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Comparing deliantra/server/common/object.C (file contents):
Revision 1.18 by root, Fri Sep 8 16:51:42 2006 UTC vs.
Revision 1.53 by root, Tue Nov 7 16:30:54 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.18 2006/09/08 16:51:42 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
42int nrofallocobjects = 0; 35int nrofallocobjects = 0;
36static UUID uuid;
37const uint64 UUID_SKIP = 1<<19;
43 38
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 39object *active_objects; /* List of active objects that need to be processed */
46 40
47short freearr_x[SIZEOFFREE]= 41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 43};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 46};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49};
56int freedir[SIZEOFFREE]= { 50int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53};
59 54
55static void
56write_uuid (void)
57{
58 char filename1[MAX_BUF], filename2[MAX_BUF];
59
60 sprintf (filename1, "%s/uuid", settings.localdir);
61 sprintf (filename2, "%s/uuid~", settings.localdir);
62
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 FILE *fp;
84
85 if (!(fp = fopen (filename, "r")))
86 {
87 if (errno == ENOENT)
88 {
89 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0;
91 write_uuid ();
92 return;
93 }
94
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1);
97 }
98
99 int version;
100 unsigned long long uid;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
102 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
104 _exit (1);
105 }
106
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid);
110 fclose (fp);
111}
112
113UUID
114gen_uuid ()
115{
116 UUID uid;
117
118 uid.seq = ++uuid.seq;
119
120 if (!(uuid.seq & (UUID_SKIP - 1)))
121 write_uuid ();
122
123 return uid;
124}
125
126void
127init_uuid ()
128{
129 read_uuid ();
130}
60 131
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 134compare_ob_value_lists_one (const object *wants, const object *has)
135{
63 key_value * wants_field; 136 key_value *wants_field;
64 137
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 139 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 140 * different structure or at least keep the lists sorted...
68 */ 141 */
69 142
70 /* For each field in wants, */ 143 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
145 {
72 key_value * has_field; 146 key_value *has_field;
73 147
74 /* Look for a field in has with the same key. */ 148 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
76 152 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 153 /* No field with that name. */
79 return FALSE; 154 return FALSE;
80 }
81 155 }
156
82 /* Found the matching field. */ 157 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 158 if (has_field->value != wants_field->value)
159 {
84 /* Values don't match, so this half of the comparison is false. */ 160 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 161 return FALSE;
86 } 162 }
87 163
88 /* If we get here, we found a match. Now for the next field in wants. */ 164 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 165 }
166
91 /* If we get here, every field in wants has a matching field in has. */ 167 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 168 return TRUE;
93} 169}
94 170
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 171/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 173compare_ob_value_lists (const object *ob1, const object *ob2)
174{
97 /* However, there may be fields in has which aren't partnered in wants, 175 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 176 * so we need to run the comparison *twice*. :(
99 */ 177 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 179}
102 180
103/* Function examines the 2 objects given to it, and returns true if 181/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 182 * they can be merged together.
105 * 183 *
111 * 189 *
112 * Improvements made with merge: Better checking on potion, and also 190 * Improvements made with merge: Better checking on potion, and also
113 * check weight 191 * check weight
114 */ 192 */
115 193
116bool
117object::can_merge (object *ob1, object *ob2) 194bool object::can_merge (object *ob1, object *ob2)
118{ 195{
119 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 197 if ((ob1 == ob2) || (ob1->type != ob2->type))
121 return 0; 198 return 0;
122 199
170 (ob1->subtype != ob2->subtype) || 247 (ob1->subtype != ob2->subtype) ||
171 (ob1->move_type != ob2->move_type) || 248 (ob1->move_type != ob2->move_type) ||
172 (ob1->move_block != ob2->move_block) || 249 (ob1->move_block != ob2->move_block) ||
173 (ob1->move_allow != ob2->move_allow) || 250 (ob1->move_allow != ob2->move_allow) ||
174 (ob1->move_on != ob2->move_on) || 251 (ob1->move_on != ob2->move_on) ||
175 (ob1->move_off != ob2->move_off) || 252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
176 (ob1->move_slow != ob2->move_slow) ||
177 (ob1->move_slow_penalty != ob2->move_slow_penalty))
178 return 0; 253 return 0;
179 254
180 /* This is really a spellbook check - really, we should 255 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 256 * check all objects in the inventory.
182 */ 257 */
183 if (ob1->inv || ob2->inv) 258 if (ob1->inv || ob2->inv)
184 { 259 {
185 /* if one object has inventory but the other doesn't, not equiv */ 260 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 262 return 0;
188 263
189 /* Now check to see if the two inventory objects could merge */ 264 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 265 if (!CAN_MERGE (ob1->inv, ob2->inv))
191 return 0; 266 return 0;
192 267
193 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 269 * if it is valid.
195 */ 270 */
196 } 271 }
204 279
205 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
207 * check? 282 * check?
208 */ 283 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 285 return 0;
212 286
213 switch (ob1->type) 287 switch (ob1->type)
214 { 288 {
215 case SCROLL: 289 case SCROLL:
216 if (ob1->level != ob2->level) 290 if (ob1->level != ob2->level)
217 return 0; 291 return 0;
218 break; 292 break;
219 } 293 }
220 294
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 295 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 296 {
223 /* At least one of these has key_values. */ 297 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 299 /* One has fields, but the other one doesn't. */
226 return 0; 300 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 301 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 302 return 0;
229 } 303 }
230 304
231 //TODO: generate an event or call into perl for additional checks 305 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 306 if (ob1->self || ob2->self)
233 { 307 {
234 ob1->optimise (); 308 ob1->optimise ();
235 ob2->optimise (); 309 ob2->optimise ();
236 310
237 if (ob1->self || ob2->self) 311 if (ob1->self || ob2->self)
238 return 0; 312 return 0;
239 } 313 }
240 314
241 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
242 return 1; 316 return 1;
243} 317}
318
244/* 319/*
245 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 321 * an object is carrying. It goes through in figures out how much
247 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
248 */ 323 */
249signed long sum_weight(object *op) { 324long
325sum_weight (object *op)
326{
250 signed long sum; 327 long sum;
251 object *inv; 328 object *inv;
329
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331 {
253 if (inv->inv) 332 if (inv->inv)
254 sum_weight(inv); 333 sum_weight (inv);
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 335 }
336
257 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
259 if(op->carrying != sum) 340 if (op->carrying != sum)
260 op->carrying = sum; 341 op->carrying = sum;
342
261 return sum; 343 return sum;
262} 344}
263 345
264/** 346/**
265 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
266 */ 348 */
267 349
350object *
268object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
269 while (op->env != NULL) 353 while (op->env != NULL)
270 op = op->env; 354 op = op->env;
271 return op; 355 return op;
272} 356}
273 357
274/* 358/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't 360 * a better check. We basically keeping traversing up until we can't
277 * or find a player. 361 * or find a player.
278 */ 362 */
279 363
364object *
280object *is_player_inv (object *op) { 365is_player_inv (object *op)
366{
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 367 for (; op != NULL && op->type != PLAYER; op = op->env)
282 if (op->env==op) 368 if (op->env == op)
283 op->env = NULL; 369 op->env = NULL;
284 return op; 370 return op;
285} 371}
286 372
287/* 373/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 375 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array. 376 * The result of the dump is stored in the static global errmsg array.
291 */ 377 */
292 378
293void dump_object2(object *op) { 379char *
294errmsg[0] = 0;
295return;
296 //TODO//D#d#
297#if 0
298 char *cp;
299/* object *tmp;*/
300
301 if(op->arch!=NULL) {
302 strcat(errmsg,"arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
304 strcat(errmsg,"\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307#if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer.
312 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 } else {
320 strcat(errmsg,"Object ");
321 if (op->name==NULL) strcat(errmsg, "(null)");
322 else strcat(errmsg,op->name);
323 strcat(errmsg,"\n");
324#if 0
325 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326 strcat(errmsg,cp);
327 for (tmp=op->inv; tmp; tmp=tmp->below)
328 dump_object2(tmp);
329#endif
330 strcat(errmsg,"end\n");
331 }
332#endif
333}
334
335/*
336 * Dumps an object. Returns output in the static global errmsg array.
337 */
338
339void dump_object(object *op) { 380dump_object (object *op)
340 if(op==NULL) { 381{
341 strcpy(errmsg,"[NULL pointer]"); 382 if (!op)
342 return; 383 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 384
348void dump_all_objects(void) { 385 object_freezer freezer;
349 object *op; 386 save_object (freezer, op, 3);
350 for(op=objects;op!=NULL;op=op->next) { 387 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 388}
355 389
356/* 390/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 391 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 392 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 393 * If it's not a multi-object, it is returned.
360 */ 394 */
361 395
396object *
362object *get_nearest_part(object *op, const object *pl) { 397get_nearest_part (object *op, const object *pl)
398{
363 object *tmp,*closest; 399 object *tmp, *closest;
364 int last_dist,i; 400 int last_dist, i;
401
365 if(op->more==NULL) 402 if (op->more == NULL)
366 return op; 403 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 405 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 406 closest = tmp, last_dist = i;
370 return closest; 407 return closest;
371} 408}
372 409
373/* 410/*
374 * Returns the object which has the count-variable equal to the argument. 411 * Returns the object which has the count-variable equal to the argument.
375 */ 412 */
376 413
414object *
377object *find_object(tag_t i) { 415find_object (tag_t i)
416{
378 object *op; 417 object *op;
418
379 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
380 if(op->count==i) 420 if (op->count == i)
381 break; 421 break;
422
382 return op; 423 return op;
383} 424}
384 425
385/* 426/*
386 * Returns the first object which has a name equal to the argument. 427 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 428 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 429 * Enables features like "patch <name-of-other-player> food 999"
389 */ 430 */
390 431
432object *
391object *find_object_name(const char *str) { 433find_object_name (const char *str)
392 const char *name = shstr::find (str); 434{
435 shstr_cmp str_ (str);
393 object *op; 436 object *op;
437
394 for(op=objects;op!=NULL;op=op->next) 438 for (op = object::first; op != NULL; op = op->next)
395 if(&op->name == name) 439 if (op->name == str_)
396 break; 440 break;
397 441
398 return op; 442 return op;
399} 443}
400 444
445void
401void free_all_object_data () 446free_all_object_data ()
402{ 447{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 448 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404}
405
406/*
407 * Returns the object which this object marks as being the owner.
408 * A id-scheme is used to avoid pointing to objects which have been
409 * freed and are now reused. If this is detected, the owner is
410 * set to NULL, and NULL is returned.
411 * Changed 2004-02-12 - if the player is setting at the play again
412 * prompt, he is removed, and we don't want to treat him as an owner of
413 * anything, so check removed flag. I don't expect that this should break
414 * anything - once an object is removed, it is basically dead anyways.
415 */
416
417object *get_owner(object *op) {
418 if(op->owner==NULL)
419 return NULL;
420
421 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 op->owner->count==op->ownercount)
423 return op->owner;
424
425 op->owner=NULL;
426 op->ownercount=0;
427 return NULL;
428}
429
430void clear_owner(object *op)
431{
432 if (!op) return;
433
434 if (op->owner && op->ownercount == op->owner->count)
435 op->owner->refcount--;
436
437 op->owner = NULL;
438 op->ownercount = 0;
439} 449}
440 450
441/* 451/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 452 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 453 * skill and experience objects.
444 */ 454 */
445void set_owner (object *op, object *owner) 455void
456object::set_owner (object *owner)
446{ 457{
447 if(owner==NULL||op==NULL) 458 if (!owner)
448 return; 459 return;
449 460
450 /* next line added to allow objects which own objects */ 461 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop 462 /* Add a check for ownercounts in here, as I got into an endless loop
452 * with the fireball owning a poison cloud which then owned the 463 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting 464 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts 465 * freed and then another object replacing it. Since the ownercounts
455 * didn't match, this check is valid and I believe that cause is valid. 466 * didn't match, this check is valid and I believe that cause is valid.
456 */ 467 */
457 while (owner->owner && owner!=owner->owner && 468 while (owner->owner)
458 owner->ownercount==owner->owner->count) owner=owner->owner; 469 owner = owner->owner;
459 470
460 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that.
462 */
463 if (owner->owner) return;
464
465 op->owner=owner; 471 this->owner = owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470}
471
472/* Set the owner to clone's current owner and set the skill and experience
473 * objects to clone's objects (typically those objects that where the owner's
474 * current skill and experience objects at the time when clone's owner was
475 * set - not the owner's current skill and experience objects).
476 *
477 * Use this function if player created an object (e.g. fire bullet, swarm
478 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile.
481 */
482void copy_owner (object *op, object *clone)
483{
484 object *owner = get_owner (clone);
485 if (owner == NULL) {
486 /* players don't have owners - they own themselves. Update
487 * as appropriate.
488 */
489 if (clone->type == PLAYER) owner=clone;
490 else return;
491 }
492 set_owner(op, owner);
493
494} 472}
495 473
496/* Zero the key_values on op, decrementing the shared-string 474/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 475 * refcounts and freeing the links.
498 */ 476 */
477static void
499static void free_key_values(object * op) 478free_key_values (object *op)
500{ 479{
501 for (key_value *i = op->key_values; i != 0; ) 480 for (key_value *i = op->key_values; i != 0;)
502 { 481 {
503 key_value *next = i->next; 482 key_value *next = i->next;
504 delete i; 483 delete i;
484
505 i = next; 485 i = next;
506 } 486 }
507 487
508 op->key_values = 0; 488 op->key_values = 0;
509} 489}
510 490
511void object::clear () 491void object::clear ()
512{ 492{
513 attachable_base::clear (); 493 attachable_base::clear ();
514 494
515 free_key_values (this); 495 free_key_values (this);
516 496
517 name = 0; 497 owner = 0;
498 name = 0;
518 name_pl = 0; 499 name_pl = 0;
519 title = 0; 500 title = 0;
520 race = 0; 501 race = 0;
521 slaying = 0; 502 slaying = 0;
522 skill = 0; 503 skill = 0;
523 msg = 0; 504 msg = 0;
524 lore = 0; 505 lore = 0;
525 custom_name = 0; 506 custom_name = 0;
526 materialname = 0; 507 materialname = 0;
508 contr = 0;
509 below = 0;
510 above = 0;
511 inv = 0;
512 container = 0;
513 env = 0;
514 more = 0;
515 head = 0;
516 map = 0;
517 active_next = 0;
518 active_prev = 0;
527 519
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 520 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529 521
530 SET_FLAG (this, FLAG_REMOVED); 522 SET_FLAG (this, FLAG_REMOVED);
523
524 /* What is not cleared is next, prev, and count */
525
526 expmul = 1.0;
527 face = blank_face;
528
529 if (settings.casting_time)
530 casting_time = -1;
531} 531}
532 532
533void object::clone (object *destination) 533void object::clone (object *destination)
534{ 534{
535 *(object_copy *)destination = *(object_copy *)this; 535 *(object_copy *)destination = *this;
536 *(object_pod *)destination = *(object_pod *)this; 536 *(object_pod *)destination = *this;
537 537
538 if (self || cb) 538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object (object *op)
548{
549 op->clear ();
550
551 op->contr = NULL;
552 op->below = NULL;
553 op->above = NULL;
554 op->inv = NULL;
555 op->container=NULL;
556 op->env=NULL;
557 op->more=NULL;
558 op->head=NULL;
559 op->map=NULL;
560 op->refcount=0;
561 op->active_next = NULL;
562 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */
564
565 op->expmul = 1.0;
566 op->face = blank_face;
567 op->attacked_by_count = -1;
568
569 if (settings.casting_time)
570 op->casting_time = -1;
571} 540}
572 541
573/* 542/*
574 * copy object first frees everything allocated by the second object, 543 * copy object first frees everything allocated by the second object,
575 * and then copies the contends of the first object into the second 544 * and then copies the contends of the first object into the second
576 * object, allocating what needs to be allocated. Basically, any 545 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 546 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
578 * if the first object is freed, the pointers in the new object 547 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 548 * will point at garbage.
