destroyed (op, tag)) 1969 if (op->destroyed ())
1835 return 1; 1970 return 1;
1836 1971
1837 /* what the person/creature stepped onto has moved the object 1972 /* what the person/creature stepped onto has moved the object
1838 * someplace new. Don't process any further - if we did, 1973 * someplace new. Don't process any further - if we did,
1839 * have a feeling strange problems would result. 1974 * have a feeling strange problems would result.
1840 */ 1975 */
1841 if (op->map != m || op->x != x || op->y != y) return 0; 1976 if (op->map != m || op->x != x || op->y != y)
1977 return 0;
1842 } 1978 }
1843 } 1979 }
1980
1844 return 0; 1981 return 0;
1845} 1982}
1846 1983
1847/* 1984/*
1848 * present_arch(arch, map, x, y) searches for any objects with 1985 * present_arch(arch, map, x, y) searches for any objects with
1849 * a matching archetype at the given map and coordinates. 1986 * a matching archetype at the given map and coordinates.
1850 * The first matching object is returned, or NULL if none. 1987 * The first matching object is returned, or NULL if none.
1851 */ 1988 */
1852 1989
1990object *
1853object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1991present_arch (const archetype *at, maptile *m, int x, int y)
1992{
1854 object *tmp; 1993 object *
1994 tmp;
1995
1855 if(m==NULL || out_of_map(m,x,y)) { 1996 if (m == NULL || out_of_map (m, x, y))
1997 {
1856 LOG(llevError,"Present_arch called outside map.\n"); 1998 LOG (llevError, "Present_arch called outside map.\n");
1857 return NULL; 1999 return NULL;
1858 } 2000 }
1859 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2001 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1860 if(tmp->arch == at) 2002 if (tmp->arch == at)
1861 return tmp; 2003 return tmp;
1862 return NULL; 2004 return NULL;
1863} 2005}
1864 2006
1865/* 2007/*
1866 * present(type, map, x, y) searches for any objects with 2008 * present(type, map, x, y) searches for any objects with
1867 * a matching type variable at the given map and coordinates. 2009 * a matching type variable at the given map and coordinates.
1868 * The first matching object is returned, or NULL if none. 2010 * The first matching object is returned, or NULL if none.
1869 */ 2011 */
1870 2012
2013object *
1871object *present(unsigned char type,mapstruct *m, int x,int y) { 2014present (unsigned char type, maptile *m, int x, int y)
2015{
1872 object *tmp; 2016 object *
2017 tmp;
2018
1873 if(out_of_map(m,x,y)) { 2019 if (out_of_map (m, x, y))
2020 {
1874 LOG(llevError,"Present called outside map.\n"); 2021 LOG (llevError, "Present called outside map.\n");
1875 return NULL; 2022 return NULL;
1876 } 2023 }
1877 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2024 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1878 if(tmp->type==type) 2025 if (tmp->type == type)
1879 return tmp; 2026 return tmp;
1880 return NULL; 2027 return NULL;
1881} 2028}
1882 2029
1883/* 2030/*
1884 * present_in_ob(type, object) searches for any objects with 2031 * present_in_ob(type, object) searches for any objects with
1885 * a matching type variable in the inventory of the given object. 2032 * a matching type variable in the inventory of the given object.
1886 * The first matching object is returned, or NULL if none. 2033 * The first matching object is returned, or NULL if none.
1887 */ 2034 */
1888 2035
2036object *
1889object *present_in_ob(unsigned char type, const object *op) { 2037present_in_ob (unsigned char type, const object *op)
2038{
1890 object *tmp; 2039 object *
2040 tmp;
2041
1891 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2042 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1892 if(tmp->type==type) 2043 if (tmp->type == type)
1893 return tmp; 2044 return tmp;
1894 return NULL; 2045 return NULL;
1895} 2046}
1896 2047
1897/* 2048/*
1907 * the object name, not the archetype name. this is so that the 2058 * the object name, not the archetype name. this is so that the
1908 * spell code can use one object type (force), but change it's name 2059 * spell code can use one object type (force), but change it's name
1909 * to be unique. 2060 * to be unique.
1910 */ 2061 */
1911 2062
2063object *
1912object *present_in_ob_by_name(int type, const char *str, const object *op) { 2064present_in_ob_by_name (int type, const char *str, const object *op)
2065{
1913 object *tmp; 2066 object *
2067 tmp;
1914 2068
1915 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2069 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2070 {
1916 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2071 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1917 return tmp; 2072 return tmp;
1918 } 2073 }
1919 return NULL; 2074 return NULL;
1920} 2075}
1921 2076
1922/* 2077/*
1923 * present_arch_in_ob(archetype, object) searches for any objects with 2078 * present_arch_in_ob(archetype, object) searches for any objects with
1924 * a matching archetype in the inventory of the given object. 2079 * a matching archetype in the inventory of the given object.
1925 * The first matching object is returned, or NULL if none. 2080 * The first matching object is returned, or NULL if none.
