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Comparing deliantra/server/common/object.C (file contents):
Revision 1.21 by root, Sat Sep 9 21:48:28 2006 UTC vs.
Revision 1.28 by root, Mon Sep 11 12:10:21 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.21 2006/09/09 21:48:28 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
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> 33#include <skills.h>
41#include <loader.h> 34#include <loader.h>
35
42int nrofallocobjects = 0; 36int nrofallocobjects = 0;
43 37
44object *objects; /* Pointer to the list of used objects */ 38object *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
60/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 55/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
56static int
61static int compare_ob_value_lists_one(const object * wants, const object * has) { 57compare_ob_value_lists_one (const object *wants, const object *has)
58{
62 key_value * wants_field; 59 key_value *wants_field;
63 60
64 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 61 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
65 * objects with lists are rare, and lists stay short. If not, use a 62 * objects with lists are rare, and lists stay short. If not, use a
66 * different structure or at least keep the lists sorted... 63 * different structure or at least keep the lists sorted...
67 */ 64 */
68 65
69 /* For each field in wants, */ 66 /* For each field in wants, */
70 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 67 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
68 {
71 key_value * has_field; 69 key_value *has_field;
72 70
73 /* Look for a field in has with the same key. */ 71 /* Look for a field in has with the same key. */
74 has_field = get_ob_key_link(has, wants_field->key); 72 has_field = get_ob_key_link (has, wants_field->key);
73
74 if (has_field == NULL)
75 75 {
76 if (has_field == NULL) {
77 /* No field with that name. */ 76 /* No field with that name. */
78 return FALSE; 77 return FALSE;
79 }
80 78 }
79
81 /* Found the matching field. */ 80 /* Found the matching field. */
82 if (has_field->value != wants_field->value) { 81 if (has_field->value != wants_field->value)
82 {
83 /* Values don't match, so this half of the comparison is false. */ 83 /* Values don't match, so this half of the comparison is false. */
84 return FALSE; 84 return FALSE;
85 } 85 }
86 86
87 /* If we get here, we found a match. Now for the next field in wants. */ 87 /* If we get here, we found a match. Now for the next field in wants. */
88 }
89 88 }
89
90 /* If we get here, every field in wants has a matching field in has. */ 90 /* If we get here, every field in wants has a matching field in has. */
91 return TRUE; 91 return TRUE;
92} 92}
93 93
94/* Returns TRUE if ob1 has the same key_values as ob2. */ 94/* Returns TRUE if ob1 has the same key_values as ob2. */
95static int
95static int compare_ob_value_lists(const object * ob1, const object * ob2) { 96compare_ob_value_lists (const object *ob1, const object *ob2)
97{
96 /* However, there may be fields in has which aren't partnered in wants, 98 /* However, there may be fields in has which aren't partnered in wants,
97 * so we need to run the comparison *twice*. :( 99 * so we need to run the comparison *twice*. :(
98 */ 100 */
99 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 101 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
100} 102}
101 103
102/* Function examines the 2 objects given to it, and returns true if 104/* Function examines the 2 objects given to it, and returns true if
103 * they can be merged together. 105 * they can be merged together.
104 * 106 *
110 * 112 *
111 * Improvements made with merge: Better checking on potion, and also 113 * Improvements made with merge: Better checking on potion, and also
112 * check weight 114 * check weight
113 */ 115 */
114 116
115bool
116object::can_merge (object *ob1, object *ob2) 117bool object::can_merge (object *ob1, object *ob2)
117{ 118{
118 /* A couple quicksanity checks */ 119 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) 120 if ((ob1 == ob2) || (ob1->type != ob2->type))
120 return 0; 121 return 0;
121 122
169 (ob1->subtype != ob2->subtype) || 170 (ob1->subtype != ob2->subtype) ||
170 (ob1->move_type != ob2->move_type) || 171 (ob1->move_type != ob2->move_type) ||
171 (ob1->move_block != ob2->move_block) || 172 (ob1->move_block != ob2->move_block) ||
172 (ob1->move_allow != ob2->move_allow) || 173 (ob1->move_allow != ob2->move_allow) ||
173 (ob1->move_on != ob2->move_on) || 174 (ob1->move_on != ob2->move_on) ||
174 (ob1->move_off != ob2->move_off) || 175 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
175 (ob1->move_slow != ob2->move_slow) ||
176 (ob1->move_slow_penalty != ob2->move_slow_penalty))
177 return 0; 176 return 0;
178 177
179 /* This is really a spellbook check - really, we should 178 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 179 * check all objects in the inventory.
181 */ 180 */
182 if (ob1->inv || ob2->inv) 181 if (ob1->inv || ob2->inv)
183 { 182 {
184 /* if one object has inventory but the other doesn't, not equiv */ 183 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 184 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 185 return 0;
187 186
188 /* Now check to see if the two inventory objects could merge */ 187 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 188 if (!CAN_MERGE (ob1->inv, ob2->inv))
190 return 0; 189 return 0;
191 190
192 /* inventory ok - still need to check rest of this object to see 191 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 192 * if it is valid.
194 */ 193 */
195 } 194 }
203 202
204 /* Note sure why the following is the case - either the object has to 203 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster 204 * be animated or have a very low speed. Is this an attempted monster
206 * check? 205 * check?
207 */ 206 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 207 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
209 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 return 0; 208 return 0;
211 209
212 switch (ob1->type) 210 switch (ob1->type)
213 { 211 {
214 case SCROLL: 212 case SCROLL:
215 if (ob1->level != ob2->level) 213 if (ob1->level != ob2->level)
216 return 0; 214 return 0;
217 break; 215 break;
218 } 216 }
219 217
220 if (ob1->key_values != NULL || ob2->key_values != NULL) 218 if (ob1->key_values != NULL || ob2->key_values != NULL)
221 { 219 {
222 /* At least one of these has key_values. */ 220 /* At least one of these has key_values. */
223 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 221 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
224 /* One has fields, but the other one doesn't. */ 222 /* One has fields, but the other one doesn't. */
225 return 0; 223 return 0;
226 else if (!compare_ob_value_lists (ob1, ob2)) 224 else if (!compare_ob_value_lists (ob1, ob2))
227 return 0; 225 return 0;
228 } 226 }
229 227
230 //TODO: generate an event or call into perl for additional checks 228 //TODO: generate an event or call into perl for additional checks
231 if (ob1->self || ob2->self) 229 if (ob1->self || ob2->self)
232 { 230 {
233 ob1->optimise (); 231 ob1->optimise ();
234 ob2->optimise (); 232 ob2->optimise ();
235 233
236 if (ob1->self || ob2->self) 234 if (ob1->self || ob2->self)
237 return 0; 235 return 0;
238 } 236 }
239 237
240 /* Everything passes, must be OK. */ 238 /* Everything passes, must be OK. */
241 return 1; 239 return 1;
242} 240}
241
243/* 242/*
244 * sum_weight() is a recursive function which calculates the weight 243 * sum_weight() is a recursive function which calculates the weight
245 * an object is carrying. It goes through in figures out how much 244 * an object is carrying. It goes through in figures out how much
246 * containers are carrying, and sums it up. 245 * containers are carrying, and sums it up.
247 */ 246 */
248signed long sum_weight(object *op) { 247long
248sum_weight (object *op)
249{
249 signed long sum; 250 long sum;
250 object *inv; 251 object *inv;
252
251 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 253 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
254 {
252 if (inv->inv) 255 if (inv->inv)
253 sum_weight(inv); 256 sum_weight (inv);
254 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 257 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
255 } 258 }
256 if (op->type == CONTAINER && op->stats.Str) 259 if (op->type == CONTAINER && op->stats.Str)
257 sum = (sum * (100 - op->stats.Str))/100; 260 sum = (sum * (100 - op->stats.Str)) / 100;
258 if(op->carrying != sum) 261 if (op->carrying != sum)
259 op->carrying = sum; 262 op->carrying = sum;
260 return sum; 263 return sum;
261} 264}
262 265
263/** 266/**
264 * Return the outermost environment object for a given object. 267 * Return the outermost environment object for a given object.
265 */ 268 */
266 269
270object *
267object *object_get_env_recursive (object *op) { 271object_get_env_recursive (object *op)
272{
268 while (op->env != NULL) 273 while (op->env != NULL)
269 op = op->env; 274 op = op->env;
270 return op; 275 return op;
271} 276}
272 277
273/* 278/*
274 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 279 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
275 * a better check. We basically keeping traversing up until we can't 280 * a better check. We basically keeping traversing up until we can't
276 * or find a player. 281 * or find a player.
277 */ 282 */
278 283
284object *
279object *is_player_inv (object *op) { 285is_player_inv (object *op)
286{
280 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 287 for (; op != NULL && op->type != PLAYER; op = op->env)
281 if (op->env==op) 288 if (op->env == op)
282 op->env = NULL; 289 op->env = NULL;
283 return op; 290 return op;
284} 291}
285 292
286/* 293/*
287 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 294 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
288 * Some error messages. 295 * Some error messages.
289 * The result of the dump is stored in the static global errmsg array. 296 * The result of the dump is stored in the static global errmsg array.
290 */ 297 */
291 298
299void
292void dump_object2(object *op) { 300dump_object2 (object *op)
301{
293errmsg[0] = 0; 302 errmsg[0] = 0;
294return; 303 return;
295 //TODO//D#d# 304 //TODO//D#d#
296#if 0 305#if 0
297 char *cp; 306 char *cp;
307
298/* object *tmp;*/ 308/* object *tmp;*/
299 309
300 if(op->arch!=NULL) { 310 if (op->arch != NULL)
311 {
301 strcat(errmsg,"arch "); 312 strcat (errmsg, "arch ");
302 strcat(errmsg,op->arch->name?op->arch->name:"(null)"); 313 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
303 strcat(errmsg,"\n"); 314 strcat (errmsg, "\n");
304 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 315 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
305 strcat(errmsg,cp); 316 strcat (errmsg, cp);
306#if 0 317# if 0
307 /* Don't dump player diffs - they are too long, mostly meaningless, and 318 /* Don't dump player diffs - they are too long, mostly meaningless, and
308 * will overflow the buffer. 319 * will overflow the buffer.
309 * Changed so that we don't dump inventory either. This may 320 * Changed so that we don't dump inventory either. This may
310 * also overflow the buffer. 321 * also overflow the buffer.
311 */ 322 */
312 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 323 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
313 strcat(errmsg,cp); 324 strcat (errmsg, cp);
314 for (tmp=op->inv; tmp; tmp=tmp->below) 325 for (tmp = op->inv; tmp; tmp = tmp->below)
315 dump_object2(tmp); 326 dump_object2 (tmp);
327# endif
328 strcat (errmsg, "end\n");
329 }
330 else
331 {
332 strcat (errmsg, "Object ");
333 if (op->name == NULL)
334 strcat (errmsg, "(null)");
335 else
336 strcat (errmsg, op->name);
337 strcat (errmsg, "\n");
338# if 0
339 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
340 strcat (errmsg, cp);
341 for (tmp = op->inv; tmp; tmp = tmp->below)
342 dump_object2 (tmp);
343# endif
344 strcat (errmsg, "end\n");
345 }
316#endif 346#endif
317 strcat(errmsg,"end\n");
318 } else {
319 strcat(errmsg,"Object ");
320 if (op->name==NULL) strcat(errmsg, "(null)");
321 else strcat(errmsg,op->name);
322 strcat(errmsg,"\n");
323#if 0
324 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
325 strcat(errmsg,cp);
326 for (tmp=op->inv; tmp; tmp=tmp->below)
327 dump_object2(tmp);
328#endif
329 strcat(errmsg,"end\n");
330 }
331#endif
332} 347}
333 348
334/* 349/*
335 * Dumps an object. Returns output in the static global errmsg array. 350 * Dumps an object. Returns output in the static global errmsg array.
336 */ 351 */
337 352
353void
338void dump_object(object *op) { 354dump_object (object *op)
355{
339 if(op==NULL) { 356 if (op == NULL)
357 {
340 strcpy(errmsg,"[NULL pointer]"); 358 strcpy (errmsg, "[NULL pointer]");
341 return; 359 return;
342 } 360 }
343 errmsg[0]='\0'; 361 errmsg[0] = '\0';
344 dump_object2(op); 362 dump_object2 (op);
345} 363}
346 364
365void
347void dump_all_objects(void) { 366dump_all_objects (void)
367{
348 object *op; 368 object *op;
369
349 for(op=objects;op!=NULL;op=op->next) { 370 for (op = objects; op != NULL; op = op->next)
371 {
350 dump_object(op); 372 dump_object (op);
351 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg); 373 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
352 } 374 }
353} 375}
354 376
355/* 377/*
356 * get_nearest_part(multi-object, object 2) returns the part of the 378 * get_nearest_part(multi-object, object 2) returns the part of the
357 * multi-object 1 which is closest to the second object. 379 * multi-object 1 which is closest to the second object.
358 * If it's not a multi-object, it is returned. 380 * If it's not a multi-object, it is returned.
359 */ 381 */
360 382
383object *
361object *get_nearest_part(object *op, const object *pl) { 384get_nearest_part (object *op, const object *pl)
385{
362 object *tmp,*closest; 386 object *tmp, *closest;
363 int last_dist,i; 387 int last_dist, i;
388
364 if(op->more==NULL) 389 if (op->more == NULL)
365 return op; 390 return op;
366 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 391 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
367 if((i=distance(tmp,pl))<last_dist) 392 if ((i = distance (tmp, pl)) < last_dist)
368 closest=tmp,last_dist=i; 393 closest = tmp, last_dist = i;
369 return closest; 394 return closest;
370} 395}
371 396
372/* 397/*
373 * Returns the object which has the count-variable equal to the argument. 398 * Returns the object which has the count-variable equal to the argument.
374 */ 399 */
375 400
401object *
376object *find_object(tag_t i) { 402find_object (tag_t i)
403{
377 object *op; 404 object *op;
405
378 for(op=objects;op!=NULL;op=op->next) 406 for (op = objects; op != NULL; op = op->next)
379 if(op->count==i) 407 if (op->count == i)
380 break; 408 break;
381 return op; 409 return op;
382} 410}
383 411
384/* 412/*
385 * Returns the first object which has a name equal to the argument. 413 * Returns the first object which has a name equal to the argument.
386 * Used only by the patch command, but not all that useful. 414 * Used only by the patch command, but not all that useful.
387 * Enables features like "patch <name-of-other-player> food 999" 415 * Enables features like "patch <name-of-other-player> food 999"
388 */ 416 */
389 417
418object *
390object *find_object_name(const char *str) { 419find_object_name (const char *str)
420{
391 const char *name = shstr::find (str); 421 const char *name = shstr::find (str);
392 object *op; 422 object *op;
423
393 for(op=objects;op!=NULL;op=op->next) 424 for (op = objects; op != NULL; op = op->next)
394 if(&op->name == name) 425 if (&op->name == name)
395 break; 426 break;
396 427
397 return op; 428 return op;
398} 429}
399 430
431void
400void free_all_object_data () 432free_all_object_data ()
401{ 433{
402 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 434 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
403} 435}
404 436
405/* 437/*
411 * prompt, he is removed, and we don't want to treat him as an owner of 443 * prompt, he is removed, and we don't want to treat him as an owner of
412 * anything, so check removed flag. I don't expect that this should break 444 * anything, so check removed flag. I don't expect that this should break
413 * anything - once an object is removed, it is basically dead anyways. 445 * anything - once an object is removed, it is basically dead anyways.
414 */ 446 */
415 447
448object *
416object *get_owner(object *op) { 449get_owner (object *op)
450{
417 if(op->owner==NULL) 451 if (op->owner == NULL)
418 return NULL;
419
420 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
421 op->owner->count==op->ownercount)
422 return op->owner;
423
424 op->owner=NULL;
425 op->ownercount=0;
426 return NULL; 452 return NULL;
427}
428 453
454 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
455 return op->owner;
456
457 op->owner = NULL;
458 op->ownercount = 0;
459 return NULL;
460}
461
462void
429void clear_owner(object *op) 463clear_owner (object *op)
430{ 464{
431 if (!op) return; 465 if (!op)
466 return;
432 467
433 if (op->owner && op->ownercount == op->owner->count) 468 if (op->owner && op->ownercount == op->owner->count)
434 op->owner->refcount--; 469 op->owner->refcount--;
435 470
436 op->owner = NULL; 471 op->owner = NULL;
437 op->ownercount = 0; 472 op->ownercount = 0;
438} 473}
439 474
440/* 475/*
441 * Sets the owner and sets the skill and exp pointers to owner's current 476 * Sets the owner and sets the skill and exp pointers to owner's current
442 * skill and experience objects. 477 * skill and experience objects.