580 */ 549 */
581 550void
582void copy_object (object *op2, object *op) 551copy_object (object *op2, object *op)
583{ 552{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 553 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 554 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
586 555
587 op2->clone (op); 556 op2->clone (op);
588 557
558 if (is_freed)
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 559 SET_FLAG (op, FLAG_FREED);
560 if (is_removed)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 561 SET_FLAG (op, FLAG_REMOVED);
591 562
592 if (op2->speed < 0) 563 if (op2->speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 564 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
594 565
595 /* Copy over key_values, if any. */ 566 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 567 if (op2->key_values)
597 { 568 {
598 key_value *tail = NULL; 569 key_value *tail = 0;
599 key_value *i; 570 key_value *i;
600 571
601 op->key_values = NULL; 572 op->key_values = 0;
602 573
603 for (i = op2->key_values; i != NULL; i = i->next) 574 for (i = op2->key_values; i; i = i->next)
604 { 575 {
605 key_value *new_link = new key_value; 576 key_value *new_link = new key_value;
606 577
607 new_link->next = NULL; 578 new_link->next = 0;
608 new_link->key = i->key; 579 new_link->key = i->key;
609 new_link->value = i->value; 580 new_link->value = i->value;
610 581
611 /* Try and be clever here, too. */ 582 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 583 if (!op->key_values)
613 { 584 {
614 op->key_values = new_link; 585 op->key_values = new_link;
615 tail = new_link; 586 tail = new_link;
616 } 587 }
617 else 588 else
624 595
625 update_ob_speed (op); 596 update_ob_speed (op);
626} 597}
627 598
628/* 599/*
629 * get_object() grabs an object from the list of unused objects, makes
630 * sure it is initialised, and returns it.
631 * If there are no free objects, expand_objects() is called to get more.
632 */
633
634object *get_object ()
635{
636 object *op = new object;
637
638 op->count = ++ob_count;
639
640 op->next = objects;
641
642 if (objects)
643 objects->prev = op;
644
645 objects = op;
646
647 SET_FLAG (op, FLAG_REMOVED);
648
649 op->expmul = 1.0;
650 op->face = blank_face;
651 op->attacked_by_count = -1;
652
653 return op;
654}
655
656/*
657 * If an object with the IS_TURNABLE() flag needs to be turned due 600 * If an object with the IS_TURNABLE() flag needs to be turned due
658 * to the closest player being on the other side, this function can 601 * to the closest player being on the other side, this function can
659 * be called to update the face variable, _and_ how it looks on the map. 602 * be called to update the face variable, _and_ how it looks on the map.
660 */ 603 */
661 604
605void
662void update_turn_face(object *op) { 606update_turn_face (object *op)
607{
663 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 608 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
664 return; 609 return;
665 SET_ANIMATION(op, op->direction); 610 SET_ANIMATION (op, op->direction);
666 update_object(op,UP_OBJ_FACE); 611 update_object (op, UP_OBJ_FACE);
667} 612}
668 613
669/* 614/*
670 * Updates the speed of an object. If the speed changes from 0 to another 615 * Updates the speed of an object. If the speed changes from 0 to another
671 * value, or vice versa, then add/remove the object from the active list. 616 * value, or vice versa, then add/remove the object from the active list.
672 * This function needs to be called whenever the speed of an object changes. 617 * This function needs to be called whenever the speed of an object changes.
673 */ 618 */
674 619void
675void update_ob_speed(object *op) { 620update_ob_speed (object *op)
621{
676 extern int arch_init; 622 extern int arch_init;
677 623
678 /* No reason putting the archetypes objects on the speed list, 624 /* No reason putting the archetypes objects on the speed list,
679 * since they never really need to be updated. 625 * since they never really need to be updated.
680 */ 626 */
681 627
682 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 628 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629 {
683 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 630 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
684#ifdef MANY_CORES 631#ifdef MANY_CORES
685 abort(); 632 abort ();
686#else 633#else
687 op->speed = 0; 634 op->speed = 0;
688#endif 635#endif
689 } 636 }
637
690 if (arch_init) { 638 if (arch_init)
639 return;
640
641 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
642 {
643 /* If already on active list, don't do anything */
644 if (op->active_next || op->active_prev || op == active_objects)
691 return; 645 return;
692 }
693 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
694 /* If already on active list, don't do anything */
695 if (op->active_next || op->active_prev || op==active_objects)
696 return;
697 646
698 /* process_events() expects us to insert the object at the beginning 647 /* process_events() expects us to insert the object at the beginning
699 * of the list. */ 648 * of the list. */
700 op->active_next = active_objects; 649 op->active_next = active_objects;
650
701 if (op->active_next!=NULL) 651 if (op->active_next != NULL)
702 op->active_next->active_prev = op; 652 op->active_next->active_prev = op;
653
703 active_objects = op; 654 active_objects = op;
655 }
656 else
704 } 657 {
705 else {
706 /* If not on the active list, nothing needs to be done */ 658 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects) 659 if (!op->active_next && !op->active_prev && op != active_objects)
708 return; 660 return;
709 661
710 if (op->active_prev==NULL) { 662 if (op->active_prev == NULL)
663 {
711 active_objects = op->active_next; 664 active_objects = op->active_next;
665
712 if (op->active_next!=NULL) 666 if (op->active_next != NULL)
713 op->active_next->active_prev = NULL; 667 op->active_next->active_prev = NULL;
668 }
669 else
714 } 670 {
715 else {
716 op->active_prev->active_next = op->active_next; 671 op->active_prev->active_next = op->active_next;
672
717 if (op->active_next) 673 if (op->active_next)
718 op->active_next->active_prev = op->active_prev; 674 op->active_next->active_prev = op->active_prev;
719 } 675 }
676
720 op->active_next = NULL; 677 op->active_next = NULL;
721 op->active_prev = NULL; 678 op->active_prev = NULL;
722 } 679 }
723} 680}
724 681
725/* This function removes object 'op' from the list of active 682/* This function removes object 'op' from the list of active
726 * objects. 683 * objects.
728 * reference maps where you don't want an object that isn't 685 * reference maps where you don't want an object that isn't
729 * in play chewing up cpu time getting processed. 686 * in play chewing up cpu time getting processed.
730 * The reverse of this is to call update_ob_speed, which 687 * The reverse of this is to call update_ob_speed, which
731 * will do the right thing based on the speed of the object. 688 * will do the right thing based on the speed of the object.
732 */ 689 */
690void
733void remove_from_active_list(object *op) 691remove_from_active_list (object *op)
734{ 692{
735 /* If not on the active list, nothing needs to be done */ 693 /* If not on the active list, nothing needs to be done */
736 if (!op->active_next && !op->active_prev && op!=active_objects) 694 if (!op->active_next && !op->active_prev && op != active_objects)
737 return; 695 return;
738 696
739 if (op->active_prev==NULL) { 697 if (op->active_prev == NULL)
698 {
740 active_objects = op->active_next; 699 active_objects = op->active_next;
741 if (op->active_next!=NULL) 700 if (op->active_next != NULL)
742 op->active_next->active_prev = NULL; 701 op->active_next->active_prev = NULL;
702 }
703 else
743 } 704 {
744 else {
745 op->active_prev->active_next = op->active_next; 705 op->active_prev->active_next = op->active_next;
746 if (op->active_next) 706 if (op->active_next)
747 op->active_next->active_prev = op->active_prev; 707 op->active_next->active_prev = op->active_prev;
748 } 708 }
749 op->active_next = NULL; 709 op->active_next = NULL;
750 op->active_prev = NULL; 710 op->active_prev = NULL;
751} 711}
752 712
753/* 713/*
754 * update_object() updates the array which represents the map. 714 * update_object() updates the array which represents the map.
755 * It takes into account invisible objects (and represent squares covered 715 * It takes into account invisible objects (and represent squares covered
770 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 730 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
771 * as that is easier than trying to look at what may have changed. 731 * as that is easier than trying to look at what may have changed.
772 * UP_OBJ_FACE: only the objects face has changed. 732 * UP_OBJ_FACE: only the objects face has changed.
773 */ 733 */
774 734
735void
775void update_object(object *op, int action) { 736update_object (object *op, int action)
737{
776 int update_now=0, flags; 738 int update_now = 0, flags;
777 MoveType move_on, move_off, move_block, move_slow; 739 MoveType move_on, move_off, move_block, move_slow;
778 740
779 if (op == NULL) { 741 if (op == NULL)
742 {
780 /* this should never happen */ 743 /* this should never happen */
781 LOG(llevDebug,"update_object() called for NULL object.\n"); 744 LOG (llevDebug, "update_object() called for NULL object.\n");
782 return; 745 return;
783 }
784 746 }
747
785 if(op->env!=NULL) { 748 if (op->env != NULL)
749 {
786 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
787 * to do in this case. 751 * to do in this case.
788 */ 752 */
789 return; 753 return;
790 } 754 }
791 755
792 /* If the map is saving, don't do anything as everything is 756 /* If the map is saving, don't do anything as everything is
793 * going to get freed anyways. 757 * going to get freed anyways.
794 */ 758 */
795 if (!op->map || op->map->in_memory == MAP_SAVING) return; 759 if (!op->map || op->map->in_memory == MAP_SAVING)
796 760 return;
761
797 /* make sure the object is within map boundaries */ 762 /* make sure the object is within map boundaries */
798 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 763 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
799 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 764 {
800 LOG(llevError,"update_object() called for object out of map!\n"); 765 LOG (llevError, "update_object() called for object out of map!\n");
801#ifdef MANY_CORES 766#ifdef MANY_CORES
802 abort(); 767 abort ();
803#endif 768#endif
804 return; 769 return;
805 }
806 770 }
771
807 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 772 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
808 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 773 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
809 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
810 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 775 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
811 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 776 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
812 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 777 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
813 778
814 if (action == UP_OBJ_INSERT) { 779 if (action == UP_OBJ_INSERT)
780 {
815 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
816 update_now=1; 782 update_now = 1;
817 783
818 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 784 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
819 update_now=1; 785 update_now = 1;
820 786
821 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
822 update_now=1; 788 update_now = 1;
823 789
824 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 790 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
825 update_now=1; 791 update_now = 1;
826 792
793 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
794 update_now = 1;
795
827 if ((move_on | op->move_on) != move_on) update_now=1; 796 if ((move_on | op->move_on) != move_on)
797 update_now = 1;
798
828 if ((move_off | op->move_off) != move_off) update_now=1; 799 if ((move_off | op->move_off) != move_off)
800 update_now = 1;
801
829 /* This isn't perfect, but I don't expect a lot of objects to 802 /* This isn't perfect, but I don't expect a lot of objects to
830 * to have move_allow right now. 803 * to have move_allow right now.
831 */ 804 */
832 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 805 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
833 update_now=1; 806 update_now = 1;
807
834 if ((move_slow | op->move_slow) != move_slow) update_now=1; 808 if ((move_slow | op->move_slow) != move_slow)
809 update_now = 1;
835 } 810 }
836 /* if the object is being removed, we can't make intelligent 811 /* if the object is being removed, we can't make intelligent
837 * decisions, because remove_ob can't really pass the object 812 * decisions, because remove_ob can't really pass the object
838 * that is being removed. 813 * that is being removed.
839 */ 814 */
840 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 815 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
841 update_now=1; 816 update_now = 1;
842 } else if (action == UP_OBJ_FACE) { 817 else if (action == UP_OBJ_FACE)
843 /* Nothing to do for that case */ 818 /* Nothing to do for that case */ ;
844 }
845 else { 819 else
846 LOG(llevError,"update_object called with invalid action: %d\n", action); 820 LOG (llevError, "update_object called with invalid action: %d\n", action);
847 }
848 821
849 if (update_now) { 822 if (update_now)
823 {
850 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 824 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
851 update_position(op->map, op->x, op->y); 825 update_position (op->map, op->x, op->y);
852 } 826 }
853 827
854 if(op->more!=NULL) 828 if (op->more != NULL)
855 update_object(op->more, action); 829 update_object (op->more, action);
856} 830}
857 831
832object::vector object::mortals;
833object::vector object::objects; // not yet used
834object *object::first;
835
836void object::free_mortals ()
837{
838 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
839 if ((*i)->refcnt)
840 ++i; // further delay freeing
841 else
842 {
843 delete *i;
844 mortals.erase (i);
845 }
846
847 static int lastmortals = 0;//D
848
849 if (mortals.size() != lastmortals && lastmortals > 100)//D
850 {
851 lastmortals = mortals.size ();//D
852 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
853 }
854}
855
856object::object ()
857{
858 SET_FLAG (this, FLAG_REMOVED);
859
860 expmul = 1.0;
861 face = blank_face;
862}
863
864object::~object ()
865{
866 free_key_values (this);
867}
868
869void object::link ()
870{
871 count = ++ob_count;
872 uuid = gen_uuid ();
873
874 prev = 0;
875 next = object::first;
876
877 if (object::first)
878 object::first->prev = this;
879
880 object::first = this;
881}
882
883void object::unlink ()
884{
885 if (this == object::first)
886 object::first = next;
887
888 /* Remove this object from the list of used objects */
889 if (prev) prev->next = next;
890 if (next) next->prev = prev;
891
892 prev = 0;
893 next = 0;
894}
895
896object *object::create ()
897{
898 object *op = new object;
899 op->link ();
900 return op;
901}
858 902
859/* 903/*
860 * free_object() frees everything allocated by an object, removes 904 * free_object() frees everything allocated by an object, removes
861 * it from the list of used objects, and puts it on the list of 905 * it from the list of used objects, and puts it on the list of
862 * free objects. The IS_FREED() flag is set in the object. 906 * free objects. The IS_FREED() flag is set in the object.
863 * The object must have been removed by remove_ob() first for 907 * The object must have been removed by remove_ob() first for
864 * this function to succeed. 908 * this function to succeed.
865 * 909 *
866 * If free_inventory is set, free inventory as well. Else drop items in 910 * If destroy_inventory is set, free inventory as well. Else drop items in
867 * inventory to the ground. 911 * inventory to the ground.
868 */ 912 */
869 913void object::destroy (bool destroy_inventory)
870void
871free_object (object * ob)
872{ 914{
873 free_object2 (ob, 0);
874}
875
876void
877free_object2 (object * ob, int free_inventory)
878{
879 object *tmp, *op;
880
881 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 915 if (QUERY_FLAG (this, FLAG_FREED))
882 { 916 return;
883 LOG (llevDebug, "Free object called with non removed object\n");
884 dump_object (ob);
885#ifdef MANY_CORES
886 abort ();
887#endif
888 }
889 917
890 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 918 if (QUERY_FLAG (this, FLAG_FRIENDLY))
891 {
892 LOG (llevMonster, "Warning: tried to free friendly object.\n");
893 remove_friendly_object (ob); 919 remove_friendly_object (this);
894 }
895 920
896 if (QUERY_FLAG (ob, FLAG_FREED)) 921 if (!QUERY_FLAG (this, FLAG_REMOVED))
897 { 922 remove_ob (this);
898 dump_object (ob); 923
899 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 924 SET_FLAG (this, FLAG_FREED);
900 return; 925
926 if (more)
901 } 927 {
902 928 more->destroy (destroy_inventory);
903 if (ob->more != NULL) 929 more = 0;
904 { 930 }
905 free_object2 (ob->more, free_inventory);
906 ob->more = NULL;
907 }
908 931
909 if (ob->inv) 932 if (inv)
910 { 933 {
911 /* Only if the space blocks everything do we not process - 934 /* Only if the space blocks everything do we not process -
912 * if some form of movement is allowed, let objects 935 * if some form of movement is allowed, let objects
913 * drop on that space. 936 * drop on that space.