1926 */ 2081 */
1927 2082
2083object *
1928object *present_arch_in_ob(const archetype *at, const object *op) { 2084present_arch_in_ob (const archetype *at, const object *op)
2085{
1929 object *tmp; 2086 object *
2087 tmp;
2088
1930 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1931 if( tmp->arch == at) 2090 if (tmp->arch == at)
1932 return tmp; 2091 return tmp;
1933 return NULL; 2092 return NULL;
1934} 2093}
1935 2094
1936/* 2095/*
1937 * activate recursively a flag on an object inventory 2096 * activate recursively a flag on an object inventory
1938 */ 2097 */
2098void
1939void flag_inv(object*op, int flag){ 2099flag_inv (object *op, int flag)
2100{
1940 object *tmp; 2101 object *
2102 tmp;
2103
1941 if(op->inv) 2104 if (op->inv)
1942 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2105 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2106 {
1943 SET_FLAG(tmp, flag); 2107 SET_FLAG (tmp, flag);
1944 flag_inv(tmp,flag); 2108 flag_inv (tmp, flag);
1945 } 2109 }
1946}/* 2110} /*
1947 * desactivate recursively a flag on an object inventory 2111 * desactivate recursively a flag on an object inventory
1948 */ 2112 */
2113void
1949void unflag_inv(object*op, int flag){ 2114unflag_inv (object *op, int flag)
2115{
1950 object *tmp; 2116 object *
2117 tmp;
2118
1951 if(op->inv) 2119 if (op->inv)
1952 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2120 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2121 {
1953 CLEAR_FLAG(tmp, flag); 2122 CLEAR_FLAG (tmp, flag);
1954 unflag_inv(tmp,flag); 2123 unflag_inv (tmp, flag);
1955 } 2124 }
1956} 2125}
1957 2126
1958/* 2127/*
1959 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2128 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1960 * all it's inventory (recursively). 2129 * all it's inventory (recursively).
1961 * If checksums are used, a player will get set_cheat called for 2130 * If checksums are used, a player will get set_cheat called for
1962 * him/her-self and all object carried by a call to this function. 2131 * him/her-self and all object carried by a call to this function.
1963 */ 2132 */
1964 2133
2134void
1965void set_cheat(object *op) { 2135set_cheat (object *op)
2136{
1966 SET_FLAG(op, FLAG_WAS_WIZ); 2137 SET_FLAG (op, FLAG_WAS_WIZ);
1967 flag_inv(op, FLAG_WAS_WIZ); 2138 flag_inv (op, FLAG_WAS_WIZ);
1968} 2139}
1969 2140
1970/* 2141/*
1971 * find_free_spot(object, map, x, y, start, stop) will search for 2142 * find_free_spot(object, map, x, y, start, stop) will search for
1972 * a spot at the given map and coordinates which will be able to contain 2143 * a spot at the given map and coordinates which will be able to contain
1987 * to know if the space in question will block the object. We can't use 2158 * to know if the space in question will block the object. We can't use
1988 * the archetype because that isn't correct if the monster has been 2159 * the archetype because that isn't correct if the monster has been
1989 * customized, changed states, etc. 2160 * customized, changed states, etc.
1990 */ 2161 */
1991 2162
2163int
1992int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2164find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2165{
2166 int
2167 i,
1993 int i,index=0, flag; 2168 index = 0, flag;
2169 static int
1994 static int altern[SIZEOFFREE]; 2170 altern[SIZEOFFREE];
1995 2171
1996 for(i=start;i<stop;i++) { 2172 for (i = start; i < stop; i++)
2173 {
1997 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2174 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1998 if(!flag) 2175 if (!flag)
1999 altern[index++]=i; 2176 altern[index++] = i;
2000 2177
2001 /* Basically, if we find a wall on a space, we cut down the search size. 2178 /* Basically, if we find a wall on a space, we cut down the search size.
2002 * In this way, we won't return spaces that are on another side of a wall. 2179 * In this way, we won't return spaces that are on another side of a wall.
2003 * This mostly work, but it cuts down the search size in all directions - 2180 * This mostly work, but it cuts down the search size in all directions -
2004 * if the space being examined only has a wall to the north and empty 2181 * if the space being examined only has a wall to the north and empty
2005 * spaces in all the other directions, this will reduce the search space 2182 * spaces in all the other directions, this will reduce the search space
2006 * to only the spaces immediately surrounding the target area, and 2183 * to only the spaces immediately surrounding the target area, and
2007 * won't look 2 spaces south of the target space. 2184 * won't look 2 spaces south of the target space.
2008 */ 2185 */
2009 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2186 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2010 stop=maxfree[i]; 2187 stop = maxfree[i];
2011 } 2188 }
2012 if(!index) return -1; 2189 if (!index)
2190 return -1;
2013 return altern[RANDOM()%index]; 2191 return altern[RANDOM () % index];
2014} 2192}
2015 2193
2016/* 2194/*
2017 * find_first_free_spot(archetype, mapstruct, x, y) works like 2195 * find_first_free_spot(archetype, maptile, x, y) works like
2018 * find_free_spot(), but it will search max number of squares. 2196 * find_free_spot(), but it will search max number of squares.
2019 * But it will return the first available spot, not a random choice. 2197 * But it will return the first available spot, not a random choice.