443 */ 478 */
479void
444void set_owner (object *op, object *owner) 480set_owner (object *op, object *owner)
445{ 481{
446 if(owner==NULL||op==NULL) 482 if (owner == NULL || op == NULL)
447 return; 483 return;
448 484
449 /* next line added to allow objects which own objects */ 485 /* next line added to allow objects which own objects */
450 /* Add a check for ownercounts in here, as I got into an endless loop 486 /* Add a check for ownercounts in here, as I got into an endless loop
451 * with the fireball owning a poison cloud which then owned the 487 * with the fireball owning a poison cloud which then owned the
452 * fireball. I believe that was caused by one of the objects getting 488 * fireball. I believe that was caused by one of the objects getting
453 * freed and then another object replacing it. Since the ownercounts 489 * freed and then another object replacing it. Since the ownercounts
454 * didn't match, this check is valid and I believe that cause is valid. 490 * didn't match, this check is valid and I believe that cause is valid.
455 */ 491 */
456 while (owner->owner && owner!=owner->owner && 492 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count)
457 owner->ownercount==owner->owner->count) owner=owner->owner; 493 owner = owner->owner;
458 494
459 /* IF the owner still has an owner, we did not resolve to a final owner. 495 /* IF the owner still has an owner, we did not resolve to a final owner.
460 * so lets not add to that. 496 * so lets not add to that.
461 */ 497 */
462 if (owner->owner) return; 498 if (owner->owner)
499 return;
463 500
464 op->owner=owner; 501 op->owner = owner;
465 502
466 op->ownercount=owner->count; 503 op->ownercount = owner->count;
467 owner->refcount++; 504 owner->refcount++;
468
469} 505}
470 506
471/* Set the owner to clone's current owner and set the skill and experience 507/* Set the owner to clone's current owner and set the skill and experience
472 * objects to clone's objects (typically those objects that where the owner's 508 * objects to clone's objects (typically those objects that where the owner's
473 * current skill and experience objects at the time when clone's owner was 509 * current skill and experience objects at the time when clone's owner was
476 * Use this function if player created an object (e.g. fire bullet, swarm 512 * Use this function if player created an object (e.g. fire bullet, swarm
477 * spell), and this object creates further objects whose kills should be 513 * spell), and this object creates further objects whose kills should be
478 * accounted for the player's original skill, even if player has changed 514 * accounted for the player's original skill, even if player has changed
479 * skills meanwhile. 515 * skills meanwhile.
480 */ 516 */
517void
481void copy_owner (object *op, object *clone) 518copy_owner (object *op, object *clone)
482{ 519{
483 object *owner = get_owner (clone); 520 object *owner = get_owner (clone);
521
484 if (owner == NULL) { 522 if (owner == NULL)
523 {
485 /* players don't have owners - they own themselves. Update 524 /* players don't have owners - they own themselves. Update
486 * as appropriate. 525 * as appropriate.
487 */ 526 */
488 if (clone->type == PLAYER) owner=clone; 527 if (clone->type == PLAYER)
528 owner = clone;
529 else
489 else return; 530 return;
490 } 531 }
532
491 set_owner(op, owner); 533 set_owner (op, owner);
492
493} 534}
494 535
495/* Zero the key_values on op, decrementing the shared-string 536/* Zero the key_values on op, decrementing the shared-string
496 * refcounts and freeing the links. 537 * refcounts and freeing the links.
497 */ 538 */
539static void
498static void free_key_values(object * op) 540free_key_values (object *op)
499{ 541{
500 for (key_value *i = op->key_values; i != 0; ) 542 for (key_value *i = op->key_values; i != 0;)
501 { 543 {
502 key_value *next = i->next; 544 key_value *next = i->next;
503 delete i; 545 delete i;
546
504 i = next; 547 i = next;
505 } 548 }
506 549
507 op->key_values = 0; 550 op->key_values = 0;
508} 551}
509 552
510void object::clear () 553void object::clear ()
511{ 554{
512 attachable_base::clear (); 555 attachable_base::clear ();
513 556
514 free_key_values (this); 557 free_key_values (this);
515 558
516 name = 0; 559 clear_owner (this);
560
561 name = 0;
517 name_pl = 0; 562 name_pl = 0;
518 title = 0; 563 title = 0;
519 race = 0; 564 race = 0;
520 slaying = 0; 565 slaying = 0;
521 skill = 0; 566 skill = 0;
522 msg = 0; 567 msg = 0;
523 lore = 0; 568 lore = 0;
524 custom_name = 0; 569 custom_name = 0;
525 materialname = 0; 570 materialname = 0;
526 571
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 572 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
528 573
529 SET_FLAG (this, FLAG_REMOVED); 574 SET_FLAG (this, FLAG_REMOVED);
530} 575}
531 576
532void object::clone (object *destination) 577void object::clone (object *destination)
533{ 578{
534 *(object_copy *)destination = *(object_copy *)this; 579 *(object_copy *) destination = *this;
535 *(object_pod *)destination = *(object_pod *)this; 580 *(object_pod *) destination = *this;
536 581
537 if (self || cb) 582 if (self || cb)
538 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 583 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
539} 584}
540 585
541/* 586/*
542 * clear_object() frees everything allocated by an object, and also 587 * clear_object() frees everything allocated by an object, and also
543 * clears all variables and flags to default settings. 588 * clears all variables and flags to default settings.
544 */ 589 */
545 590
591void
546void clear_object (object *op) 592clear_object (object *op)
547{ 593{
548 op->clear (); 594 op->clear ();
549 595
550 op->contr = NULL; 596 op->contr = NULL;
551 op->below = NULL; 597 op->below = NULL;
552 op->above = NULL; 598 op->above = NULL;
553 op->inv = NULL; 599 op->inv = NULL;
554 op->container=NULL; 600 op->container = NULL;
555 op->env=NULL; 601 op->env = NULL;
556 op->more=NULL; 602 op->more = NULL;
557 op->head=NULL; 603 op->head = NULL;
558 op->map=NULL; 604 op->map = NULL;
559 op->refcount=0; 605 op->refcount = 0;
560 op->active_next = NULL; 606 op->active_next = NULL;
561 op->active_prev = NULL; 607 op->active_prev = NULL;
562 /* What is not cleared is next, prev, and count */ 608 /* What is not cleared is next, prev, and count */
563 609
564 op->expmul = 1.0; 610 op->expmul = 1.0;
576 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 622 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
577 * if the first object is freed, the pointers in the new object 623 * if the first object is freed, the pointers in the new object
578 * will point at garbage. 624 * will point at garbage.
579 */ 625 */
580 626
627void
581void copy_object (object *op2, object *op) 628copy_object (object *op2, object *op)
582{ 629{
583 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 630 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
584 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 631 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
585 632
586 op2->clone (op); 633 op2->clone (op);
587 634
635 if (is_freed)
588 if (is_freed) SET_FLAG (op, FLAG_FREED); 636 SET_FLAG (op, FLAG_FREED);
637 if (is_removed)
589 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 638 SET_FLAG (op, FLAG_REMOVED);
590 639
591 if (op2->speed < 0) 640 if (op2->speed < 0)
592 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 641 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
593 642
594 /* Copy over key_values, if any. */ 643 /* Copy over key_values, if any. */
595 if (op2->key_values != NULL) 644 if (op2->key_values)
596 { 645 {
597 key_value *tail = NULL; 646 key_value *tail = 0;
598 key_value *i; 647 key_value *i;
599 648
600 op->key_values = NULL; 649 op->key_values = 0;
601 650
602 for (i = op2->key_values; i != NULL; i = i->next) 651 for (i = op2->key_values; i; i = i->next)
603 { 652 {
604 key_value *new_link = new key_value; 653 key_value *new_link = new key_value;
605 654
606 new_link->next = NULL; 655 new_link->next = 0;
607 new_link->key = i->key; 656 new_link->key = i->key;
608 new_link->value = i->value; 657 new_link->value = i->value;
609 658
610 /* Try and be clever here, too. */ 659 /* Try and be clever here, too. */
611 if (op->key_values == NULL) 660 if (!op->key_values)
612 { 661 {
613 op->key_values = new_link; 662 op->key_values = new_link;
614 tail = new_link; 663 tail = new_link;
615 } 664 }
616 else 665 else
628 * If an object with the IS_TURNABLE() flag needs to be turned due 677 * If an object with the IS_TURNABLE() flag needs to be turned due
629 * to the closest player being on the other side, this function can 678 * to the closest player being on the other side, this function can
630 * be called to update the face variable, _and_ how it looks on the map. 679 * be called to update the face variable, _and_ how it looks on the map.
631 */ 680 */
632 681
682void
633void update_turn_face(object *op) { 683update_turn_face (object *op)
684{
634 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 685 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
635 return; 686 return;
636 SET_ANIMATION(op, op->direction); 687 SET_ANIMATION (op, op->direction);
637 update_object(op,UP_OBJ_FACE); 688 update_object (op, UP_OBJ_FACE);
638} 689}
639 690
640/* 691/*
641 * Updates the speed of an object. If the speed changes from 0 to another 692 * Updates the speed of an object. If the speed changes from 0 to another
642 * value, or vice versa, then add/remove the object from the active list. 693 * value, or vice versa, then add/remove the object from the active list.
643 * This function needs to be called whenever the speed of an object changes. 694 * This function needs to be called whenever the speed of an object changes.
644 */ 695 */
645 696
697void
646void update_ob_speed(object *op) { 698update_ob_speed (object *op)
699{
647 extern int arch_init; 700 extern int arch_init;
648 701
649 /* No reason putting the archetypes objects on the speed list, 702 /* No reason putting the archetypes objects on the speed list,
650 * since they never really need to be updated. 703 * since they never really need to be updated.
651 */ 704 */
652 705
653 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 706 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
707 {
654 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 708 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
655#ifdef MANY_CORES 709#ifdef MANY_CORES
656 abort(); 710 abort ();
657#else 711#else
658 op->speed = 0; 712 op->speed = 0;
659#endif 713#endif
660 } 714 }
661 if (arch_init) { 715 if (arch_init)
716 {
717 return;
718 }
719 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
720 {
721 /* If already on active list, don't do anything */
722 if (op->active_next || op->active_prev || op == active_objects)
662 return; 723 return;
663 }
664 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
665 /* If already on active list, don't do anything */
666 if (op->active_next || op->active_prev || op==active_objects)
667 return;
668 724
669 /* process_events() expects us to insert the object at the beginning 725 /* process_events() expects us to insert the object at the beginning
670 * of the list. */ 726 * of the list. */
671 op->active_next = active_objects; 727 op->active_next = active_objects;
672 if (op->active_next!=NULL) 728 if (op->active_next != NULL)
673 op->active_next->active_prev = op; 729 op->active_next->active_prev = op;
674 active_objects = op; 730 active_objects = op;
731 }
732 else
675 } 733 {
676 else {
677 /* If not on the active list, nothing needs to be done */ 734 /* If not on the active list, nothing needs to be done */
678 if (!op->active_next && !op->active_prev && op!=active_objects) 735 if (!op->active_next && !op->active_prev && op != active_objects)
679 return; 736 return;
680 737
681 if (op->active_prev==NULL) { 738 if (op->active_prev == NULL)
739 {
682 active_objects = op->active_next; 740 active_objects = op->active_next;
683 if (op->active_next!=NULL) 741 if (op->active_next != NULL)
684 op->active_next->active_prev = NULL; 742 op->active_next->active_prev = NULL;
743 }
744 else
685 } 745 {
686 else {
687 op->active_prev->active_next = op->active_next; 746 op->active_prev->active_next = op->active_next;
688 if (op->active_next) 747 if (op->active_next)
689 op->active_next->active_prev = op->active_prev; 748 op->active_next->active_prev = op->active_prev;
690 } 749 }
691 op->active_next = NULL; 750 op->active_next = NULL;
692 op->active_prev = NULL; 751 op->active_prev = NULL;
693 } 752 }
694} 753}
695 754
696/* This function removes object 'op' from the list of active 755/* This function removes object 'op' from the list of active
697 * objects. 756 * objects.
699 * reference maps where you don't want an object that isn't 758 * reference maps where you don't want an object that isn't
700 * in play chewing up cpu time getting processed. 759 * in play chewing up cpu time getting processed.
701 * The reverse of this is to call update_ob_speed, which 760 * The reverse of this is to call update_ob_speed, which
702 * will do the right thing based on the speed of the object. 761 * will do the right thing based on the speed of the object.
703 */ 762 */
763void
704void remove_from_active_list(object *op) 764remove_from_active_list (object *op)
705{ 765{
706 /* If not on the active list, nothing needs to be done */ 766 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects) 767 if (!op->active_next && !op->active_prev && op != active_objects)
708 return; 768 return;
709 769
710 if (op->active_prev==NULL) { 770 if (op->active_prev == NULL)
771 {
711 active_objects = op->active_next; 772 active_objects = op->active_next;
712 if (op->active_next!=NULL) 773 if (op->active_next != NULL)
713 op->active_next->active_prev = NULL; 774 op->active_next->active_prev = NULL;
775 }
776 else
714 } 777 {
715 else {
716 op->active_prev->active_next = op->active_next; 778 op->active_prev->active_next = op->active_next;
717 if (op->active_next) 779 if (op->active_next)
718 op->active_next->active_prev = op->active_prev; 780 op->active_next->active_prev = op->active_prev;
719 } 781 }
720 op->active_next = NULL; 782 op->active_next = NULL;
721 op->active_prev = NULL; 783 op->active_prev = NULL;
722} 784}
723 785
724/* 786/*
725 * update_object() updates the array which represents the map. 787 * update_object() updates the array which represents the map.
726 * It takes into account invisible objects (and represent squares covered 788 * It takes into account invisible objects (and represent squares covered
741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 803 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
742 * as that is easier than trying to look at what may have changed. 804 * as that is easier than trying to look at what may have changed.
743 * UP_OBJ_FACE: only the objects face has changed. 805 * UP_OBJ_FACE: only the objects face has changed.
744 */ 806 */
745 807
808void
746void update_object(object *op, int action) { 809update_object (object *op, int action)
810{
747 int update_now=0, flags; 811 int update_now = 0, flags;
748 MoveType move_on, move_off, move_block, move_slow; 812 MoveType move_on, move_off, move_block, move_slow;
749 813
750 if (op == NULL) { 814 if (op == NULL)
815 {
751 /* this should never happen */ 816 /* this should never happen */
752 LOG(llevDebug,"update_object() called for NULL object.\n"); 817 LOG (llevDebug, "update_object() called for NULL object.\n");
753 return; 818 return;
754 }
755 819 }
820
756 if(op->env!=NULL) { 821 if (op->env != NULL)
822 {
757 /* Animation is currently handled by client, so nothing 823 /* Animation is currently handled by client, so nothing
758 * to do in this case. 824 * to do in this case.
759 */ 825 */
760 return; 826 return;
761 } 827 }
762 828
763 /* If the map is saving, don't do anything as everything is 829 /* If the map is saving, don't do anything as everything is
764 * going to get freed anyways. 830 * going to get freed anyways.
765 */ 831 */
766 if (!op->map || op->map->in_memory == MAP_SAVING) return; 832 if (!op->map || op->map->in_memory == MAP_SAVING)
767 833 return;
834
768 /* make sure the object is within map boundaries */ 835 /* make sure the object is within map boundaries */
769 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 836 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
770 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 837 {
771 LOG(llevError,"update_object() called for object out of map!\n"); 838 LOG (llevError, "update_object() called for object out of map!\n");
772#ifdef MANY_CORES 839#ifdef MANY_CORES
773 abort(); 840 abort ();
774#endif 841#endif
775 return; 842 return;
776 }
777 843 }
844
778 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 845 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
779 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 846 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
780 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 847 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
781 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 848 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
782 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 849 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
783 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 850 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
784 851
785 if (action == UP_OBJ_INSERT) { 852 if (action == UP_OBJ_INSERT)
853 {
786 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 854 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
787 update_now=1; 855 update_now = 1;
788 856
789 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 857 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
790 update_now=1; 858 update_now = 1;
791 859
792 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 860 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
793 update_now=1; 861 update_now = 1;
794 862
795 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 863 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now=1; 864 update_now = 1;
797 865
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 866 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now=1; 867 update_now = 1;
800 868
801 if ((move_on | op->move_on) != move_on) update_now=1; 869 if ((move_on | op->move_on) != move_on)
870 update_now = 1;
802 871
803 if ((move_off | op->move_off) != move_off) update_now=1; 872 if ((move_off | op->move_off) != move_off)
873 update_now = 1;
804 874
805 /* This isn't perfect, but I don't expect a lot of objects to 875 /* This isn't perfect, but I don't expect a lot of objects to
806 * to have move_allow right now. 876 * to have move_allow right now.