914 */ 937 */
915 if (free_inventory || ob->map == NULL 938 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
916 || ob->map->in_memory != MAP_IN_MEMORY 939 {
917 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 940 object *op = inv;
918 {
919 op = ob->inv;
920 941
921 while (op != NULL) 942 while (op)
922 { 943 {
923 tmp = op->below; 944 object *tmp = op->below;
924 remove_ob (op); 945 op->destroy (destroy_inventory);
925 free_object2 (op, free_inventory);
926 op = tmp; 946 op = tmp;
927 } 947 }
928 } 948 }
929 else 949 else
930 { /* Put objects in inventory onto this space */ 950 { /* Put objects in inventory onto this space */
931 op = ob->inv; 951 object *op = inv;
932 952
933 while (op != NULL) 953 while (op)
934 { 954 {
935 tmp = op->below; 955 object *tmp = op->below;
956
936 remove_ob (op); 957 remove_ob (op);
937 958
938 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 959 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
939 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 960 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
940 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 961 free_object (op);
941 free_object (op); 962 else
942 else 963 {
943 { 964 op->x = x;
944 op->x = ob->x; 965 op->y = y;
945 op->y = ob->y;
946 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ 966 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
947 } 967 }
948 968
949 op = tmp; 969 op = tmp;
970 }
971 }
950 } 972 }
951 } 973
952 } 974 // clear those pointers that likely might have circular references to us
975 owner = 0;
976 enemy = 0;
977 attacked_by = 0;
978
979 // only relevant for players(?), but make sure of it anyways
980 contr = 0;
953 981
954 /* Remove object from the active list */ 982 /* Remove object from the active list */
955 ob->speed = 0; 983 speed = 0;
956 update_ob_speed (ob); 984 update_ob_speed (this);
957 985
958 SET_FLAG (ob, FLAG_FREED); 986 unlink ();
959 ob->count = 0;
960 987
961 /* Remove this object from the list of used objects */ 988 mortals.push_back (this);
962 if (ob->prev == NULL)
963 {
964 objects = ob->next;
965
966 if (objects != NULL)
967 objects->prev = NULL;
968 }
969 else
970 {
971 ob->prev->next = ob->next;
972
973 if (ob->next != NULL)
974 ob->next->prev = ob->prev;
975 }
976
977 free_key_values (ob);
978
979 /* Now link it with the free_objects list: */
980 ob->prev = 0;
981 ob->next = 0;
982
983 delete ob;
984} 989}
985 990
986/* 991/*
987 * sub_weight() recursively (outwards) subtracts a number from the 992 * sub_weight() recursively (outwards) subtracts a number from the
988 * weight of an object (and what is carried by it's environment(s)). 993 * weight of an object (and what is carried by it's environment(s)).
989 */ 994 */
990 995
996void
991void sub_weight (object *op, signed long weight) { 997sub_weight (object *op, signed long weight)
998{
992 while (op != NULL) { 999 while (op != NULL)
1000 {
993 if (op->type == CONTAINER) { 1001 if (op->type == CONTAINER)
994 weight=(signed long)(weight*(100-op->stats.Str)/100); 1002 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
995 } 1003
996 op->carrying-=weight; 1004 op->carrying -= weight;
997 op = op->env; 1005 op = op->env;
998 } 1006 }
999} 1007}
1000 1008
1001/* remove_ob(op): 1009/* remove_ob(op):
1002 * This function removes the object op from the linked list of objects 1010 * This function removes the object op from the linked list of objects
1003 * which it is currently tied to. When this function is done, the 1011 * which it is currently tied to. When this function is done, the
1005 * environment, the x and y coordinates will be updated to 1013 * environment, the x and y coordinates will be updated to
1006 * the previous environment. 1014 * the previous environment.
1007 * Beware: This function is called from the editor as well! 1015 * Beware: This function is called from the editor as well!
1008 */ 1016 */
1009 1017
1018void
1010void remove_ob(object *op) { 1019remove_ob (object *op)
1020{
1011 object *tmp,*last=NULL; 1021 object *tmp, *last = 0;
1012 object *otmp; 1022 object *otmp;
1013 tag_t tag; 1023
1014 int check_walk_off; 1024 int check_walk_off;
1015 mapstruct *m; 1025 maptile *m;
1026
1016 sint16 x,y; 1027 sint16 x, y;
1017
1018 1028
1019 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1029 if (QUERY_FLAG (op, FLAG_REMOVED))
1020 dump_object(op); 1030 return;
1021 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1022 1031
1023 /* Changed it to always dump core in this case. As has been learned
1024 * in the past, trying to recover from errors almost always
1025 * make things worse, and this is a real error here - something
1026 * that should not happen.
1027 * Yes, if this was a mission critical app, trying to do something
1028 * to recover may make sense, but that is because failure of the app
1029 * may have other disastrous problems. Cf runs out of a script
1030 * so is easily enough restarted without any real problems.
1031 * MSW 2001-07-01
1032 */
1033 abort();
1034 }
1035 if(op->more!=NULL)
1036 remove_ob(op->more);
1037
1038 SET_FLAG(op, FLAG_REMOVED); 1032 SET_FLAG (op, FLAG_REMOVED);
1039 1033
1034 if (op->more != NULL)
1035 remove_ob (op->more);
1036
1040 /* 1037 /*
1041 * In this case, the object to be removed is in someones 1038 * In this case, the object to be removed is in someones
1042 * inventory. 1039 * inventory.
1043 */ 1040 */
1044 if(op->env!=NULL) { 1041 if (op->env != NULL)
1042 {
1045 if(op->nrof) 1043 if (op->nrof)
1046 sub_weight(op->env, op->weight*op->nrof); 1044 sub_weight (op->env, op->weight * op->nrof);
1047 else 1045 else
1048 sub_weight(op->env, op->weight+op->carrying); 1046 sub_weight (op->env, op->weight + op->carrying);
1049 1047
1050 /* NO_FIX_PLAYER is set when a great many changes are being 1048 /* NO_FIX_PLAYER is set when a great many changes are being
1051 * made to players inventory. If set, avoiding the call 1049 * made to players inventory. If set, avoiding the call
1052 * to save cpu time. 1050 * to save cpu time.
1053 */ 1051 */
1054 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1052 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1055 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1056 fix_player(otmp); 1053 fix_player (otmp);
1057 1054
1058 if(op->above!=NULL) 1055 if (op->above != NULL)
1059 op->above->below=op->below; 1056 op->above->below = op->below;
1060 else 1057 else
1061 op->env->inv=op->below; 1058 op->env->inv = op->below;
1062 1059
1063 if(op->below!=NULL) 1060 if (op->below != NULL)
1064 op->below->above=op->above; 1061 op->below->above = op->above;
1065 1062
1066 /* we set up values so that it could be inserted into 1063 /* we set up values so that it could be inserted into
1067 * the map, but we don't actually do that - it is up 1064 * the map, but we don't actually do that - it is up
1068 * to the caller to decide what we want to do. 1065 * to the caller to decide what we want to do.
1069 */ 1066 */
1070 op->x=op->env->x,op->y=op->env->y; 1067 op->x = op->env->x, op->y = op->env->y;
1071 op->map=op->env->map; 1068 op->map = op->env->map;
1072 op->above=NULL,op->below=NULL; 1069 op->above = NULL, op->below = NULL;
1073 op->env=NULL; 1070 op->env = NULL;
1071 }
1072 else if (op->map)
1073 {
1074 x = op->x;
1075 y = op->y;
1076 m = get_map_from_coord (op->map, &x, &y);
1077
1078 if (!m)
1079 {
1080 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1081 op->map->path, op->x, op->y);
1082 /* in old days, we used to set x and y to 0 and continue.
1083 * it seems if we get into this case, something is probablye
1084 * screwed up and should be fixed.
1085 */
1086 abort ();
1087 }
1088
1089 if (op->map != m)
1090 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1091 op->map->path, m->path, op->x, op->y, x, y);
1092
1093 /* Re did the following section of code - it looks like it had
1094 * lots of logic for things we no longer care about
1095 */
1096
1097 /* link the object above us */
1098 if (op->above)
1099 op->above->below = op->below;
1100 else
1101 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1102
1103 /* Relink the object below us, if there is one */
1104 if (op->below)
1105 op->below->above = op->above;
1106 else
1107 {
1108 /* Nothing below, which means we need to relink map object for this space
1109 * use translated coordinates in case some oddness with map tiling is
1110 * evident
1111 */
1112 if (GET_MAP_OB (m, x, y) != op)
1113 {
1114 char *dump = dump_object (op);
1115 LOG (llevError,
1116 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1117 free (dump);
1118 dump = dump_object (GET_MAP_OB (m, x, y));
1119 LOG (llevError, "%s\n", dump);
1120 free (dump);
1121 }
1122
1123 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1124 }
1125
1126 op->above = 0;
1127 op->below = 0;
1128
1129 if (op->map->in_memory == MAP_SAVING)
1074 return; 1130 return;
1075 }
1076 1131
1077 /* If we get here, we are removing it from a map */
1078 if (op->map == NULL) return;
1079
1080 x = op->x;
1081 y = op->y;
1082 m = get_map_from_coord(op->map, &x, &y);
1083
1084 if (!m) {
1085 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1086 op->map->path, op->x, op->y);
1087 /* in old days, we used to set x and y to 0 and continue.
1088 * it seems if we get into this case, something is probablye
1089 * screwed up and should be fixed.
1090 */
1091 abort();
1092 }
1093 if (op->map != m) {
1094 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1095 op->map->path, m->path, op->x, op->y, x, y);
1096 }
1097
1098 /* Re did the following section of code - it looks like it had
1099 * lots of logic for things we no longer care about
1100 */
1101
1102 /* link the object above us */
1103 if (op->above)
1104 op->above->below=op->below;
1105 else
1106 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1107
1108 /* Relink the object below us, if there is one */
1109 if(op->below) {
1110 op->below->above=op->above;
1111 } else {
1112 /* Nothing below, which means we need to relink map object for this space
1113 * use translated coordinates in case some oddness with map tiling is
1114 * evident
1115 */
1116 if(GET_MAP_OB(m,x,y)!=op) {
1117 dump_object(op);
1118 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);
1119 dump_object(GET_MAP_OB(m,x,y));
1120 LOG(llevError,"%s\n",errmsg);
1121 }
1122 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1123 }
1124 op->above=NULL;
1125 op->below=NULL;
1126
1127 if (op->map->in_memory == MAP_SAVING)
1128 return;
1129
1130 tag = op->count;
1131 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1132 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1133
1132 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1134 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1135 {
1133 /* No point updating the players look faces if he is the object 1136 /* No point updating the players look faces if he is the object
1134 * being removed. 1137 * being removed.
1135 */ 1138 */
1136 1139
1137 if(tmp->type==PLAYER && tmp!=op) { 1140 if (tmp->type == PLAYER && tmp != op)
1141 {
1138 /* If a container that the player is currently using somehow gets 1142 /* If a container that the player is currently using somehow gets
1139 * removed (most likely destroyed), update the player view 1143 * removed (most likely destroyed), update the player view
1140 * appropriately. 1144 * appropriately.
1141 */ 1145 */
1142 if (tmp->container==op) { 1146 if (tmp->container == op)
1147 {
1143 CLEAR_FLAG(op, FLAG_APPLIED); 1148 CLEAR_FLAG (op, FLAG_APPLIED);
1144 tmp->container=NULL; 1149 tmp->container = NULL;
1150 }
1151
1152 tmp->contr->socket.update_look = 1;
1145 } 1153 }
1146 tmp->contr->socket.update_look=1; 1154
1147 }
1148 /* See if player moving off should effect something */ 1155 /* See if player moving off should effect something */
1156 if (check_walk_off
1149 if (check_walk_off && ((op->move_type & tmp->move_off) && 1157 && ((op->move_type & tmp->move_off)
1150 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1158 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1151 1159 {
1152 move_apply(tmp, op, NULL); 1160 move_apply (tmp, op, NULL);
1161
1153 if (was_destroyed (op, tag)) { 1162 if (op->destroyed ())
1154 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1163 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1155 "leaving object\n", &tmp->name, &tmp->arch->name);
1156 } 1164 }
1157 }
1158 1165
1159 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1166 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1160 1167
1161 if(tmp->above == tmp) 1168 if (tmp->above == tmp)
1162 tmp->above = NULL; 1169 tmp->above = NULL;
1170
1163 last=tmp; 1171 last = tmp;
1164 } 1172 }
1173
1165 /* last == NULL of there are no objects on this space */ 1174 /* last == NULL of there are no objects on this space */
1166 if (last==NULL) { 1175 if (last == NULL)
1176 {
1167 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1177 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1168 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1178 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1169 * those out anyways, and if there are any flags set right now, they won't 1179 * those out anyways, and if there are any flags set right now, they won't
1170 * be correct anyways. 1180 * be correct anyways.
1171 */ 1181 */
1172 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1182 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1173 update_position(op->map, op->x, op->y); 1183 update_position (op->map, op->x, op->y);
1174 } 1184 }
1175 else 1185 else
1176 update_object(last, UP_OBJ_REMOVE); 1186 update_object (last, UP_OBJ_REMOVE);
1177 1187
1178 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1188 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1179 update_all_los(op->map, op->x, op->y); 1189 update_all_los (op->map, op->x, op->y);
1180 1190 }
1181} 1191}
1182 1192
1183/* 1193/*
1184 * merge_ob(op,top): 1194 * merge_ob(op,top):
1185 * 1195 *
1186 * This function goes through all objects below and including top, and 1196 * This function goes through all objects below and including top, and
1187 * merges op to the first matching object. 1197 * merges op to the first matching object.
1188 * If top is NULL, it is calculated. 1198 * If top is NULL, it is calculated.