2020 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2198 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2021 */ 2199 */
2022 2200
2201int
2023int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2202find_first_free_spot (const object *ob, maptile *m, int x, int y)
2203{
2204 int
2024 int i; 2205 i;
2206
2025 for(i=0;i<SIZEOFFREE;i++) { 2207 for (i = 0; i < SIZEOFFREE; i++)
2208 {
2026 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2209 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2027 return i; 2210 return i;
2028 } 2211 }
2029 return -1; 2212 return -1;
2030} 2213}
2031 2214
2032/* 2215/*
2033 * The function permute(arr, begin, end) randomly reorders the array 2216 * The function permute(arr, begin, end) randomly reorders the array
2034 * arr[begin..end-1]. 2217 * arr[begin..end-1].
2035 */ 2218 */
2219static void
2036static void permute(int *arr, int begin, int end) 2220permute (int *arr, int begin, int end)
2037{ 2221{
2038 int i, j, tmp, len; 2222 int
2223 i,
2224 j,
2225 tmp,
2226 len;
2039 2227
2040 len = end-begin; 2228 len = end - begin;
2041 for(i = begin; i < end; i++) 2229 for (i = begin; i < end; i++)
2042 { 2230 {
2043 j = begin+RANDOM()%len; 2231 j = begin + RANDOM () % len;
2044 2232
2045 tmp = arr[i]; 2233 tmp = arr[i];
2046 arr[i] = arr[j]; 2234 arr[i] = arr[j];
2047 arr[j] = tmp; 2235 arr[j] = tmp;
2048 } 2236 }
2049} 2237}
2050 2238
2051/* new function to make monster searching more efficient, and effective! 2239/* new function to make monster searching more efficient, and effective!
2052 * This basically returns a randomized array (in the passed pointer) of 2240 * This basically returns a randomized array (in the passed pointer) of
2053 * the spaces to find monsters. In this way, it won't always look for 2241 * the spaces to find monsters. In this way, it won't always look for
2054 * monsters to the north first. However, the size of the array passed 2242 * monsters to the north first. However, the size of the array passed
2055 * covers all the spaces, so within that size, all the spaces within 2243 * covers all the spaces, so within that size, all the spaces within
2056 * the 3x3 area will be searched, just not in a predictable order. 2244 * the 3x3 area will be searched, just not in a predictable order.
2057 */ 2245 */
2246void
2058void get_search_arr(int *search_arr) 2247get_search_arr (int *search_arr)
2059{ 2248{
2249 int
2060 int i; 2250 i;
2061 2251
2062 for(i = 0; i < SIZEOFFREE; i++) 2252 for (i = 0; i < SIZEOFFREE; i++)
2063 { 2253 {
2064 search_arr[i] = i; 2254 search_arr[i] = i;
2065 } 2255 }
2066 2256
2067 permute(search_arr, 1, SIZEOFFREE1+1); 2257 permute (search_arr, 1, SIZEOFFREE1 + 1);
2068 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2258 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2069 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2259 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2070} 2260}
2071 2261
2072/* 2262/*
2073 * find_dir(map, x, y, exclude) will search some close squares in the 2263 * find_dir(map, x, y, exclude) will search some close squares in the
2074 * given map at the given coordinates for live objects. 2264 * given map at the given coordinates for live objects.
2080 * is actually want is going to try and move there. We need this info 2270 * is actually want is going to try and move there. We need this info
2081 * because we have to know what movement the thing looking to move 2271 * because we have to know what movement the thing looking to move
2082 * there is capable of. 2272 * there is capable of.
2083 */ 2273 */
2084 2274
2275int
2085int find_dir(mapstruct *m, int x, int y, object *exclude) { 2276find_dir (maptile *m, int x, int y, object *exclude)
2277{
2278 int
2279 i,
2086 int i,max=SIZEOFFREE, mflags; 2280 max = SIZEOFFREE, mflags;
2281
2087 sint16 nx, ny; 2282 sint16 nx, ny;
2088 object *tmp; 2283 object *
2089 mapstruct *mp; 2284 tmp;
2285 maptile *
2286 mp;
2287
2090 MoveType blocked, move_type; 2288 MoveType blocked, move_type;
2091 2289
2092 if (exclude && exclude->head) { 2290 if (exclude && exclude->head)
2291 {
2093 exclude = exclude->head; 2292 exclude = exclude->head;
2094 move_type = exclude->move_type; 2293 move_type = exclude->move_type;
2095 } else { 2294 }
2295 else
2296 {
2096 /* If we don't have anything, presume it can use all movement types. */ 2297 /* If we don't have anything, presume it can use all movement types. */
2097 move_type=MOVE_ALL; 2298 move_type = MOVE_ALL;
2299 }
2300
2301 for (i = 1; i < max; i++)
2098 } 2302 {
2099
2100 for(i=1;i<max;i++) {
2101 mp = m; 2303 mp = m;
2102 nx = x + freearr_x[i]; 2304 nx = x + freearr_x[i];
2103 ny = y + freearr_y[i]; 2305 ny = y + freearr_y[i];
2104 2306
2105 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2307 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2106 if (mflags & P_OUT_OF_MAP) { 2308 if (mflags & P_OUT_OF_MAP)
2309 {
2107 max = maxfree[i]; 2310 max = maxfree[i];
2311 }
2108 } else { 2312 else
2313 {
2109 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2314 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2110 2315
2111 if ((move_type & blocked) == move_type) { 2316 if ((move_type & blocked) == move_type)
2317 {
2112 max=maxfree[i]; 2318 max = maxfree[i];
2319 }
2113 } else if (mflags & P_IS_ALIVE) { 2320 else if (mflags & P_IS_ALIVE)
2321 {
2114 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2322 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2115 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2323 {
2116 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2324 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2325 {
2117 break; 2326 break;
2118 } 2327 }
2119 } 2328 }
2120 if(tmp) { 2329 if (tmp)
2330 {
2121 return freedir[i]; 2331 return freedir[i];
2122 } 2332 }
2123 } 2333 }
2124 } 2334 }
2125 } 2335 }
2126 return 0; 2336 return 0;
2127} 2337}
2128 2338
2129/* 2339/*
2130 * distance(object 1, object 2) will return the square of the 2340 * distance(object 1, object 2) will return the square of the
2131 * distance between the two given objects. 2341 * distance between the two given objects.