807 */ 877 */
808 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 878 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
809 update_now=1; 879 update_now = 1;
810 880
811 if ((move_slow | op->move_slow) != move_slow) 881 if ((move_slow | op->move_slow) != move_slow)
812 update_now=1; 882 update_now = 1;
813 } 883 }
814 /* if the object is being removed, we can't make intelligent 884 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 885 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 886 * that is being removed.
817 */ 887 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 888 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now=1; 889 update_now = 1;
820 } else if (action == UP_OBJ_FACE) { 890 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ 891 /* Nothing to do for that case */;
822 }
823 else { 892 else
824 LOG(llevError,"update_object called with invalid action: %d\n", action); 893 LOG (llevError, "update_object called with invalid action: %d\n", action);
825 }
826 894
827 if (update_now) { 895 if (update_now)
896 {
828 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 897 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
829 update_position(op->map, op->x, op->y); 898 update_position (op->map, op->x, op->y);
830 } 899 }
831 900
832 if(op->more!=NULL) 901 if (op->more != NULL)
833 update_object(op->more, action); 902 update_object (op->more, action);
834} 903}
835 904
905static unordered_vector<object *> mortals;
836static std::vector<object *> mortals; 906static std::vector<object *> freed;
837 907
838void object::free_mortals () 908void object::free_mortals ()
839{ 909{
840 for (std::vector<object *>::iterator i = mortals.begin (); i != mortals.end (); ++i) 910 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end (); )
841 delete *i; 911 if (!(*i)->refcount)
842 912 {
843 mortals.clear (); 913 freed.push_back (*i);
914 mortals.erase (i);
915 }
916 else
917 ++i;
844} 918}
845 919
846object::object () 920object::object ()
847{ 921{
848 count = ++ob_count;
849
850 prev = 0;
851 next = objects;
852
853 if (objects)
854 objects->prev = this;
855
856 objects = this;
857
858 SET_FLAG (this, FLAG_REMOVED); 922 SET_FLAG (this, FLAG_REMOVED);
859 923
860 expmul = 1.0; 924 expmul = 1.0;
861 face = blank_face; 925 face = blank_face;
862 attacked_by_count = -1; 926 attacked_by_count = -1;
863} 927}
864 928
865object::~object () 929object::~object ()
866{ 930{
931 free_key_values (this);
932}
933
934void object::link ()
935{
936 count = ++ob_count;
937
938 prev = 0;
939 next = objects;
940
941 if (objects)
942 objects->prev = this;
943
944 objects = this;
945}
946
947void object::unlink ()
948{
949 count = 0;
950
951 /* Remove this object from the list of used objects */
952 if (prev)
953 {
954 prev->next = next;
955 prev = 0;
956 }
957
958 if (next)
959 {
960 next->prev = prev;
961 next = 0;
962 }
963
964 if (this == objects)
965 objects = next;
867} 966}
868 967
869object *object::create () 968object *object::create ()
870{ 969{
871 return new object; 970 object *op;
971
972 if (freed.empty ())
973 op = new object;
974 else
975 {
976 // highly annoying, but the only way to get it stable right now
977 op = freed.back (); freed.pop_back ();
978 op->~object ();
979 new ((void *)op) object;
980 }
981
982 op->link ();
983 return op;
872} 984}
873 985
874/* 986/*
875 * free_object() frees everything allocated by an object, removes 987 * free_object() frees everything allocated by an object, removes
876 * it from the list of used objects, and puts it on the list of 988 * it from the list of used objects, and puts it on the list of
879 * this function to succeed. 991 * this function to succeed.
880 * 992 *
881 * If free_inventory is set, free inventory as well. Else drop items in 993 * If free_inventory is set, free inventory as well. Else drop items in
882 * inventory to the ground. 994 * inventory to the ground.
883 */ 995 */
884void
885object::free (bool free_inventory) 996void object::free (bool free_inventory)
886{ 997{
887 if (!QUERY_FLAG (this, FLAG_REMOVED)) 998 if (!QUERY_FLAG (this, FLAG_REMOVED))
888 { 999 {
889 LOG (llevDebug, "Free object called with non removed object\n"); 1000 LOG (llevDebug, "Free object called with non removed object\n");
890 dump_object (this); 1001 dump_object (this);
916 { 1027 {
917 /* Only if the space blocks everything do we not process - 1028 /* Only if the space blocks everything do we not process -
918 * if some form of movement is allowed, let objects 1029 * if some form of movement is allowed, let objects
919 * drop on that space. 1030 * drop on that space.
920 */ 1031 */
921 if (free_inventory || !map 1032 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
922 || map->in_memory != MAP_IN_MEMORY 1033 {
923 || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)) 1034 object *
924 { 1035 op = inv;
925 object *op = inv;
926 1036
927 while (op) 1037 while (op)
928 { 1038 {
929 object *tmp = op->below; 1039 object *
1040 tmp = op->below;
1041
930 remove_ob (op); 1042 remove_ob (op);
931 op->free (free_inventory); 1043 op->free (free_inventory);
932 op = tmp; 1044 op = tmp;
933 } 1045 }
934 } 1046 }
935 else 1047 else
936 { /* Put objects in inventory onto this space */ 1048 { /* Put objects in inventory onto this space */
937 object *op = inv; 1049 object *
1050 op = inv;
938 1051
939 while (op) 1052 while (op)
940 { 1053 {
941 object *tmp = op->below; 1054 object *
1055 tmp = op->below;
1056
942 remove_ob (op); 1057 remove_ob (op);
943 1058
944 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 1059 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
945 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 1060 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
946 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1061 free_object (op);
947 free_object (op); 1062 else
948 else 1063 {
949 { 1064 op->x = x;
950 op->x = x; 1065 op->y = y;
951 op->y = y;
952 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */ 1066 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
953 } 1067 }
954 1068
955 op = tmp; 1069 op = tmp;
1070 }
1071 }
956 } 1072 }
957 } 1073
958 } 1074 clear_owner (this);
959 1075
960 /* Remove object from the active list */ 1076 /* Remove object from the active list */
961 speed = 0; 1077 speed = 0;
962 update_ob_speed (this); 1078 update_ob_speed (this);
963 1079
1080 unlink ();
1081
964 SET_FLAG (this, FLAG_FREED); 1082 SET_FLAG (this, FLAG_FREED);
965
966 mortalise ();
967}
968
969void
970object::mortalise ()
971{
972 count = 0;
973
974 /* Remove this object from the list of used objects */
975 if (prev) prev->next = next;
976 if (next) next->prev = prev;
977 if (this == objects) objects = next;
978
979 free_key_values (this);
980 1083
981 mortals.push_back (this); 1084 mortals.push_back (this);
982} 1085}
983 1086
984/* 1087/*
985 * sub_weight() recursively (outwards) subtracts a number from the 1088 * sub_weight() recursively (outwards) subtracts a number from the
986 * weight of an object (and what is carried by it's environment(s)). 1089 * weight of an object (and what is carried by it's environment(s)).
987 */ 1090 */
988 1091
1092void
989void sub_weight (object *op, signed long weight) { 1093sub_weight (object *op, signed long weight)
1094{
990 while (op != NULL) { 1095 while (op != NULL)
1096 {
991 if (op->type == CONTAINER) { 1097 if (op->type == CONTAINER)
1098 {
992 weight=(signed long)(weight*(100-op->stats.Str)/100); 1099 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
993 } 1100 }
994 op->carrying-=weight; 1101 op->carrying -= weight;
995 op = op->env; 1102 op = op->env;
996 } 1103 }
997} 1104}
998 1105
999/* remove_ob(op): 1106/* remove_ob(op):
1000 * This function removes the object op from the linked list of objects 1107 * This function removes the object op from the linked list of objects
1001 * which it is currently tied to. When this function is done, the 1108 * which it is currently tied to. When this function is done, the
1003 * environment, the x and y coordinates will be updated to 1110 * environment, the x and y coordinates will be updated to
1004 * the previous environment. 1111 * the previous environment.
1005 * Beware: This function is called from the editor as well! 1112 * Beware: This function is called from the editor as well!
1006 */ 1113 */
1007 1114
1115void
1008void remove_ob(object *op) { 1116remove_ob (object *op)
1117{
1009 object *tmp,*last=NULL; 1118 object *tmp, *last = NULL;
1010 object *otmp; 1119 object *otmp;
1120
1011 tag_t tag; 1121 tag_t tag;
1012 int check_walk_off; 1122 int check_walk_off;
1013 mapstruct *m; 1123 mapstruct *m;
1124
1014 sint16 x,y; 1125 sint16 x, y;
1015
1016 1126
1017 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1127 if (QUERY_FLAG (op, FLAG_REMOVED))
1128 {
1018 dump_object(op); 1129 dump_object (op);
1019 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg); 1130 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1020 1131
1021 /* Changed it to always dump core in this case. As has been learned 1132 /* Changed it to always dump core in this case. As has been learned
1022 * in the past, trying to recover from errors almost always 1133 * in the past, trying to recover from errors almost always
1023 * make things worse, and this is a real error here - something 1134 * make things worse, and this is a real error here - something
1024 * that should not happen. 1135 * that should not happen.
1025 * Yes, if this was a mission critical app, trying to do something 1136 * Yes, if this was a mission critical app, trying to do something
1026 * to recover may make sense, but that is because failure of the app 1137 * to recover may make sense, but that is because failure of the app
1027 * may have other disastrous problems. Cf runs out of a script 1138 * may have other disastrous problems. Cf runs out of a script
1028 * so is easily enough restarted without any real problems. 1139 * so is easily enough restarted without any real problems.
1029 * MSW 2001-07-01 1140 * MSW 2001-07-01
1030 */ 1141 */
1031 abort(); 1142 abort ();
1032 } 1143 }
1144
1033 if(op->more!=NULL) 1145 if (op->more != NULL)
1034 remove_ob(op->more); 1146 remove_ob (op->more);
1035 1147
1036 SET_FLAG(op, FLAG_REMOVED); 1148 SET_FLAG (op, FLAG_REMOVED);
1037 1149
1038 /* 1150 /*
1039 * In this case, the object to be removed is in someones 1151 * In this case, the object to be removed is in someones
1040 * inventory. 1152 * inventory.
1041 */ 1153 */
1042 if(op->env!=NULL) { 1154 if (op->env != NULL)
1155 {
1043 if(op->nrof) 1156 if (op->nrof)
1044 sub_weight(op->env, op->weight*op->nrof); 1157 sub_weight (op->env, op->weight * op->nrof);
1045 else 1158 else
1046 sub_weight(op->env, op->weight+op->carrying); 1159 sub_weight (op->env, op->weight + op->carrying);
1047 1160
1048 /* NO_FIX_PLAYER is set when a great many changes are being 1161 /* NO_FIX_PLAYER is set when a great many changes are being
1049 * made to players inventory. If set, avoiding the call 1162 * made to players inventory. If set, avoiding the call
1050 * to save cpu time. 1163 * to save cpu time.
1051 */ 1164 */
1052 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1165 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1053 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1054 fix_player(otmp); 1166 fix_player (otmp);
1055 1167
1056 if(op->above!=NULL) 1168 if (op->above != NULL)
1057 op->above->below=op->below; 1169 op->above->below = op->below;
1058 else 1170 else
1059 op->env->inv=op->below; 1171 op->env->inv = op->below;
1060 1172
1061 if(op->below!=NULL) 1173 if (op->below != NULL)
1062 op->below->above=op->above; 1174 op->below->above = op->above;
1063 1175
1064 /* we set up values so that it could be inserted into 1176 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up 1177 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do. 1178 * to the caller to decide what we want to do.
1067 */ 1179 */
1068 op->x=op->env->x,op->y=op->env->y; 1180 op->x = op->env->x, op->y = op->env->y;
1069 op->map=op->env->map; 1181 op->map = op->env->map;
1070 op->above=NULL,op->below=NULL; 1182 op->above = NULL, op->below = NULL;
1071 op->env=NULL; 1183 op->env = NULL;
1072 return; 1184 return;
1073 } 1185 }
1074 1186
1075 /* If we get here, we are removing it from a map */ 1187 /* If we get here, we are removing it from a map */
1076 if (op->map == NULL) return; 1188 if (op->map == NULL)
1189 return;
1077 1190
1078 x = op->x; 1191 x = op->x;
1079 y = op->y; 1192 y = op->y;
1080 m = get_map_from_coord(op->map, &x, &y); 1193 m = get_map_from_coord (op->map, &x, &y);
1081 1194
1082 if (!m) { 1195 if (!m)
1196 {
1083 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1197 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1084 op->map->path, op->x, op->y); 1198 op->map->path, op->x, op->y);
1085 /* in old days, we used to set x and y to 0 and continue. 1199 /* in old days, we used to set x and y to 0 and continue.
1086 * it seems if we get into this case, something is probablye 1200 * it seems if we get into this case, something is probablye
1087 * screwed up and should be fixed. 1201 * screwed up and should be fixed.
1088 */ 1202 */
1089 abort(); 1203 abort ();
1090 } 1204 }
1091 if (op->map != m) { 1205 if (op->map != m)
1206 {
1092 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1207 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1093 op->map->path, m->path, op->x, op->y, x, y); 1208 op->map->path, m->path, op->x, op->y, x, y);
1094 } 1209 }
1095 1210
1096 /* Re did the following section of code - it looks like it had 1211 /* Re did the following section of code - it looks like it had
1097 * lots of logic for things we no longer care about 1212 * lots of logic for things we no longer care about
1098 */ 1213 */
1099 1214
1100 /* link the object above us */ 1215 /* link the object above us */
1101 if (op->above) 1216 if (op->above)
1102 op->above->below=op->below; 1217 op->above->below = op->below;
1103 else 1218 else
1104 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 1219 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1105 1220
1106 /* Relink the object below us, if there is one */ 1221 /* Relink the object below us, if there is one */
1107 if(op->below) { 1222 if (op->below)
1108 op->below->above=op->above; 1223 op->below->above = op->above;
1109 } else { 1224 else
1225 {
1110 /* Nothing below, which means we need to relink map object for this space 1226 /* Nothing below, which means we need to relink map object for this space
1111 * use translated coordinates in case some oddness with map tiling is 1227 * use translated coordinates in case some oddness with map tiling is
1112 * evident 1228 * evident
1113 */ 1229 */
1114 if(GET_MAP_OB(m,x,y)!=op) { 1230 if (GET_MAP_OB (m, x, y) != op)
1231 {
1115 dump_object(op); 1232 dump_object (op);
1116 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1233 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",
1234 errmsg);
1117 dump_object(GET_MAP_OB(m,x,y)); 1235 dump_object (GET_MAP_OB (m, x, y));
1118 LOG(llevError,"%s\n",errmsg); 1236 LOG (llevError, "%s\n", errmsg);
1119 } 1237 }
1238
1120 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1239 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1121 } 1240 }
1122 op->above=NULL; 1241
1242 op->above = NULL;
1123 op->below=NULL; 1243 op->below = NULL;
1124 1244
1125 if (op->map->in_memory == MAP_SAVING) 1245 if (op->map->in_memory == MAP_SAVING)
1126 return; 1246 return;
1127 1247
1128 tag = op->count; 1248 tag = op->count;
1129 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1249 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1250
1130 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1251 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1252 {
1131 /* No point updating the players look faces if he is the object 1253 /* No point updating the players look faces if he is the object
1132 * being removed. 1254 * being removed.
1133 */ 1255 */
1134 1256
1135 if(tmp->type==PLAYER && tmp!=op) { 1257 if (tmp->type == PLAYER && tmp != op)
1258 {
1136 /* If a container that the player is currently using somehow gets 1259 /* If a container that the player is currently using somehow gets
1137 * removed (most likely destroyed), update the player view 1260 * removed (most likely destroyed), update the player view
1138 * appropriately. 1261 * appropriately.