1189 * Returns pointer to object if it succeded in the merge, otherwise NULL 1199 * Returns pointer to object if it succeded in the merge, otherwise NULL
1190 */ 1200 */
1191 1201object *
1192object *merge_ob(object *op, object *top) { 1202merge_ob (object *op, object *top)
1203{
1193 if(!op->nrof) 1204 if (!op->nrof)
1194 return 0; 1205 return 0;
1206
1195 if(top==NULL) 1207 if (top == NULL)
1196 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1208 for (top = op; top != NULL && top->above != NULL; top = top->above);
1209
1197 for(;top!=NULL;top=top->below) { 1210 for (; top != NULL; top = top->below)
1211 {
1198 if(top==op) 1212 if (top == op)
1199 continue; 1213 continue;
1200 if (CAN_MERGE(op,top)) 1214 if (CAN_MERGE (op, top))
1201 { 1215 {
1202 top->nrof+=op->nrof; 1216 top->nrof += op->nrof;
1217
1203/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1218/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1204 op->weight = 0; /* Don't want any adjustements now */ 1219 op->weight = 0; /* Don't want any adjustements now */
1205 remove_ob(op); 1220 remove_ob (op);
1206 free_object(op); 1221 free_object (op);
1207 return top; 1222 return top;
1208 } 1223 }
1209 } 1224 }
1225
1210 return NULL; 1226 return 0;
1211} 1227}
1212 1228
1213/* 1229/*
1214 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1230 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1215 * job preparing multi-part monsters 1231 * job preparing multi-part monsters
1216 */ 1232 */
1233object *
1217object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1234insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1235{
1218 object* tmp; 1236 object *tmp;
1237
1219 if (op->head) 1238 if (op->head)
1220 op=op->head; 1239 op = op->head;
1240
1221 for (tmp=op;tmp;tmp=tmp->more){ 1241 for (tmp = op; tmp; tmp = tmp->more)
1242 {
1222 tmp->x=x+tmp->arch->clone.x; 1243 tmp->x = x + tmp->arch->clone.x;
1223 tmp->y=y+tmp->arch->clone.y; 1244 tmp->y = y + tmp->arch->clone.y;
1224 } 1245 }
1246
1225 return insert_ob_in_map (op, m, originator, flag); 1247 return insert_ob_in_map (op, m, originator, flag);
1226} 1248}
1227 1249
1228/* 1250/*
1229 * insert_ob_in_map (op, map, originator, flag): 1251 * insert_ob_in_map (op, map, originator, flag):
1230 * This function inserts the object in the two-way linked list 1252 * This function inserts the object in the two-way linked list
1244 * new object if 'op' was merged with other object 1266 * new object if 'op' was merged with other object
1245 * NULL if 'op' was destroyed 1267 * NULL if 'op' was destroyed
1246 * just 'op' otherwise 1268 * just 'op' otherwise
1247 */ 1269 */
1248 1270
1271object *
1249object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1272insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1250{ 1273{
1251 object *tmp, *top, *floor=NULL; 1274 object *tmp, *top, *floor = NULL;
1252 sint16 x,y; 1275 sint16 x, y;
1253 1276
1254 if (QUERY_FLAG (op, FLAG_FREED)) { 1277 if (QUERY_FLAG (op, FLAG_FREED))
1278 {
1255 LOG (llevError, "Trying to insert freed object!\n"); 1279 LOG (llevError, "Trying to insert freed object!\n");
1280 return NULL;
1281 }
1282
1283 if (m == NULL)
1284 {
1285 char *dump = dump_object (op);
1286 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1287 free (dump);
1288 return op;
1289 }
1290
1291 if (out_of_map (m, op->x, op->y))
1292 {
1293 char *dump = dump_object (op);
1294 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1295#ifdef MANY_CORES
1296 /* Better to catch this here, as otherwise the next use of this object
1297 * is likely to cause a crash. Better to find out where it is getting
1298 * improperly inserted.
1299 */
1300 abort ();
1301#endif
1302 free (dump);
1303 return op;
1304 }
1305
1306 if (!QUERY_FLAG (op, FLAG_REMOVED))
1307 {
1308 char *dump = dump_object (op);
1309 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1310 free (dump);
1311 return op;
1312 }
1313
1314 if (op->more != NULL)
1315 {
1316 /* The part may be on a different map. */
1317
1318 object *more = op->more;
1319
1320 /* We really need the caller to normalize coordinates - if
1321 * we set the map, that doesn't work if the location is within
1322 * a map and this is straddling an edge. So only if coordinate
1323 * is clear wrong do we normalize it.
1324 */
1325 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1326 more->map = get_map_from_coord (m, &more->x, &more->y);
1327 else if (!more->map)
1328 {
1329 /* For backwards compatibility - when not dealing with tiled maps,
1330 * more->map should always point to the parent.
1331 */
1332 more->map = m;
1333 }
1334
1335 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1336 {
1337 if (!op->head)
1338 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1339
1340 return NULL;
1341 }
1342 }
1343
1344 CLEAR_FLAG (op, FLAG_REMOVED);
1345
1346 /* Ideally, the caller figures this out. However, it complicates a lot
1347 * of areas of callers (eg, anything that uses find_free_spot would now
1348 * need extra work
1349 */
1350 op->map = get_map_from_coord (m, &op->x, &op->y);
1351 x = op->x;
1352 y = op->y;
1353
1354 /* this has to be done after we translate the coordinates.
1355 */
1356 if (op->nrof && !(flag & INS_NO_MERGE))
1357 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1358 if (CAN_MERGE (op, tmp))
1359 {
1360 op->nrof += tmp->nrof;
1361 remove_ob (tmp);
1362 free_object (tmp);
1363 }
1364
1365 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1366 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1367
1368 if (!QUERY_FLAG (op, FLAG_ALIVE))
1369 CLEAR_FLAG (op, FLAG_NO_STEAL);
1370
1371 if (flag & INS_BELOW_ORIGINATOR)
1372 {
1373 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1374 {
1375 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1376 abort ();
1377 }
1378
1379 op->above = originator;
1380 op->below = originator->below;
1381
1382 if (op->below)
1383 op->below->above = op;
1384 else
1385 SET_MAP_OB (op->map, op->x, op->y, op);
1386
1387 /* since *below* originator, no need to update top */
1388 originator->below = op;
1389 }
1390 else
1391 {
1392 /* If there are other objects, then */
1393 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1394 {
1395 object *last = NULL;
1396
1397 /*
1398 * If there are multiple objects on this space, we do some trickier handling.
1399 * We've already dealt with merging if appropriate.
1400 * Generally, we want to put the new object on top. But if
1401 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1402 * floor, we want to insert above that and no further.
1403 * Also, if there are spell objects on this space, we stop processing
1404 * once we get to them. This reduces the need to traverse over all of
1405 * them when adding another one - this saves quite a bit of cpu time
1406 * when lots of spells are cast in one area. Currently, it is presumed
1407 * that flying non pickable objects are spell objects.
1408 */
1409
1410 while (top != NULL)
1411 {
1412 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1413 floor = top;
1414
1415 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1416 {
1417 /* We insert above top, so we want this object below this */
1418 top = top->below;
1419 break;
1420 }
1421
1422 last = top;
1423 top = top->above;
1424 }
1425
1426 /* Don't want top to be NULL, so set it to the last valid object */
1427 top = last;
1428
1429 /* We let update_position deal with figuring out what the space
1430 * looks like instead of lots of conditions here.
1431 * makes things faster, and effectively the same result.
1432 */
1433
1434 /* Have object 'fall below' other objects that block view.
1435 * Unless those objects are exits, type 66
1436 * If INS_ON_TOP is used, don't do this processing
1437 * Need to find the object that in fact blocks view, otherwise
1438 * stacking is a bit odd.
1439 */
1440 if (!(flag & INS_ON_TOP) &&
1441 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1442 {
1443 for (last = top; last != floor; last = last->below)
1444 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1445 break;
1446 /* Check to see if we found the object that blocks view,
1447 * and make sure we have a below pointer for it so that
1448 * we can get inserted below this one, which requires we
1449 * set top to the object below us.
1450 */
1451 if (last && last->below && last != floor)
1452 top = last->below;
1453 }
1454 } /* If objects on this space */
1455
1456 if (flag & INS_MAP_LOAD)
1457 top = GET_MAP_TOP (op->map, op->x, op->y);
1458
1459 if (flag & INS_ABOVE_FLOOR_ONLY)
1460 top = floor;
1461
1462 /* Top is the object that our object (op) is going to get inserted above.
1463 */
1464
1465 /* First object on this space */
1466 if (!top)
1467 {
1468 op->above = GET_MAP_OB (op->map, op->x, op->y);
1469
1470 if (op->above)
1471 op->above->below = op;
1472
1473 op->below = NULL;
1474 SET_MAP_OB (op->map, op->x, op->y, op);
1475 }
1476 else
1477 { /* get inserted into the stack above top */
1478 op->above = top->above;
1479
1480 if (op->above)
1481 op->above->below = op;
1482
1483 op->below = top;
1484 top->above = op;
1485 }
1486
1487 if (op->above == NULL)
1488 SET_MAP_TOP (op->map, op->x, op->y, op);
1489 } /* else not INS_BELOW_ORIGINATOR */
1490
1491 if (op->type == PLAYER)
1492 op->contr->do_los = 1;
1493
1494 /* If we have a floor, we know the player, if any, will be above
1495 * it, so save a few ticks and start from there.
1496 */
1497 if (!(flag & INS_MAP_LOAD))
1498 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1499 if (tmp->type == PLAYER)
1500 tmp->contr->socket.update_look = 1;
1501
1502 /* If this object glows, it may affect lighting conditions that are
1503 * visible to others on this map. But update_all_los is really
1504 * an inefficient way to do this, as it means los for all players
1505 * on the map will get recalculated. The players could very well
1506 * be far away from this change and not affected in any way -
1507 * this should get redone to only look for players within range,
1508 * or just updating the P_NEED_UPDATE for spaces within this area
1509 * of effect may be sufficient.
1510 */
1511 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1512 update_all_los (op->map, op->x, op->y);
1513
1514 /* updates flags (blocked, alive, no magic, etc) for this map space */
1515 update_object (op, UP_OBJ_INSERT);
1516
1517 /* Don't know if moving this to the end will break anything. However,
1518 * we want to have update_look set above before calling this.
1519 *
1520 * check_move_on() must be after this because code called from
1521 * check_move_on() depends on correct map flags (so functions like
1522 * blocked() and wall() work properly), and these flags are updated by
1523 * update_object().
1524 */
1525
1526 /* if this is not the head or flag has been passed, don't check walk on status */
1527 if (!(flag & INS_NO_WALK_ON) && !op->head)
1528 {
1529 if (check_move_on (op, originator))
1256 return NULL; 1530 return NULL;
1257 }
1258 if(m==NULL) {
1259 dump_object(op);
1260 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1261 return op;
1262 }
1263 if(out_of_map(m,op->x,op->y)) {
1264 dump_object(op);
1265 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1266#ifdef MANY_CORES
1267 /* Better to catch this here, as otherwise the next use of this object
1268 * is likely to cause a crash. Better to find out where it is getting
1269 * improperly inserted.
1270 */
1271 abort();
1272#endif
1273 return op;
1274 }
1275 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1276 dump_object(op);
1277 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1278 return op;
1279 }
1280 if(op->more!=NULL) {
1281 /* The part may be on a different map. */
1282 1531
1283 object *more = op->more;
1284
1285 /* We really need the caller to normalize coordinates - if
1286 * we set the map, that doesn't work if the location is within
1287 * a map and this is straddling an edge. So only if coordinate
1288 * is clear wrong do we normalize it.
1289 */
1290 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1291 more->map = get_map_from_coord(m, &more->x, &more->y);
1292 } else if (!more->map) {
1293 /* For backwards compatibility - when not dealing with tiled maps,
1294 * more->map should always point to the parent.
1295 */
1296 more->map = m;
1297 }
1298
1299 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1300 if ( ! op->head)
1301 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1302 return NULL;
1303 }
1304 }
1305 CLEAR_FLAG(op,FLAG_REMOVED);
1306
1307 /* Ideally, the caller figures this out. However, it complicates a lot
1308 * of areas of callers (eg, anything that uses find_free_spot would now
1309 * need extra work
1310 */
1311 op->map=get_map_from_coord(m, &op->x, &op->y);
1312 x = op->x;
1313 y = op->y;
1314
1315 /* this has to be done after we translate the coordinates.
1316 */
1317 if(op->nrof && !(flag & INS_NO_MERGE)) {
1318 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1319 if (CAN_MERGE(op,tmp)) {
1320 op->nrof+=tmp->nrof;
1321 remove_ob(tmp);
1322 free_object(tmp);
1323 }
1324 }
1325
1326 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1327 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1328 if (!QUERY_FLAG(op, FLAG_ALIVE))
1329 CLEAR_FLAG(op, FLAG_NO_STEAL);
1330
1331 if (flag & INS_BELOW_ORIGINATOR) {
1332 if (originator->map != op->map || originator->x != op->x ||
1333 originator->y != op->y) {
1334 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1335 abort();
1336 }
1337 op->above = originator;
1338 op->below = originator->below;
1339 if (op->below) op->below->above = op;
1340 else SET_MAP_OB(op->map, op->x, op->y, op);
1341 /* since *below* originator, no need to update top */
1342 originator->below = op;
1343 } else {
1344 /* If there are other objects, then */
1345 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1346 object *last=NULL;
1347 /*
1348 * If there are multiple objects on this space, we do some trickier handling.
1349 * We've already dealt with merging if appropriate.
1350 * Generally, we want to put the new object on top. But if
1351 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1352 * floor, we want to insert above that and no further.
1353 * Also, if there are spell objects on this space, we stop processing
1354 * once we get to them. This reduces the need to traverse over all of
1355 * them when adding another one - this saves quite a bit of cpu time
1356 * when lots of spells are cast in one area. Currently, it is presumed
1357 * that flying non pickable objects are spell objects.
1358 */
1359
1360 while (top != NULL) {
1361 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1362 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1363 if (QUERY_FLAG(top, FLAG_NO_PICK)
1364 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1365 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1366 {
1367 /* We insert above top, so we want this object below this */
1368 top=top->below;
1369 break;
1370 }
1371 last = top;
1372 top = top->above;
1373 }
1374 /* Don't want top to be NULL, so set it to the last valid object */
1375 top = last;
1376
1377 /* We let update_position deal with figuring out what the space
1378 * looks like instead of lots of conditions here.
1379 * makes things faster, and effectively the same result.
1380 */
1381
1382 /* Have object 'fall below' other objects that block view.
1383 * Unless those objects are exits, type 66
1384 * If INS_ON_TOP is used, don't do this processing
1385 * Need to find the object that in fact blocks view, otherwise
1386 * stacking is a bit odd.
1387 */
1388 if (!(flag & INS_ON_TOP) &&
1389 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1390 (op->face && !op->face->visibility)) {
1391 for (last=top; last != floor; last=last->below)
1392 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1393 /* Check to see if we found the object that blocks view,
1394 * and make sure we have a below pointer for it so that
1395 * we can get inserted below this one, which requires we
1396 * set top to the object below us.
1397 */
1398 if (last && last->below && last != floor) top=last->below;
1399 }
1400 } /* If objects on this space */
1401 if (flag & INS_MAP_LOAD)
1402 top = GET_MAP_TOP(op->map,op->x,op->y);
1403 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1404
1405 /* Top is the object that our object (op) is going to get inserted above.
1406 */
1407
1408 /* First object on this space */
1409 if (!top) {
1410 op->above = GET_MAP_OB(op->map, op->x, op->y);
1411 if (op->above) op->above->below = op;
1412 op->below = NULL;
1413 SET_MAP_OB(op->map, op->x, op->y, op);
1414 } else { /* get inserted into the stack above top */
1415 op->above = top->above;
1416 if (op->above) op->above->below = op;
1417 op->below = top;
1418 top->above = op;
1419 }
1420 if (op->above==NULL)
1421 SET_MAP_TOP(op->map,op->x, op->y, op);
1422 } /* else not INS_BELOW_ORIGINATOR */
1423
1424 if(op->type==PLAYER)
1425 op->contr->do_los=1;
1426
1427 /* If we have a floor, we know the player, if any, will be above
1428 * it, so save a few ticks and start from there.
1429 */
1430 if (!(flag & INS_MAP_LOAD))
1431 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1432 if (tmp->type == PLAYER)
1433 tmp->contr->socket.update_look=1;
1434 }
1435
1436 /* If this object glows, it may affect lighting conditions that are
1437 * visible to others on this map. But update_all_los is really
1438 * an inefficient way to do this, as it means los for all players
1439 * on the map will get recalculated. The players could very well
1440 * be far away from this change and not affected in any way -
1441 * this should get redone to only look for players within range,
1442 * or just updating the P_NEED_UPDATE for spaces within this area
1443 * of effect may be sufficient.