2132 */ 2342 */
2133 2343
2344int
2134int distance(const object *ob1, const object *ob2) { 2345distance (const object *ob1, const object *ob2)
2346{
2135 int i; 2347 int
2136 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2348 i;
2137 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2349
2350 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2138 return i; 2351 return i;
2139} 2352}
2140 2353
2141/* 2354/*
2142 * find_dir_2(delta-x,delta-y) will return a direction in which 2355 * find_dir_2(delta-x,delta-y) will return a direction in which
2143 * an object which has subtracted the x and y coordinates of another 2356 * an object which has subtracted the x and y coordinates of another
2144 * object, needs to travel toward it. 2357 * object, needs to travel toward it.
2145 */ 2358 */
2146 2359
2360int
2147int find_dir_2(int x, int y) { 2361find_dir_2 (int x, int y)
2362{
2148 int q; 2363 int
2364 q;
2149 2365
2150 if(y) 2366 if (y)
2151 q=x*100/y; 2367 q = x * 100 / y;
2152 else if (x) 2368 else if (x)
2153 q= -300*x; 2369 q = -300 * x;
2154 else 2370 else
2155 return 0; 2371 return 0;
2156 2372
2157 if(y>0) { 2373 if (y > 0)
2374 {
2158 if(q < -242) 2375 if (q < -242)
2159 return 3 ; 2376 return 3;
2160 if (q < -41) 2377 if (q < -41)
2161 return 2 ; 2378 return 2;
2162 if (q < 41) 2379 if (q < 41)
2163 return 1 ; 2380 return 1;
2164 if (q < 242) 2381 if (q < 242)
2165 return 8 ; 2382 return 8;
2166 return 7 ; 2383 return 7;
2167 } 2384 }
2168 2385
2169 if (q < -242) 2386 if (q < -242)
2170 return 7 ; 2387 return 7;
2171 if (q < -41) 2388 if (q < -41)
2172 return 6 ; 2389 return 6;
2173 if (q < 41) 2390 if (q < 41)
2174 return 5 ; 2391 return 5;
2175 if (q < 242) 2392 if (q < 242)
2176 return 4 ; 2393 return 4;
2177 2394
2178 return 3 ; 2395 return 3;
2179} 2396}
2180 2397
2181/* 2398/*
2182 * absdir(int): Returns a number between 1 and 8, which represent 2399 * absdir(int): Returns a number between 1 and 8, which represent
2183 * the "absolute" direction of a number (it actually takes care of 2400 * the "absolute" direction of a number (it actually takes care of
2184 * "overflow" in previous calculations of a direction). 2401 * "overflow" in previous calculations of a direction).
2185 */ 2402 */
2186 2403
2404int
2187int absdir(int d) { 2405absdir (int d)
2188 while(d<1) d+=8; 2406{
2189 while(d>8) d-=8; 2407 while (d < 1)
2408 d += 8;
2409 while (d > 8)
2410 d -= 8;
2190 return d; 2411 return d;
2191} 2412}
2192 2413
2193/* 2414/*
2194 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2415 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2195 * between two directions (which are expected to be absolute (see absdir()) 2416 * between two directions (which are expected to be absolute (see absdir())
2196 */ 2417 */
2197 2418
2419int
2198int dirdiff(int dir1, int dir2) { 2420dirdiff (int dir1, int dir2)
2421{
2199 int d; 2422 int
2423 d;
2424
2200 d = abs(dir1 - dir2); 2425 d = abs (dir1 - dir2);
2201 if(d>4) 2426 if (d > 4)
2202 d = 8 - d; 2427 d = 8 - d;
2203 return d; 2428 return d;
2204} 2429}
2205 2430
2206/* peterm: 2431/* peterm:
2211 * direction 4, 14, or 16 to get back to where we are. 2436 * direction 4, 14, or 16 to get back to where we are.
2212 * Moved from spell_util.c to object.c with the other related direction 2437 * Moved from spell_util.c to object.c with the other related direction
2213 * functions. 2438 * functions.