1139 */ 1262 */
1140 if (tmp->container==op) { 1263 if (tmp->container == op)
1264 {
1141 CLEAR_FLAG(op, FLAG_APPLIED); 1265 CLEAR_FLAG (op, FLAG_APPLIED);
1142 tmp->container=NULL; 1266 tmp->container = NULL;
1143 } 1267 }
1268
1144 tmp->contr->socket.update_look=1; 1269 tmp->contr->socket.update_look = 1;
1145 } 1270 }
1146 /* See if player moving off should effect something */ 1271 /* See if player moving off should effect something */
1147 if (check_walk_off && ((op->move_type & tmp->move_off) && 1272 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1148 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1273 {
1149
1150 move_apply(tmp, op, NULL); 1274 move_apply (tmp, op, NULL);
1275
1151 if (was_destroyed (op, tag)) { 1276 if (was_destroyed (op, tag))
1277 {
1152 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1278 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1153 "leaving object\n", &tmp->name, &tmp->arch->name);
1154 } 1279 }
1155 } 1280 }
1156 1281
1157 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1282 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1158 1283
1159 if(tmp->above == tmp) 1284 if (tmp->above == tmp)
1160 tmp->above = NULL; 1285 tmp->above = NULL;
1286
1161 last=tmp; 1287 last = tmp;
1162 } 1288 }
1289
1163 /* last == NULL of there are no objects on this space */ 1290 /* last == NULL of there are no objects on this space */
1164 if (last==NULL) { 1291 if (last == NULL)
1292 {
1165 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1293 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1166 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1294 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1167 * those out anyways, and if there are any flags set right now, they won't 1295 * those out anyways, and if there are any flags set right now, they won't
1168 * be correct anyways. 1296 * be correct anyways.
1169 */ 1297 */
1170 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1298 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1171 update_position(op->map, op->x, op->y); 1299 update_position (op->map, op->x, op->y);
1172 } 1300 }
1173 else 1301 else
1174 update_object(last, UP_OBJ_REMOVE); 1302 update_object (last, UP_OBJ_REMOVE);
1175 1303
1176 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1304 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1177 update_all_los(op->map, op->x, op->y); 1305 update_all_los (op->map, op->x, op->y);
1178
1179} 1306}
1180 1307
1181/* 1308/*
1182 * merge_ob(op,top): 1309 * merge_ob(op,top):
1183 * 1310 *
1185 * merges op to the first matching object. 1312 * merges op to the first matching object.
1186 * If top is NULL, it is calculated. 1313 * If top is NULL, it is calculated.
1187 * Returns pointer to object if it succeded in the merge, otherwise NULL 1314 * Returns pointer to object if it succeded in the merge, otherwise NULL
1188 */ 1315 */
1189 1316
1317object *
1190object *merge_ob(object *op, object *top) { 1318merge_ob (object *op, object *top)
1319{
1191 if(!op->nrof) 1320 if (!op->nrof)
1192 return 0; 1321 return 0;
1193 if(top==NULL) 1322 if (top == NULL)
1194 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1323 for (top = op; top != NULL && top->above != NULL; top = top->above);
1195 for(;top!=NULL;top=top->below) { 1324 for (; top != NULL; top = top->below)
1325 {
1196 if(top==op) 1326 if (top == op)
1197 continue; 1327 continue;
1198 if (CAN_MERGE(op,top)) 1328 if (CAN_MERGE (op, top))
1199 { 1329 {
1200 top->nrof+=op->nrof; 1330 top->nrof += op->nrof;
1331
1201/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1332/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1202 op->weight = 0; /* Don't want any adjustements now */ 1333 op->weight = 0; /* Don't want any adjustements now */
1203 remove_ob(op); 1334 remove_ob (op);
1204 free_object(op); 1335 free_object (op);
1205 return top; 1336 return top;
1206 } 1337 }
1207 } 1338 }
1208 return NULL; 1339 return NULL;
1209} 1340}
1210 1341
1211/* 1342/*
1212 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1343 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1213 * job preparing multi-part monsters 1344 * job preparing multi-part monsters
1214 */ 1345 */
1346object *
1215object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1347insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1216 object* tmp; 1348{
1349 object *
1350 tmp;
1351
1217 if (op->head) 1352 if (op->head)
1218 op=op->head; 1353 op = op->head;
1219 for (tmp=op;tmp;tmp=tmp->more){ 1354 for (tmp = op; tmp; tmp = tmp->more)
1355 {
1220 tmp->x=x+tmp->arch->clone.x; 1356 tmp->x = x + tmp->arch->clone.x;
1221 tmp->y=y+tmp->arch->clone.y; 1357 tmp->y = y + tmp->arch->clone.y;
1222 } 1358 }
1223 return insert_ob_in_map (op, m, originator, flag); 1359 return insert_ob_in_map (op, m, originator, flag);
1224} 1360}
1225 1361
1226/* 1362/*
1227 * insert_ob_in_map (op, map, originator, flag): 1363 * insert_ob_in_map (op, map, originator, flag):
1228 * This function inserts the object in the two-way linked list 1364 * This function inserts the object in the two-way linked list
1242 * new object if 'op' was merged with other object 1378 * new object if 'op' was merged with other object
1243 * NULL if 'op' was destroyed 1379 * NULL if 'op' was destroyed
1244 * just 'op' otherwise 1380 * just 'op' otherwise
1245 */ 1381 */
1246 1382
1383object *
1247object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1384insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1248{ 1385{
1249 object *tmp, *top, *floor=NULL; 1386 object *tmp, *top, *floor = NULL;
1250 sint16 x,y; 1387 sint16 x, y;
1251 1388
1252 if (QUERY_FLAG (op, FLAG_FREED)) { 1389 if (QUERY_FLAG (op, FLAG_FREED))
1390 {
1253 LOG (llevError, "Trying to insert freed object!\n"); 1391 LOG (llevError, "Trying to insert freed object!\n");
1392 return NULL;
1393 }
1394
1395 if (m == NULL)
1396 {
1397 dump_object (op);
1398 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1399 return op;
1400 }
1401
1402 if (out_of_map (m, op->x, op->y))
1403 {
1404 dump_object (op);
1405 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1406#ifdef MANY_CORES
1407 /* Better to catch this here, as otherwise the next use of this object
1408 * is likely to cause a crash. Better to find out where it is getting
1409 * improperly inserted.
1410 */
1411 abort ();
1412#endif
1413 return op;
1414 }
1415
1416 if (!QUERY_FLAG (op, FLAG_REMOVED))
1417 {
1418 dump_object (op);
1419 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1420 return op;
1421 }
1422
1423 if (op->more != NULL)
1424 {
1425 /* The part may be on a different map. */
1426
1427 object *more = op->more;
1428
1429 /* We really need the caller to normalize coordinates - if
1430 * we set the map, that doesn't work if the location is within
1431 * a map and this is straddling an edge. So only if coordinate
1432 * is clear wrong do we normalize it.
1433 */
1434 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1435 more->map = get_map_from_coord (m, &more->x, &more->y);
1436 else if (!more->map)
1437 {
1438 /* For backwards compatibility - when not dealing with tiled maps,
1439 * more->map should always point to the parent.
1440 */
1441 more->map = m;
1442 }
1443
1444 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1445 {
1446 if (!op->head)
1447 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1448
1449 return NULL;
1450 }
1451 }
1452
1453 CLEAR_FLAG (op, FLAG_REMOVED);
1454
1455 /* Ideally, the caller figures this out. However, it complicates a lot
1456 * of areas of callers (eg, anything that uses find_free_spot would now
1457 * need extra work
1458 */
1459 op->map = get_map_from_coord (m, &op->x, &op->y);
1460 x = op->x;
1461 y = op->y;
1462
1463 /* this has to be done after we translate the coordinates.
1464 */
1465 if (op->nrof && !(flag & INS_NO_MERGE))
1466 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1467 if (CAN_MERGE (op, tmp))
1468 {
1469 op->nrof += tmp->nrof;
1470 remove_ob (tmp);
1471 free_object (tmp);
1472 }
1473
1474 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1475 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1476
1477 if (!QUERY_FLAG (op, FLAG_ALIVE))
1478 CLEAR_FLAG (op, FLAG_NO_STEAL);
1479
1480 if (flag & INS_BELOW_ORIGINATOR)
1481 {
1482 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1483 {
1484 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1485 abort ();
1486 }
1487
1488 op->above = originator;
1489 op->below = originator->below;
1490
1491 if (op->below)
1492 op->below->above = op;
1493 else
1494 SET_MAP_OB (op->map, op->x, op->y, op);
1495
1496 /* since *below* originator, no need to update top */
1497 originator->below = op;
1498 }
1499 else
1500 {
1501 /* If there are other objects, then */
1502 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1503 {
1504 object *last = NULL;
1505
1506 /*
1507 * If there are multiple objects on this space, we do some trickier handling.
1508 * We've already dealt with merging if appropriate.
1509 * Generally, we want to put the new object on top. But if
1510 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1511 * floor, we want to insert above that and no further.
1512 * Also, if there are spell objects on this space, we stop processing
1513 * once we get to them. This reduces the need to traverse over all of
1514 * them when adding another one - this saves quite a bit of cpu time
1515 * when lots of spells are cast in one area. Currently, it is presumed
1516 * that flying non pickable objects are spell objects.
1517 */
1518
1519 while (top != NULL)
1520 {
1521 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1522 floor = top;
1523
1524 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1525 {
1526 /* We insert above top, so we want this object below this */
1527 top = top->below;
1528 break;
1529 }
1530
1531 last = top;
1532 top = top->above;
1533 }
1534
1535 /* Don't want top to be NULL, so set it to the last valid object */
1536 top = last;
1537
1538 /* We let update_position deal with figuring out what the space
1539 * looks like instead of lots of conditions here.
1540 * makes things faster, and effectively the same result.
1541 */
1542
1543 /* Have object 'fall below' other objects that block view.
1544 * Unless those objects are exits, type 66
1545 * If INS_ON_TOP is used, don't do this processing
1546 * Need to find the object that in fact blocks view, otherwise
1547 * stacking is a bit odd.
1548 */
1549 if (!(flag & INS_ON_TOP) &&
1550 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1551 {
1552 for (last = top; last != floor; last = last->below)
1553 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1554 break;
1555 /* Check to see if we found the object that blocks view,
1556 * and make sure we have a below pointer for it so that
1557 * we can get inserted below this one, which requires we
1558 * set top to the object below us.
1559 */
1560 if (last && last->below && last != floor)
1561 top = last->below;
1562 }
1563 } /* If objects on this space */
1564
1565 if (flag & INS_MAP_LOAD)
1566 top = GET_MAP_TOP (op->map, op->x, op->y);
1567
1568 if (flag & INS_ABOVE_FLOOR_ONLY)
1569 top = floor;
1570
1571 /* Top is the object that our object (op) is going to get inserted above.
1572 */
1573
1574 /* First object on this space */
1575 if (!top)
1576 {
1577 op->above = GET_MAP_OB (op->map, op->x, op->y);
1578
1579 if (op->above)
1580 op->above->below = op;
1581
1582 op->below = NULL;
1583 SET_MAP_OB (op->map, op->x, op->y, op);
1584 }
1585 else
1586 { /* get inserted into the stack above top */
1587 op->above = top->above;
1588
1589 if (op->above)
1590 op->above->below = op;
1591
1592 op->below = top;
1593 top->above = op;
1594 }
1595
1596 if (op->above == NULL)
1597 SET_MAP_TOP (op->map, op->x, op->y, op);
1598 } /* else not INS_BELOW_ORIGINATOR */
1599
1600 if (op->type == PLAYER)
1601 op->contr->do_los = 1;
1602
1603 /* If we have a floor, we know the player, if any, will be above
1604 * it, so save a few ticks and start from there.
1605 */
1606 if (!(flag & INS_MAP_LOAD))
1607 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1608 if (tmp->type == PLAYER)
1609 tmp->contr->socket.update_look = 1;
1610
1611 /* If this object glows, it may affect lighting conditions that are
1612 * visible to others on this map. But update_all_los is really
1613 * an inefficient way to do this, as it means los for all players
1614 * on the map will get recalculated. The players could very well
1615 * be far away from this change and not affected in any way -
1616 * this should get redone to only look for players within range,
1617 * or just updating the P_NEED_UPDATE for spaces within this area
1618 * of effect may be sufficient.
1619 */
1620 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1621 update_all_los (op->map, op->x, op->y);
1622
1623 /* updates flags (blocked, alive, no magic, etc) for this map space */
1624 update_object (op, UP_OBJ_INSERT);
1625
1626 /* Don't know if moving this to the end will break anything. However,
1627 * we want to have update_look set above before calling this.
1628 *
1629 * check_move_on() must be after this because code called from
1630 * check_move_on() depends on correct map flags (so functions like
1631 * blocked() and wall() work properly), and these flags are updated by
1632 * update_object().
1633 */
1634
1635 /* if this is not the head or flag has been passed, don't check walk on status */
1636 if (!(flag & INS_NO_WALK_ON) && !op->head)
1637 {
1638 if (check_move_on (op, originator))
1254 return NULL; 1639 return NULL;
1255 }
1256 if(m==NULL) {
1257 dump_object(op);
1258 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1259 return op;
1260 }
1261 if(out_of_map(m,op->x,op->y)) {
1262 dump_object(op);
1263 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1264#ifdef MANY_CORES
1265 /* Better to catch this here, as otherwise the next use of this object
1266 * is likely to cause a crash. Better to find out where it is getting
1267 * improperly inserted.
1268 */
1269 abort();
1270#endif
1271 return op;
1272 }
1273 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1274 dump_object(op);
1275 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1276 return op;
1277 }
1278 if(op->more!=NULL) {
1279 /* The part may be on a different map. */
1280 1640
1281 object *more = op->more;
1282
1283 /* We really need the caller to normalize coordinates - if
1284 * we set the map, that doesn't work if the location is within
1285 * a map and this is straddling an edge. So only if coordinate
1286 * is clear wrong do we normalize it.
1287 */
1288 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1289 more->map = get_map_from_coord(m, &more->x, &more->y);
1290 } else if (!more->map) {
1291 /* For backwards compatibility - when not dealing with tiled maps,
1292 * more->map should always point to the parent.
1293 */
1294 more->map = m;
1295 }
1296
1297 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1298 if ( ! op->head)
1299 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1300 return NULL;
1301 }
1302 }
1303 CLEAR_FLAG(op,FLAG_REMOVED);
1304
1305 /* Ideally, the caller figures this out. However, it complicates a lot
1306 * of areas of callers (eg, anything that uses find_free_spot would now
1307 * need extra work
1308 */
1309 op->map=get_map_from_coord(m, &op->x, &op->y);
1310 x = op->x;
1311 y = op->y;
1312
1313 /* this has to be done after we translate the coordinates.
1314 */
1315 if(op->nrof && !(flag & INS_NO_MERGE)) {
1316 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1317 if (CAN_MERGE(op,tmp)) {
1318 op->nrof+=tmp->nrof;
1319 remove_ob(tmp);
1320 free_object(tmp);
1321 }
1322 }
1323
1324 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1325 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1326 if (!QUERY_FLAG(op, FLAG_ALIVE))
1327 CLEAR_FLAG(op, FLAG_NO_STEAL);
1328
1329 if (flag & INS_BELOW_ORIGINATOR) {
1330 if (originator->map != op->map || originator->x != op->x ||
1331 originator->y != op->y) {
1332 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1333 abort();
1334 }
1335 op->above = originator;
1336 op->below = originator->below;
1337 if (op->below) op->below->above = op;
1338 else SET_MAP_OB(op->map, op->x, op->y, op);
1339 /* since *below* originator, no need to update top */
1340 originator->below = op;
1341 } else {
1342 /* If there are other objects, then */
1343 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1344 object *last=NULL;
1345 /*
1346 * If there are multiple objects on this space, we do some trickier handling.
1347 * We've already dealt with merging if appropriate.
1348 * Generally, we want to put the new object on top. But if
1349 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1350 * floor, we want to insert above that and no further.
1351 * Also, if there are spell objects on this space, we stop processing
1352 * once we get to them. This reduces the need to traverse over all of
1353 * them when adding another one - this saves quite a bit of cpu time
1354 * when lots of spells are cast in one area. Currently, it is presumed
1355 * that flying non pickable objects are spell objects.