1444 */
1445 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1446 update_all_los(op->map, op->x, op->y);
1447
1448
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object(op,UP_OBJ_INSERT);
1451
1452
1453 /* Don't know if moving this to the end will break anything. However,
1454 * we want to have update_look set above before calling this.
1455 *
1456 * check_move_on() must be after this because code called from
1457 * check_move_on() depends on correct map flags (so functions like
1458 * blocked() and wall() work properly), and these flags are updated by
1459 * update_object().
1460 */
1461
1462 /* if this is not the head or flag has been passed, don't check walk on status */
1463
1464 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1465 if (check_move_on(op, originator))
1466 return NULL;
1467
1468 /* If we are a multi part object, lets work our way through the check 1532 /* If we are a multi part object, lets work our way through the check
1469 * walk on's. 1533 * walk on's.
1470 */ 1534 */
1471 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1535 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1472 if (check_move_on (tmp, originator)) 1536 if (check_move_on (tmp, originator))
1473 return NULL; 1537 return NULL;
1474 } 1538 }
1539
1475 return op; 1540 return op;
1476} 1541}
1477 1542
1478/* this function inserts an object in the map, but if it 1543/* this function inserts an object in the map, but if it
1479 * finds an object of its own type, it'll remove that one first. 1544 * finds an object of its own type, it'll remove that one first.
1480 * op is the object to insert it under: supplies x and the map. 1545 * op is the object to insert it under: supplies x and the map.
1481 */ 1546 */
1547void
1482void replace_insert_ob_in_map(const char *arch_string, object *op) { 1548replace_insert_ob_in_map (const char *arch_string, object *op)
1549{
1483 object *tmp; 1550 object *
1484 object *tmp1; 1551 tmp;
1552 object *
1553 tmp1;
1485 1554
1486 /* first search for itself and remove any old instances */ 1555 /* first search for itself and remove any old instances */
1487 1556
1488 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1557 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1558 {
1489 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1559 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1560 {
1490 remove_ob(tmp); 1561 remove_ob (tmp);
1491 free_object(tmp); 1562 free_object (tmp);
1492 } 1563 }
1493 } 1564 }
1494 1565
1495 tmp1=arch_to_object(find_archetype(arch_string)); 1566 tmp1 = arch_to_object (archetype::find (arch_string));
1496 1567
1497 1568 tmp1->x = op->x;
1498 tmp1->x = op->x; tmp1->y = op->y; 1569 tmp1->y = op->y;
1499 insert_ob_in_map(tmp1,op->map,op,0); 1570 insert_ob_in_map (tmp1, op->map, op, 0);
1500} 1571}
1501 1572
1502/* 1573/*
1503 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1574 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1504 * is returned contains nr objects, and the remaining parts contains 1575 * is returned contains nr objects, and the remaining parts contains
1505 * the rest (or is removed and freed if that number is 0). 1576 * the rest (or is removed and freed if that number is 0).
1506 * On failure, NULL is returned, and the reason put into the 1577 * On failure, NULL is returned, and the reason put into the
1507 * global static errmsg array. 1578 * global static errmsg array.
1508 */ 1579 */
1509 1580
1581object *
1510object *get_split_ob(object *orig_ob, uint32 nr) { 1582get_split_ob (object *orig_ob, uint32 nr)
1511 object *newob; 1583{
1584 object *
1585 newob;
1586 int
1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1587 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1513 1588
1514 if(orig_ob->nrof<nr) { 1589 if (orig_ob->nrof < nr)
1515 sprintf(errmsg,"There are only %d %ss.", 1590 {
1516 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1591 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1517 return NULL; 1592 return NULL;
1518 } 1593 }
1594
1519 newob = object_create_clone(orig_ob); 1595 newob = object_create_clone (orig_ob);
1596
1520 if((orig_ob->nrof-=nr)<1) { 1597 if ((orig_ob->nrof -= nr) < 1)
1598 {
1521 if ( ! is_removed) 1599 if (!is_removed)
1522 remove_ob(orig_ob); 1600 remove_ob (orig_ob);
1523 free_object2(orig_ob, 1); 1601 free_object2 (orig_ob, 1);
1524 } 1602 }
1525 else if ( ! is_removed) { 1603 else if (!is_removed)
1604 {
1526 if(orig_ob->env!=NULL) 1605 if (orig_ob->env != NULL)
1527 sub_weight (orig_ob->env,orig_ob->weight*nr); 1606 sub_weight (orig_ob->env, orig_ob->weight * nr);
1528 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1607 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1608 {
1529 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1609 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1530 LOG(llevDebug,
1531 "Error, Tried to split object whose map is not in memory.\n"); 1610 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1532 return NULL; 1611 return NULL;
1533 } 1612 }
1534 } 1613 }
1614
1535 newob->nrof=nr; 1615 newob->nrof = nr;
1536 1616
1537 return newob; 1617 return newob;
1538} 1618}
1539 1619
1540/* 1620/*
1541 * decrease_ob_nr(object, number) decreases a specified number from 1621 * decrease_ob_nr(object, number) decreases a specified number from
1542 * the amount of an object. If the amount reaches 0, the object 1622 * the amount of an object. If the amount reaches 0, the object
1543 * is subsequently removed and freed. 1623 * is subsequently removed and freed.
1544 * 1624 *
1545 * Return value: 'op' if something is left, NULL if the amount reached 0 1625 * Return value: 'op' if something is left, NULL if the amount reached 0
1546 */ 1626 */
1547 1627
1628object *
1548object *decrease_ob_nr (object *op, uint32 i) 1629decrease_ob_nr (object *op, uint32 i)
1549{ 1630{
1550 object *tmp; 1631 object *tmp;
1551 player *pl; 1632 player *pl;
1552 1633
1553 if (i == 0) /* objects with op->nrof require this check */ 1634 if (i == 0) /* objects with op->nrof require this check */
1554 return op; 1635 return op;
1555 1636
1556 if (i > op->nrof) 1637 if (i > op->nrof)
1557 i = op->nrof; 1638 i = op->nrof;
1558 1639
1559 if (QUERY_FLAG (op, FLAG_REMOVED)) 1640 if (QUERY_FLAG (op, FLAG_REMOVED))
1641 op->nrof -= i;
1642 else if (op->env != NULL)
1643 {
1644 /* is this object in the players inventory, or sub container
1645 * therein?
1646 */
1647 tmp = is_player_inv (op->env);
1648 /* nope. Is this a container the player has opened?
1649 * If so, set tmp to that player.
1650 * IMO, searching through all the players will mostly
1651 * likely be quicker than following op->env to the map,
1652 * and then searching the map for a player.
1653 */
1654 if (!tmp)
1655 {
1656 for (pl = first_player; pl; pl = pl->next)
1657 if (pl->ob->container == op->env)
1658 break;
1659 if (pl)
1660 tmp = pl->ob;
1661 else
1662 tmp = NULL;
1663 }
1664
1665 if (i < op->nrof)
1666 {
1667 sub_weight (op->env, op->weight * i);
1668 op->nrof -= i;
1669 if (tmp)
1670 {
1671 esrv_send_item (tmp, op);
1672 }
1673 }
1674 else
1675 {
1676 remove_ob (op);
1677 op->nrof = 0;
1678 if (tmp)
1679 {
1680 esrv_del_item (tmp->contr, op->count);
1681 }
1682 }
1560 { 1683 }
1684 else
1685 {
1686 object *above = op->above;
1687
1688 if (i < op->nrof)
1561 op->nrof -= i; 1689 op->nrof -= i;
1562 } 1690 else
1563 else if (op->env != NULL)
1564 {
1565 /* is this object in the players inventory, or sub container
1566 * therein?
1567 */
1568 tmp = is_player_inv (op->env);
1569 /* nope. Is this a container the player has opened?
1570 * If so, set tmp to that player.
1571 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player.
1574 */
1575 if (!tmp) {
1576 for (pl=first_player; pl; pl=pl->next)
1577 if (pl->ob->container == op->env) break;
1578 if (pl) tmp=pl->ob;
1579 else tmp=NULL;
1580 } 1691 {
1581
1582 if (i < op->nrof) {
1583 sub_weight (op->env, op->weight * i);
1584 op->nrof -= i;
1585 if (tmp) {
1586 esrv_send_item(tmp, op);
1587 }
1588 } else {
1589 remove_ob (op); 1692 remove_ob (op);
1590 op->nrof = 0; 1693 op->nrof = 0;
1591 if (tmp) {
1592 esrv_del_item(tmp->contr, op->count);
1593 } 1694 }
1594 }
1595 }
1596 else
1597 {
1598 object *above = op->above;
1599 1695
1600 if (i < op->nrof) {
1601 op->nrof -= i;
1602 } else {
1603 remove_ob (op);
1604 op->nrof = 0;
1605 }
1606 /* Since we just removed op, op->above is null */ 1696 /* Since we just removed op, op->above is null */
1607 for (tmp = above; tmp != NULL; tmp = tmp->above) 1697 for (tmp = above; tmp != NULL; tmp = tmp->above)
1608 if (tmp->type == PLAYER) { 1698 if (tmp->type == PLAYER)
1699 {
1609 if (op->nrof) 1700 if (op->nrof)
1610 esrv_send_item(tmp, op); 1701 esrv_send_item (tmp, op);
1611 else 1702 else
1612 esrv_del_item(tmp->contr, op->count); 1703 esrv_del_item (tmp->contr, op->count);
1613 } 1704 }
1614 } 1705 }
1615 1706
1616 if (op->nrof) { 1707 if (op->nrof)
1617 return op; 1708 return op;
1618 } else { 1709 else
1710 {
1619 free_object (op); 1711 free_object (op);
1620 return NULL; 1712 return NULL;
1621 } 1713 }
1622} 1714}
1623 1715
1624/* 1716/*
1625 * add_weight(object, weight) adds the specified weight to an object, 1717 * add_weight(object, weight) adds the specified weight to an object,
1626 * and also updates how much the environment(s) is/are carrying. 1718 * and also updates how much the environment(s) is/are carrying.
1627 */ 1719 */
1628 1720
1721void
1629void add_weight (object *op, signed long weight) { 1722add_weight (object *op, signed long weight)
1723{
1630 while (op!=NULL) { 1724 while (op != NULL)
1725 {
1631 if (op->type == CONTAINER) { 1726 if (op->type == CONTAINER)
1632 weight=(signed long)(weight*(100-op->stats.Str)/100); 1727 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1633 } 1728
1634 op->carrying+=weight; 1729 op->carrying += weight;
1635 op=op->env; 1730 op = op->env;
1636 } 1731 }
1637} 1732}
1638 1733
1639/* 1734/*
1640 * insert_ob_in_ob(op,environment): 1735 * insert_ob_in_ob(op,environment):
1641 * This function inserts the object op in the linked list 1736 * This function inserts the object op in the linked list
1648 * 1743 *
1649 * The function returns now pointer to inserted item, and return value can 1744 * The function returns now pointer to inserted item, and return value can
1650 * be != op, if items are merged. -Tero 1745 * be != op, if items are merged. -Tero
1651 */ 1746 */
1652 1747
1748object *
1653object *insert_ob_in_ob(object *op,object *where) { 1749insert_ob_in_ob (object *op, object *where)
1654 object *tmp, *otmp; 1750{
1751 object *
1752 tmp, *
1753 otmp;
1655 1754
1656 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1755 if (!QUERY_FLAG (op, FLAG_REMOVED))
1657 dump_object(op); 1756 {
1757 char *dump = dump_object (op);
1658 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1758 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1759 free (dump);
1659 return op; 1760 return op;
1660 } 1761 }
1762
1661 if(where==NULL) { 1763 if (where == NULL)
1662 dump_object(op); 1764 {
1765 char *dump = dump_object (op);
1663 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1766 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1767 free (dump);
1664 return op; 1768 return op;
1665 } 1769 }
1770
1666 if (where->head) { 1771 if (where->head)
1667 LOG(llevDebug, 1772 {
1668 "Warning: Tried to insert object wrong part of multipart object.\n"); 1773 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1669 where = where->head; 1774 where = where->head;
1670 } 1775 }
1776
1671 if (op->more) { 1777 if (op->more)
1778 {
1672 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1779 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1673 &op->name, op->count);
1674 return op; 1780 return op;
1675 } 1781 }
1782
1676 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1783 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1677 CLEAR_FLAG(op, FLAG_REMOVED); 1784 CLEAR_FLAG (op, FLAG_REMOVED);
1678 if(op->nrof) { 1785 if (op->nrof)
1786 {
1679 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1787 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1680 if ( CAN_MERGE(tmp,op) ) { 1788 if (CAN_MERGE (tmp, op))
1789 {
1681 /* return the original object and remove inserted object 1790 /* return the original object and remove inserted object
1682 (client needs the original object) */ 1791 (client needs the original object) */
1683 tmp->nrof += op->nrof; 1792 tmp->nrof += op->nrof;
1684 /* Weight handling gets pretty funky. Since we are adding to 1793 /* Weight handling gets pretty funky. Since we are adding to
1685 * tmp->nrof, we need to increase the weight. 1794 * tmp->nrof, we need to increase the weight.
1686 */ 1795 */
1687 add_weight (where, op->weight*op->nrof); 1796 add_weight (where, op->weight * op->nrof);
1688 SET_FLAG(op, FLAG_REMOVED); 1797 SET_FLAG (op, FLAG_REMOVED);
1689 free_object(op); /* free the inserted object */ 1798 free_object (op); /* free the inserted object */
1690 op = tmp; 1799 op = tmp;
1691 remove_ob (op); /* and fix old object's links */ 1800 remove_ob (op); /* and fix old object's links */
1692 CLEAR_FLAG(op, FLAG_REMOVED); 1801 CLEAR_FLAG (op, FLAG_REMOVED);
1693 break; 1802 break;
1694 } 1803 }
1695 1804
1696 /* I assume combined objects have no inventory 1805 /* I assume combined objects have no inventory
1697 * We add the weight - this object could have just been removed 1806 * We add the weight - this object could have just been removed
1698 * (if it was possible to merge). calling remove_ob will subtract 1807 * (if it was possible to merge). calling remove_ob will subtract
1699 * the weight, so we need to add it in again, since we actually do 1808 * the weight, so we need to add it in again, since we actually do
1700 * the linking below 1809 * the linking below
1701 */ 1810 */
1702 add_weight (where, op->weight*op->nrof); 1811 add_weight (where, op->weight * op->nrof);
1812 }
1703 } else 1813 else
1704 add_weight (where, (op->weight+op->carrying)); 1814 add_weight (where, (op->weight + op->carrying));
1705 1815
1706 otmp=is_player_inv(where); 1816 otmp = is_player_inv (where);
1707 if (otmp&&otmp->contr!=NULL) { 1817 if (otmp && otmp->contr != NULL)
1818 {
1708 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1819 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1709 fix_player(otmp); 1820 fix_player (otmp);
1710 } 1821 }
1711 1822
1712 op->map=NULL; 1823 op->map = NULL;
1713 op->env=where; 1824 op->env = where;
1714 op->above=NULL; 1825 op->above = NULL;
1715 op->below=NULL; 1826 op->below = NULL;
1716 op->x=0,op->y=0; 1827 op->x = 0, op->y = 0;
1717 1828
1718 /* reset the light list and los of the players on the map */ 1829 /* reset the light list and los of the players on the map */
1719 if((op->glow_radius!=0)&&where->map) 1830 if ((op->glow_radius != 0) && where->map)
1720 { 1831 {
1721#ifdef DEBUG_LIGHTS 1832#ifdef DEBUG_LIGHTS
1722 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1833 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1723 op->name);
1724#endif /* DEBUG_LIGHTS */ 1834#endif /* DEBUG_LIGHTS */
1835 if (MAP_DARKNESS (where->map))
1725 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1836 update_all_los (where->map, where->x, where->y);
1726 } 1837 }
1727 1838
1728 /* Client has no idea of ordering so lets not bother ordering it here. 1839 /* Client has no idea of ordering so lets not bother ordering it here.