2214 */ 2439 */
2215 2440
2441int
2216int reduction_dir[SIZEOFFREE][3] = { 2442 reduction_dir[SIZEOFFREE][3] = {
2217 {0,0,0}, /* 0 */ 2443 {0, 0, 0}, /* 0 */
2218 {0,0,0}, /* 1 */ 2444 {0, 0, 0}, /* 1 */
2219 {0,0,0}, /* 2 */ 2445 {0, 0, 0}, /* 2 */
2220 {0,0,0}, /* 3 */ 2446 {0, 0, 0}, /* 3 */
2221 {0,0,0}, /* 4 */ 2447 {0, 0, 0}, /* 4 */
2222 {0,0,0}, /* 5 */ 2448 {0, 0, 0}, /* 5 */
2223 {0,0,0}, /* 6 */ 2449 {0, 0, 0}, /* 6 */
2224 {0,0,0}, /* 7 */ 2450 {0, 0, 0}, /* 7 */
2225 {0,0,0}, /* 8 */ 2451 {0, 0, 0}, /* 8 */
2226 {8,1,2}, /* 9 */ 2452 {8, 1, 2}, /* 9 */
2227 {1,2,-1}, /* 10 */ 2453 {1, 2, -1}, /* 10 */
2228 {2,10,12}, /* 11 */ 2454 {2, 10, 12}, /* 11 */
2229 {2,3,-1}, /* 12 */ 2455 {2, 3, -1}, /* 12 */
2230 {2,3,4}, /* 13 */ 2456 {2, 3, 4}, /* 13 */
2231 {3,4,-1}, /* 14 */ 2457 {3, 4, -1}, /* 14 */
2232 {4,14,16}, /* 15 */ 2458 {4, 14, 16}, /* 15 */
2233 {5,4,-1}, /* 16 */ 2459 {5, 4, -1}, /* 16 */
2234 {4,5,6}, /* 17 */ 2460 {4, 5, 6}, /* 17 */
2235 {6,5,-1}, /* 18 */ 2461 {6, 5, -1}, /* 18 */
2236 {6,20,18}, /* 19 */ 2462 {6, 20, 18}, /* 19 */
2237 {7,6,-1}, /* 20 */ 2463 {7, 6, -1}, /* 20 */
2238 {6,7,8}, /* 21 */ 2464 {6, 7, 8}, /* 21 */
2239 {7,8,-1}, /* 22 */ 2465 {7, 8, -1}, /* 22 */
2240 {8,22,24}, /* 23 */ 2466 {8, 22, 24}, /* 23 */
2241 {8,1,-1}, /* 24 */ 2467 {8, 1, -1}, /* 24 */
2242 {24,9,10}, /* 25 */ 2468 {24, 9, 10}, /* 25 */
2243 {9,10,-1}, /* 26 */ 2469 {9, 10, -1}, /* 26 */
2244 {10,11,-1}, /* 27 */ 2470 {10, 11, -1}, /* 27 */
2245 {27,11,29}, /* 28 */ 2471 {27, 11, 29}, /* 28 */
2246 {11,12,-1}, /* 29 */ 2472 {11, 12, -1}, /* 29 */
2247 {12,13,-1}, /* 30 */ 2473 {12, 13, -1}, /* 30 */
2248 {12,13,14}, /* 31 */ 2474 {12, 13, 14}, /* 31 */
2249 {13,14,-1}, /* 32 */ 2475 {13, 14, -1}, /* 32 */
2250 {14,15,-1}, /* 33 */ 2476 {14, 15, -1}, /* 33 */
2251 {33,15,35}, /* 34 */ 2477 {33, 15, 35}, /* 34 */
2252 {16,15,-1}, /* 35 */ 2478 {16, 15, -1}, /* 35 */
2253 {17,16,-1}, /* 36 */ 2479 {17, 16, -1}, /* 36 */
2254 {18,17,16}, /* 37 */ 2480 {18, 17, 16}, /* 37 */
2255 {18,17,-1}, /* 38 */ 2481 {18, 17, -1}, /* 38 */
2256 {18,19,-1}, /* 39 */ 2482 {18, 19, -1}, /* 39 */
2257 {41,19,39}, /* 40 */ 2483 {41, 19, 39}, /* 40 */
2258 {19,20,-1}, /* 41 */ 2484 {19, 20, -1}, /* 41 */
2259 {20,21,-1}, /* 42 */ 2485 {20, 21, -1}, /* 42 */
2260 {20,21,22}, /* 43 */ 2486 {20, 21, 22}, /* 43 */
2261 {21,22,-1}, /* 44 */ 2487 {21, 22, -1}, /* 44 */
2262 {23,22,-1}, /* 45 */ 2488 {23, 22, -1}, /* 45 */
2263 {45,47,23}, /* 46 */ 2489 {45, 47, 23}, /* 46 */
2264 {23,24,-1}, /* 47 */ 2490 {23, 24, -1}, /* 47 */
2265 {24,9,-1}}; /* 48 */ 2491 {24, 9, -1}
2492}; /* 48 */
2266 2493
2267/* Recursive routine to step back and see if we can 2494/* Recursive routine to step back and see if we can
2268 * find a path to that monster that we found. If not, 2495 * find a path to that monster that we found. If not,
2269 * we don't bother going toward it. Returns 1 if we 2496 * we don't bother going toward it. Returns 1 if we
2270 * can see a direct way to get it 2497 * can see a direct way to get it
2271 * Modified to be map tile aware -.MSW 2498 * Modified to be map tile aware -.MSW
2272 */ 2499 */
2273
2274 2500
2501
2502int
2275int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2503can_see_monsterP (maptile *m, int x, int y, int dir)
2504{
2276 sint16 dx, dy; 2505 sint16 dx, dy;
2506 int
2277 int mflags; 2507 mflags;
2278 2508
2509 if (dir < 0)
2279 if(dir<0) return 0; /* exit condition: invalid direction */ 2510 return 0; /* exit condition: invalid direction */
2280 2511
2281 dx = x + freearr_x[dir]; 2512 dx = x + freearr_x[dir];
2282 dy = y + freearr_y[dir]; 2513 dy = y + freearr_y[dir];
2283 2514
2284 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2515 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2285 2516
2286 /* This functional arguably was incorrect before - it was 2517 /* This functional arguably was incorrect before - it was
2287 * checking for P_WALL - that was basically seeing if 2518 * checking for P_WALL - that was basically seeing if
2288 * we could move to the monster - this is being more 2519 * we could move to the monster - this is being more
2289 * literal on if we can see it. To know if we can actually 2520 * literal on if we can see it. To know if we can actually
2290 * move to the monster, we'd need the monster passed in or 2521 * move to the monster, we'd need the monster passed in or
2291 * at least its move type. 2522 * at least its move type.