1356 */
1357
1358 while (top != NULL) {
1359 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1360 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1361 if (QUERY_FLAG(top, FLAG_NO_PICK)
1362 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1363 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1364 {
1365 /* We insert above top, so we want this object below this */
1366 top=top->below;
1367 break;
1368 }
1369 last = top;
1370 top = top->above;
1371 }
1372 /* Don't want top to be NULL, so set it to the last valid object */
1373 top = last;
1374
1375 /* We let update_position deal with figuring out what the space
1376 * looks like instead of lots of conditions here.
1377 * makes things faster, and effectively the same result.
1378 */
1379
1380 /* Have object 'fall below' other objects that block view.
1381 * Unless those objects are exits, type 66
1382 * If INS_ON_TOP is used, don't do this processing
1383 * Need to find the object that in fact blocks view, otherwise
1384 * stacking is a bit odd.
1385 */
1386 if (!(flag & INS_ON_TOP) &&
1387 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1388 (op->face && !op->face->visibility)) {
1389 for (last=top; last != floor; last=last->below)
1390 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1391 /* Check to see if we found the object that blocks view,
1392 * and make sure we have a below pointer for it so that
1393 * we can get inserted below this one, which requires we
1394 * set top to the object below us.
1395 */
1396 if (last && last->below && last != floor) top=last->below;
1397 }
1398 } /* If objects on this space */
1399 if (flag & INS_MAP_LOAD)
1400 top = GET_MAP_TOP(op->map,op->x,op->y);
1401 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1402
1403 /* Top is the object that our object (op) is going to get inserted above.
1404 */
1405
1406 /* First object on this space */
1407 if (!top) {
1408 op->above = GET_MAP_OB(op->map, op->x, op->y);
1409 if (op->above) op->above->below = op;
1410 op->below = NULL;
1411 SET_MAP_OB(op->map, op->x, op->y, op);
1412 } else { /* get inserted into the stack above top */
1413 op->above = top->above;
1414 if (op->above) op->above->below = op;
1415 op->below = top;
1416 top->above = op;
1417 }
1418 if (op->above==NULL)
1419 SET_MAP_TOP(op->map,op->x, op->y, op);
1420 } /* else not INS_BELOW_ORIGINATOR */
1421
1422 if(op->type==PLAYER)
1423 op->contr->do_los=1;
1424
1425 /* If we have a floor, we know the player, if any, will be above
1426 * it, so save a few ticks and start from there.
1427 */
1428 if (!(flag & INS_MAP_LOAD))
1429 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1430 if (tmp->type == PLAYER)
1431 tmp->contr->socket.update_look=1;
1432 }
1433
1434 /* If this object glows, it may affect lighting conditions that are
1435 * visible to others on this map. But update_all_los is really
1436 * an inefficient way to do this, as it means los for all players
1437 * on the map will get recalculated. The players could very well
1438 * be far away from this change and not affected in any way -
1439 * this should get redone to only look for players within range,
1440 * or just updating the P_NEED_UPDATE for spaces within this area
1441 * of effect may be sufficient.
1442 */
1443 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1444 update_all_los(op->map, op->x, op->y);
1445
1446
1447 /* updates flags (blocked, alive, no magic, etc) for this map space */
1448 update_object(op,UP_OBJ_INSERT);
1449
1450
1451 /* Don't know if moving this to the end will break anything. However,
1452 * we want to have update_look set above before calling this.
1453 *
1454 * check_move_on() must be after this because code called from
1455 * check_move_on() depends on correct map flags (so functions like
1456 * blocked() and wall() work properly), and these flags are updated by
1457 * update_object().
1458 */
1459
1460 /* if this is not the head or flag has been passed, don't check walk on status */
1461
1462 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1463 if (check_move_on(op, originator))
1464 return NULL;
1465
1466 /* If we are a multi part object, lets work our way through the check 1641 /* If we are a multi part object, lets work our way through the check
1467 * walk on's. 1642 * walk on's.
1468 */ 1643 */
1469 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1644 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1470 if (check_move_on (tmp, originator)) 1645 if (check_move_on (tmp, originator))
1471 return NULL; 1646 return NULL;
1472 } 1647 }
1648
1473 return op; 1649 return op;
1474} 1650}
1475 1651
1476/* this function inserts an object in the map, but if it 1652/* this function inserts an object in the map, but if it
1477 * finds an object of its own type, it'll remove that one first. 1653 * finds an object of its own type, it'll remove that one first.
1478 * op is the object to insert it under: supplies x and the map. 1654 * op is the object to insert it under: supplies x and the map.
1479 */ 1655 */
1656void
1480void replace_insert_ob_in_map(const char *arch_string, object *op) { 1657replace_insert_ob_in_map (const char *arch_string, object *op)
1658{
1481 object *tmp; 1659 object *tmp;
1482 object *tmp1; 1660 object *tmp1;
1483 1661
1484 /* first search for itself and remove any old instances */ 1662 /* first search for itself and remove any old instances */
1485 1663
1486 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1664 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1665 {
1487 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1666 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1667 {
1488 remove_ob(tmp); 1668 remove_ob (tmp);
1489 free_object(tmp); 1669 free_object (tmp);
1490 } 1670 }
1491 } 1671 }
1492 1672
1493 tmp1=arch_to_object(find_archetype(arch_string)); 1673 tmp1 = arch_to_object (find_archetype (arch_string));
1494 1674
1495 1675 tmp1->x = op->x;
1496 tmp1->x = op->x; tmp1->y = op->y; 1676 tmp1->y = op->y;
1497 insert_ob_in_map(tmp1,op->map,op,0); 1677 insert_ob_in_map (tmp1, op->map, op, 0);
1498} 1678}
1499 1679
1500/* 1680/*
1501 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1681 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1502 * is returned contains nr objects, and the remaining parts contains 1682 * is returned contains nr objects, and the remaining parts contains
1503 * the rest (or is removed and freed if that number is 0). 1683 * the rest (or is removed and freed if that number is 0).
1504 * On failure, NULL is returned, and the reason put into the 1684 * On failure, NULL is returned, and the reason put into the
1505 * global static errmsg array. 1685 * global static errmsg array.
1506 */ 1686 */
1507 1687
1688object *
1508object *get_split_ob(object *orig_ob, uint32 nr) { 1689get_split_ob (object *orig_ob, uint32 nr)
1509 object *newob; 1690{
1691 object *
1692 newob;
1693 int
1510 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1694 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1511 1695
1512 if(orig_ob->nrof<nr) { 1696 if (orig_ob->nrof < nr)
1513 sprintf(errmsg,"There are only %d %ss.", 1697 {
1514 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1698 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1515 return NULL; 1699 return NULL;
1516 } 1700 }
1517 newob = object_create_clone(orig_ob); 1701 newob = object_create_clone (orig_ob);
1518 if((orig_ob->nrof-=nr)<1) { 1702 if ((orig_ob->nrof -= nr) < 1)
1703 {
1519 if ( ! is_removed) 1704 if (!is_removed)
1520 remove_ob(orig_ob); 1705 remove_ob (orig_ob);
1521 free_object2(orig_ob, 1); 1706 free_object2 (orig_ob, 1);
1522 } 1707 }
1523 else if ( ! is_removed) { 1708 else if (!is_removed)
1709 {
1524 if(orig_ob->env!=NULL) 1710 if (orig_ob->env != NULL)
1525 sub_weight (orig_ob->env,orig_ob->weight*nr); 1711 sub_weight (orig_ob->env, orig_ob->weight * nr);
1526 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1712 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1713 {
1527 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1714 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1528 LOG(llevDebug,
1529 "Error, Tried to split object whose map is not in memory.\n"); 1715 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1530 return NULL; 1716 return NULL;
1531 } 1717 }
1532 } 1718 }
1533 newob->nrof=nr; 1719 newob->nrof = nr;
1534 1720
1535 return newob; 1721 return newob;
1536} 1722}
1537 1723
1538/* 1724/*
1539 * decrease_ob_nr(object, number) decreases a specified number from 1725 * decrease_ob_nr(object, number) decreases a specified number from
1540 * the amount of an object. If the amount reaches 0, the object 1726 * the amount of an object. If the amount reaches 0, the object
1541 * is subsequently removed and freed. 1727 * is subsequently removed and freed.
1542 * 1728 *
1543 * Return value: 'op' if something is left, NULL if the amount reached 0 1729 * Return value: 'op' if something is left, NULL if the amount reached 0
1544 */ 1730 */
1545 1731
1732object *
1546object *decrease_ob_nr (object *op, uint32 i) 1733decrease_ob_nr (object *op, uint32 i)
1547{ 1734{
1548 object *tmp; 1735 object *
1736 tmp;
1549 player *pl; 1737 player *
1738 pl;
1550 1739
1551 if (i == 0) /* objects with op->nrof require this check */ 1740 if (i == 0) /* objects with op->nrof require this check */
1552 return op; 1741 return op;
1553 1742
1554 if (i > op->nrof) 1743 if (i > op->nrof)
1555 i = op->nrof; 1744 i = op->nrof;
1556 1745
1557 if (QUERY_FLAG (op, FLAG_REMOVED)) 1746 if (QUERY_FLAG (op, FLAG_REMOVED))
1558 { 1747 {
1559 op->nrof -= i; 1748 op->nrof -= i;
1560 } 1749 }
1561 else if (op->env != NULL) 1750 else if (op->env != NULL)
1562 { 1751 {
1563 /* is this object in the players inventory, or sub container 1752 /* is this object in the players inventory, or sub container
1564 * therein? 1753 * therein?
1565 */ 1754 */
1566 tmp = is_player_inv (op->env); 1755 tmp = is_player_inv (op->env);
1567 /* nope. Is this a container the player has opened? 1756 /* nope. Is this a container the player has opened?
1568 * If so, set tmp to that player. 1757 * If so, set tmp to that player.
1569 * IMO, searching through all the players will mostly 1758 * IMO, searching through all the players will mostly
1570 * likely be quicker than following op->env to the map, 1759 * likely be quicker than following op->env to the map,
1571 * and then searching the map for a player. 1760 * and then searching the map for a player.
1572 */ 1761 */
1573 if (!tmp) { 1762 if (!tmp)
1763 {
1574 for (pl=first_player; pl; pl=pl->next) 1764 for (pl = first_player; pl; pl = pl->next)
1575 if (pl->ob->container == op->env) break; 1765 if (pl->ob->container == op->env)
1766 break;
1767 if (pl)
1576 if (pl) tmp=pl->ob; 1768 tmp = pl->ob;
1769 else
1577 else tmp=NULL; 1770 tmp = NULL;
1578 } 1771 }
1579 1772
1580 if (i < op->nrof) { 1773 if (i < op->nrof)
1774 {
1581 sub_weight (op->env, op->weight * i); 1775 sub_weight (op->env, op->weight * i);
1582 op->nrof -= i; 1776 op->nrof -= i;
1583 if (tmp) { 1777 if (tmp)
1778 {
1584 esrv_send_item(tmp, op); 1779 esrv_send_item (tmp, op);
1585 } 1780 }
1781 }
1586 } else { 1782 else
1783 {
1587 remove_ob (op); 1784 remove_ob (op);
1588 op->nrof = 0; 1785 op->nrof = 0;
1589 if (tmp) { 1786 if (tmp)
1787 {
1590 esrv_del_item(tmp->contr, op->count); 1788 esrv_del_item (tmp->contr, op->count);
1591 } 1789 }
1592 } 1790 }
1593 } 1791 }
1594 else 1792 else
1595 { 1793 {
1794 object *
1596 object *above = op->above; 1795 above = op->above;
1597 1796
1598 if (i < op->nrof) { 1797 if (i < op->nrof)
1798 {
1599 op->nrof -= i; 1799 op->nrof -= i;
1800 }
1600 } else { 1801 else
1802 {
1601 remove_ob (op); 1803 remove_ob (op);
1602 op->nrof = 0; 1804 op->nrof = 0;
1603 } 1805 }
1604 /* Since we just removed op, op->above is null */ 1806 /* Since we just removed op, op->above is null */
1605 for (tmp = above; tmp != NULL; tmp = tmp->above) 1807 for (tmp = above; tmp != NULL; tmp = tmp->above)
1606 if (tmp->type == PLAYER) { 1808 if (tmp->type == PLAYER)
1809 {
1607 if (op->nrof) 1810 if (op->nrof)
1608 esrv_send_item(tmp, op); 1811 esrv_send_item (tmp, op);
1609 else 1812 else
1610 esrv_del_item(tmp->contr, op->count); 1813 esrv_del_item (tmp->contr, op->count);
1611 } 1814 }
1612 } 1815 }
1613 1816
1614 if (op->nrof) { 1817 if (op->nrof)
1818 {
1615 return op; 1819 return op;
1616 } else { 1820 }
1821 else
1822 {
1617 free_object (op); 1823 free_object (op);
1618 return NULL; 1824 return NULL;
1619 } 1825 }
1620} 1826}
1621 1827
1622/* 1828/*
1623 * add_weight(object, weight) adds the specified weight to an object, 1829 * add_weight(object, weight) adds the specified weight to an object,
1624 * and also updates how much the environment(s) is/are carrying. 1830 * and also updates how much the environment(s) is/are carrying.
1625 */ 1831 */
1626 1832
1833void
1627void add_weight (object *op, signed long weight) { 1834add_weight (object *op, signed long weight)
1835{
1628 while (op!=NULL) { 1836 while (op != NULL)
1837 {
1629 if (op->type == CONTAINER) { 1838 if (op->type == CONTAINER)
1839 {
1630 weight=(signed long)(weight*(100-op->stats.Str)/100); 1840 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1631 } 1841 }
1632 op->carrying+=weight; 1842 op->carrying += weight;
1633 op=op->env; 1843 op = op->env;
1634 } 1844 }
1635} 1845}
1636 1846
1637/* 1847/*
1638 * insert_ob_in_ob(op,environment): 1848 * insert_ob_in_ob(op,environment):
1639 * This function inserts the object op in the linked list 1849 * This function inserts the object op in the linked list
1646 * 1856 *
1647 * The function returns now pointer to inserted item, and return value can 1857 * The function returns now pointer to inserted item, and return value can
1648 * be != op, if items are merged. -Tero 1858 * be != op, if items are merged. -Tero
1649 */ 1859 */
1650 1860
1861object *
1651object *insert_ob_in_ob(object *op,object *where) { 1862insert_ob_in_ob (object *op, object *where)
1652 object *tmp, *otmp; 1863{
1864 object *
1865 tmp, *
1866 otmp;
1653 1867
1654 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1868 if (!QUERY_FLAG (op, FLAG_REMOVED))
1869 {
1655 dump_object(op); 1870 dump_object (op);
1656 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1871 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1657 return op; 1872 return op;
1658 } 1873 }
1659 if(where==NULL) { 1874 if (where == NULL)
1875 {
1660 dump_object(op); 1876 dump_object (op);
1661 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1877 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1662 return op; 1878 return op;
1663 } 1879 }
1664 if (where->head) { 1880 if (where->head)
1665 LOG(llevDebug, 1881 {
1666 "Warning: Tried to insert object wrong part of multipart object.\n"); 1882 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1667 where = where->head; 1883 where = where->head;
1668 } 1884 }
1669 if (op->more) { 1885 if (op->more)
1886 {
1670 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1887 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1671 &op->name, op->count);
1672 return op; 1888 return op;
1673 } 1889 }
1674 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1890 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1675 CLEAR_FLAG(op, FLAG_REMOVED); 1891 CLEAR_FLAG (op, FLAG_REMOVED);
1676 if(op->nrof) { 1892 if (op->nrof)
1893 {
1677 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1894 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1678 if ( CAN_MERGE(tmp,op) ) { 1895 if (CAN_MERGE (tmp, op))
1896 {
1679 /* return the original object and remove inserted object 1897 /* return the original object and remove inserted object
1680 (client needs the original object) */ 1898 (client needs the original object) */
1681 tmp->nrof += op->nrof; 1899 tmp->nrof += op->nrof;
1682 /* Weight handling gets pretty funky. Since we are adding to 1900 /* Weight handling gets pretty funky. Since we are adding to
1683 * tmp->nrof, we need to increase the weight. 1901 * tmp->nrof, we need to increase the weight.