1729 * It sure simplifies this function... 1840 * It sure simplifies this function...
1730 */ 1841 */
1731 if (where->inv==NULL) 1842 if (where->inv == NULL)
1732 where->inv=op; 1843 where->inv = op;
1733 else { 1844 else
1845 {
1734 op->below = where->inv; 1846 op->below = where->inv;
1735 op->below->above = op; 1847 op->below->above = op;
1736 where->inv = op; 1848 where->inv = op;
1737 } 1849 }
1738 return op; 1850 return op;
1739} 1851}
1740 1852
1741/* 1853/*
1742 * Checks if any objects has a move_type that matches objects 1854 * Checks if any objects has a move_type that matches objects
1757 * MSW 2001-07-08: Check all objects on space, not just those below 1869 * MSW 2001-07-08: Check all objects on space, not just those below
1758 * object being inserted. insert_ob_in_map may not put new objects 1870 * object being inserted. insert_ob_in_map may not put new objects
1759 * on top. 1871 * on top.
1760 */ 1872 */
1761 1873
1874int
1762int check_move_on (object *op, object *originator) 1875check_move_on (object *op, object *originator)
1763{ 1876{
1764 object *tmp; 1877 object *tmp;
1765 tag_t tag;
1766 mapstruct *m=op->map; 1878 maptile *m = op->map;
1767 int x=op->x, y=op->y; 1879 int x = op->x, y = op->y;
1880
1768 MoveType move_on, move_slow, move_block; 1881 MoveType move_on, move_slow, move_block;
1769 1882
1770 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1883 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1771 return 0; 1884 return 0;
1772 1885
1773 tag = op->count;
1774
1775 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1886 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1776 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1887 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1777 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1888 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1778 1889
1779 /* if nothing on this space will slow op down or be applied, 1890 /* if nothing on this space will slow op down or be applied,
1780 * no need to do checking below. have to make sure move_type 1891 * no need to do checking below. have to make sure move_type
1781 * is set, as lots of objects don't have it set - we treat that 1892 * is set, as lots of objects don't have it set - we treat that
1782 * as walking. 1893 * as walking.
1783 */ 1894 */
1784 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1895 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1785 return 0; 1896 return 0;
1786 1897
1787 /* This is basically inverse logic of that below - basically, 1898 /* This is basically inverse logic of that below - basically,
1788 * if the object can avoid the move on or slow move, they do so, 1899 * if the object can avoid the move on or slow move, they do so,
1789 * but can't do it if the alternate movement they are using is 1900 * but can't do it if the alternate movement they are using is
1790 * blocked. Logic on this seems confusing, but does seem correct. 1901 * blocked. Logic on this seems confusing, but does seem correct.
1791 */ 1902 */
1792 if ((op->move_type & ~move_on & ~move_block) != 0 && 1903 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1793 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1904 return 0;
1794 1905
1795 /* The objects have to be checked from top to bottom. 1906 /* The objects have to be checked from top to bottom.
1796 * Hence, we first go to the top: 1907 * Hence, we first go to the top:
1797 */ 1908 */
1798 1909
1799 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1910 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1800 tmp->above!=NULL; tmp=tmp->above) { 1911 {
1801 /* Trim the search when we find the first other spell effect 1912 /* Trim the search when we find the first other spell effect
1802 * this helps performance so that if a space has 50 spell objects, 1913 * this helps performance so that if a space has 50 spell objects,
1803 * we don't need to check all of them. 1914 * we don't need to check all of them.
1804 */ 1915 */
1805 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1916 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1917 break;
1918 }
1919
1920 for (; tmp; tmp = tmp->below)
1806 } 1921 {
1807 for(;tmp!=NULL; tmp=tmp->below) { 1922 if (tmp == op)
1808 if (tmp == op) continue; /* Can't apply yourself */ 1923 continue; /* Can't apply yourself */
1809 1924
1810 /* Check to see if one of the movement types should be slowed down. 1925 /* Check to see if one of the movement types should be slowed down.
1811 * Second check makes sure that the movement types not being slowed 1926 * Second check makes sure that the movement types not being slowed
1812 * (~slow_move) is not blocked on this space - just because the 1927 * (~slow_move) is not blocked on this space - just because the
1813 * space doesn't slow down swimming (for example), if you can't actually 1928 * space doesn't slow down swimming (for example), if you can't actually
1814 * swim on that space, can't use it to avoid the penalty. 1929 * swim on that space, can't use it to avoid the penalty.
1815 */ 1930 */
1816 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1931 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1932 {
1817 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1933 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1818 ((op->move_type & tmp->move_slow) &&
1819 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1934 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1935 {
1820 1936
1821 float diff; 1937 float
1822
1823 diff = tmp->move_slow_penalty*FABS(op->speed); 1938 diff = tmp->move_slow_penalty * FABS (op->speed);
1939
1824 if (op->type == PLAYER) { 1940 if (op->type == PLAYER)
1825 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1941 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1826 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1942 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1827 diff /= 4.0; 1943 diff /= 4.0;
1828 } 1944
1829 }
1830 op->speed_left -= diff; 1945 op->speed_left -= diff;
1831 } 1946 }
1832 } 1947 }
1833 1948
1834 /* Basically same logic as above, except now for actual apply. */ 1949 /* Basically same logic as above, except now for actual apply. */
1835 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1950 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1836 ((op->move_type & tmp->move_on) &&
1837 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1951 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1838 1952 {
1839 move_apply(tmp, op, originator); 1953 move_apply (tmp, op, originator);
1954
1840 if (was_destroyed (op, tag)) 1955 if (op->destroyed ())
1841 return 1; 1956 return 1;
1842 1957
1843 /* what the person/creature stepped onto has moved the object 1958 /* what the person/creature stepped onto has moved the object
1844 * someplace new. Don't process any further - if we did, 1959 * someplace new. Don't process any further - if we did,
1845 * have a feeling strange problems would result. 1960 * have a feeling strange problems would result.
1846 */ 1961 */
1847 if (op->map != m || op->x != x || op->y != y) return 0; 1962 if (op->map != m || op->x != x || op->y != y)
1963 return 0;
1848 } 1964 }
1849 } 1965 }
1966
1850 return 0; 1967 return 0;
1851} 1968}
1852 1969
1853/* 1970/*
1854 * present_arch(arch, map, x, y) searches for any objects with 1971 * present_arch(arch, map, x, y) searches for any objects with
1855 * a matching archetype at the given map and coordinates. 1972 * a matching archetype at the given map and coordinates.
1856 * The first matching object is returned, or NULL if none. 1973 * The first matching object is returned, or NULL if none.
1857 */ 1974 */
1858 1975
1976object *
1859object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1977present_arch (const archetype *at, maptile *m, int x, int y)
1978{
1860 object *tmp; 1979 object *
1980 tmp;
1981
1861 if(m==NULL || out_of_map(m,x,y)) { 1982 if (m == NULL || out_of_map (m, x, y))
1983 {
1862 LOG(llevError,"Present_arch called outside map.\n"); 1984 LOG (llevError, "Present_arch called outside map.\n");
1863 return NULL; 1985 return NULL;
1864 } 1986 }
1865 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1987 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1866 if(tmp->arch == at) 1988 if (tmp->arch == at)
1867 return tmp; 1989 return tmp;
1868 return NULL; 1990 return NULL;
1869} 1991}
1870 1992
1871/* 1993/*
1872 * present(type, map, x, y) searches for any objects with 1994 * present(type, map, x, y) searches for any objects with
1873 * a matching type variable at the given map and coordinates. 1995 * a matching type variable at the given map and coordinates.
1874 * The first matching object is returned, or NULL if none. 1996 * The first matching object is returned, or NULL if none.
1875 */ 1997 */
1876 1998
1999object *
1877object *present(unsigned char type,mapstruct *m, int x,int y) { 2000present (unsigned char type, maptile *m, int x, int y)
2001{
1878 object *tmp; 2002 object *
2003 tmp;
2004
1879 if(out_of_map(m,x,y)) { 2005 if (out_of_map (m, x, y))
2006 {
1880 LOG(llevError,"Present called outside map.\n"); 2007 LOG (llevError, "Present called outside map.\n");
1881 return NULL; 2008 return NULL;
1882 } 2009 }
1883 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2010 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1884 if(tmp->type==type) 2011 if (tmp->type == type)
1885 return tmp; 2012 return tmp;
1886 return NULL; 2013 return NULL;
1887} 2014}
1888 2015
1889/* 2016/*
1890 * present_in_ob(type, object) searches for any objects with 2017 * present_in_ob(type, object) searches for any objects with
1891 * a matching type variable in the inventory of the given object. 2018 * a matching type variable in the inventory of the given object.
1892 * The first matching object is returned, or NULL if none. 2019 * The first matching object is returned, or NULL if none.
1893 */ 2020 */
1894 2021
2022object *
1895object *present_in_ob(unsigned char type, const object *op) { 2023present_in_ob (unsigned char type, const object *op)
2024{
1896 object *tmp; 2025 object *
2026 tmp;
2027
1897 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2028 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1898 if(tmp->type==type) 2029 if (tmp->type == type)
1899 return tmp; 2030 return tmp;
1900 return NULL; 2031 return NULL;
1901} 2032}
1902 2033
1903/* 2034/*
1913 * the object name, not the archetype name. this is so that the 2044 * the object name, not the archetype name. this is so that the
1914 * spell code can use one object type (force), but change it's name 2045 * spell code can use one object type (force), but change it's name
1915 * to be unique. 2046 * to be unique.
1916 */ 2047 */
1917 2048
2049object *
1918object *present_in_ob_by_name(int type, const char *str, const object *op) { 2050present_in_ob_by_name (int type, const char *str, const object *op)
2051{
1919 object *tmp; 2052 object *
2053 tmp;
1920 2054
1921 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2055 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2056 {
1922 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2057 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1923 return tmp; 2058 return tmp;
1924 } 2059 }
1925 return NULL; 2060 return NULL;
1926} 2061}
1927 2062
1928/* 2063/*
1929 * present_arch_in_ob(archetype, object) searches for any objects with 2064 * present_arch_in_ob(archetype, object) searches for any objects with
1930 * a matching archetype in the inventory of the given object. 2065 * a matching archetype in the inventory of the given object.
1931 * The first matching object is returned, or NULL if none. 2066 * The first matching object is returned, or NULL if none.
1932 */ 2067 */
1933 2068
2069object *
1934object *present_arch_in_ob(const archetype *at, const object *op) { 2070present_arch_in_ob (const archetype *at, const object *op)
2071{
1935 object *tmp; 2072 object *
2073 tmp;
2074
1936 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2075 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1937 if( tmp->arch == at) 2076 if (tmp->arch == at)
1938 return tmp; 2077 return tmp;
1939 return NULL; 2078 return NULL;
1940} 2079}
1941 2080
1942/* 2081/*
1943 * activate recursively a flag on an object inventory 2082 * activate recursively a flag on an object inventory
1944 */ 2083 */
2084void
1945void flag_inv(object*op, int flag){ 2085flag_inv (object *op, int flag)
2086{
1946 object *tmp; 2087 object *
2088 tmp;
2089
1947 if(op->inv) 2090 if (op->inv)
1948 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2091 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2092 {
1949 SET_FLAG(tmp, flag); 2093 SET_FLAG (tmp, flag);
1950 flag_inv(tmp,flag); 2094 flag_inv (tmp, flag);
1951 } 2095 }
1952}/* 2096} /*
1953 * desactivate recursively a flag on an object inventory 2097 * desactivate recursively a flag on an object inventory
1954 */ 2098 */
2099void
1955void unflag_inv(object*op, int flag){ 2100unflag_inv (object *op, int flag)
2101{
1956 object *tmp; 2102 object *
2103 tmp;
2104
1957 if(op->inv) 2105 if (op->inv)
1958 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2106 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2107 {
1959 CLEAR_FLAG(tmp, flag); 2108 CLEAR_FLAG (tmp, flag);
1960 unflag_inv(tmp,flag); 2109 unflag_inv (tmp, flag);
1961 } 2110 }
1962} 2111}
1963 2112
1964/* 2113/*
1965 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2114 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1966 * all it's inventory (recursively). 2115 * all it's inventory (recursively).
1967 * If checksums are used, a player will get set_cheat called for 2116 * If checksums are used, a player will get set_cheat called for
1968 * him/her-self and all object carried by a call to this function. 2117 * him/her-self and all object carried by a call to this function.
1969 */ 2118 */
1970 2119
2120void
1971void set_cheat(object *op) { 2121set_cheat (object *op)
2122{
1972 SET_FLAG(op, FLAG_WAS_WIZ); 2123 SET_FLAG (op, FLAG_WAS_WIZ);
1973 flag_inv(op, FLAG_WAS_WIZ); 2124 flag_inv (op, FLAG_WAS_WIZ);
1974} 2125}
1975 2126
1976/* 2127/*
1977 * find_free_spot(object, map, x, y, start, stop) will search for 2128 * find_free_spot(object, map, x, y, start, stop) will search for
1978 * a spot at the given map and coordinates which will be able to contain 2129 * a spot at the given map and coordinates which will be able to contain
1993 * to know if the space in question will block the object. We can't use 2144 * to know if the space in question will block the object. We can't use
1994 * the archetype because that isn't correct if the monster has been 2145 * the archetype because that isn't correct if the monster has been
1995 * customized, changed states, etc. 2146 * customized, changed states, etc.
1996 */ 2147 */
1997 2148
2149int
1998int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2150find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2151{
2152 int
2153 i,
1999 int i,index=0, flag; 2154 index = 0, flag;
2155 static int
2000 static int altern[SIZEOFFREE]; 2156 altern[SIZEOFFREE];
2001 2157
2002 for(i=start;i<stop;i++) { 2158 for (i = start; i < stop; i++)
2159 {
2003 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2160 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2004 if(!flag) 2161 if (!flag)
2005 altern[index++]=i; 2162 altern[index++] = i;
2006 2163
2007 /* Basically, if we find a wall on a space, we cut down the search size. 2164 /* Basically, if we find a wall on a space, we cut down the search size.
2008 * In this way, we won't return spaces that are on another side of a wall. 2165 * In this way, we won't return spaces that are on another side of a wall.
2009 * This mostly work, but it cuts down the search size in all directions - 2166 * This mostly work, but it cuts down the search size in all directions -
2010 * if the space being examined only has a wall to the north and empty 2167 * if the space being examined only has a wall to the north and empty
2011 * spaces in all the other directions, this will reduce the search space 2168 * spaces in all the other directions, this will reduce the search space
2012 * to only the spaces immediately surrounding the target area, and 2169 * to only the spaces immediately surrounding the target area, and
2013 * won't look 2 spaces south of the target space. 2170 * won't look 2 spaces south of the target space.
2014 */ 2171 */
2015 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2172 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2016 stop=maxfree[i]; 2173 stop = maxfree[i];
2017 } 2174 }
2018 if(!index) return -1; 2175 if (!index)
2176 return -1;
2019 return altern[RANDOM()%index]; 2177 return altern[RANDOM () % index];
2020} 2178}
2021 2179
2022/* 2180/*
2023 * find_first_free_spot(archetype, mapstruct, x, y) works like 2181 * find_first_free_spot(archetype, maptile, x, y) works like
2024 * find_free_spot(), but it will search max number of squares. 2182 * find_free_spot(), but it will search max number of squares.