2292 */ 2523 */
2293 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2524 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2525 return 0;
2294 2526
2295 /* yes, can see. */ 2527 /* yes, can see. */
2296 if(dir < 9) return 1; 2528 if (dir < 9)
2529 return 1;
2297 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2530 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2298 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2531 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2299 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2300} 2532}
2301 2533
2302 2534
2303 2535
2304/* 2536/*
2305 * can_pick(picker, item): finds out if an object is possible to be 2537 * can_pick(picker, item): finds out if an object is possible to be
2306 * picked up by the picker. Returnes 1 if it can be 2538 * picked up by the picker. Returnes 1 if it can be
2307 * picked up, otherwise 0. 2539 * picked up, otherwise 0.
2308 * 2540 *
2310 * core dumps if they do. 2542 * core dumps if they do.
2311 * 2543 *
2312 * Add a check so we can't pick up invisible objects (0.93.8) 2544 * Add a check so we can't pick up invisible objects (0.93.8)
2313 */ 2545 */
2314 2546
2547int
2315int can_pick(const object *who, const object *item) { 2548can_pick (const object *who, const object *item)
2549{
2316 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2550 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2317 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2551 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2318 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2552 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2319 (who->type==PLAYER||item->weight<who->weight/3));
2320} 2553}
2321 2554
2322 2555
2323/* 2556/*
2324 * create clone from object to another 2557 * create clone from object to another
2325 */ 2558 */
2559object *
2326object *object_create_clone (object *asrc) { 2560object_create_clone (object *asrc)
2561{
2562 object *
2327 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2563 dst = NULL, *tmp, *src, *part, *prev, *item;
2328 2564
2565 if (!asrc)
2329 if(!asrc) return NULL; 2566 return NULL;
2330 src = asrc; 2567 src = asrc;
2331 if(src->head) 2568 if (src->head)
2332 src = src->head; 2569 src = src->head;
2333 2570
2334 prev = NULL; 2571 prev = NULL;
2335 for(part = src; part; part = part->more) { 2572 for (part = src; part; part = part->more)
2573 {
2336 tmp = get_object(); 2574 tmp = get_object ();
2337 copy_object(part,tmp); 2575 copy_object (part, tmp);
2338 tmp->x -= src->x; 2576 tmp->x -= src->x;
2339 tmp->y -= src->y; 2577 tmp->y -= src->y;
2340 if(!part->head) { 2578 if (!part->head)
2579 {
2341 dst = tmp; 2580 dst = tmp;
2342 tmp->head = NULL; 2581 tmp->head = NULL;
2582 }
2343 } else { 2583 else
2584 {
2344 tmp->head = dst; 2585 tmp->head = dst;
2345 } 2586 }
2346 tmp->more = NULL; 2587 tmp->more = NULL;
2347 if(prev) 2588 if (prev)
2348 prev->more = tmp; 2589 prev->more = tmp;
2349 prev = tmp; 2590 prev = tmp;
2350 } 2591 }
2351 /*** copy inventory ***/ 2592
2352 for(item = src->inv; item; item = item->below) { 2593 for (item = src->inv; item; item = item->below)
2353 (void) insert_ob_in_ob(object_create_clone(item),dst); 2594 insert_ob_in_ob (object_create_clone (item), dst);
2354 }
2355 2595
2356 return dst; 2596 return dst;
2357}
2358
2359/* return true if the object was destroyed, 0 otherwise */
2360int was_destroyed (const object *op, tag_t old_tag)
2361{
2362 /* checking for FLAG_FREED isn't necessary, but makes this function more
2363 * robust */
2364 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2365} 2597}
2366 2598
2367/* GROS - Creates an object using a string representing its content. */ 2599/* GROS - Creates an object using a string representing its content. */
2368/* Basically, we save the content of the string to a temp file, then call */ 2600/* Basically, we save the content of the string to a temp file, then call */
2369/* load_object on it. I admit it is a highly inefficient way to make things, */ 2601/* load_object on it. I admit it is a highly inefficient way to make things, */
2370/* but it was simple to make and allows reusing the load_object function. */ 2602/* but it was simple to make and allows reusing the load_object function. */
2371/* Remember not to use load_object_str in a time-critical situation. */ 2603/* Remember not to use load_object_str in a time-critical situation. */
2372/* Also remember that multiparts objects are not supported for now. */ 2604/* Also remember that multiparts objects are not supported for now. */