1684 */ 1902 */
1685 add_weight (where, op->weight*op->nrof); 1903 add_weight (where, op->weight * op->nrof);
1686 SET_FLAG(op, FLAG_REMOVED); 1904 SET_FLAG (op, FLAG_REMOVED);
1687 free_object(op); /* free the inserted object */ 1905 free_object (op); /* free the inserted object */
1688 op = tmp; 1906 op = tmp;
1689 remove_ob (op); /* and fix old object's links */ 1907 remove_ob (op); /* and fix old object's links */
1690 CLEAR_FLAG(op, FLAG_REMOVED); 1908 CLEAR_FLAG (op, FLAG_REMOVED);
1691 break; 1909 break;
1692 } 1910 }
1693 1911
1694 /* I assume combined objects have no inventory 1912 /* I assume combined objects have no inventory
1695 * We add the weight - this object could have just been removed 1913 * We add the weight - this object could have just been removed
1696 * (if it was possible to merge). calling remove_ob will subtract 1914 * (if it was possible to merge). calling remove_ob will subtract
1697 * the weight, so we need to add it in again, since we actually do 1915 * the weight, so we need to add it in again, since we actually do
1698 * the linking below 1916 * the linking below
1699 */ 1917 */
1700 add_weight (where, op->weight*op->nrof); 1918 add_weight (where, op->weight * op->nrof);
1919 }
1701 } else 1920 else
1702 add_weight (where, (op->weight+op->carrying)); 1921 add_weight (where, (op->weight + op->carrying));
1703 1922
1704 otmp=is_player_inv(where); 1923 otmp = is_player_inv (where);
1705 if (otmp&&otmp->contr!=NULL) { 1924 if (otmp && otmp->contr != NULL)
1925 {
1706 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1926 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1707 fix_player(otmp); 1927 fix_player (otmp);
1708 } 1928 }
1709 1929
1710 op->map=NULL; 1930 op->map = NULL;
1711 op->env=where; 1931 op->env = where;
1712 op->above=NULL; 1932 op->above = NULL;
1713 op->below=NULL; 1933 op->below = NULL;
1714 op->x=0,op->y=0; 1934 op->x = 0, op->y = 0;
1715 1935
1716 /* reset the light list and los of the players on the map */ 1936 /* reset the light list and los of the players on the map */
1717 if((op->glow_radius!=0)&&where->map) 1937 if ((op->glow_radius != 0) && where->map)
1718 { 1938 {
1719#ifdef DEBUG_LIGHTS 1939#ifdef DEBUG_LIGHTS
1720 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1940 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1721 op->name);
1722#endif /* DEBUG_LIGHTS */ 1941#endif /* DEBUG_LIGHTS */
1942 if (MAP_DARKNESS (where->map))
1723 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1943 update_all_los (where->map, where->x, where->y);
1724 } 1944 }
1725 1945
1726 /* Client has no idea of ordering so lets not bother ordering it here. 1946 /* Client has no idea of ordering so lets not bother ordering it here.
1727 * It sure simplifies this function... 1947 * It sure simplifies this function...
1728 */ 1948 */
1729 if (where->inv==NULL) 1949 if (where->inv == NULL)
1730 where->inv=op; 1950 where->inv = op;
1731 else { 1951 else
1952 {
1732 op->below = where->inv; 1953 op->below = where->inv;
1733 op->below->above = op; 1954 op->below->above = op;
1734 where->inv = op; 1955 where->inv = op;
1735 } 1956 }
1736 return op; 1957 return op;
1737} 1958}
1738 1959
1739/* 1960/*
1740 * Checks if any objects has a move_type that matches objects 1961 * Checks if any objects has a move_type that matches objects
1755 * MSW 2001-07-08: Check all objects on space, not just those below 1976 * MSW 2001-07-08: Check all objects on space, not just those below
1756 * object being inserted. insert_ob_in_map may not put new objects 1977 * object being inserted. insert_ob_in_map may not put new objects
1757 * on top. 1978 * on top.
1758 */ 1979 */
1759 1980
1981int
1760int check_move_on (object *op, object *originator) 1982check_move_on (object *op, object *originator)
1761{ 1983{
1762 object *tmp; 1984 object *tmp;
1763 tag_t tag; 1985 tag_t tag;
1764 mapstruct *m=op->map; 1986 mapstruct *m = op->map;
1765 int x=op->x, y=op->y; 1987 int x = op->x, y = op->y;
1988
1766 MoveType move_on, move_slow, move_block; 1989 MoveType move_on, move_slow, move_block;
1767 1990
1768 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1991 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1769 return 0; 1992 return 0;
1770 1993
1771 tag = op->count; 1994 tag = op->count;
1772 1995
1773 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1996 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1774 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1997 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1775 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1998 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1776 1999
1777 /* if nothing on this space will slow op down or be applied, 2000 /* if nothing on this space will slow op down or be applied,
1778 * no need to do checking below. have to make sure move_type 2001 * no need to do checking below. have to make sure move_type
1779 * is set, as lots of objects don't have it set - we treat that 2002 * is set, as lots of objects don't have it set - we treat that
1780 * as walking. 2003 * as walking.
1781 */ 2004 */
1782 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 2005 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1783 return 0; 2006 return 0;
1784 2007
1785 /* This is basically inverse logic of that below - basically, 2008 /* This is basically inverse logic of that below - basically,
1786 * if the object can avoid the move on or slow move, they do so, 2009 * if the object can avoid the move on or slow move, they do so,
1787 * but can't do it if the alternate movement they are using is 2010 * but can't do it if the alternate movement they are using is
1788 * blocked. Logic on this seems confusing, but does seem correct. 2011 * blocked. Logic on this seems confusing, but does seem correct.
1789 */ 2012 */
1790 if ((op->move_type & ~move_on & ~move_block) != 0 && 2013 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1791 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 2014 return 0;
1792 2015
1793 /* The objects have to be checked from top to bottom. 2016 /* The objects have to be checked from top to bottom.
1794 * Hence, we first go to the top: 2017 * Hence, we first go to the top:
1795 */ 2018 */
1796 2019
1797 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 2020 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1798 tmp->above!=NULL; tmp=tmp->above) { 2021 {
1799 /* Trim the search when we find the first other spell effect 2022 /* Trim the search when we find the first other spell effect
1800 * this helps performance so that if a space has 50 spell objects, 2023 * this helps performance so that if a space has 50 spell objects,
1801 * we don't need to check all of them. 2024 * we don't need to check all of them.
1802 */ 2025 */
1803 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 2026 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2027 break;
2028 }
2029
2030 for (; tmp; tmp = tmp->below)
1804 } 2031 {
1805 for(;tmp!=NULL; tmp=tmp->below) { 2032 if (tmp == op)
1806 if (tmp == op) continue; /* Can't apply yourself */ 2033 continue; /* Can't apply yourself */
1807 2034
1808 /* Check to see if one of the movement types should be slowed down. 2035 /* Check to see if one of the movement types should be slowed down.
1809 * Second check makes sure that the movement types not being slowed 2036 * Second check makes sure that the movement types not being slowed
1810 * (~slow_move) is not blocked on this space - just because the 2037 * (~slow_move) is not blocked on this space - just because the
1811 * space doesn't slow down swimming (for example), if you can't actually 2038 * space doesn't slow down swimming (for example), if you can't actually
1812 * swim on that space, can't use it to avoid the penalty. 2039 * swim on that space, can't use it to avoid the penalty.
1813 */ 2040 */
1814 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 2041 if (!QUERY_FLAG (op, FLAG_WIZPASS))
2042 {
1815 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 2043 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1816 ((op->move_type & tmp->move_slow) &&
1817 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 2044 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2045 {
1818 2046
1819 float diff;
1820
1821 diff = tmp->move_slow_penalty*FABS(op->speed); 2047 float diff = tmp->move_slow_penalty * FABS (op->speed);
2048
1822 if (op->type == PLAYER) { 2049 if (op->type == PLAYER)
1823 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 2050 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1824 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 2051 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1825 diff /= 4.0; 2052 diff /= 4.0;
1826 } 2053
1827 }
1828 op->speed_left -= diff; 2054 op->speed_left -= diff;
1829 } 2055 }
1830 } 2056 }
1831 2057
1832 /* Basically same logic as above, except now for actual apply. */ 2058 /* Basically same logic as above, except now for actual apply. */
1833 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 2059 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1834 ((op->move_type & tmp->move_on) &&
1835 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 2060 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1836 2061 {
1837 move_apply(tmp, op, originator); 2062 move_apply (tmp, op, originator);
2063
1838 if (was_destroyed (op, tag)) 2064 if (was_destroyed (op, tag))
1839 return 1; 2065 return 1;
1840 2066
1841 /* what the person/creature stepped onto has moved the object 2067 /* what the person/creature stepped onto has moved the object
1842 * someplace new. Don't process any further - if we did, 2068 * someplace new. Don't process any further - if we did,
1843 * have a feeling strange problems would result. 2069 * have a feeling strange problems would result.
1844 */ 2070 */
1845 if (op->map != m || op->x != x || op->y != y) return 0; 2071 if (op->map != m || op->x != x || op->y != y)
2072 return 0;
1846 } 2073 }
1847 } 2074 }
2075
1848 return 0; 2076 return 0;
1849} 2077}
1850 2078
1851/* 2079/*
1852 * present_arch(arch, map, x, y) searches for any objects with 2080 * present_arch(arch, map, x, y) searches for any objects with
1853 * a matching archetype at the given map and coordinates. 2081 * a matching archetype at the given map and coordinates.
1854 * The first matching object is returned, or NULL if none. 2082 * The first matching object is returned, or NULL if none.
1855 */ 2083 */
1856 2084
2085object *
1857object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 2086present_arch (const archetype *at, mapstruct *m, int x, int y)
2087{
1858 object *tmp; 2088 object *
2089 tmp;
2090
1859 if(m==NULL || out_of_map(m,x,y)) { 2091 if (m == NULL || out_of_map (m, x, y))
2092 {
1860 LOG(llevError,"Present_arch called outside map.\n"); 2093 LOG (llevError, "Present_arch called outside map.\n");
1861 return NULL; 2094 return NULL;
1862 } 2095 }
1863 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2096 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1864 if(tmp->arch == at) 2097 if (tmp->arch == at)
1865 return tmp; 2098 return tmp;
1866 return NULL; 2099 return NULL;
1867} 2100}
1868 2101
1869/* 2102/*
1870 * present(type, map, x, y) searches for any objects with 2103 * present(type, map, x, y) searches for any objects with
1871 * a matching type variable at the given map and coordinates. 2104 * a matching type variable at the given map and coordinates.
1872 * The first matching object is returned, or NULL if none. 2105 * The first matching object is returned, or NULL if none.
1873 */ 2106 */
1874 2107
2108object *
1875object *present(unsigned char type,mapstruct *m, int x,int y) { 2109present (unsigned char type, mapstruct *m, int x, int y)
2110{
1876 object *tmp; 2111 object *
2112 tmp;
2113
1877 if(out_of_map(m,x,y)) { 2114 if (out_of_map (m, x, y))
2115 {
1878 LOG(llevError,"Present called outside map.\n"); 2116 LOG (llevError, "Present called outside map.\n");
1879 return NULL; 2117 return NULL;
1880 } 2118 }
1881 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2119 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1882 if(tmp->type==type) 2120 if (tmp->type == type)
1883 return tmp; 2121 return tmp;
1884 return NULL; 2122 return NULL;
1885} 2123}
1886 2124
1887/* 2125/*
1888 * present_in_ob(type, object) searches for any objects with 2126 * present_in_ob(type, object) searches for any objects with
1889 * a matching type variable in the inventory of the given object. 2127 * a matching type variable in the inventory of the given object.
1890 * The first matching object is returned, or NULL if none. 2128 * The first matching object is returned, or NULL if none.
1891 */ 2129 */
1892 2130
2131object *
1893object *present_in_ob(unsigned char type, const object *op) { 2132present_in_ob (unsigned char type, const object *op)
2133{
1894 object *tmp; 2134 object *
2135 tmp;
2136
1895 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2137 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1896 if(tmp->type==type) 2138 if (tmp->type == type)
1897 return tmp; 2139 return tmp;
1898 return NULL; 2140 return NULL;
1899} 2141}
1900 2142
1901/* 2143/*
1911 * the object name, not the archetype name. this is so that the 2153 * the object name, not the archetype name. this is so that the
1912 * spell code can use one object type (force), but change it's name 2154 * spell code can use one object type (force), but change it's name
1913 * to be unique. 2155 * to be unique.
1914 */ 2156 */
1915 2157
2158object *
1916object *present_in_ob_by_name(int type, const char *str, const object *op) { 2159present_in_ob_by_name (int type, const char *str, const object *op)
2160{
1917 object *tmp; 2161 object *
2162 tmp;
1918 2163
1919 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2164 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2165 {
1920 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2166 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1921 return tmp; 2167 return tmp;
1922 } 2168 }
1923 return NULL; 2169 return NULL;
1924} 2170}
1925 2171
1926/* 2172/*
1927 * present_arch_in_ob(archetype, object) searches for any objects with 2173 * present_arch_in_ob(archetype, object) searches for any objects with
1928 * a matching archetype in the inventory of the given object. 2174 * a matching archetype in the inventory of the given object.
1929 * The first matching object is returned, or NULL if none. 2175 * The first matching object is returned, or NULL if none.
1930 */ 2176 */
1931 2177
2178object *
1932object *present_arch_in_ob(const archetype *at, const object *op) { 2179present_arch_in_ob (const archetype *at, const object *op)
2180{
1933 object *tmp; 2181 object *
2182 tmp;
2183
1934 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2184 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1935 if( tmp->arch == at) 2185 if (tmp->arch == at)
1936 return tmp; 2186 return tmp;
1937 return NULL; 2187 return NULL;
1938} 2188}
1939 2189
1940/* 2190/*
1941 * activate recursively a flag on an object inventory 2191 * activate recursively a flag on an object inventory
1942 */ 2192 */
2193void
1943void flag_inv(object*op, int flag){ 2194flag_inv (object *op, int flag)
2195{
1944 object *tmp; 2196 object *
2197 tmp;
2198
1945 if(op->inv) 2199 if (op->inv)
1946 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2200 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2201 {
1947 SET_FLAG(tmp, flag); 2202 SET_FLAG (tmp, flag);
1948 flag_inv(tmp,flag); 2203 flag_inv (tmp, flag);
1949 } 2204 }
1950}/* 2205} /*
1951 * desactivate recursively a flag on an object inventory 2206 * desactivate recursively a flag on an object inventory
1952 */ 2207 */
2208void
1953void unflag_inv(object*op, int flag){ 2209unflag_inv (object *op, int flag)
2210{
1954 object *tmp; 2211 object *
2212 tmp;
2213
1955 if(op->inv) 2214 if (op->inv)
1956 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2215 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2216 {
1957 CLEAR_FLAG(tmp, flag); 2217 CLEAR_FLAG (tmp, flag);
1958 unflag_inv(tmp,flag); 2218 unflag_inv (tmp, flag);
1959 } 2219 }
1960} 2220}
1961 2221
1962/* 2222/*
1963 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2223 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1964 * all it's inventory (recursively). 2224 * all it's inventory (recursively).
1965 * If checksums are used, a player will get set_cheat called for 2225 * If checksums are used, a player will get set_cheat called for
1966 * him/her-self and all object carried by a call to this function. 2226 * him/her-self and all object carried by a call to this function.
1967 */ 2227 */
1968 2228
2229void
1969void set_cheat(object *op) { 2230set_cheat (object *op)
2231{
1970 SET_FLAG(op, FLAG_WAS_WIZ); 2232 SET_FLAG (op, FLAG_WAS_WIZ);
1971 flag_inv(op, FLAG_WAS_WIZ); 2233 flag_inv (op, FLAG_WAS_WIZ);
1972} 2234}
1973 2235
1974/* 2236/*
1975 * find_free_spot(object, map, x, y, start, stop) will search for 2237 * find_free_spot(object, map, x, y, start, stop) will search for
1976 * a spot at the given map and coordinates which will be able to contain 2238 * a spot at the given map and coordinates which will be able to contain
1991 * to know if the space in question will block the object. We can't use 2253 * to know if the space in question will block the object. We can't use
1992 * the archetype because that isn't correct if the monster has been 2254 * the archetype because that isn't correct if the monster has been
1993 * customized, changed states, etc. 2255 * customized, changed states, etc.