2025 * But it will return the first available spot, not a random choice. 2183 * But it will return the first available spot, not a random choice.
2026 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2184 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2027 */ 2185 */
2028 2186
2187int
2029int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2188find_first_free_spot (const object *ob, maptile *m, int x, int y)
2189{
2190 int
2030 int i; 2191 i;
2192
2031 for(i=0;i<SIZEOFFREE;i++) { 2193 for (i = 0; i < SIZEOFFREE; i++)
2194 {
2032 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2195 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2033 return i; 2196 return i;
2034 } 2197 }
2035 return -1; 2198 return -1;
2036} 2199}
2037 2200
2038/* 2201/*
2039 * The function permute(arr, begin, end) randomly reorders the array 2202 * The function permute(arr, begin, end) randomly reorders the array
2040 * arr[begin..end-1]. 2203 * arr[begin..end-1].
2041 */ 2204 */
2205static void
2042static void permute(int *arr, int begin, int end) 2206permute (int *arr, int begin, int end)
2043{ 2207{
2044 int i, j, tmp, len; 2208 int
2209 i,
2210 j,
2211 tmp,
2212 len;
2045 2213
2046 len = end-begin; 2214 len = end - begin;
2047 for(i = begin; i < end; i++) 2215 for (i = begin; i < end; i++)
2048 { 2216 {
2049 j = begin+RANDOM()%len; 2217 j = begin + RANDOM () % len;
2050 2218
2051 tmp = arr[i]; 2219 tmp = arr[i];
2052 arr[i] = arr[j]; 2220 arr[i] = arr[j];
2053 arr[j] = tmp; 2221 arr[j] = tmp;
2054 } 2222 }
2055} 2223}
2056 2224
2057/* new function to make monster searching more efficient, and effective! 2225/* new function to make monster searching more efficient, and effective!
2058 * This basically returns a randomized array (in the passed pointer) of 2226 * This basically returns a randomized array (in the passed pointer) of
2059 * the spaces to find monsters. In this way, it won't always look for 2227 * the spaces to find monsters. In this way, it won't always look for
2060 * monsters to the north first. However, the size of the array passed 2228 * monsters to the north first. However, the size of the array passed
2061 * covers all the spaces, so within that size, all the spaces within 2229 * covers all the spaces, so within that size, all the spaces within
2062 * the 3x3 area will be searched, just not in a predictable order. 2230 * the 3x3 area will be searched, just not in a predictable order.
2063 */ 2231 */
2232void
2064void get_search_arr(int *search_arr) 2233get_search_arr (int *search_arr)
2065{ 2234{
2235 int
2066 int i; 2236 i;
2067 2237
2068 for(i = 0; i < SIZEOFFREE; i++) 2238 for (i = 0; i < SIZEOFFREE; i++)
2069 { 2239 {
2070 search_arr[i] = i; 2240 search_arr[i] = i;
2071 } 2241 }
2072 2242
2073 permute(search_arr, 1, SIZEOFFREE1+1); 2243 permute (search_arr, 1, SIZEOFFREE1 + 1);
2074 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2244 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2075 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2245 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2076} 2246}
2077 2247
2078/* 2248/*
2079 * find_dir(map, x, y, exclude) will search some close squares in the 2249 * find_dir(map, x, y, exclude) will search some close squares in the
2080 * given map at the given coordinates for live objects. 2250 * given map at the given coordinates for live objects.
2086 * is actually want is going to try and move there. We need this info 2256 * is actually want is going to try and move there. We need this info
2087 * because we have to know what movement the thing looking to move 2257 * because we have to know what movement the thing looking to move
2088 * there is capable of. 2258 * there is capable of.
2089 */ 2259 */
2090 2260
2261int
2091int find_dir(mapstruct *m, int x, int y, object *exclude) { 2262find_dir (maptile *m, int x, int y, object *exclude)
2263{
2264 int
2265 i,
2092 int i,max=SIZEOFFREE, mflags; 2266 max = SIZEOFFREE, mflags;
2267
2093 sint16 nx, ny; 2268 sint16 nx, ny;
2094 object *tmp; 2269 object *
2095 mapstruct *mp; 2270 tmp;
2271 maptile *
2272 mp;
2273
2096 MoveType blocked, move_type; 2274 MoveType blocked, move_type;
2097 2275
2098 if (exclude && exclude->head) { 2276 if (exclude && exclude->head)
2277 {
2099 exclude = exclude->head; 2278 exclude = exclude->head;
2100 move_type = exclude->move_type; 2279 move_type = exclude->move_type;
2101 } else { 2280 }
2281 else
2282 {
2102 /* If we don't have anything, presume it can use all movement types. */ 2283 /* If we don't have anything, presume it can use all movement types. */
2103 move_type=MOVE_ALL; 2284 move_type = MOVE_ALL;
2285 }
2286
2287 for (i = 1; i < max; i++)
2104 } 2288 {
2105
2106 for(i=1;i<max;i++) {
2107 mp = m; 2289 mp = m;
2108 nx = x + freearr_x[i]; 2290 nx = x + freearr_x[i];
2109 ny = y + freearr_y[i]; 2291 ny = y + freearr_y[i];
2110 2292
2111 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2293 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2112 if (mflags & P_OUT_OF_MAP) { 2294 if (mflags & P_OUT_OF_MAP)
2295 {
2113 max = maxfree[i]; 2296 max = maxfree[i];
2297 }
2114 } else { 2298 else
2299 {
2115 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2300 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2116 2301
2117 if ((move_type & blocked) == move_type) { 2302 if ((move_type & blocked) == move_type)
2303 {
2118 max=maxfree[i]; 2304 max = maxfree[i];
2305 }
2119 } else if (mflags & P_IS_ALIVE) { 2306 else if (mflags & P_IS_ALIVE)
2307 {
2120 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2308 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2121 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2309 {
2122 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2310 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2311 {
2123 break; 2312 break;
2124 } 2313 }
2125 } 2314 }
2126 if(tmp) { 2315 if (tmp)
2316 {
2127 return freedir[i]; 2317 return freedir[i];
2128 } 2318 }
2129 } 2319 }
2130 } 2320 }
2131 } 2321 }
2132 return 0; 2322 return 0;
2133} 2323}
2134 2324
2135/* 2325/*
2136 * distance(object 1, object 2) will return the square of the 2326 * distance(object 1, object 2) will return the square of the
2137 * distance between the two given objects. 2327 * distance between the two given objects.
2138 */ 2328 */
2139 2329
2330int
2140int distance(const object *ob1, const object *ob2) { 2331distance (const object *ob1, const object *ob2)
2332{
2141 int i; 2333 int
2142 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2334 i;
2143 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2335
2336 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2144 return i; 2337 return i;
2145} 2338}
2146 2339
2147/* 2340/*
2148 * find_dir_2(delta-x,delta-y) will return a direction in which 2341 * find_dir_2(delta-x,delta-y) will return a direction in which
2149 * an object which has subtracted the x and y coordinates of another 2342 * an object which has subtracted the x and y coordinates of another
2150 * object, needs to travel toward it. 2343 * object, needs to travel toward it.
2151 */ 2344 */
2152 2345
2346int
2153int find_dir_2(int x, int y) { 2347find_dir_2 (int x, int y)
2348{
2154 int q; 2349 int
2350 q;
2155 2351
2156 if(y) 2352 if (y)
2157 q=x*100/y; 2353 q = x * 100 / y;
2158 else if (x) 2354 else if (x)
2159 q= -300*x; 2355 q = -300 * x;
2160 else 2356 else
2161 return 0; 2357 return 0;
2162 2358
2163 if(y>0) { 2359 if (y > 0)
2360 {
2164 if(q < -242) 2361 if (q < -242)
2165 return 3 ; 2362 return 3;
2166 if (q < -41) 2363 if (q < -41)
2167 return 2 ; 2364 return 2;
2168 if (q < 41) 2365 if (q < 41)
2169 return 1 ; 2366 return 1;
2170 if (q < 242) 2367 if (q < 242)
2171 return 8 ; 2368 return 8;
2172 return 7 ; 2369 return 7;
2173 } 2370 }
2174 2371
2175 if (q < -242) 2372 if (q < -242)
2176 return 7 ; 2373 return 7;
2177 if (q < -41) 2374 if (q < -41)
2178 return 6 ; 2375 return 6;
2179 if (q < 41) 2376 if (q < 41)
2180 return 5 ; 2377 return 5;
2181 if (q < 242) 2378 if (q < 242)
2182 return 4 ; 2379 return 4;
2183 2380
2184 return 3 ; 2381 return 3;
2185} 2382}
2186 2383
2187/* 2384/*
2188 * absdir(int): Returns a number between 1 and 8, which represent 2385 * absdir(int): Returns a number between 1 and 8, which represent
2189 * the "absolute" direction of a number (it actually takes care of 2386 * the "absolute" direction of a number (it actually takes care of
2190 * "overflow" in previous calculations of a direction). 2387 * "overflow" in previous calculations of a direction).
2191 */ 2388 */
2192 2389
2390int
2193int absdir(int d) { 2391absdir (int d)
2194 while(d<1) d+=8; 2392{
2195 while(d>8) d-=8; 2393 while (d < 1)
2394 d += 8;
2395 while (d > 8)
2396 d -= 8;
2196 return d; 2397 return d;
2197} 2398}
2198 2399
2199/* 2400/*
2200 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2401 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2201 * between two directions (which are expected to be absolute (see absdir()) 2402 * between two directions (which are expected to be absolute (see absdir())
2202 */ 2403 */
2203 2404
2405int
2204int dirdiff(int dir1, int dir2) { 2406dirdiff (int dir1, int dir2)
2407{
2205 int d; 2408 int
2409 d;
2410
2206 d = abs(dir1 - dir2); 2411 d = abs (dir1 - dir2);
2207 if(d>4) 2412 if (d > 4)
2208 d = 8 - d; 2413 d = 8 - d;
2209 return d; 2414 return d;
2210} 2415}
2211 2416
2212/* peterm: 2417/* peterm:
2217 * direction 4, 14, or 16 to get back to where we are. 2422 * direction 4, 14, or 16 to get back to where we are.
2218 * Moved from spell_util.c to object.c with the other related direction 2423 * Moved from spell_util.c to object.c with the other related direction
2219 * functions. 2424 * functions.
2220 */ 2425 */
2221 2426
2427int
2222int reduction_dir[SIZEOFFREE][3] = { 2428 reduction_dir[SIZEOFFREE][3] = {
2223 {0,0,0}, /* 0 */ 2429 {0, 0, 0}, /* 0 */
2224 {0,0,0}, /* 1 */ 2430 {0, 0, 0}, /* 1 */
2225 {0,0,0}, /* 2 */ 2431 {0, 0, 0}, /* 2 */
2226 {0,0,0}, /* 3 */ 2432 {0, 0, 0}, /* 3 */
2227 {0,0,0}, /* 4 */ 2433 {0, 0, 0}, /* 4 */
2228 {0,0,0}, /* 5 */ 2434 {0, 0, 0}, /* 5 */
2229 {0,0,0}, /* 6 */ 2435 {0, 0, 0}, /* 6 */
2230 {0,0,0}, /* 7 */ 2436 {0, 0, 0}, /* 7 */
2231 {0,0,0}, /* 8 */ 2437 {0, 0, 0}, /* 8 */
2232 {8,1,2}, /* 9 */ 2438 {8, 1, 2}, /* 9 */
2233 {1,2,-1}, /* 10 */ 2439 {1, 2, -1}, /* 10 */
2234 {2,10,12}, /* 11 */ 2440 {2, 10, 12}, /* 11 */
2235 {2,3,-1}, /* 12 */ 2441 {2, 3, -1}, /* 12 */
2236 {2,3,4}, /* 13 */ 2442 {2, 3, 4}, /* 13 */
2237 {3,4,-1}, /* 14 */ 2443 {3, 4, -1}, /* 14 */
2238 {4,14,16}, /* 15 */ 2444 {4, 14, 16}, /* 15 */
2239 {5,4,-1}, /* 16 */ 2445 {5, 4, -1}, /* 16 */
2240 {4,5,6}, /* 17 */ 2446 {4, 5, 6}, /* 17 */
2241 {6,5,-1}, /* 18 */ 2447 {6, 5, -1}, /* 18 */
2242 {6,20,18}, /* 19 */ 2448 {6, 20, 18}, /* 19 */
2243 {7,6,-1}, /* 20 */ 2449 {7, 6, -1}, /* 20 */
2244 {6,7,8}, /* 21 */ 2450 {6, 7, 8}, /* 21 */
2245 {7,8,-1}, /* 22 */ 2451 {7, 8, -1}, /* 22 */
2246 {8,22,24}, /* 23 */ 2452 {8, 22, 24}, /* 23 */
2247 {8,1,-1}, /* 24 */ 2453 {8, 1, -1}, /* 24 */
2248 {24,9,10}, /* 25 */ 2454 {24, 9, 10}, /* 25 */
2249 {9,10,-1}, /* 26 */ 2455 {9, 10, -1}, /* 26 */
2250 {10,11,-1}, /* 27 */ 2456 {10, 11, -1}, /* 27 */
2251 {27,11,29}, /* 28 */ 2457 {27, 11, 29}, /* 28 */
2252 {11,12,-1}, /* 29 */ 2458 {11, 12, -1}, /* 29 */
2253 {12,13,-1}, /* 30 */ 2459 {12, 13, -1}, /* 30 */
2254 {12,13,14}, /* 31 */ 2460 {12, 13, 14}, /* 31 */
2255 {13,14,-1}, /* 32 */ 2461 {13, 14, -1}, /* 32 */
2256 {14,15,-1}, /* 33 */ 2462 {14, 15, -1}, /* 33 */
2257 {33,15,35}, /* 34 */ 2463 {33, 15, 35}, /* 34 */
2258 {16,15,-1}, /* 35 */ 2464 {16, 15, -1}, /* 35 */
2259 {17,16,-1}, /* 36 */ 2465 {17, 16, -1}, /* 36 */
2260 {18,17,16}, /* 37 */ 2466 {18, 17, 16}, /* 37 */
2261 {18,17,-1}, /* 38 */ 2467 {18, 17, -1}, /* 38 */
2262 {18,19,-1}, /* 39 */ 2468 {18, 19, -1}, /* 39 */
2263 {41,19,39}, /* 40 */ 2469 {41, 19, 39}, /* 40 */
2264 {19,20,-1}, /* 41 */ 2470 {19, 20, -1}, /* 41 */
2265 {20,21,-1}, /* 42 */ 2471 {20, 21, -1}, /* 42 */
2266 {20,21,22}, /* 43 */ 2472 {20, 21, 22}, /* 43 */
2267 {21,22,-1}, /* 44 */ 2473 {21, 22, -1}, /* 44 */
2268 {23,22,-1}, /* 45 */ 2474 {23, 22, -1}, /* 45 */
2269 {45,47,23}, /* 46 */ 2475 {45, 47, 23}, /* 46 */
2270 {23,24,-1}, /* 47 */ 2476 {23, 24, -1}, /* 47 */
2271 {24,9,-1}}; /* 48 */ 2477 {24, 9, -1}
2478}; /* 48 */
2272 2479
2273/* Recursive routine to step back and see if we can 2480/* Recursive routine to step back and see if we can
2274 * find a path to that monster that we found. If not, 2481 * find a path to that monster that we found. If not,
2275 * we don't bother going toward it. Returns 1 if we 2482 * we don't bother going toward it. Returns 1 if we
2276 * can see a direct way to get it 2483 * can see a direct way to get it
2277 * Modified to be map tile aware -.MSW 2484 * Modified to be map tile aware -.MSW
2278 */ 2485 */
2279
2280 2486
2487
2488int
2281int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2489can_see_monsterP (maptile *m, int x, int y, int dir)
2490{
2282 sint16 dx, dy; 2491 sint16 dx, dy;
2492 int
2283 int mflags; 2493 mflags;
2284 2494
2495 if (dir < 0)
2285 if(dir<0) return 0; /* exit condition: invalid direction */ 2496 return 0; /* exit condition: invalid direction */
2286 2497
2287 dx = x + freearr_x[dir]; 2498 dx = x + freearr_x[dir];
2288 dy = y + freearr_y[dir]; 2499 dy = y + freearr_y[dir];
2289 2500
2290 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2501 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2291 2502
2292 /* This functional arguably was incorrect before - it was 2503 /* This functional arguably was incorrect before - it was
2293 * checking for P_WALL - that was basically seeing if 2504 * checking for P_WALL - that was basically seeing if
2294 * we could move to the monster - this is being more 2505 * we could move to the monster - this is being more
2295 * literal on if we can see it. To know if we can actually 2506 * literal on if we can see it. To know if we can actually
2296 * move to the monster, we'd need the monster passed in or 2507 * move to the monster, we'd need the monster passed in or
2297 * at least its move type. 2508 * at least its move type.