2373 2605
2606object *
2374object* load_object_str(const char *obstr) 2607load_object_str (const char *obstr)
2375{ 2608{
2376 object *op; 2609 object *op;
2377 char filename[MAX_BUF]; 2610 char filename[MAX_BUF];
2611
2378 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2612 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2379 2613
2380 FILE *tempfile=fopen(filename,"w"); 2614 FILE *tempfile = fopen (filename, "w");
2615
2381 if (tempfile == NULL) 2616 if (tempfile == NULL)
2382 { 2617 {
2383 LOG(llevError,"Error - Unable to access load object temp file\n"); 2618 LOG (llevError, "Error - Unable to access load object temp file\n");
2384 return NULL; 2619 return NULL;
2385 }; 2620 }
2621
2386 fprintf(tempfile,obstr); 2622 fprintf (tempfile, obstr);
2387 fclose(tempfile); 2623 fclose (tempfile);
2388 2624
2389 op=get_object(); 2625 op = get_object ();
2390 2626
2391 object_thawer thawer (filename); 2627 object_thawer thawer (filename);
2392 2628
2393 if (thawer) 2629 if (thawer)
2394 load_object(thawer,op,0); 2630 load_object (thawer, op, 0);
2395 2631
2396 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2632 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2397 CLEAR_FLAG(op,FLAG_REMOVED); 2633 CLEAR_FLAG (op, FLAG_REMOVED);
2398 2634
2399 return op; 2635 return op;
2400} 2636}
2401 2637
2402/* This returns the first object in who's inventory that 2638/* This returns the first object in who's inventory that
2403 * has the same type and subtype match. 2639 * has the same type and subtype match.
2404 * returns NULL if no match. 2640 * returns NULL if no match.
2405 */ 2641 */
2642object *
2406object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2643find_obj_by_type_subtype (const object *who, int type, int subtype)
2407{ 2644{
2408 object *tmp; 2645 object *tmp;
2409 2646
2410 for (tmp=who->inv; tmp; tmp=tmp->below) 2647 for (tmp = who->inv; tmp; tmp = tmp->below)
2411 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2648 if (tmp->type == type && tmp->subtype == subtype)
2649 return tmp;
2412 2650
2413 return NULL; 2651 return NULL;
2414} 2652}
2415 2653
2416/* If ob has a field named key, return the link from the list, 2654/* If ob has a field named key, return the link from the list,
2417 * otherwise return NULL. 2655 * otherwise return NULL.
2418 * 2656 *
2419 * key must be a passed in shared string - otherwise, this won't 2657 * key must be a passed in shared string - otherwise, this won't
2420 * do the desired thing. 2658 * do the desired thing.
2421 */ 2659 */
2660key_value *
2422key_value * get_ob_key_link(const object * ob, const char * key) { 2661get_ob_key_link (const object *ob, const char *key)
2662{
2423 key_value * link; 2663 key_value *link;
2424 2664
2425 for (link = ob->key_values; link != NULL; link = link->next) { 2665 for (link = ob->key_values; link != NULL; link = link->next)
2426 if (link->key == key) { 2666 if (link->key == key)
2427 return link; 2667 return link;
2428 } 2668
2429 }
2430
2431 return NULL; 2669 return NULL;
2432} 2670}
2433 2671
2434/* 2672/*
2435 * Returns the value of op has an extra_field for key, or NULL. 2673 * Returns the value of op has an extra_field for key, or NULL.
2436 * 2674 *
2437 * The argument doesn't need to be a shared string. 2675 * The argument doesn't need to be a shared string.
2438 * 2676 *
2439 * The returned string is shared. 2677 * The returned string is shared.
2440 */ 2678 */
2679const char *
2441const char * get_ob_key_value(const object * op, const char * const key) { 2680get_ob_key_value (const object *op, const char *const key)
2681{
2442 key_value * link; 2682 key_value *link;
2443 const char * canonical_key; 2683 shstr_cmp canonical_key (key);
2684
2685 if (!canonical_key)
2444 2686 {
2445 canonical_key = shstr::find (key);
2446
2447 if (canonical_key == NULL) {
2448 /* 1. There being a field named key on any object 2687 /* 1. There being a field named key on any object
2449 * implies there'd be a shared string to find. 2688 * implies there'd be a shared string to find.
2450 * 2. Since there isn't, no object has this field. 2689 * 2. Since there isn't, no object has this field.
2451 * 3. Therefore, *this* object doesn't have this field. 2690 * 3. Therefore, *this* object doesn't have this field.
2452 */ 2691 */
2453 return NULL; 2692 return 0;
2454 } 2693 }
2455 2694
2456 /* This is copied from get_ob_key_link() above - 2695 /* This is copied from get_ob_key_link() above -
2457 * only 4 lines, and saves the function call overhead. 2696 * only 4 lines, and saves the function call overhead.