1994 */ 2256 */
1995 2257
2258int
1996int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2259find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2260{
2261 int
2262 i,
1997 int i,index=0, flag; 2263 index = 0, flag;
2264 static int
1998 static int altern[SIZEOFFREE]; 2265 altern[SIZEOFFREE];
1999 2266
2000 for(i=start;i<stop;i++) { 2267 for (i = start; i < stop; i++)
2268 {
2001 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2269 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2002 if(!flag) 2270 if (!flag)
2003 altern[index++]=i; 2271 altern[index++] = i;
2004 2272
2005 /* Basically, if we find a wall on a space, we cut down the search size. 2273 /* Basically, if we find a wall on a space, we cut down the search size.
2006 * In this way, we won't return spaces that are on another side of a wall. 2274 * In this way, we won't return spaces that are on another side of a wall.
2007 * This mostly work, but it cuts down the search size in all directions - 2275 * This mostly work, but it cuts down the search size in all directions -
2008 * if the space being examined only has a wall to the north and empty 2276 * if the space being examined only has a wall to the north and empty
2009 * spaces in all the other directions, this will reduce the search space 2277 * spaces in all the other directions, this will reduce the search space
2010 * to only the spaces immediately surrounding the target area, and 2278 * to only the spaces immediately surrounding the target area, and
2011 * won't look 2 spaces south of the target space. 2279 * won't look 2 spaces south of the target space.
2012 */ 2280 */
2013 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2281 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2014 stop=maxfree[i]; 2282 stop = maxfree[i];
2015 } 2283 }
2016 if(!index) return -1; 2284 if (!index)
2285 return -1;
2017 return altern[RANDOM()%index]; 2286 return altern[RANDOM () % index];
2018} 2287}
2019 2288
2020/* 2289/*
2021 * find_first_free_spot(archetype, mapstruct, x, y) works like 2290 * find_first_free_spot(archetype, mapstruct, x, y) works like
2022 * find_free_spot(), but it will search max number of squares. 2291 * find_free_spot(), but it will search max number of squares.
2023 * But it will return the first available spot, not a random choice. 2292 * But it will return the first available spot, not a random choice.
2024 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2293 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2025 */ 2294 */
2026 2295
2296int
2027int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2297find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2298{
2299 int
2028 int i; 2300 i;
2301
2029 for(i=0;i<SIZEOFFREE;i++) { 2302 for (i = 0; i < SIZEOFFREE; i++)
2303 {
2030 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2304 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2031 return i; 2305 return i;
2032 } 2306 }
2033 return -1; 2307 return -1;
2034} 2308}
2035 2309
2036/* 2310/*
2037 * The function permute(arr, begin, end) randomly reorders the array 2311 * The function permute(arr, begin, end) randomly reorders the array
2038 * arr[begin..end-1]. 2312 * arr[begin..end-1].
2039 */ 2313 */
2314static void
2040static void permute(int *arr, int begin, int end) 2315permute (int *arr, int begin, int end)
2041{ 2316{
2042 int i, j, tmp, len; 2317 int
2318 i,
2319 j,
2320 tmp,
2321 len;
2043 2322
2044 len = end-begin; 2323 len = end - begin;
2045 for(i = begin; i < end; i++) 2324 for (i = begin; i < end; i++)
2046 { 2325 {
2047 j = begin+RANDOM()%len; 2326 j = begin + RANDOM () % len;
2048 2327
2049 tmp = arr[i]; 2328 tmp = arr[i];
2050 arr[i] = arr[j]; 2329 arr[i] = arr[j];
2051 arr[j] = tmp; 2330 arr[j] = tmp;
2052 } 2331 }
2053} 2332}
2054 2333
2055/* new function to make monster searching more efficient, and effective! 2334/* new function to make monster searching more efficient, and effective!
2056 * This basically returns a randomized array (in the passed pointer) of 2335 * This basically returns a randomized array (in the passed pointer) of
2057 * the spaces to find monsters. In this way, it won't always look for 2336 * the spaces to find monsters. In this way, it won't always look for
2058 * monsters to the north first. However, the size of the array passed 2337 * monsters to the north first. However, the size of the array passed
2059 * covers all the spaces, so within that size, all the spaces within 2338 * covers all the spaces, so within that size, all the spaces within
2060 * the 3x3 area will be searched, just not in a predictable order. 2339 * the 3x3 area will be searched, just not in a predictable order.
2061 */ 2340 */
2341void
2062void get_search_arr(int *search_arr) 2342get_search_arr (int *search_arr)
2063{ 2343{
2344 int
2064 int i; 2345 i;
2065 2346
2066 for(i = 0; i < SIZEOFFREE; i++) 2347 for (i = 0; i < SIZEOFFREE; i++)
2067 { 2348 {
2068 search_arr[i] = i; 2349 search_arr[i] = i;
2069 } 2350 }
2070 2351
2071 permute(search_arr, 1, SIZEOFFREE1+1); 2352 permute (search_arr, 1, SIZEOFFREE1 + 1);
2072 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2353 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2073 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2354 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2074} 2355}
2075 2356
2076/* 2357/*
2077 * find_dir(map, x, y, exclude) will search some close squares in the 2358 * find_dir(map, x, y, exclude) will search some close squares in the
2078 * given map at the given coordinates for live objects. 2359 * given map at the given coordinates for live objects.
2084 * is actually want is going to try and move there. We need this info 2365 * is actually want is going to try and move there. We need this info
2085 * because we have to know what movement the thing looking to move 2366 * because we have to know what movement the thing looking to move
2086 * there is capable of. 2367 * there is capable of.
2087 */ 2368 */
2088 2369
2370int
2089int find_dir(mapstruct *m, int x, int y, object *exclude) { 2371find_dir (mapstruct *m, int x, int y, object *exclude)
2372{
2373 int
2374 i,
2090 int i,max=SIZEOFFREE, mflags; 2375 max = SIZEOFFREE, mflags;
2091 sint16 nx, ny; 2376 sint16
2377 nx,
2378 ny;
2092 object *tmp; 2379 object *
2380 tmp;
2093 mapstruct *mp; 2381 mapstruct *
2094 MoveType blocked, move_type; 2382 mp;
2383 MoveType
2384 blocked,
2385 move_type;
2095 2386
2096 if (exclude && exclude->head) { 2387 if (exclude && exclude->head)
2388 {
2097 exclude = exclude->head; 2389 exclude = exclude->head;
2098 move_type = exclude->move_type; 2390 move_type = exclude->move_type;
2099 } else { 2391 }
2392 else
2393 {
2100 /* If we don't have anything, presume it can use all movement types. */ 2394 /* If we don't have anything, presume it can use all movement types. */
2101 move_type=MOVE_ALL; 2395 move_type = MOVE_ALL;
2396 }
2397
2398 for (i = 1; i < max; i++)
2102 } 2399 {
2103
2104 for(i=1;i<max;i++) {
2105 mp = m; 2400 mp = m;
2106 nx = x + freearr_x[i]; 2401 nx = x + freearr_x[i];
2107 ny = y + freearr_y[i]; 2402 ny = y + freearr_y[i];
2108 2403
2109 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2404 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2110 if (mflags & P_OUT_OF_MAP) { 2405 if (mflags & P_OUT_OF_MAP)
2406 {
2111 max = maxfree[i]; 2407 max = maxfree[i];
2408 }
2112 } else { 2409 else
2410 {
2113 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2411 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2114 2412
2115 if ((move_type & blocked) == move_type) { 2413 if ((move_type & blocked) == move_type)
2414 {
2116 max=maxfree[i]; 2415 max = maxfree[i];
2416 }
2117 } else if (mflags & P_IS_ALIVE) { 2417 else if (mflags & P_IS_ALIVE)
2418 {
2118 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2419 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2119 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2420 {
2120 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2421 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2422 {
2121 break; 2423 break;
2122 } 2424 }
2123 } 2425 }
2124 if(tmp) { 2426 if (tmp)
2427 {
2125 return freedir[i]; 2428 return freedir[i];
2126 } 2429 }
2127 } 2430 }
2128 } 2431 }
2129 } 2432 }
2130 return 0; 2433 return 0;
2131} 2434}
2132 2435
2133/* 2436/*
2134 * distance(object 1, object 2) will return the square of the 2437 * distance(object 1, object 2) will return the square of the
2135 * distance between the two given objects. 2438 * distance between the two given objects.
2136 */ 2439 */
2137 2440
2441int
2138int distance(const object *ob1, const object *ob2) { 2442distance (const object *ob1, const object *ob2)
2443{
2139 int i; 2444 int
2140 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2445 i;
2141 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2446
2447 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2142 return i; 2448 return i;
2143} 2449}
2144 2450
2145/* 2451/*
2146 * find_dir_2(delta-x,delta-y) will return a direction in which 2452 * find_dir_2(delta-x,delta-y) will return a direction in which
2147 * an object which has subtracted the x and y coordinates of another 2453 * an object which has subtracted the x and y coordinates of another
2148 * object, needs to travel toward it. 2454 * object, needs to travel toward it.
2149 */ 2455 */
2150 2456
2457int
2151int find_dir_2(int x, int y) { 2458find_dir_2 (int x, int y)
2459{
2152 int q; 2460 int
2461 q;
2153 2462
2154 if(y) 2463 if (y)
2155 q=x*100/y; 2464 q = x * 100 / y;
2156 else if (x) 2465 else if (x)
2157 q= -300*x; 2466 q = -300 * x;
2158 else 2467 else
2159 return 0; 2468 return 0;
2160 2469
2161 if(y>0) { 2470 if (y > 0)
2471 {
2162 if(q < -242) 2472 if (q < -242)
2163 return 3 ; 2473 return 3;
2164 if (q < -41) 2474 if (q < -41)
2165 return 2 ; 2475 return 2;
2166 if (q < 41) 2476 if (q < 41)
2167 return 1 ; 2477 return 1;
2168 if (q < 242) 2478 if (q < 242)
2169 return 8 ; 2479 return 8;
2170 return 7 ; 2480 return 7;
2171 } 2481 }
2172 2482
2173 if (q < -242) 2483 if (q < -242)
2174 return 7 ; 2484 return 7;
2175 if (q < -41) 2485 if (q < -41)
2176 return 6 ; 2486 return 6;
2177 if (q < 41) 2487 if (q < 41)
2178 return 5 ; 2488 return 5;
2179 if (q < 242) 2489 if (q < 242)
2180 return 4 ; 2490 return 4;
2181 2491
2182 return 3 ; 2492 return 3;
2183} 2493}
2184 2494
2185/* 2495/*
2186 * absdir(int): Returns a number between 1 and 8, which represent 2496 * absdir(int): Returns a number between 1 and 8, which represent
2187 * the "absolute" direction of a number (it actually takes care of 2497 * the "absolute" direction of a number (it actually takes care of
2188 * "overflow" in previous calculations of a direction). 2498 * "overflow" in previous calculations of a direction).
2189 */ 2499 */
2190 2500
2501int
2191int absdir(int d) { 2502absdir (int d)
2192 while(d<1) d+=8; 2503{
2193 while(d>8) d-=8; 2504 while (d < 1)
2505 d += 8;
2506 while (d > 8)
2507 d -= 8;
2194 return d; 2508 return d;
2195} 2509}
2196 2510
2197/* 2511/*
2198 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2512 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2199 * between two directions (which are expected to be absolute (see absdir()) 2513 * between two directions (which are expected to be absolute (see absdir())
2200 */ 2514 */
2201 2515
2516int
2202int dirdiff(int dir1, int dir2) { 2517dirdiff (int dir1, int dir2)
2518{
2203 int d; 2519 int
2520 d;
2521
2204 d = abs(dir1 - dir2); 2522 d = abs (dir1 - dir2);
2205 if(d>4) 2523 if (d > 4)
2206 d = 8 - d; 2524 d = 8 - d;
2207 return d; 2525 return d;
2208} 2526}
2209 2527
2210/* peterm: 2528/* peterm:
2215 * direction 4, 14, or 16 to get back to where we are. 2533 * direction 4, 14, or 16 to get back to where we are.
2216 * Moved from spell_util.c to object.c with the other related direction 2534 * Moved from spell_util.c to object.c with the other related direction
2217 * functions. 2535 * functions.
2218 */ 2536 */
2219 2537
2538int
2220int reduction_dir[SIZEOFFREE][3] = { 2539 reduction_dir[SIZEOFFREE][3] = {
2221 {0,0,0}, /* 0 */ 2540 {0, 0, 0}, /* 0 */
2222 {0,0,0}, /* 1 */ 2541 {0, 0, 0}, /* 1 */
2223 {0,0,0}, /* 2 */ 2542 {0, 0, 0}, /* 2 */
2224 {0,0,0}, /* 3 */ 2543 {0, 0, 0}, /* 3 */
2225 {0,0,0}, /* 4 */ 2544 {0, 0, 0}, /* 4 */
2226 {0,0,0}, /* 5 */ 2545 {0, 0, 0}, /* 5 */
2227 {0,0,0}, /* 6 */ 2546 {0, 0, 0}, /* 6 */
2228 {0,0,0}, /* 7 */ 2547 {0, 0, 0}, /* 7 */
2229 {0,0,0}, /* 8 */ 2548 {0, 0, 0}, /* 8 */
2230 {8,1,2}, /* 9 */ 2549 {8, 1, 2}, /* 9 */
2231 {1,2,-1}, /* 10 */ 2550 {1, 2, -1}, /* 10 */
2232 {2,10,12}, /* 11 */ 2551 {2, 10, 12}, /* 11 */
2233 {2,3,-1}, /* 12 */ 2552 {2, 3, -1}, /* 12 */
2234 {2,3,4}, /* 13 */ 2553 {2, 3, 4}, /* 13 */
2235 {3,4,-1}, /* 14 */ 2554 {3, 4, -1}, /* 14 */
2236 {4,14,16}, /* 15 */ 2555 {4, 14, 16}, /* 15 */
2237 {5,4,-1}, /* 16 */ 2556 {5, 4, -1}, /* 16 */
2238 {4,5,6}, /* 17 */ 2557 {4, 5, 6}, /* 17 */
2239 {6,5,-1}, /* 18 */ 2558 {6, 5, -1}, /* 18 */
2240 {6,20,18}, /* 19 */ 2559 {6, 20, 18}, /* 19 */
2241 {7,6,-1}, /* 20 */ 2560 {7, 6, -1}, /* 20 */
2242 {6,7,8}, /* 21 */ 2561 {6, 7, 8}, /* 21 */
2243 {7,8,-1}, /* 22 */ 2562 {7, 8, -1}, /* 22 */
2244 {8,22,24}, /* 23 */ 2563 {8, 22, 24}, /* 23 */
2245 {8,1,-1}, /* 24 */ 2564 {8, 1, -1}, /* 24 */
2246 {24,9,10}, /* 25 */ 2565 {24, 9, 10}, /* 25 */
2247 {9,10,-1}, /* 26 */ 2566 {9, 10, -1}, /* 26 */
2248 {10,11,-1}, /* 27 */ 2567 {10, 11, -1}, /* 27 */
2249 {27,11,29}, /* 28 */ 2568 {27, 11, 29}, /* 28 */
2250 {11,12,-1}, /* 29 */ 2569 {11, 12, -1}, /* 29 */
2251 {12,13,-1}, /* 30 */ 2570 {12, 13, -1}, /* 30 */
2252 {12,13,14}, /* 31 */ 2571 {12, 13, 14}, /* 31 */
2253 {13,14,-1}, /* 32 */ 2572 {13, 14, -1}, /* 32 */
2254 {14,15,-1}, /* 33 */ 2573 {14, 15, -1}, /* 33 */
2255 {33,15,35}, /* 34 */ 2574 {33, 15, 35}, /* 34 */
2256 {16,15,-1}, /* 35 */ 2575 {16, 15, -1}, /* 35 */
2257 {17,16,-1}, /* 36 */ 2576 {17, 16, -1}, /* 36 */
2258 {18,17,16}, /* 37 */ 2577 {18, 17, 16}, /* 37 */
2259 {18,17,-1}, /* 38 */ 2578 {18, 17, -1}, /* 38 */
2260 {18,19,-1}, /* 39 */ 2579 {18, 19, -1}, /* 39 */
2261 {41,19,39}, /* 40 */ 2580 {41, 19, 39}, /* 40 */
2262 {19,20,-1}, /* 41 */ 2581 {19, 20, -1}, /* 41 */
2263 {20,21,-1}, /* 42 */ 2582 {20, 21, -1}, /* 42 */
2264 {20,21,22}, /* 43 */ 2583 {20, 21, 22}, /* 43 */
2265 {21,22,-1}, /* 44 */ 2584 {21, 22, -1}, /* 44 */
2266 {23,22,-1}, /* 45 */ 2585 {23, 22, -1}, /* 45 */
2267 {45,47,23}, /* 46 */ 2586 {45, 47, 23}, /* 46 */
2268 {23,24,-1}, /* 47 */ 2587 {23, 24, -1}, /* 47 */
2269 {24,9,-1}}; /* 48 */ 2588 {24, 9, -1}
2589}; /* 48 */
2270 2590
2271/* Recursive routine to step back and see if we can 2591/* Recursive routine to step back and see if we can
2272 * find a path to that monster that we found. If not, 2592 * find a path to that monster that we found. If not,
2273 * we don't bother going toward it. Returns 1 if we 2593 * we don't bother going toward it. Returns 1 if we
2274 * can see a direct way to get it 2594 * can see a direct way to get it
2275 * Modified to be map tile aware -.MSW 2595 * Modified to be map tile aware -.MSW
2276 */ 2596 */
2277
2278 2597
2598
2599int
2279int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2600can_see_monsterP (mapstruct *m, int x, int y, int dir)
2280 sint16 dx, dy; 2601{
2602 sint16
2603 dx,
2604 dy;
2605 int
2281 int mflags; 2606 mflags;
2282 2607
2608 if (dir < 0)
2283 if(dir<0) return 0; /* exit condition: invalid direction */ 2609 return 0; /* exit condition: invalid direction */
2284 2610
2285 dx = x + freearr_x[dir]; 2611 dx = x + freearr_x[dir];
2286 dy = y + freearr_y[dir]; 2612 dy = y + freearr_y[dir];
2287 2613
2288 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2614 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2289 2615
2290 /* This functional arguably was incorrect before - it was 2616 /* This functional arguably was incorrect before - it was
2291 * checking for P_WALL - that was basically seeing if 2617 * checking for P_WALL - that was basically seeing if
2292 * we could move to the monster - this is being more 2618 * we could move to the monster - this is being more
2293 * literal on if we can see it. To know if we can actually 2619 * literal on if we can see it. To know if we can actually
2294 * move to the monster, we'd need the monster passed in or 2620 * move to the monster, we'd need the monster passed in or
2295 * at least its move type. 2621 * at least its move type.