2298 */ 2509 */
2299 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2510 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2511 return 0;
2300 2512
2301 /* yes, can see. */ 2513 /* yes, can see. */
2302 if(dir < 9) return 1; 2514 if (dir < 9)
2515 return 1;
2303 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2516 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2304 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2517 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2305 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2306} 2518}
2307 2519
2308 2520
2309 2521
2310/* 2522/*
2311 * can_pick(picker, item): finds out if an object is possible to be 2523 * can_pick(picker, item): finds out if an object is possible to be
2312 * picked up by the picker. Returnes 1 if it can be 2524 * picked up by the picker. Returnes 1 if it can be
2313 * picked up, otherwise 0. 2525 * picked up, otherwise 0.
2314 * 2526 *
2316 * core dumps if they do. 2528 * core dumps if they do.
2317 * 2529 *
2318 * Add a check so we can't pick up invisible objects (0.93.8) 2530 * Add a check so we can't pick up invisible objects (0.93.8)
2319 */ 2531 */
2320 2532
2533int
2321int can_pick(const object *who, const object *item) { 2534can_pick (const object *who, const object *item)
2535{
2322 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2536 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2323 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2537 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2324 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2538 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2325 (who->type==PLAYER||item->weight<who->weight/3));
2326} 2539}
2327 2540
2328 2541
2329/* 2542/*
2330 * create clone from object to another 2543 * create clone from object to another
2331 */ 2544 */
2545object *
2332object *object_create_clone (object *asrc) { 2546object_create_clone (object *asrc)
2547{
2548 object *
2333 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2549 dst = NULL, *tmp, *src, *part, *prev, *item;
2334 2550
2551 if (!asrc)
2335 if(!asrc) return NULL; 2552 return NULL;
2336 src = asrc; 2553 src = asrc;
2337 if(src->head) 2554 if (src->head)
2338 src = src->head; 2555 src = src->head;
2339 2556
2340 prev = NULL; 2557 prev = NULL;
2341 for(part = src; part; part = part->more) { 2558 for (part = src; part; part = part->more)
2559 {
2342 tmp = get_object(); 2560 tmp = get_object ();
2343 copy_object(part,tmp); 2561 copy_object (part, tmp);
2344 tmp->x -= src->x; 2562 tmp->x -= src->x;
2345 tmp->y -= src->y; 2563 tmp->y -= src->y;
2346 if(!part->head) { 2564 if (!part->head)
2565 {
2347 dst = tmp; 2566 dst = tmp;
2348 tmp->head = NULL; 2567 tmp->head = NULL;
2568 }
2349 } else { 2569 else
2570 {
2350 tmp->head = dst; 2571 tmp->head = dst;
2351 } 2572 }
2352 tmp->more = NULL; 2573 tmp->more = NULL;
2353 if(prev) 2574 if (prev)
2354 prev->more = tmp; 2575 prev->more = tmp;
2355 prev = tmp; 2576 prev = tmp;
2356 } 2577 }
2357 /*** copy inventory ***/ 2578
2358 for(item = src->inv; item; item = item->below) { 2579 for (item = src->inv; item; item = item->below)
2359 (void) insert_ob_in_ob(object_create_clone(item),dst); 2580 insert_ob_in_ob (object_create_clone (item), dst);
2360 }
2361 2581
2362 return dst; 2582 return dst;
2363}
2364
2365/* return true if the object was destroyed, 0 otherwise */
2366int was_destroyed (const object *op, tag_t old_tag)
2367{
2368 /* checking for FLAG_FREED isn't necessary, but makes this function more
2369 * robust */
2370 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2371} 2583}
2372 2584
2373/* GROS - Creates an object using a string representing its content. */ 2585/* GROS - Creates an object using a string representing its content. */
2374/* Basically, we save the content of the string to a temp file, then call */ 2586/* Basically, we save the content of the string to a temp file, then call */
2375/* load_object on it. I admit it is a highly inefficient way to make things, */ 2587/* load_object on it. I admit it is a highly inefficient way to make things, */
2376/* but it was simple to make and allows reusing the load_object function. */ 2588/* but it was simple to make and allows reusing the load_object function. */
2377/* Remember not to use load_object_str in a time-critical situation. */ 2589/* Remember not to use load_object_str in a time-critical situation. */
2378/* Also remember that multiparts objects are not supported for now. */ 2590/* Also remember that multiparts objects are not supported for now. */
2379 2591
2592object *
2380object* load_object_str(const char *obstr) 2593load_object_str (const char *obstr)
2381{ 2594{
2382 object *op; 2595 object *op;
2383 char filename[MAX_BUF]; 2596 char filename[MAX_BUF];
2597
2384 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2598 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2385 2599
2386 FILE *tempfile=fopen(filename,"w"); 2600 FILE *tempfile = fopen (filename, "w");
2601
2387 if (tempfile == NULL) 2602 if (tempfile == NULL)
2388 { 2603 {
2389 LOG(llevError,"Error - Unable to access load object temp file\n"); 2604 LOG (llevError, "Error - Unable to access load object temp file\n");
2390 return NULL; 2605 return NULL;
2391 }; 2606 }
2607
2392 fprintf(tempfile,obstr); 2608 fprintf (tempfile, obstr);
2393 fclose(tempfile); 2609 fclose (tempfile);
2394 2610
2395 op=get_object(); 2611 op = get_object ();
2396 2612
2397 object_thawer thawer (filename); 2613 object_thawer thawer (filename);
2398 2614
2399 if (thawer) 2615 if (thawer)
2400 load_object(thawer,op,0); 2616 load_object (thawer, op, 0);
2401 2617
2402 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2618 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2403 CLEAR_FLAG(op,FLAG_REMOVED); 2619 CLEAR_FLAG (op, FLAG_REMOVED);
2404 2620
2405 return op; 2621 return op;
2406} 2622}
2407 2623
2408/* This returns the first object in who's inventory that 2624/* This returns the first object in who's inventory that
2409 * has the same type and subtype match. 2625 * has the same type and subtype match.
2410 * returns NULL if no match. 2626 * returns NULL if no match.
2411 */ 2627 */
2628object *
2412object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2629find_obj_by_type_subtype (const object *who, int type, int subtype)
2413{ 2630{
2414 object *tmp; 2631 object *tmp;
2415 2632
2416 for (tmp=who->inv; tmp; tmp=tmp->below) 2633 for (tmp = who->inv; tmp; tmp = tmp->below)
2417 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2634 if (tmp->type == type && tmp->subtype == subtype)
2635 return tmp;
2418 2636
2419 return NULL; 2637 return NULL;
2420} 2638}
2421 2639
2422/* If ob has a field named key, return the link from the list, 2640/* If ob has a field named key, return the link from the list,
2423 * otherwise return NULL. 2641 * otherwise return NULL.
2424 * 2642 *
2425 * key must be a passed in shared string - otherwise, this won't 2643 * key must be a passed in shared string - otherwise, this won't
2426 * do the desired thing. 2644 * do the desired thing.
2427 */ 2645 */
2646key_value *
2428key_value * get_ob_key_link(const object * ob, const char * key) { 2647get_ob_key_link (const object *ob, const char *key)
2648{
2429 key_value * link; 2649 key_value *link;
2430 2650
2431 for (link = ob->key_values; link != NULL; link = link->next) { 2651 for (link = ob->key_values; link != NULL; link = link->next)
2432 if (link->key == key) { 2652 if (link->key == key)
2433 return link; 2653 return link;
2434 } 2654
2435 }
2436
2437 return NULL; 2655 return NULL;
2438} 2656}
2439 2657
2440/* 2658/*
2441 * Returns the value of op has an extra_field for key, or NULL. 2659 * Returns the value of op has an extra_field for key, or NULL.
2442 * 2660 *
2443 * The argument doesn't need to be a shared string. 2661 * The argument doesn't need to be a shared string.
2444 * 2662 *
2445 * The returned string is shared. 2663 * The returned string is shared.
2446 */ 2664 */
2665const char *
2447const char * get_ob_key_value(const object * op, const char * const key) { 2666get_ob_key_value (const object *op, const char *const key)
2667{
2448 key_value * link; 2668 key_value *link;
2449 const char * canonical_key; 2669 shstr_cmp canonical_key (key);
2670
2671 if (!canonical_key)
2450 2672 {
2451 canonical_key = shstr::find (key);
2452
2453 if (canonical_key == NULL) {
2454 /* 1. There being a field named key on any object 2673 /* 1. There being a field named key on any object
2455 * implies there'd be a shared string to find. 2674 * implies there'd be a shared string to find.
2456 * 2. Since there isn't, no object has this field. 2675 * 2. Since there isn't, no object has this field.
2457 * 3. Therefore, *this* object doesn't have this field. 2676 * 3. Therefore, *this* object doesn't have this field.
2458 */ 2677 */
2459 return NULL; 2678 return 0;
2460 } 2679 }
2461 2680
2462 /* This is copied from get_ob_key_link() above - 2681 /* This is copied from get_ob_key_link() above -
2463 * only 4 lines, and saves the function call overhead. 2682 * only 4 lines, and saves the function call overhead.
2464 */ 2683 */
2465 for (link = op->key_values; link != NULL; link = link->next) { 2684 for (link = op->key_values; link; link = link->next)
2466 if (link->key == canonical_key) { 2685 if (link->key == canonical_key)
2467 return link->value; 2686 return link->value;
2468 } 2687
2469 } 2688 return 0;
2470 return NULL;
2471} 2689}
2472 2690
2473 2691
2474/* 2692/*
2475 * Updates the canonical_key in op to value. 2693 * Updates the canonical_key in op to value.
2479 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2697 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2480 * keys. 2698 * keys.
2481 * 2699 *
2482 * Returns TRUE on success. 2700 * Returns TRUE on success.
2483 */ 2701 */
2702int
2484int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2703set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2704{
2705 key_value *
2485 key_value * field = NULL, *last=NULL; 2706 field = NULL, *last = NULL;
2486 2707
2487 for (field=op->key_values; field != NULL; field=field->next) { 2708 for (field = op->key_values; field != NULL; field = field->next)
2709 {
2488 if (field->key != canonical_key) { 2710 if (field->key != canonical_key)
2711 {
2489 last = field; 2712 last = field;
2490 continue; 2713 continue;
2491 } 2714 }
2492 2715
2493 if (value) 2716 if (value)
2494 field->value = value; 2717 field->value = value;
2495 else { 2718 else
2719 {
2496 /* Basically, if the archetype has this key set, 2720 /* Basically, if the archetype has this key set,
2497 * we need to store the null value so when we save 2721 * we need to store the null value so when we save
2498 * it, we save the empty value so that when we load, 2722 * it, we save the empty value so that when we load,
2499 * we get this value back again. 2723 * we get this value back again.
2500 */ 2724 */
2501 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2725 if (get_ob_key_link (&op->arch->clone, canonical_key))
2502 field->value = 0; 2726 field->value = 0;
2727 else
2728 {
2729 if (last)
2730 last->next = field->next;
2503 else 2731 else
2504 {
2505 if (last) last->next = field->next;
2506 else op->key_values = field->next; 2732 op->key_values = field->next;
2507 2733
2508 delete field; 2734 delete field;
2509 } 2735 }
2510 } 2736 }
2511 return TRUE; 2737 return TRUE;
2512 } 2738 }
2513 /* IF we get here, key doesn't exist */ 2739 /* IF we get here, key doesn't exist */
2514 2740
2515 /* No field, we'll have to add it. */ 2741 /* No field, we'll have to add it. */
2742
2743 if (!add_key)
2516 2744 {
2517 if (!add_key) {
2518 return FALSE; 2745 return FALSE;
2519 } 2746 }
2520 /* There isn't any good reason to store a null 2747 /* There isn't any good reason to store a null
2521 * value in the key/value list. If the archetype has 2748 * value in the key/value list. If the archetype has
2522 * this key, then we should also have it, so shouldn't 2749 * this key, then we should also have it, so shouldn't
2523 * be here. If user wants to store empty strings, 2750 * be here. If user wants to store empty strings,
2524 * should pass in "" 2751 * should pass in ""
2525 */ 2752 */
2526 if (value == NULL) return TRUE; 2753 if (value == NULL)
2527
2528 field = new key_value;
2529
2530 field->key = canonical_key;
2531 field->value = value;
2532 /* Usual prepend-addition. */
2533 field->next = op->key_values;
2534 op->key_values = field;
2535
2536 return TRUE; 2754 return TRUE;
2755
2756 field = new key_value;
2757
2758 field->key = canonical_key;
2759 field->value = value;
2760 /* Usual prepend-addition. */
2761 field->next = op->key_values;
2762 op->key_values = field;
2763
2764 return TRUE;
2537} 2765}
2538 2766
2539/* 2767/*
2540 * Updates the key in op to value. 2768 * Updates the key in op to value.
2541 * 2769 *
2543 * and not add new ones. 2771 * and not add new ones.
2544 * In general, should be little reason FALSE is ever passed in for add_key 2772 * In general, should be little reason FALSE is ever passed in for add_key
2545 * 2773 *
2546 * Returns TRUE on success. 2774 * Returns TRUE on success.
2547 */ 2775 */
2776int
2548int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2777set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2549{ 2778{
2550 shstr key_ (key); 2779 shstr key_ (key);
2780
2551 return set_ob_key_value_s (op, key_, value, add_key); 2781 return set_ob_key_value_s (op, key_, value, add_key);
2552} 2782}
2783
2784object::depth_iterator::depth_iterator (object *container)
2785: iterator_base (container)
2786{
2787 while (item->inv)
2788 item = item->inv;
2789}
2790
2791void
2792object::depth_iterator::next ()
2793{
2794 if (item->below)
2795 {
2796 item = item->below;
2797
2798 while (item->inv)
2799 item = item->inv;
2800 }
2801 else
2802 item = item->env;
2803}
2804
2805// return a suitable string describing an objetc in enough detail to find it
2806const char *
2807object::debug_desc (char *info) const
2808{
2809 char info2[256 * 3];
2810 char *p = info;
2811
2812 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2813 count,
2814 &name,
2815 title ? " " : "",
2816 title ? (const char *)title : "");
2817
2818 if (env)
2819 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2820
2821 if (map)
2822 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2823
2824 return info;
2825}
2826
2827const char *
2828object::debug_desc () const
2829{
2830 static char info[256 * 3];
2831 return debug_desc (info);
2832}
2833

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