2458 */ 2697 */
2459 for (link = op->key_values; link != NULL; link = link->next) { 2698 for (link = op->key_values; link; link = link->next)
2460 if (link->key == canonical_key) { 2699 if (link->key == canonical_key)
2461 return link->value; 2700 return link->value;
2462 } 2701
2463 } 2702 return 0;
2464 return NULL;
2465} 2703}
2466 2704
2467 2705
2468/* 2706/*
2469 * Updates the canonical_key in op to value. 2707 * Updates the canonical_key in op to value.
2473 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2711 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2474 * keys. 2712 * keys.
2475 * 2713 *
2476 * Returns TRUE on success. 2714 * Returns TRUE on success.
2477 */ 2715 */
2716int
2478int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2717set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2718{
2719 key_value *
2479 key_value * field = NULL, *last=NULL; 2720 field = NULL, *last = NULL;
2480 2721
2481 for (field=op->key_values; field != NULL; field=field->next) { 2722 for (field = op->key_values; field != NULL; field = field->next)
2723 {
2482 if (field->key != canonical_key) { 2724 if (field->key != canonical_key)
2725 {
2483 last = field; 2726 last = field;
2484 continue; 2727 continue;
2485 } 2728 }
2486 2729
2487 if (value) 2730 if (value)
2488 field->value = value; 2731 field->value = value;
2489 else { 2732 else
2733 {
2490 /* Basically, if the archetype has this key set, 2734 /* Basically, if the archetype has this key set,
2491 * we need to store the null value so when we save 2735 * we need to store the null value so when we save
2492 * it, we save the empty value so that when we load, 2736 * it, we save the empty value so that when we load,
2493 * we get this value back again. 2737 * we get this value back again.
2494 */ 2738 */
2495 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2739 if (get_ob_key_link (&op->arch->clone, canonical_key))
2496 field->value = 0; 2740 field->value = 0;
2741 else
2742 {
2743 if (last)
2744 last->next = field->next;
2497 else 2745 else
2498 {
2499 if (last) last->next = field->next;
2500 else op->key_values = field->next; 2746 op->key_values = field->next;
2501 2747
2502 delete field; 2748 delete field;
2503 } 2749 }
2504 } 2750 }
2505 return TRUE; 2751 return TRUE;
2506 } 2752 }
2507 /* IF we get here, key doesn't exist */ 2753 /* IF we get here, key doesn't exist */
2508 2754
2509 /* No field, we'll have to add it. */ 2755 /* No field, we'll have to add it. */
2756
2757 if (!add_key)
2510 2758 {
2511 if (!add_key) {
2512 return FALSE; 2759 return FALSE;
2513 } 2760 }
2514 /* There isn't any good reason to store a null 2761 /* There isn't any good reason to store a null
2515 * value in the key/value list. If the archetype has 2762 * value in the key/value list. If the archetype has
2516 * this key, then we should also have it, so shouldn't 2763 * this key, then we should also have it, so shouldn't
2517 * be here. If user wants to store empty strings, 2764 * be here. If user wants to store empty strings,
2518 * should pass in "" 2765 * should pass in ""
2519 */ 2766 */
2520 if (value == NULL) return TRUE; 2767 if (value == NULL)
2521
2522 field = new key_value;
2523
2524 field->key = canonical_key;
2525 field->value = value;
2526 /* Usual prepend-addition. */
2527 field->next = op->key_values;
2528 op->key_values = field;
2529
2530 return TRUE; 2768 return TRUE;
2769
2770 field = new key_value;
2771
2772 field->key = canonical_key;
2773 field->value = value;
2774 /* Usual prepend-addition. */
2775 field->next = op->key_values;
2776 op->key_values = field;
2777
2778 return TRUE;
2531} 2779}
2532 2780
2533/* 2781/*
2534 * Updates the key in op to value. 2782 * Updates the key in op to value.
2535 * 2783 *
2537 * and not add new ones. 2785 * and not add new ones.
2538 * In general, should be little reason FALSE is ever passed in for add_key 2786 * In general, should be little reason FALSE is ever passed in for add_key
2539 * 2787 *
2540 * Returns TRUE on success. 2788 * Returns TRUE on success.
2541 */ 2789 */
2790int
2542int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2791set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2543{ 2792{
2544 shstr key_ (key); 2793 shstr key_ (key);
2794
2545 return set_ob_key_value_s (op, key_, value, add_key); 2795 return set_ob_key_value_s (op, key_, value, add_key);
2546} 2796}
2797
2798object::depth_iterator::depth_iterator (object *container)
2799: iterator_base (container)
2800{
2801 while (item->inv)
2802 item = item->inv;
2803}
2804
2805void
2806object::depth_iterator::next ()
2807{
2808 if (item->below)
2809 {
2810 item = item->below;
2811
2812 while (item->inv)
2813 item = item->inv;
2814 }
2815 else
2816 item = item->env;
2817}
2818
2819// return a suitable string describing an objetc in enough detail to find it
2820const char *
2821object::debug_desc (char *info) const
2822{
2823 char info2[256 * 3];
2824 char *p = info;
2825
2826 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2827 count,
2828 &name,
2829 title ? " " : "",
2830 title ? (const char *)title : "");
2831
2832 if (env)
2833 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2834
2835 if (map)
2836 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2837
2838 return info;
2839}
2840
2841const char *
2842object::debug_desc () const
2843{
2844 static char info[256 * 3];
2845 return debug_desc (info);
2846}
2847

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