2296 */ 2622 */
2297 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2623 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2624 return 0;
2298 2625
2299 /* yes, can see. */ 2626 /* yes, can see. */
2300 if(dir < 9) return 1; 2627 if (dir < 9)
2628 return 1;
2301 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2629 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2302 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2630 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2303 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2304} 2631}
2305 2632
2306 2633
2307 2634
2308/* 2635/*
2309 * can_pick(picker, item): finds out if an object is possible to be 2636 * can_pick(picker, item): finds out if an object is possible to be
2310 * picked up by the picker. Returnes 1 if it can be 2637 * picked up by the picker. Returnes 1 if it can be
2311 * picked up, otherwise 0. 2638 * picked up, otherwise 0.
2312 * 2639 *
2314 * core dumps if they do. 2641 * core dumps if they do.
2315 * 2642 *
2316 * Add a check so we can't pick up invisible objects (0.93.8) 2643 * Add a check so we can't pick up invisible objects (0.93.8)
2317 */ 2644 */
2318 2645
2646int
2319int can_pick(const object *who, const object *item) { 2647can_pick (const object *who, const object *item)
2648{
2320 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2649 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2321 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2650 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2322 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2651 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2323 (who->type==PLAYER||item->weight<who->weight/3));
2324} 2652}
2325 2653
2326 2654
2327/* 2655/*
2328 * create clone from object to another 2656 * create clone from object to another
2329 */ 2657 */
2658object *
2330object *object_create_clone (object *asrc) { 2659object_create_clone (object *asrc)
2660{
2661 object *
2331 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2662 dst = NULL, *tmp, *src, *part, *prev, *item;
2332 2663
2664 if (!asrc)
2333 if(!asrc) return NULL; 2665 return NULL;
2334 src = asrc; 2666 src = asrc;
2335 if(src->head) 2667 if (src->head)
2336 src = src->head; 2668 src = src->head;
2337 2669
2338 prev = NULL; 2670 prev = NULL;
2339 for(part = src; part; part = part->more) { 2671 for (part = src; part; part = part->more)
2672 {
2340 tmp = get_object(); 2673 tmp = get_object ();
2341 copy_object(part,tmp); 2674 copy_object (part, tmp);
2342 tmp->x -= src->x; 2675 tmp->x -= src->x;
2343 tmp->y -= src->y; 2676 tmp->y -= src->y;
2344 if(!part->head) { 2677 if (!part->head)
2678 {
2345 dst = tmp; 2679 dst = tmp;
2346 tmp->head = NULL; 2680 tmp->head = NULL;
2681 }
2347 } else { 2682 else
2683 {
2348 tmp->head = dst; 2684 tmp->head = dst;
2349 } 2685 }
2350 tmp->more = NULL; 2686 tmp->more = NULL;
2351 if(prev) 2687 if (prev)
2352 prev->more = tmp; 2688 prev->more = tmp;
2353 prev = tmp; 2689 prev = tmp;
2354 } 2690 }
2691
2355 /*** copy inventory ***/ 2692 /*** copy inventory ***/
2356 for(item = src->inv; item; item = item->below) { 2693 for (item = src->inv; item; item = item->below)
2694 {
2357 (void) insert_ob_in_ob(object_create_clone(item),dst); 2695 (void) insert_ob_in_ob (object_create_clone (item), dst);
2358 } 2696 }
2359 2697
2360 return dst; 2698 return dst;
2361} 2699}
2362 2700
2363/* return true if the object was destroyed, 0 otherwise */ 2701/* return true if the object was destroyed, 0 otherwise */
2702int
2364int was_destroyed (const object *op, tag_t old_tag) 2703was_destroyed (const object *op, tag_t old_tag)
2365{ 2704{
2366 /* checking for FLAG_FREED isn't necessary, but makes this function more 2705 /* checking for FLAG_FREED isn't necessary, but makes this function more
2367 * robust */ 2706 * robust */
2368 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED); 2707 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2369} 2708}
2370 2709
2371/* GROS - Creates an object using a string representing its content. */ 2710/* GROS - Creates an object using a string representing its content. */
2711
2372/* Basically, we save the content of the string to a temp file, then call */ 2712/* Basically, we save the content of the string to a temp file, then call */
2713
2373/* load_object on it. I admit it is a highly inefficient way to make things, */ 2714/* load_object on it. I admit it is a highly inefficient way to make things, */
2715
2374/* but it was simple to make and allows reusing the load_object function. */ 2716/* but it was simple to make and allows reusing the load_object function. */
2717
2375/* Remember not to use load_object_str in a time-critical situation. */ 2718/* Remember not to use load_object_str in a time-critical situation. */
2719
2376/* Also remember that multiparts objects are not supported for now. */ 2720/* Also remember that multiparts objects are not supported for now. */
2377 2721
2722object *
2378object* load_object_str(const char *obstr) 2723load_object_str (const char *obstr)
2379{ 2724{
2380 object *op; 2725 object *
2726 op;
2727 char
2381 char filename[MAX_BUF]; 2728 filename[MAX_BUF];
2729
2382 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2730 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2383 2731
2732 FILE *
2384 FILE *tempfile=fopen(filename,"w"); 2733 tempfile = fopen (filename, "w");
2734
2385 if (tempfile == NULL) 2735 if (tempfile == NULL)
2386 { 2736 {
2387 LOG(llevError,"Error - Unable to access load object temp file\n"); 2737 LOG (llevError, "Error - Unable to access load object temp file\n");
2388 return NULL; 2738 return NULL;
2389 }; 2739 };
2390 fprintf(tempfile,obstr); 2740 fprintf (tempfile, obstr);
2391 fclose(tempfile); 2741 fclose (tempfile);
2392 2742
2393 op=get_object(); 2743 op = get_object ();
2394 2744
2395 object_thawer thawer (filename); 2745 object_thawer
2746 thawer (filename);
2396 2747
2397 if (thawer) 2748 if (thawer)
2398 load_object(thawer,op,0); 2749 load_object (thawer, op, 0);
2399 2750
2400 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2751 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2401 CLEAR_FLAG(op,FLAG_REMOVED); 2752 CLEAR_FLAG (op, FLAG_REMOVED);
2402 2753
2403 return op; 2754 return op;
2404} 2755}
2405 2756
2406/* This returns the first object in who's inventory that 2757/* This returns the first object in who's inventory that
2407 * has the same type and subtype match. 2758 * has the same type and subtype match.
2408 * returns NULL if no match. 2759 * returns NULL if no match.
2409 */ 2760 */
2761object *
2410object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2762find_obj_by_type_subtype (const object *who, int type, int subtype)
2411{ 2763{
2412 object *tmp; 2764 object *
2765 tmp;
2413 2766
2414 for (tmp=who->inv; tmp; tmp=tmp->below) 2767 for (tmp = who->inv; tmp; tmp = tmp->below)
2415 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2768 if (tmp->type == type && tmp->subtype == subtype)
2769 return tmp;
2416 2770
2417 return NULL; 2771 return NULL;
2418} 2772}
2419 2773
2420/* If ob has a field named key, return the link from the list, 2774/* If ob has a field named key, return the link from the list,
2421 * otherwise return NULL. 2775 * otherwise return NULL.
2422 * 2776 *
2423 * key must be a passed in shared string - otherwise, this won't 2777 * key must be a passed in shared string - otherwise, this won't
2424 * do the desired thing. 2778 * do the desired thing.
2425 */ 2779 */
2780key_value *
2426key_value * get_ob_key_link(const object * ob, const char * key) { 2781get_ob_key_link (const object *ob, const char *key)
2782{
2427 key_value * link; 2783 key_value *
2428 2784 link;
2785
2429 for (link = ob->key_values; link != NULL; link = link->next) { 2786 for (link = ob->key_values; link != NULL; link = link->next)
2787 {
2430 if (link->key == key) { 2788 if (link->key == key)
2789 {
2431 return link; 2790 return link;
2432 } 2791 }
2433 }
2434 2792 }
2793
2435 return NULL; 2794 return NULL;
2436} 2795}
2437 2796
2438/* 2797/*
2439 * Returns the value of op has an extra_field for key, or NULL. 2798 * Returns the value of op has an extra_field for key, or NULL.
2440 * 2799 *
2441 * The argument doesn't need to be a shared string. 2800 * The argument doesn't need to be a shared string.
2442 * 2801 *
2443 * The returned string is shared. 2802 * The returned string is shared.
2444 */ 2803 */
2804const char *
2445const char * get_ob_key_value(const object * op, const char * const key) { 2805get_ob_key_value (const object *op, const char *const key)
2806{
2446 key_value * link; 2807 key_value *
2447 const char * canonical_key; 2808 link;
2448 2809 const char *
2810 canonical_key;
2811
2449 canonical_key = shstr::find (key); 2812 canonical_key = shstr::find (key);
2450 2813
2451 if (canonical_key == NULL) { 2814 if (canonical_key == NULL)
2815 {
2452 /* 1. There being a field named key on any object 2816 /* 1. There being a field named key on any object
2453 * implies there'd be a shared string to find. 2817 * implies there'd be a shared string to find.
2454 * 2. Since there isn't, no object has this field. 2818 * 2. Since there isn't, no object has this field.
2455 * 3. Therefore, *this* object doesn't have this field. 2819 * 3. Therefore, *this* object doesn't have this field.
2456 */ 2820 */
2457 return NULL; 2821 return NULL;
2458 } 2822 }
2459 2823
2460 /* This is copied from get_ob_key_link() above - 2824 /* This is copied from get_ob_key_link() above -
2461 * only 4 lines, and saves the function call overhead. 2825 * only 4 lines, and saves the function call overhead.
2462 */ 2826 */
2463 for (link = op->key_values; link != NULL; link = link->next) { 2827 for (link = op->key_values; link != NULL; link = link->next)
2828 {
2464 if (link->key == canonical_key) { 2829 if (link->key == canonical_key)
2830 {
2465 return link->value; 2831 return link->value;
2466 } 2832 }
2467 } 2833 }
2468 return NULL; 2834 return NULL;
2469} 2835}
2470 2836
2471 2837
2472/* 2838/*
2473 * Updates the canonical_key in op to value. 2839 * Updates the canonical_key in op to value.
2477 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2843 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2478 * keys. 2844 * keys.
2479 * 2845 *
2480 * Returns TRUE on success. 2846 * Returns TRUE on success.
2481 */ 2847 */
2848int
2482int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2849set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2850{
2851 key_value *
2483 key_value * field = NULL, *last=NULL; 2852 field = NULL, *last = NULL;
2484 2853
2485 for (field=op->key_values; field != NULL; field=field->next) { 2854 for (field = op->key_values; field != NULL; field = field->next)
2855 {
2486 if (field->key != canonical_key) { 2856 if (field->key != canonical_key)
2857 {
2487 last = field; 2858 last = field;
2488 continue; 2859 continue;
2489 } 2860 }
2490 2861
2491 if (value) 2862 if (value)
2492 field->value = value; 2863 field->value = value;
2493 else { 2864 else
2865 {
2494 /* Basically, if the archetype has this key set, 2866 /* Basically, if the archetype has this key set,
2495 * we need to store the null value so when we save 2867 * we need to store the null value so when we save
2496 * it, we save the empty value so that when we load, 2868 * it, we save the empty value so that when we load,
2497 * we get this value back again. 2869 * we get this value back again.
2498 */ 2870 */
2499 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2871 if (get_ob_key_link (&op->arch->clone, canonical_key))
2500 field->value = 0; 2872 field->value = 0;
2873 else
2874 {
2875 if (last)
2876 last->next = field->next;
2501 else 2877 else
2502 {
2503 if (last) last->next = field->next;
2504 else op->key_values = field->next; 2878 op->key_values = field->next;
2505 2879
2880 delete
2506 delete field; 2881 field;
2507 } 2882 }
2508 } 2883 }
2509 return TRUE; 2884 return TRUE;
2510 } 2885 }
2511 /* IF we get here, key doesn't exist */ 2886 /* IF we get here, key doesn't exist */
2512 2887
2513 /* No field, we'll have to add it. */ 2888 /* No field, we'll have to add it. */
2889
2890 if (!add_key)
2514 2891 {
2515 if (!add_key) {
2516 return FALSE; 2892 return FALSE;
2517 } 2893 }
2518 /* There isn't any good reason to store a null 2894 /* There isn't any good reason to store a null
2519 * value in the key/value list. If the archetype has 2895 * value in the key/value list. If the archetype has
2520 * this key, then we should also have it, so shouldn't 2896 * this key, then we should also have it, so shouldn't
2521 * be here. If user wants to store empty strings, 2897 * be here. If user wants to store empty strings,
2522 * should pass in "" 2898 * should pass in ""
2523 */ 2899 */
2524 if (value == NULL) return TRUE; 2900 if (value == NULL)
2525
2526 field = new key_value;
2527
2528 field->key = canonical_key;
2529 field->value = value;
2530 /* Usual prepend-addition. */
2531 field->next = op->key_values;
2532 op->key_values = field;
2533
2534 return TRUE; 2901 return TRUE;
2902
2903 field = new key_value;
2904
2905 field->key = canonical_key;
2906 field->value = value;
2907 /* Usual prepend-addition. */
2908 field->next = op->key_values;
2909 op->key_values = field;
2910
2911 return TRUE;
2535} 2912}
2536 2913
2537/* 2914/*
2538 * Updates the key in op to value. 2915 * Updates the key in op to value.
2539 * 2916 *
2541 * and not add new ones. 2918 * and not add new ones.
2542 * In general, should be little reason FALSE is ever passed in for add_key 2919 * In general, should be little reason FALSE is ever passed in for add_key
2543 * 2920 *
2544 * Returns TRUE on success. 2921 * Returns TRUE on success.
2545 */ 2922 */
2923int
2546int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2924set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2547{ 2925{
2926 shstr
2548 shstr key_ (key); 2927 key_ (key);
2928
2549 return set_ob_key_value_s (op, key_, value, add_key); 2929 return set_ob_key_value_s (op, key_, value, add_key);
2550} 2930}

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